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Miscellaneous Races
\pagebreak ### Aberration **Ability Score Increase** One ability score of your choice increases by 2, and another score of your choice by 1. **Size** Your size is medium. **Speed** You have a walking speed of 30 ft. **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. **Languages** You can speak, read, and write common, deep speech, and one additional language of your choice. **Aberrant Nature** Your existence needs not conform to the weaknesses of reality, resulting in the following benefits: - You don’t need to eat, drink, or breathe. - You are immune to disease. - You don't need to sleep, but magic can still put you to sleep. - When you take a long rest, you can spend the time doing light activity. ___ **Tools of Madness** You can integrate weapons into your horrific form. During a long rest, you can incorporate a weapon you possess into your body or remove one. This weapon counts as a natural weapon for you, and you are proficient in simple weapons integrated in this way. You can have a number of integrated weapons equal to your proficiency bonus. As a bonus action, you can subsume one of these weapons into yourself or draw one into an empty hand. These weapons can't leave your hand, and you can't be disarmed of them. **Unknowable Form** Aberrations come in a variety of different shapes, with ~~no two aberrations looking the same~~. Choose one of the following traits when you pick this race. You gain another at 5th level and 11th level. Some traits can only be chosen after picking another, which is indicated by the trait being listed under its prerequisite trait. - **Twisting Limbs** You gain the ability to retract and extend any number of limbs as a bonus action. These limbs can come from any part of your body and can function as either arms or legs. If you have an incorporated weapon from tools of madness, you can retract and extend it in any of your limbs. You can have up to eight limbs at a time. If you lose any of these limbs, it turns to ash, and your maximum number of limbs decreases by one until a minute has passed. - **Scuttle** Your speed becomes 35 ft. and you gain a climbing speed equal to your walking speed, and you can move through the spaces of creatures your size. Additionally, you suffer no detriments from squeezing through spaces. - **Anatomy of Darkness** While in dim light or darkness, you add 1d4 to your Dexterity (stealth) checks. Additionally, while in dim light or darkness, creatures subtract 1d4 from opportunity attacks against you. - **I͍͊ǹ̷͔̲͙ͧͅc͉̱̆͢͠o̦̾́m̯̄̓̈́̕͢p̗̬͓͓ͤ̍ͥr̰ͨe̴̛̺̩̙̰͈ḣ_̬ͥ̔̎͢è̩̀ns̤̣͡í͎ͧͬ̓͡b̠̺l̡̖̗̀ͯͅͅe͌̑ͮ M̸̶̜ͨͬ͟͡i̜̖̖ͨ̓͌̔n̦̣ͦ̔d̯͉̃̐** Creatures can't read your mind and you are immune to being charmed. - **Paradoxical Existence** You are immune to any spell or effect that would alter your form. You have resistance to force damage. - **Warp Distance** You know the *misty step* spell, and you can cast it with this trait. Once you cast *misty step* in this way, you can't do so again until you complete a long rest. You can also cast it using any spell slots you have of the appropriate level. ### Angel Angels have the following traits. **Ability Score Increase** One ability score of your choice increases by 2, and another score of your choice by 1. **Size** Angels tend to be about the same size as humans. Your size is medium. **Speed** You have a walking speed of 30 ft. You also have a flying speed of 30 ft and can hover. You can't use this flying speed while wearing heavy armor. **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. **Languages** You have had time to study many different languages because of your infinite lifespan. You can speak, read, and write celestial, common, and three additional languages of your choice. Do to your angelic nature, you can speak languages even if they require additional special body parts to convey the language. **Celestial** Your creature type is celestial, rather than humanoid. Additionally, you have resistance to radiant damage. **Halo** Your halo has the ability to store information, working as a spellbook and able to hold up to 150 pages of text. The cost and time for transcribing spells remains the same. You can use your halo as a spellcasting focus as long as you have a free hand. It sheds bright light in a radius of 15ft and dim light for an additional 15ft. At the start of each of your turns, you can turn this light on or off. **Angelic Spellcasting** You don't need verbal or somatic components to cast spells; however, it is obvious you are casting a spell due to your halo quickly rotating and magic circles appearing around you during the casting of the spell. Any other effect that removes verbal and somatic components instead removes these. \pagebreak **Radiant Weapon** As a bonus action, you can summon a radiant weapon in your hand. This counts as a simple weapon with which you are proficient. You can use Strength, Dexterity, Intelligence, or Charisma for attacks with this weapon. As an action while wielding this weapon, you can make a melee weapon attack with this weapon against a creature within 5 feet of you or a ranged weapon attack against a creature within 60 feet of you. On a hit, the weapon deals 1d10 radiant damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You cannot add your ability modifier to the damage of this weapon. The weapon disappears when you let go of it or you dismiss it (no action required). ### Gnoll Gnolls have the following traits. **Ability Score Increase** One ability score of your choice increases by 2, and another score of your choice by 1. **Size** Your size is medium. **Speed** You have a walking speed of 30 ft. **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. **Languages** You can speak, read, and write common, gnoll, and one additional language of your choice. **Bite** Your bite is a natural weapon, which count as simple melee weapon. You are proficient with this weapon and it deal 1d6 slashing damage on a hit. **Rampage** When you reduce a creature to 0 hit points with a melee attack, you can take a bonus action to move up to half your speed and make a bite attack. **Consume Flesh** As an action, you can consume the flesh of a creature you killed within the last hour. When you do so, you regain 1d6 + your proficiency bonus hit points. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Gorgon Gorgons have the following traits. **Ability Score Increase** One ability score of your choice increases by 2, and another score of your choice by 1. **Size** Your size is medium. **Speed** You have a walking speed of 30 ft. **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. **Languages** You can speak, read, and write common, and one additional language of your choice. **Ancestry of Stone** You know the *mold earth* cantrip. When you cast *mold earth* in this way, you must target an area of stone. At 5th level, you gain gain access to the ancient gorgan magic of petrification. As an action, you can choose a creature you can see within 60 feet of you. The creature must make a Constitution saving throw (DC = 8 + your Intelligence, Wisdom, or Charisma modifier + your proficiency bonus). On a failed saving throw, they are petrified until the beginning of your next turn. Once you use this trait, you can't do so again until you finish a long rest. **Hair of Serpents** Your snakes which replace your hair are a natural weapon, which count as simple melee weapon. You may add your Intelligence, Wisdom, or Charisma modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. You are proficient with this weapon and it deal 1d8 poison damage on a hit. **Lore of the Rocks** You have advantage on ability checks regarding specific types of stone or stone architecture. ### Merrow Merrow have the following traits. **Ability Score Increase** One ability score of your choice increases by 2, and another score of your choice by 1. **Size** Your size is medium. **Speed** You have a swimming speed of 30 ft., but while on land, your tail transforms into a pair of humanoid legs, granting you a walking 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. **Languages** You can speak, read, and write common, abyssal, aquan, and one additional language of your choice. **Amphibious** You can breath air and water. **Thick Skin** While you aren't wearing armor, your AC is equal to 11 + your Constitution modifier. **Blood Rituals** The merrow were first born of dark magic which turned the sea red with the blood of their sacrifices. Such magic is not so easily forgotten. You know the following blood rituals. Each of these rituals lasts 8 hours. To use one, you must sacrifice the blood of a creature which died within the last 8 hours, which ignites in harmless flames, before destroying the blood. - **Demogorgon's Blessing** When you damage a creature with an attack or spell, you can deal an additional 1d8 force damage. You can use this ability a number of times equal to your proficiency bonus. - **Sanguine Scales** You gain a +1 bonus to Armor Class. \pagebreak - **Call Forth Darkness** As an action, you can open a rift into the abyss at a location you can see within 60 feet of you. Creatures in the area must make a Dexterity saving throw (DC = 8 + your Intelligence, Wisdom, or Constitution modifier + your proficiency bonus). On a failed saving throw, the creature takes 3d6 necrotic damage. This damage increases by 1d6 when you reach 5th level (4d6), 9th level (5d6), 11th level (6d6). You can use this ability a number of times equal to your proficiency bonus. Once you use a blood ritual, you can't use another until you finish a long rest. Once you reach 5th level, you can use two blood rituals before needing to finish a long rest to use another. You can't be under the affects of two of the same ritual at the same time. ### Nyekowo Nykowos have the following traits. **Ability Score Increase** One ability score of your choice increases by 2, and another score of your choice by 1. **Size** Your size is medium. **Speed** You have a walking speed of 35 ft. **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. **Languages** You can speak, read, and write common, and one additional language of your choice. **Keen Senses ✧w✧** You have advantage on wisdom (perception) checks that rely on your sense of hearing or smell. **Claws •̀⩊•́** Your claws are natural weapon, which count as simple melee weapons with the finesse and light properties. You are proficient with them and they deal 1d4 slashing damage on a hit. **Feline Wit ( °꒳° )** When you make an ability check, you can add your proficiency bonus to the check an additional time. You can use this ability twice, and you regain all expended uses when you finish a long rest. ### Mephit Mephits have the following traits. **Ability Score Increase** One ability score of your choice increases by 2, and another score of your choice by 1. **Size** Your size is medium. **Speed** You have a walking speed of 30 ft. and a flying 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. **Languages** You can speak, read, and write common, and two additional languages of your choice. **Elemental Physiology.** Being made of the elements grants you a variety of benefits: - You are immune to poison damage and the poisoned condition. - 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. **Claws** Your claws are natural weapon, which count as simple melee weapons with the finesse and light properties. You are proficient with them and they deal 1d4 damage on a hit. This damage is determined by your subrace. **Subrace.** When you choose this race, pick one of the following subraces for your character. #### Dust Mephit Known for their love of death and catacombs, dust mephits have the following traits. **Malignant Sleep** You know the *sleep* spell, and you can cast it with this trait. Once you cast *sleep* in this way, you can't do so again until you complete a long rest. You can also cast it using any spell slots you have of the appropriate level. **Blinding Breath** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of blinding dust in a 15-foot cone. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Constitution, Intelligence, Wisdom, or Charisma modifier + your proficiency bonus). On a failed save, the creature is blinded until the beginning of your next turn. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. **Dust Mephit Claws** Your claws deal slashing damage. #### Ice Mephit Renowned for being the most aloof and cruel of all mephits, ice mephits have the following traits. **Haze of Trickery** You know the *fog cloud* spell, and you can cast it with this trait. Once you cast *fog cloud* in this way, you can't do so again until you complete a long rest. You can also cast it using any spell slots you have of the appropriate level. **Frost Breath** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of cold air in a 15-foot cone. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Constitution, Intelligence, Wisdom, or Charisma modifier + your proficiency bonus). On a failed save, the creature takes 2d4 cold damage. On a successful save, it takes half as much damage. This damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4). You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. **Ice Mephit Claws** Your claws deal cold damage. #### Magma Mephit Slow to understand the actions and meaning of other's actions, magma mephits have the following traits. \pagebreak **Burning Strikes** You know the *searing smite* spell, and you can cast it with this trait. Once you cast *searing smite* in this way, you can't do so again until you complete a long rest. You can also cast it using any spell slots you have of the appropriate level. **Fire Breath** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of fire in a 15-foot cone. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Constitution, Intelligence, Wisdom, or Charisma modifier + your proficiency bonus). On a failed save, the creature takes 2d4 fire damage. On a successful save, it takes half as much damage. This damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4). You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. **False Appearance** While you remain motionless, you are indistinguishable from an ordinary mound of magma. **Magma Mephit Claws** Your claws deal fire damage. #### Mud Mephit Known to love talking about things in long, drawn out monologues, mud mephits love attention and treasure and have the following traits **Mud Breath** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of viscid mud in a 15-foot cone. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Constitution, Intelligence, Wisdom, or Charisma modifier + your proficiency bonus). On a failed save, the creature is restrained until the beginning of your next turn. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. **False Appearance** While you remain motionless, you are indistinguishable from an ordinary mound of mud. **Love of Conversation** Your pointlessly detailed explanations of random, unimportant things make it obvious when you're telling the truth. You have advantage on ability checks to truthfully prove the validity of your experiences to someone. **Mud Mephit Claws** Your claws deal bludgeoning damage. #### Smoke Mephit Smoke mephits are known for their crude, lazy nature and almost passionate enjoyment of lying. **Lying Lights** You know the *dancing lights* spell, and you can cast it without material components. **Blinding Breath** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of smoldering ash in a 15-foot cone. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Constitution, Intelligence, Wisdom, or Charisma modifier + your proficiency bonus). On a failed save, the creature is blinded until the beginning of your next turn. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. **False Hope** When a creature makes an opportunity attack against you, you can use your reaction to make the attack automatically miss and make an attack against that creature with your claws. Once you use this ability, you can't do so again until you complete a long rest. **Smoke Mephit Claws** Your claws deal slashing damage. #### Steam Mephit The self proclaimed rulers of all mephits, steam mephits have the following traits. **Rage Filled Retaliation** You know the *hellish rebuke* spell, and you can cast it with this trait. Once you cast *hellish rebuke* in this way, you can't do so again until you complete a long rest. You can also cast it using any spell slots you have of the appropriate level. **Steam Breath** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of scalding steam in a 15-foot cone. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Constitution, Intelligence, Wisdom, or Charisma modifier + your proficiency bonus). On a failed save, the creature takes 1d8 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). **Impossible Confidence** You have advantage on ability checks to convince a creature of the threat you pose, even if this is a lie. **Steam Mephit Claws** Your claws deal fire damage. ### Snailfolk Snailfolk have the following traits. **Ability Score Increase** One ability score of your choice increases by 2, and another score of your choice by 1. **Size** Your size is medium. **Speed** You have a walking speed of 15 ft. You also have a climbing speed of 15 ft. **Languages** You can speak, read, and write common, snailish, and one additional language of your choice. Snailish is the same as common, but spoken at an incredibly slow pace. **Shell** You have a shell attached to your back which serves a variety of functions. This shell grants you an AC of 13 + your Constitution modifier while you aren't wearing armor. It can also store a number of pounds of gear equal to 3 times the AC granted by this shell. As an action, you can retreat into your shell until you use a bonus action to exit it. While inside your shell, your AC increases by 3. **Sight of the Patient Ones** You have advantage on ability checks to discern illusions or spot invisible creatures. Furthermore, creatures don't get advantage on attack rolls against you for being invisible, and you don't have disadvantage on attack rolls against invisible creatures. \pagebreak **Slimey Slime** You secrete slime wherever you go. You can stop or continue secreting this slime at any time (no action required). Each space you travel across becomes covered in it for 1 minute, before it dries up, leaving no trace on any surfaces. This space becomes difficult terrain while slimed. Additionally, as an action, you can form some slime into a ball and throw it at a creature within 30 feet of you. Make a ranged attack against the creature, treating this ball as a simple ranged weapon with which you are proficient. You can use your Strength or Dexterity modifier as to attacks made with your slime. Any creature hit by it has their speed halved and has disadvantage on their next attack roll. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. **Eye Stalks** Your eyes are attached to elongated stalks. As a result, you can look around corners while hiding. Additionally, you can view small objects from multiple angles simultaneously.