![](https://orig00.deviantart.net/6fa6/f/2014/224/a/f/old_wizard_by_skiorh-d7utatm.png)
Credits
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Steffon#1273 for the command bits
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The Art Of Animation https://theartofanimation.tumblr.com/page/287
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Dnd Group Commision by Njay 81 https://www.artstation.com/artwork/yz1O9
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Gnome tinkerer and his Mecholder for D&D Essentials Kit by olga_drebas https://www.reddit.com/r/DnD/comments/ca5fbu/art_gnome_tinkerer_and_his_mecholder_for_dd/?utm_source=share&utm_medium=ios_app
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Necronomicon Page by DanielGovar https://www.deviantart.com/danielgovar/art/Necronomicon-Page-491200968
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Wizards of the Coast https://dnd.wizards.com/articles/features/excerpt-magic-items-art
Table of Content
PART 1
Server Rules
![](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/a958a4f0-a8f2-494d-a3d3-349a9d941219/d84g53c-f87caa2c-2cde-4fcb-a266-07747c1048d7.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2E5NThhNGYwLWE4ZjItNDk0ZC1hM2QzLTM0OWE5ZDk0MTIxOVwvZDg0ZzUzYy1mODdjYWEyYy0yY2RlLTRmY2ItYTI2Ni0wNzc0N2MxMDQ4ZDcuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.9vjFtimCFtv1Oqz-0nznwISpB8U-dsoxwcFW_aUQuYQ)
CODE OF CONDUCT
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1. Be respectful towards each other, everything can be sorted with a civil conversation.
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2. All rules are to be respected and followed, they're there for a reason. The Rogue Order has final say in all disputes.
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3. Don't hesitate to approach us for advice and with any issue you might have of any sort, be it in or out of game. We aim to establish proper communication with staff and players alike. The fallouts that happen due to a lack of communications are too steep, and should never happen.
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4. Separate in character and out of character. There is no reason to mix the two, especially if fights and grudges are involved.
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5. Use appropriate channels for appropriate topics. We have channels for almost any subject, topic, casual channels for art, creative writing and so on.
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6. Mechanics may change. If you find a flaw or way to improve things, constructively suggest and argument the reasons why the change should and could be made. The members can suggest completely new ideas as well, but constructively. Mostly, you can send a Direct Message to one of the higher up staff with ideas or any concerns. We will do our best to address and discuss them shortly, and tell you if we accept or decline. If we accept, we will naturally credit the author.
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7. Hatred, bias against certain people, classes or whatever else, is not welcome. We encourage a open mind, perspective and overall free speech, constructive criticism and ideas, argumentative and intelligent discussions. Trying to be a dick and menace subtly and manipulatively or directly, and similar toxic behavior will result in a strike, and could lead to a ban if persisted upon. If you attempt to mask your intentions via the positive qualities and values we stand by, you may incur further sanctions.
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8. Misuse of staff power will be sanctioned immediately, as well as breaking the rules of the game and the server as a player. Please be reminded that the rules are those you are obliged to follow, and this will be sanctioned accordingly. Level penalties, strikes, and other punishments will be incurred if rules are broken, depending on the offense. There might also be some lenience, and we do not judge things without checking all the facts and proof.
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9. You can only promote your server or media channel after consulting with a @Chaos Wizard directly via private messages. Same goes for collaborations between servers. Any unauthorized use of our platform for advertising your content will be immediately sanctioned.
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10. Use of the homebrew and coding we have, as well as NPCs, continents, places and gameplay and item systems, or original art from our members is prohibited outside of the server unless directly approved by a @Chaos Wizard. Any unauthorized usage of said material will incur sanctions, banning and beyond.
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11. We will not allow degeneracy, pedophilia, Erotic Roleplay (calm the 69000 fictional inches Centaur stud, fade to black or else), rape or any kind of evil behavior on that level. There will be no pregnancies until the final level of your character journey, so you can possibly do that to round out everything wholesomely as a whole.
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12. We reserve the right to hand out punishments, rewards and make changes to the server as we see fit, and you will all be notified accordingly.
PART 2
Character Creation Rules
![](https://preview.redd.it/s7i1eesbyu831.jpg?width=960&crop=smart&auto=webp&s=2c698ae9b6a54a463d33c05cc1ef8700bab31ca6)
Stats and Sheets
Starting off, use the command !ranchr in the #stat-hp-gold-rolls to obtain 2 stat blocks. They should look something like this:
!randchr: Gives a set of 6 4d6kh3 rolls, used for generating ability scores
Ex. Command: !randchr
Avrae Response:
Generating random stats:
First Scores
4d6kh3 (1, 6, 5, 6) = 17
4d6kh3 (5, 2, 3, 5) = 13
4d6kh3 (2, 5, 2, 2) = 9
4d6kh3 (1, 3, 6, 5) = 14
4d6kh3 (2, 5, 6, 1) = 13
4d6kh3 (2, 6, 5, 5) = 16
Total = 82
Second Scores
Generated random stats:
4d6kh3 (1, 6, 5, 6) = 17
4d6kh3 (5, 2, 3, 5) = 13
4d6kh3 (2, 5, 2, 2) = 9
4d6kh3 (1, 3, 6, 5) = 14
4d6kh3 (2, 5, 6, 1) = 13
4d6kh3 (2, 6, 5, 5) = 16
Total = 82
You may optionally use this modified point buy system instead of rolling for stats. You cannot use point buy if you previously rolled for stats.
Point Buy
All stats start at 8, min is 3, you don't gain points from reducing your stats. You have 33 points to spend. One stat can be 18, others highest 16. Each one stat costs 1 point, the usual higher cost for higher stats do not apply.
Next, use Dicecloud, Gsheet or D&D Beyond to make a character using one of the stat blocks. If you need help filling out your sheet, go to #sheet-help and ping the @Sheet Master role. They will answer all of your sheet related questions!
You start of at level 3 with 300 additional gold, which you may spend to buy items. None of the items bought this way can be magical.
You may roll for gold instead of items in #stat-hp-gold-rolls using the following format:
Rolling for gold - classname
!r xdx
You may roll for hp when leveling up using the following format:
Rolling for HP - classname
!r xdx
When you finish your sheet, you can submit it for review by going to the #shet-submission channel, pinging the @Sheet Master role submiting your character according to the format pinned in the channel and found below:
Name:
Race+Subrace if any:
Class(es):
Background: note! not backstory!
Link for your sheet: GSheet/DnDBeyond/Dicecloud
Link to your rolled stats:
@SheetMaster
Once your character is approved, it will be posted by a Sheet Master in the #active-characters channel.
When your character is approved, change your nickname to
[character level] character name (timezone)
Example:
[3] Adrin (GMT + 1)
You will also have to upload your sheet to the Avrae bot in order to use them in the server. You can find an example of this below:
!beyond/gsheet/dicecloud [URL]: Imports an online character sheet into Avrae (made via D&D Beyond, the Avrae-integrated Google Spreadsheet, or Dicecloud)
Ex. Command: !dicecloud https://dicecloud.com/character/iinHMYTKTgQGZcPcT/Harland-Hollenbach
Avrae Response:
Loaded and saved data for Harland Hollenbach!
Proficiencies
Some races and subraces grant skill, weapon or tool proficiencies. These proficiencies are usually cultural, but your character might not have any connection to the culture in question or might have pursued different training. You can replace each of those proficiencies with a different one, as shown on the Proficiency Swaps table.
Proficiency Swaps
Proficiency | Replacement Proficiency |
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Skill | Skill |
Simple Weapon | Simple Weapon |
Martial Weapon | Simple or Martial Weapon |
All Weapons | One Tool |
Tool | Tool |
PART 3
Classes of Haliwaara
![](https://www.gmbinder.com/images/Rxj0RLy.jpg)
Below, you will be able to find all of the class documents that we use on the Haliwaara server. These documents include official, playtest and homebrew content. Please pay attention to even RAW classes and subclasses as many of them have been modified
- Artificer
- Barbarian
- Bard
- Blood Hunter
- Cleric
- Dragon Knight
- Druid
- Fighter
- Living Pictorial
- Monk
- Mystic
- Necromancer
- Paladin
- Ranger
- Rogue
- Sorcerer
- Soul Binder
- Warlock
- Wizard
Additional Class Info
Some classes will have their abilities changed or modified. All such additional changes can be found in #classes-we-use
Specific Rulings
Haliwaara has some special rulings pertaining to class features, spells and other things DnD. These can be found in the channel #specific-rulings
PART 4
Races of Haliwaara
![](https://66.media.tumblr.com/37e578a93cf84338d09837fb5d4e5791/tumblr_ookj2idfVg1qhttpto3_1280.jpg)
Allowed Races
Haliwaara uses all core books for Races as well as those found in this document. Here's a completele list of homebrew races Haliwaara uses:
Aab'Shagua
I was late in my career when I crossed paths with the one-eyed man. I thought him a fellow traveler; a transient on the cosmic road that is the Ethereal Plane. But he claimed to be native born! Even with his strange eye and technicolor skin, I scarcely believed the merchant to be truthful. What native life could this place possibly bear? What did they eat? How did they function? All these questions and more I asked him. The one-eyed merchant merely chuckled.
"Here," he said, skipping between languages every few words, "I see you go a-glitterway. Lads like us-wise? Peepers meet peeper, stand out lightshow, we do! Gotta keep swagpackin' choppy. Two-eyes like you don't want none of the boys cloggin' no alleys. But fine things are around! Ether-Place don't have what we need, but it's got the doors to rooms that do. See I say?" Even with a tongues spell cast, I could barely make out the meaning of his words. Apparently his folk use the Ethereal Plane like a sailor takes to the sea. Their 'homeland' is merely whatever city tolerates their presence for the time being. Business must be slow if I had never heard of them before.
"What are your people called?" I asked. The one-eyed man grinned, and his blue iris grew to swallow the entirety of the eye, followed by the pupil. I looked on in shock as a new iris, now yellow, grew from that black orb and opened up a white pupil. In time his eye appeared to have turned inside out and come back in reverse colors. "Aab'shagua," the merchant said. He then licked the air in my direction, like a reptile. "Ooh, that perfume you got's mighty flowersome! Lookin' fer a glitter-swap?"
—The Life and Adventures of Xermian Uakis, Extraplanar Explorer
Aab'shagua are not known by most folk of the Material Plane. They are nomads in the most extreme sense. Even the boundaries between the planes themselves cannot stop aab'shaguan merchants from peddling exotic goods from all corners of creation.
An Odd Sight
With their penchant for interplanar migration, aab'shagua are more physically diverse than other races. There is no "normal" aab'shagua. An individual can stand from 4 feet to nearly 8 feet tall and weigh from 80 to 450 pounds. Aab'shaguan skin usually takes human coloration, but may be of any shade of the rainbow. Their hair can be similarly multicolored, and strands of it naturally mat together in wavy, rectangular strips (although aab'shagua are very fond of elaborate and exotic hairstyles). Their skin is utterly hairless everywhere else. A lot of aab'shagua have technicolor birthmarks in perfectly geometric shapes, such as red triangles on the cheeks, or a nonagon with a purple-blue gradient running down along their arm.
But by far their most trademark feature is their giant eye. It is twice as large as a human's fist, and the eyelashes can be longer than most races' fingers. This eye takes up so much space that aab'shagua have no noses. Instead, they smell through their tongue. Aab'shagua lick the air like snakes whereas other races would sniff. Even more strangely, aab'shagua can breathe through their tear ducts like other races breathe through the nose.
Ethereal Collectors
Aab'shagua make a living off of other realms. The Ethereal Plane cannot support their life on its own, so the aab'shagua travel. They ferry items, knowledge, and creatures across the planes for profit, skimming off what they can spare for themselves. Many dress themselves as walking advertisements. Jewels, pins, toy mechanisms, beetles, little elementals, and more oddities often find themselves draped over aab'shaguan shoulders. They know how easy it is to stand out with just one eye, so aab'shagua go all out with flair.
Aab'shagua hold one treasure sacred above all others. It is not something so mundane as a physical artifact. It is a dream. One all of this race share. When aab'shagua close their eye to rest, they see only emptiness. No black. No white. Simply... nothing. And then come colors. Streaks at first, but quickly growing like flames. All their senses swell with overstimulation into a nightmare past comprehension. When all is lost in formless in noise, and sound, and light, and color, a ring appears...
... a sacred band, forged into the shape of an iris, bearing an inscription that runs into itself forever: WITH LUCK COMETH OPPORTUNITY WITH OPPORTUNITY COMETH WEALTH WITH WEALTH COMETH POWER WITH POWER COMETH DIVINITY WITH DIVINITY COMETH PRIDE WITH PRIDE COMETH FAILURE WITH FAILURE COMETH LUCK...
ODD ONE OUT
Aab'shagua are even more sociable to other races than each to other. They try to get along with everyone, regardless of alignment, but their extreme strangeness causes other races to keep them at arms' length, if they are acknowledged at all. This rarely bothers the aab'shagua. After all, it's one less thing to tie them down. But beware to act hostile towards their people. Indifference they accept; violence is just a payment returned with interest.
Dwarves. “So. Much. Gold. Oh, dwarves are real kind to us. Too kind. We ought to give 'em a discount... pffft, hahahaha! But realsome, thank ya for your patronage.”
Humans. “Never know what you'll get outta human markets. Half the joy is just seeing how flush with shine they are!”
Elves. “Now there's the quality stock! Magic, magic, magic! Bull market, supposin' you'se in it to buy. How those pretty peepers wanna part with treasure? Too good for our glitter-way, they are.”
Halflings. “Best munchin' from the munchkins, always told! Best food, best cheer, best stories... but not best buyers. Good stealers. They need more gold n' glitter. I'd give the fuzzfeets some thrashing, but how can ya stay mad at peepers so childsome, see I say?“
Orcs. “There's just something so poetic about raiding war spoils. And you'd be gobsmacked on the rates of orc juices in the Hotlike Plane! But all those wasted customers, why it brings a tear to my eye...”
Illithids. “Now there's a race what's wicked smart-wise. Hard to bargain with even without the psychic bits. But if you want to sell in bulk, you go Star-Far. Just wish the Far Realm had more variety in the products. No one wants to buy more tentacles, least of all the folks already growin' them!”
Beholden to the Family
Aab'shagua are inherently no more adept at crossing interplanar boundaries than any other humanoids. Their magical power is a skill that is taught rather than a quirk of their nature. To leave the caravan is to leave the infrastructure that supports their very way of life. It is not a decision made lightly.
Wandering Eyes
Aab'shagua who take up adventuring careers are usually the least adventurous of their race. They seek to settle down to a single plane or two, maybe keep some foreign friends for more than a day. The Material Plane usually has the best balance of varied experiences and reliable physics that adventuring aab'shagua seek.
Aab'Shagua Names and Titles
Aab'shagua adopt a 'baseline' name from a common race, such as a dwarven or human one, when they introduce themselves to new people. This usually just lasts until they go by a new nickname the locals give them. Aab'shaguan individuals are usually known by many names, each one used in a different region or by a different race. Among their own kind, they adopt an entire second layer of naming convention.
What little remains of aab'shaguan language is preserved in an elaborate system of names, titles, and honorifics. Aab'shagua refer to each other by these names first, then by the names they've taken from other languages. They consider it somewhat rude for other aab'shagua to not use these honorifics when addressing each other. But at the same time, it is even more rude to demand other races take part in this system. Aab'shagua know full well that their language was lost because it was so long winded and confusing. Even the fragments that remain are mere shortcuts to the original meaning. Many aab'shagua are delighted when other races attempt, of their own will, to address them in the aab'shaguan way. It brings them an almost familial bond to see strangers fumble over the words like children. Perhaps they see a reflection: an outsider so eager to fit in with the aab'shagua as aab'shagua do everywhere else.
Nicknames
Some nicknames given by other races are more common than others. Names that make note of a massive eye, magic items, or sound vaguely alien are by far the most popular.
Xenon, Iris, The Watcher, Twist-tongue, The Glitterman, Zodex, Mumble, Cloud Merchant, Cyclops, One-window, Peeping Tom, Madam Pupil, Zephyr
Family
Family is sacred to the aab'shagua. Without national ties, they depend entirely on each other to survive. Often an aab'shagua will honor their most trusted allies by referring to them with family titles. Most races say that blood is thicker than water, but they have not had to trust in alien beings along interdimensional highways. Unlike other names, family titles have no definite rank in regards to social standing. Names for older family members are generally seen as more respectful, though.
Godfather: Ogutt, Godmother: Ushetta, Family Elder: Meto'opashel, Parent: Mu'tek, Mother: Mu'da'eel, Father: Mu'la'ar, Cousin: Kooz, Brother: Brosh, Sister: C'thosh, Twin: Dui'iud, Step Sibling: Nectolor, Stepfather: Et-Mu'la'ar, Stepmother: Et-Mu'da'eel, Grandmother: Loi'da, Grandfather: Loi'la, Child: Li'uamo, Grandchild: Loi'uamodaz, Best Friend: Gan'ohm
Tradesman
Aab'shagua trade far more than they create. This, as well as a population spread incredibly thin across reality, means aab'shagua artisans must be jacks-of-all-trades. The following names refer to an individual's renown and wealth, but not their actual profession. Aab'shagua do not differentiate between smith, barber, chef, or engineer. Anyone of any race with anything is just another merchant, whether they know it or not. The following names are ranked from lowest to highest honor.
Jirafay, Jimada, Kirput, Baza'agandaza, Rozitt, D'trombo, Oxtur'ui, Quezt'apolopul'itan, Netru'muato, Cholutab, Ua'gazinshi, Aab's'thogua
Military
"Military" is perhaps the wrong word. "Mob", "raiders", "pirates", and "thugs" are more appropriate. Without permanent homes to defend, aab'shagua maintain combat units almost solely for pillaging realms that attack them first. Aab'shagua fear these groups, for they take their race's attitude of extremes and point it toward violence and greed. Many aab'shagua who have earned the following titles prefer to be addressed by family names, but the illustrious title of Gund'godda requires by tradition that one be known by all previous military titles for some time. These names are ranked from lowest to highest.
Puopop, Hei'ipoi, Klici'iktapak, Ta'thuat, Su'ikiami, Crizma'hanua, Huxtapurudi, Kanza, Nu'unkethrom, Gund'godda
Religious
Aab'Shagua have no gods of their own, but are deeply respectful of all pantheons. Being travelers of the planar systems, they know the value of divine interference. Most religious names come from old words for 'servant' or 'friend'. In order of lowest clergy to devoted demi-god, here are the religious names of the aab'shagua.
Gua'av, Gua'eer, Hupta, Shoshui, Kila'alama, Iuah, Vro'qua, Vro'shagua, Vro's'thogua, S'thogua
Arcane
Planar travel requires magic. A lot of it. None are more revered by aab'shagua than their wizards. And many wizards do they have. From the street side magician to a mighty archmage, here are the arcane names in order of least to most powerful.
Yui'wa, Yui'lo, Yui'bo, Yui'soth, Yui'chogda, Yui's'thogua, Yui'thocitur, Yui'pobohuilana, Yui'motohuitegshe'i'ima, Zoh
Aab'Shagua Traits
Your aab'shagua character has these traits.
Age. Aab'shagua reach adulthood in their late teens and live up to three centuries.
Alignment. Aab'shagua tend toward extreme alignments. Few are neutral on any matters.
Size. Aab'shagua vary widely in height and build, from barely 4 feet to almost 8 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Primordial, Common and two extra languages of your choice. Aab'shagua must learn the tongues of the peoples they live with. They commonly contort these languages to their breaking point, creating bizarre dialects and slang unique to their race.
Highsight. Aab'shagua have highly acute senses. You gain proficiency in perception.
Strangers To Nowhere. You always know what plane you are on. When you see a creature travel to another plane, you know which plane it traveled to.
Arcane Appraisal. You can cast detect magic without a material component once, regaining this ability after a long rest. This does not count against your spells known or spell slots. When you cast the spell this way, your eye appears to unfurl on itself, turning inside out and reversing its colors. You also also have advantage on all intelligence checks relating to magic items.
Darkvision. Due to your large eyeball, you have a lot of benefits. Darkvision is one of these, allowing you to see 60 feet as if it were dimly lit, only seeing black and while instead of normal colors. This is because as an Aab’Shagua, you have become conditioned to multiple different environments and have adapted to some of the darkest planes.
This is a slightly modified version of the Aab Shagua race made by Handwashbigpan. This is a race that I have really liked due to its different playstyle and interesting lore.
Aasimar Subrace: Titan Aasimar
Titan aasimar are empowered by the colossal strength of a celestial titan - most typically, an empyrean. They stand resolute against those who would do evil, though some, touched by a corrupted or cursed titan, may turn their ire toward forces of good, seeking only to darken the light in the world.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.
Divine Dynamo. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, setting your eyes ablaze with fury as your towering form swells. The instant you transform, your size is doubled in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available and still gain these benefits. Your weapons also grow to match your new size. While your weapons are enlarged, your attacks with them deal an extra 1d4 damage.
Your transformation lasts for 1 minute, or until you end it as a bonus action. During it, you have advantage on Strength checks and saving throws.
Once you use this trait, you can't use it again until you finish a long rest.
Alraune
"It was then that we entered a clearing of sorts - for the first time in hours, sunlight had pierced the canopy and cast a soft light upon our surroundings. Amidst the moss sat two enormous flower bulbs. Upon approaching them, the petals had started shaking lightly before unfurling, revealing what appeared to be two humanoid women - or at least from the waist up..."
Physical Description These beautiful men and women, humanoid from the waist up but veiled by large petals are known as alraune. Vines sprout out of the base of their bulb, which they use to absorb nutrients out of the soil. These vines are strong enough to allow for movement should the alraune uproot him- or herself. Smaller vines grow up out of the bulb, wrapping around their humanoid forms. Alraune often distinguish themselves from one another with various flowers and leaves that they allow to grow out of their upper half.
Their skin comes in a multitude of green shades, although a light brown color is not uncommon in colder seasons when nutrients are scarce.
Alraune's anatomy is far closer to that of a plant than a humanoid's. As a result thereof, their occurrence is limited to biospheres where the climate is temperate, supporting plant growth. While they are largely omnivorous, they are capable of generating energy for themselves through photosynthesis, which releases oxygen in the process. This process is especially useful in times of a food shortage. History
Alraune are born under rare circumstances; it is only when the potent magic from the Feywilds seeps into the material plane and binds the soul of a recently deceased humanoid to a flowers' seed that they come into existence. Once all of the flowers' seeds are released into the soil, chances of survival are of course small. The infused seed, however, is capable of spending a long time in a "resting" state, waiting for the opportune moment to start growing. Once the seed germinates, it spends the first year growing into a bulb. It remains in the bulbous state, ever growing until reaching maturity and flowering into an alraune at around 5 years.
They do not practice history or keep written records of their exploits. Alraune tales are purely shared by word of mouth and often carry little significance. If anything, their existence is only recorded by the faint whispers of the forest. Society
Although they don't form societies or even groups in the traditional sense of the word, alraune are still a part of nature and are willing to share their territory with allies if they find that this could be beneficial to themselves. Should their domain become endangered, they will fight alongside others to regain control. Alraune regard Druids highly, finding their ways with nature inspiring and fitting. Among the classes, druids are popular for them, and alraunes mostly respect their ways with the forests enough to not meddle in their business.
Alraunes tend to shy away from other races, hiding in the deeper parts of the forest - Should they come across a human it's often only from the treetops or as an inconspicuous form within their bulbs. There have been a few cases in which alraune have left the security of their forests with adventurers for a reason known only to them. It is possible that they left to gain experience and knowledge to bring back to their home one day because they have lost everything in a forest fire, or that their seclusion in an ancient forest is endangered.
In the inns, towns, and fields near the vast forests that alraune call home you may hear whispers of stories where adventures were taken captive by the alraune - where they were entangled and slowly digested until not even their bones were left. It is also speculated that consuming humans might be an important part of creating an offspring for alraune, as their origin is connected to the deceased.
Alraunes can be classified into three distinct strains:
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Sunflower Alraune are usually good and gentle towards other races, bravely approaching them when they stumble into their territory. Their radiant smile and playful nature is their most common characteristic as well as their tendency to invite others to play in the sun. It is because of this that their relationships with other races are the brightest of all the strains.
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Rose Alraune, while not as friendly, are easily the most charismatic of the strains. This natural Charisma and ability to beguile humans make them significantly more dangerous than the cheerful sunflower alraune. They are prideful and romantics to the core, in search of dedicated and faithful humanoids that keep them company. Those chosen by a rose alraune are charmed and carried deep into the forest, where they worship and tend to the rose alraunes needs.
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Venus Alraune do not typically actively search for relationships with other races. They are the most territorial and predatorial of the three strains and seem to have a particular preference for meat. They are adept at stealth and mobility, hiding in the deep foliage in wait for their prey or swinging from the treetops and pouncing on their unaware victim.
Alraune Names The alraune are not born with names, but borrow ones from gnomes, elves, plants of the forest and even simple concepts.
Male: Glaemir, Bryn, Columbine, Del, Eldon, Erky, Mandrake, Solar, Vega, Red, Blue, Azule, Mandarin, Oak, Birch, Bark, etc
Female: Breena, Carlin, Drusilia, Enna, Keyleth, Rose, Venus, Lux, Flora, Red, Blue, Azule, Ivy, Rosemary, Lily, Thorn, Umbra, etc
Alraune Traits
A race of plant-like flower-people.
Age. As a sprouting seed, the alraune grow within the bulb of a particular flower for about 5 years depending on the favorability of the soil, after which they bloom into their mature state. Their bodies don't age after that but instead exhibit signs of age when they are unable to gain the nutrients they need. These signs manifest themselves as wilting vines, molting leaves and browning skin. They can live up to 750 years before returning to the earth from which they were born.
Alignment. The alraune are often feral and unpredictable, as wild as the forests they live in, and as such are almost always chaotic.
Size. An alraune's height is anything 5 to 6 feet on average, and weigh anything from 60 to 120 pounds. Your creature size is Medium.
Speed. Your base walking speed is 25 feet.
Alraune Pollen. The alraune produce a powerful pollen with an innate property pertaining to each subrace. As an action, you can release a puff of pollen in a 10-foot radius around yourself or in a 20-foot cone, forcing all creatures in range to make a Constitution saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. On a failure, they come under an effect dependent on your subrace for 1 minute. An affected creature can repeat their saving throw each time they take damage. Once you use your pollen, you can't use it again until after you finish a long rest.
Floral Rest. Alraune do not need to sleep. Instead, they can root themselves in favorable soil, remaining semiconscious, for 4 hours a day and absorbing nutrients from the soil. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. However, if the soil is not favorable you require a full 8 hours of rest to gain the equivalent of a long rest. As an action, you enter this state, rooting yourself into a patch of soft ground. While in this state your speed is reduced to 0. You can end this state, uprooting yourself as a bonus action.
Plant. Your creature type is considered to be both humanoid and plant, and you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. However, when you take fire damage, you are frightened until the end of your next turn.
Natural Knowledge. As a part of the forest it is only natural for you to be knowledgeable about the wilderness. You are proficient in the Nature skill.
Languages. You understand and can speak Common and Sylvan.
Subrace. You can choose between Sunflower, Rose, and Venus as your subrace.
Sunflower Alraune
Sunflower Alraune are as distinguishable for their generally bright yellow petals and taller builds as well as their friendly and kind nature.
Brave. You have advantage on saving throws against being frightened.
Calming Pollen. Creatures affected by your Alraune Pollen act as if under the effect of the calm emotions spell. When you use your Alraune Pollen trait, you can choose which of the two effects to use.
Solar Affinity. Of all varieties of alraune you are the most proficient at drawing energy from the sun. When you roll hit dice and you are in bright sunlight you gain a bonus to the number of hit points recovered equal to your proficiency bonus times the number of hit dice rolled. In addition, as an action, you can recover a number of hit points equal to your level if you are in bright sunlight. You can recover hit points using this trait once and regain use after you finish a long rest.
Rose Alraune
Rose alraune have generally darker vines, small protruding thorns, deep red petals and their delicate figures are a testament to their manipulative and controlling natures.
Aphrodisiac Pollen. Rose alraune produce a light sticky pollen that on contact with creatures acts as a strong aphrodisiac causing those affected by your pollen to be charmed for the duration and regard you as a close friend as if affected by the charm person spell.
Hopeless Romantic. As well as pollen, rose alraune can produce a thick and sweet nectar from their mouths. When it enters the body of a creature via ingestion they must make a Constitution saving throw against your pollen DC or fall unconscious for an hour. While unconscious if the target takes damage they can remake their saving throw to wake up. This property of the nectar disappears after an hour of being outside of an alraune's mouth. Constructs, undead, and creatures with immunity to being poisoned are immune to this effect. You regain use of this trait after you finish a short or long rest.
Perfect Flower. You have a beautiful appearance, and a voice to match it. You are proficient in the Persuasion skill.
Venus Alraune
Venus Alraune are smaller and quieter creatures, more solitude in nature than other strains, possessing long, dark vines. They have by far the most varied petal shades but all of them are generally very dark in tone.
Natural Camouflage. When you make a Dexterity (Stealth) check to hide in heavy foliage, you are considered to be proficient in the Stealth skill if you are not already, and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Silencing Pollen. Venus alraune produce a transparent pollen that when inhaled causes creatures to become mute. Those affected can't even scream and by the time they realize it is often already too late. In addition to this, it numbs the senses of affected creatures causing them to have disadvantage on Wisdom (Perception) checks for the duration.
Vine. Your vines can be extended and retracted for up to 20 feet at will. You can use them to hang from trees while staying hidden, grapple targets at a distance, use and manipulate simple objects and such, however, they are not strong enough to use weapons.
Random Height and Weight
Base Height | Height Modifier* | Base Weight | Weight Midfier** |
---|---|---|---|
4'9" | +2d6 | 60 lb. | x (1d6) lb. |
Height = base height + height modifier
Weight = base weight + (height modifier x weight modifier)
Arachne
By: Hoot!
Arachne are half human half spider beings, with the top half being usually human or elf, and the bottom being the body of a large spiders
Age. Arachne, much like spiders, mature quickly, becoming adults at the age of 12, and normally living until 60 years old
Size. Arachne are usually 6-7 feet tall, and their legs generally cover a large area, making them seem much larger. Your size is medium
Speed. Your speed is 30 feet
Spider half. Due to your spider lower half you are unable to use mounts such as horses, but creatures your size or smaller can use you as a mount.
Monstrous Nature. Your creature type is considered to be both humanoid and monstrosity.
Spider walk. You have a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, you ignore movement restrictions caused by all webbing.
Natural Webbing. As an Arachne you generate nonmagical webbing as a sideproduct of your metabolism. As an action you can create a 10 foot square of webbing that can either be placed on the ground or connected between 2 objects, this area counts as difficult terrain. You can use this ability a number of times equal to your Constitution modifier (minimum of 1) you regain all uses after a long rest.
Iron Grasp. You have advantage on grapple checks against creatures whose movement is being reduced by webbing.
Dark vision. Your eyes are adjusted to dark caves and other extremely dark crevasses allowing you to see 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.
Monstrous Build. You count as one size larger when determining your carrying capacity and the weight you can lift, push or drag.
Languages. You know Common and Undercommon
Bugfolk
“Many insectile races are defined by their hive-mind mentally, but bugfolk were granted individuality during a golden age of progress by a pale being long since passed from this world. Bugfolk strive to remain civilised, working diligently to foster purpose and meaning in their own life, and the lives of those around them.”
Age: The aging processes of bugfolk varies between tribes. On average they live around 60 years, but some may live twice that length.
Alignment: Thoughtful and driven, bugfolk tend toward lawful or neutral alignments.
Size: Bugfolk come in all shapes and sizes. Your size is medium.
Speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common.
By Mandible and Claw. Your insect-like nature grants you a fitting natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d4 + your Strength modifier in slashing damage.
Sense of Purpose: You have proficiency with the artisan’s tools of your choice. Additionally, you are considered proficient when you mend, maintain or fortify architecture and underground environments.
Tribe: At 1st level, choose one tribe from the options below.
Common Tribe
- You have proficiency with two of the following: a game, instrument, land vehicle, cook’s utensils or brewer’s kit.
- If you attack and miss, you can attack again with your natural weapon as part of the same action. If your class improves your unarmed strikes do not apply the bonus to your second attack.
- When you finish your turn within 5 feet of an ally, and they are not incapacitated, you gain +1 AC until the start of your next turn.
Pillbug Tribe
- As a bonus action, you can curl into a defensive ball. While curled you gain +2 AC, and reduce all damage you take by an ammount equal to your proficiency bonus. You cannot take any action besides moving while you are curled, other than a bonus action to uncurl starting from your next turn.
- If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your natural attack.
Dung Tribe
- When you take the attack action, you can focus noxious gases into your attack. On a successful attack, the target is also subjected to potent fumes and must succeed on a Constitution saving throw or take 2d8 poison damage, and must repeat the saving throw at the start of each of its turns. On a successive failed save, the target takes 1d6 poison damage. After a successful save, the poison ends. You must finish a long rest before you can use this trait again. The DC for this ability is 8 + your proficiency bonus + your CON mod
- Your carapace is extremely durable. You gain +1 additional Hit Point every level.
Digger Tribe
- You have proficiency in medium and heavy armour.
- You can make a successful Strength check versus the terrain difficulty to burrow into the earth. Your burrowing speed is 15 feet. You can clamber out of the ground as an action. The DM determines the difficulty of terrain; with an average of 12 DC.
Mantis Tribe
- You natural weapons are deadly scythes. Your natural weapons use a 1d6 for damage and have the Finesse property.
- Whenever a creature misses a melee attack against you, you can use your reaction to make an attack of opportunity against it using your natural weapons.
- You have proficiency with one martial weapon of your choice.
Moth Tribe
- You know one cantrip from a spell list of your choice. Your spellcasting modifier is your spellcasting ability for this spell, or your CON mod if you don’t have a spellcasting ability.
- Your foresight is renowned. As a reaction you can force a creature in your line of sight to reroll an attack roll, saving throw or skill check. You must finish a rest before you can use this trait again.
Weaver Tribe
- Your prey never escapes. Choose a creature you can see or have come into conflict with in the past 24 hours. You have advantage on all checks you make to track them.
- You have a climbing speed of 30 feet, and can climb sheer surfaces and ceilings at half your climbing speed.
- During a short or long rest, you can produce 50 feet of durable rope, a net, a large bag or solid covering for a 15 foot by 15 foot gap in the terrain.
Firefly Tribe
- Your size is small.
- Your walking speed increases by 5 feet.
- You can move through the space of any creature that is of a size larger than yours. As a bonus action, you can illuminate yourself, creating bright light out to 30 feet, and dim light out a further 30 feet. This light lasts for 5 minutes, or until you choose to snuff it. You can use this trait a number of times equal to 1 + your Proficiency Bonus. You must finish a short or long rest before you can use this trait again.
Buzzing Tribe
- You have a flying speed of 20 feet. After you land, you must move 0 feet for one turn before you can fly again.
- While falling you can move 5 feet in any direction for every 10 feet you fall. You have resistance to poison, and advantage on saving throws against being poisoned.
Hefty Tribe
- There is brutal weight behind your attacks. When you score a critical hit with an attack, you knock the target away 10 feet.
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- During a short or long rest, you can make a 15 feet by 15 feet temporary shelter capable of housing up to 8 people. You are protected from the adverse effects of harsh weather inside your shelter, and can sense the presence of creatures passing within a 10 foot square around it while you are inside. The shelter falls into disrepair 24 hours after you leave it.
Bugfolk Quirks From vendors to chivalrous warriors, bugfolk are known for their eccentricity.
- You carry off everything you come across in the hopes it might someday be useful.
- While amiable to all you consider your tribe to be the greatest, and need others to know this.
- You immerse yourself in an ancient culture and emulate their ways as best you’re able.
- Your work consumes you; you’ll stop at nothing to create a masterpiece worthy or renown.
- Your tribe is so rare you’re thought to be one of a kind by most, and your ways are foreign and strange.
- You make a habit of being friendly even if common knowledge would tell you a creature is dangerous or evil.
- The past should stay buried, but everyone must now strive to rebuild something even better.
- You consider your allies to be family, and are obsessively protective of them and their own kin.
- You treat the harshest environments as if they were cosy and welcoming.
- You carry yourself with noble bearing and will never fight dirty.
Demonspawn
A female Nightian, her mouth hidden in the darkness.
"Demons are bad, but that doesn't mean we do bad things."
-Mike, Demonspawn Rogue, after recently beating a guard's head in with a mace.
Physical Description
Nightians are very tall creatures, with the shortest of their race being 6 feet tall, and their tallest being 7 feet tall. They have very extendable jaws, being able to open up to 4 and a half feet high, and one foot wide. They have very sharp teeth, and jet-black skin, with a smooth texture. They have either dark blue, black, white, or dark brown eyes. The males are either completely bald, or have rough black fur on the top of their heads. Females can have either long black, dark brown, white, or purple hair.
History
Nightians history is kept only by memory, and while they do have good memory, they also have a very confusing way of speaking to one another, causing meanings of past events to eventually distort. From what they can all remember, they were created by a disgusting mating ritual between a Troglodyte, a Drow, and an Orc. They don't remember the exact details; some claim magic, some claim chance, but the first Nightian was formed, somehow. The child was abandoned, left to fend for itself in the Underdark, and survived, hunting the weaker things there was, and populating it's species with women of different races.
Society
Nightian society is similar to wolves, in that they each have a sort of 'pack', or 'tribe'. These consist of between 10-30 males, and at least 5-10 women, if not more. They have a leader Nightian, the strongest warrior, which they choose via a non-lethal duel. The leader is always male, and they have a very fierce patriarchy: Women Nightians are treated almost less than objects, with their only tasks they're already to do be reproduce, take care of the children, eat, and sleep. Women from other races are treated even worse; They aren't allowed to sleep, and are given smaller portions of food, causing many non-nightian women to die before their first decade of captivity. They either dig holes into the sides of caves, cliffs, or hills, or they might build huts out of rocks, for shelter.
Relationships
Nightians are on tense relations with other races at best, and hostile at worst. The one race they can respect is the Hobgoblins, which usually do not show the same respect back. Any male within 100 feet of a Nightian tribe is hunted down and killed, while any female is kidnapped and brought back as a slave, for reproduction and taking care of the young.
Nightian Names
Nightian names have two different patterns, depending on gender: Males are named after how much kills they have made, then their parents up to grandparents, forming a full name of three numbers. For females, this is replaced with children, instead of kills. For obvious reasons, females never have a middle name of Zero. Rogues that abandon their names go instead with anagrams of the names they used to have.
Male: Zero Zero Seven, Four One Three,
Female: Two Twelve Nine, Zero One Two,
Rogue Male: Oerzzero Nevse, Heretofore Nu,
Rogue Female: Nettle Eniwvow, Weeron Tozo,
Demonspawn Traits
Predators of the dark, Nightians are very dangerous when they face an opponent of weaker, equal, or even slightly greater might than themselves.
Age. Demonspawn mature at the same rate as humans do, but they can live for about 10-20 years longer.
Alignment. Demonspawn aren't all evil, but almost all of them end up going along that route. They are also inclined to Chaotic alignments.
Size. Demonspawn sizes depends on the demonic parent that they had, ranging from Small to Medium.
Speed. Your base walking speed is 30 feet for most demonic parents, and will be listed as changed if it is.
Demonic Heritage. You have advantage on saving throws against poison, and you have resistance against poison damage.
Devil's Sight. You have 60 ft. of Darkvision and can see through magical Darkness.
Languages. You can speak, read, and write Common, and Abyssal.
Dopplegangers
Physical Description In their natural state, doppelgangers have the build of an elf, tall and slim but deceptively strong. They are also grey-skinned and hairless, with no obvious sexual characteristics and few obvious facial features beyond two large, protuberant, octopoid eyes.
History/Society The origins of the doppelganger race are unclear, a problem exacerbated by the lack of inclination for doppelgangers to bother keeping records themselves. Nonetheless, the age of many legends surrounding them indicate they are at least as old as humanoid civilization.
Although not usually evil, many are quite selfish and think of others as playthings to be manipulated and deceived. Doppelgangers are particularly fond of invading humanoid societies in order to indulge in their desires — some enjoy the complex dance of politics while others are incorrigible casanovas and svengalis who seek constant change in the race and gender of both themselves and their romantic companions.
While not standard, it is those doppelgangers use their gifts for cruel and sadistic purposes that are most notorious, and these shapeshifters are the primary cause of the race's sinister reputation. Certainly, a creature capable of changing its shape has a handy way to avoid capture for its crimes, and some particularly malicious doppelgangers enjoy disrupting relationships by posing as unfaithful lovers or luring others to their dooms in ambushes and robberies. Doppelgangers do not really possess a civilization of their own, instead infiltrating and manipulating the societies of others. For some, this is a matter of seeking ease and "the good life," while others feel an overwhelming need to fit in and belong.
A small number of "open" doppelgangers have found success in legitimate professions, usually performance arts like acting, or, occasionally, prostitution. One notorious inn and brothel, run by a changeling known only as "Velvet," purports to supply any customer with an "ideal mate..." so long as no questions are asked regarding its natural state.
Those familiar with doppelgangers have claimed that many of them actually have trouble developing personalities of their own, finding it easier to imitate the identities of others or to create "false" personas out of whole cloth. Some doppelgangers have supposedly become "lost in character," going the rest of their lives in one shape and one personality until they remain trapped in it forever and don't even remember who they used to be. Other horror stories talk about creatures slowly realizing they are doppelgangers, with slow, personal dread.
Fear at these outcomes, which some evidence suggests may not be entirely legendary, is what drives them to constantly shift and change throughout their lives.
Doppelganger Names Doppelgangers do not have a language of their own, and their names are almost always loan-words from the languages of others.
Doppelganger Traits
A deceitful race of shapeshifting hedonists, with quick reflexes and strange outlooks.
Age. Doppelgangers do not die of old age, but become mature at the age their parent race does.
Alignment. The majority of doppelgangers are neutral, being self-centered but not truly malicious. Those who favor long-term covers tend to be more lawful, those who like changing very frequently are more chaotic. However, those who have become "lost in character" can be of any alignment.
Size. In their natural forms, doppelgangers are built like elves, tall and slight. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Shapechanger. As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your true form. You retain all of your normal statistics while in this form.
Read Thoughts. You can cast the detect thoughts spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Slippery Mind. You have advantage on saving against the charmed condition.
Manipulator. You are proficient in either the Insight or Deception skill.
Languages. You can speak, read, and write Common and two other language of your choice.
Dryad
I strode through a forest tall, As above the stars did glow, By maple trees and bird call, With my blade and hunting bow,
I spied the creature's bramble lair, Beneath the cawing crow, There I caught the maiden fair, Crooning upon willow,
And I knew her for a thief, For her hair was autumn flame, Her dress sewn of golden leaf, And my heart was hers to claim,
— Roland of Daggerford, the Huntsman's Rhyme
A single ray of moonlight pierces the forest's branch-bound roof, illuminating the dancing silhouette of a feminine figure. Enter the dryad, a mysterious fey both shy and alluring, whose powers of beguilement are as famed as their harmony with nature.
Shy But Curious
When a fey spirit is bound to a tree by a powerful fey, it is forever transformed into a dryad. Whispers speak of this as a punishment, if a fey spirit has fallen in forbidden love with a mortal, but every dryad has their own, secret story. The elegant dryads resemble the most dazzling, female elves. Their golden skin is the color of sunlight, with the texture of smooth bark. Their shapely forms are draped in flowing dresses, made of woven leaves or flower petals, as is their cascading hair.
Their warm laughter and captivating song echoes through the woodland realms, rich and enticing, yet rare and elusive. Despite their alluring appearance, they are shy creatures, leading few mortals to ever glimpse one — except for the druids, with whom they share the duty of forest guardianship. Those who do see one do so mostly from afar, stealing a mere glance from the corner of their eye of a lithe beauty flitting between the trees. A lucky, handsome mortal may be fortunate enough to be approached by one, for a dryad is a curious creature, at the peril of the dryad bewitching them with a fey spell.
Woodland Protectors
Dryads are typically neither evil, nor good. They do not harm without cause, and generally prefer to lure their foes away with their mystic, fey magic rather than confront them directly, but neither will they help someone in trouble if it's natural phenomenon harming them. They are the protectors of the natural world, and that world has a dark side. The wolf must eat, the storm must blow. The dryad, for all its grace and endless serenity, understands the savage truth of nature.
They are guardians of forests, and often work alongside satyr, druids and other forest folk. Good and neutral fey are often fond of dryads, with the mischievous pixies finding much in common with them. It is said among the fey folk that a ring of red toadstools marks the place where dryads and pixies come to dance and frolic beneath a full moon, and that any mortal who should stumble upon them will be granted a great boon.
A dryad is bound to a tree, but can roam the area surrounding it. Certain dryad are free to roam as far as their heart desires, but know in the depths of those hearts that the tree is their home, intrinsically linked. If a tree suffers, the dryad suffers. If the tree dies, the dryad goes mad. Only a difficult ritual conducted by a powerful fey, or archdruid, can save the wilting dryad and bind it to a new tree, healing it in the process.
Occasionally these dryads leave their forests, if only temporarily, and with heavy hearts. This is mostly to find some external threat to their woodland home, or else repay a debt to someone who once aided them.
Dryad Names Dryad names originate from the Sylvan language, and closely resemble Elf Female names. They are usually soft and ethereal sounding. Most dryads only possess one name, although if pressed may refer to their last name as that of the forest they come from.
Dryad Names: Aloria, Casaraine, Ethissia, Lathesae, Nadasei, Satharia, Theralin, Yalasee
Dryad Traits
Your dryad character has certain characteristics from their fey origin.
Age. A dryad's spirit is bound to a tree. They remain young and alluring as long as the tree is healthy. If the tree is ever killed or destroyed, a dryad can live on in a wilting, maddened state for roughly a year before dying. If a powerful fey or druid binds their spirit to a new tree, both their mind and their captivating beauty is restored.
Alignment. Dryads are most often neutral, with their main focus on tending to nature around them. Dryads working in union with other forest creatures in some form of alliance may tend toward lawfulness. Those deeply isolated in wild, untamed lands may be chaotic.
Size. Dryads are between 4 and a half and 6 feet tall. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to life under the shadow of verdant boughs, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Speak With Beasts and Plants. You can communicate with beasts and plants as if you shared a language.
Fey Blessing. You can use your reaction to give yourself advantage on one Intelligence, Wisdom, and Charisma saving throw against magic. You regain the use of this trait after a short or long rest. In addition, you are considered a fey creature for the purposes of spells and traits.
Woodland Magic. You know the druidcraft cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the barkskin 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.
Forest Step. Once on your turn, you can use 15 feet of your movement to step magically into one living tree within reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. You can use this trait once, and regain it after a short or long rest.
Treebound Armor. Your spirit is magically bound to a tree, imbuing you with several tree-like aspects, including their durability. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Languages. You can speak, read, and write Common, Elvish and Sylvan.
Embodied Mouther
Excerpt from Hurika School of Anthropology
“What we are calling an 'Embodied Mouther' seems to be an evolved form of the horrible monstrosity that goes by the name gibbering mouther. This evolution exhibits a degree of sanity as well as higher intellectual capacity and charismatic ability that is not present in their less evolved kin though, it should be noted that they are still largely controlled by their need to consume and devour other creatures. This greater mental fortitude is believed to come from the eventual forming of a singular consciousness within the creature from the twisted and broken minds of all that it has consumed. This consciousness appears to be able to suppress the various maws throughout its body from giving off the classic gibbering that their kin was named after. The sentience that has formed, I believe serves as the foundation for the evolution and adaption from the horrible monstrosity that is the gibbering mouther into the embodied mouther. ” - Poneri, Anthro Research Team 1 Leader
Physical Description
At a distance, they appear to be normal humans or even elves, slightly shorter than most and well covered even on the hottest days but on a close, unhindered inspection one may notice the small to medium sized slits that cover their skin. They are easily mistaken for scars or recent cuts, but the sheer number of them is the particular part. It is only when these slits open that their true nature is revealed, the many eyes and mouths of serrated teeth coming into focus before the overwhelming gibbering overcomes them. Embodied mouthers usually cover themselves entirely with clothes and other accessories that hide their slits and disguise their true nature. They usually have dusky skin, silky black hair, and dark wide eyes.
History
Originally known as gibbering mouther's, the embodied mouther has developed great control over its body structure slowly forming itself over the years from the aberrant ooze-like creature it was into a more humanoid form. An embodied mouther would be able to tell you that at some point in its endless life that after one of many meals there was a turning point where something shifted inside of it and a collective sense of sentience made itself apparent and it was from that sentience that a curiosity was born. What am I? What have I been doing all this time? Is there more to this existence then the next meal? And it began to explore the world it inhabited altering its form over many years, learning from the beings it consumed and those that it watched from the shadows. Few scholars are aware or even care about the existence of such a species, however among those that do it is believed that the process of becoming this race requires an extraordinary amount of creatures to be consumed by the gibbering mouther as well as an environment to develop its intellect and what is left of its sanity. In addition to this, the safe studying of humanoid society is also required.
Society
As a people that have evolved from vile creatures, they are not commonly welcomed into normal society, embodied mouthers usually avoid the spotlight, sticking underground or to the outskirts of large cities so they can live in relative peace. They don't form their own societies due to how uncommon it is for a gibbering mouther to consume such a large amount and transform into an embodied mouther.
Embodied Mouther Names
An embodied mouther will usually pick a name from one of the creatures that they have eaten over the years, consciously or unconsciously. It is up to you to decide what makes that person significant, maybe they regretted eating them, maybe they were from a rare race that tasted especially good, the choice is yours.
Embodied Mouther Traits
Age. An embodied mouther does not die from old age and can only be die if killed.
Alignment. Due to the monstrous nature of embodied mouthers they are almost always chaotic though some of them lean towards neutral.
Size. A embodied mouther's height is anything 4 to 6 feet, and weigh a bit more than humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Aberrant Origin. You have two creature types: humanoid and aberration. You can be affected by a game effect if it works on either of your creature types.
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.
Mouthers Bite. You have a multitude of mouths all over your body that allows you to bite nearby creatures. Your unarmed strikes deal 1d4+Strength Modifier piercing damage.
Encompassing Sight. When you make a Wisdom (Perception) check as part of a Search action, you can open the various eyes that cover your body. When you do this you are considered proficient in the Perception skill and add double your proficiency bonus to the check, if you are already proficient instead of your normal proficiency bonus. Be warned, as eyes appearing all over the body of a humanoid creature isn't something that is typical of them, creatures that see you do this may become aware of your aberrant origins.
Languages. You speak, read, write and understand Common and Undercommon. While you are capable of speech and writing you don't do so with the accuracy of most other humanoids, you sometimes use words incorrectly or write nonsense if you aren't concentrating, your simple but monstrous origins are the cause of this.
Felis
"Felis are the kindest, and most adorable strangers I have ever met. If it were not for their love of sunbathing I fear they would have turned to conquest; and I find myself wondering if the world is worse for it." - Alyss Kumungu, Felis Friend
Short and Furry
Felis are often underestimated due to their short stature and cuddly demeanor. Felis come in all shapes and colors. They can grow to be up to 3 ft tall and often vary in their wieght due to differing habits. Felis range from the fiery gingers to the cool, calculating cerulean blues, The sub species of Felis all have their own quirks, but as a species they are know as inteligent and gifted adventurers.
Each breed of Felis has their own Clan of which they are extremely proud. This often leads to scuffles and contests for pride of oneself and of Clan. There has always been a healthy rivalry among the different breeds of Felis. Some rivalries end in brawls and others end with shame and loss of respect. Often, individuals will be challenged to a single combat for their honor, and on the rarest of occasions, the honor of an entire clan.
Nine Lives Short Lived
Felis live up to 135 years of age. It is whispered that they possess nine lives and, by some forgotten curse, they burn trough each life every 15 years. This has led many Felis adventurers to set out on a quest to seek an end to their curse and restore the races full life span. With their cursed nine lives the Felis travel alone with an eagerness to get the most from life which drives them to move trough it rearly forming strong attachments to the many non-Felis with which they vecome aquainted. Felis are able to sniff the wizard in a room full of grey bearded, pointy hat wearing men. Other races often construe the Felis' innate magic sense to their origins as Wizards familiars, used as conduits of magical energy to aid in spellcasting.
The Suncrock Clans
When the original Felis Elders formed their various clans, they decided the race as a while needed a suitable land they could call home. Each of the Elders sent out at least one adventurer to seek such a home, and the mighty Shorthair named Max was the one to find the Great Sunrocks. These massive stone formations soak up and retain the Suns heat to a remarkable degree, remaining warm to the touch day or night, even in Winter. Sleeping or meditating on these rocks is a great comfort to all Felis who have the opportunity to partake of it.
Since there is only so much living space in Sunrock Village, the right or an invitation to visit, much less live permanently, with the Elders who reside there must be earned. Each clan is overseen by an Elder who resides in Sunrock village. These Elders have the last say in conflicts between clans and the species in general, but events hardly get that far.
Overcoming Underestimation
Felis are among the shortest races and are often overlooked for their small stature. Their domesticated ancestor, the house cat, is sometimes what all other races will see when dealing with a Felis. Adventuring Felis have learned to use this to their advantage, often sweet talking the tall folk into increasing their fee and rewards. But this talent isn't just limited to deal-making; in combat, foes will often disregard and even turn their backs to a Felis, providing an opening to strike.
Clan Hierarchy
The Felis clans are overseen by a clan elder who is elected by the by the clan as a whole. The elder doesn't have to be elderly to achieve the title, but those who take the mantle young are seen as inexperienced. The Clan Elders usually reside in Sunrock Village in order to facilitate peace-keeping and coordination between the Clans.
Ranked below the Elders, in name only, are the CLan Mothers. Clan Mothers are those who manage the Clan's home affairs, organize quests, assign apprenticeships, and just about everything else. While Elders are elected, Clan Mothers will choose a promising child and tutor them personally. After the Clan Mother passes the chosen child will take up the role.
Curious Explorers
All Felis share a love of exploring - their curiosity about the world is what drives them onward. They are constantly looking foor new technologies, spells, and rare legendary items to further their clans honor.
Felis Names Felis are given their names by their Clan Mother. A Clan Mother often determines the name by divining the future of a kitten. If the future tells of the child doing great deeds a heroic name is choosen, if not, a standard house name is choosen.
Male Names: Al, Bree, Chester, Edgar, Fiddle, Jester, Jack, Luke, Luther, Max, Maru, Mew, Milo, Minka, Oliver, Oscar, Rufus, Smokey, Simon
Female Names: Alice, Angel, Ash, Charlotte, Claire, Curie, Chloe, Daisy, Eva, Lucy, Millie, Mimi, Misty, Rosie, Ruby, Sasha, Susi, Tasha, Trixie
Clan Names: Cerulean, Claw, Maine, White Paw, Shadow, Forest, Chant, Hex, Iron Tooth
Heroic Names: Azreal, Leo, Felix, Ozfell, Proudfoot, Patches, Salem, Theo, Cecil
Felis Traits
Your Felis character will share a few common traits and attributes with all other Felis.
Ability Score Increase. One ability score not increased by your Feline Lineage increases by 2
Age. Felis are considered full adults when they reach the age of 10.
Alignment. The majoriti of Felis are neutral and lean towards being adventurers or quest seekers. A Felis will always inspect the interesting and seek out the unkown.
Size. Felis average between 2 - 3 feet tall and weigh up to 30 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Claws. Due to your claws you have a climb speed of 15 feet. You can also use your claws as a weapon. When you land an attack you deal 1d4 + Strenght modifier slashing damage as an unarmed attack.
Darkvision. Being a Felis, you are able to see in the dark up to 60 feet as if it were bright light, and darkness beyond that as dim light.
Purrsuasion. Felis use their short and cute nature to their advantage as much as they can. Once per long rest, roll with Advantage on your first Persuasion attempt on a friendly creature.
Curious Nature. Being an inquisitive Felis, you have proficiency in the Investigation skill.
Languages. You can speak, read and write Common and one other language of choice.
Feline Lineage
Choose one lineage. Your lineage determines your Felis Favor.
Common Bond. Tabby Felis are among the most common of all the lineages. As such they know more about common social spheres. Your Wisdom score increases by 1.
Noble Leadership. With fur pure as the whitest snow, those Felis born without color are often seen as the noblest of the Felis. When of age, they take up leadership roles in their clans.
Once per long rest, you can instill allies with a sense of vigor. As a bonus action those within a 15 foot range gain temporary Hit Points equal to your Charisma modifier.
Fiery Nature. Hot tempered and quick to lash out with claws, these ginger furred Felis are furious in fields of battle. You Strength score increases by 1.
Hunters Sense. Masters of tracking, those with brown fur are destined to hunt. You gain proficiency in the Survival skill.
Good Fortune. Calico fur is the rarest of all Felis lineages. The legends say that all of the black furre Felis' luck went to the calico.
Once per long rest, when you roll an attack roll, ability check, or saving throw, you can choose to reroll. You must use the result of the second roll.
Arcane Adept. Starry eyed and fur of a blue-night sky it is said that these Felis are connected to the Astral Sea. Your Inteligence score increases by 1.
Night Stalker. Grey is the perfect color to blend into one's surroundings. Felis with grey fur are able to hide very easily. You gain proficiency in the Stealth skill.
Unlucky. Typically those born of this lineage are of pure black fur and carry a natural unluckiness wherever they go.
As a reaction, you may cast your bad luck onto an enemy within 60 ft of you, forcing them to reroll one attack roll, ability check or saving throw.
Genasi
Air Genasi
Languages You can speak, read, and write Common and Primordial in the Auran dialect. Auran is a more slow paced and relaxed dialect, speaking it is often compared to a slow exhale of air.
Age Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
Alignment Independent and self-reliant, genasi tend toward a neutral alignment.
Size Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed Your base walking speed is 35 feet.
Breath of the Wind You cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects.
Gone with the Wind Powerful winds surround you as you dash across the battlefield. Whenever you take the Dash action, attacks of opportunity against you are made with disadvantage.
Light Step Your attunment to the plane of air makes your steps unnaturally light. Your footsteps produce no sound regardless of the surface you are walking across.
Deflect The winds blow favorably in your direction, shielding you from harm. When targeted by a ranged weapon attack you can use your reaction to impose disadvantage on a single attack to cause it to miss. You regain use of this ability at the start of your next turn.
Air Bender You know the Gust cantrip. Constitution is your spell casting modifier.
Water Genasi
Languages You can speak, read, and write Common and Primordial using Aquan dialect. A more flowing tone than the harsh and rough syllables of other primordial tongues.
Age Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
Alignment Independent and self-reliant, genasi tend toward a neutral alignment. Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed Your base walking speed is 30 feet, and you have a swimming speed of 30.
Amphibious You can breathe air and water.
Acid Resistance You have resistance to acid damage.
Bubble Shield As an action you can surround yourself in a 5 foot radius dome of water for one minute. The dome remains centered on you. Whenever a creature of size large or smaller enters the dome they must make a Strength saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. On a failed save the target is pushed outside the dome and is knocked prone. You regain the use of the ability after finishing a long rest.
Repulse As an action you can fire a condensed blast of water at a target within range. As an action choose a target up to one size larger than you within 60 feet, and roll a ranged spell attack roll. On a hit the target creature is pushed back 10 feet away from you in a straight line. Your spell casting modifier for the ability is Constitution. At 5th level you gain the ability to fire two blasts at once, either at the same or a different target, and can fire a third at 11th level.
Water Bender You know the Shape Water cantrip. Constitution is your spell casting modifier for it.
Fire Genasi
Languages You can speak, read, and write Common and Primordial in the Ignan dialect. Sharing the harsh dialect common of Primoridal, it accents itself with harsh clicks and hisses.
Age Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
Alignment Independent and self-reliant, genasi tend toward a neutral alignment. Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed Your base walking speed is 30 feet.
Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual as everything you see in darkness is in a shade of red. Fire Resistance. You have resistance to fire damage.
Flame Stoker Whenever you roll fire damage from an attack or spell you cast, you can reroll that damage and use the higher result. Once you use this ability, you cant use it again until you finish a long rest.
Ignition As part of the attack action, you can replace one of your attacks to cause an object or target creature within 30 ft of you to burst into flames. The target creature must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus or take 1d6 fire damage, and at the start of each of their turns an additional 1d6 fire damage. This effect lasts for one minute, or until they or another creature within 5 feet of them spends their action to douse them or the target is submerged in a fitting liquid such as water. The number of targets you can affect increases by one when you reach 5th level, 11th level, and 17th level. You can not target a creature again with this ability while they are already under it’s effects.
Fire Tamer As an action you can snuff out the flames around you as an action, causing all flames within 10 ft of you in a radius are instantly extinguished. After reaching 5th level the size of the radius increases to 20 ft.
Fire Bender You know the Control Flames cantrip. Constitution is your spell casting modifier for it.
Lava Genasi
Age Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
Languages You can speak, read, and write Common and Primordial in the Ignan dialect. Sharing the harsh dialect common of Primoridal, it accents itself with harsh clacks and pops.
Speed Your base walking speed is 30 feet.
Made of Lava You have resistance to fire damage and you are immune to the petrified condition
Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual as everything you see in darkness is in a shade of red. Fire Resistance. You have resistance to fire damage.
Mobile Forge You are able to use your own lava to forge weapons. As an action, you may deal necrotic damage to yourself and instantly forge a weapon from your chest. The damage you take is equal to the weapon's damage die, for example, a dagger would cause you the take 1d4 necrotic damage and 1d8 necrotic damage for a longsword. The weapon deals fire damage. You can use a bonus action to douse the lava. When you do so, the weapon turns into obsidian and the weapon's damage type becomes its normal one. When you let go of this weapon the weapon melts into a pool of lava and eventually hardens into obsidian.
Fire Bender You know the Control Flames cantrip. Constitution is your spell casting modifier for it.
Earth Genasi
Languages You can speak, read, and write Common and Primordial in the Terran dialect. Terran is a strong rumbling language with deep tones that reverberate though the listener.
Age Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
Alignment Independent and self-reliant, genasi tend toward a neutral alignment. Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed Your base walking speed is 30 feet.
Stone Heart You are immune to the petrified condition.
Immovable When a creature attempts to forcefully move you and you are standing, you can use your reaction to reduce the amount of feet you are moved to zero. Once used, you cant use this ability again until you finish a long rest.
Sinking Steps Whenever a creature comes within 10 feet, you can use your reaction to attempt to stop their movements. The target creature must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus, a creature who fail the save have their movements immediately ended. At 5th level the range of this ability increases to 20 feet. Once used, you have to finish a long rest before you can use it again.
Earth Pull Choose a medium or smaller target creature you can see within 30 feet of you that is standing on unworked earth or stone. As an action, as long as you have a free hand, you can bury your arm into the ground to grab your target. The target creature must then make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save the target is pulled beneath the earth and emerges in the closet available spot next to you. The ability automatic fails if there is no connecting earth or stone between you and your target.
Earth Bender You know the Mold Earth cantrip. Constitution is your spell casting modifier for it.
Ghoul
Adventurers
Ghouls become adventurers for as wide a range of reasons as anyone, but one driving force in particular is the constant urge to seek out new, exotic meals. A ghoul adventurer might wish to sample the dead in a wide range of graveyards or might seek to incover a hidden text or lost relic they learned of after feeding on a dead scholar. Since adventurers often have a much higher tolerance for strangeness, a ghoul is mroe likely to find acceptance ina an adventuring party which can offer important protection and support. If the ghoul's adventuring allies can help keep them from being run out of town, then all the better!
Ghoul Traits
Your ghoul character is a monstrosity. As such, spells and effects that only work on humanoids do not affect you.
Age. A Mythos ghoul born as one reaches adulthood at age 10 and almost never live beyond their sixth century.
Alignment. Ghouls are opportunistic and often find the taboos of social norms highly confining if not antithetical to their very survival. They are rarely lawful or good.
Size. Ghouls are about the same size and weight as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Grave Nose. You have advantage on Wisdom (Perception) checks that rely on smell to notice or recognize corpses, decaying things such as meat and undead creatures.
Bite. You can bite as an unarmed strike if you could not already. When you make an unarmed strike with your bite, it has the light and finesse properties and deals 1d4 piercing damage, unless it is improved further by a class ability.
Inured to Disease. You are immune to nonmagical diseases and have advantage on saving throws against magical diseases.
Languages. You can speak, read and write Common and can communicate simple ideas with other ghouls through gestures and grunts.
Burrower. You have a burrowing speed of 10 feet. You can burrow trough sand, soft earth, mud or ice. You do not leave a tunnel behind you unless the material is particularly solid. Unless you choose to leave a tunnel behind, you must hold your breath while burrowing. You can't burrow and unburrow on the same round.
Scrounger. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to find objects in rubble, trash heaps, undergrowth, buried or otherwise hidden from view.
Gulanzhu
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Half-Dragon
“HALF DRAGONS? YEAH, TOTAL FREAKS THOSE GUYS. IMAGINE Dragonborn but then more human. I guess some people will sleep around with just about anyone these days, even dragons. Still, I had a few in my party, and I can't argue with their results. Once had a Silver one freeze a Orc solid before he could cleave my head. Now, his look was hilarious!” — Thorzag, green dyed beardless Dwarf
Many Dragons are not only fearsome beasts, but renowned masters of magic as well. As such, it is not uncommon for one to change shape and walk among the masses, or even take a mortal lover. The children of such unions are known as Half Dragons. Not quite as monstrous looking as the Dragonborn, but still very much recognizable due to it's draconic traits.
Proud Dragon Heritage
Half Dragons look very similar to their mortal parent, except for the horns and partial scales that cover their bodies, as well as their draconic legs and and long tails. However, Half Dragons are more known for their dangerous elemental breaths, as well as the gift of transformation. While only a few Half Dragons can eventually ascend to True Dragonhood, some have been gifted with a "lesser" form that allows them a burst of power as well as the gift of flight for a short period of time.
Half Dragons color patterns are similar to their draconic parent, and in the case of two Half-Dragons having children the child will often be born in a color scheme of either parent. Though occasionally they instead look like one of the other draconic ancestors of the parents, as Half Dragons are strongly drawn to one another and known to quickly make families and communities. They are tall and strongly built, with males often standing close to 6 and a half feet tall and being taller and heavier than females. They also gain an advantage based on which draconic heritage is more dominant for them.
Challenging upbringing
Half Dragons share much of their draconic parent's strength, but they are also vulnerable in the early stages of their long lives. The lucky ones are raised by two Half Dragon parents, who raise them into protected communities. Others are abandoned by the draconic parent or both parents, forced to survive or hope they will get adopted by other Half Dragons or by Dragonborn. Though those with a Metallic Dragon parent are more often than not properly raised and cared for.
Those adopted by Dragonborn are brought in as part of the clan, and are raised to show strong loyalty to their clan. A continual drive for self-improvement reflects the self- sufficiency of the Dragonborn race as a whole, which is then reflected upon the Half Dragon. These Half Dragons value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. These Dragonborn raised Half Dragons hold mastery of a particular skill as a lifetime goal, alongside the desire to ascend to Dragonhood. Members of other races who share the same commitment find it easy to earn their respect.
Eventually, all Half Dragons have a universal drive to become stronger. By gaining strength in a multitude of ways, they find that they become more in touch with their draconic heritage, which comes forward in the forms of mastering their elemental breath, or even transforming into a Dragon outright. This form is often not as strong as that of true dragons, except for those that are truly devoted and powerful. Such Half Dragons have "Ascended to Dragonhood", and become true dragons with all their terrifying might. This true dragon form however, is not easy to attain, and requires great devotion and resolve. Those who succeed however, are viewed in very high regards by Half Dragon society.
A growing people
In the most recent years, Half Dragons have been forming communities at an increasing rate. This has created many Half Dragon families, and in turn many adventurers as well due to their drive to ascent to Dragonhood. Usually however, many Half Dragons will start a family and have children, with the mother being persuaded to take care of the children, while the father goes out and provides for his family. Should the mother choose to become an adventurer, then the grandparents or one of the extended family will often take care of them. While they are few in number, they are rapidly increasing their numbers due to a high fertility rate and big families (contraception is taboo for them, as they have a instinctive desire for survival and feel that every number counts). These communities are protected by their elders, some of whom have already ascended to Dragonhood, and make for formidable opponents.
Half Dragon Names Half Dragon names are usually based on the language of it's mortal parent, as Draconic names are often much harder to pronounce. Some Half Dragons who are adopted within Dragonborn clans will instead be given a Dragonborn name:
Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous
Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
Half Dragon Traits
Your draconic heritage manifests in a variety of traits you share with other Half Dragons.
Age. Half Dragons mature at the same rate as their mortal parent's race, but they can live for hundreds of years, up to 1000 years old. A few of those who have transcended into Dragonhood however, have been granted the gift of immortality. Making Dragonhood even more sought out after, but no less difficult to achieve.
Alignment. Most Half Dragons are similar to Dragonborn and tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most Half Dragons are good, but those who side with Tiamat can be terrible villains.
Size. Half Dragons are often taller and heavier than humans, standing well over 6 feet tall, with males being noticeably bigger than females. Your size is Medium.
Speed. Your base walking speed is 30 feet.
They are dragons too Half-Dragons can take feats that would require your race to be Dragonborn
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You can use this feature a number of times equal to your proficiency bonus, and you can't use it again until you finish a short or long rest.
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Draconic Ancestry.
While most Half Dragons are mixed, they are always divided into a number of different colors that reflect their draconic ancestry, and provides them with unique abilities. Just like True Dragons these colors are not all equally powerful, and some colors have more niche abilities than others. However, no color is exceptionally different in power from others.
These colors fall into two categories, the chromatics - Black, Blue, Green, Red, and white - and the metallics - Brass, Bronze, Copper, Gold and Silver. Choose one of these subraces. Your breath weapon deals elemental damage of the type associated with your chosen subrace, and you gain Resistance against this damage type as well. In addition your Ability Score increases as described, and you gain an additional Draconic Trait.
Draconic Ancestry
Black
Draconic Ancestry. Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage.
Unrelenting Force. You add your Constitution modifier to the damage of your breath weapon. This value doubles while you are within your Dragon Form.
Blue
Draconic Ancestry. Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage.
Desert Predator. You have a burrow speed of 15 feet. When you use the Hide action you may immediately burrow yourself just below the surface into sand or loose soil. Creatures that attempt to detect you while you are burrowed take a -5 penalty to their ability checks to find you, as long as you remain there without moving or taking actions. While burrowed near the surface you have vision, may breathe freely, and may emerge as a bonus action.
Brass
Draconic Ancestry. Your breath weapon deals fire damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage.
Boldly Talkative. You have proficiency in Persuasion, and magic can’t put you to sleep.
Bronze
Draconic Ancestry. Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage.
Dragon of the Coast. You have a swim speed of 30 feet. You can breathe air and water.
Copper
Draconic Ancestry. Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage.
Playful Host. You have proficiency in Performance, and you know the vicious mockery cantrip. Charisma is your spell casting ability for this spell.
Gold
Draconic Ancestry. Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage.
Reserved Companion. You have proficiency in Insight. Your racial fire damage (including that in your (true) Dragon Form) becomes radiant damage against Fiends and Undead instead.
Green
Draconic Ancestry. Your breath weapon deals poison damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to poison damage and are immune to the poisoned condition.
Gifted Trickster. You have proficiency in Deception. You can cast the disguise self spell once with this trait, and regain the ability to cast it this way when you finish a short or long rest. Charisma is your spellcasting ability for this trait.
Red
Draconic Ancestry. Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage.
Indomitable. You have advantage on saving throws to avoid being charmed or frightened.
Silver
Draconic Ancestry. Your breath weapon deals cold damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to cold damage.
Paralyzing Breath. When using your breath weapon, you may instead choose to target a single creature within 15 feet with paralyzing gas. It doesn't suffer damage, but must succeed at the DC save or be paralyzed until the end of your next turn. Afterwards you may regain this trait after finishing a long rest.
White
Draconic Ancestry. Your breath weapon deals cold damage in a 15-foot cone. Your breath weapon imposes a Consitution saving throw. You have resistance to cold damage.
Skilled Hunter. You have proficiency in Survival. 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.
Halfling subrace: Feyfancy Halfling
A Halfling Born in the Feywilds, or of the Union between an Elf and a Halfling, Feyfancy Halflings take after the more esoteric aspects of their Feyblood, moving through Plantlife with the ease of the Elves of Old, and most enjoying in every delight that nature has to bring.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. This replaces Brave.
Feysteps. You can move through difficult terrain made of magical and non-magical plantlife without expending extra movement. You also can speak Sylvan.
Half-Dryad
Physical Description
Half-Dryads more closely resemble their paternal race than their mother's. By most standards they appear to be a child of normal birth. But the half-dryad's fey heritage always shows in one obvious detail, their hair. A half-dryad's hair changes with the seasons, in the spring and summer their hair comes in mixed shades of green, in the fall and winter their hair changes a varied blend of blonde, brown, and red. Leaves and flowers from their mother's root tree occasionally grow within a half-dryad's hair, for some it is mixed in among the strands of hair, for others it spreads to become foliage, their hair closely resembling a mass of verdant vines.
History
Half-Dryads and Dryads are the protectors of the forest and will defend it from anyone attempting to damage or desecrate the forest.
Society
Half-Dryads usually live on the fringes of society, their connection to their mother's fey heritage makes them more comfortable in places where things grow, cities tend to feel oppressive and unnatural. When a half-dryad has a home inside of a city's walls their residence is obvious from the explosion of foliage they have growing. Many half-dryads live in their mother's groves, some find a calling working with plants and become farmers or gardeners.
Half-Dryad Traits
Age. A half-dryad can live for hundreds of years.
Alignment. Half-Dryad's tend to embrace the "laws" of nature over the laws of man and favor true neutrality.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.You can't discern color in darkness, only shades of gray.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
Nature Magic. You know the thorn whip cantrip and can cast it without needing material components. When you reach 3rd level, you can cast the cure wounds spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the locate animals or plants spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Speak with Beasts and Plants. You can communicate simple messages to beasts and plants, and can understand simple concepts and feelings that they convey back to you. These responses are incredibly limited by the beast or plants intelligence and what it would be able to perceive.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Natural History. You gain proficiency in the Nature skill.
Languages. You can speak, read and write Common and Sylvan.
Homunculus
Physical Description
Homunculi are best described as fair-skinned, dark-haired creatures. Most tend to either look feminine and fair, masculine and handsome or somewhere in between. Homunculus tend to have nearly black or totally black hair and red, red-violet, indigo, or violet eyes. They also wear mostly black clothing. Some homunculi prefer their clothing to armor, but the armor they do don is often black or dark brown and armor made by them is often said to be of remarkable craftsmanship, and their weaponry tends to look daunting and frightening.
History
Homunculi were created by a large merchant empire called Xerxes. At that time, there were 14 homunculi, 7 named for Vices, 7 for Virtues, 7 were female, 7 were male. Because of this, there are 7 clans of homunculi, each with a different relation to the other. In Xerxes, the homunculi were taken for granted, treated as slaves and livestock, and sold off as such.
Finally, members of the Third and Fourth Clans (the Mammon and Leviathan Clans respectively), sick of their horrid treatment (and envious of the lives of the humans in the Leviathan Clan's case), called together all the homunculi in Xerxes to hold a revolt. They overthrew the human emperor of Xerxes and took their place as the 7 Lords of Xerxes. After a long debate about who did the most in the revolt, the 7 clans finally voted that the Lucifer Clan had led them and done the most, despite the Leviathan Clan being the ones who called the homunculi to revolt and the Mammon Clan being the ones to overthrow the emperor. This decision sparked a fierce hatred between the Lucifer Clan and the Mammon and Leviathan Clans, with the other clans having to scramble to chose sides. Only one clan stood firmly by the Lucifer Clan, the Iblis Clan, and this made them enemies with all the other clans. During this fight, two empires who were close allies of the Xerxian Empire began to war against each other, both empires called on Xerxes for assistance, but because of the upheaval, the clans kept sending soldiers to both sides and confused the two empires. The empires would inevitably be destroyed in their conflict, but not before destroying Xerxes for betraying them, and the empire itself. By the end of the destruction, only three of the original homunculi lived, the head of the Leviathan Clan, the head of the Mammon Clan, both of which had fought alongside even enemies during the attack, and the female homunculus of the Belphegor Clan, who had been disallowed to join into the battle. Following this dishevel the formula to create homunculi were known only to so many warlocks and kept secret. Though they are a rarity any more, they still roam the world.
Society
Normally homunculi hide among humans because of the discrimination that usually comes with being what they are. Homunculus being unable to age or bear children are created at the age chosen by their warlock creator. Most often then not homunculi will abandon their creator, born with the innate sense of freedom and free will.
Homunculus Names Homunculi go by characteristics, concepts, nouns, and adjectives, the first 14 were named after 7 Vices and 7 Virtues.
Male: Courage, Empathy, Justice, Piety, Gluttony, Greed, Wrath, Sloth
Female: Faith, Harmony, Hope, Joy, Charity, Envy, Lust, Pride
Homunculus Traits
Homunculi were created by a large merchant empire called Xerxes.
Age. Homunculi being living constructs are unable to age from the point they are created at. Otherwise, they are immortal.
Alignment. Being created, homunculi are soulless beings so they start out completely neutral, but innately tend towards a chaotic alignment with a natural curiosity of the world they were brought into.
Size. Homunculi are the same size and build as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Natural Liar. Homunculi live through lying about their origins. You have proficiency in the Deception skill.
Lifestone. Homunculi have a Lifestone as their core that grants them excelled healing. After a short or long rest you gain temporary hit points equal to your level + your Constitution modifier. In addition, if you lose any part of your body, you can spend a hit die to regenerate it over the course of a short rest.
Living Construct. Even though you were constructed, you are a living creature. You are immune to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal, and magic can't put you to sleep.
Arcane Origins. You know the prestidigitation cantrip. When you reach 3rd level, you can cast the hex spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the alter self spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and one extra language of your choice. Homunculi typically learn the languages of other peoples they deal with, including obscure dialects.
Kitsune
"It has been a long time, children, but it is time to break back into the world. Know this: the world is ever changing. You may be the target of discrimination and hatred. Hopefully, those out in the world have learned from their egregious past and moved on. Do not hate someone for their skin. Do not hate someone for their past. Learn to live with them in the here and now because if you don't, happiness will never be attained in your life." -Tsukiko, a nine-tailed kitsune, to her people before sending out ambassadors to other race's kingdoms
Physical Traits
A kitsune has a stature similar to that of an elf, being a bit shorter, and lither than a typical human of the same. In their natural form, they are much like anthropomorphic foxes. They usually have light colored fur, reddish brown, white, golden brown, though it isn't completely unheard of for them to possess black fur that covers their entire body. Some may have multiple colors in their fur such as being mostly reddish brown with white gloves and socks. Their eyes range in color as well, though most have blue, green, or brown eyes. Albeit uncommon they may also have orange, purple, yellow, or even red eyes. They have mostly human-like hands though they do possess dark black claws at the ends of their fingers. They also have paw pads on their feet and hands, much like a fox. A kitsune is born with a single tail, but as they grow older they gain more tails. It is very uncommon for a nine-tailed kitsune to be any less than 60 years old, growing a new tail every 5-6 years starting when they reach adulthood at 16. However, a kitsune's age is very difficult to tell since they appear to stop aging in their early twenties and live to be a century and a half or so.
History
Kitsune are a race of fox people that are quite rare. They tend to hide their kitsune heritage while dealing with other races as a way to keep away from the discrimination and hatred built up in the legends of some of the most powerful kitsune. There are many legends floating around the world relating to powerful nine-tailed kitsune. Powerful and wise, a nine-tailed kitsune has white or golden fur, tending to be powerful sorcerers. It is said in legend that kitsune are born tricksters and have nigh-infinite power by the time they are fully matured. Supposedly, the only way to kill a kitsune is to cut off all of its tails, where it's power is stored, but that is simply a tall tale to scare young children. Due to the legend stating that a kitsune's tail contains power, the kitsune were nearly wiped out for their tails and most of them went into hiding. Only just getting back into the world after centuries of isolation, it is still the practice of some races to sever a kitsune's tail in hopes of obtaining power.
Society
Kitsune society used to be a flourishing society of mages and clerics. Since Kitsune are born with a little bit of magic in their blood, to begin with, it is quite common for them to seek out ways to improve on what they are already gifted with. They used to be a very open people enjoying the loves and joys of any race: drinking, feasts, merriment, music, plays, poetry, and storytelling in general. Many of the legends of the Kitsune came from the Kitsune themselves, spinning tall tales of grand heroic mages and warriors. Other races didn't get along very well with Kitsune due to magic being relatively rare in the world, and all Kitsune had access to it like it was nothing just because of being who they were. After the massive genocide against their race, they became a largely secretive race.
After coming out of hiding, their faith in the world was restored after the Great Nine-Tailed Tsukiko led them away from their destruction. Most of the kitsune are still very secretive, albeit passionate about their causes. Still, it is in the nature of a kitsune to be a bit of a trickster with people they get to know and it isn't uncommon for their jokes to 'go a little too far' in the eyes of other races. Other races are wary of these fox folk when they meet them. Many pose as humans in the world, having shape changing as an innate ability in their blood. Many kitsune go out to study magic or spread the word of their gods. Some simply want to spread the stories of their kind, valuing these great stories, kitsune bards to travel to other nations to tell their tales.
Kitsune Names Having had their society nearly exterminated, it is not all that uncommon for a kitsune to have names of other races. The names listed below are some traditional kitsune names.
Male. Akihiko, Daiki, Jirou, Kei, Osamu, Takeo, Yuudai.
Female. Aya, Chinatsu, Eri, Mana, Ritsuko, Sachiko, Tsukiko.
Kitsune Traits
A race of anthropomorphic fox people who have magic in their blood and light shape-changing capabilities.
Age. Kitsune reach adulthood at 16, cease physical aging in their early 20s and live to be a century and a half.
Alignment. Due to their nature of being a bit mischievous, kitsune are often chaotic. Even the most skilled monks find it difficult to ignore the desire to be a bit mischievous at times, but they tend to approach the trick in a much more planned out and guided manner. Kitsune are known to be both good and evil.
Size. Kitsune are generally on the smaller side of most humanoids ranging from 4'7" to the tallest being just under 6 feet. Weight-wise kitsune are as light and agile as they look. Your size is Medium.
Speed. Your base walking speed is 30 feet. While not carrying anything in your hands you can drop to all fours and increase your movement speed to 35 feet.
Kitsune Trickery. You can appear as a human equivalent of yourself indefinitely using a very simple illusion magic, you cannot change alter your illusionary human self. A creature looking directly at you can make a Intelligence (Investigation) check, to tell that you are not what you appear to be, though they still cannot perceive your true form. The DC for this check is equal to 10 + your proficiency bonus + your Charisma modifier. This magic is detectable by spells such as detect magic and dispelled in an antimagic field or by a successful dispel magic. Your proficiency bonus is considered the level of the spell for the sake of dispel magic. If your illusion is dispelled you cannot use the effect again until after a long rest.
Languages. You can speak, read, and write Common.
Subrace. Pick one from Zenko or Yako.
Zenko
They are known as celestial kitsune since most are benevolent and kind. These kitsune tend to have the lighter fur colors, white, golden brown, grey, etc.
Kitsune Divinity. You know the produce flame cantrip, with the exception that your flame is blue. When you reach 3rd level, you can cast the bless spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the calm emotions spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Heavenly origin. You can speak, read and write Celestial.
Yako
They are known as trickster kitsune since they are the ones more prone to their prankster heritage. These kitsune tend to have the darker fur colors, black, reddish brown, dark grey, etc.
Kitsune Arcana. You know the produce flame cantrip, with the exception that your flame is blue. When you reach 3rd level, you can cast the cause fear spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the phantasmal force spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Mystical origin. You can speak, read and write Sylvan.
Mimics
by AlloyZero
Mimic traits
Age. After maturing, mimics are not known to die of old age. When growing old and large enough, they reproduce asexually by splitting in half, resulting in two young mimics with the memories of the original split between the two
Alignment. Mimics often seek personal survival as a priority and rarely form groups or otherwise follow laws or order. Mimics are often Chaotic and tend towards Evil.
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.
Size and Speed. Mimics vary greatly in size, but the intelligent ones are from the size of humans to halflings, never exceeding 8 ft in any dimension. Your size is Medium or Small and you can't change it after character creation. Your size affects what objects you can shapechange into.
Speed Your malleable form comes at a cost of mobility, your speed is 25 ft.
Languages. Intelligent Mimics learn to communicate with the people they frequently come into contact with.
You know Common and one language based on where you originate (Free of choice)
Monstrous Nature. While intelligent mimics can take a rough form of a humanoid, that's still only the shape of one. You are considered a Monstrosity and appear as one even in your Humanoid form.
As a monster you have adapted to lies and mimicry or ambushes to catch your prey. You gain proficiency in either Deception or Stealth.
Humanoid form, Mimic form. As an action you may switch between your humanoid and monstrous form. Your humanoid form has two limbs for arms, two for legs and a head, but your skin texture and colour stays unchanged and you cant produce hair. Some mimics form blobs of themselves above their heads to represent a gooey wig. Your monstrous form is roughly a spherical blob with no appendages, but it can still wield equipment as if it had two hands and legs. Switching between these forms does not affect your ability to use or wield equipment.
You can benefit from armor regardless of your shape, even if you change shape while wearing armor.
Adhesive. Your body is sticky, this comes with advantages and disadvantages. You have a climbing speed equal to your walking speed and whenever another creature touches you (including with an unarmed or a natural attack), you can use your Reaction to attempt to grapple the target. Your sticky surface collects all manner of rocks, sticks and other filth as you move. It may also ruin or grab with you mattresses, curtains, carpets or other light textiles you come into contact with. As your sticky surface can't be turned off, this can works against you. You have disadvantage on all checks and saves to escape grapples (including special grapples like the bite of a Giant Crocodile)
Shapechanger. As an action, you can change your appearance to look like an object of your size. This form has the same malleability as your own body, so it wont affect your durability or statistics. While transformed you have a speed of 5 ft and the only actions you can take are a Reaction to Grapple a creature that touches you or a bonus action to turn back to your humanoid or monstrous form. You can see and speak, a mouth appearing on the object when you speak. Your gear melds into the new form, while in this form you can't activate, use, wield, or otherwise benefit from any of your Equipment. You are indistinguishable from an ordinary object, but your sticky surface becomes apparent to anyone touching you or seeing objects stick to you. Your weight remains unchanged.
Moon Elf subrace
Often mistaken for drow by the uninformed, moon elves are the secretive subrace of elvenkind that dwell deep within the forests, hidden out of sight from all but the most perceptive and brave explorers. Moon elves live in carefully hidden villages, usually in deeply shaded parts of the forest, though their temples and other religious sights typically are built in clearings where they can be bathed in the open moonlight.
Moon elves have more purple skin than their other kin, ranging from light lavender to dark violet, though light shades of blue are not uncommon Their hair typically ranges from a multitude of strange colors, with the most common being aqua, white, green and dark blue. As part of their culture, moon elves often tattoo their face with simple patterns, and pierce their ears with intricate silver jewelry.
Moon elves, like their drow cousins, typically live in a matriarchal society, with women commonly serving as soldiers, while men typically take up druidcraft, and serve as spiritual leaders.
Subrace Traits
Bathed in Moonlight. You are proficient in the Stealth skill. In addition, you can attempt to hide while you are only obscured by dim light.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow and longbow.
Lunar Magic. You know the minor illusion cantrip. When you reach 3rd level, you can cast sleep as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the moonbeam 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.
Additionally, you always know the moon phase of the largest moon of the plane you are on, if your current plane has a moon.
Nidaari
It seemed to drift, gliding slowly through the air, only a foot above the ground. Its eyes were dark like the night sky, and its mouth curved upwards in some imitation of a human smile. Though it had a mouth, it did not speak a word, no matter how many times I asked what it was. It formed gestures with its arms and hands, trying to communicate something.
It came closer, lowering itself so that its eyes met mine, its lowermost tentacles lifting themselves slightly as though they were repelled by the ground itself. It reached its head out toward my forehead, and I recoiled in a moment of fear. The creature continued to watch me, unblinking. There was a sort of alien innocence in how it watched me.
Going against everything I had been told about trusting creatures of this sort, I slowly walked back over to the floating being. As it raised its hand once again, I nodded in affirmation. It gently placed its cold palm upon my head, and for an instant, I felt as though I could hear the universe itself, like an ethereal chorus of screams.
Then, just as quickly, it faded into silence. I looked back at the face of the creature, whose mouth opened as though to express joy. An excited voice spoke inside my head.
"Finally, you can hear me!"
With bodies resembling jellyfish, an inability to speak without the aid of telepathy, and mysterious cosmic origins, the nidaari are among the strangest of all races, as well as the least understood. Many of them live in isolation, deep beneath the ocean, although they have slowly begun to return to the surface.
They are a curious people, eager to observe and learn from the people of this world. A small number of nidaari have been welcomed into towns and cities after awakening people to their telepathic voices. However, many still fear their strange psychic powers.
Cosmic Drifters
Nobody knows from where the nidaari originated, other than that they descended to the world from among the stars. They are said to have aimlessly drifted for millennia before finding this world, which they now call home. Ancient legends speak of a day when thousands of nidaari drifted down from the heavens. Some cultures saw them as celestial messengers of the gods, while others saw them as heralds of the end times. The nidaari that survived this first contact went into seclusion in the ocean, disappearing for centuries before finally returning to the surface world, eager to once again meet the people of the land.
Their ancient forms were said to have been very different to how they appear today, suggesting that newer generations of nidaari have somehow developed more humanoid forms so that they may better interact with the native residents of this world. Some scholars suggest that this was due to them interacting with the minds of humanoids, while others believe this mutation was designed by the first nidaari after observing and studying the native people of this world. None of the original generation of nidaari are known to survive, so the answer remains a mystery, even to the nidaari themselves.
Bizarre Biology
A mated pair of nidaari will produce a sac containing thousands of eggs, which need to be submerged in a liquid environment to develop. The parents will typically construct a pool or shelter for their young, but otherwise leave them alone. After about three months, the eggs will hatch into larval nidaari, which lack any humanoid features and are less than an inch in length. Almost all of these nidaari will die, and their bodies will be consumed by their siblings, accumulating their biomass as well as their psionic capacity.
Within six months, no more than five nidaari will remain, each surviving larva having grown to a length of at least eight inches. At this point, they will attach themselves to a solid surface and form a transparent membrane around themselves, inside of which they will grow into a sentient, adult nidaari. Depending on factors ranging from water quality to light exposure, this process can take anywhere from three to ten years. In the final stages of development, they will begin to speak to their siblings telepathically, forming the basis for powerful sibling bonds when they finally emerge, ready to enter the world together.
Awakeners of Minds
The nidaari have mouths, but no vocal cords, and are entirely incapable of speech. Nidaari communicate with one another telepathically, sending psionic waves from their minds that carry their voice. However, other races cannot perceive this telepathy, leaving them entirely incapable of hearing the voices of the nidaari Thankfully for the nidaari, they possess a method by which they can awaken the minds of other people, allowing them to hear their voices. Through physical contact, a nidaari can alter the mind of a creature to be receptive to their telepathic voices, although their minds will return to normal after a few days if they are not exposed to nidaari telepathy. This alteration can only be performed if the person is willing to let the nidaari touch their mind, meaning that someone who is afraid or hostile will resist it. A nidaari adventurer will often rely on their party members to convince new people to undergo this process.
Alien Curiosity
Most nidaari that emerge from the sea only wish to observe society and learn how it functions. An individual may watch a village from afar for years before deciding to make contact. Others may drift from place to place, never quite settling down and very rarely reaching out to communicate with other races. While the majority are content to simply watch, the occasional nidaari may find themselves thrust into an adventure.
A nidaari adventurer may have an even greater desire to explore the world, seeing different cultures and peoples, finding company in a group of adventurers that give them the opportunity to travel far and wide. Alternatively, perhaps in one's observations they found a greater purpose, finding themselves experiencing faith, dedication, or duty. There may be one particularly fascinating person or group of people that a dedicated nidaari now fights for, or maybe one has begun to question their purpose and are seeking answers.
Nidaari Names Nidaari are able to tell each other apart from the "sound" of their telepathic voices, and refer to others of their kind by how they sound. As a result, when choosing a name to go by for interacting with other races, nidaari often choose names that describe their voice. Others choose names inspired by the names used by the society they are trying to integrate into, forming a name based on commonly used sounds, but only rarely resembling an actual name used by that culture.
Nidaari do not have male or female sexes, though their bodies often resemble the male or female forms of most humanoids. They seem to have an incomplete understanding of gender, but some may choose to identify as male or female regardless, while others do not care how they are referred to.
Nidaari Traits
Your nidaari character has several traits unique to your kind as a result of your alien nature.
Age. Nidaari do not age after reaching maturity, and can live indefinitely. Nidaari hatch from eggs lain in water or other liquids, and undergo a series of development stages over the course of 3-10 years before becoming an adult. They consider themselves "born" upon reaching their adult stage, and measure their age from that point onward.
Alignment. Nidaari have a tendency toward neutral alignments, very rarely leaning toward either good or evil as most other creatures understand it.
Size. Nidaari range between 4 and 5 feet in height, but appear taller due to their levitation. Your size is Medium.
Speed. Your base walking speed is 5 feet.
Swim Speed. You have a swimming speed of 20 feet.
Levitation. You have a flying speed of 20 feet, but cannot fly higher than 5 feet off the ground this way. This speed is halved when wearing medium or heavy armor. Nidaari constantly float, even in their sleep, unless they are knocked prone or reduced to 0 hit points.
Anaerobic. You do not breathe.
Nidaari Magic. Though you lack vocal cords, you can still cast spells that require vocal components. While casting a spell with a vocal component you glow, casting dim light in a 20 foot radius.
Alien Mind. You have advantage on saving throws against being charmed or frightened. In addition, when a non-Nidaari or non-aberration attempts to read your thoughts, they must make a DC 13 Intelligence saving throw or be unable to decipher your alien thoughts for 24 hours.
Psionic Sting. Your stinging tentacles are a natural melee weapon, which you can use to make unarmed strikes. You use Intelligence for the attack and damage rolls instead of Strength, and the damage die is 1d6. The damage type is Psychic.
Nidaari Telepathy. You can telepathically broadcast your voice in a 30-foot radius, allowing you to speak with other nidaari. Non-nidaari cannot perceive your voice.
As an action, you can touch a willing creature to alter its mind, allowing it to hear and understand the telepathic voices of nidaari, as long as it can speak at least one language. This does not allow it to respond telepathically. This effect wears off if three days pass without you or another nidaari telepathically communicating with it.
Languages. You lack the vocal cords necessary to speak, relying entirely on telepathy to verbally express yourself. You can understand, read, and write Common and two extra languages of your choice.
Pixie
“Petal gowns and acorn caps are so last summer!”
— Rivergleam, pixie fashionista
Standing barely a foot tall, pixies resemble diminutive elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise. Curious as cats and shy as deer, pixies go where they please. They like to spy on other creatures and can barely contain their excitement around them. The urge to introduce themselves and strike up a friendship is almost overwhelming; only a pixie’s fear of being captured or attacked stays its hand. Those who wander through a pixie’s glade might never see the creatures, yet hear the occasional giggle, gasp, or sigh.
Pixies array themselves like princes and princesses of the fey, wearing flowing gowns and doublets of silk that sparkle like moonlight on a pond. Some dress in acorns, leaves, bark, and the pelts of tiny woodland beasts. They take great pride in their regalia and beam with joy when they are complimented on their ensembles.
Magical Faerie Folk
With their innate power of invisibility, pixies rarely appear unless they wish to be seen. In the Feywild and on the Material Plane, pixies etch patterns of frost on winter ponds and rouse the buds in springtime. They cause flowers to sparkle with summer dew, and color the leaves with the blazing hues of autumn.
Pixie Dust
When pixies fly visibly, a shower of sparkling dust follows in their wake like the glittering tail of a shooting star. A mere sprinkle of pixie dust is said to be able to grant the power of flight, confuse a creature hopelessly, or send foes into a magical slumber. Only pixies can use their dust to its full potential, but these fey are constantly sought out by mages and monsters seeking to study or master their power.
Tiny Tricksters
While the arrival of visitors piques their curiosity, pixies are too shy to reveal themselves at first. They study the visitors from afar to gauge their temperament or play harmless tricks on them to measure their reactions. For example, pixies might tie a dwarf’s boots together, create illusions of strange creatures or treasures, or use dancing lights to lead interlopers astray. If the visitors respond with hostility, the pixies give them a wide berth. If the visitors are good natured, the pixies are likely to be emboldened and more friendly. The fey might even emerge and offer to guide their “guests” along a safe route or invite them to a tiny yet satisfying feast prepared in their honor.
Opposed to Violence
Unlike their fey cousins, the sprites, pixies abhor weapons and would sooner flee than get into a physical altercation with any enemy.
Pixie Traits
Your fey nature grants you the following traits
Ability Score Adjustment. One ability score of your choice increases by 2 and another by 1. Your Strength score decreases by 2.
Alignment. Pixies are most often good and tend towards neutral or chaotic. Pixies are good-hearted even if they tend to be tricksters at heart.
Size. Pixies are between 6 inches and 1 foot tall and average about 2 pounds. Your size is Tiny.
Speed. Your base walking speed is 10 feet and you have a base flying speed of 30 feet.
Diminutive Stature. As a tiny creature, some of the normal rules of adventuring for small and medium creatures need to change slightly to reflect how much smaller you are. As such, the following rules apply to you:
- You may occupy the same space as any other creature of your size or larger -If you would normally gain half cover, you instead gain three-quarters cover. If you would normally gain three-quarters cover, you instead gain total cover. You also gain half cover from objects that would otherwise be considered incidental, such as rocks or tree saplings
- Your lifting and carrying capacity is half that normally calculated for your Strength, and you have disadvantage on Strength ability checks, saving throws, and attacks.
- You may only use diminutive versions of weapons and equipment.
- Diminutive weapons are specially-crafted for tiny creatures, are ½ their normal weight, and deal ½ their normal damage (minimum 1). Weapons with the heavy, two-handed, or reach properties cannot be made diminutive, and you cannot use them. You do not benefit from weapons with the light property when wielding one in your off-hand when two-weapon fighting, versatile weapons must be wielded in two hands and deal their basic damage rather than their versatile damage, and you only gain the benefits of finesse weapons if they also have the light property. Diminutive armor is specially-crafted for tiny creatures and is ½ its normal weight. Armor that imposes disadvantage on Dexterity (Stealth) checks cannot be made diminutive. Using armor you are not proficient with prevents you from being able to fly. You have disadvantage when trying to use non-diminutive versions of weapons or equipment that a small creature could normally use (provided your above restrictions), and cannot use weapons or equipment made for medium creatures or larger.
- You gain a +2 bonus to your AC when not wearing any armor
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Fade Away. Because of their connection to the Feywild, pixies can naturally disappear in to their surroundings. You can turn invisible as if you had cast the invisibility on yourself. You can do this 2 times, and regain the ability to do so when you finish a long rest. This is neither a spell nor a magical effect that dispelled.
Naturally Stealthy. Pixies gain proficiency in Stealth
Pixie Prowess. You know the druidcraft cantrip. Charisma is your spellcasting ability for this spell.
Languages. You can speak, read, and write Common and Sylvan
Bright Pixie
As a bright pixie, you prefer being outside in the bright sun during the day.
Bright Sunny Day. You gain advantage on initiative checks and cannot be surprised in combat while you're outdoors during the day.
Sunny Prowess. When you reach 3rd level, you can cast the faerie fire spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the fly 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.
Twilight Pixie
As a twilight pixie, you prefer being outside in the dim moonlight at night.
Moonlight Sight. Because of your affinity for hanging out i the moonlight, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dusky Prowess. When you reach 3rd level, you can cast the phantasmal force spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the sleep as a 2nd level 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.
Moonlight Sight
Because of your affinity for hanging out i the moonlight, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dusky Prowess
When you reach 3rd level, you can cast the phantasmal force spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the sleep as a 2nd level 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.
Praedaren (Haliwaara)
Within rocky coves and coastal inlets, praedaren build their dens. Atop the blood-soaked docks these creatures call home, carcasses of great sea monsters are hoisted by net and harpoon, and the stench of iron and salt permeates the air. Longshoremen work tirelessly to load and unload their vessels, harvest the remains of slain beasts, and repair or dismantle ships that have been salvaged or captured by competing fleets.
These lands are barren and bleak, and largely inhospitable. As a result, the praedaren repurpose much of that they scavenge into their infrastructure. In this wooden, rusting bricolage, one might find any number of foreign ships repurposed for a home, archways carved from monstrous jawbones, or tattered sails strung up for some protection against the elements.
![](https://i.redd.it/lpqb2nlo37v61.png)
Ratfolk
from Entrellia Homebrew Compendium
Ratfolk Traits
Age Ratfolk reach adulthood at the age of 15. Most tend to live up to no more than 50 years due to lack of hygiene and
Size Your size is smol (Small)
Speed Your speed is 30 ft.
Craven You have disadvantage on savingthrows against being Frightened
Darkvision You have darkvision up to 60 ft
Scurry Around You can take the Hide and Disengage actions as a bonus action
Languages You know Common and Undercommon
Subraces Choose a subrace and gain it's abilities
Plaguebringer
Touch of Foul You know the infestation cantrip. Once you reach 3rd level, you learn the ray of sickness spell; You can cast it once without a spellslot and you must finish a long rest in order to cast the spell again in this way. Once you reach 5th level, you learn the Blindness/Deafness spell; You can cast it once without a spellslot and you must finish a long rest in order to cast the spell again in this way.
Constitution is your spellcasting ability for these spells unless you have the Spell Casting or Pact Magic feature from your class(es). In those cases, you use your class spell casting ability.
Packling
Gang Up Once per turn when you hit a creature with a melee attack, you can distract it (no action required). The next time a different creature attacks the distracted target before the start of your next turn, the attack roll has advantage if you are within 5 feet of the distracted target. You can use this ability a number of times equal to your proficiency bonus per. Uses recharge on a long rest.
Scavenger
Carrion eater You have advantage on savingthrows against poison and disease and you gain resistance to poison damage.
Slimefolk
by b00mb0zz and appledirt
Age Slimefolk are not known to age naturally and are considered adults when they fully form
Alignemnt While slimefolk can and do encompass all the different alignments, their fluid nature and relation to their mindless ancestors cause them to lean towards chaotic and neutral alignments.
Size Slimefolk range from just over 4 feet to just under 8 feet tall, encompassing a wide range of different sizes, additionally their body may expand or contract while performing certain actions. Your size is medium.
Speed Your viscous body moves slower than most humanoids can. Your base walking speed is 25 ft.
Ooze body As an oozemorph, your body is translucent, partially fluid, and malleable. You can move through a space large enough for a creature two sizes below your own without squeezing. Additionally, you do not need to breathe. Your creature type is ooze.
Engulf By forcing a creature or an object into your body, you begin to dissolve it. As an action while you are grappling a creature of your size or smaller you may attempt to engulf them. To do so, make another grapple check against the creature. On a success you no longer need to use a free hand to continue grappling the creature, and the creature can’t breathe, is restrained, and has total cover from attacks and effects outside of you and takes 1d6 damage at the beginning of each of their turns. The damage type depends on your subrace. This damage is increased to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. Alternatively, you may instead use an action to engulf an object you are holding. Any non-living organic matter engulfed by you is completely dissolved within 1d4 hours. Digesting something in this way counts as eating it, meaning that it can provide sustenance, and you are subject to any diseases or poisons it has that would be contracted through eating it. You can have only one creature engulfed at a time, if you attempt to get through a space smaller than the creature or object you engulf could fit through, it is expelled to an open space within 5 feet of you. The same happens if you become smaller than the creature or object you are engulfing, if you die, or if the creature you are engulfing breaks free from your grapple. Additionally, while you’re not incapacitated, you may expel a creature or object from your body, causing it to land in an empty space within 5 feet of you (no action required).
Malleable size Your amorphous body can change in size; however, it takes quite some effort to do so. Once you reach 5th level, you may cast Enlarge/Reduce once without requiring material components, targeting yourself. You regain the ability to cast this spell upon finishing a long rest.
Humanoid form, Ooze form As an action you may switch between your humanoid and ooze form. Your humanoid form has two limbs for arms, two for legs and a head, but your skin texture and colour stays unchanged and you cant produce hair. Some oozes form blobs of themselves above their heads to represent a gooey wig. Your ooze form is roughly a spherical blob with no appendages, but it can still wield equipment as if it had two hands and legs. Switching between these forms does not affect your ability to use or wield equipment. You can benefit from armor regardless of your shape, even if you change shape while wearing armor.
Languages you can speak, read, and write common as well as one other language of your choice.
Subraces
Lava slime
Engulf Your engulf deals fire damage.
Adhesive body The ease at which a lava slime’s body can adhere to objects can be used to your advantage, allowing you to perform feats of strength more easily. You gain proficiency in athletics.
Hot body Due to the never-ending heat within lava slime, its body becomes resistant to all sorts of burns giving them a resistance to fire, furthermore, due to their high internal temperatures, they gain a resistance to the diseased condition as well.
Acidic slime
Engulf Your engulf ability deals acid damage
Know thyself Due to being so acidic. you’ve seemingly learnt all the types of acids and poisons, and have gained quite some knowledge around them. You gain proficiency in the nature skill and poisoners kit.
One with substances Due to the acidic body, with all its substances flowing within, they gain a resistance to the acid damage type, furthermore poisons are diluted by the acid, gaining a resistance to the poisoned condition as well.
Cryogenic slime
Engulf Your engulf ability deals cold damage.
Slippery body Slimes with this type of body tent to get out of sticky situations and traverse a lot easier, you gain proficiency in acrobatics and have a 35ft walk speed.
Icy insides With a frozen body like this it's no wonder the cold barely affects them. You are considered resistant to cold damage and due to the cold temperatures within, these slimes have a resistance against disease.
Poison slime
Engulf Your engulf ability deals poison damage
Silent slider Like how poison is a silent killer, your movements can mimic such abilities, giving you proficiency in stealth.
Poisoning the poison due to their poisonous bodies, the poison in their body mixes with the new poison, giving them resistance to both poison damage, and the condition. You are also proficient with the Poisoners kit.
Water slime
Engulf Your engulf ability does not deal damage, nor can it dissolve matter. Instead due to the watery substance found in water slimes body it finds its much easier to dilute most substances and distribute energy within, giving it the ability to cast the spell absorb element once per long rest.
Slippery body Slimes with this type of body tend to get out of sticky situations and traverse a lot easier, you gain proficiency in acrobatics and have a 35ft walking speed.
Pure water body When electricity strikes a water slime, it takes minimal effect due to the pure nature of the fluid within, spreading it throughout its entire body and often out, giving it a resistance to lightning damage.
Buoyant Your body is made of mostly water, but also some materials less dense than water. Your body acts as if it was permanently under the effects of the Water Walking spell, allowing you to walk on any liquid but also making it impossible for you to sink. This trait does not function if you are heavily encumbered. This effect is non-magical.
Succubus-Incubus
Succubi and Incubi are iconic fiends in the multiverse and they exist within both the Abyss and 9 Hells, sometimes one makes its way onto the mortal plane. Sometimes these fiends come to the mortal plane in service of a wizard, a higher fiend, or just for their own reasons. Usually a succubus/incubuses reason for being on the mortal plane is nefarious but that is not always the case.
Succubus-Incubus Traits
As a Succubus/Incubus, you have certain traits unique to your race. Being able to fly is an example.
Age. Succubi/Incubi are ageless demons, typically reaching adulthood between the ages of 15 and 19 and will not die of old age.
Alignment. Due to their fiendish natures, succubi and Incubi often tend toward evil alignments. Neutral or good succubi are extremely rare, but not unheard of. They have no particular tendency toward or against lawful or chaotic alignments.
Size. Succubi and Incubi range from barely 5 feet to well over 6 feet tall. Regardless of your position in that range your size is Medium.
Speed. Your base walking speed is 30 feet.
Flight. You have a flying speed of 30 feet. To use this speed you can’t be wearing heavy armor. Also you cannot end your turn in the air if you are wearing medium armor, you must land or otherwise keep yourself aloft or you will fall to the ground at the end of your turn. If you are wearing light armor or no armor you can stay in the air at the end of your turn.
Darkvision. Because you are a fiend, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fiendish Nature. Your creature type is considered to be Fiend.
Shapechanger. As an action, you can polymorph into any humanoid of your size that you have seen or back into your true form. However, your equipment does not change with you. You lose the fly speed trait if your current form does not have wings. If you die, you revert to your natural appearance. Your attributes are unaffected by this change.
Charm. You can cast the charm person spell once using this trait, using Charisma as your spellcasting ability. You regain the ability to cast this spell when you finish a long or short rest.
Telepathic Bond. The Succubis/Incubus can telepathically communicate with a creature it has charmed, there is no range limit on this bond. The two don't even need to be on the same plane of existence.
Draining Kiss. The Succubus/Incubus kisses a creature charmed by it or a willing creature as an action. The target must make a Constitution saving throw, DC (8 + your Charisma modifier + your proficiency bonus), taking 1d10 + your Charisma Modifier psychic damage on a failed save, or half as much damage on a successful one, the number of dice used to calculate this damage increases by one at levels 5 (2d10), 10 (3d10), 15 (4d10), and 20 (5d10). After the target takes damage from this attack it can make a saving through with advantage against any charming effects.
Languages. You can speak, read, and write Common, Abyssal, and Infernal.
Sunborn
"When the Sun is at it's highest may you not face my wrath."
Physical Description
The sunborn are odd celestial creatures with a humanoid shape. Everything below their neck is rather human looking in form. Their head, however, resembles a miniature star, like the sun. The colors of the spherical head vary in the way that stars change colors as their lives decrease, from blue, to white, yellow, then red. As they age, their heads swell and turn red, like how stars expand into red giants in their last eons. The rest of their body is semi-translucent, resembling the beautiful star dotted cosmos. They usually wear clothing to cover this up, but the traditional garb is wrappings. History
The sunborn are believed to have been nascent stars from beyond. Those who could not become the centers of their own cosmos instead took a smaller form to wander about the universe. Several meteor showers occurred upon their arrival. Upon striking ground, their bodies unfurled from their super hot heads. They came, the celestials they were, to observe and help those in need of it. With their fiery powers, they helped cultivate the crops and keep the homes warm. People in ancient times called them "sun heads" and worshiped them as demigods. It is said that the extraterrestrial travel that allowed the sunborns to come has long been exhausted, leaving them stranded here. They hope to attract the attention of other celestials so they may reacquire flight and eventually return to their place in the stars. Society
The sunborn live around temples dedicated to them, as well as worship of the sun. They are not too numerous in population. One sunborn is declared to be the "star" and head of the others. This is a cyclical process and the sunborns swap regularly. They are curious about things like human invention, elven druidic practice, and mortal magic in general. Sunborns reproduce via a ritual which gathers an immense amount of energy from the suns rays. It is very labor intensive and time expensive to birth a new sunborn to the world. After maybe a year of incubating, a white-hot sunborn emerges from birth. It takes on a more golden hue as it ages, and then eventually darkens. Some sunborn heads turn to red giants whilst others to brown dwarves. When they die, their heads implode and their bodies dissolve into cosmic dust. They believe it is their bodies fate for some to die in order to return home.
Sunborn Names
Sunborn names usually have themes of the sun and radiance. They do not have gender preferences in nomenclature.
Name: Helios, Lux, Sonn, Corona
Sunborn Traits
Sun headed people of the stars
Age. Sunborn can live for thousands of years before their sun heads begin to dim even a little. The longest lived sunborn was about 80,000 years old.
Alignment. Sunborn tend to be good or at least neutral.
Size. Sunborns vary widely in height and build, from barely 5 feet to well over 7 feet tall. They usually have very light weights, like they are made of gas. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Glowing Head. Your head is a constant torch. You emit bright light for up to 10 feet from yourself, and 10 feet of dim light after that. You have disadvantage on Dexterity (Stealth) checks to hide when in darkness.
Cosmic Teller. You have a knowledge of the stars and celestial bodies which makes it easy for you to navigate by their ways. Whenever you make an Intelligence (History) check related to the positioning of the heavens and navigation, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Solar Flare. You can emit a powerful burst of solar energy from yourself. You know and can cast the burning hands spell once at its lowest level, without using spellslots or material components. You regain use of this spell after you finish a long rest. Charisma is your spellcasting modifier for this spell.
Body of Cosmos. Your creature type is celestial. You do not require food or drink, though if you choose to eat, it will be burned up within your hot head. You are immune to diseases, and have resistance to poison damage and advantage on saving throws against being poisoned.
Languages. You can speak, read, and write Common and one other language of your choice.
Tiefling variants
Rakshasa Tiefling
Elegant and cunning, tieflings of Rakshasa descent seek power trough influence first and combat prowess second. Many have lightly furred skin, and some even sport impressive horns, but the quintessential trait of all rakshasa tiefling is their feline eyes. They are notoriously vindictive and wholeheartedly reject subservience.
Rakshasa Tiefling Traits
Limited Magic Resistance. You have advantage on saving throws against spells of 3rd level or lower.
Rakshasan Legacy. You know the mage hand cantrip. When you reach 3rd level, you can cast disguise self once with this trait. When you reach 5th level, you can cast suggestion once with this trait, requiring no material components. You regain the ability to cast these spells with this trait when you finish a long rest. Charisma is your spellcasting modifier for these spells.
Abyssal Tiefling
All abyssal tieflings trace their bloodline to the demons of the Abyss. These tieflings have the following additional features.
Ability Score Increase. Your Consitution score increases by 1.
Abyssal Arcana. Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell.
You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot
At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.
Abyssal Arcana Spells
d6 | 1st Level | 3rd Level | 5th Level |
---|---|---|---|
1 | Dancing Lights | Burning Hands | Alter Self |
2 | True Strike | Charm Person | Darkness |
3 | Light | Magic Missile | Invisibility |
4 | Message | Cure Wounds | Levitate |
5 | Spare the Dying | Tasha's Hideous Laughter | Mirror Image |
6 | Prestidigitation | Thunderwave | Spired Climb |
Abyssal Fortitude. Your hit point maximum increases by half your level (minimum 1).
Languages. You can speak, read and write Abyssal.
TzHaar
The following is a Dungeons & Dragons 5th edition homebrew race based on the race of creatures from RuneScape. The original concept and images are property of Jagex, Ltd.
The TzHaar
TzHaar (pronounced TZAR) are a race of golem-like creatures that inhabit magma-lit caves deep beneath volcanoes. The word "TzHaar" means "sacred fire". The TzHaar society is unlike most others, and only vaguely resembles any that exists on the surface.
Gentle Monsters
Despite their fearsome and powerful appearance, the TzHaar are a peaceful race, and have existed beneath the surface for thousands of years. Even today, the finer aspects of their society remain a point of great mystery amongst scholars.
Biologically, the TzHaar are a great marvel. They appear like burning rocks, but are made of solid obsidian and magma. Even though they appear strong and brutish, they are actually gentle and kind. They possess four powerful arms, each of which has three fingers. The TzHaar are physically very strong, and they very rarely suffer from disease. They feed on large mammals and rodents that tunnel beneath the surface.
TzHaar live very long lives, although the exact length is unknown. The TzHaar have the unique ability of memory transfer; a TzHaar will retain all of the knowledge and memories of its ancestors had before it. This generally makes the TzHaar a very wise race.
From Lava, To Lava
The TzHaar are born from eggs which are incubated in pools of molten lava. Even stranger than their birth is their death. When the TzHaar die, their bodies harden and lose all mobility. Yet, even as their bodies fail, their minds remain eternally locked within their corpses, which are often displayed in a statue-like state or broken down into the TzHaar's holy currency known as tokkul. Despite this horrible fate, the TzHaar seem to accept this, and believe that when they die their souls will eventually be brought to the heart of the volcano and given new life.
Castes
One of the most prominent parts of TzHaar society is its caste system, which dictates what a TzHaar will do in life. These castes are the TzHaar-Ket, TzHaar-Mej, and TzHaar-Hur. At birth, a TzHaar's caste is chosen based on their physical and mental traits, and they strictly follow this for the rest of their life. TzHaar of the same caste may look remarkably similar to the eye of an outsider, but they can tell each other apart by subtle differences in the shape of their rocky bodies and patterns of magma.
When a TzHaar reaches an age at which they can no longer perform the jobs their caste dictates, they are relieved of their duties and are permitted to enter a life of "retirement". Even as elders though, the TzHaar are powerful, and will often occupy their time by mining or having friendly battles with one another for entertainment.
Honor
The TzHaar value honor and chivalry above all else. Throughout their history, no TzHaar has ever committed a crime, although crime is the subject of some of their fictional tales and plays. Because most humanoids have no such values in the eyes of the TzHaar, they are cautious in dealing with them and keep most of their civilizations blocked off from outsiders.
Amongst the fighting castes, combat is incredibly popular. The TzHaar partake in gladiator-style combat, and fight ancient creatures that live deep underground. To excel in friendly combat is a major goal of most fighting TzHaar. Ultimately, however, to perform the duties of one's caste well is the primary goal of the TzHaar.
TzHaar Names TzHaar are genderless. They have a unique naming system consisting of multiple hyphenated names. The first part of their name is always "TzHaar", indicating their race. The second is the name of their caste. The third is the given name. TzHaar given names are typically very short, one syllable names. For example, a TzHaar-Hur might be called TzHaar-Hur-Lek.
Typical TzHaar given names: Ak, Brekt, Ix, Jal, Kah, Lor, Roh, Tel, Zuh.
TzHaar will typically refer to creatures of other species by their given name preceded by "JalYt". This prefix translates literally to "cold foreigner". Appearance
The TzHaar vary greatly in appearance depending on their caste. All of them, however, have bulky bodies made of jagged, black obsidian and glowing orange magma. The magma forms swirling or jagged patterns on the surface of their bodies. They wear very little clothing or armor, if any. TzHaar typically wear just a few ornamental metal objects such as decorative bracelets and chains.
TzHaar speak with a unique accent that can occasionally make it difficult to understand their Common. They lack the system of internal muscles and organs used by most humanoids to create speech, and rely on twisting, contorting, and grinding the rocky interiors of the bodies to replicate the sounds as best they can. The TzHaar accent can best be described as normal sounding speech of a very deep pitch, overlaid with scratching and crumbling earthy noises which are nearly as loud as the speech itself.
TzHaar Traits
Age. The TzHaar's true natural lifespan is not known for certain, but many have been known to live for centuries.
Alignment. The TzHaar value honor and chivalry above all else. Throughout their history, no TzHaar has ever committed a crime. As such, TzHaar are almost exclusively Lawful Good.
Size. TzHaar vary widely in height, weight, and appearance based on their subrace. Your size is medium.
Speed. Big and incredibly heavy creatures, the TzHaar aren't as swift as most humanoids. You have a walking speed of 25 ft.
Natural Armor. Your rocky body provides you with natural protection, and you cannot wear regular armor except for a shield. Your AC is equal to 12 + your Constitution modifier, and a shield's benefits apply as normal.
Rock Body. Your body is made up of solid obsidian and magma. As such, you are immune to the petrified condition, have resistance to fire damage, and are immune to damage from lava. You can't use your body to ignite or burn objects.
Many Arms. All TzHaar have four arms. Two arms act as the primary arms, behaving normally, and two more are secondary. Your secondary arms are much smaller, and not as strong or mechanically skilled. You can grasp things with your secondary arms with a reach of 5 feet, and they each can lift a number of pounds equal to three times your Strength score. You can use them to do the following simple tasks: lift, drop, hold, push, or pull an object; or open or close a door or a container. Your DM might allow other simple tasks to be added to that list of options. The secondary arms can't wield weapons or shields or do anything that requires manual precision, such as using magic items, performing the somatic components of a spell, or grappling or shoving creatures.
Languages. You can speak, read, and write Terran and Common.
TzHaar Subraces
Each TzHaar is born into a caste based on their shape, size, and ability. Each of the TzHaar castes is considered equal in power and respectability, but differs in its role in society. By dividing themselves, the TzHaar are able to effectively manage their people and retain a power balance. You belong to one of the following castes, which acts as your subrace.
TzHaar-Ket
The TzHaar-Ket are the guardians and police force of the TzHaar. If ever a TzHaar city were threatened, the TzHaar-Ket would be the first to defend it. Towering over the other castes with their tall and wide stature, the TzHaar-Ket are fearsome soldiers that follow a code not unlike the concept of chivalry.
TzHaar-Ket have very bulky legs and primary arms. Their heads sit in the center of their large, round torsos. They are the largest of the TzHaar. They are between 6'1" and 6'5" in height, and weigh between 700 and 850 lbs. If you choose this subrace, you gain the following characteristics:
Earthly Grip. You can grapple a single target using both of your secondary arms together.
Burly. You gain proficiency in Athletics.
TzHaar-Mej
The TzHaar-Mej are the mystic class of the TzHaar, although they are also the race's leading and governing class. As mystics, the TzHaar-Mej are generally the wisest, and are responsible not only for governing the city, but for recording their people's history in their libraries.
TzHaar-Mej are much less bulky than their counterparts. They have small, cone-shaped torsos, and small feet and hands. Their thin primary arms are only slightly larger than their secondary arms. Atop their torsos sit their pointed heads, which are flanked by two wide, arched spikes. Between these spikes, directly above their heads, lies a large floating ball of magma. They are between 5'7" and 5'11" in height, and weigh between 400 and 500 lbs. If you choose this subrace, you gain the following characteristics:
Comes in Handy. You can use either of your secondary arms to satisfy the somatic components of spells you cast, provided at least one of them is free.
Fire Mage. You know the dancing lights cantrip. Starting at 3rd level, you can cast chromatic orb with this trait, but can only use the fire orb. Starting at 5th level, you can cast flaming sphere with this trait. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells. Whenever you cast dancing lights or flaming sphere with this trait, they appear as balls of lava rather than their normal form, but their effects remain the same.
TzHaar-Hur
The TzHaar-Hur are the craftsman class of the TzHaar. If pressed to combat, the TzHaar-Hur often prefer to use only their fists. Despite their lack of combat ability, the TzHaar-Hur are incredibly important to the TzHaar, and are capable of forging weaponry from obsidian found in the volcanoes where they dwell. Apart from weaponry, the TzHaar-Hur are also excellent miners, architects, and sculptors.
TzHaar-Hur are the smallest of the TzHaar, standing much shorter than the other castes. They have no legs, instead using a rotating ball of magma at the bottom of their torsos to push themselves across the ground. Their small heads poke out from in between their shoulders. They have small primary arms which, like the TzHaar-Mej, are only slightly larger than their secondary arms. They are between 3'10" and 4'2" in height and weigh between 450 and 600 lbs. If you choose this subrace, you gain the following characteristics:
Volcanic Touch. Using a bonus action, you can touch a weapon or up to 10 pieces of ammunition, causing them to heat up and glow with pale orange light. For the next 1 minute, attacks made with the weapon or ammunition deal an extra 1d4 fire damage. The weapon or ammunition must be made of or tipped with metal, stone, or another inflammable material. You can use this feature once, and regain the ability to do so after completing a short rest.
Skilled Artisan. You gain proficiency in a tool set of your choice, and your proficiency bonus is doubled for any ability check you make using it. You can operate tools using your secondary arms. You also gain proficiency in one of the following skills: Arcana, Investigation, Religion, History.
Variant Minotaur: Airut
The following is a Dungeons & Dragons 5th edition homebrew race based on the race of creatures from RuneScape. The original concept and images are property of Jagex, Ltd.
The Airut Race
Airut are strange boar-like humanoid creatures that somewhat resemble the minotaur. Their bizarre mouths, many horns, and bulkier physique, however, distinguish them. They are cruel, chaotic creatures that take great pleasure in combat. They are proud warriors who love not only to brawl and battle with one another, but to pulverize their enemies in combat. They praise a powerful godly beast by the name of Tuska. This goddess shares not only their boar-like appearance, but their viciousness and lack of sympathy for their foes. If enough Airut gather together, they can summon Tuska in order to crush their enemies with ease.
Appearance
Airut are similar in appearance to the Minotaur, but actually bear more resemblance to the boar than to the bull. They have between four and six front-curving horns, one larger pair sprouting from just behind the eyes, and one to two smaller pairs along the side of the jaw. They have strange mouths with mandible-like flaps that open laterally, revealing their small pointed teeth within. Most Airut wear masks fashioned from poorly welded together bits of metal; they are better warriors than smiths.
Their heads are small in comparison to their massive bodies, even wider and bulkier than most Minotaurs. They have massive, bulging necks, a huge torso, bulky arms, large hands, and small, thinner legs. Their skin is either a pale purple or tan color, and they have no hair, but they usually cover their bodies partly with crude clothing made from black fur around their chest, back, hands, and waist. Airut can walk on all fours or bipedally. Their movement on all fours is similar to that of an ape's, curling their hands into fists and putting the majority of their weight on their forelimbs.
"It's been a week or so since the arrival of the beast, and there are hundreds of them now. Some Naragi in the camp are calling them Airut' - since they wear masks, like the warrior Airut from our histories. The Airut have been attacking the camp, killing our people, and we've been fleeing when we can. It does not help. The first Airut was a harbinger: now they are flooding into our world.
Some of us have been tasked with scout duty, trying to anticipate their attacks. I am one of them, and I was among those who made the latest discovery. Through the Airut's portal, a new breed of their race appeared, dressed in furred robes, carrying a staff. They looked something like priests, and their leader - her face without a mask - gathered the Airut about her. She raised her staff and shouted, in a language that our light-weaver twisted and reformed as: 'Tuska will eat of them, and they will be of Tuska! They will fill the belly of a god! This is the gift of Tuska!' The leader then led the Airut in a chant of 'Tus-ka, Tus-ka, Tus-ka', waving her arms to encourage them to shout louder and louder."
Airut Names Airut use a single given name, typically of just one or two syllables.
Typical Airut names: Cormes, Durzag, Krar, Tuz.
Airut Traits
Age. Airut reach adulthood around 20 years old, and can live up to around 80 years old.
Alignment. Most Airut are chaotic in nature, and typically range from neutral to evil.
Size. Airut are similar in size to minotaurs, but are considerably more bulky. They are between 6 and 8 feet tall when standing on their hind legs, and weigh between 400 and 500 pounds. Your size is Medium.
Speed. Your base walking speed is 30 ft.
Horns. Your horns are natural melee weapons, with which you’re proficient. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier.
All Fours. You can drop down on your hands and feet, running quadrupedally, in order to move incredibly quickly. While both of your hands are free during your turn, your movement speed increases by 10, and you can take the Dash action as a bonus action. If you use this feature, you can only make attacks with your Horns.
Relentless Strikes. When you take the attack action on your turn, you can beat your chest and let out a ferocious roar before unleashing a relentless flurry of powerful unarmed strikes. You attack with blinding speed, using your hands, feet, head, and horns—whatever is available—to pulverize your foe. When you do this, replace the damage roll of one of your melee weapon attacks with 3d4 + your Strength modifier. Once you use this ability, you can't use it again until you complete a short or long rest.
Menacing. You have proficiency in the Intimidation skill.
Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.
Languages. You can speak, read, and write Common and one other language of your choice.
Wolf Walker
Physical Description
Wolf walkers are wolves that have the ability to stand, talk, wear armor, and wield weapons. Their furs come in many colors like brown, black, or grey and some have mixed colors. Some can have rare colors like red or white. Males tend to be over 6 feet tall while females tend to be over 5 feet tall. Most wolf walkers wear leather or hide armor but some can wear armor like plate armor or chain mail. Wolf walkers also make helmets that can allow them to still bite. Wolf walkers don't wear armor on their paws or hands.
History
No one really knows how these wolves gained the ability to stand, communicate telepathically, and use items or weapons. Some say it was the work of the gods and others say it was caused by magic. The wolf walkers themselves don't how they were able to do all these things. The wolf walkers still behave like regular wolves but more civilized. Some wolf walkers either stay in the woods with their own kind or make villages that are able to coexist with other species. Wolf walkers are very skilled hunters and warriors, but some are skilled magic users. Wolf walkers are feared by humans and orcs; both races have tried to eradicate them or enslave them. Most humans don't fear them as some have helped them get through struggles. However bear type races and wolf walkers hate each other, the reason is that it's in their nature. It is rare to see a wolf walker and a bear type race get along or fight together. There have been many wars between both races, resulting in the bears winning or the wolves winning, sometimes a draw. Wolf walkers aren't always together though, many packs have fought each other for land or resources. Other races and creatures try to stay out of pack territory to avoid trouble. Most of the time people will only see a wolf walker as a mercenary.
Society
Wolf walkers usually live in packs. Some will leave to form or join another pack to make allies, but most wolf walkers will stay in their pack. Wolf walker packs can stay in one place or move around. When a wolf walker becomes 15 years old, they are to travel alone to a location, survive for a year and come back. No matter what, a wolf walker is loyal to their family and pack. Betraying them shows dishonor and can lead to exile or death. In each pack, there is an alpha, beta, 2 sentinels, and 5 elders. As the alpha leads the pack, the beta is second of command helping the alpha with the pack. The 2 sentinels protect the alpha and beta and help protect the pack. The 5 elders guide the alpha and beta, they decide whether the alpha's orders can happen or not. If a wolf walker wants to be an alpha or beta they must fight them in a duel, they can choose to fight to the death or not. Wolf walker packs aren't only just filled with wolf walkers, regular wolves and dire wolves are in some packs as pets like how a human would have a dog in a family. Some wolf walkers that leave a pack often become mercenaries for armies, villages, caravans, or for some individuals.
All wolf walkers in a pack are honorable fighters and have a code known as The Wolves' Code:
- Accept challenges from others, if there is time or if the opponent is worthy.
- Never fight dirty. Do not kill civilians, you may kill one if they attack you or your comrade. Attack only if the threat attacks first and if the threat refuses to leave the territory. Follow all orders unless the order goes against The Wolves' Code. Everyone in the pack is family, fight with your comrades. If any village or camp still has innocents, fight the enemy to the last wolf until everyone has been evacuated. Surrender only if you are sure that the enemy will keep their word. Know the priority of life: the innocent, then our comrades, and then ourselves.
Anyone that breaks this code is killed or if possible brought to trial resulting in exile or death. The Wolves' Code only applies to a wolf walker that is in a pack.
Wolf Walker Names
Wolf walkers choose names that can be easily said and understood. Some of these names are rare or commonly used.
Male: Gordon, Ariston, Carlos, Alberto, Leo.
Female: Anita, Carmen, Valeria, Maria, Sybil.
Wolf Walker Traits
Age. Wolf walkers reach adulthood by 21, and can live up to a century.
Alignment. Wolf walkers can be evil, good, or neutral.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Wolves' Claws. You can use your claws to make unarmed strikes, which deal 1d6 slashing damage on a hit.
Wolves' Sense. You are proficient in the Perception skill.
Languages. Wolf walkers can speak Common. You can also communicate telepathically with anyone within 30 feet as long as you both speak the same language.
Yuan-Ti Infiltrator (Elf, Drow)
The offspring of a Sapient Race, and a Yuan-Ti Pureblood, typically creates to be expert infiltrators into the Society that their non-Yuan-Ti parent is of. However, they can also just be born as normal, out of love and care, as impossible as it seems.
Being an Infiltrator born of Drow and of a Yuan-Ti Pureblood, you have the following Traits.
Size. Elf Infiltrators grow anywhere between 6’ and 8’ tall. Your size is Medium.
Age. You age the same as Elves, but this race tends to live 280-350 years of age at best.
Speed. You have a Walking Speed of 30 Feet.
Darkvision. Your darkvision isn’t as great as a Drow’s, but it doesn’t disadvantage you in the sunlight. You have 60ft of Darkvision.
Poison Resistance. You are resistant to poison damage and have advantage on saving throws against the poisoned condition.
Perceptive and Deceptive. You take after your parents, and are bred to do a certain job. You have Proficiency in Perception and Deception.
Trance. Elf Infiltrators don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages. You know and can read/write Common, Elvish, and Draconic.
PART 5
Magic Weapons and Items
![](https://media.wizards.com/2014/images/dnd/articles/DMG_MagicItems.jpg)
Mundane Items
Mundane items can be found here.
Magic Items
Below, you can find a list of all homebrew weapons and items.
Acorn Charm
Wondrous item, common
This small, polished acorn has been made into a magical bell that rings softly when moved. This item has three charges, each of which is regained at dawn. Using one of these charges, the wearer can grant themselves advantage on charisma checks made to interact with plants, plant type creatures and and Tiny beasts for one minute. Additionally, while wearing this charm, the wearer can communicate with plant and Tiny beast creatures as if they shared a common language.
Antidote (vial):
This liquid ends the poisoned condition when it is ingested by a creature. It has no effect on undead or constructs.
Crafting: Alchemists supplies, Herbalism kit, Poisoner's kit. Crafting takes 1 day and 35 gold, or 15 gold if the player uses a poison from any creature as a crafting material.
Artists pencil
Rarity varies, Requires attunement by a Living pictorial
You can use the pencil as a spellcasting focus for your Living pictorial spells while holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your living pictorial spells. The bonus is determined by the pen's rarity. [+1 for uncommon, +2 for rare +3 for very rare]
This pencil has a number of charges equal to the bonus given by the item, whenever you roll one of your close calls die, you may expend a charge and add your charisma modifier to the amount rolled The artists pencil regains all expended charges at dawn
Assassin's Concealed Blade
Properties: Hidden, Light, Martial, Finesse, Special Weight: 2 lbs
A fine weapon made for Assassins to execute their operations of exclusion, this weapon is attached to the arm of the person which keeps it hidden from plain sight. This allows the weapon's user to have an advantage on any roll to keep it hidden. If you attack with this weapon while it is hidden you get an advantage on the attack roll as if you were hidden. Once the weapon is revealed and enemies are aware of it, attempting to hide the weapon becomes difficult. Multiple copies of the Concealed Blade don't grant additional uses of the advantage.
The blade's damage is 1d6 Piercing.
Bag of Between World
Wondrous item, Legendary (requires attunement)
The bag of between worlds was created long ago, when traveling through dimensions was still in it's early stages. This bag was the experiment of a wizard who was trying to create a portal into another dimension, but the experiment failed. Well to a degree. Instead of taking him to an alternate world, he was taken to a pocket dimensions. He found that this bag could be very useful to him on his travels, but before he could do much with it he was killed and someone else stole the bag. From then on it has been switching hands constantly so who knows who has it know.
Pocket dimension. This world inside the bag has no rooms when first entered, save for the entry way. Instead characters must push against the walls to create rooms, clearing their Strength score in feet per hour, up to the limits defined under rooms and size. The bag can carry 10000 lbs. of equipment. Excess weight can not be brought into the bag.
Rooms. In this pocket dimension, there can only be six rooms at a time.
Size. The first room can be about 1000ft by 1000ft. The second can be 500ft by 500ft. The third will be 250ft by 250ft. The fourth will be 125ft by 125ft. The fifth will 62.5ft by 62.5ft. The sixth will by 31.25ft by 31.25ft.
Safety Features. When the character attuned to the item and up to 12 creatures of their choices are inside the bag, it can't be moved unless already in motion. Also the bag cannot be opened by any outside sources. If the bag is destroyed, all characters and items within the bag inside the room are ejected, landing prone in an unoccupied space within 30 feet of the bag.
Blood salt
Consumable, Uncommon
Effect: When consumed, the individual comes under the effects of a level 1 rage feature (As shown on page 48 of the PHB) which lasts for 30 seconds.
If the individual is already under the effect of the rage feature then this effect reads: When consumed, the damage bonus given by the rage feature is increased by +1. If under both the effects of rage and Blood Salts, and the creature attacks no one for a turn they must succeed a DC 16 wisdom saving throw or attack the nearest creature. When the effect of the consumable ends, the user takes 1 level of exhaustion and must roll a DC 18 Constitution saving throw.
On a fail, the individual becomes addicted and must consume it at least once per day. If it fails to do so for 3 days in a row, it loses the ability to take a short rest for one week. If that week passes and the individual doesn't consume it, the addiction effect wears off and it can take short rests as normal once again.
However, if the individual does consume it during that week, the addiction effect will resume but it will regain the ability to take a short rest.
Bracers of Extra Zing
Wondrous Item, Rare (Requires Attunement)
When you cast a spell with Somatic components that deals Lightning damage while wearing these bracers, you can add your spellcasting ability modifier to one damage roll of that spell.
In addition, if you are not wearing armor or using a shield, your AC is increased by 1.
Crimson Heart
Uncommon, Requires Attunement by a Blood Hunter
This heart on an amulet beats with your own, allowing you to draw more power from your blood to further empower your weapons. You deal one additional Hemocraft Die of damage with your Crimson Rite.
Collar of the Soulbinder
Wonderous Item, uncommon (+1), rare (+2), very rare (+3). Requires attunement by a Soulbinder or their comapnion When attuned, this collar changes form to match the attuner's neck size. You can use the pendant as a spellcasting focus for your soulbinder spells while you or your companion is wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your soulbinder spells. Your companion also gains a bonus to their attacks and damage equal to the bonus of the pendant, unless their attacks are already increased by another magical item (fe. Insignia of claws)
In addition, when you roll any Hit Dice to recover hit points while you are wearing the pendant, you can regain 3 uses of the Edict feature. This property of the pendant can't be used again until the next dawn.
Core of Hivemind
Wondrous Item, Very Rare
While carrying this core on your person, your mind is connected to all creatures under your control.
You see and hear what the creatures under your control see and hear.
You can speak through these creatures, even if their normal form does not allow it.
Dagger of Delusion
Rare, requires attunement
You have a +2 bonus to attack and damage rolls made with this dagger
When you strike someone with this dagger you can choose to activate its delusional gas, the target then must make a DC 15 Constitution saving throw or see horrible illusions. While a creature is affected by these illusions, they have disadvantage on all attack rolls, and must repeat the saving throw at the start of each of its turns. On a successful save, the effect ends.
Once used this trait can not be used again until the next dawn.
Foreteling Wooden Recurve +1
Weapon (longbow), Uncommon (requires attunment)
This skilfully crafted recurve bow marked with is said to be able to grant the user glimpses into the near future regarding their foes.
You have a bonus +1 to attack and damage rolls made with this magic weapon. Additionally, this bow has 3 charges, while wielding the weapon, you may expend 1 charge as a bonus action to cast True strike. The bow regains all of its charges at Dawn.
Gauntlet Shield
*Prerequisite: Shield Proficiency
Common, small shield Weight: 2lb.
Wielding a gauntlet shield increases your Armor Class by 1. Instead of holding it, it is attached to your arm while keeping your hand free. You can only benefit from one shield at a time.
Glaive of Hellfire
Weapon (glaive), Rare (Requires Attunment)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This blade constantly glows with a dim red light, illuminating 5ft in darkness.
You can use a bonus action to speak this magic glaive's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the glaive is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Any daemon or devil struck by this blades flames heal 2d6 instead of taking damage.
Grit
Gloves, Uncommon (Requires Attunement)
When wearing these gloves, your Unarmed Strikes do an additional 1d4 Lighting Damage.
Hellfire/Brimstone
Weapon, Rare (Requires Attunement)
Hellfire: A beautiful ebony dagger that pulses with infernal energy and deals an additional 1d4 fire & necrotic damage. All fiends recognize this blade.
Brimstone: A twin to Hellfire this beautiful ebony dagger pulses with infernal energy and deals an additional 1d4 fire & necrotic damage. All demons recognize this blade.
Helm of Dimension Door
Wondrous Item, rare (requires attunement)
This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the dimension door spell from it. The helm regains expended charges daily at dawn.
Helm of Teleportation
Wondrous Item, Very Rare (Requires attunement)
This helm has 3 Charges. While wearing it, you can use an action and expend 1 charge to cast the Teleport spell from it. The Helm regains 1d3 expended Charges daily at dawn.
Icy Slumber
Sword, Rare, (Requires Attunement, any sword)
A sword that was used to make an Ancient Black Dragon fall into a deep sleep. The ground around the sword turned into icy flowers all around it while it lay in the ancient black dragon.
You can use a bonus action to speak this magic sword command word, causing it to be surrounded in an aura of ice. While this sword is surrounded by this icy aura, it deals an extra 2d4 cold damage to any target it hits. Once per day until the next dawn, you can make a target that you hit make a constitution save or fall asleep. They remain asleep until they take damage or a minute passes. The DC is 15. The aura last until you use a bonus action to speak the command word again or until you drop or sheath the sword.
Izzium Dragon Scale
requires attunement by the Dragon of a Dragon Knight
To attune to this item, the scale must touch the dragon for the duration. The izzium blends with the other scales of the dragon, giving it a purple shimmer in the sunlight. When attuned, the damage dice for the dragon changes according to its rarity (d8 for uncommon, d10 for rare, d12 for very rare) In addition, the DC for their Dragon Features increases according to its rarity (+1 for uncommon, +2 for rare, +3 for very rare)
Lazotep Plated Leather Armor
Armor (studded leather), uncommon
Studded Leather imbued with Lazotep crystals from Amonkhet. It gives user ability to adapt to damage. You can ocassionally strenghten crystals in your armor. When you are targeted by an attack, or forced to make a saving throw, you can use your reaction to give yourself either +2 to AC against that attack. or +3 against the saving throw. After you use this trait, you can't use it again until you finish a short or long rest.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Moonlit Shield
Shield, Rare, 8lbs
Gathers moonlight and stores it withing. A shield that wards off the darkness and protect those within its light.
The shield has 3 charges depicted by the phase of the moon on the shield, a FUll moon depicting 3 charges, a Half moon depicting 2, a Cresent moon depicting 1, and a New moon depicting 0. The shield recharges between rests.
Penumbral Flare
As a reaction, you can spend 1 charge to impose disadvantage on the attack roll of a creature who attacked you that you can see, causing ethereal moonlight to flare before the attacker hits or misses. An attacker that can't be blinded is immune to this feature.
Selunes's Light
As a bonus action, you can spend 3 charges to emit a blinding ethereal moonlight that deals 1d6 radiant damage to any creature within a 15 ft cone. Additionally, the target must succeed a Constitution saving throw or be blinded until the spell ends.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Werefolk affected by the light must succeed on a Wisdom saving throw or be forced to revert.
Moon-Touched Rapier +1
Weapon (rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Necklace of the Unbroken
Very Rare, requires Attunement
While you wear this item, you gain an Unarmoured AC equal to 10 + Two Stat Mods of your choice. While you wear this item and attuned to it, you cannot wear armour or shields and gain the AC from said items. The StatMods for this item are chosen at attunement, and cannot be changed while attuned.
Prismatic Weapon
Rare Weapon, Requires Attunement
This glass like variant of the weapon can be activated as a Bonus Action When you do so, select Cold, Fire, Lightning, Thunder, Poison, Acid, Necrotic or Radiant damage. The weapon deals an additional 2d4 damage of that type.
You can change the damage type again or disable the effect as a bonus action
While this effect is active, the weapon radiates bright light in a 10 ft radius and dim light for an additional 10 ft
Ring of Elemental Command
Ring, Very Rare (Requires attunement)
This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane.
While wearing this ring, you have advantage on Attack rolls against Elementals from the linked plane, and they have disadvantage on Attack rolls against you. In addition, you have access to properties based on the linked plane.
The ring has 5 Charges. It regains 1d4 + 1 expended Charges daily at dawn. Spells cast from the ring have a save DC of 17.
Ring of Air Elemental Command.
You can expend 2 of the ring’s Charges to cast Dominate Monster on an Air Elemental or a Greater Air Elemental. In addition, when you fall, you descend 60 feet per round and take no damage from Falling. You can also speak and understand Auran. You have Resistance to lightning damage. You gain immunity if you already have resistance. You have a flying speed equal to your walking speed and can hover. You can cast the following Spells from the ring, expending the necessary number of charges: Conjure Elemental(3 charges) Chain Lightning (3 charges), Control Winds (2 charges), or Wind Wall (1 charge).
Ring of Earth Elemental Command
You can expend 2 of the ring’s Charges to cast dominate monster on an Earth Elemental or a Greater Earth Elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.
You have Resistance to acid damage, and you gain immunity if you already have resistance. You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. You can cast the following Spells from the ring, expending the necessary number of charges:Conjure Elemental(3 charges), Conjure Greater Elemental(5 charges) Mold Earth (4 charges), Stoneskin (3 charges), or wall of stone (3 charges).
Ring of Fire Elemental Command.
You can expend 2 of the ring’s Charges to cast dominate monster on a Fire Elemental or Greater Fire Elemental. In addition, you have Resistance to fire damage. You can also speak and understand Ignan.
You are resistant to fire damage, and immune to fire damage if you are already resistant. You can cast the following Spells from the ring, expending the necessary number of charges: Conjure Elemental(3 charges), Conjure Greater Elemental(5 charges) (1 charge), Fireball (2 charges), and Wall of Fire (2 charges), Immolation(3 charges).
Ring of Water Elemental Command.
You can expend 2 of the ring’s Charges to cast dominate monster on a Water Elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.
You can breathe Underwater and have a swimming speed equal to your walking speed. You can cast the following Spells from the ring, expending the necessary number of charges: Create or Destroy Water (1 charge), Control Water (3 charges), Water Walk (2 charges), or Wall of Ice (3 charges).
Ring of Gigantism
Uncommon, requires Attunement
This black 'ring' always appears too large to fit properly around the finger of the handler, but once worn the users body grows to match the rings size
While wearing this ring, the wearer is under the effects of the Enlarge spell. Whenever the wearer takes damage, they have to roll a Constitution Saving Throw. The DC is 15 or half the damage taken, whichever is higher.
On a failure, this ring loses its magic at the end of your next turn. The magic is lost for one minute. This magic is also lost for a minute if the wearer is subjected to the Dispel Magic spell or if they are incapacitated
Ring of Smol
Common
This white 'ring' appears too small to fit properly around the finger of the handler, but once it is worn the users body shrinks to match the rings size
While wearing this ring, the wearer is under the effects of the Reduce spell.
Ring of Humanity
Wondrous Item, uncommon (requires attunement)
While Attuned to this Ring, a character may cast the spell Alter Self at will without using a Spell Slot. When casting the spell this way, the user can only use the Change Appearance option. This effect does not take Concentration to maintain, but if you take damage while transformed, you may be forced to make a save or revert to your original form
Ring of Invisibility
Ring, Rare (Requires attunment)
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Ring of Minor Enhancment.
Wondrous item, uncommon (requires attunment)
While attuned to this ring, you gain a +1 increase in a stat of your choice other than Constitution, and proficiency in one skill related to that stat. You cannot select a skill you are already proficient in.
During a long rest, you can attempt to change its stat and proficiency, by rolling a d20. On a 1, the ring is destroyed. On a 15+, the stat and proficiency changes.
Ring of Misty Step
Wondrous Item, uncommon (requires attunement)
This Ring has 3 charges. While wearing it, you can use a bonus action and expend 1 charge to cast the misty step spell from it. The helm regains 1d3 expended charges daily at dawn.
Ring of Stalwart Resolve
Equipment, Wondrous Item, Uncommon, Requires Attunement, 0.5 lbs
This silver wedding ring that holds a shimmering heart-shaped sapphire at the center glows with pink magic.
When this is worn for the first time, the user gains temporary hit-points equal to their level. These points are either replaced or replenished on every short or long rest.
Ring of Suppression
Ring, rare
This is a rare ring that has high value. This ring gives anyone infected with Lycanthropy the ability to suppress the beast permanently, however if the ring is ever removed the wearer enters beast state for the next 48 hours with little to no control. If someone not effected by Lycanthropy wears the ring, they slowly get infected over 48 hours (at the end of 48hrs roll d4 and get infected by [1]werewolf, [2]werebear, [3]weretiger or [4]wereboar) the ring shows no side effects as it infects the player but in the 4 hours leading up to being infected snarls fill the head of the wearer (make a con sav against DM).
Ring of True Vision
Rare, Wondrous Item, requires Attunement
While wearing this ring, you gain True Sight upto a distance of 10ft.
Ring of Undead Command
Magic item, Very Rare, requires attunment
A ring made from obsidian that allows for telepathic communication with undead. This ring allows the ability to speak with ones undead and other undead to carry conversations with the legends of the past. who knows you may find out your old bag of bones skeleton was once a legendary warrior or just a simple farmer. You can telepathically communicate with undead in a 60Ft. radius, this distance increases by 10Ft. for each undead under your control. This allows for wild undead to have a conversation with you (DM discretion) and allows for you to give your own undead telepathic commands while they are in this space.
Rock of Detection
Wondrous Item, Comnmon
This almost spherical rock looks mundane and unassuming but upon closer imagination, it has multiple detection capabilities. As a bonus action, you can hold, throw or set the rock then observe its effects. You are proficient with the rock and it has a thrown range of 60 ft+ 5 times your Strength Score. On a hit it deals 1 non-magical bludgeoning damage.
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Gravity Detection: You hold the rock then let go. The rock falls detecting the direction and intensity of any gravity.
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Slope Detection You place the rock on a flat surface. The rock rolls depending on the direction and steepness of the slope. It may fail on soft, sticky or really even terrain.
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Illusion Detection: You can hurl the rock. It detects an illusion if it passed trough creatures or solid objects.
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Invisible Detection: You can hurl the rock. It detects any invisible creatures or objects if its trajectory is unexpectedly interrupted.
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Temperature Detection: You hold the rock in front of you. The rock's temperature rises or falls depending on it's surroundings.
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Weather Detection: You set the rock down outdoors. If the rock is cast a shadow, sunny. If the rock is wet, raining. If its white on top, snowing. If it jumps, earthquake. If its gone, tornado/hurricane.
Rod of Rulership
Rod, Rare (Requires attunement)
You can use an action to present the rod and Command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be Charmed by you for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its Nature, a target ceases to be Charmed in this way. The rod can't be used again until the next dawn.
Signet Ring of Infinite Sealing Wax
Wondorous item, Common
This signet ring automatically creates wax under it when you press it on the thing you want the seal on such as a letter or a keyhole. The sealing wax cools down in seconds after it’s pressed on the surface unlike normal sealing wax that needs to cool down for a few minutes.
Skateboard
Common tool
A skateboard is a thin plank of wood covered by sandpaper that rolls around thanks to two thick wheels fixed to either side of the board’s edges (usually through an “anvil” in D&D terms lets say...what...skateboard trucks look like anvils fite me.). The board can be used to move from place to place slightly faster or to do some cool tricks. The board has the following properties:
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The boards user moves double their movement speed but cannot take the dash action.
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The board moves at its full speed on smooth surfaces, 1/4th of its speed on grassy surfaces, and cannot move on difficult terrain.
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Any weapon attack made while riding the skateboard and any spell attack that requires the somatic component have disadvantage on their rolls.
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The board’s rider is still prone to opportunity attacks. If the rider is damaged while on the board, they fall off and become prone. Getting back on the board takes a bonus action.
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The skateboard can be used as an improvised weapon. The skateboard uses one’s Strength modifier and deals 1d4 + Strength modifier Bludgeoning damage. The skateboard will break after three hits.
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Tricks may be attempted while on the board with an Acrobatics, DC depending on the tricks difficulty (your discretion. please be fair.). You may add your proficiency bonus to this roll if you are proficient with the skateboard. A natural one will count as a hit towards the board.
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If the board is completely broken it must be replaced or it can be repaired with the Mending cantrip.
Sword of the Black Knight
Weapon, Uncommon
The Sword of The Not So Holy Knight In Black, that was once given to a proud and kind Knight. It was given to him by lady of the lake, a siren that had imbued dark energy into the sword. Although in due time this corrupted him and left him unable to think properly.
When this sword hits an enemy, it does an additional 1d4 necrotic damage. This version of the sword is a replica of the original one and lacks the ability to corrupt its user. It is a Martial Melee Weapon. Weight 5 lbs.
Teapot of Truth
Wondrous Item, uncommon
Using this teapot, you can brew 3 servings of tea per day. One serving is enough to fill a single cup. You decide the flavor of the tea. 10 minutes after being poured out of the teapot the tea becomes non-magical and loses its flavor.
A creature that drinks the tea must succeed on a DC 15 Charisma saving throw. On a failed save, the creature can't knowingly speak a lie for the next 10 minutes, as if under the effect of a zone of truth spell.
You do not know whether a creature succeeds or fails on its saving throw.
A creature must drink an entire cup of tea to suffer its effects.
Tempest Griffon Bracers
Wondrous Item, Rare (requires attunement)
While wearing this oiled bracers lined with magic griffon feathers, your speed increases by 5 feet.
In addition, you can use an action to speak the bracers’ command work to vanish into a plume of sparks and feathers. Choose up to 3 different creatures that you can see within 60 feet of you. Make a melee weapon attack against each target, briefly appearing next to each one before making the attack. A target takes an extra 2d8 lightning damage on a hit. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets or return to your original space, reappearing in a flourish of electricity, feathers, and wind.
Once this property of the bracers has been used, it cant be used again until the next dawn.
Tome of exotic insults
uncommon, needs attunement by bard
- target of your Vicious Mockery roll Wisdom save with disadvantage.
- increase damage of your Vicious Mockery by additional 1d4 psychic damage.
Trinkets, 11
Interesting baubles, semi magical objects and items touched by mystery.
Tooth necklace
Wondrous item, requires attunement
This necklace appears to be made out of a dozen randomly assorted yellowed teeth held together by a string of pure necromancy, while attuned to the item, you the following of benefits
- you may use the necklace as your spellcasting focus for Necromancer spells
- you gain a bonus to your necromancer spells to hit and save dcs depending on the rarity of the item (+1, uncommon, +2, rare, +3, very rare). This bonus is doubled for your Life Tap feature.
Wand of Dispel Magic
Wand, Rare
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Dispel Magic spell from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Elements
Wand, uncommon
This wand has 4 charges. While holding it, you can use a reaction to expend 1 of its charges to cast the Absorb Elements spell from it.
The wand regains 1d4 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.)
War Paint
Tattoo, uncommon. Requires attunement by a Barbarian
Tattoo Attunement. This item comes in the form of a magical needle. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Rage Beyond Instinct You can add your Strength modifier to initiative rolls instead of Dexterity.
Cleave While raging, you can use a bonus action to activate the tattoo for 1 minute. Once per turn you can replace one of your melee weapon attacks with a Cleave attack instead, as the tattoo enhances your weapon for this decisive wild strike.
Cleave: This melee attack targets each creature of your choice within 5ft of you. Make a separate attack roll for each target
Whistle of Find Steed
Adventuring Gear (Wondrous item), Uncommon
This item has 4 charges and can be used to cast the Find Steed spell. It regains 1d4 charges daily at dawn.
PART 6
Homebrew Feats in
Haliwaara
![](https://img-9gag-fun.9cache.com/photo/arG4XwK_700bwp.webp)
Feat Tweaks
Some feats work differently in the world of Haliwaara, as described below.
Charger Increases your Strength score by 1, to a maximum of 20.
Dragon Hide Your Claw attack now additionally has the Finesse property
Eldritch Adept Prerequisite changed: Spellcasting or Pact magic -> Pact magic feature
Gunner Removed, slotted for a rework.
Metamagic Adept Prerequisite changed: Spellcasting or Pact magic -> Sorcerer
Orcish Aggresion Increases Constitution or Strength score by 1, to a maximum of 20.
Polearm Master Second paragraph now reads: "While you are wielding a glaive, halberd, pike, quarterstaff, or spear, you can use your reaction to make a melee weapon attack with your polearm against a creature that enters your reach."
The Polearm Master feat now applies to Scythes.
Allowed Feats
Haliwaara uses the following resources for feats: PHB, XGE, TCE and those found in #homebrew-feats
In addition, Haliwaara uses the following homebrew feats:
Acrobat
You become more nimble, gaining the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.
Animal Handler
You master the techniques needed to train and handle animals. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
Arcanist
You study the arcane arts, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Aura of Blessings
Through relentless self reflection and careful training, you've learned to temporarily burn a light in your soul, and unlock your potential and the potential of those around you. When you choose this feat, gain the following benefits:
- Increase one of your ability scores by 1.
- As a bonus action, you emit an intense aura for 1 minute. You emit bright light for 5 ft, and dim light for an additional 5 ft. You can choose the color of this light when you activate your aura. While active, you and any allies within 10 ft of you gain advantage on ability checks and saving throws using the ability score increased by this feat. Keeping your aura active requires concentration, as though you were concentrating on a spell.. Once you use your aura, you cannot do so again until you complete a long rest
Barbed Hide
Prerequisite: Tiefling
One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:
- Increase your Constitution or Charisma score by 1, to a maximum of 20.
- As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
- You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
Brawny
You become stronger, gaining the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You count as if you were one size larger for the purpose of determining your carrying capacity.
Celestial Wings
Prerequisite: Aasimar
Your celestial heritage is obvious, as you possess angelic wings on your back at all times. The color of your feathered wings varies, and they can only be hidden beneath a full cloak. Wearing and purchasing armor and clothing is difficult as each has to be either custom made or heavily altered for at least a 50% increase in cost to allow use of your wings. Taking this feat grants the following abilities.
- Wings - flight speed of 30ft - usable at will
- Advantage on Wisdom (Perception) checks while airborne.
Critter Friend
Prerequisites: Gnome (forest)
Your friendship with animals mystically deepens. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20. -You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Diplomat
You master the arts of diplomacy, gaining the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Persuasion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
Dragon Wings
Prerequisite: Dragonborn or Half-Dragon
You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren’t exceeding your carrying capacity.
Emphatic
You possess keen insight into how other people think and feel. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
Everybody's Friend
Prerequisite: Half-Elf
You develop your magnetic personality to ease your way through the world. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Deception and Persuasion skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.
Grudge Bearer
Prerequisite: Dwarf
You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits:
- Increase your Strength, Constitution or Wisdom score by 1, to a maximum of 20.
- During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
- When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.
- Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you're not normally proficient.
Historian
Your study of history rewards you with the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- When you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.
Human Determination
Prerequisite: Human, Half-Elf or Half-Orc
You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:
- Increase one ability score by 1, to a maximum of 20.
- When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest.
Intensified Dragon's Breath
Prerequisite: Dragonborn
Your inner draconic power swells, amplifying the capabilities of your breath weapon.
You have a number of uses of your Breath Weapon equal to your proficiency bonus. When you use your Breath Weapon, you can expend an additional use to add one of the following benefits. You may add multiple benefits simultaneously, but each benefit may only be added once.
- The damage of your Breath Weapon increases by 2d6.
- The DC of your Breath Weapon's saving throw increases by 1.
- The area of your Breath Weapon increases: breath weapons with a size of 5 by 30 feet increase to 5 by 60 feet, and breath weapons with a size of a 15-foot cone increases to a 20-foot cone.
You regain one expended use when you finish a short rest and all expended uses when you finish a long rest.
Intimidating Build
Prerequisite: Requires a Strength score of 13 or higher
Your strength and size is so overwhelming, that when intimidating an individual, they will often be too distracted by your immense strength and not hear what you say, and react on your appearance rather than your speech.
You gain the following benefits:
- Proficiency in Intimidation. If you are already proficient in Intimidation, you gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it.
- You are able to substitute your Charisma modifier with your Strength modifier when making Intimidation checks.
- You can intimidate another that does not share a language with you, without disadvantage (This only applies to disadvantages that would apply due to language).
Investigator
You have an eye for detail and can pick out the smallest clues. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You can take the Search action as a bonus action.
Medic
You master the physician's arts, gaining the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
Menacing
You become fearsome to others, gaining the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.
Naturalist
Your extensive study of nature rewards you with the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Orcish Aggresion
Prerequisite: Orc or Half-Orc
Your Orcish blood awakens ferocity in you, and you gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- 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.
Perceptive
You hone your senses until they become razor sharp. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
Performer
You master performance so that you can command any stage. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
Quick-Fingered
Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
Shadow Travel
Prerequisite: Dexterity 13 or higher
Creatures trying to perceive you while you are hidden in dim light or darkness have disadvantage on their Wisdom (Perception) checks.
Additionally, when you take the Hide action, you may use it even if you have no cover to hide behind or if you're under observation.
Whether you succeed or fail, once you use the Hide action this way, you can't use it again until you finish a short or long rest.
Silver-Tongued
You develop your conversational skill to better deceive others. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.
Stealthy
You know how best to hide. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.
Survivalist
You master wilderness lore, gaining the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Theologian
Your extensive study of religion rewards you with the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Titans's Grip (Reworked)
Requirement: 13 Strength
When wielding a two-handed weapon you can ignore the Two-handed property and the Heavy property is replaced with the Versatile property.
Refer to the following table:
Weapon Damage Die
Was | Becomes |
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1d6 | 1d4 |
1d8/2d4 | 1d6 |
1d10 | 1d8 |
1d12/2d6 | 1d10 |
Additionally, attacks of opportunities you make with weapons that benefit from this Feat are done with Advantage.
\columbreak
Wonder Maker
Prerequisites: Gnome (rock)
You master the tinker techniques of your people. You gain the following benefits:
- Increase your Dexterity or Intelligence modifier by 1, to a maximum of 20.
- When you make a check using your proficiency with tinker's tools, you add double your proficiency bonus to the check.
- When you make a device with your Tinker trait, you have the following additional options for what you make:
- Alarm. This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
- Calculator. This device makes doing sums easy.
- Lifter. This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.
- Timekeeper. This pocket watch keeps accurate time.
- Weather Sensor. When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.