Introduction
Embark on a journey beyond the ordinary and into the realms of boundless imagination this tapestry of unique and fantastical races awaits, each carefully crafted to breathe life into your Dungeons & Dragons adventures. Uncover the mysteries of uncharted territories as you explore new playable races, each offering fresh perspectives, rich lore, and unparalleled opportunities for character customization. From the ethereal to the extraordinary. Unleash the creativity within these pages and redefine the boundaries of your tabletop adventures.
Table of Contents
Regional Varieties
In the varied realms of different races, their distinct environments have shaped remarkable adaptations among individuals. Consider the Armolins, for instance, whose thin carapaces reflect their resilience in hot climates. Meanwhile, desert-dwelling Oaquins boast leaves adorned with thorns, a clever defense against arid conditions.
Races
In this chapter, we unfurl the tapestry of imagination even further, introducing a cadre of new and unique playable races designed to ignite the flames of creativity in your Dungeons & Dragons 5E campaigns. Each race within these pages is a testament to the limitless potential of homebrew, offering fresh narratives, unique abilities, and uncharted possibilities for character development. Dive into this chapter and discover a collection of races that transcend the ordinary, providing both Dungeon Masters and players alike with fresh avenues for storytelling, role-playing, and epic adventures.
Armolin
Adorned with tough, interlocking scales forming a protective carapace on their backs, these beings exhibit a palette of earthy browns and muted grays that seamlessly meld with their urban surroundings. Despite their imposing exterior, Armolins are celebrated for their docile nature and amiable demeanor, earning them an esteemed reputation within the bustling city or community where they reside.
Natural Pacifists
The unique charm and sociable disposition of Armolins make them sought-after companions and valued members of the city's social fabric. Renowned for their loyalty and peaceful coexistence, Armolins contribute positively to the multicultural tapestry of their urban dwelling. Beyond their physical resilience, Armolins exhibit a strong sense of community, actively engaging with other races and fostering unity within the diverse cityscape.
Armolin Traits
Below are the traits that all Armolin have.
Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.
Age. Armolin have lifespans equivalent to humans.
Alignment. Most Armolin likes to blend in with other races to build a bond. Typically, they go through the neutral good but some likes peace a little too much and chooses solitude instead.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your base walking speed is 30 feet.
Natural Armor. Your carapace provides you with a high tier defense mechanism. While you aren't wearing armor, your base Armor Class is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Carapace Ball. While you're not wearing any armor, you can immediately roll up into a ball as a bonus action. While in this state, you will gain the benefit from half cover and your speed turns to 0. You are count as being incapacitated while still in this state, but you can use your bonus action to unroll yourself. You can only be in this state for a number of rounds equal to 5 + your Constitution modifier (minimum of 1 round), you'll suffocate beyond that point.
Roll Out. When your Carapace Ball feature is active, you can use your bonus action to make a Dash action to move half of your walking speed before using your Carapace Ball trait towards an unoccupied space that you can reach. All creatures that enters your melee range while you're rolling will take bludgeoning damage equal to 1d6 + your Strength modifier. Make a melee attack roll for each creatures.
You can only use this trait several times equal to your proficiency bonus and must finish a long rest to regain all uses.
Thick Skinned. You have advantage in your Constitution saving throws against taking damages.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.
Tough Exterior
Armolin carapace is as hard as steel, but not as heavy as how a steel would be. Each carapace is hollow but sturdy part of their body that keeps them warm and protected.
Caraxa
Caraxans are a distinctive race that embodies the essence of semi-humanoid crustacean creatures with a sextuple of skittering legs. Resembling a blend of terrestrial and aquatic elements, these beings navigate their environments with remarkable agility, utilizing their multiple legs to traverse a variety of terrains.
Avid Hunter-Gatherers
Living in close-knit communities, they harmonize with the rhythms of nature, foraging for resources and hunting with precision. Their sustainable practices and resourcefulness ensure the prosperity of their tribes, and Caraxan communities thrive in the bountiful embrace of the natural world.
Territorial Solace
However, beneath the veneer of their cooperative existence lies a territorial and selfish aspect to Caraxan behavior. Fiercely protective of their hunting grounds and resources. Interactions with neighboring tribes can be marked by territorial disputes, as Caraxans prioritize their own well-being and the prosperity of their kin.
Caraxa Traits
Below are the traits that all Caraxa have.
Ability Score Increase. Your Constitution score increases by 2.
Age. Caraxa have lifespans equivalent to humans.
Alignment. Caraxans are usually dormant and will not interfere with neighboring people, making them true neutrals. But some go in a long way of being neutral evil of territorialism.
Creature Type. You are Humanoid.
Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet and you also have swimming speed equal to your walking speed.
Amphibious. You can breathe air and water.
Bottom Feeder. Having to live at the bottom of the sea, you gain resistance to poison damage and a proficiency with the Survival skill.
Natural Armor. You have thick carapace that covers most of your skin. When you aren’t wearing armor, your base AC is 12 + your Constitution modifier. A shield’s benefits apply as normal while you use your natural armor.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.
Abyssal Caraxa
These guys are highly aggressive and most have short fuse.
Ability Score Increase. Your Strength score increases by 1.
Giant Claws. Your have one massive claw on one of your arm and counts as a simple melee weapon that deals 1d10 slashing damage.
Reef Caraxa
This guys are usually not aggressive and tends to help people in need.
Ability Score Increase. Your Intelligence score increases by 1.
Clasp Claws. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
Backhal
Backhals, known for their large, leathery wings that stretch from their elongated arms to their sides, allowing them to glide gracefully through the air. Their keen senses, particularly their heightened hearing and echolocation, make them excellent navigators in dark and cavernous environments.
Melodical Echoes
Having a rich musical culture, backhals uses their keen hearing and natural echolocation to create intricate, resonant melodies. Their songs often mimic the sounds of wind through caves or the echoes of the night, and they craft unique instruments from bones, wood, and stone. Music is central to their society, used in rituals, storytelling, and communication, with performances held under moonlit skies or in vast underground chambers. Every Backhal learns music from a young age, and their harmonies are said to carry the wisdom and history of their people.
Nocturnal Nuisance
These creatures are nocturnals and has small motivations while in broad daylight. While they're thriving in darkness, are often considered a nuisance by neighboring communities. Their habit of swooping through towns at night in search of food or scavenging for resources causes unease among other races. Known for their loud, echoing calls that fill the night, they can disrupt the sleep of those living nearby. Their penchant for collecting shiny or unusual objects has also led to accusations of petty theft. While the Backhal mean no harm, their nocturnal activities and invasive presence can make them unwelcome visitors in more daylight-oriented societies.
Backhal Traits
Below are the traits that all Backhal have.
Ability Score Increase. Your Wisdom score increases by 2 and your Dexterity score increases by 1, or vice versa.
Age. Backhal have lifespans equivalent to humans.
Alignment. Backhal are nocturnal creatures and quite a loud one too when they participate in their nightly sing along. Making them chaotic neutral or neutral evil at best.
Creature Type. You are a Humanoid.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Echolocation. You gain 30 feet of blindsight and are blind beyond this range.
Limited Sight. You have disadvantage on attack rolls and on Wisdom (Perception) checks that require sight if its not within your blindsight radius.
Keen Hearing. You has advantage on Wisdom (Perception) checks that rely on hearing.
Chiropteran Build. Your arms are wings that gave you flying speed of 30 feet if you're not wearing heavy armor. Yet these arms has no palms to grab onto items and cannot be used to wield weapons or shields.
Dexterous Feet. You can wield and hold objects and weapons using your feet. In addition, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object, as a bonus action.
Wail. Your scream has more decibels than other creatures. As an action, you can scream on top of your lungs and produce a wave of sound that travels within 15 feet cone in front of you. Each creature in that area must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d8 thunder 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).
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.
Hedgin
Hedgins are characterized by their enchanting quilled appearance, with bodies covered in sharp but retractable quills, exuding an air of caution and territoriality. Despite their instinctual drive to protect their domains, the Hedgins are renowned for their inherent pacifism, demonstrating a deep aversion to causing harm to others. When they're provoked, they will retaliate by expanding their sharp quills on their backs.
Hedgin Traits
Below are the traits that all Hedgin have.
Ability Score Increase. Your Wisdom score increases by 2 and your Constitution score increases by 1, or vice versa.
Age. Hedgins have lifespans equivalent to humans.
Alignment. Most Hedgins lived distant towards each others. Leading to a neutral good alignments, but not limited to chaotic neutrals. As some still hates it when people touches their quills.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your base walking speed is 30 feet.
Quill Spray. When you're not wearing any armor, you can use one of your attacks in an action to shoot out your quills around 15 feet away from you. All creatures within that radius must make a Dexterity saving throw to avoid taking piercing damage equal to 1d4 plus your Constitution modifier. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. The quills will stuck in place and give -1 penalty to their attack rolls and ability checks until they remove it using their action. This trait can be used several times equal to your proficiency bonus and must finish a long rest to regain all uses.
Quill Blade. If you still have your Quill Spray use, you can expend two uses to create a blade from your quills. It uses the statistic of a shortsword of which you are proficient with. This quill blade counts as an improvised weapon and will turn brittle after 8 hours, making it breaks easily after a swing.
Spiked Carapace. Your base AC is 12 + your Constitution modifier. Additionally, if a creature grappled you, they must take piercing damage equal to your proficiency bonus at the start of their turns.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.
Hyngho
The Hynghoes are a race with chaotic personalities and bodies adorned in distinctive spots, are known for their maniacal laughter in the face of adversity. Their unpredictable minds reflect the vibrant tapestry of their existence, making them both captivating and challenging companions.
Brazen Curiosity
Fueled by insatiable curiosity, Hyngho exhibit an inquisitive yet reckless behavior, constantly embarking on daring pursuits. Whether exploring forgotten ruins or engaging in high-stakes gambles, their thirst for discovery propels them into the unknown, creating an adventurous spirit that binds them together.
Strength in Numbers
Despite occasional displays of independence, Hyngho find strength in forming close-knit packs. These packs serve as both a social structure and a source of support, fostering unity among members who rely on each other's unique abilities and skills.
Hyngho Traits
Below are the traits that all Hyngho have.
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1 or vice versa.
Age. Hynghoes have lifespans equivalent to humans.
Alignment. Hynghoes tend to live in close-knitted communities and work together to achieve their goal, yet also manage to slip in some selfish recklessness in the team, practically making them chaotic neutrals.
Creature Type. You are a Humanoid.
Size. Your size is Medium
Speed. Your base walking speed is 35 feet.
Bite. You have a mouth filled with sharp teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
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.
Provocateur. You gain proficiency in the Intimidation skill and learned the Vicious Mockery cantrip. Charisma is your spellcasting ability for this spell.
Taunting Cackle. As a bonus action, you can make a Charisma (Intimidation) check to laugh towards any creatures of your choice within 30 feet away from you. That creature must make a Charisma saving throw contested with your Charisma (Intimidation) check result. If they fail, your next attack will be made on an advantage. This trait can be used several times equal your proficiency bonus and you'll regain all uses after finishing a long rest.
Reckless Charger. You have an advantage when making initiative rolls.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.
Jelilyth
An ethereal beings with jellyfish-like heads, emanating a soft glow and possessing an affinity for water and light. They are known for their wisdom and guardianship of the mystical oceanic domains. Jelilyths are native to the Natuna Ocean, but some lived above the water surface to seek new life.
Shy and Curious
Jelilyths, ethereal and shy, inhabit both the shadows beneath the ocean's surface and the quiet enclaves above. Preferring solitude, they rarely reveal themselves, their elusive nature accentuated by the soft glow of their translucent forms. Some, driven by curiosity, venture into the world beyond, cautiously exploring new realms while remaining wary of unfamiliar encounters. Their delicate presence serves as a reminder of the mysteries that dwell within the depths of the natural world.
Silent, Yet Deadly
The Jelilyths traverse their world with an ethereal grace, their bioluminescent tendrils betraying the danger held within their delicate forms. Those unfortunate enough to feel their touch suffer a searing sting, a lasting reminder of the power veiled by their gentle appearance. Despite their withdrawn and private nature, their mastery of the ocean's might serves as a testament to their formidable and potentially lethal presence.
Jelilyth Traits
Your aquatic nature grants you the following traits:
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Age. Jelilyths mature to adulthood by the age of 10 but have been known to live up to 80 years.
Alignment. Most Jelilyths are true neutral or have some aspect of neutrality in their alignment. They tend toward good, as being inquisitive requires commonality.
Creature Type. You are a Humanoid.
Size. Jelilyth stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swim speed of 30 feet when not wearing heavy armors.
Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Amphibious. You can breathe air and water.
Water Dependency. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.
Anemonic Resilience. You have resistance to lightning and poison damage, and you have advantage on saving throws against being poisoned.
Electric Skin. You can secrete shocking poison through your skin. You know the Shocking Grasp cantrip. Alternatively, you can choose to cast it as a reaction when at creature hits you with a melee attack.
Bioluminescent. You can emit a 15 feet bright light and another 15 feet of dim light as a bonus action. You can dismiss it as a free action.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.
Kinkuji
A remarkable race of hulking creatures with a unique affinity for both under and above-water environments. These formidable beings, with sinewy bodies adapted to the challenges of aquatic life, seamlessly navigate the depths of oceans and the surfaces of lakes or rivers. Possessing a dual existence, Kinkujis are equally comfortable dwelling in underwater caves and emerging to explore the world above the water's surface. This dualistic nature allows them to harness the benefits of both terrestrial and aquatic habitats, making them versatile and formidable inhabitants of diverse landscapes.
Traveller of the Ocean
Kinkuji have honed their maritime skills to perfection. Their affinity for the sea is deeply ingrained in their culture, and their communities often thrive along coastlines and riverbanks. Kinkuji sailors command sturdy vessels, and their prowess as fishermen is unmatched, with a deep understanding of the ocean's currents and the behaviors of its inhabitants. This connection to the water extends beyond mere sustenance; it shapes the very essence of Kinkuji identity.
Communal Lives
Despite their imposing presence and predatory prowess, Kinkujis exhibit a strong sense of social behavior towards their kin. Living in close-knit communities, these creatures prioritize familial bonds and cooperative living. Their societies are marked by a collective responsibility for the well-being of the group, fostering a sense of unity among Kinkuji. This social harmony extends beyond familial ties, creating a tightly woven network of support and collaboration among these formidable beings.
Kinkuji Traits
Below are the traits that all Kinkuji have.
Ability Score Increase. Your Constitution score increases by 2 and your Intelligence, Wisdom or Charisma score increases by 1.
Age. Kinkuji mature at the same rate as humans, however, they are considered mature by their people at 60 years old. Their lifespan can be as long as 450 years.
Alignment. Kinkujis are lawful and very respectful towards their words, even for the most unhinged ones.
Creature Type. You are a Humanoid.
Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Size. Kinkujis are between 7 and 8 feet tall and weigh between 300 and 400 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet and you gain swimming speed equal to your walking speed.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Limited Amphibiousness. You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.
Deepwater Adaptation. Adapted to the frigid ocean depths, you have resistance to cold damage. You also naturally acclimate to abyssal depths, even if you’ve never been to one. This includes depths below 0 feet above sea level and depths beyond 20,000 feet in deep waters.
Seafarer. You have proficiency in the Survival skill and Sea Vehicles.
Bite. You have a set of sharp teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.
Marsent
A human-sized rodents, known as the Marsents, thrives. This bustling civilization is filled with industrious engineers and agile messengers, all united by a deep sense of community and a rich cultural heritage. Amidst towering structures adorned with depictions of their storied past, the Marsent's unwavering spirit continues to inspire within their bustling metropolis.
Prejudiced by Much
In a city filled with Marsentians, a stark dichotomy exists within the perception of its inhabitants. While some view the less aesthetically pleasing Marsentians as vermin, these creatures are often relegated to the shadows, deemed unworthy of the city's admiration. Despite their valuable contributions to the intricate workings of the metropolis, they grapple with the burden of being labeled as the unsightly underbelly of society.
Hunger for Privilege
In the complex hierarchy of the Marsent race, a pervasive hunger for status and power drives their every move, propelling them towards the upper echelons of society. With a sharp focus on climbing the ladder of hierarchy, these ambitious beings wield their influence and privilege with a sense of entitlement, often looking down upon those deemed beneath them. Within their domains, the privileged Marsent revel in the luxuries and benefits that come with their elevated status, maneuvering through intricate political webs and social intricacies to solidify their positions as the esteemed elite.
Marsent Traits
Below are the traits that all Marsent have.
Ability Score Increase. Your Dexterity score increases by 2
Age. Marsent have lifespans equivalent to humans.
Alignment. Marsent have a varsity of alignments, as they have different way of living. But most of them are true neutrals at best.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Spatial Awareness. You gain a proficiency in Perception.
Tail. You have a long tail 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.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.
Subrace. The are two primary variations among the Marsent race; Ratkin and Mousekin.
Ratkin
Marsent Ratkins are more aggressive and prefer to live in the shadows, as they had sensitive eyesight towards sunlight.
Ability Score Increase. Your Constitution score increases by 1.
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 discern colors in that darkness only as shades of gray.
Natural Resilience. You have resistance to poison damage, and you have advantage on saving throws against being poisoned. You also can't get any diseases.
Mousekin
Marsent Ratkins lived high and mighty in the cities as lawyers or politicians.
Ability Score Increase. Your Charisma score increases by 1.
Cunning. You gain proficiency in one of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
Deceitful. You are resourceful and know how to deceit your opponents by using arcane powers. You know the Friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Suggestion spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Nychtaur
The nychtaurs are a race of agile half-human, half-feline beings, known for their grace and speed. Their upper bodies resemble humans, while their lower halves resemble sleek, muscular felines, complete with fur-covered legs and sharp claws. They possess heightened reflexes, keen senses, and a natural affinity for stealth and acrobatics. Nychtaurs often live in nomadic tribes, navigating dense forests and mountainous terrains with ease. Their culture values freedom, agility, and independence, with many Nychtaurs taking up roles as scouts, hunters, or messengers in the wider world.
Feline Behaviors
Nychtaurs exhibit many feline behaviors, from their curious and independent nature to their love for lounging in high places. They are often aloof but can form deep bonds with those they trust. Like cats, they are cautious, preferring to observe before acting, and their moods can shift between playful and reserved. They have a tendency to groom themselves frequently, keeping their fur immaculate, and they enjoy sunbathing or curling up in small, cozy spaces. Despite their independence, they appreciate company in their own time, often appearing at a moment's notice, much like a cat slipping in and out of sight.
Unrelenting Arrogance
Often viewing themselves as superior to other races due to their agility, sharp instincts, and keen senses. They believe their feline heritage grants them a natural edge in both combat and intellect, leading them to be dismissive of others' abilities. This superiority complex makes them prideful and difficult to work with, as they rarely admit fault and expect others to follow their lead. They consider their independence and cunning to be unmatched, and their aloof demeanor often comes across as disdain for those they see as beneath them.
Nychtaur Traits
Below are the traits that all Scylia have.
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.
Age. Nychtaurs have lifespans equivalent to humans.
Alignment. Most nychtaurs are arrogant and has the lawful evil or neutral alignment.
Creature Type. You are a Fey.
Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Size. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Claws. You can use your claws to make unarmed strikes. When you hit with them, dealing slashing damage equal to 1d6 plus your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Pounce. If you moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. The saving throw DC is equal to 10 plus your proficiency bonus and Dexterity modifier. In addition on a failed save, you can make one unarmed strike as a bonus action to that target.
Prowler. You have proficiency in the Perception and Stealth skills.
Languages. You can speak, read, and write Common, Sylvan and one other language that you and your DM agree is appropriate.
Nychtaur Variant
Most nychtaurs' lower half has the appearance of panthers, but some may looked like tigers or lions. One thing that doesn't separates them is that all of them has feline lower half.
Oaquin
This hulking tree-like creatures emerge as a unique humanoid race with a remarkable connection to nature, resembling living arboreal beings. Oaquin communities are often found nestled within serene groves or ancient forests, where they cultivate a deep affinity for the land and its myriad forms of life.
Acculturated Living
Curiously, despite their inclination toward living outside cities, Oaquin individuals are drawn to crowded areas, appreciating the lively energy and diverse experiences found in urban environments. However, paradoxically, they prefer to blend into the vibrant tapestry of city life, avoiding standing out in the bustling crowds. Oaquin seamlessly integrate into the background, observing the ebb and flow of city existence while maintaining a harmonious balance with their surroundings.
Urban Photosynthesis
For those Oaquin who choose to live within the heart of cities, a unique trend has emerged known as "bonsai." In an effort to adapt to urban spaces, these Oaquin undergo a process of carefully trimming and shaping themselves, reducing their size by half. This practice allows them to maintain a firm and stylish appearance.
Oaquin Traits
Below are the traits that all Oaquin have.
Ability Score Increase. Your Intelligence score increases by 2.
Age. A Oaquin typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old or more.
Alignment. Oaquins are usually docile and passive like a tree and doesn't mind crowded environment, making them typically true neutrals.
Creature Type. You are a Plant.
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.
Size. Oaquins stand between 5 and 6 feet tall. But those lived in urban places have a trend called "bonsai" which makes them smaller in size but has more trimmed leaves. You are Medium or Small. You choose the size when you select this race.
Speed. Your base walking speed is 30 feet.
Take Root. As an action or a reaction after getting pushed, you sprout roots on your feet and straight to the ground, locking you in place. While in this state, your speed turns to 0 and can't be pushed by any means necessary. You also have an advantage on your ability checks to avoid getting pushed, shoved, knocked prone, or otherwise moved involuntarily. You can un-root yourself by using your bonus action.
Poison Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Photosynthesis. As long as you are within direct sunlight for at least 4 hours a day, you do not need to eat. Additionally, you can breathe through your leaves and extremities and can absorb water and nutrients through your feet. Oaquins suffer fatigue the same way other races do for going without food.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.
Subrace. The are two primary variations among the Oaquin race; Desert and Forest.
Desert Oaquin
Ability Score Increase. Your Constitution score increases by 1.
Prickly. You have thorns all over your body. When you make an unarmed strike, you deal additional 1d4 piercing damage. Additionally, creatures who grapple you will take 1d4 piercing damage at the start of their turns.
Forest Oaquin
Ability Score Increase. Your Wisdom score increases by 1.
Grow. As an action, you can temporarily grow in to a bigger size of you by stretching your branches. If you are smaller than Large, you now become Large for 1 minute. This trait can be used once per long rests and requires one hour of absorbing sunlight to use it.
Oxletl
Oxletls are known for their sleek, iridescent scales that glisten under the sunlight. With slender, agile bodies and long, sinuous tails, they navigate both land and water with remarkable dexterity. Renowned for their mastery of elemental magic, particularly water and fire manipulation, the Oxletl possess a deep understanding of the delicate balance of the natural world. Despite their typically reserved demeanor, they are revered for their wisdom and their vibrant cultural traditions.
Slimy Embrace
Despite their exceptional abilities, Oxletls are known for their striking humility, often displaying a modesty that belies their considerable talents. Their unassuming nature is reflected in their interactions, as they readily offer support and guidance without seeking recognition or praise. This humble disposition endears them to others, fostering strong bonds within their communities and beyond.
Splashing Valiance
Oxletls are known for their humility, display exceptional valor in protecting aquatic beings on land. Fearlessly confronting threats, they ensure the safety of their vulnerable counterparts, reflecting their unwavering dedication to their extended community.
Oxletl Traits
Below are the traits that all Oxletl have.
Ability Score Increase. Your Dexterity score increases by 2
Age. Oxletl mature to adulthood by the age of 20 but have been known to live up to 100 years.
Alignment. Oxletl have split alignment charts depending on their family. Coastal Oxletl are mostly neutral good, opposite River Oxletls who are mostly chaotic neutral.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your base walking speed is 30 feet and you have a swim speed of equal to your walking speed.
Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Waterborne. You can breathe air and water. Additionally, being underwater doesn't impose disadvantage in your weapon attacks.
Water Dependency. You suffer 1 level of exhaustion if you haven't immerse yourself in water for at least 1 hour during a day. Immediately immersing yourself in water will let you recover from the exhaustion.
Natural Resilience. You have resistance to poison damage, and you have advantage on saving throws against being poisoned.
Slippery. You have advantage on ability checks you make to avoid or end the grappled condition on yourself.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.
Subrace. The are two primary variations among the Oxletl race; Coastal and River.
Coastal Oxletl
This guys are usually not aggressive and tends to help people in need.
Ability Score Increase. Your Wisdom score increases by 1.
Rapid Regeneration. When taken bludgeoning, slashing or piercing damages, you can use your reaction to regain hit points equal to half of the damage taken. This trait can be used several times equal to your proficiency bonus and you must finish a long rest to regain all uses.
River Oxletl
A much more brutal and reckless side of the Oxletl family.
Ability Score Increase. Your Constitution score increases by 1.
Acid Spit. You can use your action to spit a ball of acid towards a creature of your choice that you can see within 30 feet away from you. Make a ranged attack, the damage is 1d4 plus your Constitution modifier. This trait can be used several times equal to your proficiency bonus.
Scylia
The folks of Scylias emerge as unique and enigmatic race, bearing the intriguing fusion of humanoid and aquatic features. Their upper bodies resemble humans, while the lower halves seamlessly blend into the sinuous, tentacled form reminiscent of marine creatures.
Stylishly Dangerous
Scylias are adorned with an array of flashy and vibrant colors that not only add to their visual splendor but also serve as a natural defense mechanism. These hues, while mesmerizing, are toxic to the touch, deterring would-be predators or intruders. This poisonous display adds a layer of complexity to Scylia interactions, as they navigate their surroundings with an awareness of both the beauty they exude and the potential danger concealed within their captivating colors.
Inquisitive Personality
Known for their curious and inquisitive behavior reminiscent of their aquatic counterparts, the Scylia exhibit a natural affinity for exploration and discovery. Their tentacled lower halves afford them remarkable dexterity, enabling them to interact with their environment in unique ways. Scylias are drawn to the mysteries of the world around them, using their inquisitive nature to forge connections and unravel the secrets that lie beneath the surface. This innate curiosity, much like that of an octopus, fuels the adventurous spirit of the Scylia and shapes their interactions with the diverse landscapes they inhabit.
Scylia Traits
Below are the traits that all Scylia have.
Ability Score Increase. Your Intelligence score increases by 2 and your Dexterity, Wisdom or Charisma score increases by 1.
Age. Scylia have lifespans equivalent to humans.
Alignment. Scylia are curious beings, they are typically chaotic in nature but usually is split between neutral or evil.
Creature Type. You are Humanoid.
Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet and you also have swimming speed equal to your walking speed.
Amphibious. You can breathe air and water.
Water Dependency. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.
Ink Cloud. You know the Fog Cloud spell and can cast it as a 1st level spell without using any spell slots. If you cast it using this trait, it doesn't require you to maintain concentration but the duration will turn into 10 minutes. After you use this trait, you must finish a long rest to be able to use it again.
Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a Constitution saving throw or take poison damage equal to 1d4 + your Constitution modifier. The saving throw DC is 8 + your Constitution modifier + your proficiency bonus.
Poison Resilience. You have resistance against poison damage and an immunity against the poisoned condition.
Environmental Mimicry. As an action, you can change the color of your skin to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.
Valdger
A fearsome and hot-tempered creatures, presents a stark departure from more tranquil humanoid beings. These formidable creatures are distinguished by their robust build and fur-covered bodies. These creatures possess a raw, primal energy, with fur ranging in colors from deep browns to rich blacks. Despite their seemingly unassuming appearance, Valdgers are notorious for their ferocious nature and short tempers.
Vigorous Culture
Valdger neighborhoods often teem with an energetic intensity, as these humanoid badgers navigate the intricacies of city life with a unique blend of ferocity and adaptability. While their tempers may lead to occasional clashes with other races, Valdgers have carved a niche for themselves, often excelling in occupations that require physical strength and a no-nonsense approach.
Valdger Traits
Below are the traits that all Valdger have.
Ability Score Increase. Your Strength score increases by 2 and your Charisma score increases by 1.
Age. Valdger have lifespans equivalent to humans.
Alignment. Almost all Valdger are chaotic in their nature. Some go in length of being evil. Yet there's also some good and high spirited Valdgers.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your base walking speed is 30 feet and a burrowing speed equal to your walking speed.
Tunneler. You have 5 feet of tremorsense and whenever you burrow to the ground, you will leave a 5-foot-diameter tunnel behind you.
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.
Dreadful. You gain a proficiency in Intimidation.
Undaunted. You have advantage on saving throws you make to avoid or end the frightened condition on yourself.
Reckless Bravado. If you got the frightened condition, you can still move towards the source of your fear.
Expanded Legacy
In this chapter, we delve into the rich tapestry of Dungeons & Dragons 5E, introducing a collection of new homebrew subraces that seamlessly integrate with the official releases. These meticulously crafted additions breathe fresh life into familiar races, offering novel traits, unique abilities, and diverse cultural backgrounds for players and Dungeon Masters to explore. Venture into this chapter to uncover the nuanced layers of each subrace, allowing you to enhance and personalize your characters. The "Expanded Legacy" chapter awaits, providing a gateway to a trove of new subrace options that seamlessly integrate with the official releases, expanding the boundaries of your 5E adventures.
Blood Genasi
The Blood Genasi, a distinctive subrace of Genasi in this mystical realm, owe their existence to a daring experiment blending alchemy and elemental essence. Born from homunculi infused with the blood of genies, these artificial lifeforms possess a unique set of traits, showcasing the fusion of arcane mastery and the potent legacy hidden within the veins of otherworldly beings.
Neverending Blood Bath
These type of genasi possess a distinctive trait that sets them apart—they consistently drip blood, akin to perpetual sweat, without causing harm. This enigmatic feature creates an otherworldly aura around them, sparking fascination and trepidation among those who encounter these mysterious beings. The origin of this blood-like substance remains mysterious, but it is a defining aspect of the Blood Genasi's nature.
Sanguine Curiosity
Beyond their unique physical trait, Blood Genasis are known for their sharp intellect and inquisitive minds. With a natural cunning, they excel in unraveling mysteries and navigating complex situations, often taking on roles as detectives, investigators, or strategic masterminds. Their ability to analyze situations and think on their feet makes them valuable allies and formidable adversaries alike, setting them apart from their elemental counterparts.
Blood Genasi Traits
Below are the traits that all Blood Genasi have.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
Alignment. Blood Genasi are inquisitive creatures, effectively about sanguine powers. Most go through the length of being a hemophilia, making them chaotic neutrals or evils at most.
Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
Avid Platelets. When you take a short rest, you can automatically regain 1 hit die and can choose to spend it immediately. You can't use the ability again until you finish a long rest.
Vampiric Strike. After damaging a creature that can bleed with bludgeoning, piercing or slashing damages. You can use your reaction to gain 1d4 hit points from that attack. This trait can be used several times equal to your proficiency bonus and you'll regain all uses after finishing a long rest.
Rupture the Wounds. You know the Toll the Dead cantrip. Starting at 3rd level, you can cast the Inflict Wounds spell with this trait. Starting at 5th level, you can also cast the Aid spell with this trait, without requiring a material component. Once you cast Inflict Wounds or Aid 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).
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.
Ghost Dragonborn
Rivaling the dreaded will to keep on living like the Ghost Dragons. These unique offshoot of Dragonborn ancestry, owes its existence to the resolute sacrifice of a single dragonborn that keeps on living to pursue their ambitions. Much like ghost dragons guarding their hoards beyond mortal life, these spectral beings arise from a dragonborn's selfless act, willingly transcending into an ethereal state to protect their kin through a mystic ritual.
Undead Body
Yet, with their spectral essence came a peculiar hollowness. The Ghost Dragonborn, while maintaining the majestic appearance of their dragonborn lineage, bear skeletal bodies that echo the ethereal and insubstantial nature of the ghostly realm. The translucent bones reveal the void within, a hollow core that both separates them from their mortal kin and binds them to the elusive echoes of the ghost dragons.
Stuck in Limbo
Haunted by an eternal torment, Ghost Dragonborn grapple with a perpetual struggle – torn between embracing the finality of death or fervently pursuing a semblance of life. This internal conflict shapes their daily existence, leaving them caught between the realms of the living and the departed, adding a profound layer of complexity to their character.
Ghost Dragonborn Traits
Below are the traits that all Blood Genasi have.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid, but spells and effects which specifically affect undead affect you as well.
Age. The maximum lifespan of this type of dragonborn remains a mystery. Their skeletal body may mislead people of their real age. You are immune to magical aging effects.
Alignment. Ghost dragonborns are always in a state of limbo, not knowing they are still alive or not. Typically, they tends to go towards lawful or true neutrals. Some embrace the cold death grip and became chaotic evils.
Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Size. Your size is Medium.
Speed. Your walking speed is 30 feet.
Hollow Body. You can go twice as long without eating, drinking, or breathing, without penalty.
Draconic Resistance. You have resistance against psychic damages.
Incorporeal Movement. You can move through other creatures as if they were difficult terrain.
You can also move through solid objects, but your partially-material form cannot pass through more than one foot of stone, one inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
If you end your movement occupying the same spot as a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
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 Wisdom saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d8 psychic 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).
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.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.
Mountain Elf
Most elves lived in the forest, some lived in the sea. But some particular elves chooses to live near the sky, or more particularly on the mountain tops. These elves are crafty and masters the engineering to create hanging ledges to support their homes up in the sky.
Creative Climbers
Most of them are masterful craftsmen, creating ingenious apparatuses that blend practicality and artistry. From lightweight wing suits for gliding between peaks to water-harnessing tools, their creations reflect a deep connection to nature and exceptional skill. Each piece, crafted from the raw resources of their mountainous home, showcases their meticulous attention to detail and creativity.
Secluded in the Sky
Preferring to distance themselves from the outside world. They cherish their secluded, lofty habitat, valuing the tranquility and purity it offers. This isolation allows them to focus on their craft and maintain their traditions without external influence. Rarely venturing beyond their mountainous domain, they remain a mysterious and elusive presence, dedicated to preserving the sanctity of their unique way of life.
Mountain Elf Traits
Below are the traits that all Mountain Elf have.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Size. Your size is Medium
Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
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.
Alignment. Mountain Elves are crafty creatures but distance themselves with outsiders who understand less of their mechanisms. They're typically true neutral at best, some lost themselves in their crafts, making them chaotic neutrals.
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 discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Mountain Born. You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you’ve never been to one. This includes elevations above 20,000 feet.
Crafty. You have proficiency with Tinker's Tools and the Investigation skill.
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.
Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.
Myriad of Monsters
By EUKI Hiyano
Art Credits:
Cover: Jellyfish Hybrid - Owen O
Page 2: Ratfolk Assassin - Eamonn McCormick
Page 3: Lab Rat - Sandra Duchiewicz
Page 4: Pangolord - Taran Fiddler
Page 5: Dungeons and Dragons Heroes XVIII - Hazmi Thariq
Page 6: Bat - yuzu_shio
Page 7: Dota 2 Bristleback - biggreenpepper
Page 8: Hyena Warwick - Izzy Medrano
Page 9: Waltz of the Jellyfish - Quoc Luong
Page 10: Bite the Orca - orochi spawn
Page 11: Fayne - Kristina Kravchenko
Page 12: Dislyte Contest - Crisemon
Page 13: Tribus - Bachzim
Page 14: Axolotl Adventurer - Yasen Stoilov
Page 15: Blue Lined Octopus - Caitlin Soliman
Page 16: Woodkin Slabearrer - Conceptopolis
Page 17: Vladimir - Riot Games
Page 18: Legendary Villians - Tanya Sangsnit
Page 19: Gothizzar Harvester - Games Workshop
Page 20: Tajuru Snarecaster - Rudy Siswanto
Last Page: Jellyfish - Maxa-art
Page Textures: /u/flamableconcrete
Created Using: GMBinder