Copy of - Disney: Races

by BluSol586

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Disney Races: Humans

From the kingdom of Prydian to Agrabah, humans are the race that run the world of Disney. They are known for a multitude of religions, their thirst for conquest, and their special knack for discounting the magical world around them. Depending on where they come from, they may have unique features.

Features

Ability Score Increase

Your ability scores each increase by 1.

Size

Humans range anywhere between 4'6" and 6'8".

Speed

Your base walking speed is 30 feet.

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.

Ethnicities

Pyrdainian

Coming from a land ravaged by power and darkness, these humans are hardened by war and starvation.

Weapon Proficiency:

You are proficient in all swords

Extra Cantrip

You know one extra cantrip from the fighter class

Parisian

The extreme laws of the land have made the people weary of those who aren't normal humans and constantly have their eyes over their shoulder.

Weapon Proficiency:

You are proficient in all swords

Extra Cantrip

You know the Cantrip: Virtue

Hellfire

You take half fire damage.

Cherian

The people of the Bayou are welcoming and always down for a good time…as long as the shadow man doesn't find out.

Extra Language:

You know 1 extra language of your choice

Extra Proficiency

Proficiency in the art of Persuasion

Musical Talent

Proficiency in any musical instrument

Atlantean

Forced to work on war machines, Atlantean's look aged beyond their years, their once bright blue markings have gone dull as their connection to the crystal lessens.

Expert Swimmer:

You have a swim speed of 30.

Tool Proficiency

You gain proficiency with the artisan's tools of your choice: smith's tools or mason's tools.

Ability Score Increase

Your Wisdom score increases by +1.

Atlantean

Forced to work on war machines, Atlantean's look aged beyond their years, their once bright blue markings have gone dull as their connection to the crystal lessens.

Expert Swimmer:

You have a swim speed of 30.

Tool Proficiency

You gain proficiency with the artisan's tools of your choice: smith's tools or mason's tools.

Ability Score Increase

Your Wisdom score increases by +1.

Agrabah

Under the iron fist of the all powerful genie, the humans of Agrabah have a low quality of life, doing whatever they need to survive and escape the magical punishments of Jaffar.

Skill Proficiency

You are proficient in stealth and slight of hand

Ability Score Increase

Your Dexterity score increases by +1.

Sun Exposure

You take Half Radiant Damage

Arendalle

A once prosperous city, the humans must now work through ice and snow of their frozen city. There are rumors of the power in nature that is deeply rooted in the city's history.

Frozen

Resistance to cold damage.

Skill Proficiency

Proficiency in Nature.

Attack Bonus

Add 1d4 damage to any spells cast

Hun

A nomadic people, the Huns take what they want when they want without mercy.

Weapon Proficiency

You are proficient in bows, spears, and short swords

Skill Proficiency

Proficiency in intimidation and survival

Fast Feet

Speed increases to 40

Highlander

Humans of the hunt, they have a spiritual connection with the land, but they also have a tendency to make fateful contracts with magic users.

Skill Proficiency

Proficiency in Animal Handling and Arcana

Ability Score Increase

Your Dexterity and Strength scores increases by +1.

Weapon Proficiency

You have proficiency with the longsword, shortsword, shortbow, and longbow.

Disney Races: Goblins

Features

Ability Score Increase

Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age

Goblins reach adulthood at age 8 and live up to 60 years.

Size

Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed

Your base walking speed is 30 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fury of the Small

When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Nimble Escape

You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages

You can speak, read, and write Common and Goblin.

Disney Races: Gatore

The Gatore are a reptilian race that originate and dwell in The Bayou. They love to lay out in the sun, even though it blinds their vision some. Their scaly skin provides an extra layer of protection, making them harder to kill than their human neighbors. While most are friendly, some Gatore are known to eat humans who venture into their habitat.

Features

Ability Score Increase

Your Dexterity score increases by 2.

Armor Class

Your armor class increases +1

Age

Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

Size

Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

Speed

Your base walking speed is 30 feet.

Amphibious

You can breathe air and water.

Swim

You have a swimming speed of 30 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Pack Tactics

You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Languages

You can speak, read, and write Common and Jaanavar.

Disney Races: Fairy

There are many fairies in the world of Disney, though many don't see them around anymore. They are smaller creatures, but skilled in magic. Legend says that if you can find and capture one some of them can make you fly, too.

Features

Ability Score Increase

Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Languages

You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Creature Type

You are a Fey.

Life Span

Fairies have a life span of about a century.

Size

You are Small.

Speed

Your walking speed is 30 feet.

Fairy Magic

You know the Druidcraft cantrip. Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the Enlarge/Reduce spell with this trait. Once you cast Faerie Fire or Enlarge/Reduce 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).

Flight

Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

Subraces

Cave

In the caves and tunnels of Prydian, the fairies learned how to make their way along the underground, hiding from the horned king.

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.

Armor Proficiency

Proficiency in medium armor

Ability Score Increase

Your ability scores of Wisdom or Charisma increase +1

Island

The island of Neverland used to be over run with magic and fairies, but ever since the death of peter pan, the population has dwindled with little belief left in the island.

Skill Proficiency

Proficiency in Nature

Friend in Flight

You know the spell fly at no extra cost to your spell slots. You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Clap if you Believe

You can gain 1 hit point per long rest if another party member rolls above a 3 on a d6.

Forest

The Fae of the forest live in fear of the dark fairy queen Melefecint. They have mostly gone nto hiding, using their magic to survive the land ravaged by orcs and dragons.

Armor Proficiency

Proficient in 1 armor type of your choice

Telekinesis

You know the skill Telekinesis

Disguise

Can disguise objects, living or inanimate, into other forms, within reason.

Disney Races: Machina

Once used for the protection of the people of Atlantis, these mechanical beings are now shipped around the world of Disney to serve at the discretion of the land's ruler. At their core lies a crystal from Atlantis, giving their bodies streaks of blue light where permitted.

Features

Ability Score Increase

Your Constitution score increases by 1.

Age

A typical machina is between two and thirty years old. The maximum lifespan of the machina remains a mystery; so far, machina have shown no signs of deterioration due to age.

Alignment

Most machina take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality – or lack thereof – of the beings with which they served.

Size

Your size is Medium. Most machina stand between 5 and 6 1/2 feet tall. Weight and build are affected by subrace.

Speed

Your base walking speed is 30 feet.

Machina Resilience

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 are immune to disease.
  • You don’t need to eat, drink, or breathe.
  • You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
  • Sentry'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 determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. *You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.
Mode Prerequisite Effect
Crystal Core (unarmored) None AC = 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor).
Composite Plating (armored) Medium armor proficiency AC = 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus.
Heavy Plating (armored) Heavy armor proficiency AC = 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.
Languages

You can speak, read, and write Common.

Builds

Whiloe tehre are many different types of Machina, only two variations have the sentience of humans.

Battle Build

You’re an imposing war machine built for close combat and raw might. You tower over your comrades; juggernaut machina stand between 6 and 7 feet in height and can weigh up to 450 pounds.

Ability Score Increase

Your Strength score increases by 2.

Iron Fists

When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Scout Drone

You were built to scout the edges of battle and outmaneuver your enemies. You are lean and designed for speed.

Ability Score Increase

Your Dexterity score increases by 2.

Swift

Your walking speed is increased by 5 feet.

Light Step

When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace.

Disney Races: Merperson

The Merpeople of Atlantica, once a proud race full of warriors, have been reduced to a cowering people. Since the reign of the sea queen Ursula, many have gone missing while her garden of shriveled spirits grows bigger. Those who believe she can be stopped are hunted while those her follow her would willing give their life for her.

Features

Ability Score Increase

Your Strength, Constitution, and Charisma scores each increase by 1.

Age

Merpeople reach maturity around age 15 and can live up to 200 years.

Size

Merperson are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.

Speed

Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Amphibious

You can breathe air and water.

Call to the Wave

You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

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.

Emissary of the Sea

Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

Guardians of the Depths

Adapted to even the most extreme ocean depths, you have resistance to cold damage.

Languages

You can speak, read, and write Common and Mermish.

Disney Races: Leonin

Hailing from the Pridelands, the Leonin once ruled over the savannah and its creature. The brother of the lion's leader, Scar, chased all males from the prideand and enslaved whichever lionesses chose not to flee from their home. There can be no competition for the alpha

Features

Ability Score Increase

Your Constitution score increases by 2, and your Strength score increases by 1.

Age

Leonin mature and age at about the same rate as humans.

Alignment

Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.

Size

Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.

Speed

Your base walking speed is 35 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Claws

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.

Hunter's Instincts

You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

Daunting Roar

As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.

Languages

You can speak, read, and write Common and Jaanavar.

Disney Races: Trolls

Trolls dwell in the forests of Arendalle between the city and the frosted mountain rage. They are like myths to the nearby humans, probably because of their boulder like appearance when sleeping. These creatures are proficient in magic and tend to be optimistic and kind.

Features

Ability Score Increase

Your Wisdom score increases by 2, and your Strength score increases by 1.

Age

As humanoids related to the fey, Trolls have long lifespans. A troll reaches adulthood around 30, and the oldest of them can live for 500 years.

Size

Firbolg are between 2.5 and 3 feet tall and weigh between 240 and 300 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Troll Magic

You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet taller than normal, allowing you to more easily blend in with humans and.

Hidden Step

As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

Earth Walk

You can move across difficult terrain made of earth or stone without expending extra movement.

Speech of Beast and Leaf.

You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Languages.

You can speak, read, and write Common, Primordial, and Dwarvish.

Disney Races: Dwarves

Dwarves are a hardworking race, up before the sun and back home after it sets. The one thing dwarves are known for is being name for their biggest personality trait. Sleepy, Bashful, Dopey, Grumpey... to name a few.

Features

Ability Score Increase

Your Constitution score increases by 2.

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 3 and 4 feet tall and average about 150 pounds. Your size is Medium.

Speed

Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

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 Combat 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 or mason's tools.

Stonecunning

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and 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.

Disney Races: Dragonborn

Dragons used to be the alpha race in the world, but with the birth of the humans, they have been hunted to near extinction. But, the fairy queen Maleficent gained the ability to transform into the beasts of lore and, through mating with humans and fairies alike, birthed a new race: the dragonborn.

Features

Age

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Size

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Fire Resistance

You have resistance to fire.

Breath Weapon

You can use your action to exhale destructive energy. It deals damage in a 15' cone (DEX SAVE). When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.

Languages

You can read, speak, and write Common and Draconic.

Disney Races: Orc

Malecifent's key guardians, the orcs have shifted their allegiance to the dark fairy queen. They work mainly as her guards and the main source of her army. While they may look like humanoid pigs, they are strong and deadly in combat.

Features

Ability Score Increase

Your Strength score increases by 2 and your Constitution score increases by 1.

Age

Orcs reach adulthood at age 12 and live up to 50 years.

Size

Orcs are usually between 4 and 5 feet tall and weigh between 230 and 280 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Aggressive

As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Primal Intuition

You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.

Languages

You can speak, read, and write Common and Orc.

Disney Races: Resurrected

The Resurrected are the physical manifestations of the souls who have escaped the Underworld and Hades' eye. Upon return to the mortal world, they have lost their original form, gaining a human appearance, and their memories. It is said that at night, the Resurrected dream of their life before their return, but it's always an arm's length away.

Features

Ability Score Increase

Your Wisdom score increases by 2, and your Charisma score increases by 1.

Age

Resurrected develop physically at the same rate as humans do and have similar lifespans.

Alignment

The noble spirit tied to a Resurrected drives it toward lawful and good behavior. Most Resurrected combine strong self-discipline with compassion for all sentient beings, but some Resurrected resist the virtuous influence of their spirit.

Size

Resurrected are similar in build to humans, though they are typically a few inches taller. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Dual Mind

You have advantage on all Wisdom saving throws.

Mental Discipline

You have resistance to psychic damage.

Death Save

Once per long rest, if your hit points reduce to 0 you regain 1 hit point.

Severed from Dreams

Resurrected sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the Dream spell, but not to spells and effects that put you to sleep, like the Sleep spell.

Languages

You can read and write Common and one other language of your choice.

Underworld Origins

Depending on where your soul escaped from, you will receive additional bonuses.

Elysian

The fields of Elysium is reserved for the souls of heros: the brave, the strong, the true.

Armor and Weapon Proficiency

You have proficiency in all armor and weapons

Radiant Aura

Added radiant damage to 3 attacks per long rest

Ability Score Increase

Your Strength score increases by +1.

Mourning

The souls of the Mourning Fields wasted their lives on unrequited love.

Sensitive Soul

You have the ability to perform a reaction strike when a creature within 10 feet of you moves away in combat.

Skill Proficiency

Proficiency in Insight.

Emotionally Numbed

You cannot be stunned.

Asphodel

The fields of Asphodel are for those everyday souls, who were neither hero nor villain.

Skills from Above

Gain the added abilities of one human ethnicity

 

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