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.
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