Foreward
These races are from my own homebrew setting, and the lore and flavor attached to each might not be suited for your setting; however, feel free to use these in your own setting so long as you credit me and link back to this document.
This Document will receive frequent updates as the campaign I run in the Telikos setting continues; this is so that my players don't have access to some races before they have been revealed to them in the actual game, as some races are tied into important events within the game being run and others might end up going extinct over the course of the game depending on player choice.
Furthermore, there are four sections: Surface, Eal'Amaj, Monstrous, and Extraplanar.
The Surface section details the Races found on the surface world of Telikos, an archetypal fantasy world.
The Eal'Amaj section refers to the Inner World of Telikos; during the events of the Mind Flayer Incursion it was revealed to the surface at large that the interior of their planet was in fact hollow with a potent Mana Sun at its core that had an adverse effect on any of the Surface races with prolonged exposure.
Monstrous races refer to the former monster races that spawned from dungeons that have become flesh and blood creatures with true sapience due to the aftermath of the Mind Flayer Incursion.
Finally, the Extraplanar races are versions of Races known in places like the Forgotten Realms who have used the powerful Spelljammer ships to sail the sea of stars and arrive on Telikos in the wake of the Mind Flayer Incursion.
Surface Races
Common Races
Centaur (Telikos)
Noble Warriors
Centaur society values honesty, justice, and hard work above all else. As a result, they tend to be rather uptight folk who enforce their societal codes onto others, even when not in Centaur territory. Still, this makes them reliable allies; a Centaur will never turn their back on a friend or ally, no matter what, due to their code of honor that each centaur holds.
Natural Calvary
Centaurs are naturally capable as calvary, making them a fearsome foe in open terrain. Couple that with a tendency towards becoming Paladins and Clerics and you have some of the most righteous, holy, powerful warriors on Telikos. There's just one tiny problem: they can't handle inclines or uneven terrain very well, and you can forget about ladders. Still, a Centaur Calvary is something so powerful many human nobles take on Centaur knights as commanders of their forces or as personal bodyguards.
Stubborn Warriors
The ultimate downside of the righteous code of honor a centaur follows is that they tend to be stubborn to a fault. Unmoving in their oaths and unwavering in their beliefs, they can be just as much a hindrance as a help, and many view them as too "straight edge" to be good company; where many adventurers will take time off drinking with their friends, centaur will spend free time helping others or meditating on their codes.
Centaur (Telikos) Traits
As a Centaur from Telikos, you have the following racial traits:
Ability Score Increase. Increase your Strength score by 2 and your Wisdom score by 1.
Creature Type. You count as both a Humanoid and Beast for the purposes of spells and effects.
Speed. Your walking speed is 40 feet.
Age. Centaurs mature and age at about the same rate as humans.
Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.
Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Honorable. You have proficiency in the Persuasion skill.
Languages. You can speak, read, and write Common and Sylvan. Sylvan is a flowing string of words that sounds almost like singing, and is spoken by those who bear the blood of Belua, the goddess of nature on Telikos.
Dwarf (Telikos)
Hardy Craftsmen
Dwarves on Telikos are well known for their armor and sculptures. They're also known for just how hardy they are, able to drink tankard after tankard of ale and keep upright where other races would pass out. Still, this leads to a volatile combination; a drunk dwarf can hear insults of their craft behind every word spoken to them, and Dwarven bar fights are legendary in their ferocity and collateral damage.
Rivals of the Elves
Before the Three-Way War, Dwarves were fierce rivals with the Elves. Now, the Elves have prioritized Humanity as the bigger threat, but the pride of the Dwarves won't let them accept this. They act as if the Elves still hold that old grudge, just as they do. This can lead to Dwarves getting furious when an Elf ignores them.
Reclusive Storytellers
Dwarves tend to stick to their mountain homes, smithing and sculpting away. This isn't just wasted time however; each piece of work tells a story, and Dwarven records are some of the best-kept in the world. Through magic and stonecutting, Dwarves have preserved knowledge that even some elves have forgotten. If you want to know the history of Telikos, Dwarves are second only to Triassids in the depth of their knowledge.
Dwarf (Telikos) Traits
As a Dwarf from Telikos, you have the following racial traits:
Ability Score Increase. Increase your Strength and Constitution scores by 2.
Creature Type. You are a Humanoid.
Speed. Your walking speed is 25 feet.
Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. You are Medium or Small. You choose the size when you select this race.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Armor Training. You have proficiency with light and medium armor.
Dwarven Weapon Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
Historical Craftsmanship. You gain proficiency in the History Skill, and whenever you make an Intelligence (History) check related to a piece of art or a suit of armor, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
High Elves (Telikos)
Advanced Artificers
On Telikos, no race is more advanced than the High Elves. After devastating losses to humanity in the past, the Elves set out to prepare in case humanity opted to push its advantage. As a result, they mastered Divination magic beyond any other race and invinted Artifice to further augment their armies. This resulted in the invention of many magical devices, helped by the fact the Elven capital is built upon a large Mana Vein within the planet, ancient rituals used to prevent a dungeon from forming and to instead use that power to fuel their advanced civilization. High Elf society has led them to become quiet, stoic, and easily irritated due to how busy it is in their lands.
Firearm Experts
A result of their massive surge in advancement, the firearm is an elven invention that uses magic runes to ignite flame that launches metal projectiles at alarming speed. While they sell their so-called Flintshots to the wider world, they hoard more potent and advanced weaponry to themselves, such as their powerful Boltshot rifles that can take the head off any humanoid from a terrifying distance when used by a skilled Elven marksman. These advanced weapons are tightly guarded, and so much as letting another race hold a firearm of this type is punishable by death.
Guardians of the Future
Elves have mastered divination to the point a powerful group of mages constantly watch the future to prevent disaster. The elves have legends of a prophecy that says if their advanced weapons were to ever reach the wider world, a war that makes the Three-Way War look like child's play would erupt and the world would burn to ash. As such, Elves have trained Kill Teams that are sent out whenever an advanced firearm is leaked to the lesser races. They not only wipe out the traitor who shared the technology, but also every single person who bore witness to that weapon. It's all but a rumor to the other races however, as the kill teams are so efficient, so much better trained than any soldier in any other race's army, that they leave nary a trace of their presence.
High Elf (Telikos) Traits
As a High Elf from Telikos, you have the following racial traits:
Ability Score Increase. Increase your Dexterity Score by 2, and your Intelligence Score by 1.
Creature Type. You are a Humanoid.
Speed. Your walking speed is 30 feet.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Magic Resistance. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. This grants you the same benefits as a human who gets 8 hours of sleep.
Elf Firearm Training. You have proficiency with Firearms.
Magic Messenger. You know the Message Cantrip, and may cast it without material components.
Languages. You can speak, read, and write Common, Elvish, and one language of your choosing. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Human (Telikos)
Creative Artisans
The humans of Telikos are well-known for their creative bent. They value creativity, individuality, and freedom above all else, and this focus has made them well known - for better and for worse - for their art. Human art represents their lineage, and so while pureblood humans - those with brown hair and eyes - will create paintings of great human heroes or statues of warriors in plate, those with mixed blood will instead incorporate artistic styles from any races in their lineage. Perhaps a human with Dwarven heritage will carve hard edges and angles into their sculptures, while a human with elf blood might weave magic into their art.
Diverse Bloodlines
While pureblooded humans are defined by their relatively plain appearances, bearing brown eyes and brown hair, those with mixed blood often have clear visual quirks; for example, humans with red hair and green eyes have Dwarven blood in their veins, while a blonde would be of elven lineage. As a result, they tend to be looked down upon by other races; such mixing of blood is oftne seen as dilution of potential in their eyes. Humans however view it as an exponential gain and just more free expression.
A Violent History
Human legend speaks of long lost days where humans were violent savages, pushed to the brink of extinction by the Dwarves and Elves, and that to save themselves they lowered themselves to becoming monsters in humanoid form. This war - known as the Great War or Three-Way War - has mostly been relegated to the history books by humanity, who have long since distanced themselves from any animosity due to their relatively short lifespans. Still, some of that ferocity remains in the raw determination and drive that humans have; if a human wants something, they'll get it - no matter what it takes. It's that ambition that keeps the Elves at bay - they know another war with humanity, even for all their advancements, would spell disaster.
Human (Telikos) Traits
As a Human from Telikos, you have the following racial traits:
Ability Score Increase. You may increase any ability score by 2, and any other ability score by 1. Alternatively, you may increase any three ability scores by 1. You may not increase the same ability score twice.
Creature Type. You are a Humanoid.
Speed. Your walking speed is 30 feet.
Age. Humans reach adulthood in their late teens and live less than a century.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Artisan. You gain proficiency in the Performance Skill and with one set of Artisan’s Tools of your choice.
Human Focus. You gain expertise in either the Performance Skill or a Skill that you are proficient in due to your Background (your choice). Expertise means that your proficiency bonus is doubled for any ability check you make that Skill.
Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Naga (Telikos)
Clever Merchants
Naga are a clever, merchantile folk. Their society values wealth above all else, but tempered by a sense of fairness - but only towards equals. If you get duped, you aren't an equal - but point out you're being scammed and expect some of the best inventory and prices in the world. Built around a large oasis, their territory is a trading hub between the Triassid and the northern continent.
Strange Customs
Naga have some odd cultural habits, namely wearing veils or masks that cover the lower half of their face. This is because they have constant glasgow smiles that are part of unhinging jaws. These features are vestigial of course; it is said that early Naga lacked this feature, but when an ancient king tried to betray Belua and swindle her she punished the whole race by giving them these suspicious grins. As such, removing these veils in front of others is a cultural faux pas and if another removes your veil it's considered paramount to sexual assault.
Serpentine Tails
Naga have long tails that are like that of a snake, and can use them for both mobility and attack. Many Naga warriors mix elegant dancing through Bladesong with deadly blows from their long, muscular tails. They can also coil their tails to launch themselves at alarmin speeds, meaning Naga bandits are quite fearsome and a real danger in the deserts of the southern continent.
Naga (Telikos) Traits
As a Naga from Telikos, you have the following racial traits:
Ability Score Increase. Increase your Charisma Score by 2, and your Strength Score by 1.
Creature Type. You are a Humanoid.
Speed. Your walking speed is 30 feet.
Age. Naga enter adulthood as early as 16 years, but live to be around 200 on average.
Size. Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to as much as 20 feet. Your size is Medium.
Tail. Your serpentine body is a natural weapon, which you can use to make unarmed strikes. If you hit with your tail, you deal bludgeoning damage equal to 1d6 + your Strength modifier. Additionally, tail has an additional 5 feet of Reach.
Speed Burst. By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Mercantile. You are proficient with the Persuasion or Deception Skill. Additionally, you have advantage on any Charisma Skill Check made to barter or otherwise buy, sell, or trade for a product with monetary or market value.
Languages. You can speak, read, and write Common and Sylvan.
Orc (Telikos)
Honorable Warriors
Orcs on Telikos have a strict feudal structure to their societies, being ruled over by a Shogun. They value honor, dedication, and obedience above all else and treat those who lack discipline with disdain or even hatred. Orcs live in Clans, and as an Orc your dedication is first to your Code, then to your Shogun, then to your Clan, then to others.
Master Bladesmiths
While Dwarves may craft the finest armor, Orcs craft the finest swords. Their curved blades are crafted with the finest metals and infused with diamond dust which not only makes them gleam in the sunlight but stronger than your average blade and far, far sharper. An Orcish blade is called a Kar-Taragh, which roughly translates to "Diamond-Folded Blade" in Common.
Violent Exiles
If an Orc breaks his code of honor, he is branded on the face using a magical brand, cut from his Clan, and exiled from orc lands. These orcs tend to group together and form roaming bands of raiders. These Orcs are feared and with good reason; an Orcish Raider Band is something terrifying to behold. With no code of honor and the fury of honor lost, they take out their anger on any who stand in their way.
Orc (Telikos) Traits
As an Orc from Telikos, you have the following racial traits:
Ability Score Increase. Increase your Strength Score by 2, and your Constitution Score by 1.
Creature Type. You are a Humanoid.
Speed. Your walking speed is 30 feet.
Age. Orcs reach adulthood at age 16, and live up to 80 years.
Size. Orcs stand easily 8 feet tall and corded with powerful muscles, weighing up to 280 pounds. Your size is Medium.
Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
Primal Intuition. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Perception, and Survival.
Orc Weapon Training. You have proficiency with the Longsword, Shortsword, and Greatsword.
Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has one of the most complex scripts in the world, a series of brushstroked lines making distinct symbols.
Wood Elves (Telikos)
Criminal Exiles
Wood Elf society began as a prison for High Elven outcasts long ago. At some point, those Elves and their keepers began to mingle with each other, and eventually a new nation was formed on the southern continent the prisoners had been banished to. Wood Elves tend to be clever like the Houzi-Wong they live near, and have developed a knack for hunting thanks to their relationsihp with the Beastkin.
Trackers and Hunters
Due to having to live off the land at first, Wood Elves value hunting and marksmanship with the bow as opposed to High Elves who moved on to firearms. Wood Elves often mock their old bretheren, saying firearms lack the skill of a bow and calling them "soft" or "lazy". A wood elf can move silently through the underbrush, leaping out to kill their prey without ever being noticed - and this is how they survive, alongside trading furs and finely-crafted bows with the Orcs, Beastkin, and Houzi-Wong.
Crass and Cheeky
Wood Elves, being descended from criminals and pirates, have a reputation for having particularly foul mouthes and being known to be rather abrasive. However, this is all just their own unique style of friendliness. What some might see as an insult, they see as a greeting of kinship. Wood Elves are also known for being extremely blunt and borderline insulting, but their arrogance is just another form of that of their cousins to the north.
Wood Elf (Telikos) Traits
As a Wood Elf from Telikos, you have the following racial traits:
Ability Score Increase. Increase your Dexterity Score by 2, and your Wisdom Score by 1.
Creature Type. You are a Humanoid.
Speed. Your walking speed is 30 feet.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Magic Resistance. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. This grants you the same benefits as a human who gets 8 hours of sleep.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
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.
Languages. You can speak, read, and write Common, Elvish, and one language of your choosing. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Uncommon Races
Beastkin Purebloods
Rulers of Nature
Beastkin Purebloods were the first creations of the nature goddess Belua, and are effectively animals that walk like humans. They are bipedal, but have features like hooves, fur, horns, and claws. Purebloods are called as such because the more diluted a Beastkin's bloodline is, the less like animals they appear. Purebloods have heightened senses and a keen skill at hunting and tracking.
Mammalian Men
Beastkin Purebloods can only have features of mammals, with the exception of horses, bovines, and apes. Why this is has become a subject of great debate between scholars, but it is theorized that Belua used her power to create the Houzi-Wong, Centaur, and Minotaur separately from the Beastkin for some unknown purpose. The leading theory is that Centaur and Minotaur were placed on the northern continent to give humanity allies, and that Houzi-Wong were placed to help teach the exiled elves that would become the Wood Elves.
Proud and Stubborn
The Beastkin Purebloods value their hold as nature's greatest warriors, and their pride and stubbornness are unmatched by any except maybe the Dwarves. As such, they tend to be very confrontational when questioned and combined with their fearsome appearances mean that it's not easy to win an argument with a Beastkin Pureblood.
Beastkin Pureblood Traits
As a Beastkin Pureblood, you have the following racial traits:
Ability Score Increase. Increase your Wisdom Score by 2 and your Constitution Score by 1.
Creature Type. You have two creature types: humanoid and beast. You can be affected by a game effect if it works on either of your creature types.
Speed. Your walking speed is 35 feet.
Age. Beastkin Purebloods reach adulthood at around 15 years of age, and live to be around 75.
Size. Beastkin Purebloods stand between 5 and 7 feet tall. Your size is Medium.
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.
Animal Trait. You have one of the following Animal Traits. You choose which at character creation, and cannot change your choice later. This represents what type of animal your Beastkin Pureblood resembles.
- Claws You have sharp claws that count as Natural Weapons. These deal 1d4+STR Slashing damage. You are proficient with your Natural Weapons.
- Enhanced Senses. You have proficiency in the Perception Skill.
- Enhanced Speed. You gain 5 feet of walking speed.
- Balanced. You gain climbing speed equal to your walking speed.
- Long Memory. you gain proficiency with the History Skill.
Languages. You can speak, read, and write Common and Sylvan.
Beastkin Mixedbloods
Man and Beast
Beastkin Mixedbloods are those whose bloodline has been diluted by another race. Their appearance varies wildly, with a first-generation mixedblood looking mostly like a Pureblood, all the way to a 5th-generation Mixedblood being more akin to a human with animal ears and a tail.
True Hybrids
Beastkin Mixedbloods can break the rules when it comes to how they look. This means that a 1st-Generation Mixedblood between a Beastkin and a Harpy could in fact look as a humanoid bird, or a 1st-Generation Mixedblood with merfolk ancestry might be a shark with arms and legs built to walk on land or swim in the seas.
True Outcasts
Whereas half-elves might find acceptance in a society tied to their lineage, Beastkin Mixedbloods find no such solace without tremendous effort and proof of their worth. Beastkin Purebloods look down upon not only those who would sully their noble blood with that of another race, but also their spawn. As such, Beastkin Mixedbloods tend to live with their non-Beastkin parent.
Beastkin Mixedblood Traits
As a Beastkin Mixedblood, you have the following racial traits:
Ability Score Increase. Increase your Wisdom Score by 2 and any other Ability Score by 1, indicative of your non-Beastkin lineage.
Creature Type. You are a Humanoid.
Speed. Your walking speed is 30 feet.
Age. Beastkin Mixedbloods reach adulthood at the same age as their non-Beastkin parent and live just as long.
Size. Beastkin Mixedbloods inheret their height from their non-Beastkin parent. You are Medium or Small. You choose the size when you select this race.
Mixed Blood. You gain proficiency with one Skill, Tool or Language of your choice, indicative of your non-Beastkin lineage.
Animal Trait. You have one of the following Animal Traits. You choose which at character creation, and cannot change your choice later. This represents what type of animal your Beastkin Pureblood resembles.
- Claws You have sharp claws that count as Natural Weapons. These deal 1d4+STR Slashing damage. You are proficient with your Natural Weapons.
- 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.
- Enhanced Senses. You have proficiency in the Perception Skill.
- Enhanced Speed. You gain 5 feet of walking speed.
- Balanced. You gain climbing speed equal to your walking speed.
- Long Memory. you gain proficiency with the History Skill.
Languages. You can speak, read, and write Common, Sylvan, and one language of your choice that is indicative of your non-Beastkin lineage.
Half-Elves (Telikos)
Walking Between Worlds
Half-Elves tend to be the result of oddly deviant behavior from High Elves or just Wood Elves being themselves. As a result, they walk the line between the two races that brought them into the world of Telikos. Some lean into their elven heritage, taking up residence in either the city capital of the High Elves or the waterfront cities of the Wood Elves, while others lean into their non-Elven heritage, whatever that might be.
Outcasts and Bridges
Despite their mixed blood making them outcasts from one or sometimes both of their parents' societies, sometimes half-elves are viewed as valuable diplomats, a bridge between two races. As a result, there are two types of Half-Elf generally speaking: extremely wealthy, or extremely poor. There are very, very, very few in-betweens for Half-Elves.
Mixedblood Might
Half-Elves aren't just the result of Elves and Humans intermingling; other races, particularly when it comes to Wood Elves, are frequently part of a Half-Elf's heritage as well. For example, a Half-Elf with a Houzi-Wong parent might have extra body hair or a prehensile monkey tail, or a Half-Elf with a Dwarven parent might inheret the poison-resistant blood of their dwarven parent. This gives them an edge, particularly as Adventurers. Couple this edge with their status as outcasts, and it makes adventuring a no-brain decision for most Half-Elves.
Half-Elf (Telikos) Traits
As a Half-Elf from Telikos, you have the following racial traits:
Ability Score Increase. Increase your Wisdom or Intelligence Score by 2, and your Dexterity Score by 1. Wisdom represents Wood Elf heritage while Intelligence represents High Elf heritage.
Creature Type. You are a Humanoid.
Speed. Your walking speed is 30 feet.
Age. Half-elves mature at the same rate their non-Elven does and reach adulthood at around the same age as that parent. Their maximum lifespan however is that of an Elf, around 700 years of age.
Size. Half-Elves' height is influenced by their non-Elven parent. You are Medium or Small. You choose the size when you select this race.
Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Elf Weapon Training. Choose either Firearms or the longsword, shortsword, shortbow, and longbow. You gain proficiency with whichever you choose.
Languages. You can speak, read, and write Common, Elvish, and one language your non-Elven parent speaks.
Non-Elf Parentage Traits
In addition to the above Racial Traits, you may choose one of the following options to represent your Non-Elven Heritage. These are listed in alphabetical order.
Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started. This represents an Orcish parent, and you will have slightly shorter ears and your lower incisors are sharper than they normally would be as well as having black hair.
Amphibious. You can breathe air and water. This represents a Merfolk Parent and you have gills on your neck as well as fish-like scales on your limbs.
Artisan. You gain proficiency in the Performance Skill and with one set of Artisan’s Tools of your choice. This represents a Human parent.
Claws. You have sharp claws that count as Natural Weapons. These deal 1d6+STR Slashing damage. You are proficient with your Natural Weapons. This represents a Beastkin Pureblood or Mixedblood parent. Along with these claws, you have markings on your skin indicative of any fur patterns (such as tiger stripes) your Beastkin parent had as well as that parent's animal ears in place of elf ears and if they have a tail, you have a tail as well.
Draconic Resistance. Choose one damage type from the Half-Dragon Ancestry Table in this document. You have resistance to that damage type. Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Draconic Ancestry. Once you use this trait, you can't do so again until you finish a long rest. This represents a Half-Dragon parent. You have colored scales on your forearms, hands, shins, and feet, claws on your hands and feet, a draconic tail, and horns sprouting from your head.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. This represents a Dwarf parent. If you take this option, roll 1d10 and subtract that many inches from your character's height.
Flight. You have a flying speed equal to your walking speed. To use this speed, you can't be wearing medium or heavy armor or using a Shield. This represents a Harpy parent, with a pair of wings and a feathered tail sprouting from your back.
Hare-Trigger. You can add your proficiency bonus to your initiative rolls. This represents a Harengan (MPMM) parent. You have a rabbit's ears in place of your elven ears and a bushy rabbit tail on your lower back. You must be Small to choose this option.
Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. This represents a Minotaur parent. You also have a cow's ears in place of your elven ears, pointed horns, and a cow's tail that extends from your lower back.
Long Memory. You have proficiency in the History Skill. This represents a Triassid parent. You also have black claws on your hands and feet, scales along your back, sharpened incisors, and a long reptilian tail sprouting from your lower back.
Merchant. You are proficient in the Persuasion or Deception Skill. Additionally, you have advantage on any Charisma Skill Check made to barter or otherwise buy, sell, or trade for a product with monetary or market value. This represents a Naga parent. You also have scales coating your Elven ears' top and back, serpent-like eyes, and a snake's tail extending from your lower back.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. This represents a Half-Orc parent. Your hair is black, but otherwise you won't have any distinguishing physical traits.
Survivor. Survivor: You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival. This represents a Centaur parent. You also have a pair of horse ears in place of elven ears and a horse's tail that extends from your lower back, the same color as your Centaur Parent's hair.
Trickster. You have proficiency in the Deception skill. This represents a Houzi-Wong parent. You have a monkey's tail that extends from your lower back.
Half-Orcs (Telikos)
Honor and History
Half-Orcs tend to struggle to find their place in Orcish society, but those that do prove to be brilliant tacticians and warriors. It is because they struggle that they excel; by being forced to push harder than a full Oorc, it unlocks their true potential. Half-Orcs honor not just their Orcish clan but their non-Orc family and customs as well, walking a line between worlds even more precarious than a Half-Elf.
From Blood and Bonds
Most Half-Orcs are the children of Orcish diplomats, as they are the ones who see non-Orcs most often and frequently get married to non-Orcs, be it out of love or political obligation. However, exiled Orcs are frequently vile creatures with no honor or sense of right and wrong, and as a result it's not uncommon for such exiles to produce offspring through less savory methods. These Half-Orcs either join up with their Orcish parent's raiding band or strike out to find honor and dignity despite their origins.
Clever Warriors
Half-Orcs have the advantage of whatever their non-Orcish parent granted them, making them potentially better than Orcs at strategy and politics. As a result, they thrive in both the battlefield and the political arena. Half-Orc politicians are some of the savviest, and Half-Orc Warlords tend to be brutally efficient. This is made worse for those who follow the path of an exile; Half-Orc lead raiders can terrorize entire swathes of continent and result in Adventurers being called to put them down... to debatable success.
Half-Orc (Telikos) Traits
As a Half-Orc from Telikos, you have the following racial traits:
Ability Score Increase. Increase your Strength or Constitution Score by 2, and another Ability Score of your choice by 1.
Creature Type. You are a Humanoid.
Speed. Your walking speed is 30 feet.
Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Primal Intuition. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Perception, and Survival.
Orc Weapon Training. You have proficiency with the Longsword, Shortsword, and Greatsword.
Brutal Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Languages. You can speak, read, and write Common, Orcish, and one language your non-Orc parent speaks.
Non-Orc Parentage Traits
In addition to the above Racial Traits, you may choose one of the following options to represent your Non-Orcish Heritage. These are listed in alphabetical order.
Amphibious. You can breathe air and water. This represents a Merfolk Parent and you have gills on your neck as well as fish-like scales on your limbs.
Artisan. You gain proficiency in the Performance Skill and with one set of Artisan’s Tools of your choice. This represents a Human parent.
Claws. You have sharp claws that count as Natural Weapons. These deal 1d6+STR Slashing damage. You are proficient with your Natural Weapons. This represents a Beastkin Pureblood or Mixedblood parent. Along with these claws, you have markings on your skin indicative of any fur patterns (such as tiger stripes) your Beastkin parent had as well as that parent's animal ears in place of elf ears and if they have a tail, you have a tail as well.
Draconic Resistance. Choose one damage type from the Half-Dragon Ancestry Table in this document. You have resistance to that damage type. Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Draconic Ancestry. Once you use this trait, you can't do so again until you finish a long rest. This represents a Half-Dragon parent. You have colored scales on your forearms, hands, shins, and feet, claws on your hands and feet, a draconic tail, and horns sprouting from your head.
Elf Weapon Training. You gain proficiency with either Firearms or the scimitar, shortbow, and longbow. This represents an Elf parent. You likely have blonde or brown hair and blue or green eyes and longer, more pointed ears.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. This represents a Dwarf parent. If you take this option, roll 1d10 and subtract that many inches from your character's height.
Flight. You have a flying speed equal to your walking speed. To use this speed, you can't be wearing medium or heavy armor or using a Shield. This represents a Harpy parent, with a pair of wings and a feathered tail sprouting from your back.
Hare-Trigger. You can add your proficiency bonus to your initiative rolls. This represents a Harengan (MPMM) parent. You have a rabbit's ears in place of your elven ears and a bushy rabbit tail on your lower back. You must be Small to choose this option.
Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. This represents a Minotaur parent. You also have a cow's ears in place of your elven ears, pointed horns, and a cow's tail that extends from your lower back.
Long Memory. You have proficiency in the History Skill. This represents a Triassid parent. You also have black claws on your hands and feet, scales along your back, sharpened incisors, and a long reptilian tail sprouting from your lower back.
Merchant. You are proficient in the Persuasion or Deception Skill. Additionally, you have advantage on any Charisma Skill Check made to barter or otherwise buy, sell, or trade for a product with monetary or market value. This represents a Naga parent. You also have scales coating your Elven ears' top and back, serpent-like eyes, and a snake's tail extending from your lower back.
Survivor. Survivor: You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival. This represents a Centaur parent. You also have a pair of horse ears in place of elven ears and a horse's tail that extends from your lower back, the same color as your Centaur Parent's hair.
Trickster. You have proficiency in the Deception skill. This represents a Houzi-Wong parent. You have a monkey's tail that extends from your lower back.
Houzi-Wong
Trickster Apes
Houzi-Wong are a race of monkey-like humanoids from the southern continent. They have a natural tendency to play pranks on others and cause (usually) harmless trouble, which can make them annoying to some other races. Still, their propensity for shenanigans means they can make for good traveling companions - if you can put up with their arrogance.
Philosophy and Comedy
As much as Houzi-Wong like a good joke, they're far more fond of long-winded philosophy about things such as the meaning of life, why the gods created them, and other such topics. In fact, much of their philosophical works are shockingly cynical or sarcastic, being rather dark or taking venomous bites at the wealthy elites of the world.
Martial Masters
Some Houzi-Wong undergo monastic training to quell their innate urges to play pranks on others, learning powerful martial arts in the process. Houzi-Wong specialize with polearms, and this is due to a legend of their kind that the first Emperor of the Houzi-Wong was a man named Sun Wukong who rode upon the clouds and carried a staff that could extend beyond the horizon to strike down his foes.
Houzi-Wong Traits
As a Houzi-Wong, you have the following racial traits:
Ability Score Increase. Increase your Strength Score by 2, and your Charisma Score by 1.
Creature Type. You count as both a Humanoid and Beast for the purposes of spells and effects.
Speed. Your walking speed is 30 feet.
Age. Houzi-Wong live longer lives than humans, reaching maturity at 15 years of age and remain that way until they reach 300 years of age, at which point their fur begins to gray and they rapidly age until around 350 years of age when they die. They are born without fur like a human, but grow it in during the first few weeks of life.
Size. Houzi-Wong are roughly the same height as humans, ranging from 5-6 feet in height. Your size is Medium.
Climber. You have climbing speed equal to your walking speed.
Monkey's Hand. Your Unarmed Strikes deal 1d6 + STR Damage.
Trickster. You have proficiency in the Deception skill.
Staff Mastery. You are proficient with Quarterstaves, Glaives, Halberds, and Pikes.
Languages. You can speak, read, and write Common and Sylvan.
Minotaur (Telikos)
Society of Duality
Minotaur fall into two categories: The Labor Caste and the Battle Caste. The Labor Caste is made up of calm but hard-working individuals who value hard work, effort, and friendliness above all else and make up the work force of Minotaur society. The Battle Caste on the other hand is made up of aggressive, excitable sorts, and they value combat prowess, showmanship, and physical might. A Minotaur chooses a Caste when they reach adulthood, and that determines their future.
Farmers and Warriors
Those who enter the Labor Caste tend to be farmers, raising crops to trade with the other societies on the northern continent of Telikos; the Humans, Dwarves, Harengan, and Centaurs. This bustling trade makes for good money and a good source of food as well. The Battle Caste however earn money as mercenaries or gladiators; many a minotaur has faced off against the Triassids to the south, and they frequently fight for show in their own homeland.
Calm or Cantankerous
Minotaur generally act in accordance with their Caste; rather, they choose their Caste based on their personality. Calm, quiet, hard-working types favor the Labor Caste, and are rarely seen outside of Minotaur territory. Battle Caste Minotaur are more frequently seen in other lands, and color the general perception of Minotaur unfavorably sometimes with their loud, brash, and courageous personalities.
Seeing Red
As revenge for the acts performed upon him by Belua, goddess of nature, the god of Man, Vyr, cursed the Minotaur with a near-uncontrollable hatred of artificial reds, indicative of the blindfold Belua is said to have used to bind Vyr's sight. Even the calmest minotaur will grow furious, so fabricated items in the color red are outright banned in the Minotaur territories. Natural reds don't bother them however; flowers and the like. Why this is, nobody knows, but it is suspected that it's due to Belua's influence being able to counteract the curse to some degree.
Minotaur (Telikos) Traits
As a Minotaur from Telikos, you have the following racial traits:
Ability Score Increase. Increase your Strength Score by 2, and your Constitution Score by 1.
Creature Type. You count as both a Humanoid and Beast for the purposes of spells and effects.
Speed. Your walking speed is 30 feet.
Age. Minotaur enter adulthood at around the age of 17 and can live up to 150 years.
Size. Minotaur average over 6 feet in height, and they have stocky builds. Your size is Medium.
Speed: 30ft Walking
Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Caste Proficiency. You have proficiency in one set of the following skills: Intimidation and Performance (Battle Caste) or Nature and Survival (Labor Caste).
Languages. You can speak, read, and write Common and Sylvan.
Rare Races
Artiforged
Artifical Beings
Artiforged can be created in two ways: through ritiual sacrifice of living creatures to imbue an empty shell with life, or through using magic crystal and mana to achieve the same result. The former is the origin of the race, but the latter is the method that was decided on going forward and proposed by one of the High Elf Council's most powerful members.
Stalwart Defenders
Created as protectors, the Artiforged exist to defend Elven territory from threats without and within. As a result, they only fight if forced and do so defensively. They dislike instigating conflict, and prefer to be defenders; this is simpler for them, as questions of morality are troublesome ones for Artiforged given their origins.
Curious and Gullible
Due to their method of creation and relative new place in the world of Telikos, Artiforged tend to be curious folk who will often ask questions about things they don't understand hoping to expand their knowledge. However, they're also prone to believing whatever they're told, which has already led to incidents where Artiforged have to have something properly explained to them because they were tricked.
Alien Forms
Artiforged lack primary and secondary sexual characteristics; the only way to tell a male and female Artiforged apart are their tertiary features; males are generally taller with broad shoulders and narrow hips, while females have more narrow shoulders, wider hips, and are generally shorter in stature. Artiforged are created with a specific gender and are built with the appropriate body shape and vocal crystal. Beyond appearances and the sound of their voice, there is little to differentiate a male and female Artiforged in terms of personality and ability.
Artiforged Traits
As an Artiforged, you have the following racial traits:
Ability Score Increase. Increase your Constitution Score by 2, and your Strength or Intelligence Score by 1.
Creature Type. You count as both a Humanoid and Construct for the purposes of spells and effects. If a spell states that it would not work on a Construct, it does work for you.
Speed. Your walking speed is 30 feet.
Age. The maximum artiforged lifespan remains a mystery due to how young the race is; so far, Artiforged have shown no signs of deterioration due to age or magic used to test deterioration based on aging. You are immune to magical aging effects.
Size. Artiforged range from 6 to 8 feet tall. Your size is Medium.
Constructed Resillience. You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don't need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.
Defender's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor:
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, the armor incorporated into your body can't be removed against your will.
Specialized Design. You gain one skill proficiency and one tool proficiency of your choice. Alternatively, you are proficient with one type of weapon with the Versatile property of your choice.
Languages. You can speak, read, and write Common and Elvish.
Half-Dragon
A Rare Sight
Like Dragons, Half-Dragons are exceptionally rare to see. Unlike Dragons, Half-Dragons are far, far rarer due to the circumstances behind their origins. Legend says only a single Half-Dragon exists at any given time, and that the appearance of one is the prelude to calamity. The truthfulness of this is unknown, but the last known Half-Dragon to appear tormented the world for 1000 years befre being slain by a great hero.
Dragon and Man
Half-Dragons have large, sharp claws and talons, powerful wings, and long armored tails. They walk upright like a man, but act as a Dragon, breathing their element and bringing destruction in their wake. Little is known about them aside from how they appear, but records of the destruction they've wrought are legendary.
Winds of Destruction
Where Half-Dragons wander, death and destruction are sure to follow. This is the only known factor about half-dragons; almost everything else is speculation or mystery.
Half-Dragon Traits
As a Half-Dragon, you have the following racial traits:
Ability Score Increase. Increase your Strength Score by 2, and your Constitution or Charisma Score by 1.
Creature Type. You count as both a Humanoid and Dragon for the purposes of spells and effects.
Speed. Your walking speed is 30 feet.
Age. Half-Dragons live exceptionally long lives due to their dragon blood. They age normally until the age they would hit adulthood of their non-draconic parent, then seemingly stop aging. The only time a Half-Dragon has been found dead is due to battle, so in theory they could live forever.
Size. Half-Dragons are about a foot bigger than Humans on average. Your size is Medium.
Flight. You have a Flying speed equal to your walking speed thanks to your large wings. You may only use this Flying speed if you aren’t wearing Heavy Armor or a Shield.
Dragon Ancestor. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
Dragon Color | Damage Type |
---|---|
Black | Acid |
Blue | Lightning |
Green | Poison |
Red | Fire |
White | Cold |
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to the damage type associated with your draconic ancestry.
Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Draconic Ancestry. Once you use this trait, you can't do so again until you finish a long rest.
Languages. You Speak, Read, and Write Common, Draconic, and one other language of your choice. 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.
Harengan (Telikos)
Skittish Rabbitfolk
Harengan tend to be skittish folk due to their precarious position between the Humans and Elves. During the Three-Way War, many Harengan were killed as collateral damage, and so they fear Humans and High Elves. Like dwarves, they live in underground communities, but more to protect themselves. They use magic crystal for a lot of things; from light to heat to cooling to protection in magical alarms.
Stealthy Mercenaries
Harengan are easily pressured into working for other races due to their skittish nature; it's not uncommon for Harengan to be used as assassins or spies due to their speed and natural jumping height making walls a triviality. Still, this position is not one they enjoy; they're naturally a kind, peaceful folk, but fear makes one do many a thing they don't want.
Kind and Cautious
Harengan are cautious by nature, and slow to make friends. However, once you've befriended a Harengan they'll be a friend for life. They are softspoken, easily frightened, and most importantly rarely leave home. As a result, they're a rare sight in the wider world.
Harengan (Telikos) Traits
As a Harengan from Telikos, you have the following racial traits:
Ability Score Increase. Increase your Dexterity Score by 2, and your Charisma Score by 1.
Creature Type. You count as both a Humanoid and Beast for the purposes of spells and effects.
Speed. Your walking speed is 30 feet.
Age. Harengan reach maturity at 14 years of age, and rarely live longer than 50.
Size. You are Medium or Small. You choose the size when you select this race. Harengan tend to get no taller than 5 feet.
Hare-Trigger. You can add your proficiency bonus to your initiative rolls.
Leoprine Skills. ou have proficiency in the Perception and Stealth skills.
Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages. You can speak, read, and write Common and Sylvan.
Harpies
Tribal Bandits
Living in the mountains west of the Naga territory, Harpies are bandits whose intellect leaves much to be desired. As such, they live in small, highly-superstitious tribes and resort to banditry to get what they need to survive. Coming down from the mountain peaks they live in, they swoop in and attack trade caravans, grabbing what they need in powerful talons and fleeing before they can be caught.
Superstitious Birdfolk
Harpies are incredibly superstitious, and tend to believe that one bad omen ignored will bring a thousand more upon them. As such, many have personal codes or rituals they perform before a hunt to ward off ill omens and bring good fortune. Many also carry a lucky charm of some kind, be it a shiny crystal or a broken gold coin on a chain around their neck.
Dumb as Lead
Harpies tend to be rather stupid and easily tricked. As a result, many end up befriending the people they were going to rob and traveling alongside them. Occasionally, they even end up falling for this person, and will bring them "gifts" in the form of animal carcasses to prove their worth as hunters to their potential partner.
Harpy Traits
As a Harpy, you have the following racial traits:
Ability Score Increase. Increase your Dexterity Score by 2, and your Strength Score by 1.
Creature Type. You count as both a Humanoid and Beast for the purposes of spells and effects.
Speed. Your walking speed is 30 feet.
Age. Harpies reach maturity by age 14. Compared to humans, Harpies live fleeting lives, usually no more than 50 years.
Size. You are Medium or Small. You choose the size when you select this race. Harpies are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds.
Flight. You have a flying speed equal to your walking speed. To use this speed, you can't be wearing medium or heavy armor. With a Strength of 18, you can use Medium Armor with your Wings if you are proficient with Medium Armor.
Awkward Limbs. Due to the dewclaws on their wings being less flexible than a hand, Harpies cannot wear Shields or use any weapon with the Heavy or Reach property unless the weapon also has the Finesse property.
Talons. Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Speak With Birds. You can understand any Beast that has a flying speed and is medium or smaller as if under the effects of Speak with Animals.
Languages. You can speak, read, and write Common and Harpy. Harpy is a language consisting of whistling sounds akin to the chirps of birds.
Merfolk
Water-Dwellers
All merfolk live in underwater cities within the seas of Telikos. This is because they're most comfortable in the water, and also because they revere the god of the Seas, Nerolas. There are two kinds of Merfolk: Truefins and Webfins. Truefins are the ruling class and are all similar to naga with long tails ending with fins that let them swim quickly in the water but make them struggle on land. Webfins are viewed by Truefins as "lesser" and as such make up the warrior and servant classes of Merfolk society; they're effectively second-class citizens.
Devout Sea-Worshippers
Merfolk are the most religious race bar the Triassids. They worship Nerolas with an undying fervor and treat any sign from him as an absolute order (through according to some of his Clerics, much to his chagrin). All Merfolk are all but indoctrinated into the faith of Nerolas from birth, so finding a Merfolk who believes in another god or whose faith is anything but a rock is almost unheard of.
Beached Fish
Merfolk Truefins struggle on land, and as such have developed magic tools that enable them to travel on land. Most of these are glorified fishbowls on wheels, with magic crystal allowing for ease of understanding for those around. Poorer truefins have wheelchairs that they have their Webfin servants push them around in. Some few Truefins - those who become adventurers - have trained their tails to fucntion akin to a Naga's, and thus lack the struggle to move on land and can be incredibly deadly.
Merfolk Traits
As a Merfolk, you have the following racial traits as well as a subrace from the list below:
Ability Score Increase. Increase your Wisdom Score by 2
Creature Type. You are a Humanoid.
Speed. Your walking speed is 30 feet.
Age. Merfolk mature at the same rate humans
do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
Size. Merfolk are around the same size as humans - though their fish-like tails make Truefins a bit longer, around two feet more. Your size is Medium.
Amphibious. You have a swimming speed equal to your walking speed and you can breathe air and water.
Darkvision. Accustomed to the deep dark of the ocean, 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.
Theologian. You gain proficiency in the Religion skill.
Languages. You can speak, read, and write Common, Sylvan, and one language of your choice.
Subraces
Truefin Traits
Truefins tend to be wholly devout, but also a tad snobbish towards those who don't worship Nerolas and towards Webfins. They have fish-like lower bodies and most struggle on land.
Ability Score Increase. Increase your Charisma Score by 1.
Divine Magic. You know one Cantrip from the Cleric Spell List. Intelligence, Wisdom, or Charisma is your spellcasting ability for when you cast the Cantrip you chose with this trait (choose when you select this race).
Webfin Traits
Webfin Merfolk are bipedal with fish-like features such as fins or webbed feet. They fare better on land, and are generally humble and polite.
Ability Score Increase. Increase your Strength Score by 1.
Warrior's Training. You gain proficiency with Spears, Tridents, and Nets.
Truly Amphibious. You gain 5 feet of walking speed.
Shonah-Te
Monstrous Insects
Shonah-Te are violent, barbaric sorts, and most are simply bloodthirsty monsters that seek to consume the flesh of any creature they come across to fill an insatiable hunger within them. They are monsters in all but origin, the truth of which is shrouded in mystery. While Harpies might be closely watched in a settlement, a Shonah-Te will be attacked on sight due to their kin's violent nature.
Dark Power
All Shonah-Te contain a black orb within their chest that keeps them alive. If destroyed, the body vanishes into a black ash. It's unclear what exactly this orb does beyond this, but it is known to emanate a sickly but mighty arcane power, and a select few mages have managed to craft these into staffs and rods for use as magical foci.
Unpredictable Nature
There are some Shonah-Te - mainly Navy types - who have some semblance of intelligence. These can either be a great boon, such as the Navy Shonah-Te that was advisor to King Garmund the First in the old days, or a true terror that leads others of its kind to attack weak settlements for no reason other than their own pleasure.
Shonah-Te Traits
As a Shonah-Te, you have the following racial traits as well as a subrace from the list below:
Ability Score Increase. Increase your Constitution Score by 2.
Creature Type. 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.
Speed. Your walking speed is 30 feet.
Age. Shonah-Te live absurdly long lives, and a maximum age isn't know. One of the few intelligent ones once mentioned being over 5000 years old.
Size. Shonah-Te are around 6 feet tall, though some are said to be around 7 feet tall. Females are around a foot shorter with shorter antennae to match. Your size is Medium.
Armblade. You have a sharp, serrated blade that protrudes about the length of a standard Shortsword from the top of your right forearm that does 1d6 + STR Slashing damage. You are proficient with this Natural Weapon.
Long Memory. You have proficiency with the History Skill.
Languages. You can speak, read, and write Common and Primordial.
Subraces
Wild Traits
Wild Shonah-Te tend to be violent, unpredictable, and bloodthirsty. Their carapace is a gleaming green color.
Ability Score Increase. Increase your Strength Score by 1.
Hunter's Speed. You gain 5 feet of Walking speed.
Terrifying Presence. You gain proficiency in the Intimidation skill.
Triassids
Evolution Personified
Of all the races on Telikos, the Triassid are the oldest. Not only that, they are the only ones without a true divine origin. They began as Dinosaurs long, long ago and evolved into their current state over the course of millions of years. This being the case, they look down upon the other races, viewing them as children in comparison - even the long-lived Elves.
Survival and Might
Triassid society is built around survival of the fittest at its core, with the strongest and wisest being made part of the ruling class of a republic lorded over by an emperor known as the Rexus Prime. When a Triassid comes of age, they're thrown into the Dokimi Wastes with nothing but a knife and told to survive for a week. Those who do gain honor and glory and usually a position among the Triassids' impressive military. Those who flee are exiles, branded as such and told never to return. Those who die are forgotten entirely.
Practitioners of the Arts
Triassids, like humans, value the arts. Where humans might fancy things like painting or sculpting, Triassids value the art of acting and playwriting. Triassid performances are the best on Telikos, and being able to witness one is truly a pleasure. They fancy tragedies, likely due to the brutal society they live in, and even the most stoic elf will shed a tear at the masterful performance of such plays.
Triassid Traits
As a Triassid, you have the following racial traits as well as a subrace from the list below:
Ability Score Increase. Increase your Strength Score by 2.
Creature Type. You are a Humanoid.
Speed. Your walking speed is 30 feet.
Age. Triassids live incredibly long lives, reaching maturity at 30 years and living until they're 800 years old or in a few rare cases slightly longer.
Size. Triassids tend to be around seven feet tall. Your size is Medium.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Long Memory. You have proficiency with the History Skill.
Languages. You can speak, read, and write Common and Primordial. Primordial is a series of grunts and growls predating the Common tongue.
Subraces
Chasomus Traits
Chasomus Triassids are characterized by their large head crests that guard their necks. They tend to be philosophers or wisemen. They resemble ceratopsid dinosaurs like Triceratops.
Ability Score Increase. Increase your Wisdom Score by 1.
Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Head Crest. You gain +1 AC as long as you are not wearing a Shield.
Dromedus Traits
Dromedus Triassids are smaller than their peers, averaging around 5 feet, and built far more lean. They live in tight-knight communes. They resemble velociraptor or oviraptor.
Ability Score Increase. Increase your Dexterity Score by 1.
Claws. Your claws are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the slashing damage normal for an unarmed strike.
Nimble Movement. You gain proficiency in the Acrobatics or Stealth Skill.
Pteron Traits
Pteron live for theatre, and are typically performers. They have wings, beaks, and long head crests that arc back. They resemble winged reptiles such as pteranodon.
Ability Score Increase. Increase your Charisma Score by 1.
Wings. You have wings that grant you flying speed equal to your walking speed so long as you are not wearing medium or heavy armor or a Shield.
Performer. You are proficient in the Performance skill.
Therios Traits
Therios Triassids are characterized by their sharp teeth and particularly warrior-like tendencies. They appear as Theropod dinosaurs such as Tyrannosaurus Rex.
Ability Score Increase. Increase your Constitution Score by 1.
Bite. Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Warrior's Might. You are proficient in the Athletics skill.
Eal'Amaj Races
Common Races
Mas’dimah
Empire of Shadows
The Mas'dimah are beings who were once powered by the Mana Sun. However, after a conflict with the monstrous spider-folk of the inner world they were cursed to be burned by the sun and drink the blood of others to survive. As such, they used powerful magic to alter their home into a clouded land where no daylight ever appears. This swamp - called Bleakmire - is ruled over by Emperor Yakov Von Barsovich and his wife Eris Von Barsovich who keep a tight grip on their people to prevent incidents with other races.
Bloodsuckers
Mas'dimah need to drink blood to survive. In the past, they were bandits and savages who would drink other races dry. 100 years ago, Yakov Von Barsovich took over and enforced the Law of Civility which banned drinking blood from anything other than animals. That isn't to say the practice of drinking from humanoiods is dead entirely - but it's mostly limited to secretive cults and other criminal groups.
Prim and Proper
Mas'dimah favor fancy dress and well-tailored clothes. Their pale skin, white hair, and red eyes make them visually distinct among others, and their weakness to the sun means that they often wear hooded cloaks when they venture out of their territory. They also tend to have good manners and be very polite - but this also means that the ones who violate the Law of Civility are extremely dangerous.
Mas'dimah Traits
As aMas'diman, you have the following racial traits:
Ability Score Increase. Increase your Constitution Score by 2, and your Strength or Charisma Score by 1.
Creature Type. You count as an Undead for the purposes of spells and effects.
Speed. Your walking speed is 30 feet.
Age. Mas’dimah are beings who sustain themselves on the blood of other living creatures, and due to their undying nature can in theory live forever. The better-fed a Mas’dimah is, the younger they appear, with the youngest-looking appearing around 16 years old.
Size. Mas'dimah are roughly as tall as humans, ranging from 5-6 feet in height. Your size is Medium.
Darkvision. Accustomed to the dark caves of Eal'amaj, you have superior vision in dark and dim conditions. You can see in dim light within 90 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.
Sunlight Sensivity. You have a weakness to the sun and similar bright lights. While your eyes and skin are directly exposed to sunlight or anything similar (such as the Daylight spell), you have disadvantage on any Skill Check you make using vision, and you have disadvantage on Constitution Saving Throws.
Undead Constitution. You gain the following benefits due to your undead nature:
- You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
- You have advantage on death saving throws.
- You don't need to breathe.
- You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you can choose to retain consciousness.
Mas'dimah Weapon Training. You have proficiency with Longswords, Kilijes (SCoC), and Poleaxes (SCoC).
Fangs. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d6 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
- You regain hit points equal to the piercing damage dealt by the bite.
- You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages. You can speak, read, and write Common, Infernal, and one language of your choice. Infernal is a smooth, almost enticing string of words that resemble the hissing of a serpent and the guttural tones of Draconic.
Sha'tahn
Living At Death's Door
Sha'tahn are red-skinned beings that are largely a mystery to even the High Elves. What is known is that they have been spotted on expiditions to Skoltien's Finger, largely trying to warn off explorers and often fighting to get them to leave. It's currently unknown why they fight so fiercely, but it's suspected they live there and are defending their territory.
Horns and Hellfire
Sha'tahn have unique pyromantic powers. This lets them wreathe their blades in flame, blast foes with fire, or summon a blade of pure flame to strike down their enemies. They're uniquely equipped to use these powers as they are inherently resistant to high heat and flame, their skin seeming to be flame retardant. This has led to many fights where an Elven mage blasts one with a Fire Bolt spell only to see the Sha'tahn casually walking out of the fire, truly giving them a demonic appearance.
Cautious and Alien
Sha'tahn appear alien compared to anything else on Telikos, and with their large leathery wings, whip-like tails, and cloven hooves appear as if someone made a chimera of several beastkin, and their bright red skin makes them stand out no matter where they are. Still, the few that have been recorded come across as somewhat cautious and very serious about what they speak; mainly, warnings. Sha'tahn society is much different from the turbulent societies on Telikos that are almost all at each other's throats, being peaceful and democractic, moreso than even the Triassids.
Sha'tahn Traits
As a Sha'tahn, you have the following racial traits:
Ability Score Increase. Increase your Strength or Dexterity Score by 2, and your Charisma Score by 1.
Creature Type. You count as both a Humanoid and fiend for the purposes of spells and effects.
Speed. Your walking speed is 30 feet.
Age. Sha-tahn live long lives, reaching adulthood at the age of 20 and living until the age of 600.
Size. Sha’tahn are roughly as tall as humans, ranging from 5-6 feet in height. Your size is Medium.
Wings. You have a pair of leathery, bat-like wings. You have a flying speed equal to your walking speed as long as you aren’t wearing medium or heavy armor or using a shield. With a Strength of 18, you can use Medium Armor with your Wings if you are proficient with Medium Armor.
Fire Resistant. You have resistance to fire damage.
Sha'tahn Weapon Training. You gain proficiency with Scimitars, Kilijes (SCoC), and Whips (SCoC).
Sha'tahn Magic. You know the Green-Flame Blade (TCE) cantrip. At 3rd level, you learn the Burning Hands spell. At 5th level, you learn the Flame Blade spell and may cast it without material components. Once you cast Burning hands or Aganazzar’s Scorcher in this way, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages. You can speak, read, and write Common and Infernal. Infernal is a smooth, almost enticing string of words that resemble the hissing of a serpent and the guttural tones of Draconic.
Uncommon Races
Eiz'alta
Kingdom of Bones
When one dies with regrets in Eal'amaj, they do not always pass on into the afterlife. Instead, their bones might rise, animated by their spirit, and they become an Eiz’alta. Made of bones moving on tendons and muscles of magic invisible to the naked eye, they live on eternally attempting to soothe their regrets and find some manner of peace in undeath.
Undying Society
As Eiz'alta can live forever unless killed, they have established a powerful kingdom that grows with each regretful death in the Inner World. Ruled by a king named Alz’enghul who is a powerful mage in his own right thanks to centuries of study, the city is shrouded in darkness at all times both to calm those within and protect the city from attack, as it serves as a powerful magical shield.
Depressing and Gloomy
Eiz'alta are beings born of regret, and as so tend to be downers. They are pessimists by nature, and frequently come across as angry due to their condition. As such, most will attempt to drown their sorrows in creature comforts they enjoyed in life. This could be alcohol - as they can magically convert alcohol into mana to sustain themselves, or gambling.
Eiz'alta Traits
As an Eiz'alta, you have the following racial traits:
Ability Score Increase. Increase your Wisdom or Intelligence Score by 2, and your Constitution Score by 1.
Creature Type. You count as an Undead for the purposes of spells and effects.
Speed. Your walking speed is 30 feet.
Age. Mas’dimah are beings who sustain themselves on the blood of other living creatures, and due to their undying nature can in theory live forever. The better-fed a Mas’dimah is, the younger they appear, with the youngest-looking appearing around 16 years old.
Size. Mas'dimah are roughly as tall as humans, ranging from 5-6 feet in height. Your size is Medium.
Darkvision. Accustomed to the dark caves of Eal'amaj, 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.
Undead Constitution. You gain the following benefits due to your undead nature:
- You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
- You have advantage on death saving throws.
- You don't need to breathe.
- You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you can choose to retain consciousness.
Made of Bones. You have resistance to non-magical piercing damage.
Undead Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Eiz'alta Magic. You know the toll the dead (XGE) cantrip. Starting at 3rd level, you can cast the inflict wounds spell with this trait. Starting at 5th level, you can also cast the wither and bloom (SCC) spell with it. Once you cast inflict wounds or wither and bloom with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.
Languages. You can speak, read, and write Common and one other language of your choice, likely the language you knew in life.
Tham'arjul
Deadly Spiders
Even among the hellscape that is the Inner World, the Tham'arjul are loathed by all. This is because the few that appear lure in ignorant travelers and devour them. They are evil, horrible creatures that plague the Inner World and are one of the few races that are attacked on sight by the others. They have the lower bodies of spiders, with the upper bodies of humans aside from their multiple, blood-red, spider-like eyes and chitin-covered clawed arms.
Step Into My Parlor
Tham'arjul use cunning and deception to lure weary travelers into their nests where they tie them up and feast on their bodies, mainly by liquefying their innards and sucking them out much like a real spider. This nature makes them the opposite of trustworthy, and as such they are usually attacked on sight unless someone is an outsider or just plain stupid.
Exiles?
A select few have claimed to have been to peaceful, hidden cities where they were told that the Tham'arjul most meet are in fact violent, criminal exiles. However, due to the way the other races view the Tham'arjul, their society has become reclusive and hidden. These are often played off as more lies and that the person was lucky, but there has been more than one case of this happening - which lends a dash of credibility to these claims.
Tham'arjul Traits
As a Tham'arjul, you have the following racial traits:
Ability Score Increase. Increase your Charisma Score by 2, and your Dexterity Score by 1.
Creature Type. You are a humanoid. You are also considered a monstrosity for any prerequisite or effect that requires you to be a monstrosity.
Speed. Your walking speed is 35 feet.
Age. Tham’arjul reach maturity at the age of 18 and can live up to 90 years.
Size. Tham’arjul stand at around eight feet tall from their lower halves to their upper bodies. Your size is Medium
Darkvision. Accustomed to the dark caves of Eal'amaj, 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.
Mandibles. Your Mandibles are natural weapons that deal 1d6 Poison damage and use your Dexterity modifier for attack and damage rolls. You are proficient with your mandibles.
Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Poison Resistance. You have resistance to poison damage and advantage on saving throws against the poisoned condition.
Tham'arjul Magic. You know the infestation (XGE) cantrip. Starting at 3rd level, you can cast the entangle spell with this trait. Starting at 5th level, you can also cast web with it. Once you cast entangle or web with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.
Languages. You can speak, read, and write Common and Infernal.
Rare Races
Da'kihn Elves (Dark Elves)
Abandoned Underground
Da'kihn Elves are High Elves who have been mutated by the Mana Sun of the Inner World and experimented on by the Mind Flayers. Their skin turned a pale blue the shade of pure magical power, their hair bleached pure white, they were abandoned by their own people - the high elves - to their fate. They are generally treated as refugees and taken in by other races, lacking a true society of their own.
Psionic Power
A result of their experimentation and mutation, they have gained potent psychic powers. Unfortunately, this has given them an even worse case of paranoia than their abandonment in a strange land. As such, Da'kihn elves are a dangerous combination of power and paranoia - and hold a deep-seated grudge against their former brothers and sisters. While they will react to most other races with caution, they will treat high elves with open hostility - even if their intent is to help rather than harm.
Paranoid Recluses
As a result of their experiences, Da'kihn Elves are paranoid around others. They come across as skittish and rude, and are even more xenophobic than High Elves. Speaking of which, as mentioned, they are openly hostile to those who they believe abandoned and betrayed them. This has led to them choosing to mostly discard elven firearms as a show of rebellion, though pistols still hold a place in the unique martial arts that the Da'kihn have developed.
Da'kihn Elf Traits
As a Da'kihn Elf, you have the following racial traits:
Ability Score Increase. Increase your Dexterity Score by 2, and your Intelligence or Constitution Score by 1.
Creature Type. You are a Humanoid.
Speed. Your walking speed is 30 feet.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Darkvision. Accustomed to the dark caves of Eal'amaj, 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.
Magic Resistance. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. This grants you the same benefits as a human who gets 8 hours of sleep.
Da'kihn Training. You have proficiency with Rapiers, Shortswords, Daggers, Hand Crossbows, and Pistols.
Da'kihn Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the jump spell with this trait. Starting at 5th level, you can also cast hold person with it. Once you cast jump or misty step with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.
Languages. You can speak, read, and write Common, Elvish, and Undercommon. Undercommon is a regional dialect of Common, with elvish slang thrown in.
Monstrous Races
Common Races
Goblin (Telikos)
Strength in Numbers
Goblins are arguably the weakest race of the Monstrous Races. This was true before the Grand Awakening and is still true after. As such, they band together in tight-knight communities and will often form alliances with stronger people or nations for their own protection. Still, they make up for their individual weakness with raw numbers; goblin populations grow quickly, and as such they tend to have very productive societies thanks to a larger workforce.
Ambush Tactics
Also due to their weakness, Goblins excel at ambush tactics. Mostly used to deal with hostile outsiders or hunting for food, skins, and other materials, they can strike from the shadows using their diminutive size to hide until the time is right. After the Grand Awakening, they have started being hired on in the same way Harengan are as assassins, but their survivalist nature makes them more well-suited to assassin work than harengan.
Friendly but Cautious
Contrary to their beast-like nature before the Grand Awakening, Goblins on Telikos are generally friendly folk once you earn their trust. That said, the process to earning their trust isn't easy because there are still a good number of people who see them as mindless pests; old habits die hard, so they're slow to trust the other races of Telikos.
Matriarchal Tribals
Goblin "society" is heavily sectioned off. There are Shamans who guide the village with prophecies and divinations as well as their leader, known as a Goblin Matriarch who hold similar amounts of power. Slightly taller than her contemporaries, there is only one matriarch in a tribe at any time, and her firstborn will always be female - another matriarch to be - and raised to take on her mother’s position when she comes of age. Male Goblins tend to be warriors or laborers while female goblins tend to care for the children and cook for the tribe, with these norms rarely if ever being broken within goblin villages. Those few who venture forth into the world might instead adopt whatever cultural norms the place they venture to has however.
Goblin (Telikos) Traits
As a Goblin from Telikos, you have the following racial traits:
Ability Score Increase. Increase your Dexterity Score by 2, and your Constitution Score by 1.
Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
Speed. Your walking speed is 30 feet.
Age. Goblins reach adulthood at age 14 and live up to 65 years.
Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
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 in dim light. You discern colors in that darkness only as shades of gray.
Goblin Cunning. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.
Languages. You can speak, read, and write Common and Goblin. Goblin is a language heavy with vowels and has lots of unpleasant sounds when spoken.
Kobold (Telikos)
Ferocious Ambition
Kobolds are ambitious, ferocious, and often bite off more than they can chew. Their societies are extremely tooth and nail, and a constant struggle to be on the top of the social food chain. As such, Kobolds are surprisingly good merchants - though their dragon-like obsession with gold and jewels certainly helps in this regard. They have a society with a high degree of social mobility and an elected Council of Wise-Talkers. Their settlements are currently small villages, but already there are whispers of joining into one large empire that could rival the Naga in terms of merchant empires.
Stubborn Warriors
Kobolds are stubborn to a fault, and as such often pick fights way above their weight class. Thankfully, their raw ferocity makes them an actual threat in battle - though not much more of one than a goblin. In groups however, they can absolutely dominate a foe in battle using tactics and cooperation to bring down enemies twice their size.
Greedy and Proud
Kobolds after the Grand Awakening have adopted traits they associate with Dragons, likely from storybooks lost out in the territories they awoke in. As such, they embody avarice and pride, seeking wealth and status wherever they go. They take even the smallest of insults poorly and will absolutely seek revenge if slighted unless an apology is issued - and despite their stature it's entirely possible for them to easily get payback to devastating effect.
Kobold (Telikos) Traits
As a Kobold from Telikos, you have the following racial traits:
Ability Score Increase. Increase your Dexterity Score by 2, and your Charisma Score by 1.
Creature Type. You are a Humanoid. You are also considered a Dragon for any prerequisite or effect that requires you to be a Dragon.
Speed. Your walking speed is 30 feet.
Age. Kobolds reach adulthood at age 14 and can live up to 120 years.
Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
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 in dim light. You discern colors in that darkness only as shades of gray.
Draconic Cry. As a bonus action, you let out a cry at your enemies within 10 feet of you. You and your allies have advantage on the next attack roll you make against each of those enemies who could hear you.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Kobold Craftiness. You have proficiency in one of the following skills of your choice: Deception, Insight, Persuasion, Sleight of Hand, or Stealth.
Kobold Stubbornness. You have advantage on saving throws to avoid or end the frightened condition on yourself.
Languages. You can speak, read, and write Common and Goblin. Goblin is a language heavy with vowels and has lots of unpleasant sounds when spoken.
Uncommon Races
Ogre (Telikos)
Competitive Might
Ogres are large, strong, competitive sorts who value physical prowess and competition above all. The best way to get an Ogre to do something is to tell them they can't do it, and doubly so when it comes to a physical activity. This makes them useful for those who need large, heavy objects moved or nasty Wildlife slain.
Power and Honor
Ogres have a strange sense of honor, where the strong rule and the weak serve the strong. However, it is the duty of the strong to care for the weak; as such, if a weaker person needs help they are honor-bound to provide aid - though they appreciate compensation for their efforts.
Mighty and Stupid
If harpies are as smart as a sack of lead, then Ogres aren't far behind. They're gullible to a fault, lacking in intelligence (they prefer to focus on physical pursuits rather than mental), and overall kind of dumb. Still, they aren't as dumb as harpies; they can sometimes tell when they're being fooled and are capable of forming their own societies with social hierarchies.
Ogre (Telikos) Traits
As an Ogre from Telikos, you have the following racial traits:
Ability Score Increase. Increase your Strength Score by 2, and your Constitution Score by 1.
Creature Type. You are a Humanoid. You are also considered a Giant for any prerequisite or effect that requires you to be a Giant.
Speed. Your walking speed is 30 feet.
Age. Ogres reach adulthood at the age of 16, and live up to 250 years.
Size. Ogres tower over other races at 7-9 feet, weighing up to 500 lbs. Your size is Medium.
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 in dim light. You discern colors in that darkness only as shades of gray.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Competitive Spirit. You have proficiency in the Athletics and Intimidation Skills.
Show-Off. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages. You can speak, read, and write Common and Giant. Giant is a rougher more "casual" branch of Orcish.
Oni
Two-Toned Evil
Even after the Grand Awakening, Oni retain much of their previous ways - only now with more cunning and intellect. Mainly inhabiting the continent of Myrrha, they have mostly joined up with Orc Exile raiding bands, offering their power and ferocity alongside that of the Orcs'. As such, it is rare for one of them to buck this trend and show a more amicable nature.
Red and Blue
There are two subrace of Oni: Jonetsu and Shizukeza. Jonetsu Oni are hot-blooded, physically powerful, violent and cruel individuals who seek conflict and bear two horns on their heads. They are warriors by nature, and seek to challenge themselves constantly. They have blood-red skin that marks them as Jonetsu Oni. The Shizukeza Oni are blue-skinned, one-horned Oni who are cool, collected, and cruel in their own distant way. They trade physical might for raw magical prowess, favoring lightning and thunder magics over all others. They serve as shamans and diviners for the Orcish war bands they join up with and are usually able to work their way into leading said war bands.
Cruel and Uncaring
Most Oni are cruel, monstrous beings who - despite their newfound intellect - still choose to do evil, even continuing to partake in cannibalism of other Humanoid races at times. Oni are bad business on Myrrha, but on Kanoniko their reputation is more mixed, as certian clans of Oni there have oddly enough taken up a stance similar to normal Orcs in having a rigid society of honor and, in their case, philosophy. Still, there is a great distrust for Oni no matter where you go and so they must take caution when visiting the cities of other races.
Oni Traits
As an Oni, you have the following racial traits:
Ability Score Increase. Increase your Constitution Score by 1.
Creature Type. You are a Humanoid. You are also considered a Giant for any prerequisite or effect that requires you to be a Giant.
Speed. Your walking speed is 30 feet.
Age. Oni reach adulthood at the age of 16, and can live to be 300 years old.
Size. Oni are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium
Oni's Might. You have proficiency in the Athletics skill.
Arashi Umare. You have resistance to Thunder and Lightning damage.
Languages. You can speak, read, and write Common and Giant.
Jonetsu Traits
Those of the Jonetsu Subrace are proud, fierce, and violent warriors. They value physical might and raw strength above all else, and see the Shizukeza Oni as cowardly and weak, using magic to make up for their lacking prowess in battle. They view those who cower away from battle as not worthy of life, and will kill cowards without a second thought - though they will kill almost anyone without a thought as well. They have two horns and red skin.
Ability Score Increase. Increase your Strength score by 2.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Jonetsu Weapon Training. You gain proficiency with Clubs, Greatclubs and Mauls.
Jonetsu Endurance. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Shizukeza Traits
Those of the Shizukeza Subrace are calm, cold and cruel mages. They a focused mind and magical power above all else, and see the Jonetsu Oni as stupid brutes, incapable of higher thought and suicidal in battle. They view those who lack control of themselves and easily succumb to their emotions as weaklings. They have one horn and blue skin.
Ability Score Increase. Increase your Wisdom score by 2.
Insightful. You are proficient in the Insight Skill.
Shizukeza Magic. You know the shocking grasp cantrip. Starting at 3rd level, you can cast the shower of sparks (SCoC) spell with this trait. Starting at 5th level, you can also cast call lightning with it. Once you cast shower of sparks or call lightning with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Rare Races
Bitumorph (Slimefolk)
Shapeshifting Rarity
After the Grand Awakening, the simple blue slimes started to mimic the creatures they'd eaten in their previous life - including humanoids. In doing so, they were able to adopt flawless mimics of their previous prey - much to the horror of their prey's friends and family. As such, many Bitumorphs live in the wild and retain their behavior from before the Grand Awakening. Those who don't take on identities of their own using a combination of features or join up with other Monstrous societies.
Tough to Kill
Bitumorphs are naturally resistant to non-magical weapons, and as such are a pain to kill. This makes them rather overconfident in their battle ability, and furthermore makes their reputation as body-snatching threats even worse. Those who try to blend into other societies must avoid even so much as nicking themselves with a sharp object, lest their facade be revealed.
Bitumorph Traits
As a Bitumorph, you have the following racial traits:
Ability Score Increase. Increase your Dexterity Score by 2, and your Charisma Score by 1.
Creature Type. You are a Humanoid. You are also considered an Ooze for any prerequisite or effect that requires you to be an Ooze.
Speed. Your walking speed is 25 feet.
Age. Bitumorphs reach maturity at the age of 14, and live to be at most 70 years of age.
Size. Bitumorphs in their true, natural form are a blob of goop with a solid core in it that stand around 2 feet tall. Your size is Small.
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 in dim light. You discern colors in that darkness only as shades of gray.
Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.
Slime Body. You have resistance to non-magical piercing and slashing damage.
Shapeshifter. As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form, your are rendered Unconscious, or until you die.
Languages. You can speak, read, and write Common and one other language of your choice.
Extraplanar Races
Common Races
Gnome (Star-Tracker)
Chatty Tinkerers
Gnomes are small, chatty sorts who love to tinker. A world with stuff they haven't seen before is worth a thousand dungeons full of gold to them, and they eagerly seek out new technology to reverse-engineer. They frequently take up the role of Artificers, and their interplanar ships are some of the finest around. You can bet that if you've got a magic item, they'll want to study it.
Travelers of the Stars
Gnomes frequently traverse the Sea of Stars on the search for new worlds and new tech. As such, they're usually used as diplomats by the Council of Radiance (situated in the Radiant Citadel) to new worlds. This is both because of their eagerness and their good-natured personalities that make the revelation your world is but one of many less overwhelming.
Builders From Toril
The Gnomes of Toril - well, the version that reached out to Telikos anyway - are social tinkerers who value creativity, ingenuity, and artifice above all else. They're social folk who will butter you up with friendly chatter before asking casually to see your magic gear to analyze and understand it. Overall, Gnomes are the least-shocking visitors to Telikos from beyond the Sky-Scars.
Gnome (Star-Tracker) Traits
As a Gnomish Star-Tracker, you have the following racial traits:
Ability Score Increase. Increase your Intelligence Score by 2, and your Constitution Score by 1.
Creature Type. You are a Humanoid.
Speed. Your walking speed is 25 feet.
Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
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 in dim light. You discern colors in that darkness only as shades of gray.
Magic Resistance. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.
Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Starsailer. You have proficiency with Navigator's Tools, and have advantage on Skill Checks made with them while sailing the Sea of Stars in a Spelljammer.
Tinker. You have proficiency with Tinker's tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
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Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
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Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
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Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
Languages. You can speak, read, and write Common, Gnomish, and one other language of your choice. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Uncommon Races
Tortle (Starshell)
Natural Adventurers
What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances. When you factor in the Multiverse, this means they take naturally to travel in a Spelljammer.
Interdimensional Tourists
Most tortles like to see how other creatures live and discover new customs and new ways of doing things. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native world without feeling homesick. Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.
Wisdom from Age
As social creatures with long lives, Tortles gather and share information freely. They have friends all over the multiverse, and will come to their friends' aid whenever the call is put out. Tortles view Telikos as an odd place but find its unique composition with a hollow center and natural mana interesting and a joy to explore. Expect a Tortle to be a fast, close friend.
Tortle (Starshell) Traits
As a Starshell Tortle, you have the following racial traits:
Ability Score Increase. Increase your Charisma Score by 2, and your Wisdom Score by 1.
Creature Type. You are a Humanoid.
Speed. Your walking speed is 30 feet.
Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 16 and live an average of 290 years.
Size. Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.
Claws. You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Amphibious. You have a swimming speed equal to your walking speed and can breathe air or under water.
Natural Armor. Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell. If a creature behind you is targeted by an attack while you are in your shell, they gain the benefits of half-cover.
Natural Instincts. You gain proficiency with one of the following skills of your choice: Animal Handling, Insight, Medicine, Nature, Perception, or Survival.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character, likely one that a close friend of yours from the wider Multiverse speaks.
Rare Races
Illithid (Mind Flayer)
Terrors From The Stars
Illithids, also called Mind Flayers, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.
Since Time Immemorial...
In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive.
In The Aftermath
With their leader dead, the remaining Illithid on Telikos have had to sneak about in shadows, hiding from those they attempted to conquer. Cut off from any central leadership, some have made deals with the criminal underworld to try and gain control of the world through pure subversion while others have simply struggled to survive. Cruel, cunning, and used to taking worlds with ease, it's not likely any of them are going to change their ways - but due to the strangeness of Telikos compared to other worlds they've conquewred and the mana around them, anything is possible - if a slim chance.
Illithid Traits
As an Illithid, you have the following racial traits:
Ability Score Increase. Increase your Intelligence Score by 2, and your Wisdom Score by 1.
Creature Type. You are an Aberration.
Speed. Your walking speed is 30 feet.
Age. Illithid are hatched as tadpoles, being parasitic organisms that live for 10 years and are then implanted into a host which is converted over the course of a week into an Illithid. Illithid live for another 125 years after that point.
Size. Illithid range from 5 to 6 feet tall. Your size is Medium
Darkvision. Accustomed to the caves of the Underdark, 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.
Magic Resistance. You have advantage on saving throws against spells.
Tentacles. You have tentacles, which are natural weapons that deal 1d6 bludgeoning damage and use your Intelligence modifier instead of Strength for attack and damage rolls. You are proficient with your tentacles.
Telepathy. You can communicate telepathically with a willing creature as long as it understands one language you speak and is within 60 feet of you.
Illithid Psionics. You know the Mind Sliver (TCE) cantrip. Starting at 3rd level, you can cast the dissonant whispers spell with this trait. Starting at 5th level, you can also cast the detect thoughts spell with it. Once you cast dissonant whispers or detect thoughts with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.
Mind Blast. When you take the Attack action on your turn, you can replace one of your attacks with a blast of psychic energy in a 15-foot cone. Each creature in that area must make an Intelligence saving throw (DC = 8 + your Intelligence modifier + your proficiency bonus). On a failed save, the creature takes 2d8 psychic damage and be incapacitated until the end of its next turn. On a successful save, it takes half as much damage and is not incapacitated. This damage increases by 1d6 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). The range of this feature increases to 30 feet at 11th level and 60 feet at 17th level.
You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a Long Rest.
Languages. You can speak, read, and write Common, Undercommon, and Deep Speech. Deep speech is a reverberating, echoing sound that almost sounds like Common spoken in reverse.
Racial Feats
The following feats are intended for use with the races listed in this document.
Revised Racial Feats
Dragon Fear
Prerequisite(s): Half-Dragon
When angered, you radiate menace. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.
- Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Dragon Hide
Prerequisite(s): Half-Dragon
You manifest tougher scales and sharper claws reminiscent of your draconic ancestors. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.
- Your scales harden. While you aren't wearing armor, you can calculate your AC as 10 + your Strength modifier + Your Charisma Modifier. You can use a shield and still gain this benefit.
- You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
Elven Teleportation
Prerequisite(s): High Elf (Telikos)
Your study of high elven lore has unlocked latent power that few other elves possess. Drawing on your inner power, you can teleport to shorten your path from one place to another. You gain the following benefits:
- Increase your Dexterity or Intelligence by 1, to a maximum of 20.
- You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. You can also cast this spell using a spell slot you have of the appropriate level. The spell's spellcasting ability is intelligence.
Flames of Eal'amaj
Prerequisite(s): Sha'tahn
You learn to call on magical flame to serve your commands. You gain the following benefits:
- Increase your Strength, Dexterity or Charisma by 1, to a maximum of 20.
- When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
- Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d6 fire damage.
Infernal Constitution
Prerequisite(s): Sha'tahn
The power of Eal'amaj's light runs strong in you, unlocking a resilience akin to that possessed by some monsters. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You have resistance to cold and poison damage.
- You have advantage on saving throws against being poisoned.
Orcish Spirit
Prerequisite(s): Orc (Telikos)/Half-Orc (Telikos)
Your spirit burns tirelessly. You gain the following benefits:
- Increase your Strength or Constitution by 1, to a maximum of 20.
- When you hit with a melee weapon attack, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. You can use this ability a number of times equal to your proficiency bonus, and regain all expended uses at the end of a long rest.
- Immediately after you take damage from a critical hit dealt by a weapon attack, you can expend your reaction to make a single weapon attack.
Squat Nimbleness
Prerequisite(s): Small Race, Dexterity 13 or higher.
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your walking speed by 10 feet.
- You gain proficiency in the Acrobatics or Athletics skill (your choice).
- You have advantage on any Strength (Athletics) check you make to escape from being grappled.
New Racial Feats
Acidic Slime
Prerequisite(s): Bitumorph, Strength 13 or higher, level 4 or higher.
You can create an acidic mucous when you strike a foe. As a result, you gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- Your Unarmed Strikes use a d8 for damage while you aren't wielding a weapon, and a d6 when you are.
- Your Unarmed Strikes deal Acid damage instead of Bludgeoning.
- If you score a Critical Hit with an Unarmed Strike, the target's AC is reduced by 1 until the start of your next turn.
Blade Dancer
Prerequisite(s): Naga, Proficient in the Performance skill, Dexterity 13 or higher.
You have mastered the art of Blade Dancing, combining alluring movement with deadly strikes. As a result, you gain the following benefits:
- Increase your Dexterity or Charisma score by 1, to a maximum of 20.
- When targeted by an attack while engaging in Two-Weapon fighting with Light weapons, you can use your Reaction to add your Proficiency Bonus to your AC against that attack, potentially turning a hit into a miss.
- When you make an attack with a Light Melee Weapon, you do not provoke opportunity attacks for the rest of your turn.
Blood Magic
Prerequisite(s): Mas'dimah, Spellcasting or Pact Magic.
You have learned to channel your lifeblood into your magic. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- When you cast a spell that requires a spell attack roll, you may expend a hit die to roll 1d6 and add the result to the spell attack roll's total. You may do so a number of times equal to your Proficiency Bonus, and regain all expended uses at the end of a Long Rest. You cannot use this feature if you have no remaining hit dice.
- When you fail a Saving Throw against a Spell, you may expend a hit die to roll 1d6 and add the result to that saving throw, potentially turning a failure into a success. You may do so a number of times equal to your Proficiency Bonus, and regain all expended uses at the end of a Long Rest. You cannot use this feature if you have no remaining hit dice.
Blue Calm
Prerequisite(s): Oni (Shizukeza), Wisdom 13 or higher.
You're calm and collected. As a result, you gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You are immune to the Frightened condition.
- You have advantage on saving throws to avoid or end the Charmed effect on yourself.
- If you fail a Constitution saving throw to maintain concentration on a spell, you may re-roll that saving throw. You must use the new result. You may only use this feature once per Long Rest.
Change The Future
Prerequisite(s): High Elf (Telikos), Wizard Class, School of Divination, Wisdom 13 or higher.
You have heightened senses when it comes to seeing the future through your Divination magic. As a result, you gain the following benefit:
- When you roll the d20s for your Portent feature, you can re-roll one of the d20s once. You must use the new result, even if it is lower than the old one.
Goblin Ambush Tactics
Prerequisite(s): Goblin (Telikos), Dexterity 13 or higher, proficient in the Stealth skill.
You're a master of ambush tactics. As a result, you gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- If you miss an Attack Roll with a Dagger or Shortsword while hidden, you may re-roll that attack once. You must use the new result.
- If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat.
Heavyweight
Prerequisite(s): Centaur (Telikos), Strength 13 or higher, proficient with Heavy Armor.
You’re a particularly stocky and strong sort for a Centaur. As a result, you gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- While wearing Heavy Armor, that armor weighs half as much (rounded down).
- If you take non-magical bludgeoning, piercing, or slashing damage while wearing heavy armor, you may reduce the damage taken by your half of your constitution modifier (rounded up, minimum 1).
Kin's Instincts
Prerequisite(s): Beastkin Pureblood/Beastkin Mixedblood, Constitution 13 or higher.
You have honed your instincts as a Beastkin. As a result, you gain the following benefits:
- Increase your Wisdom or Constitution score by 1, to a maximum of 20.
- You have advantage on Perception and Investigation Skill Checks made to track a living creature. To gain this benefit, you must have encountered this creature once before.
- You can forage and hunt for food with ease while traveling in the wilderness, enough to supply yourself and up to 5 other creatures with food for a day.
- You can eat raw meat without suffering any ill effects.
Kobold Magic
Prerequisite(s): Kobold, Intelligence OR Wisdom OR Charisma 13 or higher.
You learn to cast spells. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You learn cantrip of your choice from the Sorcerer Spell List. You also learn a 1st and 2nd level spell of your choice from the Sorcerer Spell List, each of which must be from the Evocation or Abjuration school of magic. You can cast each of these spells once without expending a spell slot. Once you cast one of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Longhorn
Prerequisite(s): Minotaur (Telikos), Strength 13 or higher.
Your horns are longer than normal for a Minotaur. As a result, you gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- Your Horns now count as Magical piercing resistance and immunity.
- When you use your Hammering Horns feature, you can forgo shoving an opponent 10 feet away to instead knock them prone.
Masterwork Smithing
Prerequisite(s): Dwarf (Telikos)/ Orc (Telikos)/ Half-Orc (Telikos)/ Gnone (Star-Tracker), Proficiency with Smith's Tools
You are a master smith, capable of crafting exquisite arms and armor. You gain the following benefits:
- Increase your Strength or Intelligence by 1, to a maximum of 20.
- If you are a Dwarf, crafting armor - both magical and non-magical - has its gold cost and time needed halved for you. If you are an Orc or Half-Orc, these benefits instead apply to crafting weapons.
- The cost of Silvering weapons or ammunition is halved for you.
Merfolk Devout
Prerequisite(s): Merfolk, proficient in the Religion skill, Wisdom or Charisma 13.
You have become more devout than your peers. You gain the following benefits:
- Increase your Wisdom or Charisma score by 1, to a maximum of 20.
- You learn One Cantrip and one 1st-level spell from the Cleric or Paladin spell lists. You can cast this 1st-level spell without expending a spell slot. Once you cast that spell in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the ability increased by this feat.
- When you deal damage with a mace, warhammer, or a cleric cantrip, the target of that attack or spell takes an additional 1d4 Radiant damage. This damage is increased to 2d4 if the target is an undead or a fiend.
Natural Necromancer
Prerequisite(s): Eiz'alta, Wizard Class, Necromancer Subclass, Intelligence 13 or higher.
You are naturally skilled at necromancy. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- When an Undead created by a Necromancy spell you cast is hit with an attack, you can use your reaction to roll 1d6 and increase its AC by the amount rolled, potentially turning a hit into a miss.
- All Undead you control use your Intelligence modifier for Attack and Damage rolls instead of whatever they normally would use.
Ogre Brutishness
Prerequisite(s): Ogre (Telikos), Strength 13 or higher.
You're a brute, and as a result, you gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- Once per turn, when you deal damage with a melee weapon or unarmed strike, you can add half of your proficiency bonus (rounded down, minimum 1) to the damage you deal.
- If you take damage from a melee weapon attack or unarmed strike, you can use your reaction to roll 1d8 and add your constitution modifier to the result, reducing the damage by the total. You may use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.
Rabbit’s Escape
Prerequisite(s): Harengan (Telikos), Dexterity 13.
You have learned how to quickly escape from danger. You gain the following benefits:
- Increase your Dexterity or Intelligence by 1, to a maximum of 20.
- You can take the Disengage or Hide action as a Bonus Action.
- 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.
Red Recklessness
Prerequisite(s): Oni (Jonetsu), Strength 13 or higher.
You're reckless in battle. As a result, you gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- When you score a critical hit with a melee weapon attack, any attack made against it other than yours gain a bonus to their attack and damage rolls equal to your proficiency bonus until the end of your next turn.
- If you take damage from a critical hit, you can force the attacker to make a Wisdom saving throw against a DC of 8 + your Strength Modifier + your proficiency bonus. On a failure, the creature is Frightened until the end of your next turn.
Speed Draw
Prerequisite(s): Orc (Telikos)/ Half-Orc (Telikos), Proficiency with Longswords or Greatswords.
You have mastered the quick-draw technique, letting you strike faster than others. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You have advantage on Initiative checks.
- Once per Turn, when you take the Attack action using a Longsword or Greatsword and hit, you can force the target to make a Constitution Saving Throw. The DC for this saving throw is 8 + Your Proficiency Bonus + Your Dexterity Modifier. On a failed save, the target cannot take Reactions until the start of your next turn and has its movement speed reduced by 10 feet.
Superb Wingbeats
Prerequisite(s): Harpy
Your wings let you move faster than other harpies and kick up gusts of wind. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. You learn the Air Burst (SCoC) cantrip. Intelligence, Wisdom, or Charisma is your spellcasting modifier for this spell. You choose which attribute to use when you take this Feat.
- When you use your Flying speed to take to the air from the ground, creatures within 5 feet of you must make a Strength saving throw or be pushed 5 feet away. This movement does not provoke opportunity attacks, and the DC for this saving throw is tied to the attribute used to cast the Gust cantrip you learned with this feat, adding that attribute’s modifier to 8 + Your proficiency bonus.
Superior Da'Kihn Magic
Prerequisite(s): Da'kihn Elf, Intelligence OR Wisdom OR Charisma 13 or higher.
You learn more of the magic typical of dark elves. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. Once you cast levitate or dispel magic in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Superior Venom
Prerequisite(s): Etham'arjul, Proficient with Poisoner's Kit.
Your venom is particularly potent. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- When a creature takes damage from your Mandibles, it must make a Constitution saving throw with a DC equal to 8 + your Dexterity Modifier + your proficiency bonus. On a failure, it is poisoned. A creature that succeeds on this saving throw is immune to this feature for 24 hours.
- You have advantage on Attack Rolls made with Unarmed Strikes or Melee Weapons if the target of that attack is poisoned.
Tortle Power
Prerequisite(s): Tortle, Constitution 13 or higher.
You're a hero in a half shell. As a result, you gain the following benefits:
- Increase your Constituion score by 1, to a maximum of 20.
- While using your Shell Defense feature, you have resistance to non-magical bludgeoning, piercing, and slashing damage.
- Your Claws use a d8 for damage instead of a d6.
Ulitharid
Prerequisite(s): Illithid, Intelligence 15 or higher. Level 8 or higher.
You have evolved, becoming a stronger Illithid breed. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma Score by 1, to a maximum of 20.
- When you make an attack with your Tentacles, the target must make a Strength saving throw with a DC of 8 + your Intelligence Modifier + your proficiency bonus. On a failed save, they are grappled.
- If you reduce a creature grappled by you to 0 hit points, you regain hit points equal to 1d8 + your intelligence modifier and the creature instantly dies as you devour its brain.
- You learn the Charm Monster (XGE) and Dominate Person spells. You can cast each of these spells once without expending a spell slot. Once you cast one of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Wukong's Blessing
Prerequisite(s): Houzi-Wong
You have been blessed by the patron saint of the Houzi-Wong, Sun Wukong. You gain the following benefits:
- Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
- Your unarmed strikes now use a d8 for damage.
- While holding a weapon with the Reach property with which you are proficient, you can treat it as if it were a Pole of Collapsing (XGE). It cannot be used to make attacks if it is being treated as a Pole of Collapsing.
- You learn the Disguise Self spell and may cast it without expending a spell slot. Once you cast disguise self in this way, you can't cast disguise self in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is wisdom.
Credits
Art (In Order)
- philipp urlich
- byte (Grunty-hag1)
- kuroi susumu
- Sarinth
- nanora
- Me!
- Me!
- Norasuko
- Me!
- Kenkoku Cross
- Morry
- wyrmylad
- hijibbles
- vins-mousseux
- Ban!
- meolucky147
- Cryphalen
- Me!
- Kenkoku Cross
- chichibu (Watson)
- x172x
- marceliskhaldern
- Official Art (Edits by me, main link dead)
- AlekseyBayura (Sha'tahn Art)
- Sape (Sha'tahn Wings)
- しるものしるもの
- lansane
- magician (China)
- Dongjun Seo
- Garlic Flamespitter
- Rakkuguy
- Artifedex
- Shardanic
- Matilda Fiship (Original source dead)
- Amanda R. Otten
- Sean Usyk
- Ancorgil
Other
Additions and Changes: Me, SmugCoffeeMan
Fan Content Policy
This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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Changelog
1.01
- Harpies now can use Medium armor with flight if they are proficient and have 18 Strength or more.
- Added Artiforged and Sha'tahn.
- Added Racial Feats section
1.02
- Added a slew of new races: Mas'dimah (Vampires), Eiz'alta (Skeletons), Tham'arjul (Driders), Da'kihn Elves (Dark Elves/Drow), Goblins (Telikos), Kobolds (Telikos), Ogre (Telikos), Oni (Weeb Ogres/Demons), Bitumorph (Slimes/Slimefolk), Gnome (Star-Tracker, Rock with a new proficiency and lore), Tortle (Starshell, new ASIs and tweaked abilities and languages), and Illithid (Mind Flayers).
- Reorganized the document into sections based on where the Races are found.
- Added new Racial Feats for the new races that lack them in official material (meaning all of them but Gnome).
1.02.1
- Fixed more formatting errors.