Races of the New World
Dungeons and Dragons has dozens of cool races and also elves. It can be hard to fit all of these in a single homebrew setting. The races of the New World were made to give my players options while giving me a "reasonable" number of species to work into the world.
Because I am a mad man, the New World races are significantly more broken powerful than standard D&D races. They are "balanced" around D&D's point buy system, and as part of the "balancing" between races they do not and can not use D&D's backgrounds. Instead, all characters have a background feature that gives them additional skill proficiencies equal to their starting Intelligence modifier, up to a maximum of 3.
Many of the races also break the "rules" of crafting homebrew races, so leave if you're not a bad boy rebel with a cool haircut.
Also this is easier if you are a lunatic who is okay with whatever lmao.
Common Races
Humans of the New World
Humans are the most populous race in the New World and by far the most politically powerful. All of their settlements feature a variety of races, with halflings and half-dwarves making up a staggering percentage of the non-human population. Human realms are found between the frozen north and the warm south.
Humans live in harmony with the less populous races and there is little to no negative racial sentiment between the different children of the New World. Of course, there are plenty of other things to bicker about besides genetics...
Human Traits
It’s hard to make generalizations about humans. They seem to be into a lot of different stuff. Good for them.
Ability Score Increase. Your ability scores each increase by 1.
Age. I think you know how long humans live.
Size. Humans vary widely in height and build. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Human Proficiency. Humans showcase outstanding diversity. You gain proficiency in three skills of your choice.
Human Feats. Humans are accomplished in all fields. Pick 1 of the following feats: Alert, Charger, Dual Wielder, Dungeon Delver, Healer, Mage Slayer, Martial Adept, Mobile, Savage Attacker, Shield Master, Skilled or Tough.
Human Mundanity. Humans are the only race capable of identifying the abilities of a magic item without using the identify spell. Humans are so mundane and unmagical that they notice these traces of magic much easier than the other races.
Human Prominence. Congratulations, you're a human! You belong to the most numerous and prosperous race in the New World. Thanks to being in this special club, when you roll a d20 for a Charisma (Persuasion) check against another human, you can reroll the die before the DM says whether the roll succeeds or fails. If you choose to reroll, you must use the new roll.
Languages. You can speak, read, and write Common.
Halflings of the New World
Small but clever, halflings are a leading contender for second-most prominent race in the human-dominated parts of the New World, mostly thanks to their innate psychic abilities. They live freely in mixed communities and in halfling-dominant settlements as they choose.
Other races are welcome in halfling-controlled settlements, which mostly are holdovers from long-lost eras where the races were less familiar with each other. A notable exception are some communities where everything is built to halfling proportions, making them difficult places to live for the larger races of the New World.
Halfling Traits
Halflings in the New World have traded physical agility for keener minds and it seems to have done them a great deal of good.
Ability Score Increase. Your Wisdom score increases by 2 and your Intelligence score increases by 1.
Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of their second century.
Size. Halflings average about 3 feet tall. Your size is Small.
Speed. Your base walking speed is 25 feet.
Halfling Traits (continued)
Halfling Proficiency. Halflings are adept in all mental disciplines. You are proficient in your choice of three Intelligence, Wisdom, or Charisma skills.
Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Mental Fortress. Halflings are extremely mentally sound. You have resistance to psychic damage and advantage on saving throws against being frightened.
Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Naturally Psionic. You know the mind sliver cantrip. Once you reach 3rd level, you can cast the mind spike spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Halfling.
Half-Dwarves
One of the more numerous races in the New World, half-dwarves are not the products of human and dwarf parents, but rather are an entirely separate race. Half-dwarves vary in appearance, some seeming more dwarven and others more human.They are well-integrated into human society, so much so that some of the milder looking ones are often mistaken for humans.
Half-dwarves can be found wherever humans are settled. They have no settlements of their own, but their cultural and physical identity are so closely intertwined with humans that a city full of only of humans and half-dwarves sometimes IS considered a one-race town.
There are no dwarves in the New World, meaning either that the half-dwarven race is a biologically distinct offshoot of relations between ancient humans and extinct dwarves, or that one day humans encountered a new race that looked half-similar to a fantasy creature and simply decided to name it accordingly.
Half-Dwarven Traits
It's hard to generalize about half-dwarves but they seem to have both human and dwarven traits.
Ability Score Increase. Your Constitution score increases by 2. TWO other ability scores of your choice increase by 1.
Age. Half-dwarves seem to live as long as humans, although later in life they are far less likely to struggle with respiratory issues than them and thus may be incorrectly perceived as longer-living in general.
Size. Half-Dwarves stand between 4-and-a-half and 5-and-a-half feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet. Your speed is not reduced by wearing heavy armor.
Half-Dwarven Proficiency Half-dwarves are as varied and diverse as humans. You gain proficiency in three skills of your choice.
Half-Dwarven Resilience. You have advantage on saving throws against illusions, being blinded, being charmed, being paralyzed and being poisoned. You have resistance to poison damage and magic can't put you to sleep.
Languages. You can speak, read, and write Common and Dwarvish.
Uncommon Races
Kings
Kings are regal (read: Leonin) creatures from the savannas at the southern end of the New World. Despite their fierce appearances and martial prowess, they are also champions of scholarly thought and universal basic literacy. And, despite the considerable military strength of many king realms, none seem interested in conquering the human kingdoms in the New World's north. The savanna (and dominance over their fellow kings), it seems, are the only prizes that matter.
Kings are not found in large groups outside of their homeland. In their lands, they make up a sizeable percentage of the populace, although their heterogeneous societies also boast many humans, half-dwarves, and halflings.
King Shit
Kings are smart and worthy combatants. They are just as home in a library as they are in a battlefield or a throne room. Truly the ultimate student-athletes.
Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 2.
Age. Kings are able to walk 10 days after birth, albeit only on 4 legs. They graduate from helpless infants to toddlers at the 6 to 8 week mark. By their second year they begin to prefer the two-legged approach and before their fifth birthday they lose the ability to walk on all fours completely. Otherwise, Kings mature and age at about the same rate as humans.
Size. Kings are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.
King Traits (continued)
Speed. Your base walking speed is 35 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Regal Instincts. Kings are mighty and mighty knowledgeable. You are proficient in your choice of two of the following skills: Arcana, Athletics, Intimidation, Nature, and Survival.
Well Read. Kings are universally well-read throughout the New World and almost all of them greatly appreciate the value of learning. You have proficiency in the History and Religion skills. It's time to read between the lions.
Warring Kings. Kings are well-accustomed to the posturing of their kin. You have disadvantage on Charisma checks against other kings but advantage on Wisdom (Insight) checks against them.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Strength modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
Lion's Pounce. If you move at least 20 ft. straight toward a creature and then hit it with a melee weapon attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, you can make one attack with your claws against it as a bonus action.
Spear Gang. The signature weapon of the savannas is the spear, and almost all kings have no trouble mastering its use at a very young age. You are proficient with spears.
Languages. You can speak, read, and write Common and Sphinx
Penguins
Originating from the New World's frozen north, penguin aarakocra have integrated into society and are no longer fit to live in the wild as simple beasts. You can find penguins in most of the northern human realms, as well as in penguin-dominant villages in even colder climates.
Penguins are naturally inquisitive and for the most part not particularly religious. Most humans consider them impossible to discourage or demoralize.
Penguin Traits
Aarakocra in the New World have never known flight. Instead, they are mindful explorers, explorational masterminds and masters of the Mindless Sea.
Ability Score Adjustment. Your Dexterity score increases by 4. Your Charisma and Intelligence scores increase by 1. Your Strength score decreases by 6. Your Constitution score decreases by 3.
Age. Penguins reach adulthood between 3 and 8 years old. It is considered extremely impressive for them to reach 50 and virtually impossible for them to reach 60.
Size. Adult penguins can range in size from 2 to 4 feet tall. Regardless, your size is Small.
Speed. Your base walking speed is 25 feet.
Flightless. Instead of wings, you have a set of flippers that make you quite adept at swimming. You have a swimming speed of 50 feet.
Cartoon Physics. Penguins have a seemingly unrealistic mastery of flipping, sliding, dodging, and other acrobatic feats. You have twice proficiency in the Acrobatics skill. When an effect would knock you prone, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, you avoid being knocked prone.
Kowalski, Analysis. Penguins are a crafty and clever bunch. You are proficient in your choice of three of the following skills: Deception, Insight, Investigation, Perception, Sleight of Hand, Stealth, Survival, and Vehicles (Water).
Aversion to Heat. You are unaccustomed to heat. Whenever you take fire damage, you have disadvantage on all saving throws you make until the end of your next turn.
Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Penguin Tactics. As a bonus action, you may take advantage of the presence of your allies. You gain advantage on the next attack roll you make this turn against a creature if at least one of your allies is within 5 feet of the creature and the ally can observe the creature and is able to take the attack action.
Thick Skin. You have resistance to cold damage and are immune to negative effects caused by extreme cold.
Tiny Bird. You have disadvantage on Charisma (Intimidation) checks.
Happy Feet. You may use your action to break out into dance, empowering the people around you. A number of creatures equal to your proficiency bonus that can see you can add a d6 to one attack roll, ability check, or saving throw they make in the next hour. Once you use this trait, you can’t do so again until you finish a long rest.
Languages. You can speak, read, and write Common and Aarakocra (Penguin).
Rare Races
Bears
Occasionally, from out of the wilds of the frozen tundra or the expanse of the vast forests of the New World, a lumbering bipedal bear emerges. These bear-folk are born of regular bears, but for some reason are endowed with human-like intelligence, the capacity to speak, and the desire to seek out civilization. These anomalies are quite uncommon and are almost never found in groups.
Despite their wild origins, bears tend to acclimate into society quite well. After all, if they didn't want to, they would have stayed in those dusty caves.
Bear Traits
It's a god damn bear.
Ability Score Adjustment. Your Strength score increases by 4, and your Constitution score increases by 4. Your Dexterity score decreases by 6, and your Intelligence score decreases by 2.
Age. Bears leave the wild when they reach maturity at around 5 years of age. They live to around 60 years old. Rare exceptions may make it to 80. Even rarer exceptions age past 60 gracefully.
Size. Your size is Medium, but the largest adult bears can reach nearly 10 feet in height. Bears are by far the largest playable race in the New World.
Speed. Your base walking speed is 20 feet. Your speed is not reduced by wearing heavy armor
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
It's a Bear! It's Clearly a Bear!. You have proficiency in the Intimidation skill and advantage on Charisma (Intimidation) checks. You have disadvantage on Charisma (Deception) and Dexterity (Sleight of Hand, Stealth) checks.
Wild Animal. You are no stranger to the wild. You have twice proficiency in the Survival skill.
Aversion to Noise. Sudden jarring sounds are disconcerting to beasts from the wild. Whenever you take thunder damage, you have disadvantage on all saving throws you make until the end of your next turn.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Tough Hide. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Bear Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Languages. You can speak, read, and write Common. You can also speak with normal bears.
Subrace. What kind of bear is best? There are two schools of thought.
Grizzly Bear
Grizzly bears originate from forests across the New World. With no kin and and no knowledge of the world beyond their wild home, they instinctively set out to join civilization. It is always a strange day for the locals when a giant beast walks into town on two feet, but it usually ends well, especially if someone has surplus honey.
Keen Smell. The forest is awash in distinct scents, all of which are individually perceptible to a hyper sensitive nose. You have advantage on Wisdom (Perception) checks that rely on smell.
Natural Climbers. Grizzly bears have no problem clambering up trees in the blink of an eye. You have a climbing speed of 30 ft.
Polar Bear
Polar bears hail from the cold ice floes of the north. With no kin and and no knowledge of the world beyond their wild home, they instinctively set out to join civilization. They usually run into penguin settlements first, where they are welcomed and trained in whatever they wish to do, which usually involves fish.
Arctic Beast. Bro, they're polar bears. They're not gonna get cold. You have resistance to cold damage and immunity to the effects of extreme cold.
Natural Swimmers. Polar bears know how to swim. Deal with it. Your swimming speed is 30 feet.
Skyborn
Skyborn are errant products of the natural forces of the New World. They seem to appear out of nowhere after cloudy days or during large storms. Most societies consider their arrival either slightly good luck or a neutral occurrence, a mere side effect of climate.
Skyborn that generate as children are often adopted by human households, but those who come fully grown are self-reliant on day one. Their humanoid appearance (their skin and hair colors notwithstanding) and mannerisms allow them to easily integrate into the various realms of the New World, although they are rarely found in the southern savannas.
Skyborn vary in appearance just as much as humans do, if not more.
Skyborn Traits
All Skyborn share these traits in common, regardless of origin.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Skyborn, if they arrive in the New World as children, seem to mature at the same rate as humans. Once they are adults, they age at half the rate as humans, living to around 160. Rare cases may just make it to just under 200.
Size. Skyborn are generally built like humans, although it is rare to see a particularly tall or short skyborn. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Skyblessed. You may have burst into existence at a random age with no memory of life before you touched ground, but you don't move like you were born yesterday... most of the time. You have proficiency in one Dexterity skill.
Amphibious. Born of the rain and divine wonder of the skies, you do not share the respiratory needs of other mortals. You can breathe air and water.
Wind's Embrace. When you use your action to take the Dash action, you may fly up to your movement speed. You must land by the end of your next turn or begin to fall. Immediately after you take this action, you can choose a creature you can see within 10 feet of you. This creature can fly up to their movement speed until the end of their next turn. Creatures flying in this way must land at the end of their next turn or begin to fall.
Languages. You can speak, read, and write Common and Auran.
Subrace. The two known varieties of skyborn are cloudborn and stormborn.
Cloudborn
When grey skies and overcast gloom depart an area of the New World and leave behind a singular fluffy cumulus, there is a small chance for a cloudborn to appear. They are largely considered to be thoughtful and considerate, although they do tend to abhor stagnation, even at the price of comfort. Many a thankful town has been befuddled to see their cherished cloudborn spontaneously leave at first dawn, leaving only a calm soothing wind in the place they had once called home.
Ability Score Increase. Your Intelligence or Wisdom score increases by 1.
Mindcloud. While you are under no pressure to live up to the cloudborn stereotype of being thoughtful and considerate, you do possess a bit of skill in matters of mental ability. You have proficiency in two Intelligence or Wisdom skills.
Born from Calm Skies. You know the gust and guidance cantrips. You know the feather fall spell. You can cast this spell twice with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Stormborn
Stormborn are far rarer and more tumultuous than their cloudborn cousins. They appear after devastating thunderstorms, often generating during ferocious blasts of lightning. While it would be unfair to call all stormborn unstable or temperamental, it is uncommon to find one who is particularly shy or boring.
Ability Score Increase. Your Strength, Constitution, or Charisma score increases by 1.
Stormblood. While you are under no pressure to live up to the Stormborn stereotype of being powerful with a powerful personality, you do have a knack for asserting yourself. You are proficient in one Strength or Charisma skill.
Stormfused. You know the lightning lure and shocking grasp cantrips. You know the chaos bolt spell. You can cast this spell twice with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Lightning Resistance. You have resistance to lightning damage... duh.
Ultra Rare Races
This is where it gets weird. These bizarre races are highly susceptible to early deaths and/or severe levels of crushing tragic irony.
Play at your own risk.
Starchildren
Ethereal pieces of the cosmos born into humanoid form, starchildren are a great mystery to all denizens of the New World. Their bodies are stunning starscapes, both luminous and light-consuming. Despite their infantilizing names, most starchildren spawn as late adolescents or young adults. Unfortunately, they tend to wither quickly, as perhaps their existence in the mortal realm is some sort of intergalactic mistake. They are by the far rarest playable race in the New World.
Starchildren are extremely likely to die in any direct combat situation.
Starkid Traits
Starchildren have the potential for great power but they are extremely fragile.
Ability Score and Proficiency Bonus Adjustments. Your Constitution Score decreases by 6. A score of your choice besides Constitution increases by 5. Your proficiency bonus increases by 2.
Age. Few Starchildren survive more than a decade in the New World. Those who can are regarded with an even more stellar level of fascination. Their natural lifespan is unknown.
Size. Starchildren range in height from 5'0 to around 5'9. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Infravision. You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
Astral Body. Your mysterious form may be weak but it is not without its advantages. Your body is comprised of the raw magic of the universe... if the universe is indeed made of raw magic. It's unclear. Who knows? Regardless, you have resistance to force damage and proficiency in the Arcana skill.
Veil of the Weak. Starchildren who make it past their first day in the New World quickly learn the importance of staying hidden from mortal danger. You have proficiency in the Stealth skill. Once you reach 3rd level, you can cast the darkness spell. Once you reach 15th level, you can cast the dark star spell. You can cast these spells once using this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for this spells
Beyond the Pantheon. Starchildren are not mentioned by any major religious texts nor does any god seem to claim them. They could be beyond the understanding of the creative powers that formed the New World. As a result of them being unclassified, radiant damage identifies starchildren as unholy enemies and necrotic damage identifies them as meddling celestials. You are vulnerable to radiant and necrotic damage.
Extraterrestrial Fragility. You are not long for this world, it seems. You have disadvantage on all saving throws. You die after two failed death saves, not three. You cannot be resurrected by any means.
Stellar Immunity. You're made out of space. This makes you hard to poison or otherwise medically corrupt. You are immune to poison damage, being poisoned, and disease. You do not need to eat or breathe, although you may do the former if you wish.
Starlight. You know the light cantrip. Once you reach 3rd level, you can cast the faerie fire spell. Once you reach 5th level, you can cast the moonbeam spell, dealing force damage instead of radiant damage. You can cast these spells once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Starcrash. You know the magnify gravity spell. Once you reach 9th level, you can cast the gravity sinkhole spell. Once you reach 11th level, you can cast the destructive wave spell, dealing force damage instead of radiant or necrotic damage. You can cast these spells once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common.
Metahumans
Somewhere, someone unconcerned with ethics is experimenting on unwilling subjects, producing this small strange group of altered humans. No one knows why these experiments are happening... or why the experimenter is letting metahumans escape...
Metahumans are unable to recall anything about their mysterious captor or their lives before they were transformed, although it is assumed most were abducted shortly after birth.
Metahumans aren't exactly a "race," they're biologically human, but they have been modified enough to warrant some level of distinction. It is up to each member of this rare breed to decide how they will use their newfound abilities to deal with their haunted origin and the future that lies ahead of them
Metahuman Traits
Metahumans exhibit many extraordinary abilities depending on how they were reconstructed, but they do not receive any ability score improvements or skill proficiencies from their racial traits.
Age. Metahumans with a grand sense of satisfaction and accomplishment seem like they'll live as long as humans. Metahumans who feel aimless, stuck, or hopeless may have shorter lifespans.
Size. Your size is Medium
Speed. Your base walking speed is 30 feet.
Tortured. Even if your past no longer haunts you, your subconscious still fully hasn't recovered from its ordeal. You are vulnerable to psychic damage. Whenever you take psychic damage, you have disadvantage on all saving throws you make until the end of your next turn. You can NEVER be immune to psychic damage or being frightened.
Languages. You can speak, read, and write Common.
Your hair's natural style can be described as one of the following:
- Aerodynamic - When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. You always land silently.
- Explosive - If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. This damage increases by 1d6 at 5th level (3d6) and 11th level (4d6).
- Practical - You have a walking and swimming speed of 40 feet. You can breathe air and water.
- Subtle - You can take the Disengage or Hide action as a bonus action on each of your turns.
- Thick - You gain a +1 bonus to AC when you are not wearing heavy armor.
Your eyes match one of the following descriptions:
- Astute - When you fail an ability check, you can add a d4 to the roll, potentially turning the roll into a success. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Cautious - You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
- Engaging - As a bonus action, you can choose one target you can see to have disadvantage on all attack rolls against targets other than you until the end of your next turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Unreadable - You have advantage on Wisdom saving throws against everything except fear.
- Unusual - You have darkvision.
Your skin, hair, or eye color is:
- Blue - You have advantage on saving throws against spells and other magical effects, except for fear.
- Green - As an action, you can spray acid from your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 1d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 5th level (2d10) and 11th level (3d10).
- Orange - When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
- Purple - As a bonus action, you can turn invisible. The effect ends if you attack or cast a spell. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Red - You have resistance to fire, cold, lightning, and poison damage. You are immune to the effects of extreme heat.
The way that you move can be described as:
- Aggressive - As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
- Agile - When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
- Spider-Like - You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
- Spring Loaded - Once during each of your turns, you can jump, rolling a d20 and moving that many feet in a direction of your choice. This extra distance doesn’t cost movement, but you can jump only if your speed isn’t 0.
- Unstoppable - Difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Full Potential
As a bonus action, if you are not currently frightened, you can temporarily overclock your altered body and unlock your true potential. This transformation lasts for 1 minute. You gain all of the following benefits:
- You gain 5 temporary hit points. This increases to 10 at 3rd level, 15 at 5th level, 20 at 7th level, and 25 at 9th level.
- You gain one extra attack or bonus action per turn.
- You do not provoke opportunity attacks.
- You cannot be attacked with advantage.
You also gain one of the following benefits:
- Angel Wings - Wings sprout from your back. You have a flying speed of 45 feet. As an action, you can transfer hit points to a creature by touch, taking damage equal to the amount you transfer.
- Hypervision - You gain truesight.
- Steel Skin - Your body takes on a metallic form, granting you resistance to all damage types except force, necrotic, psychic, and radiant.
- Teleportation - As a bonus action, you can teleport up to 40 feet to an unoccupied space you can see. You then have advantage on the first melee attack you make before the end of the turn.
- Wrist Blades - You can use blades that suddenly emerge from within your arms to make an unarmed strike as a bonus action. If you hit with your wrist blades, you can deal slashing damage equal to 1d8 + your Strength modifier + your proficiency bonus, instead of the bludgeoning damage normal for an unarmed strike.
When your transformation ends, your Armor Class is reduced by 2, and all of your attack rolls, ability checks, and saving throws are made with disadvantage until you finish a long rest. You also take 1d6 damage. This damage increases by 1d6 at 3rd level (2d6), 5th level (3d6), 7th level (4d6), and 9th level (5d6).
Once you've used this trait, you can’t do so again until you finish a long rest.
Credits
Cover Page
Those are the Penguins of Madagascar. They're owned by a small indie arthouse called fucking Dreamworks.
Page 1
- Humans Link: Picture linked from mashed.com, but has been used by every news site covering the Martha/Snoop partnership, usually without any source or attribution, most likely produced by their team for use by media outlets.
- Halflings link: Eldar Minibaev, you can find more at https://www.artstation.com/eldarm
- Castle Sketch: This is free clip art that can be found across the web
Page 2
- Half-Dwarves link: This is a screengrab of a gif from Tenor Gifs of Danny Devito in the hit FXX show It's Always Sunny in Philadelphia.
- King Link: Wizards of the Coast
- Book Sketch: The default image provided by GM Binder
Page 3
- Penguins link: The No Anime Penguin is an internet meme of WordArt over a stock image of a cartoon penguin. Imagine actually caring about proper attribution for this.
Page 4
- Grizzly Bear link: Rob Joseph, find more at https://www.deviantart.com/rob-joseph/art/Bear-Warrior-507292463
- Polar Bear link: Rico Cilliers, find more at https://www.artstation.com/artwork/PDNWZ
Page 5
- Cloudborn title link: Anna Veltkamp, find more at https://ruushes.artstation.com/projects/58gQLP
- Cloudborn link 1: Mark Behm for Wizards of the Coast
- Cloudborn link 2: Toby Fox, find more at https://twoucan.com/profile/TobyFoxArt
- Cloudborn link 3: Stephanie Brown, find more at https://www.etsy.com/shop/offbeatworlds
Page 5 (continued)
- Stormborn title link: Tom Field, find more at https://www.tomfieldart.com
- Stormborn link 1: Olie Art, find more at https://www.deviantart.com/olieart/art/Maxwell-Al-Sawt-Air-Genasi-Storm-Sorcerer-770688547
- Stormborn link 2: Cami Juel, find more at https://twitter.com/CamiJuel
- Stormborn link 3: Rudy Siswanto for Magic: The Gathering, find more at https://www.artofmtg.com/artist/rudy-siswanto/
- Book sketch: Dean Spencer, find more at https://www.deanspencerart.com/blackwhite
Page 6
- Starchildren link: Arucelli, find more at https://twitter.com/arucelli
- Castle Sketch: RND Zine, learn more at https://www.drivethrurpg.com/product/165859/RND--issue-1?manufacturers_id=9108
Page 7
- Metahumans link: This is an ancient picture of Guy Fieri, Mayor of Flavortown, promoting some long-forgotten barbecue restaurant.
Page 8
- Tower Sketch: Bogna Gawrońska, find more at https://www.artstation.com/artwork/b0z2o
Back Cover
It's Ye.
Photo by Ian West.
Welcome
to
The Back Cover
“I know everybody’s asking the question, they wanted to know, ‘I know he’s going to wild out, I know he’s going to do something crazy.’ Everybody wanted to know what I would do if I didn’t make wildly unbalanced homebrew races. [Pause]. I guess we’ll never know."