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# The world of *Cengar* and it's races Cengar is a heavily populated world, filled with many mystical and magical races. Some are developed and advanced whilst others are animalistic in nature. This document is the first of two for all players who wish the delve into the depths of *Cengar*, and within it is the intell on all these races and their unique natural abilities. ## Aarokocra ### Race Lore A prideful and ellegent bird race often seen as a kindhearted and peaceful, the Aarokocra originate from the far west, migrating between the three main *Pirateer Islands*. These humble people have very little needs outside of good food, stable shelter and an honourable name. After the invasion of Tritons and influx of pirates it was the Aarokocras who took to the skies in order to keep some form of peace amongst the locals. Whilst soldiers and law men are ignored by most travellers in the far west, the Aarokocra gaudians are seen as powerful and known to have the final say in such matters. ### Stats and Traits *Ability Score Improvements* Dexterity +2 Wisdom +1 *Speed*: 25 ft walking 50 ft flying (cannot wear heavy armour) *Talons* Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. *Languages* You know Common, Aarokocra and Triton
\columnbreak ## Aasimar ### Race Lore An angelic people, often found in the open plains of Wildflow, it is said they have been touched in a genetic level by celestial beings. Most preachers will tell you the Aasimar are simply outcasted human spellcasters, using the Father's name to seek glory and attention, but the old prophets predicted their arrival. It is said the great elven king Dantime the blessed fortold of their pressense. ### Stats and Traits *Ability Score Improvements* Charisma +2 *Speed*: 30 ft walking *Darkvision*: lessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. *Celestial Resistance*: You have resistance to necrotic damage and radiant damage. *Healing Hands*: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. *Light Bearer*: You know the Light cantrip. Charisma is your spellcasting ability for it. *languages*: Common, Celestial ### Scourge Aasimar *Ability Score*: Constitution +1 *Radiant Consumption*: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. our transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. ### Protector Aasimar *Ability Score*: Wisdom +1 *Radiant Soul*: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. \pagebreak Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. ### Fallen Aasimar *Ability Score*: Strength +1 *Necrotic Shroud*: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
\columnbreak ## Awakened Ooze ### Race Lore Awakened Ooze arent like most races, they are not born, nor have they evolved. These beings are made by powerful warlocks and wizards, and develop as they witness life around them. For a long period these ooze creatures had intelligence like that of a mimic, however after the great summoning on *Haterra* they began to learn. More and more Awakened Ooze can be found in modern times, and they seem to have picked up knowledge from the races around them. Due to this method of learning, most Awakened Ooze will look similar to if not identical to the being to educated or in some cases raised them. ### Stats and Traits *Ability Score Improvements* Constitution +2 *Speed*: 25 ft walking *Psionic Goo*: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to as many creatures as you can see. *Slime Sense*: You can see with a normal field of vision, and hear normally, as though you possessed the proper body parts regardless of your shape. You can still cast spells that require verbal components. While casting a spell with a verbal component you glow the same color as your current form, casting a dim light in a 25 foot radius. You may also perform somatic components of spells with any part of your body. *Oozeshift*: As an action you may transform your oozing body into a new shape. You decide what you look like, including your height, facial features, the coloration of your new form, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your Statistics change. You always appear somewhat translucent and slimy. If you choose no other shape, the default shape is a 5x5 cube. *Amorphus*: You can move through a space as narrow as 1 inch wide without squeezing *Corrosive Form*: When a creature touches you for the first time on a turn or starts its turn while touching or grappling you, it takes 1d4 acid damage. Any nonmagical weapon or armor made of metal or wood that you touch starts corroding. If you are continuously touching a wood or metal item for 1 minute, the item takes a permanent and cumulative -1 to attack and damage rolls, or AC. If its penalty drops to -5, the item is destroyed. Your corrosive form can eat through 1-inchthick, nonmagical wood or metal in 10 minutes *Languages*: Common, Any one language of your choice
\pagebreak ## Azer ### Race Lore Azer where once creations of the great Father in the plane of fire, made to wander it, and harness the flames for their own craftmanship, however after the great summoning many of these burning souls where brought to the land of *Cengar*, and they found their skill sets quite useful. Azer are a wonderous and intriguing bunch, looking close to Dwarves, only with bronze skin. However under their metalic flesh is a magical burning flame, that pertrudes from their bodies in the form of hair. ### Stats and Traits *Ability Score Improvements* Strength +1 Wisdom +1 *Speed*: 25 ft walking (Heavy Armor do not slow Azer) *Fire Resistance*: You are resistant to Fire Damage *Flaming Locks*: Your hair and beard are constantly aflame, shedding bright light in a 10-foot radius and dim light for an additional 10 ft. In addition, when a creature within 5 feet of you hits you with a melee attack, you can use your reaction to make the attacker take fire damage equal to your Wisdom modifier. *Heated Touch*: You gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes. In addition, once per short or long rest you can, as a bonus action, heat a metal weapon you are holding. Until the end of your next turn the weapon deals additional fire damage on hit equal to your Wisdom modifier. *Languages*: Common, Primordial, and Dwarven
\columnbreak ## Centaur ### Race Lore A prideful and elegant race of horse like people originating from the beautiful *Oasia* in *Wildflow*. These hunting masters are known to be found ruling over the south of *Wildflow*, galavanting in the *Great Plains* and farming inthe western parts of *Dremlan* after their migration during the early years of the *Great War*. Centaurs are closely related to other *Oasian* races, such as the Bauriar, the Satyr, the Leonin and the Wemic. ### Stats and Traits *Ability Score Improvements* Strength +2 Wisdom +1 *Speed*: 40 ft walking *Fey*: you are classified as a Fey creature instead of a humanoid *Charge*: If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves. *Hooves*: Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. *Equine 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 equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. *Survivor*: You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival. *Languages*: Common, and Sylvan
\pagebreak ## Changeling ### Race Lore The changelings are a strange group of people resident to *Dremlan* with a mysterious origin. No record exists telling where the Changelings originate from. These confusing creatures have a tendency to shift between faces, mimicing other races they have seen before. The vast differences between each indevidual Changeling means that as a people they have very little culture and characteristics. ### Stats and Traits *Ability Score Improvements* Charisma +2 Any ability of your choice +1 *Speed*: 30 ft walking *changeling Instincts*: You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion *Change Appearance*: As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
\columnbreak ## Dhampyr ### Race Lore Dhampyrs are born from women who are bitten by a vampire while they are pregnant. Such women often die in the process of birthing the Dhampyr, leaving the child without parents or home. Dhampyrs are outcasts in society and although they are not burned to dust in sunlight, it still is of great discomfort for sunlight to directly touch their skin. Most often, the women who are bitten are elves, but other races have been known to produce Dhampyrs as well, most notably humans. ### Stats and Traits *Ability Score Improvement* Constitution +1 Charisma +1 *Speed*: 30 ft walking *Bite*: Your sharp fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. *Blood Drinker*: When your foe is unable to move away, you can enter a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite against a restrained, grappled, or incapacitated humanoid. If the attack hits, it deals its normal damage, and you regain 1 expended hit die. In addition, after feeding on a humanoid this way, you gain the benefits of eating a full meal. After you use this trait, you can’t use it again until you finish a short or long rest. *Superior Darkvision*: You are a creature of night, of moonlight and the starry sky. You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. Unlike most darkvision, you can see color in darkness while you are under moonlight. *Sunlight Sensitivity*: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight. *Dhampyr Magic*: You know the minor illusion cantrip. When you reach 3rd level, you can cast spider climb once, and it recharges after a long rest. When you reach 5th level, you can cast find steed once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells. *Vampiric Transformation*: When an enemy hits you with an attack, you can use your reaction to instantly turn into swarm of bats until end of your next turn. You cannot attack, concentrate or cast spells in this form. Starting at level 11 you may instead transform into a cloud of mist (as in the Shapechanger trait). After you use this trait, you can’t use it again until you finish a long rest. This trait cannot be used in direct sunlight. *Language*: Common, Abyssal and one language of your choice
\pagebreak ## Dragonborn ### Race Lore A misfortunate group of dragon like humanoids. The Dragonborn are decended from the ancient world of the Draconic Empire as slaves. These reptilious warriors come from one of three factions: The tailless, a group of dragonborn directly coming from their enslaved predesecors, and they often reside in the *Drecon mountains* forming small underground villages. The second faction are found all over *Dremlan* as a mix of tailed and tailless dragonborn, these particular heroes are mostly adventurers and hunters and use their draconic ancestry to help them take down dangerous threats in the *Wild Lands*. And the final faction consists of those from the west, as during the early years of the Draconic Empire's expansion many Dragonborn slaves rebelled and took control of *Heaven's Reach* in *Wild Flow*. ### Stats and Traits *Ability Score Improvements* Strength +2 Charisma +1 Speed: 30 ft walking *Draconic Ancestry*:
| Dragon | Damage Type | Breath Weapon |:---:|:------------------:|:---------:| | Black | Acid | 5*30ft (Dex) | | Blue | Lightning | 5*30ft (Dex) | | Brass | Fire | 5*30ft (Dex) | | Bronze | Lightning | 5*30ft (Dex) | | Copper | Acid | 5*30ft (Dex) | | Gold | Fire | 15ft (Dex) | | Green | Poison | 15ft (Con) | | Red | Fire | 15ft (Dex) | | Silver | Cold | 15ft (Con) | | White | Cold | 15ft (Con) |
*Breath Weapon*: You can use your action to exhale destructive energy. Your draconic ancestry 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 ancestry. 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. *Damage Resistance*: You have resistance to the damage type associated with your draconic ancestry. *Languages*: Common, and Draconic
\pagebreak ## Dwarf ### Race Lore A powerful and wise race whose legacy dates back to the early days of *Skyrise* and the elven empires. Over many years the Dwarves would however be torn apart into western and eastern variants. This occured during the great war when a class of Dwarves revolted against the races rights under their elven overlords. Dwarves are known for their mining capabilities and their skills with weaponsmithing. The Western Dwarves are commonly refurred to as Hill Dwarves, and are known for their tough skin and resilient natures whilst the eastern Dwarves are known as Mountain Dwarves and have a history with metal work and it's uses. ### Stats and Traits *Ability Score Improvements* Constitution +2 *Speed*: 25 ft walking *Darkvision*: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. *Dwarven Resilience*: You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section). *Dwarven Combat Training*: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. *Tool Proficiency*: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. *Stonecunning*: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. *Languages*: Common and Dwarvish
### Hill Dwarf *Ability Score*: Wisdom +1 *Dwarven Toughness*: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. ### Mountain Dwarf *Ability Score*: Strength +1 *Dwarven Armour Training*: You have proficiency with light and medium armor.
\pagebreak ## Elf ### Race Lore The Elves has a long a wonderous world lore, their empires have spread far and wide, even for a time conquering all of *Wildflow* and its enhabitants. Whilst in *Skydown* they are seen as upperclass and prestige, most of *Cengar* sees Elves as a biggoted and selfish people. Many Elves also have a distaste for the outter world, after the *Great War* and its many tragedies, they see the savage outsiders as to blame for their many losses. Elves also have an inate tie to that of magic, some even mastering the skills of spellcasting without any former education in the craft. ### Stats and Traits *Ability Score Improvements* Dexterity +2 *Speed*: 30 ft walking *Darkvision*: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. *Keen Senses*: You have proficiency in the Perception skill. *Fey Ancestry*: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. *Trance*: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. *Languages*: Common, and Elvish
\columnbreak ## Feral Tiefling ### Race Lore The first of the many races to appear during the great summoning, these Tiefling like creatures are more demonic than their cousins, often having longer horns, larger fangs, goat like legs and sharpened cat eyes. They do not have a natural eligence to crime and wrongdoings however it is common for Feral Tieflings that live in heavily populated areas to resort to such acts, this is possibly due to a lack or heratage or even related to how their visage makes people treat them. ### Stats and Traits *Ability Score Improvements* Intelligence +1 Dexterity +2 *Speed*: 30 ft walking *Devil's Tongue*: You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level , you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. *Hellfire*: Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. *Winged*: You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. *Hellish Resistance*: You have resistance to fire damage *Darkvision*: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\pagebreak ## Firbolg ### Race Lore A peaceful and naturalistic loving race of troll like forest gaudians. The Firbolg have remained quite isolated throughout the history of Cengar, only changing when the western dwarves and centaurs came to the east, during which many Firbolg learnt the benefits of agriculture and took up cattle and crop farming. Whilst they are a calm and simple people many of the younger Firbolgs have grown tired of this boring nature and venture north for quests and excitement. ### Stats and Traits *Ability Score Improvements* Wisdom +2 Strength +1 *Speed*: 30 ft walking *Firbolg Magic*: You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves. *Hidden Step*: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. *Powerful Build*: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. *Speach 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*: Common, Giant and Goblin
\columnbreak ## Gargoyle ### Race Lore These stonecut intelligent beasts have two forms of birth, similar to the Awakened Ooze, they can be brought to life with a lesser understanding of the world around them, or they can come from the more evolved group of Gargoyles from *Haterra*, however unlike the Ooze, intelligent Gargoyles can be found almost anywhere, as they have a tendency to visit and protect holy places such as temples and monistarys. Gargoyles are often filled with a single purpose, vengeance, but not usually for themselves, Gargoyles find themselves avenging their gods or even the locals, well the ones that don't run in fear. ### Stats and Traits *Ability Score Improvements* Wisdom +1 Strength +1 *Speed*: 25 ft walking *Living Construct*: Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching *Stone Wings*: You gain a flying speed of 30ft. You can fly only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. You can wear medium or *Stony Exterior*: Your stone exterior lends you rock-hard natural armor. Your AC can't be less than 12 + your Constitution modifier, regardless of what kind of armor you are wearing. *Still as Stone*: You can use your concentration to hold yourself so still you appear to be a statue. While you remain completely motionless in this way, you have advantage on all Dexterity (Stealth) checks. *Languages*: Common, and either Celestial or Abyssal
\pagebreak ## Genasi ### Race and Lore Decendents of a great warrior race, the Genasi come from *Elementalia* along with the Gith. Due to a mixture of their peoples innate inner magic, and the harsh mixed terrain of their home country the Genasi's biology have unique elemental features. The Genasi are no longer advanced warriors and can instead be commonly found in *Dammport*, working the docks, farms, taverns and inns for nearby travellers and locals. The four kinds of Genasi are split apart into Fire, an impatient and heavy hearted group, Air, a bi-polar wind related sect, Earth, the calm and focussed member of the species who don't act particularly brash, and finally Water, the kindest and most free of the Genasi kind. ### Stats and Traits *Ability Score Improvements* Constitution +2 *Speed*: 30 ft walking ### Air Genasi *Ability Score*: Dexterity +1 *Unending Breath*: You can hold your breath indefinitely while you’re not incapacitated. *Mingle with the Wind*: You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. ### Earth Genasi *Ability Score*: Strength +1 *Earth Walk*: You can move across difficult terrain made of earth or stone without expending extra movement. *Merge with Stone*: You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. ### Fire Genasi *Ability Score*: Intelligence +1 *Darkvision*: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red. *Fire Resistance*: You have resistance to fire damage. *Reach to the Blaze*: You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands 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.
### Water Genasi *Ability Score*: wisdom +1 *Acid Resistance*: You have resistance to acid damage. *Amphibious*: You can breathe air and water. *Swim*: You have a swimming speed of 30 feet. *call to the Wave*: You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
\pagebreak ## Gith ### Race Lore Giths originate from the same land as the Genasi, *Elementia*, a viscious and harsh terrain filled with that of magic and chaos. Whilst the Genasi became that of peaceful workers the Gith grew into deadly masters of the sea, raiding shipments and travellers. The gith also possess great and powerful psionic abilities, which it is said comes from early interactions with the venturing Mindflayers, who are also to blame for the turbulant nature of *Elementia*. Some Gith still follow that of the Mindflayers, splitting the Gith into two factions. Those who traverse the seas and act as roughians go by Githyanki, whilst the mindful hone their powers and are known as Githzerai. ### Stats and Traits *Ability Score Improvement* Intelligence +1 *Speed*: 30 ft walking *Languages*: Common, and Gith ### Githyanki *Ability Score*: Strength +2 *Decendant Mastery*: You learn one language of your choice, and you are proficient with one skill or tool of your choice. *Martial Prodigy*: You are proficient with light and medium armor and with shortswords, longswords, and greatswords. *Githyanki Psionics*: You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the Jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components. ### Githzerai *Ability Score*: Wisdom +2 *Mental Discipline*: You have advantage on saving throws against the charmed and frightened conditions. *Githzerai Psionics*: You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the Shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Detect Thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components. \columnbreak ## Gnoll ### Race Lore A ferocious and ravenous bunch, the Gnoll use their wolf like senses for hunting and pillaging. Their animalistic appearance makes it appear as though they come from the *Great Plains* however Gnolls are some of the earliest enhabitants of the *Wildlands*. ### Stats and Traits *Ability Score Improvement* Dexterity +1 Strength +2 *Speed*: 30 ft walking *Bite*: Your sharp jaws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. This damage increases to 1d6 at level 8, 1d8 at level 11, and 1d10 at level 16. *Rampage*: When you reduce a creature to 0 hit points with a melee attack on your turn, you can use your bonus action to move up to half your speed and make a bite attack. *Bloodrage*: When you are reduced below half your maximum hit points, you gain +1 AC and a +2 to damage rolls for 1 minute. Once you use this trait, you cannot use it again until you have finished a long rest. *Language*: Common, and Gnoll
\pagebreak ## Gnome ### Race Lore A devious and cunning race, the Gnomes are an often forgotten race of half-sized people. They come from *Wildflow* alongside Humans, Dwarves and Halflings. The Gnomes much like their comrades where treated as second class citizens and so during the great war they mostly took part in the rebellion, helping populate *New Skydown*. ### Stats and Traits *Ability Score Improvements* Intelligence +2 *Speed*: 25 ft walking *Darkvision*: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. *Gnome Cunning*: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. *Languages*: Common, and Gnomish ### Forest Gnome *Ability Score*: Dexterity +1 *Superior Darkvision*: Your darkvision has a radius of 120 feet. *Stone Camoflauge*: You have advantage on Dexterity (Stealth) checks to hide in rocky terrain. *Languages*: Undercommon ### Rock Gnome *Ability Score*: Constitution +1 *Artificer's Lore*: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. *Tinker*: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
\pagebreak ## Goblin ### Race Lore Goblins are a unique group. They can be found everywhere, in a forest? check! in a city? oh yeh, check! under your bed? you bet. Most think of goblins as stupid, unaware and rediculous, and they would be right... but theyd also be so so wrong. Goblins individualy appear idiotic, this is because of a mix of reasons. They have no education, a miniscule attention span and a brain equivelent to that of 2 year old Kobold. However in mass Goblins have power unrivelled by many, and their incredibly high breeding rate leads to them almost entirely controlling the *Wildlands*. ### Stats and Traits *Ability Score Improvement* Dexterity +2 Constitution +1 *Speed*: 30 ft walking *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. *Fury of the Small*: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. *Nimble Escape*: You can take the Disengage or Hide action as a bonus action on each of your turns. *Language*: Common, and Goblin
\columnbreak ## Goliath ### Race Lore Another of the many residents of the *Wildlands*, Goliaths are hulking tribal warriors, often living in groups of between 10 and 12 members. They seem imposing and scary, however these large brutes are sweet at heart, but dont let their inner kindness fool you for when tempered they will destroy anything standing before them. The Goliath culture is based around physical strength, they follow anyone who is able to overpower them, and work to reach a new strength where they might be able to lead. The only exception to this pack mentality is when their new leader hurts the tribe, after which a good Goliath would turn on them instantly. ### Stats and Traits *Ability Score Improvements* Strength +2 Constitution +1 *Speed*: 30 ft walking *Natural Athlete*: You have proficiency in the Athletics skill. *Stone's Endurance*: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. *Powerful Build*: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. *Mountain Born*: You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet. *Language*: Common, an Giant
\pagebreak ## Grung ### Race Lore Coming from the Pirateer Islands, Grung are an aggressive yet adorable bunch. Grungs are known for their territorial nature, and lack of trust. When the Tritons invaded many Grung fought back, ending in a split in the people, some would accept their new neighbours, even in few cases moving to live in the *Tritonic Empire*. The other Grung remain on the islands, often avoiding none Grung locals, and tending to their damp forests. ### Stats and Traits *Ability Score Improvement* Dexterity +2 Constitution +1 *Arboreal Alertness*: You have proficiency in the Perception skill. *Speed*: 25 ft walking and climbing *Amphibious*: You can breathe air and water. *Poison Immunity*: You are immune to poison damage and the poisoned condition. *Poisonous Skin*: Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage. *Standing Leap*: Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. *Water Dependency*: If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour. *Languages*: Grung, and optionally Common
\columnbreak ## Half-Elf ### Race Lore Half-Elves are known to be the truly well off in *Cengar*, Whilst Elves give up acceptance across the world for their priviledged lives in *Skydown* the Half-Elf needs not lose anything. The residents of the *Great Plains*, *New Skydown* and the *Wildlands* all consider Half-Elves as locals, even though they almost souly originate from the much hated *Skydown*. Half-Elves tend to be part human, however they can be half of any humanoid or fey creature. ### Stats and Traits *Ability Score Improvement* Charisma +2 Any two Ability Scores +1 *Speed*: 30ft walking *Darkvision*: Thanks to your elf blood, 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. *Fey Ancestry*: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. *Skill Versatility*: You gain proficiency in two skills of your choice. *Language*: Common, and Elvish
\pagebreak ## Halfling ### Race Lore Halflings are known to be incredibly lucky, however their history wasnt quite as kind to them. Throughout *Wildflow's* history Halflings have been treated as second class citizens however they took part in the rebellion during the great war, and helped populate *New Skydown* in the east. ### Stats and Traits *Ability Score Improvement* Dexterity +2 *Speed*: 25 ft *Lucky*: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. *Brave*: You have advantage on saving throws against being frightened. *Halfling Nimbleness*: You can move through the space of any creature that is of a size larger than yours. *Languages*: Common, and Halfling ### Lightfoot Halfling *Ability Score*: Charisma +1 *Naturally Stealthy*: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. ### Stout Halfling *Ability Score*: Constitution +1 *Stout Resilience*: You have advantage on saving throws against poison, and you have resistance against poison damage.
\columnbreak ## Half-Orc ### Race Lore Orcs are brutish and often uncivalised, Humans are cuel and selfish, Half-Orcs are neither. They have incredible strength from their Orcish ancestry, and an intelligent and charismatic mind from their Human parentage. These people are often disregarded by their parents and left to the *Wildlands* but when shown friendship and or companionship they immedietly latch on, becoming the greatest of allies. ### Stats and Traits *Ability Score Improvement* Strength +2 Constitution +1 *Speed* 30 ft walking *Darkvision*: Thanks to your orc blood, 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. *Menacing*: You gain proficiency in the Intimidation skill. *Relentless Endurance*: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. *Savage Attacks*: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. *Languages*: Common and Orc
\pagebreak ## Hamadryad ### Race Lore The incarnate spirits of nature, Hamadryads defend the beautiful forests of the *Wildlands*. Hamadryads are nymphs at heart, however their souls and bodies are bound to a tree, giving them a beautiful yet wooden body. These people tend to enjoy spending their time playing games on adventurers, until the forest they dwell in is placed in danger, and when such occurs they lash out in rage. ### Stats and Traits *Ability Score Improvement* Wisdom +2 Charisma or Intelligence +1 *Speed*: 30 ft walking *Forest Walk*: You can move across difficult terrain made of part of a tree, underbrush, or some other forest growth without expending extra movement. *Oaken Rest*: Hamadryads don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you are fully aware of your surroundings and notice approaching enemies and other events as normal. To meditate in this way you must be in bright light or touching at least six gallons of clean water. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. *Twin Aspects*: You know the *druidcraft* cantrip. The other spells you can cast depend upon your form. Wisdom is your spellcasting ability for these spells. You have two forms you can shift between—nymph and dryad. You can shift forms while meditating with *Oaken Rest*. Nymph: Once you reach 3rd level, you can cast the charm person spell once per day. Once you reach 5th level, you can also cast the calm emotions spell once per day. Dryad: Once you reach 3rd level, you can cast the entangle spell once per day. Once you reach 5th level, you can also cast the barkskin spell targeting yourself at will. *Languages*: Common, and Sylvian
\columnbreak ## Hobgoblin ### Race and Lore A skilled and noble race, often grouped with lesser kinds, such as Goblins and Orcs. However mixing Hobgoblins with the likes of meer monsters will be your first mistake in the *Wildlands* and a grave mistake it would be. Hobgoblins pride themselves on their kills, their achievements and their lack of fear in the face of any danger. ### Stats and Traits *Ability Score Improvement* Constitution +2 Intelligence +1 *Speed*: 30 ft walking *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. *Martial Training*: You are proficient with two martial weapons of your choice and with light armor. *Saving Face*: Hobgoblins 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. *Language*: Common, and Goblin
\pagebreak ## Human ### Race Lore Humans have a long a twisted history in *Cengar*, leaving a footnote in almost all the races history. Humans originally served under that of the Elven Empire in *Skydown* and as the empire grew Humans spread into the east as messengers and workers for their Elf overlords. During the Great War they helped the rebellion overthrow the Elven King, until they as a people where offered a place in the higher circles of *Skydown* and betrayed their fellow rebellions. This has lead to many families holding a grudge on the race, whilst others do not blame them for their ancestors choices. ### Stats and Traits *Ability Score Improvement* All abilities +1 *Speed*: 30 ft walking *Languages*: Common, one other language ### Variant Human *Ability Score*: Any two abilities +1 *Skills*: Profficiency in any 1 skill *Feat*: Any 1 feat
\columnbreak ## Kalashtar ### Race Lore The Kalashtar are a wise people with the unique ability to tie their souls to that of spirits from the Dream Realm. Most Kalashtar use these spirits for wisdom and advice. Kalashtar people claim they originate from the *Great plains* however long ago the Elven Empire forced them to migrate further west, settling on the *Pirateer Islands*. ### Stats and Traits *Ability Score Improvement* Wisdom +2 Charisma +1 *Speed*: 30 ft walking *Dual Mind*: You have advantage on all Wisdom saving throws. *Mental Discipline*: You have resistance to psychic damage. *Mind Link*: You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. 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. *Severed From Dreams*: Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep. *Languages*: Common, and Quori
\pagebreak ## Kenku ### Race Lore Kenku are a unique group when it comes to intelligent races as they lack the imagination of others. Kenku are a simplistic species, copying what they hear and see, only to irritate most of the creatues to hear them. These small birdlike characters dont migrate very often and so they arent found in many places outside of the *Wildlands*, although rumours do say they can be located on small islands in the far east. Some believe this is likely where they come from, others argue that its more likely a case of ships ditching their most irritating passengers. ### Stats and Traits *Ability Score Improvement* Dexterity +2 Wisdom +1 *Speed*: 30 ft walking *Expert Forgery*: You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects. *Kenku Training*: You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand. *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. *Languages*: Common, only through mimicry
\pagebreak ## Kobold ### Race Lore Kobolds are well known for being the weakest, dumbest and most pathetic creature to call itself intelligent and threat... But they deserve more credit than this. The Kobold is a pack based reptillian creature outcast from the Draconic Empire of old. Similar to Goblins, they can be found all across the world of Cengar, often disregarded by others. Most Kobolds will follow the nearest Winged Kobold, as they are significantly stronger and more imposing, although any larger creature will likely be able to force them into following. ### Stats and Traits *Ability Score Improvement* Dexterity +2 *Speed* 30 ft walking *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. *Grovel, Cower and Beg*: As an action on your turn, you can cower pathetically to distract 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. *Langages*: Common and Draconic
\columnbreak ## Kuo-Toa ### Race Lore A scaly fishpeople, the Kuo-Toa reside in the *Tritonic Empire* deep below the sea, they have a pungeant odor and change colour with their mood. The odour they put off resembles that of rotten flesh, and Kuo-Toan craftsmen often sell perfumes to enhance this sickening scent. ### Stats and Traits *Ability Score Improvements* Wisdom +2 Constitution +1 *Speed*: 25 ft walking (40 ft swimming) *Amphibious*: You can breathe air and water. *Enhanced Darkvision*: You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. *Deep Fisher*: You gain proficiency with naval vehicles, shields, and nets. *Adhesive Coating*: You can use your own body oil and other materials to give your shield a finish almost like flypaper, capable of holding fast any creatures or items that touch it. When a creature misses a melee attack against you, they must make a Strength saving throw or the weapon sticks to the shield and is yanked out of its wielder’s grip. A creature using a natural weapon is automatically grappled if it gets stuck. It takes one hour to coat a shield with adhesive, but the secretion remains sticky for up to three days, or until it actually catches something or someone, whichever comes first. Successfully trapping a creature or item uses up the adhesive, so the shield can trap no further creatures or items until its coating is replenished. Pulling a stuck weapon or limb from a shield requires a successful Strength check. The DC of the Strength saving throw or check equals 11 + your Strength modifier. *Slippery Skin*: Your body produces a foul smelling, slippery oil. If you are not wearing armor, you have advantage on attempts to escape a grapple. Enemies also have advantage on attempts to escape your grapple attempts. In addition, you can use your action to make a DC 15 sleight of hand check to escape from nonmagical restraints, such as manacles or a rope bound around your limbs. *Sunlight Sensitivity*: While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. *Language*: Common, and Undercommon
\pagebreak ## Leonin ### Race Lore The Leonin come from the *Great Plains* in *Wildflow* alon with their distant cousins the Wemic. The Leonin are considered a prideful and brave warriors who will face anyone they come across, not out of rage or need for destruction but out of the need to prove their merrit and might. ### Stats and Traits *Ability Score Improvements* Constitution +2 Strength +2 *Speed*: 35 ft walking *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. *Claws*: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier. *Hunters Instinct*: You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival. *Daunting Roar*: As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest. *Languages*: Common and Leonin
\columnbreak ## Lizardfolk ### Race Lore Lizardfolk are a simple people, with simple needs. They are lead by hunger, sleep and sex. These reptilious humanoids found in the *Wildlands* live simplistic lifestyles of hunting and sleeping. There are also swampy marshlands in the *pirateer islands* of which have noticible populations of Lizardfolk. The Lizardfolk also have a tendancy to clan up with like minded reptiles. The manorisms of Lizardfolk are very extraordinary aswell as they will often outwardly state their current mindset with no explanation. ### Stats and Traits *Ability Score Improvements* Constitution +2 Wisdom +1 *Speed*: 30 ft walking (30 ft swimming) *Bite*: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. *Cunning Artisan*: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. *Hold Breath*: You can hold your breath for up to 15 minutes at a time. *Hunter's Lore*: You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival. *Natural Armor*: You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. *Hungry Jaws*: In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest. *languages*: Common and Draconic
\pagebreak ## Locathah ### Race Lore The Locathah are a tribal race of prideful fish men, they have been enslaved by the Tritons, the Kuo-toa, and others of their own kind. However this has never hindered or hurt the Locathah's selfworth and prideful nature. They are an admirable race. ### Stats and Traits *Ability Score Improvements* Strength +2 Dexterity +1 *Speed* 30 ft walking (Swimming 30 ft) *Natural Armor*: You have tough, scaly skin. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. *Observant and Athletic*: You have proficiency in the Athletics and Perception skills. *Leviathan Will*: You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. *Limited Amphibiousness*: You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating. *Languages*: Common and Triton
\columnbreak ## Loxo ### Race Lore The still present ancestors of Loxodons, Loxos are nomadic and tribal in nature. They have two large crooked tusks, two powerful trunk and a roughened hide. These creatures hate change and hate all they dont unserstand, often resorting to gathering their tribes and destroying what confuses them. ### Stats and Traits *Ability Score Improvements* Strength +2 *Speed*: 30 ft walking (unaffected by heavy armor) *Powerful Build*: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. *Trunks and Tusks*: You have two trunks and two tusks you can use to attack. You can use your tusks as natural weapons that deal 1d6 + your Strength modifier piercing damage. You can use your trunks to interact with items weighing up to (5 + your strength modifier) lbs as though they were a third or fourth hand or to grapple a medium or smaller creature. Your extra hands can only wield one-handed melee weapons, and when using your trunks to attack while they hold weapons you do not add your proficiency bonus to the attack roll or damage. When wielding a shield with a trunk, you do not recieve any benefits. *Trample*: Once per short or long rest, you can use your action to trample your foes underfoot. You may use your movement to trample in a straight line for up to 30 feet. During this movement you can freely pass through squares occupied by medium or smaller creatures. A creature whose square is passed through must make a Dexterity save or take bludgeoning damage equal to 1d8 + your Strength modifier on a failed save and half as much on a successful one. If a creature fails its save, it can't take reactions until the start of its next turn. *Elephantine Recall*: You can perfectly recall any path you have traveled, any face you have seen, and anything you smell. *Languages*: Common, and one other Language
\pagebreak ## Loxodon ### Race Lore Loxodon are the modern decendants of the Loxo of *Loxia*, after moving to *Oasia* centuries ago they developed into a more civilised race, and upon returning to their home of *Loxia* the people realised Loxodon's had grown different in appearance aswell. Loxodons have a single trunk, a cleaner set of tusks and appear less hunched then their cousins. ### Stats and Traits *Ability Score Improvements* Strength +2 Wisdom +1 *Speed*: 30 ft walking *Powerful Build*: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. *Loxodon Serenity*: You have advantage on saving throws against being charmed or frightened. *Natural Armor*: You have thick, leathery skin. When you aren't wearing armor, your AC is 12 +your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. *Trunk*: You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. *Keen Smell*: Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell. *Languages*: Common, and one other Language
\columnbreak ## Minotaur ### Race Lore Said to be the most savage of the races residing in the *Great Plains*, Minotaurs are a powerful yet sparce people who dominate their territories. These creatures often live in solitude, keeping away from large groups or settlements. ### Stats and Traits *Ability Score Improvement* Strength +2 constitution +1 *Speed*: 30 ft walking *Horns*: Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to ld6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. *Goring Rush*: Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action. *Hammering Horns*: Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you. *Imposing Presence*: You have proficiency in one of the following skills of your choice: Intimidation or Persuasion. *Language*: Common and Minotaur
\pagebreak ## Myconid ### Race Lore A gentle, quiet and shy race of sentient fungus people. They have a tendancy to reside in caves, and persume all outsiders are destructive and reckless. This leads to Myconids becoming very closed off and solitary people, remaining in their small colonies beneath the eastern surfaces. Due to their unique fungus based bodies, Myconids come in a variety of shapes and sizes. ### Stats and Traits *Ability Score Improvements* Wisdom +1 Constitution +1 *Speed*: 25 ft walking *Myconid Magic*: Though you lack a mouth, you may still cast spells that require verbal components. While casting a spell with a verbal component you glow blue, casting a dim light in a 25 foot radius. *Rapport Spores*: As an action you may shoot out a cloud of spores. All creatures within 30 feet of you with an Intelligence of 2 or higher that aren't undead, constructs, or elementals can communicate telepathically with you and with one another, as long as the creatures share a language and are within 30 feet of each other. The spores’ effect lasts on a creature until the creature finishes a long rest. *Pacifying Spores*: As an action, you can eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw or be stunned until the end of its next turn. The DC for the save is equal to 8 + your Constitution modifier. Once you use this trait, you can't use it again until you finish a long rest. *Hallucinating Spores*: As an action, you can eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw or be stunned until the end of its next turn. The DC for the save is equal to 8 + your Constitution modifier. Once you use this trait, you can't use it again until you finish a long rest. *Sunlight Sensitivity*: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight. *Languages*: common and undercommon
\columnbreak ## Neraphim ### Race Lore Neraphim are roughly humanoid in shape, with coarse red hide. A neraph has a massive head shaped somewhat like that of a red slaad. Chitin-like encrustations on a neraph’s skin provides it some natural protection. Neraphim have developed special hunting techniques, giving them exceptional skill in hunting the chaos beast. ### Stats and Traits *Ability Score Improvements* Dexterity +1 Constitution +1 *Speed*: 30 ft walking *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. *Natural Armor*: You have chitinous skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.You have chitinous skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. *Motion Camoflauge*: Neraphim can use a technique known as motion camouflage, which predatory insects use to trick prey into thinking they are stationary even though they are moving closer. When you throw a ranged weapon or attack after moving more than 20 feet, you may use your bonus action to disguise the motion of your strike. The creature targeted with the attack must make a DC 13 Wisdom saving throw. On a failed saving throw, your attack has advantage. Once you use this trait on a creature, it cannot be tricked again until the creature finishes a short or long rest. *Leaping Leags*: Your long jump is up to 25 feet and your high jump is up to 10 feet, with or without a running start. *Languages*: Common and Neraph
\pagebreak ## Orc ### Race Lore A brutish group, found in the *Wildlands* but originating from *Grundarr*. They are known for respecting only the strength of an adversary and bullying many of the lesser beings around them into following orders and fighting on their behalf. ### Stats and Traits *Ability Score Improvements* Strength +2 Constitution +1 *Speed* 30 ft walking *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. *Aggressive*: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. *Primal Intuition*: You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival. *Powerful Build*: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. *Languages*: Common and Orc
\columnbreak ## Satyr ### Race Lore A very humerous group of people, the Satyrs are most commonly found is *Oasia*. Famously big drinkers and thrill seekers, the jolly folk of the land, they are known to get along with all the local races. ### Stats and Traits *Ability Score Improvements* Charisma +2 Dexterity +1 *Speed* 35 ft walking *Fey Ancestry*: You have advantage on saving throws against being Charmed, and magic can’t put you to sleep. *Leaping Hooves*: Your powerful, goat like legs allow you to spring higher and farther than most when jumping. If you make a standing leap, your jump height and jump distance are increased by 5 feet. If you have a running start, your jump height and jump distance are increased by 10 feet. *Magical Music*: You gain proficiency in one instrument of your choice. While you are playing an instrument which you are proficient in, you may manifest one of the following effects. Once you use this trait, you can not do so again until you finish a short or long rest. In addition, you may use an instrument as a spellcasting focus for any class that uses one. Alluring Melody: While you play this melody, creatures within 30 feet of you that can see and hear you must make a Charisma saving throw. On a failed save, a creature acts as though it is under the effects of the friends cantrip. Enchanted Lure: While you are playing this tune, creatures within 30 feet of you that can see and hear you must make a Charisma saving throw. On a failed save, a creature is drawn to your location, and cannot use their movement to move in any other direction. Playing music in this way requires concentration, and each effect can be maintained for up to one minute by continuing to play. The DC for the save is equal to 11 + your Charisma modifier. A creature under an effect can repeat the Charisma saving throw at the end of each of its turns, ending the effect on itself on a success. *Languages*: Common, Satyr
\pagebreak ## Saurial ### Race Lore The Saurial are a mysterious race who claim to descend from Cengars original rulers. The Saurial are a reptilious people found in *Drecon* with no known heratage or link to other present races in Cengar, although they do possess similar appearances to that of Kobolds, Dragons and Dragonborns. ### Stats and Triats *Ability Score Improvements* Strength +1 *Speed*: 30 ft walking *Claws*: Your sharp claws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. *Lukewarm Blooded*: Saurials are warmblooded creatures, but they retain heat poorly in cold environments. In cooler climates, saurials can easily die from exposure in an environment that a human would find merely uncomfortable. You’re also naturally adapted to warm climates, as described in chapter 5 of the Dungeon Master’s Guide. *Languages*: Common and Draconic ### Bladeback *Ability Score Improvement*: Charisma +1 *Bladed Tail*: Saurials are warmblooded creatures, but they retain heat poorly in cold environments. In cooler climates, saurials can easily die from exposure in an environment that a human would find merely uncomfortable. You’re also naturally adapted to warm climates, as described in chapter 5 of the Dungeon Master’s Guide. *Blade Fury*: When you hit a creature with your bladed tail, you may use your bonus action to make two additional attacks with your claws. Once you use this trait, you can’t use it again until you finish a short or long rest. *Slicing Defense*: . When a creature within 5 feet of you hits you with a melee attack, you may use your reaction to make the attacker take piercing damage equal to your Strength modifier. ### Finhead *Ability Score Improvement*: Wisdom +1 *Aerodynamics*: You have a base walking speed of 35 feet. In addition, if you take the Dash action on your turn, while you are dashing you may treat your base walking speed as 45 feet. *Vibrational Senses*: You may use your bonus action to close your eyes and tune to the vibrations of the ground and air around you gaining tremorsense in a radius of 15 feet until you open your eyes. ### Flyer *Ability Score Improvement*: Dexterity +1 *Little Flapper*; . You have a base walking speed of 20 feet. You also have a flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armor. *Evasive Maneuver*: While you are flying you can disengage as a bonus action. ### Hornhead *Ability Score Improvement*: Constitution +1 *Powerful Build*: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. *Tri-Horn*: Your horns, which sprout from your nose and brows, are a natural weapon which you can use to make unarmed strikes. If you hit with your horns, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. *Piercing Charge*: If you move at least 20 feet in a straight line, you may make a special attack with your horns. If you hit with it, you deal an additional 1d6 piercing damage to the target.
\pagebreak ## Shardmind ### Race Lore Shardminds are crystalline creatures consisting of hundreds of small shards of translucent green, white, red, or amber crystal assembled into humanoid form and animated by a force of pure psionic energy. Shardminds choose their forms to mimic the shapes of humanoids; some take on forms that seem more masculine, while others appear more feminine. A shardmind’s physical form is an amalgamation of crystalline shards bound together by force of will into a humanoid form. Every shardmind has a limited ability to alter that form. ### Stats and Traits *Ability Score Improvement* Inteligence +2 *Speed* 30 ft walking *Crystal Construct*: Even though you are a sentient shard of crystal, you are a living creature. You are immune to disease. You do not need to eat or breathe, and you lack a mouth to do so. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. *Psychic Resonator*: You lack a mouth to speak. Your psychic resonance gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. A creature understands you only if the two of you share a language. You may instead vibrate on a frequency that can send telepathic messages to all creatures within 30 feet. You may also perform the verbal components of spells this way. You can be heard vibrating from up to 100 feet away. *Shard Swarm*: As a bonus action you loosen your mental grip on your physical form, distracting your foes with a swarm of shards. You then re-form elsewhere. Your body explodes outward in a 5 foot radius, dealing piercing damage equal to 1d8 + your Intelligence modifier. You then re-form up to 15 feet away from the spot you dispersed in. Once you use this trait you can not use it again until you finish a short or long rest. *Languages*: Common and Deep Speech
\columnbreak ## Shifter ### Race Lore Shifters are sometimes called the weretouched, as many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect; while they cannot fully change shape they can temporarily enhance their animalistic features – a state they call shifting. Whatever their origins, shifters have evolved into a unique race. A shifter walks on the knife’s edge between the wilds and the world around them. ### Stats and Traits *Ability Score Improvement* Dexterity +1 *Speed*: 30 ft walking *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. *Shifting*: As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest. *Languages*: Common, Quori, and one other language ### Beasthide *Ability Score Improvement*: Constitution +1 *Tough*: You have proficiency in the Athletics skill. *Shifting Feature*:Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. ### Longtooth *Ability Score Improvement*: Strength +2 *Fierce*: You have proficiency in the Intimidation skill *Shifting Feature*: While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. ### Swift Stride *Ability Score Improvement* Charisma +1 and Dexterity +1 *Graceful*: You have proficiency in the Acrobatics skill. *Swift Stride*: Your walking speed increases by 5 feet. \pagebreak *Shifting Feature*: While shifted, your walking speed increases by an additional 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. ### Wildhunt *Ability Score Improvement*: Wisdom +2 *Natural Tracker*: You have proficiency in the Survival skill. *Mark The Scent*: As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can’t use this trait again until you finish a short or long rest. *Shifting Feature*: While shifted, you have advantage on Wisdom checks. ### Cliffwalk *Ability Score Improvement*: Dexterity +1 *Shifting Feature*: While shifting, you gain a climb speed of 30 feet ### Razorclaw *Ability Score Improvement*: Dexterity +1 *Shifting Feature*: While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.
\columnbreak ## Tabaxi ### Race Lore Hailing from the *Wildlands*, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost. ### Stats and Traits *Ability Score Improvement* Dexterity +2 Charisma +1 *Speed* 30 ft walking *Darkvision*: You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. *Feline Agility*: Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. *Cat's Claws*: Because of your claws, you have a climbing speed of 20 feet. In addition, 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. *Cat's Talent*: You have proficiency in the Perception and Stealth skills. *Language*: Common
\pagebreak ## Thri-Kreen ### Race Lore Thri-kreen are a mantislike race of hunters that travel in packs across the grasslands or underground areas. They are reclusive and alien to most other creatures that share the plains with them. Their physical nature and aggressive hunting tactics make them superior in the region, but thri-kreen do not usually attack other sentient creatures without provocation. ### Stats and Traits *Ability Score Improvement* Dexterity +2 *Speed*: 35 ft walking *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. Starting at level 11 you may add a number of feet equal to half your Dexterity score to these distances. *Tough Exoskeleton*: While you are not wearing any armor, your Armor Class equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit. *Multiple Limbs*: You have four arms. Designate one as your main-hand, and one as your off-hand. You can use your other extra arms to interact with items weighing up to (5 + your strength modifier) lbs. In addition, you can interact with one additional object or item as part of your turn using these extra limbs. Your extra arms can only wield light one-handed melee weapons, and when using your extra arms to attack while they hold weapons you do not add your ability score to the attack roll or damage. When wielding a shield with an extra arm, you do not recieve any benefits. The extra arms are not coordinated enough to perform somatic components of spells accurately. *Paralyzing Bite*: Your venomous jaws, and your pair of mandibles are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to ld4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Your venomous jaws, and your pair of mandibles are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to ld4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. *Sleepless*: Your venomous jaws, and your pair of mandibles are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to ld4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. *Language*: Common and Thri-Kreen
\columnbreak ## Tiefling ### Race Lore Similar to their Feral cousins Tieflings have a hellish ancestry and originate from the Great Summoning, they posses noticeable horns and purple skins. Whilst they are less ferocious looking than their relatives, Tieflings are still feared by many and treated lesser because of such. ### Stats and Traits *Ability Score Improvement* Intelligence +1 Charisma +2 *Speed*: 30 ft walking *Darkvision*: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. *Hellish Resistance*: You have resistance to fire damage. *Infernal Legacy*: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. *Languages*: Common and Infernal
\pagebreak ## Tortle ### Race Lore An old and wise people, the tortles are nomadic in nature and long in life. Most Tortles are known for their wisdom thanks to their seemingly ever lasting lifespan. They are have a similar appearance to that of a turtle stood upright on it's hind legs. ### Stats and Traits *Ability Score Improvement* Strength +2 Wisdom +1 *Speed*: 30 ft walking *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. *Hold Breath*: You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air. *Natural Armor*: Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal. *Shell Defense*: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell. *Survival Instincts*: You gain proficiency in the Survival skill. Tortles have finely honed survival instincts. *Language*: Common and Aquan
\columnbreak ## Triton ### Race Lore The Tritons are a powerful group of sea dwelling warriors split into three distant factions. The *Tritonic Empire* rule under the sea, controlling their sea bed domain, the Triton pirates are a less noble group who took control of the *Pirateer Islands* and finally the forgotten Tritans who are said to have traversed to the far east, however little is know of them. ### Stats and Traits *Ability Score Improvement* Strength +1 Charisma +1 Constitution +1 *Speed*: 30 ft walking (30 ft swimming) *Amphibious*: You can breathe air and water. *Control Air and Water*: A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells. *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. *Emissary of the Sea*: 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. *Guardians of the Depths*: Adapted to even the most extreme ocean depths, you have resistance to cold damage *Languages*: Common, Triton and Primordial
\pagebreak ## Warforged ### Race Lore A powerful collection of autonamous soldiers created by ancient Elven wizards during the Great War, Warforged are a rare yet curious group who lack self purpose. They come in four common forms, setllers moving on with a new life, searchers looking for a new purpose to take the place of soldier, fighters awaiting a new war, and the depressed who deactivate themselves due to a lack of purpose. ### Stats and Traits *Ability Score Improvement* Constitution +2 Any other ability +1 *Speed*: 35 ft walking *Constructed Resilience*: You were created to have remarkable fortitude, represented by 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. *Sentry's Rest*: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. *Integrated Protection*: Your body has built-in defensive layers, which can be enhanced with armor. You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, your armor can't be removed from your body against your will. *Specialized Design*: You gain one skill proficiency and one tool proficiency of your choice. *Languages*: Common, Elvish, and one other Language ### Envoy *Ability Score*: Two different Ability Scores +1 *Specialised Design*: You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. *Integrated Tool*: Choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool. ### Juggernaut *Ability Score*: Strength +2 *Iron Fists*: When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage. *Powerful Builds*: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ### Skirmisher *Ability Score*: Dexterity +2 *Swift*: Your walking speed is increased by 5 feet. *Light Step*: When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace.
\pagebreak ## Wemic ### Race Lore Wemics are centaurlike creatures with the upper torso of a humanoid atop a lion’s broad shoulders. Dusky golden fur covers them from head to tail. Their tails feature a brush of black hair, and the males have a long black mane. Wemics’ faces are a mixture of humanoid and leonine, and their golden eyes have the slitted pupils of a cat. Their ears are set high on their heads. All six of their limbs end in retractable claws. ### Stats and Traits *Ability Score Improvements* Strength +2 *Speed*: 40 ft walking *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. *Wemic Training*: You have proficiency with one simple weapon, shields, and the Athletics and Survival skills. *Claws*: Your sharp claws are natural weapons, which you can use to make unarmed strikes. If you hit with your claws, you deal slashing damage equal to ld6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. These unarmed strikes can be performed with any of your six limbs, and making an unarmed strike with your claws does not require a free hand. *Pounce*: When you make a running long jump, you cover a number of feet equal to twice your strength score. If you land within 5 feet of a creature, you may make a single unarmed strike against that creature with your claws as a bonus action. *Heavy Quadruped*: As a heavy quadruped, you have advantage on checks and saving throws made to resist being knocked prone. You have a carrying capacity two times greater than normal for your Strength. You must eat four times as much and drink twice as much as a human. You cannot wear most armor that is not designed for you, and you cannot wear boots or footwear designed for humanoids. You also cannot climb without assistance. If you are using a grid you take up two 5x5 squares on the grid. *Languages*: Common and Wemic
\columnbreak ## Wight ### Race Lore A wight is an undead creature given a semblance of life through sheer violence and hatred. They can drain the life energy out of victims by touch, turning them into zombies upon death. Wights appear as a weird and twisted reflections of the forms they had in life. ### Stats and Traits *Ability Score Improvement* Constitution +1 Any other ability score +1 *Speed*: 30 ft walking *Necrotic Resistance*: You have resistance to necrotic damage. *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. *Undeath*: You are immune to disease and the poisoned condition. You do not need to eat or breathe, but you can ingest food and drink if you wish. *No Rest for the Dead*: . Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. *Life Drain*: Once per short or long rest you may make a special melee attack by touching a creature. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target fnishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a zombie (MM) with a maximum number of hit points equal to the humanoid's CR multiplied by 4. You can command this zombie to act with a bonus action. You can only have 1 zombie at a time. *Undead Endurance*: When damage reduces you to 0 hit points, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. Once you use this feature, you can't use it again until you finish a long rest. *Languages*: Whatever Languages the Wight possesed in life.
\pagebreak ## Wilden ### Race Lore Wilden are fey creatures with plantlike characteristics. Their bones are hardwood, and their supple, barklike skin trails into viny tendrils and a cloak of leaves, which drapes across the back. The wilden emerged from the unspoiled reaches, ancient bogs, and primeval forests of the Feywild. Awakened to fight the growing corruption plaguing the land, they strive to restore the natural order and to purge aberrant horrors from the world. ### Stats and Traits *Ability Score Improvements* Wisdom +1 Dexterity +1 Constitution +1 *Speed*: 30 ft walking *Fey Ancestry*: You have advantage on saving throws against being Charmed, and magic can’t put you to sleep. *Hardy Form*: Once per short or long rest, when you make a saving throw you may harden yourself to an effect. You have advantage on the saving throw, and if a successful saving throw would reduce damage, it instead negates the damage. *Natures Aspect*: Whenever you complete a long rest, choose one of the following aspects of nature to manifest. You may use an aspect’s power once, and cannot use it again until you finish a short or long rest. Aspect of the Ancients: When you hit a creature with a melee weapon attack, you may use your reaction to vanish and teleport up to 15 feet, marking the creature. You gain advantage on attack rolls you make against the marked creature before the end of your next turn. Aspect of the Destroyer: When an enemy attacks you or an ally adjacent to you, you may use your reaction to move up to your movement speed and make a melee attack against that enemy. If your attack hits, the target is also incapacitated until the end of their next turn. Aspect of the Hunter: When an enemy within 10 feet of you moves more than 10 feet away from you on its turn you may use your reaction to immediately move up to 15 feet and mark that enemy. The next attack you make against the marked enemy deals additional damage equal to half your level, and the enemy does not benefit from cover or concealment if you attack it at range. *Language*: Common
\pagebreak #Future of Cengar I will add more to the book of Cengar over time, new classes, new races and new features. If you wish to include something not mentioned within the bonds of this book do not threat, i will always consider my players requests, just don't expect me to always say yes.