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Geunth
Geunth is a homebrew setting, which is radically different from the standard fantasy settings that are common in Dungeons and Dragons.
It takes place 500 years after a apocalyptic event known as the Reckoning, where a portal was opened to an alternate dimension, the Other Side, that is constructed from the collective beliefs and thoughts of the world, where magic, gods, and fairy tale creatures actually existed. The creatures of the Other Side did not appreciate the greed and self righteousness of the human invaders, thus they mounted a counter attack and spread a toxic miasma across the planet, killing billions of humans.
Centuries later, humans are entirely gone. Instead, their genetically manipulated descendants live together with the creatures from the Other Side, forming new societies that will hopefully not redo the mistakes of humans.
14 New Races
The following are the 14 most common races in Geunth. There are hundreds more, as the mind has a near infinite supply of inspiration and creative, but these are the ones that you would likely run into on the streets in "the real world".
Optional Ability Score Improvements
In all cases, you may choose to replace the racial ability scores with a +2 in a ability of your choice and a +1 in an ability of your choice.
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Automaton
Automatons were androids that were made by humans before the Reckoning in order to make lives easier for them. Once the Other Side was opened up, the widely held suspicion that the human-looking robots were sentient became a reality.
With their newfound free will, the Automatons fought against their masters and lay claim to the factories that create them. Now they are in charge of their own production.
Learning to be alive
After Automatons are created, they spend about a year to learn the facts of the world, expected behaviors, and valuable skills. Once they are deemed mature, they are expected to leave the factory that birthed them and explore the world for themselves. Some Automatons explore for their entire lives, some find places to settle down, and some eventually come back to the factory to help the next generation of Automatons to grow.
Forbidden Acts
There are many actions which Automatons uniquely consider to be immoral. Any creation of an Automaton or other form of android outside of an approved factory is considered a grave sin. It is an unnatural creation which will only lead to suffering and manipulation to the poor machine.
Replacing your original parts is also discouraged by Automaton leadership, especially if it is to improve instead of repair.
Names
Automatons either choose a designation corrasponding to their serial number, such as Y-24 or Gamma-7, or they adopt "real" names from other races.
Automaton Traits
Ability Score Increase
Your Constitution score increases by 2, and your Charisma score increases by 1.
Age
Automatons can be up to 600 years old, but ones that old are exceedingly rare. Most automatons are no more than 200 years old, as maintenance on their parts becomes harder as they age. Automatons are considered mature after one year of life, if they are taught properly, but circumstance may cause them to mature slower than normal.
Alignment
Automatons live in a culture that encourages creativity and teamwork, and are taught from a young age to respect authority and do your best to help the community. The average Automaton is Lawful Good.
Size
Your size is Medium.
Average Height = 5-7 feet
Average Weight = 200-500 pounds
Speed
Your base walking speed is 30 feet.
Manufactured Body
Your body is inorganic, though you still have a soul. You gain the following benefits:
- Your creature type is construct, instead of humanoid.
- You are immune to poison damage and the poisoned condition
- You don't need to eat, drink or breathe
- You are immune to disease
- Mechanics is used instead of Medicine for checks about you. If Mechanics is not an available skill, use an appropriate tool proficiency.
Unlike other artificial life, you do need to sleep as if you were a normal humanoid.
Self-repair Function
Though you cannot be healed by most magic, your body is much easier to repair using nonmagical means. You recover twice as many hit points as usual when using hit dice during short rests.
Languages
You can speak, read, and write Common and one other language of your choice.
Subraces
Companion
Companion models are made with a synthetic body to appear as human as possible. They were often used as spies, entertainers, and companions. They were made to be exceedingly attractive, but beauty standards have changed in the centuries since humanity's extinction.
Improved Humanity
You were made to understand and replicate humans, and your sentience has only improved that ability. You have proficiency in Insight and either Persuasion or Deception.
Attractive
You have an intuitive sense on how to seduce and charm others, getting them to do what you want. You can cast Command once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this spell.
Bonus Language
You are able to speak, read, and write another language of your choice.
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Defective
You don't have all your necessary parts. Maybe you were made this way, or maybe you've been damaged beyond repair. This doesn't make you useless, though.
Rusted Claws
You have some dangerous and unkempt parts of your body that you can use as weapons. Your unarmed strikes deal slashing damage equal to 1d4 + your Strength modifier. At 5th level, your unarmed strikes instead deal slashing damage equal to 1d4 + your Strength modifier plus 1d4 poison damage.
Hotfix
Your damaged body allows quick repairs using unorthodox methods. You can use a bonus action to regain 1d8 hit points. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Integrated Item
During a short rest, you can choose to attach an item to your body. The item must be able to be held in one hand and weigh less than 5 pounds.
While an item is attached to you, you can draw or stow it without using an action, and you cannot be forced to let go of it. You also have advantage on checks made to hide the object.
You can only have one integrated item at a time. You may replace or remove an item you have integrated during a short rest.
Defective Part
If you would like, you can roll on the below table or choose an option below to represent a specific part that is defective. This generally does not have any mechanical effects.
d8 | Defective Part |
---|---|
1 | Your voice modulator is broken. You could have an unusual voice, or your voice could be constantly changing. |
2 | Your eyes are damaged. You could be seeing in greyscale, or out of focus. |
3 | Your CPU is malfunctioning. You think different than everyone else, whether it be true insanity or a different way of thinking is for you to decide. |
4 | Your joints are loose. Occasionally, your limbs may fall off, becoming inert. |
5 | Your parts are past their prime. Parts of your body are sharp, dirty, or otherwise unappealing |
6 | Your sense receptors aren't working. Maybe you don't feel pain, or you don't have a sense of touch |
Servant
You were made with a purpose. Your model could be for cleaning houses, construction, or any other possible jobs. What matters is that you were designed to do work for others.
Darkvision
To help you work in the dark, you were equipped with eyes that could see 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.
Built for a Purpose
You have proficiency with one skill and one tool of your choice. Whenever you make a skill check with them, you may roll a 1d4 and add the result to the total.
Soldier
Your model was designed to kill, and to not get killed. This was automatons first and primary design, unfortunately.
Increased Speed
Your base walking speed increases to 35 feet.
Armor Plating
Because of your thick armor, your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Integrated Weapon
You were made with weapons. Your unarmed attacks deal piercing damage equal to 1d6 + your Strength modifier. You also have a ranged attack which deals ballistic or piercing damage equal to 1d6 + your Dexterity modifier. The range of the weapon is 30/120 feet.
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Borada
Borada are green slimy creatures which have the ability to change their shape whenever they put on a mask. Native to the Other Side, they represent secrets we hide from others, impostor syndrome, and fake faces we out on.
False Identities
Every Borada has a collection of masks to allow them to switch between different personas when the need arises. Some Boradas live as a single individual for months, then disappears once they grow bored of their life. Some Boradas are open about their identity and use their shapeshifting more as a collection of costumes rather than personalities.
Strange Transformations
Even though the most common transformations are that of other races, Boradas can technically transform into anything that is humanoid. It isn't unusual to see a Borada taking the appearance of fictional characters. Some Boradas even make a business out of it.
Green "Blood"
A Borada's original body is made of a light green ooze. When transformed, the inner portion of their body stays as ooze while the outer portion solidifies and changes color. Many organizations who are careful about their privacy will require their members to get minor cuts to see if they bleed red blood or green ooze.
Birth of a Borada
Boradas do not reproduce naturally. When a Borada becomes so invested in their false identity that they forget who they truly are, they split into two seperate Boradas. One Borada maintains the original personality, and the second Borada is born with the false personality. This can cause problems, as the old Borada may want to continue the life they had, and the new Borada may not be able to come to terms with the fact that they are not truly the person they are born as.
Names
Borada use names for the species that they are pretending to be, and often adopt the name that they enjoy the most. Some Borada choose to have completely original names for themselves which tend to be simple and easy to remember, such as Vee, Drip, Felt, and Mett.
Borada Traits
Ability Score Increase
Your Charisma score increases by 2, and your Constitution score increases by 1.
Age
Boradas are born fully mature, and typically live for around 50 years.
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Alignment
Boradas tend to be fearful of what other people will think of them. They usually rely on themselves and specific people that they can trust. Most are not very benevolent, but they are not malicious by nature either. The average Borada is True Neutral.
Size
Your size is Medium.
Average Height = 4-6 feet
Average Weight = 80-200 pounds
Speed
You have a base walking speed of 30 feet.
Languages
You can speak, read, and write Common, Borada, and one other language of your choice.
Mask Change
As an action, you can put on a mask in your possession to change your appearance and your voice. The specifics of the changes are based on the mask that you wear, 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. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to take off the mask and revert to your true form or until you die.
You start the game with three masks. You must specify race and general appearance for each of them. You have advantage on Deception checks to pass yourself off as the forms you gain from these masks. You are able to buy and collect more masks, but you do not gain advantage with their use.
Subraces
Adapter
You have learned to gain minor benefits from each form you are familiar with.
Native Abilities
You gain some of the basic features of your masks when you use them. For each of the masks that you start with, choose a cantrip from any spell list. Whenever you are in that form, you can use that cantrip.
The cantrip should make sense for the form. For example, a Gyptia mask may have Mage Hand as a cantrip, and an Automaton mask may have Shocking Grasp.
Greater Abilities
When you reach 3rd level, your ability to use your forms increases. For each of your masks that you started with, choose a 1st level spell from any spell list. While you are in that form, you may cast that spell. Once you use this feature, you cannot use it again in any of your forms until you finish a long rest.
The spell you obtain should make sense for the form you take. For example, a Spriggan mask may be able to cast Entangle, and a Kaligni mask may be able to cast Cause Fear.
Formless
You take on so many personalities you don't really know if there's a real you anymore. But why would you want to just be one person?
Actor
You know how to act as someone else, and how to make lies seem like truths. You have proficiency in Deception.
Quick Learner
You've had to learn a lot in order to play so many parts, and you've gotten good at it. You have proficiency in two tools and two languages of your choice, and the time it takes you to learn a new tool or language is halved.
Mask Collection
You start out with two additional masks, and have advantage on Deception checks with them.
Singular
You enjoy staying in a particular form, and you try to live as them without fully becoming them.
New Identity
Choose one of your masks that you start with. You don't need to make Deception checks to act as them, as you practically are them.
In addition, when you are in that form you bleed normally instead of bleeding ooze.
Laborer
You've learn many things in your life. You have proficiency in one skill and one tool of your choice.
Restoration
You are so used to your form that you know exactly how to fix it when it gets damaged. As an action, you can restore 1d12 + your Constitution modifier hit points to yourself.
Once you use this feature, you can't use it again until you finish a long rest.
Shaper
You've learned how to manipulate your body without needing to use a mask, though it is difficult.
Maskless Change
You may use the Mask Change feature without using a mask. You may choose the appearance and voice of the form you take, though all the normal limitations still apply. After 10 minutes, you revert to your original form.
Once you use this feature, you can't use it again until you finish a long rest.
Bizarre Form
As an action, you may manipulate your body into a horrifying shape. Creatures of your choice within 30 feet of you that can see 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 Charisma modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
Elementari
Once the Other Side was accessed, humanity were able to encounter powerful elementals. Centuries later, magic researchers delved into whether they were abale to control these elementals and give them increased awareness. The result of their research was an arcane ritual that was able to animate and awaken any material by using metal bands engraved in runes. Initially used as warriors and guardians, the Elementari gained independence from their creators and began using the ritual to create their own people.
Creation ritual
The creation of an Elementari is difficult and expensive. First, six bands of magically infused metal must be crafted and be engraved with the appropriate runes. Four bands are for the limbs, one for the torso, and one for the head.
Next, a substantial amount of material must be acquired of the desired form of the Elementari. Basic Elementari may be created using a pool of water or a bonfire, but some are made with expensive materials such as diamond or plasma.
Finally, a powerful magic user must perform the animation and awakening ritual. If successful, and Elementari will have been created. It is expected for the creator of the Elementari to adopt it and to treat it as a person, though many malicious magic users disobey this expectation.
Various Materials
An Elementari can be made out of practically anything. The most common are the classic elements; earth, fire, water, and air. Some rarer materials include crystals, helium, neon, mercury, bone, and acid.
Arcane Bands
The only thing keeping an Elementari together are the six metal bands around their bodies. It is common knowledge that damaging these bands can result in harm to the Elementari, so if their bodies cannot be damaged (in the case of gaseous Elementari), creatures often target the bands in order to incapacitate the Elementari.
Names
Elementari are named by their creators and are usually given names that reflect the material they are made of. For example, those made of fire may be called Ash or Spark, and those made of water may be called Spout or Flow.
Elementari Traits
Ability Score Increase
Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age
Elementari are slow to learn the ways of life, and typically reach full maturation after five years. The bands' magic slowly run out, resulting in most Elementari living for about 40 years.
Alignment
Elementaris start off their life with powerful abilities but no experience. This leads them to value exploration and discovery. They, however, must also learn how to empathize with others. The average Elementari is Chaotic Neutral.
Size
Your size is Medium.
Average Height = 4-7 feet
Average Weight = 10-1000 pounds
Speed
Your base walking speed is 30 feet
Inorganic Body
Your body is made from strange materials. You gain the following benefits:
- Your creature type is elemental, rather than humanoid.
- You do not need to eat, drink, or breathe.
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You are immune to disease.
- You can choose to be resistant to one of the following damage types. If you do, you must also choose a damage type from the list to be vulnerable to. The available types are: Fire, Cold, Lightning, Thunder, Acid.
Elemental Power
You are able to create magical effects using your elemental nature. You know one cantrip of your choice from any spell list.
When you reach 3rd level, choose a 1st level spell from any spell list. You can cast the spell once with this trait and regain the ability to do so when you finish a long rest.
When you reach 5th level, choose a 2nd level spell from any spell list. You can cast the spell once with this trait and regain the ability to do so when you finish a long rest.
Constitution is your spellcasting ability for these spells.
The spells that you choose must be appropriate for the material that you are made of, and need your GM's approval.
Languages
You can speak, read, and write Common and Primordial.
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Feral
During the Reckoning, a poisonous miasma was causing the deaths of millions of humans. In order to save humanity, genetic scientists began to add beneficial features from various animals to humans in order to make people strong enough to withstand the miasma. Thus, Ferals were born.
Caution
Ferals were the first genetically modified humans created, which led to discrimination for the years shortly after the Reckoning. Hostile people called the hybrids "Feral" in order to discourage trust between the species. Without help from the Ferals, humanity slowly died out, but the name stuck.
A Perfect Fusion
The method of created Ferals had the longest time to go through any changes that needed to be done. Because of this, Ferals are extremely stable in their biology. Any Feral is able to have children with any other Feral, as well as other creatures originating from humans. Ferals usually keep features from only one animal, though aesthetic features may be present from both of their parents.
Names
Ferals use names to describe themselves and their family. Their last name is a noun which has to do with their animal features, and their first name is an adjective describing themselves. It is common for Ferals to earn several first names from their community, at which they usually choose to use either their favorite one or most recent one. Examples of names include Stalwart Shell, Wild Eye, Bizarre Fang, and Brilliant Bark.
Feral Traits
Ability Score Increase
Your Wisdom score increases by 1.
Age
Ferals lifespan is dependent on the animal genes that they contain, but most mature and live consistent to a typical human.
Alignment
Ferals live in close communities that encourage working together. However, most Ferals instinctually desire freedom and individuality. The average Feral is Chaotic Good.
Size
Your size is Medium.
Average Height = 4-6 feet
Average Weight = 100-400 pounds
Speed
Your base walking speed is 30 feet.
Enhanced Instincts
Your animal genes give you an increased ability to sense danger and hidden creatures. You have proficiency in Perception, and you may add your proficiency bonus to initiative checks.
Languages
You can speak, read, and write Common and Feral.
Subraces
Aquatic
Your genes are mixed with that of an animal that lives in the water.
Ability Score Improvement
Your Dexterity score increases by 2.
Amphibious
You are able to breathe air and water.
Swim
You have a swimming speed of 30 feet.
Diverse Features
There is a wide variety of creatures in the sea. Choose one of the following traits that best matches your animal genes
- Bite: You have the genes of a predator. Your unarmed attacks deal piercing damage equal to 1d6 + your Strength modifier. In addition, whenever a creature within 60 feet of you takes damage, you may use your reaction to move up to your speed towards them.
- Fins: Your body is able to glide through water much easier than other creatures. Your swim speed increases to 50 feet, and you can Dash as a bonus action while you are swimming.
- Grabbers: Your arms or hands are enhanced to make it easier to hold somebody. They may take the form of tentacles, pincers, or any other suitable part. Creatures have disadvantage on checks made to escape your grapples.
- Scales: You have beautiful scales covering your body. You have proficiency in Performance. When you aren’t wearing armor, your AC is 11 + your Dexterity modifier. A shield’s benefits apply as normal while you use your natural armor.
- Poison Stinger: You are able to inject venom into other creatures. When you take the attack action, you can attempt an unarmed attack to sting a creature within 5 feet of you. On a hit, the creature takes 1d6 poison damage and must make a Constitution saving throw or become poisoned until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. You can use this feature a number of times equal to your proficiency bonus, and all uses are regained after a long rest.
Avian
You have the genes of a bird or another flying creature. Unfortunately your humanoid body doesn't allow for perpetual flight.
Ability Score Increase
Your Dexterity score increases by 2.
Wings
You have a pair of wings which grant you a fly speed of 30 feet as long as you are not wearing Medium or heavy armor. You can only stay in the air a number of turns equal to your proficiency bonus, after which you must land or fall.
Hunter
You have the genes of a carnivore, such as a wolf, bear, or leopard.
Ability Score Increase
Your Strength score increases by 2.
Darkvision
Your eyes are adapted to see 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.
Tracking
You are able to expertly track your prey. You have proficiency in Survival.
Natural Weapons
You have claws or teeth that were made to harm. Your unarmed attacks deal piercing or slashing damage damage equal to 1d6 + your Strength modifier.
Keen Hearing and Smell
You have have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Prey
Your genes are that of an herbivore that has adapted to escape danger.
Ability Score Increase
Your Dexterity score increases by 2.
Fleet of Foot
Your walking speed is increased to 35 feet.
Run Away
When you take the Disengage or Dodge action, you may Dash as a bonus action on the same turn.
Stealthy
You have proficiency in Stealth.
Shelled
You have the genes of a creature with a shell, such as a turtle, armadillo or crab.
Ability Score Increase
Your Constitution score increases by 2.
Natural Armor
When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. A shield’s benefits apply as normal while you use your natural armor.
Take Cover
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.
Tough
Your shell allows you to block a bit of damage from each hit. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
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Forefolk
Forefolk are the result of various genetic tests, magic, and enhanced evolution the the general population of humans. They are technically human, but have gone through so many changes in order to survive the Reckoning that they hardly look like humans anymore.
The Leftovers
Ever since the Reckoning, humans lived in a thick miasma that covered the planet. Though not lethal on its own, the miasma caused breathing problems, weakened immune systems, and made everyday living a struggle. In order to save their species, scientists did everything they could to make humans be able to live in the toxic gas. They created Spriggans and Ferals with genetic modification, and Skala with magical modification. However, not all humans were able to obtain life saving modifications. As humans had children with hybrids, they were affects by the changes, but not enough to save them.
Protective Equipment
Because they struggle to live in the miasma, Forefolk must wear protective equipment such as gas masks to allow them to breathe properly. Many Forefolk have gas masks custom made for them so that they are able to look unique or allow them to express themselves better. After centuries of wearing gas masks Forefolk have lost a lot of unnecessary details. Their noses are much shorter, only coming a few millimeters off their face, and any hair on the face is practically nonexistent.
Where are they now?
Just as humanity was spread across the planet, their remnants have too. Though there are many similarities between groups of Forefolk, there are several distinct features that some groups have. Forefolk who have lived underground for generations develop darkvision, and those who live near magical areas gain the ability to use magic themselves.
Names
Forefolk continue to use the human names of their ancestors. Common names include John, Ben, Simon, Maya, Jennifter, and Sara.
Forefolk Traits
Ability Score Increase
Your Intelligence increases by 2, and one other ability score of your choice increase by 1.
Age
Heavy damage to the genetics of Forefolk has shortened their lifespan. Most Forefolk live to be about 60 years old.
Alignment
Most Forefolk are cautious and untrusting, relying mostly on themselves. They tend to do what is best for themselves at any given moment, but if they have a group of people that they trust they will do everything to help their group. The average Forefolk is True Neutral
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Size
Your size is Medium.
Average Height = 5-6 feet
Average Weight = 150-300 pounds
Speed
Your base walking speed is 30 feet
Inhospitable Air
You cannot breathe properly without a device to filter air. You wear a gas mask or other similar device at all times, except to eat and drink. Whenever you do not have your gas mask on, or it is damaged, you gain the poisoned condition until you wear a functional gas mask. Putting on a mask is an Interact with Object action, but it may take a second action if you need to draw it.
It is possible for enemies to remove or damage the gas mask intentionally. If they try to remove it, they can replace an attack to make a Strength (Athletics) check with opposed by a Strength (Athletics) or Dexterity (Acrobatics) check. An enemy can instead target the mask with an attack, rolling with disadvantage against your Armor Class. On a success for either case, you lose your mask and start to breathe in the toxic air.
You can choose to hold your breath (which you can do a number of minutes equal to 1 + your Constitution modifier, minimum of 30 seconds) to not become poisoned. If you are holding your breathe and are damaged, you must make a Constitution saving throw equal to 10 or half the damage dealt, whichever is higher. On a failure, you are poisoned until the end of your next turn.
Human Versatility
You still have the versatility and drive that humans are known for. You have proficiency in a skill of your choice.
Determination
Your will is so powerful it allows your to persevere through failure. Whenever you fail an ability check or saving throw, you can choose to reroll the die. If you do this, you must keep the new result.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Magical Traces
You have a small amount of magic inside of you. You learn one cantrip from the sorcerer spell list. Charisma is your spellcasting modifier for this spell.
Languages
You can speak, read, and write Common and one other language of your choice.
Subraces
Beastborn
You've got a bit of Feral in you, giving you some minor animal traits.
Keen Hearing and Smell
You have proficiency in Perception, and you have have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Fleet of Foot
Your walking speed is increased to 35 ft.
Natural Armor
When you aren't wearing armor, your AC is 12 + your Dexterity modifier. A shield's benefits apply as normal while you use natural armor.
Infused
You have a little more than a small amount of magic inside of you.
Instinctual Knowledge
Magic just makes sense to you. You have proficiency in Arcana.
Internal Magic
You are able to access a pool of magic inside of you to cast a limited amount of spells. You learn an additional cantrip of your choice from the sorcerer spell list.
When you reach 3rd level, choose a 1st level spell from the sorcerer spell list. You can cast the spell once with this trait and regain the ability to do so when you finish a long rest.
When you reach 5th level, choose a 2nd level spell from the sorcerer spell list. You can cast the 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.
Modified
Your genes are a bit more messed up than usual, but it comes with plenty of improvements.
Quick Regeneration
Your body repairs itself faster than normal. When you roll a 1 or 2 on a hit die to regain hit points, you can reroll the die and must use the new roll.
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.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountaineer
Your ancestors lived on the tops of mountains in order to escape from the miasma.
Climber
You have a climb speed of 30 feet.
Frigid Acclimation
You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet
Survivalist
You have proficiency in Survival and Nature.
Subdweller
Your ancestors lived deep underground in an attempt to escape the miasma. This was not successful, unfortunately.
Superior 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 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.
Fearless
You have advantage on saving throws against being frightened.
Burrowing
You have large hands that have adapted to move soft dirt. You have a burrowing speed of 10 feet.
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Gyptia
Gyptias are creatures born from the human obsession over the strange and unknown. They are a massive single celled organism with psychic abilities that it uses to built itself a humanoid body out of stone, metal, and wood. They have several small organs that they keep hidden in their body, and a large eye that is usually in a bubble that comes out of the top of their body. This eye can also be split into any amount of smaller eyes, allowing for a Gyptia to see in 360 degrees.
Psychic Abilities
Gyptias have several innate psychic abilities. With telekinesis, they are able to move small objects around them, can lift themselves in the air, and hold their body together. Because they do not have mouths, they communication with telepathy, transporting their voice directly into the minds of all nearby creatures.
Biology
A Gyptia is technically single celled. It has several organs inside of its body, some of which function similarly to organelles found in regular cells and some of which are entirely alien. Gyptias also have thick cell walls that are enhanced by its psychic abilities in order prevent unwanted objects from passing through, but allowing food and other necessary items in.
Reproduction
Gyptias reproduce by allowed parts of their internal liquid out of their bodies containing DNA and mixing it with another Gyptia's DNA. Once the two liquids combine, it becomes sentient and quickly learns to use its abilities to form a crude body.
Identity
Gyptias do not follow the same norms of gender and sex as most living things. Instead, each Gyptia is considered to have their own unique identification based on the color of their cytoplasm. In order to simplify it for other species, each Gyptia identifies itself by its hexadecimal color code. The expected gender norms are a gradient across the various colors, and some Gyptia choose to dye themselves if they wish to change their gender.
Names
Gyptia enjoy taking up names that refer to scientific and mathematical concepts. Examples of Gyptia names are: Pattern, Syntax, Molecule, Synthesis, Fusion, and Hypothesis.
Gyptia Traits
Ability Score Increase
Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age
Gyptia typically mature once they are about 7 years old, but it is unknown if they can die of aging. Most Gyptias don't die as much as they fade away, leaving their home and never returning. When discussing the subject, Gyptias say that they will know when it is time to depart.
Alignment
Gyptias are purposefully mysterious, strange, and otherworldly. They enjoy not conforming to norms, and they often make decisions purely based on how others would react to it. The average Gyptia is Chaotic Neutral.
Size
Your size is Medium.
Average Height = 4-7 feet
Average Weight = 150-400 pounds
Speed
Your base walking speed is 30 feet.
![](https://i.pinimg.com/564x/0a/fd/ac/0afdac50bb4a116c32c59e172fe6d812.jpg)
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Flight
You have a flying speed of 20 feet. To use this speed, you can't be wearing armor. You can still wear a shield.
Psychic Arms
Whenever you take the Use an Object action, you do not need to have a free hand to interact with anything. Instead, you use telekinetic force to move the object.
Telepathic Voice
Any creature who understands at least one language can understand you when you talk, as you put your message directly into the minds of those around you. In addition, your voice cannot be recorded or amplified using technology.
Split Vision
You are able to separate your eye to see all around you. You have proficiency in Perception.
Bizarre Intentions
You are incredibly hard to understand by other species. Creatures other than Gyptias have disadvantage on Wisdom (Insight) checks to understand your intentions and thoughts. You also have advantage on saving throws against mind reading and other effects that target your thoughts and memories.
Created Carapace
When you aren't wearing armor, your AC is 11 + your Dexterity modifier. A shield's benefits apply as normal while you use natural armor.
Languages
You can read and write Common and Gyptia.
Kaligni
Born from nightmares, Kaligni are demon looking creatures that come in many forms. Dark and lanky, they hide in the shadows and in the edges of someone's vision in order to unsettle and terrify.
Disturbing Appearance
The typical Kaligni has dark skin, long and jagged limbs, large claws, and two red horns. However, many Kaligni are shaped by the fears of the dreamer that they were born from. Some are smaller and more imp-like. Some have tendrils protruding from their back. No matter what appearance the Kaligni takes, however, they are always disturbing and demonic.
Most Kaligni walk on all fours, using their lanky arms as an extra set of legs. When trying to act "normal" or when using weapons or tools, they will stand fully on their hind legs.
A Kaligni's Purpose
Kaligni's are created when a nightmare has a large amount of magic influencing it. The dreams that Skala have are the main contributers to Kaligni, but average people can also have such dreams in certain circumstances.
Because Kalignis are created in nightmares, they have a natural instinct to cause fear in other creatures. Even if they learn how to suppress these instincts and act "properly", the urges are always there.
Living in a Society
Once the nightmare is over, Kaligni's are left in the Other Side with little to do. At first, they will try to frighten random people that they come across, but once they realize that they have much less power outside of dreams Kaligni's begin to mellow out. They study other creatures to find out what scares them, observe friends and families enjoying time together, and see the sparks of joy in life. This realization that there is more to their life than fear often leads Kaligni to put in effort to join the society they were thrust into.
Gender
Kaligni are a monogendered species. They are neither male nor female, and are without any sexual organs or desires. However, many Kaligni choose to identify themselves as a specific gender, usually male due to the gender expectations of aggression and intimidation which synchronize well with the instincts of the Kaligni.
Names
Kaligni like taking names that evoke a sense of unease or terror, though ultimately they are free to choose any name for themselves that they want. Examples of Kaligni names are: Fel, Murakuma, Hush, Loctguard, and Mobius.
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Kaligni Traits
Ability Score Increase
Your Strength score increases by 2, and your Charisma score increases by 1.
Age
As they age, a Kaligni will begin to brighten its shade, their skin fading from black to grey or purple to blue. The lifespan of a Kaligni is about 80 years.
Alignment
Kaligni have instincts to terrify others, and to make life generally unpleasant. They do this not out of any self gain, but because it is what they were made to do. They are able to learn how to understand others and keep their instincts in check, however. The average Kaligni is Neutral Evil.
Size
Your size is Medium.
Average Height = 6-9 feet
Average Weight = 250-600 pounds
Speed
Your base walking speed is 30 feet.
Quadrapedal
Your long arms can also be used to increase your speed. If you are not holding anything in your hands, you can Dash as a bonus action.
Terrifying Appearance
Your appearance gives you proficiency in Intimidation.
Nightmare Claws
Your claws are able to damage a creature's psyche. Your unarmed attacks deal psychic damage damage equal to 1d4 + your Strength modifier.
Languages
You can speak, read, and write Common and Abyssal.
Subraces
Imp
You are smaller than other Kaligni, and specialize in showing up where you shouldn't and producing a sense of wrongness.
Small
Your size is Small instead of Medium.
Memory Warp
You are able to distort a person's memory in order to make them question reality. As a bonus action, you can cause a creature of your choice within 5 feet of you to make a Wisdom saving throw or forget the last six seconds. In addition, the disorientation from the memory loss causes the creature to have disadvantage on ability checks, attack rolls, and saving throws until the start of your next turn.
Once you use this feature, you cannot use it again until you finish a long rest.
Shadow Warp
You are able to fade in your own shadow, appearing in a nearby location. You can cast misty step once with this trait and regain the ability to do so when you finish a long rest.
Night Terror
You were created to chase and terrify the dreamer in a visceral way. Just your very appearance causes fear in others.
Relentless Pursuit
You don't let anyone escape your grasp. When a hostile creature within 5 feet of you takes the Disengage action and moves away from you, you can use your reaction to move up to your movement towards the creature, ending in a space within 5 feet of them.
You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature once you finish a long rest.
Horrifying Visage
Your appearance is so terrifying that a single look sends shivers down other's spines. You have advantage on Intimidation checks.
In addition, you can cast Cause Fear once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for it.
Sleep Paralysis Demon
You are a little different from other Kalignis. Instead of appearing in nightmares, you appeared in reality as a creature was in an altered state of consciousness, such as during sleep paralysis or bad drug trips. You create an unsettling atmosphere, always watching from the shadows.
Paralyzing Fear
The fear that you produce in others is so bone-chilling that they are temporarily paralyzed. You can cast hold person once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for it.
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Keth
During the beginning of the Reckoning, a wandering spirit took pity on a child that was struggling to breathe in the miasma. In order to protect the child, the spirit bonded with the child, fusing their souls together and creating an entirely new species. The child grew up and had children, and they were gifted with spirit companions of their own.
Mostly Human
The Keth were created early on in the Reckoning, and thus they look the most human out of any of the other races. Some features such as elongated ears or excessive hair may appear due to cross breeding, but no features make Keth look entirely inhuman.
Spirit Shapes
When a Keth is born, its spirit does not have a definite shape. It switches its appearance on a whim, often takes the form of imaginary friends, favorite toys, and parents. As the Keth grows up, the spirit begins to prefer a specific appearance. It may look like one of the Keth's favorite characters, or be an abstract representation of the Keth's or the spirit's feelings. Once the Keth reaches adulthood, the spirit solidifies in its appearance, and rarely takes another form except in moments of extreme emotion.
Dual Soul
The Keth and its bond share a soul. When one dies, the other does as well. They are the same creature with two minds. Some special Keth have been able to separate themselves from their spirit temporarily, giving the spirit a tangible form. However, this form is often unstable and any shock to the spirit causes it to return back to the Keth.
Names
Keth use names for themselves and their spirit that are easy to flow into one another. Some examples include: Rin and Len, Sam and Sora, and Baker and Mason.
Keth Traits
Ability Score Increase
Your Charisma score increases by 2, and your Wisdom score increases by 1.
Age
Keth tend to be very healthy across their life due to their bond, with an average lifespan of about 100 years.
Alignment
Spirits tend to be a voice of reason and peace for Keth as they are growing up, and help with empathy and compassion. The average Keth is Neutral Good.
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Size
Your size is Medium.
Average Height = 5-6 feet
Average Weight = 150-300 pounds
Speed
Your base walking speed is 30 feet.
Spirit Magic
Your bond with your spirit increases your affinity to magic. You have proficiency in Arcana.
In addition, choose one 1st level spell from the cleric or druid spell list. You can cast the spell once with this trait and regain the ability to do so when you finish a long rest.
Wisdom is your spellcasting ability for this spell.
Dual Mind
Your dual nature allows you to withstand harsher mental attacks. You have advantage on Wisdom saving throws.
Languages
You can speak, read, and write Common and Sylvan.
Subraces
Creator
Your companion is able to temporarily create a solid form, turning into objects and weapons for you.
Form Weapon
As a bonus action, your companion shapes itself into a weapon of your choice that you are proficient with, forming in your empty hand. You have a +1 bonus to attack and damage rolls made with this weapon. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your companion weapon disappears after 1 minute after being summoned. It also disappears if you dismiss the weapon (no action required), at the end of your turn if it is more than 5 feet away from you. or if you die.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Form Item
You may use an action to have your companion form into a nonmagical item worth 1 gold or less. The item disappears if you dismiss the item (no action required), if you use this feature again, at the end of your turn if it is more than 5 feet away from you. or if you die.
Harmonizer
You treat your spirit as a friend and as a guide. You are partners on a journey together.
Teamwork
Your spirit helps you with specific actions. Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have proficiency in the skill, and have advantage on all ability checks made with the skill.
Reassurance
Your spirit makes sure that you are always mentally well. You are immune to the frightened condition.
Possessor
Your companion is able to take over your body and act in your stead.
Possession
Choose two skills that you are proficient in. You may use an action to allow your spirit to take control of your body for 10 minutes. You gain temporary hit points equal to twice your level, and you can double your proficiency bonus to ability checks with the two skills that you had chosen. Both of these benefits end after 10 minutes.
Once you use this feature, you cannot use it again until you finish a short or long rest
Spiritualist
You are extremely in tune with spirits other than your own, and can draw from them to cast even more powerful magic.
Greater Spirit Magic
You learn a cantrip of your choice from the druid or cleric spell list.
When you reach 3rd level, choose a 1st level spell from the druid or cleric spell list. You can cast the spell once with this trait and regain the ability to do so when you finish a long rest.
When you reach 5th level, choose a 2nd level spell from the druid or cleric spell list. You can cast the spell once with this trait and regain the ability to do so when you finish a long rest.
Wisdom is your spellcasting ability for these spells.
Summoner
Through years of training or a natural gift, you are able to separate yourself from your spirit.
Manifest Spirit
You have unlocked the ability to give your spirit physical form, and allow it to be separate from you. You know the find familiar spell, and can cast it as a ritual. The material components are not consumed when you cast the spell this way. When you gain this feature, choose the form that your spirit will take. It is only able to take that form.
Spirit Ward
When you would be hit by an attack, you can use your reaction to have a piece of your spirit solidify and block the attack. You do not take any damage from the attack. Once you use this feature, you cannot use it again until you finish a long rest.
Marchen
Creatures of myth and legends come to life. Marchen are creatures who originate from fairy tales that were told to children across the world. With the belief of Marchen so strong, especially in children, their existence was manifested in the Other Side, where they have lived for millennia. Once humans found the Other Side and discovered that Marchen's were real, the faith in humans became knowledge. Now, the existence of Marchen's is a well known fact, and they are not going anywhere.
From Fiction to Fact
Most Marchen species come from fairy tales which warned of malicious creatures, whose tricks and threats would teach children important life lessons. There are also Marchen which come from myths and religions, though many scholars consider them completely separate classifications.
Self-Contained Societies
Marchens live together in communities in the Other Side, separate from the societies forged by humans. Each species has its own set of culture, beliefs, and structure. Rarely, a Marchen will leave its community in order to fulfill a quest, go on an adventure, or simply to quell their own boredom. Some species consider this as abandoning one's culture and will prevent the deserter from returning except under specific circumstances.
Names
Each Marchen species have different naming conventions, but most use names that are mystical and inspire curiosity or wonder. Examples of Marchen names are: Pip, Fensquatch, Burlington, Fooltool, Blossom, and Sparkle.
Marchen Traits
Ability Score Increase
Your Charisma score is increased by 2.
Age
Marchen tend to live slightly longer than humans, with an expected lifespan of around 120 years.
Alignment
Marchens were used in stories to punish misbehaving children, and to describe unfortunate circumstances. Thus, Marchens act in specific ways which often result in harm to others. The average Marchen is Lawful Evil.
Size
Your size is Medium.
Average Height = 3-7 feet
Average Weight = 80-250 pounds
Speed
Your base walking speed is 30 feet.
Fey
Your creature type is Fey, instead of Humanoid.
![](https://i.pinimg.com/originals/fa/2f/a0/fa2fa0cc02dfe8420d84438595d9123f.jpg)
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Creatures of Stories
As you are a creature made from stories, you are able to learn the stories of items or creatures that you interact with. You can use an action to choose a creature or object within 5 feet of you. Your mind is filled with a brief summary of the significant lore about the target. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. The information you learn is accurate but might be couched in figurative language.
If you target an unwilling creature, they can attempt a Charisma saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus. On a success, you only learn details about the target which are widely available.
Once you use this feature, you cannot use it again until you finish a long rest.
Languages
You are able to speak, read, and write Common and Sylvan.
Subraces
Himori
Urban legends tell of sinister spirits which send curses through phone calls. An unsuspecting victim will get a call from an unknown number, and when they answer it, cryptic messages about their foreseen death are whispered to them in hoarse voices. Many days later, the victim is found dead, often in their own home.
Himori are spirits with an affinity to divination and curses. They look like deathly pale humanoids, with bloodshot eyes and blackened fingernails. They have learned ways to access phones, computers, and other technology in order to spread their misfortunes.
Ability Score Increase
Your Intelligence score is increased by 1.
Spiritual Form
Your form gives you various benefits. You have advantage on saving throws against being charmed, and you have resistance to necrotic damage.
A Simple Phone Call
As an action, you can name a creature that you have seen. If that creature is within 1 mile of you and is within 60 feet of a phone, a television, a computer, or any other object that is able to deliver messages, the object begins to get their attention. The creature must make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus or move within 5 feet of the object and put all of their attention on it.
You are able to talk through the object for 1 minute, at which the effect ends. When the effect ends, you can choose to turn off the object if it can be turned off.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Portent of Death
Your words spell the death. You can use your action to speak haunting words to a creature within 5 of you or to a creature within 5 feet of an object affected by your A Simple Phone Call feature. The creature must make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus or be cursed. After one hour, a cursed creature takes 4d10 necrotic damage, and the curse ends. The creature must be able to understand a language you know to be affected by this feature.
Once you use this feature, you cannot use it again until you finish a long rest.
Revenant Portrait
In many of the cultures around the world, pictures are used to remember lost loved ones. However, when an ancestor is disrespected by their lineage, their picture animates, pulling themselves from their frame. Once they are free from their image, they find the one who desecrated their honor and begin to punish them. At first it is minor pain and misfortune, but if the instigator does not return the lost honor quick enough then they pay with their life.
Revenant Portaits look just as the picture of them that they came from did. They may have shadows and lighting that doesn't match with the surroundings, or may be a caricature of the original creature.
Ability Score Increase
Your Wisdom score is increased by 1.
Judging Eyes
You pay attention to how people behave, so that you know when to forgive. You have proficiency in Insight.
Living Picture
You can walk into walls, becoming a two dimensional creature. You are able to move through spaces as narrow as 1 inch wide without squeezing, though they must have one side that is large enough for a medium creature to squeeze through, and you have advantage on Stealth checks when you are on a wall and not moving.
Cause Misfortune
Things go wrong when you want them to. When a creature within 60 feet of you makes an ability check, attack roll, or saving throw, you can use your reaction to give them disadvantage on the roll. You must decide to do this before the creature rolls.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Pseudofid
Don't trust strangers, even if they are inviting. That is the lesson taught by the Pseudofid. Able to create a sense of familiarity and friendship by using illusions, Pseudofids lead children deep into unknown territory, leaving them to wander alone until their eventual demise. In their natural state, they are short and ugly creatures, resembling large toads.
Ability Score Increase
Your Dexterity score is increased by 1.
Small
Your size is Small instead of Medium, and your base walking speed is 25 feet.
Natural Illusionist
You know the minor illusion. Charisma is your spellcasting ability for it.
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Wilderness Creature
You live in the wilderness, away from large cities. You have proficiency in Nature and Survival. In addition, you have a swim speed of 30 feet.
Familiar Face
You can use illusions and enchantment to trick another creature, changing your appearance into one that they would inherently trust. You can use your action to attempt to trick a creature within 30 feet of you. The target must make a Wisdom saving throw against a DC equal to 8 + your Charisma modifier + your proficiency bonus or become charmed for 1 hour. The charmed creature treats you as trustworthy, and believes your lies and promises if they are within reason. If they can see you when the charm effect ends, they are aware that you charmed them.
Once you use this feature, you cannot use it again until you finish a long rest.
Retainer
You are spoken of in religious textbooks, as followers and servants to powerful gods. Though the names may change, every god has a legion of helpers that assist them with their divine task. You may have been a messenger to your gods disciples, or you could have been part of their personal army.
Retainers look similar to their god, and take features from the domain of the god. For example, servants of the Night Mother may their skin take the appearance of the night sky, with small blinking stars.
Ability Score Increase
Your Wisdom score is increased by 1.
Celestial
Your creature type is Celestial, instead of Fey. You also can speak, read, and write Celestial instead of Sylvan.
Lore Keeper
You were expected to know of the politics of the gods, and to give advice on ways for your master was to proceed. You have proficiency in Religion.
Divine Blessing
Your divine essence grants you the ability to use some holy magic. You learn a cantrip of your choice from the Cleric spell list. When you reach 3rd level, choose two 1st level spells from the cleric spell list. You can cast each 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.
Servant of the Gods
You were made to empower the abilities of other people. You can use your action to bless the next attack of a creature within 5 feet of you. The next time the creature makes a weapon attack roll, they can roll a d4 and add the result to the total, and if the attack hits it deals an additional 1d8 radiant damage.
The damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level.
You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature once you finish a long rest.
Syrides
The Syrides are a group of very attractive creatures that live in the mountains and in caves. They have goat hooves for feet and hooked claws to help climbing. They lure miners and mountaineers with their beautiful songs off the edge of climbs and into ravines, where they then feast on the remains.
Ability Score Increase
Your Constitution score is increased by 1.
Darkvision
Your eyes are adapted to see 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.
Alluring Looks
You are inhumanly attractive. You have proficiency in Persuasion.
Climbing Claws
Your unarmed attacks deal slashing damage equal to 1d4 + your Strength modifier. In addition, you have a climb speed of 20 feet.
Song of the Syrides
As an action, you can start to sing the mythical song of the Syrides. A creature of your choice within 60 feet of you must succeed on a Wisdom saving throw against DC equal to 8 + your Charisma modifier + your proficiency score or use their reaction to move up to their movement towards you, ignoring all danger between them. Creatures who are immune to charm are immune to this effect.
You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature once you finish a long rest.
Those That Walk Above
Often mistaken for trees, these lumbering creatures come from the forest and steal livestock from farmers during the night. Bones litter the tops of trees in the woods where they live, and the wind sounds like whispers.
Those That Walk Above stand almost 10 feet tall, have lanky arms and legs, and have rough brown skin. Their eyes are sunken in like wood knots, and their hair is prickly like pine needles.
Ability Score Increase
Your Strength score is increased by 1.
Darkvision
You hunt in the night, so your eyes are accustomed to 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.
Elongated Arms
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mutt
Mutts were the second attempt to genetically alter humans to better survive the new world. Predicting that another apocalypse level event may happen again, scientists edited some humans to allow them to alter their own genes and allow rapid evolution across generations. Their work was a massive success, and new species was born; one which could evolve during it's own lifetime.
Hyperevolution
Mutts have the special ability to adapt their body to events that happen to them. If a Mutt child had nearly drowned, they may grow fins and gills to make it impossible to drown again. If a Mutt was deathly afraid of public speaking, they may suddenly be amazing at giving speeches, or may be unable to feel fear. Though they all start out looking like humans, each Mutt evolves into something entirely unique.
Rejection
Most of the remaining humans hated the idea of being replaced bym what were in their eyes, monsters. Calling them freaks and mutts, the new species was driven out of the last human settlements, and the scientists responsible were imprisoned.
The "Best" Adaptations
Feeling a deep desire for acceptance, Mutts began to put themselves and their children in situations that would given adaptations that they deemed important. Traits that aided in communication were highly valued, and traits that aided in combat were discouraged. They hoped that if they looked harmless and were approachable, then they would no longer be cast out from any society. Ironically, this led to them shunning their own who were different in ways that didn't suit them.
Names
Mutts have names that are unassuming and "normal", such as Jane, Anne, Beth, and Joseph. Most Mutts also gain a nickname based on their most notable mutation, which tend to be much more unique and special. Examples of Mutt nicknames are: Silver, Spine, Wink, Creator, and Triple Threat.
Mutt Traits
Ability Score Increase
Three ability scores of your choice each increase by 1.
Age
Mutts tend to live a very long time due to their mutations. The average lifespan is about 150 years.
Alignment
Mutt have a lot of rules and expectations in order to keep themselves and their communities safe. The average Mutt is Lawful Neutral.
Size
Your size is Medium.
Average Height = 5-6 feet
Average Weight = 100-300 pounds
Speed
Your base walking speed is 30 feet.
Adaptation
Your body is able to adapt itself throughout your life in order to protect itself against dangers that it is experiencing. You start with 3 evolution points, which you will use to gain features listed at the end of this race. When you reach 3rd level, you gain an additional 2 evolution points, and when you reach 5th level you gain an additional 1 evolution point. Unless otherwise specified, you can only take each adaptation once. Evolution points must be spent when you receive them.
Forceful Evolution
When necessary, you can force yourself to temporarily adapt to your current scenario. As an action, you can give yourself 2 evolution points and immediately use them to gain features from the end of this race. These features last for 10 minutes.
Once you use this feature, you cannot use it again until you finish a long rest.
Languages
You can speak, read, and write Common and one other language of your choice.
List of Adaptations
1st level Spell (1 evolution points)
You gain one 1st level spell from any spell list. It should be something that could theoretically be biological, and you must get approval from your DM. You can cast that spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spell casting ability for it.
You may take this adaptation multiple times.
2nd level spell (2 evolution points)
Prerequisite: 3rd level
You gain one 2nd level spell from any spell list. It should be something that could theoretically be biological, and you must get approval from your DM. You can cast that spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spell casting ability for it.
Blindsight (3 evolution points)
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Breathing (1 or 2 evolution point)
For 1 evolution points, you can breath both air and water. For 2 evolution points you don't need to breathe at all.
Cantrip (1 evolution points)
You learn one cantrip from any spell list. Constitution is your spell casting ability for it.
You may take this adaptation multiple times.
Charm Resistance (1 evolution point)
You have advantage on saving throws against being charmed.
Climb Speed (1 evolution point)
You gain a climb speed of 30 feet.
Darkvision (1 evolution point)
Your eyes are adapted to see 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.
Expertise (2 evolution points)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
Fearless (1 or 2 evolution points)
For 1 evolution points, you have advantage on saving throws against being frightened. For 2 evolution points, you are immune to the frightened condition.
Languages (1 evolution points)
You are able to read, write, and speak in an additional three language of your choice.
Natural Armor (1 or 2 evolution point)
Your AC is 12 + your Dexterity modifier while not wearing armor. A shield’s benefits apply as normal while you use your natural armor. For an additional evolution point, this increases to 13 + your Dexterity modifier
Natural Weapons (1 evolution point)
Your unarmed strikes deal bludgeoning, slashing, or piercing damage (chosen when you acquire this adaptation) equal to 1d6 + your Strength modifier.
Poison Resilience (1 evolution point)
You have advantage on saving throws against poison.
Resilient (2 evolution points)
You have advantage in saving throws of an ability of your choice.
Resistance (1 evolution point)
You gain resistance to one of the following damage types: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder.
Skill Proficiency (1 evolution point)
You gain proficiency in a skill of your choice.
You may take this adaptation up to 4 times.
Speed (1 evolution point)
Your base movement speed increases to 35.
Small (0 evolution points)
Your size is Small instead of Medium.
Swim Speed (1 evolution point)
You gain a swim speed of 30 feet.
Toughness (2 evolution points)
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Trance (2 evolution points)
You meditate instead of sleeping. Meditating for 4 hours grants the same benefits as a human gets from 8 hours of sleep, and you can complete a long rest in 4 hours.
Adaptation Not Available?
If there is an adaptation that you want that is not listed, speak with your DM for approval to create your own adaptation. Evolution point values are inspired by the Detect Balance Homebrew Guide, so look their for guidelines on evolution point costs.
![](https://i.pinimg.com/originals/87/07/64/8707646b7f24e09c733c4ac604f75a0a.png)
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Nari
In the world, there's a lot of space. That space tends to have a lot of uninteresting people living their day to day life. In the Other Side, there is even more space, and the people are even more uninteresting. At least, the Nari are.
The Nari are beings made out a nearly weightless, matte black substance, with the only other notable physical features are their eyes that glow dimly. They make up the majority of the humanoid life on the Other Side, but very little of them actually contribute anything meaningful.
Nonexistent Life
A Nari are created in large groups in the Other Side in order to represent the crowds of strangers that do not think about the lives around them, and how everyone is anonymous in areas of their life. They are NPCs in the game of life. They all are have memories of their life growing up, they all have jobs, and they all have families. But they don't really. Once a Nari is isolated from the group, they are no longer needed, and disappear, along with all of their memories.
Awakening
Some Nari don't vanish. This usually happens when something significant happens that forces a Nari to act on its own. Its the moment they go from an NPC to a PC. The Nari may have been kidnapped, may have been given a powerful item, or may have witnessed a brutal fight. Whatever the case is, once the Nari decides to act, something in their soul solidifies and they are given total control over their life. At this point, most Nari begin to understand their situation, and come to the horrific understanding that their whole life is a lie.
Expendable
When as many bodies are needed, whether it be for research or for war, the first place that anyone looks to in the Other Side is the Nari. Virtually infinite and without anyone to miss them, Nari are taken by the hundreds for various reasons. This is often the main reason that a Nari awakens, but this is also the main reason that an awakened Nari dies. They were taken because they are expendable, and they are treated as expendable.
Names
Nari names are very varied. When they are awakened, they may realize that they don't have a name, or that the one in their mind doesn't feel like them. Some Nari take names from other species, or from significant people involved in their awakening. Some Nari also take nicknames to represent their experiences and emotions. Examples of Nari names are: Anon, Faceless, Mack, Loque, Support, and Blur.
Nari Traits
Ability Score Increase
Your Wisdom score increases by 2 and your Intelligence score increases by 1.
Age
Nari are created entirely mature, with fuzzy memories of around 25 years of life. Once they are awakened, a Nari's life ends once no one remembers them.
Alignment
Awakened Nari usually hold their past life closely, even if it isn't true. Their past lives tend to show them as people who were nice enough, and generally followed the law. The average Nari is Lawful Good.
Size
Your size is Medium.
Average Height = 5-6.5 feet
Average Weight = 50-100 pounds
Speed
Your base walking speed is 30 feet
Lightweight
The dark material you are made of is very light. You have resistance against fall damage.
Unassuming
People often overlook you, and your matte black skin helps you hide in the dark. You have proficiency in Stealth.
False Life
You have a whole life worth of memories. Even if you didn't really do any of it, you still retain some of the lessons learned. You have proficiency in a skill and tool of your choice.
![](https://i.pinimg.com/originals/1b/e2/20/1be220be1277e4ddb4c9cd2435c78971.jpg)
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Idea of a body
Your body doesn't have any organs, blood, or anything that keeps you alive. Your body also quickly restores any parts of you that were removed. Any critical hit against you becomes a normal hit and you automatically regenerate any missing body parts after 1 minute. In addition, you have advantage on saving throws against poison, and have resistance to poison damage.
Borrow Memories
Your soul hungers for true memories, even if they aren't your own. You can cast Detect Thoughts once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for it.
Languages
You can speak, read, and write Common and one other language of your choice.
![](https://i.pinimg.com/originals/f6/fb/1a/f6fb1adf7a716f08c94326c03abad072.jpg)
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Skala
During the beginning of the Reckoning, a certain sect of scientists were fascinated by the magic that the Other Side have brought. Hoping to find a way to access this magic easily, then began to do experiments to pull magic directly from the Other Side. After years of failure and several deaths, the first Skala was created. It was also considered a failure.
Skalas are humans who can send their soul into the Other Side as they are dreaming, which results in their soul and body being viciously altered as their psyche tries to cope with the experiences that are manifesting around them. When they awaken, they find that their body has changed in order to protect themselves from the dangers that they were experiencing in their dream.
Sleepless
Dreams are torturous for Skala, so they have adapted to sleep as little as possible. Skalas can spend about two week without needing to go to sleep, but most sleep once a week due to exhaustion.
The Chaos of the Other Side
When a Skala sleeps, their soul is sent to the Other Side, usually in an area that is not very populated. The Skala begins to dream, and the surrounding area warps itself to match. Forests spring forth, temperatures drop, or Kaligni are born. Once the Skala wakes, the aftermath doesn't immediately go away. Creatures scurry away and find places to live, and environments are either forgotten or claimed by locals.
Subconcious Protection
The innate connection to the Other Side allows a Skala to easily use magic. However, this is usually does subconsciously during dreams, when the connection is strongest. The soul and mind work together to protect the Skala from what it is experiencing, which leaves side effects on their waking selves. Their skin changes, covered in scales, fur, or camoflauge. Their limbs elongate or shrink to aid in escape. Somesimes, scars from dreamt injuries linger on their bodies.
Each Skala looks different from another Skala, and they even look different from themselves. This can lead to extremely isolation, which leads to worse nightmares, which leads to even worse transformations.
Names
Skala use names as good luck charms, in hope that it will prevent the worst nightmares. Examples of Skala names are: Clover, Constellation, Ward, and Ladybug.
Ability Score Increase
Your Wisdom score increases by 2, and your Constitution score increases by 1.
Age
Skala age at the same rate as a normal human, maturing at around 20 and dying at around 80.
![](https://i.pinimg.com/originals/c9/94/b8/c994b8107b596d98b2d5fe5d1e568b61.jpg)
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Alignment
Skalas have constant bizarre experiences are generally not accepted by society at large. Some Skalas try to find peace in helping others, and others find purpose in transferring their pain to others. The average Skala is Chaotic Neutral.
Size
Your size is Medium.
Height = 4-7 feet
Weight = 100-300 pounds
Speed
Your base walking speed is 30 feet.
Other Connection
You are innately magical. You learn a cantrip of your choice from the sorcerer spell list. Also, you can cast Detect Magic once with this trait and regain the ability to do so when you finish a long rest Charisma is your spellcasting ability with these spells.
Tireless
You are able to stay awake way longer than a normal creature. You can gain the benefits of a long rest without sleeping for a number of days equal to 7 + your Constitution modifier. You can fill such rests with light activity, such as ready, talking, eating, or standing watch.
Initial Dream Traits
During character creation, roll 1d12 on the Dream chart to determine what features you begin with. Reroll any 12s rolled.
Dream
Each time that you are unconscious, whether it be by sleeping or by dropping to 0 hit points, your soul is transported to the Other Side and your body begins to change. If you are unconscious for at least 1 minute, roll 1d12 and consult the table below for the traits that you gain. Also, any previous traits you gained from this feature are lost. If you roll a 6 or below, you also take psychic damage equal to your level, due to the trauma of the nightmare.
Charisma is your spellcasting ability for all spells you gain.
d12 | Dream Description | Gained Traits |
---|---|---|
1 | Serious Injury | When not wearing armor, your AC is equal to 13 + your Dexterity modifier. In addition, your hit point maximum increases by your level. |
2 | Killed by Disaster | You gain resistance in one of the following damage types of your choice: Fire, Cold, Lightning, Acid, Thunder. Also, you have advantage on Dexterity saving throws |
3 | Chased | Your base walking speed increases to 40 feet, and you gain advantage on Stealth checks. |
4 | Stuck in a Place/Situation | You have advantage on Athletics and Acrobatic checks, and you can Disengage as a bonus action. |
5 | Attacked by Animals/Bugs | You can cast Speak with Animals at will, and can cast Animal Friendship once, regaining the ability to do so after a short or long rest. |
6 | Losing a Loved One | You learn the Spare the Dying cantrip, you have advantage on Medicine checks, and you can use an action to heal a creature within 5 feet of you equal to twice your level, regaining the ability to do so after a long rest. |
7 | Lost in the Dark | You gain a Darkvision of 120 feet, and have advantage on Perception checks. |
8 | Embarressing Moment | You have advantage on Persuasion and Deception checks, and you are immune to the frightened condition. |
9 | Disappointing Someone | 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. |
10 | Lucid Dream | You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. |
11 | A Glimpse of the Future | You may use a reaction to give advantage or disadvantage to a roll that a creature within 60 feet of you makes. Once you use this feature, you cannot use it again until you finish a short or long rest. |
12 | Visitation from a Loved One | You immediately act as if you had cast the Divination spell. You do not gain any more features from Dream until the next time you sleep during a long rest. |
Languages
You can speak, read and write Common and one other language of your choice.
![](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/2108eb75-b45c-49a0-a45a-90959b415dc0/d2rymsg-70de116d-55ee-4317-9fe6-039fb6c5a01a.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvMjEwOGViNzUtYjQ1Yy00OWEwLWE0NWEtOTA5NTliNDE1ZGMwXC9kMnJ5bXNnLTcwZGUxMTZkLTU1ZWUtNDMxNy05ZmU2LTAzOWZiNmM1YTAxYS5qcGcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.aZVPd9BJAdKV3-XWR8lAwTdKRDlIV-KK7rLp5uDthvY)
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Spriggan
After Ferals and Mutts were created, genetic scientists wondered if they were able to combine human and plant DNA. Unfortunately, it was too difficult to achieve through normal means, so the scientists incorporated magic into their experiments. Decades past, and finally the first Spriggan was created.
Human Plants
Spriggans are primarily humans, but they have many plant qualities, such as photosynthesis and fibrous skin. Just as Ferals come in a variety of forms, so do Spriggan. Spriggans commonly have genes from trees, cacti, mushrooms, and flowers. They have a limited form of photosynthesis, but they still get most of their energy and nutriets from food.
One With Nature
Spriggans were made with the help of magic, which have given then an innate connection to nature. With enough focus, they can even speak with plants, asking them for information or favors.
Names
Spriggan usually use names that relate to nature. Examples of Skala names are: Willow, Apple, Clover, Thorn, and River.
Spriggan Traits
Ability Score Increase
Your Wisdom score increases by 2, and your Dexterity increases by 1.
Age
Spriggans have a much longer life span than a normal human, dying at around age 150.
Alignment
Spriggan have an innate connection to nature and to life, and they try to preserve it as much as they can. The average Spriggan is Neutral Good.
Size
Your size is Medium.
Height = 5-7 feet
Weight = 200-500 pounds
Speed
Your base movement speed is 30 feet.
Natural Connection
You are innately attuned to the natural world. You have proficiency in Nature, and you can cast Speak with Plants once with this trait and regain the ability to do so when you finish a long rest.
Photosynthesis
You are able to absorb energy from the sun, but not enough to fully sustain you. When you take a short rest, you regain hit points equal to your level.
Languages
You can speak, read, and write Common and Spriggan.
Subraces
Arbor
You have features from plants with thick skin, such as trees or bamboo.
Barkskin
Your rough, bark skin gives you a base AC of 16 (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.
Enroot
You have advantage on all checks and saving throws against being forcibly moved or knocked prone.
Beauty
You have gorgeous flowers or other colorful plumage that make it hard to keep eyes off of you.
Attractive
Your beauty makes people treat you better. You have proficiency in Persuasion.
![](https://watercolors.giantsoup.com/genesys/genesys_left/0001.png)
Full Bloom
Your flowers grant you certain abilities affecting plants and nature. You learn the Druidcraft cantrip, and you can cast Goodberry once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.
Carnivore
You have the features of a carnivorous plant, such as a venus flytrap or a pitcher plant. These plants tend to have sweet smelling nectar that can attract and charm creatures, as well as acid to dissolve and digest the creature.
Enhanced Biology
Your natural biology allows you to use some spell-like effects. You learn the Acid Splash cantrip and you can cast Suggestion once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.
Hunter
Your biology is suited to consuming meat, so you have learned how to track and kill animals. You have proficiency in Survival.
Fungal
Darkvision
Your eyes are adapted to see 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.
Toxic Fumes
You learn the Poison Spray cantrip. Constitution is your spellcasting ability for this spells.
Fungal Resilience
You create toxins, thus you can resist them. You have advantage on saving throws against poison, and have resistance to poison damage.
Bristle
You are dangerous to touch, being fused with a plant such as a cactus, poison ivy, or stinging nettle.
Retaliative Thorns
A creature that hits you with a melee attack takes 1d4 piercing damage. In addition, your unarmed strikes deal piercing damage equal to 1d4 + your Strength modifier.
Extreme Survival
Your plant speciies originates from the desert, where the days are blisteringly hot, and the nights are freezing cold. You have resistance to fire and cold damage.
Vineyard
You are made of long strands of plants such as vines or seaweed.
Rope Limbs
Your limbs aid greatly in climbing. You have a climb speed of 20 feet. In addition, you can use your arms as a 20 foot rope.
Grasping Vines
You learn the Thorn Whip cantrip, and you can cast Entangle once with this trait and regain the ability to do so after a long rest. Constitution is your spellcasting ability for these spells.
Tamago
Tamago's are the most recent race to exist in Geunth. A scientist hoping to make an easy way to create cloned bodies ended up with a large, round, and furry creature. Tamagos are often considered cute and weak, and aren't treated as equals by other races.
Commodities
When created by Vivacious Heart, Tamagos were thought to be a massive failure. However, they had the ability to clone themselves if they were overfed, reproducing at a quick rate if encouraged to. Vivacious saw an opportunity in their creation, and began selling Tamagos as pets. They created several different varieties, and their self producing nature meant that supply was nearly limitless. Tamagos became a huge success, being the primary pet for most households. They were cheap, required little food, were extremely intelligent, and lived longer than dogs or cats.
Equality
Each time a Tamago cloned itself, the clone retained most of the memories of the original. Due to this, Vivacious only sold Tamagoes who were cloned from the original set of Tamagos. Though uncommon, many owners overfed their Tamagos, and clones began to appear in homes across the world, with enough intelligence and memories to understand their treatment. After 20 years of ownership, these Tamagos spoke to others of their kind, and, with their immense empathy, organized together and convinced the general public that they deserved as much respect and rights as the rest of the people in the world did. Tamago ownership became outlawed shortly afterwards, and has stayed that way for 50 years. However, that doesn't prevent Tamagos from being treated as pets and commodities by their coworkers, friends, and authority figures.
Biology
There is technically only about ten different Tamagos. All Tamagos are genetic clones of these original ten, though their personalities are largely created by their environment and not their biology. When a Tamago eats enough food to sustain two Tamagos, their body undergoes a process similar to mitosis, creating two separate clones. One clone shares all the original's personalities and memories, while the other one only retains the memories of the original. The new clone must explore their memories and find what they want to do with their life.
Names
Tamago names were originally very cutesy and fitting for a pet. Some Tamagos kept those names, and other Tamagos fully rejected them. Example of Tamago names are: Buddy, Squirt, Duke, Princess, Rager, Pendant, and Bullet.
Ability Score Increase
Your Constitution increases by 2, and your Intelligence increases by 1.
Age
Tamagos begin to go through cellular decay about 30 years after they were cloned.
Alignment
Tamagos are viciously anti-authority, fearing that they may once again be enslaved by others. They are extremely critical of laws, especially when they cause harm to anyone. The average Tamago is Chaotic Neutral.
Size
Your size is Small.
Height = 1.5-3 feet
Weight = 20-80 pounds
Speed
Your base walking speed is 25 feet.
Empathy
You have been trained to understand others, as you fully understand other Tamagos. You have proficiency in Insight.
Memories of Lives
You can remember memories that other Tamagos have lived through to gain understanding on how to achieve tasks. When you roll an ability check, you can use your reaction to give yourself a bonus to your roll equal to your proficiency bonus if you do not already add your proficiency bonus.
You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature once you finish a long rest.
Squishy Fat
Your excess fat can be used to block attacks and bounce away using the momentum. When you take bludgeoning, slashing, piercing, or force damage, you can use your reaction to reduce the damage you take by 1d10. Then, you move a number of feet equal to 5 times the amount of damage reduced away from the source of the damage without provoking opportunity attacks.
Once you use this feature, you cannot use it again until you finish a long rest.
Languages
You can speak, read, and write Common and Tamago.
Subraces
Alertive Guard
Your ancestor was designed to guard a location and alert their owners if anything was strange.
Alert
You have advantage on initiative checks.
Watchdog
You are great at taking watches. You have proficiency in Perception, and you only need to sleep 4 hours instead of 6 to get the benefits of a long rest.
Cutesy Wutesy
Your ancestor was designed to be as adorable as possible, marketed towards girls and women. You have large eyes, goofy grin, squeaky voice.
Totally Adorable
Your cute appearance causes people to trust you more. You have proficiency in Deception checks.
Anything to Make You Happy
You can easily pressure people to do what you want. You can cast Charm Person once with this trait and regain the ability to do so after a long rest. Charisma is your spellcasting ability for these spells.
Too Cute to Harm
When a creature targets you with an attack or a harmful spell, you can use your reaction to make them reconsider. They must make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus. On a failure, the creature must choose a different creature within range to attack, or lose the attack or spell.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Emotional Support
Your ancestor was designed to comfort their owners, and to calm distressing emotions.
Therapist
You've learned to guide people through their thoughts and emotions. You have proficiency in Persuassion.
Calming Presence
You can calm people with volatile emotions. You cou can cast Calm Emotions once with this trait and regain the ability to do so after a long rest. Charisma is your spellcasting ability for these spells.
Guide for the Blind and the Lost
Your ancestor was designed to help the blind and to remember locations easily. However, the design was faulty and they had some unintended abilities.
Sonic Screech
You were given an experimental echolocation, which allows you to emit a screech that can deafen other creatures. As an action, you can emit a sonic wave in a 15 feet cone originating from you. Each creature in the area must make a Constitution saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 thunder damage and are deafened until the start of your next turn on a failed save, and half as much damage and are not deafened on a successful one.
Obedient Learner
Your ancestor was designed to obey orders and to learn quickly.
Hobbyist
You gain proficiency in three tools of your choice, and you learn to speak, read, and write two languages of your choice.
Follow Orders
You are quick to follow other's leads. Other creatures can use the Help action as a bonus action to help you.
Original
Your ancestor was the original Tamago, who was an accident. He had a few problematic abilities that were removed for future designs.
Forced Osmosis
You are able to forcefully absorb the water from another creature. You cou can cast Inflict Wounds and Create or Destroy Water once each with this trait and regain the ability to do so after a long rest. Constitution is your spellcasting ability for these spells.
Minor Cloning
You are able to create smaller versions of yourself. You can cast the find familiar spell, but the form it takes is a miniature version of you. It has the statistics of a weasel without the Keen Hearing and Smelling feature. After you cast the spell, you cannot do so again until you finish a long rest.
If you would be hit by an attack, your familar can use a reaction to jump in the way of the blow if it is within 5 feet of you, taking the damage instead of you.
![](https://www.creativeuncut.com/gallery-32/art/xc2-tora.jpg)
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Racial Feats
These racial feats are ordered alphabetically according to the race they require.
Shell with a Soul
Prerequisite: Automaton
Your soul allows your physical form to define you less. You are more human than machine. You gain the following benefits:
- You are considered both a construct and a humanoid. You can be affected by any spell or ability which affects either type.
- You have advantage on any spells or abilities that affect you because of your type.
Slime Shaper
Prerequisite: Shaper Borada
Your body is fully in your control, able to be shaped by you without a mask. You gain the following benefits:
- You can move through a space as narrow as 1 inch wide without squeezing, as long as you aren't wearing or holding any equipment.
- You can cast Alter Self. Once you do so, you cannot do it again until you finish a long rest.
- You can cause your limbs to stretch. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
True Forms
Prerequisite: Adapter Borada
Your forms become closer to the real thing, making you almost indistinguishable from them. You gain the following benefits whenever you are wearing the corresponding mask. If a benefit has a choice, it must be decided for each mask and cannot be changed.
Race | Benefits |
---|---|
Automaton | Your creature type becomes construct. You are immune to poison damage and the poisoned condition. You don't need to eat, drink, or breathe. You are immune to disease. |
Elementari | Your creature type becomes elemental. You have resistance to poison and advantage on saving throws against the poisoned condition. You also become resistant to one of the following damage types: Fire, Cold, Lightning, Thunder, or Acid. |
Feral | You gain darkvision out to a range of 60 feet, gain a swim speed of 30 feet, or gain a natural armor of 13 + your Dexterity modifier. You also add your proficiency bonus to initiative checks. |
Forefolk | You gain proficiency in one skill, one tool, and one language of your choice. |
Gyptia | You gain a fly speed of 20 feet. To use this speed, you can't be wearing armor. In addition, any creature who understands at least one language can understand you when you talk. |
Keth | You have advantage on Wisdom saving throws, and have a familiar, as if you had cast the find familiar spell. |
Kaligni | You gain proficiency in Intimidation. In addition, if you are not holding anything in your hands, you can Dash as a bonus action. |
Mutt | You gain 2 evolution points worth of adaptations. You cannot choose 1st level spell or 2nd level spell. |
Nari | Any critical hit against you becomes a normal hit and have resistance against fall damage. |
Skala | You gain the traits of one of the options from the Dream Table which does not have anything which is returned on a long rest. |
Spriggan | You have a base AC of 16 (your dexterity bonus doesn't affect this number). |
Tomago | You become Small. In addition, when you take bludgeoning, slashing, piercing, or force damage, you can use your reaction to reduce the damage you take by 1d6. Then, you move a number of feet equal to 5 times the amount of damage reduced away from the source of the damage without provoking opportunity attacks. |
Other True Forms
If you have a Marchen mask, or a mask of a creature not on the list, work with your DM to decide on the benefits you gain from it.
Elemental Aspiration
Prerequisite: Elementari
You've been able to gain even more elemental power, gaining the following benefits.
- If you gained a resistance and vulnerability from your race, you can either make your resistance immunity, or you can remove your vulnerability.
- If you did not gain a resistance from your race, you can gain resistance to Fire, Cold, Lightning, Thunder, or Acid damage.
- Choose a 3rd level spell from any spell list that is appropriate for the material you are made of. You can cast the spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for the spells.
One With Beasts
Prerequisite: Feral
Your animalistic blood awakens and gives you connections to the animals around you. You gain the following benefits.
- You gain the ability to comprehend and verbally communicate with beasts. You have advantage on all ability checks to interact with them.
- You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Pieces of Humanity
Prerequisite: Forefolk
As a forefolk, you have a wide variety of strange evolutions from years of interbreeding with other races. You've now been able to unlock some of the dormant evolutions from inside of you.
You may gain the benefits of a forefolk subrace you do not already have.
You may take this feat multiple times.
Alien Being
Prerequisite: Gyptia
You aren't just bizarre, like other Gyptias. You are absolutely unorthodox. You gain the following benefits:
- Your creature type becomes aberration.
- You have disadvantage on Persuasion checks and advantage on Intimidation checks.
- You have advantage on Intelligence, Wisdom, and Charisma saving throws.
- You gain resistance to psychic damage.
- Creatures cannot succeed on Insight checks to understand your emotions, motives, or planned actions.
Psychic Prowess
Prerequisite: Gyptia
Your psychic abilities fully awaken, allowing you to do feats you never thought you'd be able to do. You gain the following benefits.
- Your fly speed increases to 30 feet, and you can wear light or medium armor while flying.
- You can cast Telekinesis. Once you do so, you cannot cast it again until you finish a long rest. Intelligence is your spellcasting ability for this spell.
Quality Carapace
Prerequisite: Gyptia
You don't want a carapace made of crushed stone, wood, and metal. Instead, you've obtained a custom made carapace, superior to the scrap you had before. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- When you aren't wearing armor, your AC is 13 + your Dexterity modifier or 16, whichever is higher.
- Some extra features were added to the carapace, mimicking a spell effect. Choose a 1st level spell from any spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Constitution is your spellcasting ability for this spell.
Made of Nightmares
Prerequisite: Kaligni
Your body is able to be changed into the stuff of nightmares. You gain the following benefits.
- You can cast Alter Self at will. When you change appearance, you are always still recognizable as a kaligni.
- Choose a creature of a CR equal to or less than one-fourth of your level. You are able to shapeshift into a nightmarish version of the creature as an action for 1 minute, as if using wild shape. When you level up, you may choose a new creature. Once you use this feature, you cannot use it again until you finish a long rest.
Truest Fear
Prerequisite: Kaligni
You have learned the ultimate methods to instill fear in the heart of man. You gain the following benefits.
- You gain expertise with Intimidation, which means your proficiency bonus is doubled for any ability check you make with it.
- You can cast Fear and Phantasmal Killer. Once you have cast either spell, you cannot use this feature until you finish a short rest. Charisma is your spellcasting ability for these spells.
Independent Spirit
Prerequisite: Summoner Keth
Your spirit companion has obtained an even more powerful form, and is able to act better on it's own. You gain the following benefits:
- Choose a creature of CR 1 or less. Your spirit now takes that form when you summon it with the find familiar spell.
- As a bonus action, you can command the familiar to take the Attack action.
- Your spirit gains proficiency in two skills of your choice, using your proficiency bonus.
- When a creature within 5 feet of your spirit is hit by an attack, it can use its reaction to take the damage instead.
Spiritual Weapon Master
Prerequisite: Creator Keth
Your spiritual companion has gone past simply copying weapons of metal and wood, and is able to become a weapon of pure spiritual energy. You gain the following benefits:
- When you use your Form Weapon feature, the weapon formed has a +2 bonus to attack and damage rolls, does force damage instead of the regular damage type, and you can use your Wisdom modifier, instead of Strength or Decterity, for the attack and damage rolls with the weapon.
- You no longer have to finish a short or long rest to use the Form weapon feature again.
Ultimate Spirit Magic
Prerequisite: Spiritualist Keth
You have deep connections with the spirits of the world, and you can call on their aid to do powerful things. You gain the following benefits:
- You can cast the spells you get from the Greater Spirit Magic feature an additional time before needing to take a long rest.
- Choose a spell of 3rd level from the druid or cleric spell list. You can cast the spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell.
Deadly Calls
Prerequisite: Himori Marchen
Your calls to your victims are no longer limited to just curses of death. You gain the following benefits.
- When you use the A Simple Phone Call feature, you can cast a spell on a creature within 5 feet of the object affected by the feature. The spell must be incapable of targeting more than one creature.
- When a creature fails the saving throw against Portent of Death, they also gain the frightened condition until the curse ends.
- You can cast Bestow Curse without expending a spell slot. Once you do so, you cannot do it again until you finish a long rest. Charisma is your spellcasting ability for this spell.
Another Adaptation
Prerequisite: Mutt
You've recently suffered somehow, and your body is beginning to adapt to protect you against it. You gain 4 evolution points to gain mutt adaptations. You can take adaptations you've already taken, as long as it has multiple options.
Reactive Mutations
Prerequisite: Mutt
Your body has become extremely quick to protect you against danger. After you take damage, you have resistance to that type of damage until the start of your next turn.
The Concept of a Person
Prerequisite: Nari
You've realized that your body isn't like other races. With enough willpower, you can ignore some of the restraints other creatures might have. You gain the following benefits.
- You have advantage on death saving throws.
- You are immune to fall damage.
- When you take damage, you can use your reaction to take no damage instead. Once you use this feature, you cannot use it again until you finish a short or long rest.
- You can manipulate your body to stretch and squeeze in small spaces. You can fit in spaces as small as 1 cubic foot, and have advantage on checks to escape a grapple. You can also squeeze through cracks as small as 1 inch, but you must be not be holding or wearing anything.
Sweet Dreams
Prerequisite: Skala
Unlike other Skala, your dreams are pleasant and full of wonder. When you Dream, you roll on the following table instead of the regular Dream table. You also do not take any damage when you roll a 6 or below.
d12 | Dream Description | Traits Gained |
---|---|---|
1 | Unlikely Nightmare | Your hit point maximum is halved. You have resistance to all damage. |
2 | Doing Something Impressive | You have advantage on Charisma checks, and can add your proficiency bonus to any ability check you make that doesn't already include your proficiency bonus. |
3 | Unstoppable | Your AC can't be less than 18. In addition, your hit point maximum increases by twice your level |
4 | Your Perfect Self | You gain a +4 in an ability score of your choice, up to 24. |
5 | Flying | You gain a 60 ft fly speed |
6 | Saving a Loved One | You learn the Spare the Dying cantrip, have advantage on Medicine checks, and can cast Mass Cure Wounds and Raise Dead. Once you cast one of these spells, you cannot cast it again until you finish a long rest. |
7 | Ultimate Beast | Your movement speed is increased by 30 feet. You gain natural weapons which deal slashing damage equal to 1d12 + your strength modifier. You can attack with these natural weapons as a bonus action. You also have advantage on Perception checks. |
8 | Powerful Magic | Choose a spell of a level equal to half your level, rounded up. You can cast that spell. Once you do so, cannot cast it until you finish a long rest. |
9 | A Series of Unlikely Events | When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, treat the roll as if you had rolled a 20 instead. |
10 | Lucid Dream | You have advantage on saving throws against magic, and take no damage instead of taking half damage on a success. |
11 | A Glimpse of the Future | You may use a reaction to give advantage or disadvantage to a roll that a creature within 60 feet of you makes. |
12 | Visitation from a Greater Being | You immediately act as if you had cast the Contact Other Plane spell. You have advantage on the Intelligence saving throw. You also have resistance against radiant and necrotic damage. |
One With Nature
Prerequisite: Spriggan
You accept your flora heritage, and become closer to nature than ever before. You gain the following benefits:
- Your creature type becomes plant instead of humanoid.
- When you take a short rest, you regain hit points equal to twice your level from the Photosynthesis feature, instead of equal to your level.
- You can cast Plant Growth and Grasping Vine without expending a spell slot. Once cast a spell this way, you cannot cast it again until you finish a long rest. Constitution is your spellcasting ability for these spells.
Mitosis
Prerequisite: Level 19, Tomago
You are able to make clones of yourself, more perfect than ever before.
You can cast Simulacrum. Once you use this feature, you cannot use it again until you finish a long rest. Constitution is your spellcasting ability for the spell.
Super Squishy
Prerequisite: Tomago
Your blubber is unmatched in its softness and bounciness. You gain the following benefits:
- You no long need to finish a long rest to use the Squishy Fat feature again.
- When you fall, you can choose to bounce. When you do so, you have resistance to the damage and bounce into the air a number of feet equal to half the original fall. You are considered to be that high until the start of your next turn.
Random Race Roller
This table can be used to randomly choose a race, help create NPCs on the fly, or for the Reincarnate spell. Each race and subrace has been given a percentage based on their rarity in the world.
d100 | Race |
---|---|
1 | Companion Automaton |
2-3 | Defective Automaton |
4-7 | Servant Automaton |
8-11 | Soldier Automaton |
12 | Adaptor Borada |
13-14 | Formless Borada |
15-16 | Singular Borada |
17 | Shaper Borada |
18-19 | Elementari |
20-21 | Aquatic Feral |
22-23 | Avian Feral |
24-26 | Hunter Feral |
27-29 | Prey Feral |
30 | Shelled Feral |
31 | Beastborn Forefolk |
32 | Infused Forefolk |
33-35 | Modified Forefolk |
36-38 | Mountaineer Forefolk |
39-40 | Subdweller Forefolk |
41-48 | Gyptia |
49 | Creator Keth |
50-55 | Harmonizer Keth |
56 | Imp Kaligni |
57-61 | Night Terror Kaligni |
62-63 | Sleep Paralysis Demon Kaligni |
64 | Himori Marchen |
65 | Revenant Portrait Marchen |
66 | Psuedofid Marchen |
67 | Retainer Marchen |
68 | Syrides Marchen |
69 | Those That Walk Above Marchen |
70-75 | Mutt |
76-80 | Nari |
81-85 | Skala |
86-88 | Arbor Spriggan |
89-91 | Beauty Spriggan |
92 | Carnivor Spriggan |
93-94 | Fungal Spriggan |
95 | Bristle Spriggan |
96-97 | Vineyard Spriggan |
98-100 | Tamago |
Credits
- Gyptia by Chocolatula
- Crystal Sarcophagus by G-host Lee
- robot design by Tsvetomir Georgiev
- Flowing (Dramaturgy) by kanadia413
- Crystalline Elemental by Lily Abdullina
- 1 (Shark) by douzen
- Anthropomorphic Bat by Shard Studios
- Who's the leader of the club? by Xenia Berezovsky
- Avatar by ChevaSiS
- Lord Voldemort by Giovani Bellofatto
- Hitotsume-sama by Mah
- Kal and Syl by Ina Wong
- Shambly Steve by Vyr
- Shadow Demon by DarkReaver9
- Outsider by Ozaki
- Winter Goddess by Kyle Anderson
- the frame by Fintra Pranadjaja
- Bullywug by Mike Azevedo
- Scary Forest by Viktor Titov
- Kahina by Vyr
- Last Dance by Mah
- Loque by Gamma
- Mental Chaos by DarkGarry
- Sage of Age by nJoo
- Tora by Eiji Takahashi