Subraces

by Jadeor

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Subraces of Terovia

Many of the common races of the multiverse, such as humans, halflings, elves and dwarves are common across Terovia as well. However, due to Terovia's unique day-night cycle, some of these races have evolved in peculiar ways on this world, leading to indigenous subraces.

Gorimbur, the dwarven Fighter, by Bob Kehl

Snow Dwarf

In the icelands most of the peoples have either died or fled in front of the advancing cold. Some have endured. The snow dwarves are among these. Easy to spot with their pasty skin, white hair and pale eyes, snow dwarves have adapted and thrived in the freezing cold. They have built small but resilient communities that can withstand both the ice and the undead that it brings with it.

As a snow dwarf, you gain the following benefits:

Ability Score Improvement. Your Wisdom, or another ability score of your choice, increases by 1.

Icewalker. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra moment.

Snow born. You have resistance to cold damage.

Monster Manual Expanded III - Part Ten, by BAD MOON ART STUDIO

Magma Dwarf

To escape the long night, some dwarves delved to deep... And discovered the deepest layers of the world, where rivers of magma flow and burn. These dwarves made these depths their home, and quickly learned to survive in their new environment. Magma dwarves are rare on the surface, but are easy to spot with their red hair, dark skin and orange eyes.

As a magma dwarf, you gain the following benefits:

Ability Score Improvement. Your Charisma, or another ability score of your choice, increases by 1.

Inner flame. You know the Produce Flame cantrip. Constitution is your spellcasting ability modifier for this spell.

Lava born. You have resistance to fire damage.

Duskdweller Halfling

Unique to the dark world of Terovia, duskdweller halflings are halflings who have adapted to the Long Night. They can see in the dark far better than their kin and have become adept at hiding in the shadows and avoiding using light or torches to give away their location, earning them the title of "duskdwellers" or "nightwalkers". Duskdweller halflings are difficult to differentiate from other halflings, the only thing that gives them away are their slightly too big eyes.

As a duskdweller halfling, you gain the following benefits:

Ability Score Improvement. Your Dexterity, or another ability score of your choice, increases by 1.

Sunlight sensitivity. You have disadvantage on Wisdom (Perception) checks that rely on sight when you or whatever you are trying to perceive is in direct sunlight.

Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Nightwalker. You have proficiency in the Stealth skill.

The Gathering Storm by Arnaerr

Blood Elf

While not actually vampires, blood elves are certainly vampiric in nature. They consume the life force of others, and while they don't have fangs they are known to drink blood as well. There are many rumors on their origin. Some say blood elves are the descendants of an unholy union between elves and vampires, others that their ancestors resorted to cannibalism during a famine and developed a taste for blood, while others still claim they made a deal with a demon in exchange for terrible power.

Regardless of their origin, blood elves are easy to recognize, with their crimson eyes and pale grey skin, they really can't be mistaken for any other type of elf.

As a blood elf, you gain the following benefits:

Ability Score Improvement. Your Charisma, or another ability score of your choice, increases by 1.

Imperial Presence. You have proficiency in the Intimidation skill.

Lifedrinker. Whenever you consume an ounce of another creature's blood, you do not need to eat or drink for the next 24 hours.

Blood Magic. You know the Life Drain* cantrip. When you reach 3rd level, you learn the Inflict Wounds spell, you can cast it once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Vampiric Touch spell once with this train and regain the ability to do so when you finish a long rest, when you cast this spell this way, its damage is reduced to 2d6 and it counts as a 2nd level spell. Your choice of Intelligence, Wisdom or Charisma is your spellcasting ability for these spells.

Yuan ti Pureblood, by Kuraigetjutsu

Poisonfang Shifter

Poisonfang shifters are manipulative and deadly. Typically manipulative in nature, poisongang shifters are usually tied to snakes, such as pythons, but any poisonous animal can apply.

Ability Score Increase. Your Charisma score increases by 2.

Web of Lies. You have proficiency in the Stealth skill.

Shifting Feature. While shifted, the first time you hit a creature with a weapon attack on your turn, that attack deals an additional 1d4 poison damage.

Webwalker Shifter

Webwalker shifters are cautious and secretive. Typically cautious in nature, webwalker shifters are usually tied to insects, such as spiders, but animals that are natural climbers can apply.

Ability Score Increase. Charisma score increases by 2.

Web of Lies. You have proficiency in the Deception skill.

Wall stride. You have a climbing speed of 30 feet.

Shifting Feature. While shifted, you have the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

 

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