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Steel and Silver Playable Races Details

Feb 6th, 2018
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  1. Aaracokra - The aaracokra are an isolated race of birdfolk that dwell on the island of Tik'Al in the continent of Mutul. They are a culture deeply brooded in war. Everything they do is in the name of war, and they wage a constant and unending war between themselves, showing loyalty to only one of their four artfully crafted, mountaintop cities. Aaracokra have no sense of loyalty to their race, only their city, and actively despise all other Aaracokra from the cities they are not a part of. Though they are steeped in war, Aaracokra relish the arts, chiefly painting, and the few outsiders that would ever be allowed to see the cities of this xenophobic people marvel at the beauty of their masterfully crafted paintings and sculptures. Very few Aaracokra will ever travel from their home island of Tik'Al, and fewer still will travel off the continent of Mutul. Those that do travel outside of Mutul are dubbed Walkers, due to their tendency to walk more often to fit in with the other races. These Walkers are generally seen as outcasts, not loyal to any particular city. However, due to this lack of loyalty, they are also not despised by any Aaracokra, more just seen as outsiders.
  2.  
  3. Features:
  4.  
  5. +2 Dexterity
  6.  
  7. City Tradition: Choose a city, you are extremely loyal to this city and gain 1 of 4 stats: Xocumallinalli and +1
  8. Strength, Queztacoatl and +1 Mech, Chauchiuhtzal and +1 Mind, or Tezatlal and +1 Con. You automatically despise any
  9. Aaracokra from any other city
  10.  
  11. Age: mature by 3, lifspan of 30 years
  12.  
  13. Size: 5 ft, 80-100 lbs, medium
  14.  
  15. Speed: 25 ft
  16.  
  17. Flight: Flying speed of 50 ft, cannot be wearing medium or heavy armor
  18.  
  19. Talons: unarmed strikes d4 slashing
  20.  
  21. Languages: Common, Aaracokran, Auran
  22.  
  23. Bugbear (Monstrous Race) - See bugbear entry in Creature Compendium for more details. A bugbear that becomes an adventurer might do so because an omen told him to, or perhaps a hobgoblin called him to action. Maybe their tribe's elder requested they go out into the world to find a specific item seen in one of the elder's own visions. Regardless, bugbear don't quite fit in to civilization and thus any adventuring party with one may need to take extra precautions to maintain their companions happiness.
  24.  
  25. Features:
  26.  
  27. +2 Str +1 Dex
  28.  
  29. Age: A dulthood at age 16, lifespan of 80 years
  30.  
  31. Size: 6-8 ft tall, 250-350 lbs, medium
  32.  
  33. Speed: 30 ft
  34.  
  35. Darkvision 60 ft
  36.  
  37. Long-Limbed: When you make a melee attack on your turn its reach is 5 ft greater than normal
  38.  
  39. Powerful Build: Count as 1 size larger to determine carrying capacity and weight you can drag/push/pull
  40.  
  41. Sneaky: Prof in Stealth
  42.  
  43. Surprise Attack: If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an
  44. extra 2d6 damage. Once per combat.
  45.  
  46. Languages: Common, Goblin
  47.  
  48. Centaur - The nomadic, powerful fey race horsemen known as the Centaur own a long stretch of desert on the eastern half of the continent of Laresia, though originally they are from the Feywild and many still dwell there. They are one of the only races to have been able to battle the Minotaur into a stalemate, forcing the Minotaur to build a great chain of fortresses that outline their territory (known as the Border Chain by the Minotaur) to stave off future Centaur aggression. The Centaur themselves prefer isolation, enjoying their freedom. Each tribe acts as a single family unit, meaning a child is raised by dozens of mothers and fathers. Much of their culture is built on the ideas of strength and speed, tribes often go into a contest based on these attributes for fun, or to determine rights to hunting grounds or land. Though they are somewhat hostile to outsiders, the Centaur actually are open to a diplomatic approach, and those they deem as not a threat are often allowed to dwell within Centaur lands, though only for brief periods of time before the Centaur decide to expel them.
  49.  
  50. Features:
  51.  
  52. +2 Str +1 to either Mind or Dexterity
  53.  
  54. Age: Maturity by late teens, 70-90 year lifespan
  55.  
  56. Size: 7-8 ft tall, 350-450 lbs, medium
  57.  
  58. Speed: 40 ft
  59.  
  60. Charge: Once per rest, if you move 20 ft toward an enemy and hit it with a melee attack, roll an extra damage die and
  61. add it to the normal damage roll.
  62.  
  63. Hooves: Unarmed strikes do 1d6 + Str bludgeoning damage
  64.  
  65. Equine Build: You count as one size larger when determining your carrying capacity and the weight you can push or
  66. drag. In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When
  67. you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a
  68. Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act
  69. independently, not as a controlled mount.
  70.  
  71. Survivor: Prof in Nature
  72.  
  73. Hybrid Nature: You count as both a humanoid and monstrosity and anything that affects either affects you
  74.  
  75. Languages: Common, Sylvan
  76.  
  77. Dwarves - Long ago, at the height of the great giant empire of Akkar stretched across the land. The giants took many slaves, but they favored the dwarf for their abilities to craft both stone and steel. While the cloud and storm giants generally did not favor these crafts and the hill giants were too dumb to fully comprehend them or be trusted with the slaves as it were, stone, fire, and even frost giants took to them. Stone giants owned what we generally think of as normal dwarves today, fire giants took what we now know as the azer, and frost giants took to what we now fittingly call frost dwarves. For a time, dwarvenkind ruled a mighty empire. But it has now all but crumbled, and many dwarves has found their way to the surface. Abandoning the ways of their ancestors, the Skycaller Dwarves (or Hill Dwarves as some call them) have built civilization above land. Meanwhile, the Rockseeker Dwarves (or Mountain Dwarves) still abide by the laws of their ancestors and their ancient codes, most refusing to ever step foot above ground. The schism between these ways of thinking is great, and Skycaller and Rockseeker dwarves despise one another because of it. Meanwhile, the Azer, Canyon Dwarves, Duergar, and Frost Dwarves remain almost entirely isolated from the others of their kind, Azer remaining mostly in the Elemental Plane of Fire and Frost Dwarves in the Arctic Dales. The Duergar are a cruel and twisted dwarf that dwells deep within the Underdark, deeper than the Rockseekers would even dare to go, only coming toward the surface to take slaves and raid settlements. Canyon Dwarves are a strange and mysterious subrace of the dwarf, dwelling only in an area of Ikumbo. These dwarves were originally thought to be Mountain Dwarves that were neglected by the great dwarven empire. They made their way to the surface and saw the sun, believing it to be a god. These dwarves still worship the sun to this day.
  78.  
  79. Features:
  80.  
  81. +2 Constitution
  82.  
  83. Age 50 years are mature 350 years lifespan
  84.  
  85. Size: 4-5 ft tall 150 lbs. Medium
  86.  
  87. Speed: 25 ft
  88.  
  89. Darkvision 60 ft
  90.  
  91. Dwarven Resilience: adv on STs against Poison resist poison damage
  92.  
  93. Dwarven Combat Training: prof with battleaxe, handaxe, throwing hammer, warhammer
  94.  
  95. Tool Prof: prof in artisan tools of your choice from smith's, brewer's,
  96. mason's tools
  97.  
  98. Stonecunning: Knowledge checks related to stonework are considered prof and use double prof bonus
  99.  
  100. Languages: Common, Dwarven
  101.  
  102. Azer: The Azer are the ancestors of the dwarves taken by the fire giants. Morphed by the titans they served, the Azer became one
  103. with the fire of their forges, making them appear similar to that of a fire elemental. They dwell in the Elemental Chaos or in the
  104. hottest places of the Material Plane; the lowest levels of the Underdark or in active volcanoes. The exception being the Azer that
  105. are still in servitude to the Fire Giant race that created them. Azer are brutish, quick to anger, and fierce; certainly not the
  106. people you want as enemies. However, their metalwork ranks among the best in the world.
  107.  
  108. Features:
  109.  
  110. +2 Mech
  111.  
  112. Made of Flames: Resistance to Fire damage: replaces Dwarven Constitution
  113.  
  114. Master Armorsmith: Double prof on Craft to create metal armor
  115.  
  116. Heat Reliant: disadv on Mind and Strength STs and Ability Checks when not near a source of heat
  117.  
  118. Canyon Dwarf: The strange canyon differs extremely from the other dwarven subraces. They care not for metalworking, instead
  119. being expert woodcrafters, creating amazing quality woodwork that could rival that of the elves. All Canyon Dwarves revere the sun
  120. as a god, it is assumed that long ago the canyon dwarves were driven from their underground home and, upon seeing the sun (of which
  121. they have never heard of before) they assumed it was the creator, the bringer of life.
  122.  
  123. Features:
  124.  
  125. +2 Dexterity
  126.  
  127. Dwarven Armor Training: Prof in Light/Medium Armor;
  128.  
  129. Paranoid: Disadvantage on Sanity rolls that have to do with social situations
  130.  
  131. Duergar: The gray dwarves, the duergar, are a despicable race of evil slavers that dwell deep in the Underdark. They are cruel and
  132. enjoy inflicting pain and suffering, they take great pleasure in torture and murder is simply a passtime. Duergar are locked in a
  133. constant, vicious war with the Drow, but they are at war with nearly any race they come across. It is rare for one to gain the
  134. Duergar as an ally for more than a brief period of time before the Duergar turn on them. Their cities are crude, as the duergar are
  135. lazy and uncultured. All of their labor is done by slaves, save for their crude metalwork. Despite the hideousness of the Duergar
  136. craft, they are reliable weapons that are sturdy enough to survive their Underdark terrain
  137.  
  138. Features:
  139.  
  140. +1 Str
  141.  
  142. Sunlight Sensitivity: disadv on attack rolls and perception rolls in sun
  143.  
  144. Superior Darkvision 120 ft
  145.  
  146. Innate Spellcasting: 3rd level can cast Enlarge/Reduce once per long rest but you can only use the enlarge option of
  147. this spell. and at 5th level can cast Invisibility on self once per long rest. You do not need material components. You
  148. cannot cast in direct sunlight, but direct sunlight has no effect once cast.
  149.  
  150. Duergar Resilience: Adv on STs against being charmed, paralyzed, and against illusions
  151.  
  152. Denizen of the Underdark: You know the language Undercommon
  153.  
  154. Frost Dwarf: The Frost Dwarf is the sturdiest and sternest of all dwarves, as icy as the arctic they inhabit. They are very few in
  155. number, but entirely homogeneous. Unlike most dwarves, they do not care for castes or individual heroes, family lines are
  156. unimportant. Craftsmanship of armor and weapons are not highly valued either. Instead, Frost Dwarves seek only to survive and
  157. benefit their small tribes. Their craft is focused on survival, heavy furs, especially that of the polar bear, and weapons
  158. completely focused on hunting. The tribes have all domesticated quite a number of snow wolves, using them as mounts and beasts of
  159. labor. Frost Dwarves are not cruel, but they are callous, and are wary of any outsiders in their land.
  160.  
  161. Features:
  162.  
  163. +2 Strength
  164.  
  165. Frostborn: Resistance to Cold damage: replaces Dwarven Constitution
  166.  
  167. -1 to Charisma
  168.  
  169. Hill Dwarf (Skycaller Dwarf): The Skycaller Dwarves once wore that title as a brand of shame. However, the Dwarven Empire has long
  170. since fallen, and many of the dwarves were forced to the surface (most notably by King Bhellok and Lord Hareldsen) leading to a
  171. schism in the races. The hill dwarves now dwell above the surface, often in their own cities or in cities primarily made of humans.
  172. Culturally, the Skycallers are quite similar to Rockseekers, the only difference being their dwelling on the surface and the fact
  173. that they are less arrogant than their mountain dwarf kin due to their history. They are nearly as equally skilled craftsman,
  174. although the master smiths of the Rockseekers are unarguably the more talented in comparison. Skycallers and Rockseekers hold a
  175. begrudging peace, they openly trade and support one another, but neither is welcome in the others own cities. On top of this, the
  176. Skycallers do not respect the family lines of the Rockseekers, and vica-versa.
  177.  
  178. Features:
  179.  
  180. +1 Mind
  181.  
  182. Master Craftsman: Prof in Craft skill
  183.  
  184. Dwarven Toughness: hp max increases by 1 every level
  185.  
  186. Mountain Dwarf (Rockseeker Dwarf): Rockseeker dwarves are the traditional dwarves of the world, remnants of their once great
  187. empire. They live within the mountains, in giant stone cities. Culturally they are almost identical to Skycallers, except they
  188. still hold the arrogance of their empire of old. Rockseekers are expert smiths, their master smiths are ranked among the best in
  189. all of Asteris. They have extremely strong family bonds, and family lines run deep. Every Rockseeker Dwarf knows every cousin,
  190. every half cousin, every other dwarf that has even a drop of their families blood. Rockseekers do not travel above ground, and if
  191. they were to they would immediately be branded as Skycallers. This is a mark of shame to the Rockseekers, as they believe the
  192. Skycallers to have betrayed the way of the great ancestors. Skycallers and Rockseekers hold a begrudging peace, they openly trade
  193. and support one another, but neither is welcome in the others own cities. On top of this, the Skycallers do not respect the family
  194. lines of the Rockseekers, and vica-versa.
  195.  
  196. Features:
  197.  
  198. +1 Strength
  199.  
  200. Master Craftsman: Prof in Craft skill
  201.  
  202. Stable Mind: Advantage on Sanity checks while in a familiar place
  203.  
  204. Dragonborn - The dragonborn are a strong and serious race that originate from the mountainous continent of the Crowning Peaks. It is said that the dragonborn were created during the great war between the giantkind empire of Akaad and the ancient dragons by inseminating the lowly humans in order to have a large number of forces to attack the giants from the ground while the dragons could swarm from the skies. This is unproven, as most dragonborn do not seem to hold any loyalty to dragons whatsoever, but there is a chance this is true. Their culture revolves around military power, war, and physical contest; there is very little room for proper arts, which is a way of thinking a race literally bred for war would indeed have. Dragongborn find humor a useless waste of time, and would much rather take a finely crafted sword than a beautiful painting. The dragonborn are perhaps the most united of all races other than the Firbolg, only broken into two sects. Chromatic Dragonborn and Metallic Dragonborn. Long ago the two sides engaged in a great civil war, but eventually would be "united", joined together under the banner of the Empire of Alexeyevich. Though, there is speculation that in actuality the Chromatic Dragonborn did just achieve victory, especially since there has not been a single Metallic Dragonborn crowned as Emperor. Though the dragonborn have engaged in war with nearly every other civilized race in the world, they currently hold an uneasy peace. Still, all know it would only take a single ambitious emperor for the dragonborn to again unite and engage in another war to subjugate all others.
  205.  
  206. Features:
  207.  
  208. +2 Strength
  209.  
  210. Age: mature by 15, lifespan of 80 years
  211.  
  212. Size: 6 1/2-7 ft tall, 250 lbs, medium
  213.  
  214. Speed: 30 ft
  215.  
  216. Draconic Ancestry: Choose a type of dragon, your breath weapon and damage resistances match that dragon's type
  217.  
  218. Breath Weapon: Draconic Ancestry will determine size and ST of breath weapon, each creature inside the AoE makes save =
  219. 8 + con mod+ prof; A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The
  220. damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you
  221. can’t use it again until you rest
  222.  
  223. Draconic Resistance: Resistance to a damage type that matches your Draconic Ancestry
  224.  
  225. Languages: Common, Draconic
  226.  
  227. Chromatic: Chromatic Dragonborn undoubtedly hold the higher status in Dragonborn culture, usually obtaining a higher noble
  228. status in the Empire of Alexeyevich. The Chromatic Dragonborn and Metallic Dragonborn share little difference in culture however,
  229. and generally share the same ideals. Both seek to lead the dragonborn race as a whole to prosperity, although the Chromatic
  230. dragonborn see the Metallic as lesser and work toward their own interest when they can.
  231.  
  232. Features:
  233.  
  234. +1 Charisma
  235.  
  236. Draconic Ancestry: Black/Acid Damage/5 by 30 ft line (Dex save), Blue/Lightning/5 by 30 ft line (Dex save),
  237. Green/Poison/15 ft cube (Con save), Red/Fire/15 ft cube (Dex save), White/Cold/15 ft cube (Con save), Yellow/Half Fire
  238. Half Piercing/15 ft cube (Dex save) or 25 ft cube (Con save) if underwater
  239.  
  240. Metallic: Metallic Dragonborn undoubtedly hold the lower status in Dragonborn culture, usually obtaining a lower noble
  241. status in the Empire of Alexeyevich. The Metallic Dragonborn and Chromatic Dragonborn share little difference in culture however,
  242. and generally share the same ideals. Both seek to lead the dragonborn race as a whole to prosperity, although the Metallic
  243. dragonborn see the Chromatic as arrogant and will work toward advancing their own status when they can.
  244.  
  245. Features:
  246.  
  247. +1 Mind
  248.  
  249. Draconic Ancestry: Brass/Fire/5 by 30 ft line (Dex save), Bronze/Lightning/5 by 30 ft line (Dex save), Copper/Acid/5 by
  250. 30 ft line (Dex save), Gold/Fire/15 ft cube (Dex save), Silver/Cold/15 ft cube (Con save), Steel/Poison/15 ft cube (Con
  251. save)
  252.  
  253. Elves - The elves were once one race, this much is known. They ruled a mighty empire that stretched unimaginably far, beyond the reaches of the Cradle of the Earth even. They were truly the chosen race of the gods. However, over time their favor waned. Their empire crumbled and their influence faded out. Their race became divided. The eladrin took to the Feywild, forsaking the Material Plane forever, vowing never to care for it again. The drow took to worshiping their new goddess, Sintra Tyne, and were forever cursed and forced to flee DEEP into the Underdark. The remaining elves above land divided themselves into two sects. The High Elves, now known as the City Elves, decided the old ways of the elf were outdated and they needed to adapt. They needed to abandon their forest homes and build their own cities. The Wood Elves outright refused and were so determined to keep to the old ways that they were willing to go to war. War did come, and the elves butchered many of their own kind. Those who refused to take a side decided to flee to the mountains, becoming what would be known as the Twilight Elf. Eventually, the High Elves would join Human civilization, becoming a powerful and large portion of many of the human cities. The Wood Elves would remain in their dense forests, going on with the ways of the ancient elf. The two hate each other to this day. High Elves still seek to advance their race, and work hard to contribute to the cities they have adopted, Wood Elves still protect their ancient trees and powerful sources of the spirit of nature. Twilight Elves believe that the age of elves is truly over and will never return, and fear that the other elves will lead to their ultimate downfall in the end. They might be right, as elves have been targeted by many races, humans included, for the follies of both sides. The elves are not in danger of extinction just yet, but it is not outside of the realm of possibilities.
  254.  
  255. Features:
  256.  
  257. +2 Dex
  258.  
  259. Age: Adulthood 100, Lifespan 750
  260.  
  261. Size: 5 to over 6 ft tall, 100 lbs, medium
  262.  
  263. Darkvision 60 ft
  264.  
  265. Prof in Perception
  266.  
  267. Fey Ancestry: Adv on STs against charm, magic can't put you to sleep;
  268.  
  269. Trance: Don't need to sleep, can meditate for 4 hours instead to get full benefit of sleep.
  270.  
  271. Languages: Common, Elvish
  272.  
  273. Drow: The drow were once normal elves, but they fell from the favor of their old gods and took to worshiping the evil Sintra Tyne.
  274. Drow dwell deep in the Underdark, only coming to the surface to attack and enslave the above inhabitants. Drow culture is based
  275. around evil, all for the advancing Sintra Tyne's bid to overthrow the other god's and steal their portfolios for herself. Drow
  276. despise nearly every other humanoid, but have an affinity for spiders. Very few Drow are not entirely evil, those that follow
  277. Drizzte Dare (the greatest of good Drow heroes that have stood up to Sintra herself. Drow are a matriarchal society, though it is
  278. not unheard of for a male to reach the upper echelon of Drow society. But no male Drow ever achieves the status of Priestess of
  279. Sintra, the highest position one could have in Drow society.
  280.  
  281. Features:
  282.  
  283. +1 Cha
  284.  
  285. Superior Darkvision 120 ft
  286.  
  287. Sunlight Sensitivity: Disadv on weapon attacks and perception while in sun
  288.  
  289. Drow Magic: Faerie Fire at 3rd level, darkness at 5th level, once per day
  290.  
  291. Drow Weapon Training: Rapiers, Shortswords, Hand Xbows
  292.  
  293. Eladrin: The eladrin dwell deep in the lush forests of the Feywild, and refuse to enter the Material Plane except out of
  294. necessity, being when a tear to the Material Plane is opened. In Eladrin society, when a criminal is faced with either death or
  295. life imprisonment, they may opt to serve the kingdom as these guardians of the tears, however they know there is no chance at
  296. redeeming themselves and rejoining the rest of the society. Those who do so are not despised but not welcomed, they are respected
  297. but ignored, living forever as outcasts that may never rejoin the civilization they were once a part of. In the Feywild, the
  298. eladrin enjoy a sprawling kingdom, being the closest any of the subraces have come to rebuilding their empire of old. They are
  299. sworn enemies to the Fomorians, constantly locked in a vicious war with the deformed giants. Eladrin see themselves as above every
  300. other creature, believing themselves to be the height of society. At best, they pity the other races, and any creature that is not
  301. an eladrin living within their cities is surely to be met with discrimination. Currently the Eladrin rule a decently large empire
  302. in the Feywild known as Mysteria.
  303.  
  304. Features:
  305.  
  306. +1 to either Mind or Cha
  307.  
  308. Fey Step: As a bonus action, magically teleport up to 30 ft to an unoccupied space. Once per rest. At 3rd level an
  309. eladrin gains an additional bonus to Fey Step depending on which season they are currently representing.
  310.  
  311. Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within
  312. 10 feet of you must succeed on a Mind saving throw or be charmed by you for 1 minute, or until you or your
  313. companions deal any damage to it.
  314.  
  315.  
  316. Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you
  317. teleport must succeed on a Mind saving throw or be frightened of you until the end of your next turn.
  318.  
  319. Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then
  320. teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
  321.  
  322. Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you
  323. takes fire damage equal to your Charisma modifier (minimum of 1 damage).
  324.  
  325. Shifting Seasons: At the end of each long rest, an eladrin chooses which season to associate with. Its color changes to
  326. match that season, as do its natural characteristics.
  327.  
  328. High Elf (City Elf): The High Elves are haughty elves that have decided to take to the cities of man, and are often very successful
  329. at finding high status in their societies. The City Elves see all other elves as below them, they have never forgave the others of
  330. their species for the great civil war that tore them apart. High elves embrace technology and science, forsaking woodcraft for
  331. metallurgy, and are exceptional craftsmen. They are often considered the most beautiful of the subraces, and they are the most
  332. likely to wed outside their race. However, the high elves holding noble status generally are too proud a creature to do so. Some
  333. place the blame on the entire race of the High Elves for causing the Cataclysm, even if it was only a handful under the guide of
  334. the human Council of Octavian that did in actuality, so some areas are extremely unsafe for a High Elf to traverse. High Elves care
  335. not for the empire of old, they instead wish to advance their own status, or perhaps create a new empire.
  336.  
  337. Features:
  338.  
  339. +1 Mech
  340.  
  341. Elf Weapon Training: Longsword, Rapier, Scimitar, Heavy Crossbow
  342.  
  343. Basic Clockworking: Can use one simple ability from the Clockwork Ability list at the cost of a single component
  344.  
  345. Extra Language: Learn 1 extra language of choice
  346.  
  347. Twilight Elf: A Twilight Elf is a reclusive and secretive race of elves that dwell deep within the thick forests of the mountains
  348. of the world. They do not enjoy contact with outsiders and rarely choose to make their presence known. A humanoid can be camping
  349. among an entire tribe of twilight elves for weeks before they ever notice even a single sign of them. On an extremely rare
  350. occasion, one twilight elf emissary may be sent into a city to promote good will and to gather information on the city's current
  351. situation. These emissaries are careful not to reveal the location of their tribe. Twilight elves do not have homes, they instead
  352. sleep in hollowed out trees that are formed into a sort of bed. They do not treat the forests with respect out of love, but out of
  353. desire to not leave any noticeable signs of their presence. They have no hatred in their heart for the other elves, only pity. The
  354. twilight elves believe and fear another terrible war among elvenkind and desire no part in it. They see how the humans and dwarves
  355. live, war all too common in their culture, and this is why they have decided on such strict isolation. It is their hope that one
  356. day a civilization rises that despises war as much as they do, but until then they would remain hidden.
  357.  
  358. Features:
  359.  
  360. +1 Mind +1 Con
  361.  
  362. Natural Stealth: Prof in Stealth
  363.  
  364. Twilight Magic: At 5th level, you can cast the Invisibility spell as a 2nd level spell once per long rest
  365.  
  366. Wood Elf: A Wood Elf lives for their clan and for nature itself. They seek to protect one another and prevent their forests from
  367. seeing any harm. The wood elf are unparalleled woodworkers and leatherworkers, creating the finest bows and leather armor known to
  368. Asteris. They are extremely wary to outsiders, to the point of light hostility. It is not uncommon for Wood Elves to launch a few
  369. arrows at trespassers in their forests, although it is rare they actually meant to hit their first shot. Wood Elves do not enjoy
  370. the company of other elves, especially the Drow and the High Elves. They are also locked in a bitter war with the orcs, whom hate
  371. each other above all else. The Wood Elves wish to reclaim their lost cities one day and restore their empire. Other civilized races
  372. in the world often respect the Wood Elves and their land, many even fearing retaliation from their expert archers.
  373.  
  374. Features:
  375.  
  376. +1 Mind
  377.  
  378. Elf Weapon Training: Long/Short Bow
  379.  
  380. Natural Craft: Double prof in Craft to create bows or leather and hide armor
  381.  
  382. Fleet Foot: Speed increased to 35 ft
  383.  
  384. Mask of the Wild: Can attempt to hide when only lightly obscured by foliage, heavy rain, fog, snowfall, and other
  385. natural phenomena
  386.  
  387. Firbolgs - The firbolg race as a society only has two known homes on Asteris: deep within the dense rainforests of Mutul and within the dense forests near The Divide in the southern part of the nation of Torevelli in Dalvus. It is said that all firbolg originally dwelled within Mutul, however, and only after they learned of the Cataclysm and the forever scarred lands around the former Octavian capital did they find their way to Torevelli. They are a mysterious race, which leads to many misconceptions about them. Most believe they are reclusive and xenophobic, but this is in fact the opposite in most cases. Firbolgs love the company of others and deem any intelligent being to be equals with themselves. However, they are incredibly shy and it may take quite a while for them to reveal themselves to and attempt to befriend those they deem not a threat. One thing that is well-known and very true about firbolgs is that they are extremely close to nature. Though they are not of the Feywild, they tend to worship large trees or deep pools of water. Those in Torevelli seek to eventually cleanse the Deadwood Forest. Firbolgs are actually giantkin, but they are shunned by other giants due to their utter rejection of the strict caste system those giants have created. Firbolgs share very little with other giantkin in terms of their society, and thus see elves and humans are more relatable beings.
  388.  
  389. Features:
  390.  
  391. +2 Mind; +1 Strength
  392.  
  393. Age: adulthood at 30, lifespan of 500 years; Size: 7-8 ft tall, 240-300 lbs, medium
  394.  
  395. Speed: 30 ft
  396.  
  397. Firbolg Magic: Can use detect magic and disguise self using Mind as spellcasting mod. Once per rest. When you use
  398. this disguise self, you can make yourself look 3 ft smaller; Hidden Step: Once per rest, can turn invisible until the
  399. start of your next turn or until you attack/make a damage roll/force someone to make a ST
  400.  
  401. Powerful Build: Treated as 1 size larger for carrying capacity and weight you can pull/drag/push
  402.  
  403. Speech of Beast and Leaf: ability to communicate in a limited manner with beasts and plants. They can understand the
  404. meaning of your words, though you have no special ability to understand them in return. You have advantage on all
  405. Charisma checks you make to influence them.
  406.  
  407. Languages: Common, Elvish, Giant
  408.  
  409. Flowerfolk:
  410.  
  411. Galapians - The Galapians are a peaceful, isolated race that dwell on their small islands in Mutul, never wishing to venture too far for too long. They are, without a doubt, the most long-lived of any humanoid race in Asteris. Some of those alive saw firsthand the times of the Giants and Dragons that came before. The Tabaxi who visit these peaceful folk even spread rumors that some Galapians even saw the mighty Aboleth Empire at its height, but that may just be a rumor. Because of their extremely long lives, Galapians are excruciatingly slow. They may spend years working on a single simple task. Though some do break the status quo, and those are usually selected to care for the villages that the Galapians call home, even if each Galapian only visits "home" every decade or so. Still, despite their apparent laziness, the Tabaxi know the Galapians are perhaps the most wise of all creatures. Any information or advice a Galapian might give is to be respected, because they are almost always entirely correct.
  412.  
  413. Features:
  414.  
  415. +2 Mind +1 Constitution
  416.  
  417. Age: Adulthood by 200 years, lifespan so long no one is quite sure
  418.  
  419. Size: 5-6 ft, 450 lbs (shells about 1/3 of their weight), medium
  420.  
  421. Claws: unarmed strike 1d4 + strength
  422.  
  423. Hold Breath: Can hold breath for 1 hour
  424.  
  425. Natural Armor: Cannot wear armor due to shape, AC is 17 with no benefit from Dex
  426.  
  427. Shell Defense: Can withdraw into shell for +4 AC and advantage on Str and Con STs. Your speed becomes 0, you have
  428. disadv on Dex saves, and you cannot take reactions. The only action you can take is your bonus action to come out of
  429. shell
  430.  
  431. Natural Instinct: Prof in Nature
  432.  
  433. Languages: Common, Aquan
  434.  
  435. Genasi - The Genasi, a race created by the Primordials as an answer to the gods' own creations, were the original inhabitants of Laresia, establishing a large kingdom long before the Minotaur came. They made peace with the roaming Centaurs to their east and the Cheetans of the islands. Their kingdom was prosperous and just, with a focus on arts and sciences. However, when the Minotaur came, with their vast armies and overpowering naval forces, the Genasi kindgom would be swiftly conquered. Many Genasi were slaughtered, and those that weren't were enslaved. The Minotaur easily conquered city after city, and the Genasi were desperate. They took the chance, fleeing through Centaur lands. Luckily, those Centaur allowed the Genasi to travel further east, and even managed to completely stall the Minotaur war machine. The Genasi would find their new home on a large island east of the mainland, one they built alongside the Cheetans. They have never forgotten what it was like to have their own kingdom, and never forgave them. Every Genasi has a strong hatred for Minotaur, there are no exceptions. Though they are beginning to prosper on their island home, they hold an uneasy peace with the Cheetans of the island, who often feel misplaced as the Genasi expand ever outward. Since the invasion, they have focused their efforts on advancing their military and establishing a powerful navy, one that can finally destroy the empire that had stolen their home so long ago. Though there are four distinct subraces of Genasi they have virtually no cultural differences.
  436.  
  437. Features:
  438.  
  439. +2 Constitution
  440.  
  441. Age: Adulthood in late teens, lifespan of 120 years
  442.  
  443. Size: 5 to over 6 ft tall, 120-200 lbs, medium
  444.  
  445. Language: Common, Primordial
  446.  
  447. Air Genasi
  448.  
  449. Features:
  450.  
  451. +1 Dex
  452.  
  453. Unending Breath: Can hold breath indefinitely if not incapacitated
  454.  
  455. Mingle With the Winds: Can cast Levitate without material components once per long rest using Con as spellcasting mod
  456.  
  457. Earth Genasi
  458.  
  459. Features:
  460.  
  461. +1 Str
  462.  
  463. Earth Walk: Can move across difficult terrain made of stone or rock without treating it as difficult terrain
  464.  
  465. Merge With Stone: Can cast Pass Without Trace using no material components once per long rest using Con as spellcasting
  466. mod
  467.  
  468. Fire Genasi
  469.  
  470. Features:
  471.  
  472. +1 Mech
  473.  
  474. Darkvision 60 ft
  475.  
  476. Made of Flame: Fire resistance
  477.  
  478. Reach to the Blaze: You know the Produce Flame Cantrip. At 3rd level you can cast Burning Hands as a 1st level spell
  479. once per day using Con as your spellcasting mod
  480.  
  481. Water Genasi
  482.  
  483. Features:
  484.  
  485. +1 Mind
  486.  
  487. Watery Form: Resistance to acid damage
  488.  
  489. Swim: Swim speed of 30 ft
  490.  
  491. Call to the Waves: You know the Shape Water cantrip. At 3rd level you can cast Create/Destroy Water as a 2nd level
  492. spell once per long rest using Con as your spellcasting mod
  493.  
  494. Gith - The gith are a tragic race of humanoids born to a place far beyond the stars. Their race came to Asteris as slaves of the evil and cruel neogi. The neogi would only hold dominion over the gith for a short time after their war with the mind flayers, but unfortunately for the gith they gained no freedom, they simply traded masters. The mind flayers would prove to be just as cruel, and performed disgusting experiments on the gith race. Centuries would pass with the gith forced to perform bizarre tasks and all the menial labor of the mind flayer conquerors, their race being used as a frontline force during the mind flayer invasion of the Dwarven Empire. Many gith themselves would be completely absorbed by the Far Realm, transforming them into horrifying aberrations. It wasn't until a pair of gith, known as Yanki and Zerai, united the race. Zerai was a genius, an excellent tactician, and an amazing diplomat while Yanki was an amazing warrior. Together, they overthrew their mind flayer overlord. However, all was still not well in the race. After the war, Yanki and Zerai clashed themselves on how to lead. Yanki was a fierce fighter, and she wanted revenge. Her and her followers pledged they would track down every last mind flayer and neogi and slay them themselves. Zerai thought the true way to their race's happiness was through overcoming their emotion and moving on through monastic means. The race would split in two, the brutal and war focused githyanki and the wise and tranquil githzerai.
  495.  
  496. Features:
  497.  
  498. +1 Dex or +1 Str
  499.  
  500. Age: Adulthood in late teens, 100 year lifespan
  501.  
  502. Size: 6 ft tall, 100-120 lbs, medium
  503.  
  504. Speed: 30 ft
  505.  
  506. Languages: Common, Gith
  507.  
  508. Githyanki: The githyanki are a brutal race of gith that will stop at nothing to complete their goal of exterminating the mind
  509. flayers and neogis. they will do anything to come closer to this goal and see they see every other race as just tools to
  510. complete these goals. Githyanki will raid and slaughter other races for supplies and, despite their terrible ability to tinker
  511. themselves, have figured out how to use the clockworking of other races they pillage. Rarely, githyanki will object to their
  512. race's brutality, and even a simple hint at such an objection will cause them to be branded Traitors who are exiled and forced
  513. to live among man. Spells do not require components.
  514.  
  515. Features:
  516.  
  517. +2 Mech
  518.  
  519. Improvisation: Double prof in Use Clockwork Device
  520.  
  521. Terrible Craftsmen: Cannot be prof in Tinker or Craft skills, always roll at disadv
  522.  
  523. Martial Prodigy: Prof in light and medium armor as well as long/short swords and greatswords
  524.  
  525. Githyanki Psionics: You know the Mage Hand cantrip and the hand is invisible when using it. When you reach 3rd level
  526. you can cast Jump once per long rest. When you reach 5th level you can cast Misty Step once per long rest. Use Mind as
  527. your spellcasting ability to cast these.
  528.  
  529. Githzerai: The githzerai are a peaceful race of gith that have abandoned their war with the mind flayers and instead decided on
  530. a simple life as a monk. They took to the more stable layers of the Elemental Chaos, building great monasteries and studying
  531. the ways of tranquility. Despite a githzerai's harmonious lifestyle, they are not weak. The githzerai have never forgotten the
  532. tragedy of their race, and thus they are well trained to defend themselves. Sometimes, a githzerai monastery might decide to
  533. send one or more of their members into the world, generally to assist in something extremely threatening to their existence.
  534. Though, sometimes, it is simply because they too have not fully forgiven their former masters, and do not wish their prior fate
  535. on anyone else.
  536.  
  537. Features:
  538.  
  539. +2 Mind
  540.  
  541. Monastic Training: +1 AC while not wearing medium or heavy armor and not wielding a shield.
  542.  
  543. Mental Discipline: Adv on ST against fear and charm as well as Sanity checks
  544.  
  545. Githzerai Psionics: You know the Mage Hand cantrip, your mage hand is invisible when you use this.. At 3rd level you
  546. can cast Shield once per long rest. At 5th level you can cast Detect Thoughts once per long rest. Mind is your
  547. spellcasting ability for these spells. No components needed.
  548.  
  549. Gnomes - The gnomes are a skilled and highly intelligent race of magic users, tinkerers, and craftsman. They are diverse, perhaps the most diverse and the most quirky race of humanoids. No two gnomes are entirely the same when it comes to personality, but they are generally rather friendly toward other races, besides that of the the Arctic subrace. It is said that, long ago, the gnomes were created as a response to the rise of evil god's creations. While the humans were still primitive and ignored, the elves ruled the land with grace and beauty. Though, the elves lacked compassion and kindness, where the gnomes flourished. Their kindness helped bring light to the world, turning them into a favored race. However, like all things after the War of Madness, the gnomes were changed. They still retain their kindness for the most part, but their influence and power waned. Still, despite their small sizes and chipper attitude, gnomes are not to be underestimated. They are a VERY powerful and rather influential people, often at the forefront of technological and magical advancement. Gnomes are divided into a handful of subraces, but they are known to get along with all of them. A gnome has an adoration of giving and receiving nicknames, so much so that it is sometimes hard to tell what their real name might actually be.
  550.  
  551. Features:
  552.  
  553. Age: Adulthood at 40, lifespan of 350-500 years
  554.  
  555. Size: 3-4 ft tall, 40 lbs, small
  556.  
  557. Darkvision 60 ft
  558.  
  559. Gnome Cunning: Adv on all Mind and Charisma STs against magic
  560.  
  561. Languages: Common, Gnomish
  562.  
  563. Arctic Gnomes: The arctic gnome stands in stark contrast to the cheery and kind brethren that dwell elsewhere in the world. They
  564. are stanch, strong warriors who bravely take any foe, of any size, on in one on one battle. Though they are quite small, the arctic
  565. gnomes possess much greater strength than that of a normal human or elf. Those unaware watch in amazement as the short arms of the
  566. arctic gnome easily push a fully loaded cart through a sheet of snow higher than they are tall. Unfortunately, the race's numbers
  567. were drastically reduced during the Cataclysm, and now only scattered tribes remain, wandering the Arctic Dales.
  568.  
  569. Features:
  570.  
  571. +2 Str +1 Con
  572.  
  573. Icy Veins: Resistance to cold damage
  574.  
  575. Iron Will: Any persuasion check against an Arctic Gnome has disadv
  576.  
  577. Forest Gnomes: Forest gnomes prefer the isolation of a dark, dense forest than the city. Often, forest gnomes are a shy people that
  578. tend to focus on the magical side of things, especially illusion spells. Those that befriend forest gnomes find they are quite
  579. eager to share their magical creations and abilities, often supplying kind folk with magical scrolls. As the gnome is one of the
  580. few creatures that actively creates new spells, they can make exceptional allies.
  581.  
  582. Features:
  583.  
  584. +2 Mind +1 Dex
  585.  
  586. Natural Illusionist: You know the Minor Illusion cantrip using Mind as your spellcasting mod
  587.  
  588. Speak With Small Beasts: Through sounds and gestures you can communicate simple ideas with Small or smaller beasts.
  589. Forest gnomes love animals and can often take small creatures as pets with this ability.
  590.  
  591. Rock Gnomes: A rock gnome is a gnome that tends to live within the cities of man, dwelling in stone buildings. They tend to focus
  592. on the technological side of things, tinkering away with countless inventions and gizmos. They often form Tech Guilds and
  593. Tinkerer's Guilds, or become scientists employed by the Royal Courts. Rock gnomes are well known for being very successful, and
  594. often will amass quite a fortune by the end of their lives.
  595.  
  596. Features:
  597.  
  598. +2 Mech +1 Con
  599.  
  600. Tinkerer's Thumb: Prof in Tinker
  601.  
  602. Tinkerer's Familiarity: Double prof in Repair for anything you have built yourself
  603.  
  604. Natural Tinkerer: You have prof with Tinker’s Tools. Using those tools, you can spend 1 hour and 10 gp worth o f
  605. materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you
  606. spend 1 hour repairing it to keep the device functioning using a DC 10 repair check), or when you use your action to
  607. dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices
  608. active at a time. When you create a device, choose one of the following options:
  609.  
  610. Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier.
  611. When placed on the ground, the toy moves 5 feet across the ground on each o f your turns in a random direction. It
  612. makes noises as appropriate to the creature it represents.
  613.  
  614. Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using
  615. the device requires your action.
  616.  
  617. Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it
  618. reaches the song’s end or when it is closed.
  619.  
  620. Svirfneblin: It is unknown if the Svirfneblin are a natural subrace or if they were a mutation developing after generations spent
  621. in the depths of the Underdark. However, now the Svirfneblin are numerous. Many groups of these hearty, happy gnomes dash and
  622. skitter around their Underdark homes, mining various shiny metals and interesting things. Svirfneblin aren't greedy, they just
  623. enjoy their craft. Where a dwarf excels at honing metal into armor or weaponry, the Svirfneblin create the world's most beautiful
  624. jewelry, and due to their isolation in the Underdark this jewelry fetches a hefty price on the surface world.
  625.  
  626. Features:
  627.  
  628. +2 Mind +1 Con
  629.  
  630. Superior Darkvision 120 ft
  631.  
  632. Stone Camouflage: Adv on Stealth checks to hide in rocky terrain
  633.  
  634. Master Jewelcrafters: Double prof in craft to create jewelry
  635.  
  636. Goblin (Monstrous Race): Information about the goblin race can be found in the Creature Compendium. A goblin may become an adventurer out of sheer boredom, or perhaps out of fear if another adventurers accepts their surrender and allows them to tag alone. The only real exception to this are the Coastal Goblins, who are the most civilized of them all, and may choose to do so for any normal reason.
  637.  
  638. Features:
  639.  
  640. +2 Dex
  641.  
  642. Choose a subrace between Forest, Hill, or Coastal goblin. Forest goblins gain +1 Mind, Hill Goblins gain +1 Cha, and
  643. Coastal goblins gain +1 Mech
  644.  
  645. Age: Adulthood at 8, 60 year lifespan
  646.  
  647. Size: 3-4 ft tall, 40-80 lbs, small
  648.  
  649. Darkvision 60 ft
  650.  
  651. Fury of the Small: When you damage a creature with an attack or spell that's size category is larger than your own deal
  652. extra damage equal to your level. Once per rest.
  653.  
  654. Nimble Escape: Can take disengage or Hide action as a bonus action on each turn
  655.  
  656. Languages: Common, Goblin
  657.  
  658. Goliaths - Above all, a Goliath respects strength. The strongest lead their herds, the strongest deserve respect, the strongest foes gain admiration. Goliaths care not for technology, they are not prone to understanding magic, and civilization seems to them a waste of time. Instead, they live in nomadic herds, wandering their mountainous terrain, only sometimes setting down crude tents to stay for a brief time. Goliaths live to fight and to hunt. Though they seem barbaric, be careful to not underestimate their intelligence. Many who have attempted to manipulate the Goliaths have met a deserved fate, assuming their brutish force was indicative of an ogre's intelligence. The Goliaths do not care to bother most civilization, preferring to be left to their own devices on the outskirts of it. To those they do not deem a threat, they will not be hostile toward upon meeting. Just... be careful not to anger them.
  659.  
  660. Features:
  661.  
  662. +2 Str +1 Con
  663.  
  664. Age: Adulthood by late teens, lifespan of about 90 years
  665.  
  666. Size: 7-8 ft tall, 280-340 lbs, Medium
  667.  
  668. Natural Athlete: Prof in both Burst of Strength and Endurance skills
  669.  
  670. Stone's Endurance: When you take damage, you can use your reaction to roll a dl2. Add your Con mod to the number
  671. rolled, and reduce the damage by that total. Once per rest.
  672.  
  673. Powerful Build: Treated as 1 size larger for carrying capacity and the weight you can push/pull/drag
  674.  
  675. Mountain Born: You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally
  676. adapted to cold climates
  677.  
  678. Languages: Common, Giant
  679.  
  680. Half Elf - Half elves are the most common of the mixed races of Asteris. Generally, a half-elf is a combination of a high elf and a human, but sometimes another subrace of elves will mix. Generally speaking, half-elves tend to relate more to their human counterpart, as most elves do not see them as part of their kin and treat them accordingly. The elven parents of a half elf may even go so far as to abandon the child. However, a half-elf is certainly fine on its own. With the power of the elves and the unyielding tenacity of a human many half elves go forth to do great things or gain a prominent position in society. Though their children tend to not inherent many elven traits, something that continuously dilutes as generations go on without a proper elf parent, their children often inherit the same penchant for success they do.
  681.  
  682. Features:
  683.  
  684. +2 Cha, +1 to any two other ability scores of your choice
  685.  
  686. Age: Adulthood at 20, lifespan of over 180 years
  687.  
  688. Size: 5 to over 6 ft tall, 120-180 lbs, medium
  689.  
  690. Speed: 30 ft
  691.  
  692. Fey Ancestry: Adv on STs against charm, magic can't put you to sleep
  693.  
  694. Versatile: Gain prof in two skills of your choice
  695.  
  696. Languages: Common, Elvish, 1 language of your choice
  697.  
  698. Half-Orc - The half-orc are the result of the often unfortunate breeding between an orc and a human. A half-orc will sometimes be accepting into orc tribes, sometimes rising to the top of a chief due to their edge over normal orcs because of their human blood. They generally are more intelligent than the average orc, but they tend to be a bit less savage. However, half-orcs are still too savage to be fully accepted in the more civilized race's cities. Sometimes, they can make their way in the slums of a human city, although they tend to draw fear from the citizens due to their orc-like appearance. Still, the strength of the orc and the human strive for excellence make the half-orcs a powerful race that can achieve great things, even if they don't quite know table manners.
  699.  
  700. Features:
  701.  
  702. +2 Str +1 Con
  703.  
  704. Age: Adulthood by 14, 75 year lifespan
  705.  
  706. Size: 5 to well over 6 ft tall, 200-300 lbs, medium
  707.  
  708. Speed: 30 ft
  709.  
  710. Darkvision 60 ft
  711.  
  712. Menacing: Prof in the Intimidation skill
  713.  
  714. Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point
  715. instead. One per long rest
  716.  
  717. Savage Attacks: When you roll a crit with a melee weapon you can add 1 extra roll of the weapon's damage to the crit
  718.  
  719. Languages: Common, Orc
  720.  
  721. Halfling - The halfling are a simple folk who enjoy simple lives. They love nothing more than eating and celebrating, and will find any excuse to do so. Halflings have countless fests that celebrate just about anything; from the first flower blooming in spring to the first bird leaving in fall. Their culture is that of fun, food, and relaxation. Being such a small humanoid race, the halfling make their homes in compact but extremely comfortable and well-furnished holes in the ground, or on small but sturdy and homely rafts depending on their subrace's culture. They truly are as simple folk, but they can often be destined to do great things. Halflings are incredibly lucky, and rather skilled at most anything they try to accomplish, even if it takes a lot of spurring to get them started. Many legends of halfling adventurers are often shared around the campfire (or celebrated in various fests that honor most of them). Due to their penchant for success, it is not uncommon to find halflings involved in many a great feats throughout history.
  722.  
  723. Features:
  724.  
  725. +2 Dex
  726.  
  727. Age: Adulthood by 20, lifespan of 250 years
  728.  
  729. Size: 3 ft tall, 30-40 lbs, Small
  730.  
  731. Speed: 25 ft
  732.  
  733. Lucky: When you roll a 1 on an attack roll, ability check, or saving throw you can reroll but you must take the new
  734. roll
  735.  
  736. Brave: You have adv on STs against being frightened
  737.  
  738. Halfling Nimbleness: You can move through the space of any creature that is at least 1 size larger than you
  739.  
  740. Languages: Common, Halfling
  741.  
  742. Lightfoot: Lightfoot Halflings have almost no difference in culture with Stout Halflings besides the fact that they tend to live on
  743. homely rafts instead of halfling holes. They do look rather different, however. Lightfoot Halflings are generally thin with
  744. hairless feet, they speak faster than their counterparts, and they tend to have longer hair.
  745.  
  746. Features:
  747.  
  748. +1 Cha
  749.  
  750. Naturally Stealthy: Can attempt to hide when obscured by a creature who is at least 1 size larger than you
  751.  
  752. Stout: Stout Halflings have almost no difference in culture with the Lightfoot Halflings, besides the fact that they tend to live
  753. in halfling holes instead of homely rafts. They do look rather different, however. Stout Haflings are generally pudgy with hairy
  754. feet, they speak rather slower than their counterparts, and tend to have short messy hair.
  755.  
  756. Features:
  757.  
  758. +1 Con
  759.  
  760. Stout Resilience: Adv on STs against poison, resistance to poison damage
  761.  
  762. Ghosttouched: A Ghosttouched Halfling is almost nothing like Stout or Lightfoot Halflings. Their share very little culture with
  763. them and live in small, hidden, uncomfortable leaf huts in the dense jungles of Ikumbo. They do have many celebrations, but most of
  764. this involve brutality and cannibalism. They are wild humanoids and are certainly not civilized. The Ghosttouched are extremely
  765. hostile to any outsiders that stumble into their territory, often seeking to consume them.
  766.  
  767. Features:
  768.  
  769. +1 Mind
  770.  
  771. -1 Cha
  772.  
  773. Silent Speech: Can speak telepathically to any creature in a 30 ft range. Must share a language. 1 creature max
  774.  
  775. Hobgoblin (Monstrous Race): For more information see the Creature Compendium. A hobgoblin might become an adventurer after being banished from their army. They bore quickly of normal life in civilization and might look eagerly for battle and excitement. Usually, a hobgoblin will try to take complete control of any adventuring party they are in and organize it into a strict and tactical unit, as is their nature.
  776.  
  777. Features:
  778.  
  779. Con +2 Mind +1
  780.  
  781. Age: Adulthood in late teens, 60-80 year lifespan
  782.  
  783. Size: 5-6 ft tall, 150-200 lbs, medium
  784.  
  785. Speed: 30 ft
  786.  
  787. Darkvision 60 ft
  788.  
  789. Martial Training: Prof in 2 martial weapons of choice and light armor
  790.  
  791. Saving Face: Not allowed to show weakness in front of allies. Once per rest, If you miss with an attack or fail an
  792. ability check or ST, gain a bonus on the roll equal to the number of allies you can see within 30 ft (max 5).
  793.  
  794. Languages: Common, Goblin
  795.  
  796. Humans - Humans are the most populous and diverse race in Asteris. They live as a sort of jack of all trades. They can be advanced in anything they set their minds to. Humans live a much shorter lifespan than other advanced races like elves or dwarves, but they accomplish so much in their short lives that the world of Asteris certainly has reached the age of man. Humans introduced the craft of clockwork after discovering the element of Asterium. Their massive cities rival that of any great civilization before them, and their advanced technology surpasses nearly all. Humans are accepting of most other civilized races, and will allow any who do not seek to do them harm into their folds as a general rule. However, with how varied human society is as a whole you never can tell. Some human cities might despise elves, for instance, or greatly appreciate gnomes. Humans are so diverse that each individual village is rarely anything like its neighbor. Human society makes up what is known as the Cradle of the World, a handful of continents that make up a large portion of Asteris and where the heart of the planet's civilization lies. Although Asteris is utterly massive, most of it still remains as mostly untamed, but the humans seek to tame all of it.
  797.  
  798. Features:
  799.  
  800. +1 to any ability score of your choice except for the one granted by your subrace
  801.  
  802. Skilled: Prof in any skill of your choice
  803.  
  804. Strive of Humanity: Gain any feat of your choice that you qualify for
  805.  
  806. Age: Adulthood in late teens, 70-90 year lifespan
  807.  
  808. Size: 5 to well over 6 ft tall, very extremely in weight, medium
  809.  
  810. Speed: 30 ft
  811.  
  812. Languages: Common, 1 language of choice
  813.  
  814. Dalvan
  815.  
  816. Features:
  817.  
  818. +1 to any other ability score of your choice
  819.  
  820. Heart of the Cradle: Adv on Persuasion checks regarding general diplomacy
  821.  
  822. Droughtlander
  823.  
  824. Features:
  825.  
  826. +1 Con
  827.  
  828. One With the Sands: When in sandy terrain, you gain adv on Stealth rolls
  829.  
  830. Far Easterner
  831.  
  832. Features:
  833.  
  834. +1 Mind
  835.  
  836. Unrivaled Historians: Adv on Knowledge checks regarding a nation or city's history
  837.  
  838. Mestarshan
  839.  
  840. Features:
  841.  
  842. +1 Dex
  843.  
  844. Gnoll Rivals: Adv on attack rolls against gnolls
  845.  
  846. Peakborn
  847.  
  848. Features:
  849.  
  850. +1 Str
  851.  
  852. Among the Dragonborn: Adv on ability checks vs dragonborn
  853.  
  854. Trian
  855.  
  856. Features:
  857.  
  858. +1 Mech
  859.  
  860. Hatred of Dragons: +2 to damage against dragons
  861.  
  862. Kenku - Long ago, the kenku ruled the skies of Asteris. They were a proud people, spread throughout the Cradle of the World and beyond, dwelling in huge palaces suspended in the air by powerful magics. They ruled vast swaths of territory, high above the kindgoms and empires of the ground, and much more than their rivals in the Aaracokra ever managed. However, after their creator god perished in the War of Madness they lost many of their powers, including the ability to fly. Since then the Kenku have fallen to tragic lows, dwelling in the slums and sewers of more powerful race's cities, sticking to the shadows. The Kenku cherish stealth, eager to hide away from the world. They often develop thieve's guilds across Asteris, and gain a very bad reputation with the other inhabitants that share their cities with them. Kenku dream of nothing more than regain their ability to fly and to reclaim their lost kingdom, and work tirelessly toward this goal. One such Kenku, a brave priestess by the name of Septa, has achieved a demigod status some time ago, but she has been unable to aide her race as much as she desires.
  863.  
  864. Features:
  865.  
  866. +2 Dex +1 Mind
  867.  
  868. Age: Mature at 12, lifespan of 60 years
  869.  
  870. Size: 5 ft, 90-120 lbs, medium
  871.  
  872. Speed: 30 ft
  873.  
  874. Expert Forgery: Can duplicate other creatures' handwriting and craftwork. Adv on all checks made to produce forgeries
  875. or duplicates of existing objects
  876.  
  877. Kenku Training: Prof in 2 skills of choice from: Appraise, Deception, Stealth, Sleight of Hand
  878.  
  879. Mimicry: You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they
  880. are imitations with a successful Insight check opposed by your Deception check.
  881.  
  882. Kobold (Monstrous Race): For more information see the Creature Compendium. A kobold might become an adventurer in service to a dragon, or perhaps out of fear for his life if an adventurer offers him that or death. Sometimes, a kobold may praise a dragonborn like they do a dragon, although this is very rare.
  883.  
  884. Features:
  885.  
  886. Dex +2 Mech +1 Str -2
  887.  
  888. Age: Adulthood by 6, they can live up to 120 years but very rarely do
  889.  
  890. Size: 2-3 ft tall, 25-35 lbs, small
  891.  
  892. Speed: 30 ft
  893.  
  894. Superior Darkvision 120 ft
  895.  
  896. Grovel, Cower, Beg: Once per rest, you can use an action to cower and distract your enemies. Until the end of your next
  897. turn, your allies gain adv on attack rolls made against enemies within 10 ft of you that can see you.
  898.  
  899. Master Trapmaker: At the start of a long rest, you may set a trap to protect you. This trap will alert you to anything
  900. approaching your position as you rest, you cannot be surprised. Additionally, at the end of a long rest you can develop
  901. 1d4 traps from the following lists. You can deploy these traps at any time with a successful DC 10 Mech roll. Once
  902. deployed, the trap is considered hidden and any creature must make a DC 12 Perception check to spot them. Snare:
  903. Creatures hit with the snare are considered grappled until they make a DC 10 Athletics or Acrobatics check to escape at
  904. the end of their turn; Spike Shot: Creatures hit with the spike shot take 1d8 damage; Flipping Platform: Creatures hit
  905. with the flipping platform are knocked prone; Smokescreen: Creatures hit with the smokescreen are considered blinded
  906. for 1 turn. Any creature hit with one of your traps is considered surprised.
  907.  
  908. Pack Tactics: Adv on attack rolls with a creature if an ally is within 5 ft of the creature and isn't incapacitated.
  909.  
  910. Sunlight Sensitivity: Disadv on attack rolls and Perception checks that rely on sight when you or the objective you
  911. seek is in sunlight.
  912.  
  913. Lizardfolk - The Lizardfolk are a strange, tribal folk originating from deep in the jungles of Nezurrah. They are simple folk who seek to be left to their own devices, rarely traveling far from their homes. Those that gain any such a wanderlust are given the surname Longwalker, forever banished from returning to their clan. Their communities are only slightly above primitive, dwelling in a series of mud huts usually close to a source of water. They eat any sort of meat they can get their hands on, and generally even their own dead. Their society dictates that every single ounce of meat and every single bone of any of their kills, or their dead, must be used by the rest of the society, thus most don bone weapons and armor, bone decoration and jewelry, and crude hides. Not much can be said in the way of their culture, as concepts of art and science are alien to them. A lizardfolk simply desires to survive and eat, and nothing else.
  914.  
  915. Features:
  916.  
  917. +2 Con +1 Mind
  918.  
  919. Age: Mature at 14, lifespan of 60 years
  920.  
  921. Size: over 5 ft to 7 ft tall, bulkier than most humans, medium
  922.  
  923. Speed: 30 ft, swim speed of 30 ft
  924.  
  925. Cunning Artisan: During short rest you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or
  926. plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or ld4 darts
  927. or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as
  928. leatherworker's tools.
  929.  
  930. Hold Breath: Can hold your breath for up to 15 minutes
  931.  
  932. Hunter's Lore: Gain prof with 2 skills from: Nature, Perception, Stealth, Burst of Strength
  933.  
  934. Merfolk - The Merfolk are an aquatic race that make up the largest civilized race at the ocean's floor, dwelling in 3 massive cities that together equal the size of an entire large continent. They are rich in culture, celebratory of the arts, and excelent fighters. The merfolk are as diverse as can be, on par with the diversity found in humans. Though, they differ in that they divide their cities into districts, and each district is fiercely loyal, sharing almost all the same values. One district might be focused solely on advancing their military might, while another might care little to nothing about military might and instead focus all their efforts into the realm of music. Though all Merfolk, save for those in the smallest Merfolk city known as Atoraga, answer to the Great One, the leader of all Merfolk which equates to essentially an emperor. However, this is not blind loyalty, all Merfolk look to do what is best for their district. A precarious power balance befalls the Great One and the District Officials, one that must be navigated by cunning politics if they wish to keep their cities together.
  935.  
  936. Features:
  937.  
  938. +2 Dex +1 to any 2 other ability score of your choice
  939.  
  940. Age: Adulthood at 25, lifespan of 180 years
  941.  
  942. Size: 7-9 ft tall (2-4 ft being their tail), 200 lbs, medium
  943.  
  944. Speed: 40 ft swimming, 10 ft on land and you are always considered prone
  945.  
  946. Darkvision 60 ft
  947.  
  948. Self-Sufficient: Prof in Craft skill and tools of 1 of these crafts: carpenter, cartographer, cook, jeweler,
  949. leatherworker, weaver, or woodcarver.
  950.  
  951. Languages: Common, Aquan, 1 language of choice
  952.  
  953. Minotaur - It is theorized that the Minotaur homeland of old was conquered, driving the minotaur from their land to their new home in the distant Laresia. This is a frightening tale, because those that know the minotaur know that their armies are vast, powerful, and organized. Their navies are unparalleled in the Cradle of the World, meaning any who have managed to defeat them in their own territories is surely a massive threat to any other. They swiftly and brutally conquered the Genasi occupants of their adopted home in the sands of Laresia, under the rule of Darius I. They managed to carve out a great and well-managed empire, stocked with slaves, their expansion only stalled by the stubborn and powerful centaur of the east. Now Darius VIII rules their land, and he seeks to expand, his eyes laying on other continents of the Cradle. The Minotaur race has always been a race of warlords and soldiers, their entire culture revolves around it, making the Minotaur, especially Darius VIII, a great concern.
  954.  
  955. Features:
  956.  
  957. +2 Str +1 Con
  958.  
  959. Age: Adulthood at 17, 150 year lifespan
  960.  
  961. Size: Over 6 ft tall, 350 lbs, medium
  962.  
  963. Speed: 30 ft
  964.  
  965. Horns: Unarmed attacks deal 1d6 + Str piercing damage
  966.  
  967. Goring Rush: Immediately after taking a dash action that moves your whole speed, you can make one attack with your
  968. horns as a bonus action
  969.  
  970. Hammering Horns: Immediately after you hit a creature with a melee attack as part of your Attack action on your turn,
  971. you can attempt to shove that creature with your horns as a reaction. Creature must be no more than 1 size larger than
  972. you and no further than 5 ft away. It must make a Str ST against a DC of 8 + your Str mod + your prof bonus. If it
  973. fails, it is pushed 5 ft away from you.
  974.  
  975. Menacing: Prof in Intimidation
  976.  
  977. Hybrid Nature: You count as both a humanoid and monstrosity and anything that affects either affects you
  978.  
  979. Languages: Common, Minotaur
  980.  
  981. Orc (Monstrous Race): For more information on the orc see the Creature Compendium. It is exceptionally rare for an orc to become an adventurer. Perhaps they do because they so greatly respect the strength of another adventurer. Or perhaps their war chief was defeated by an outsider and their tribe forced into a lifestyle for good by the one who defeated him.
  982.  
  983. Features:
  984.  
  985. Str +2 Con +1 Mech -2 Mind -1
  986.  
  987. Age: Adulthood by 12, lifespan of 50 years though they tend to die earlier
  988.  
  989. Size: 6 ft tall, 230-280 lbs, medium
  990.  
  991. Speed: 30 ft
  992.  
  993. Darkvision 60 ft
  994.  
  995. Aggressive: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear.
  996. You must end your turn closer to that enemy than you started.
  997.  
  998. Menacing: Prof in Intimidation
  999.  
  1000. Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point
  1001. instead. One per long rest
  1002.  
  1003. Savage Attacks: When you roll a crit with a melee weapon you can add 1 extra roll of the weapon's damage to the crit
  1004.  
  1005. Powerful Build: Treated as one size larger when determining carrying capacity and the weight you can drag/push/pull
  1006.  
  1007. Languages: Common, Orc
  1008.  
  1009. Shadar-Kai: No one is quite sure of the origin of the mysterious shadar-kai. Some say they are elves that made their home for to long in the Realm of Shadows, some say humans. Some believe they have always been there, living within. Regardless, the shadar-kai are a unique race that lives within the Realm of Shadows, performing tasks for the various god's of death that collect souls from there. The shadar-kai cities are built around a sort of soul reservoir, with the main task of the city being the containment of these souls so they may be easily collected by the gods. Because of this sacred task, no outsider is allowed within the cities' walls. Outside of the city, shadar-kai live as any other race would, dealing with outsiders how they please. Rarely, a shadar-kai will make its way into the Material Plane of Asteris for one reason or another.
  1010.  
  1011. Features:
  1012.  
  1013. +2 Dex +1 Cha
  1014.  
  1015. Age: Adulthood by 50, lifespan of 500 years.
  1016.  
  1017. Size: 5 to over 6 ft tall, 140-180 lbs, medium
  1018.  
  1019. Darkvision 60 ft
  1020.  
  1021. Death Magic: You know the Thaumaturgy cantrip
  1022.  
  1023. Shadow Step: As a bonus action, magically teleport up to 15 ft to an unoccupied space. You appear ghostly as you do
  1024. this. Once per rest. At 3rd level, when you use this trait you gain resistance to all damage types until the start of
  1025. your next turn.
  1026.  
  1027. Already Dead: Resistance to necrotic damage
  1028.  
  1029. Shifters - The shifters are a strange race not born of Gods or Primordials. It is said they were born of humans afflicted with lycanthropy, somehow gaining power over the curse and using it to their advantage. Shifters cannot fully attain their animalistic form, but they can obtain some of the features of their animal through a process they call shifting, hence their name. There are few Shifters in comparison to most other humanoid races, but they live in nomadic, close-knit communities, using wagon houses to travel from continent to continent. Shifters are excellent merchants, crafty and silver-tongued. A golden rule is to never trust a Shifter to give you a fair deal, and many rumors swirl around them of powerful witchcraft. It is well known some of the most powerful divination in Asteris can be found in these wandering Shifter clans. There are six clans of Shifter, each of them known as a family. Every member of the family shares the same surname, only their given name differentiates them from one another. Oftentimes, they will attain the suffix son of or daughter of to further distinguish one another. An example of a Shifter name would be Angelo Longtooth Son of Zache. Every Shifter is fiercely loyal to their family, and any outsider is met with extreme distrust. The families rarely interact with one another, but it is theorized that they all know the location of the other families at any given time.
  1030.  
  1031. Features:
  1032.  
  1033. +1 Dex
  1034.  
  1035. Age: Adulthood in late teens, lifespan of 70-90 years
  1036.  
  1037. Size: 5 to well over 6 ft tall, weight varies wildly, medium
  1038.  
  1039. Darkvision 60 ft
  1040.  
  1041. Shifting: Once per turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you use a bonus action
  1042. to shift back to human form. While shifting you gain temp hp equal to your level + Con bonus (minimum 1). You also gain
  1043. access to a feature described in your subrace. You must finish a rest before you can shift again.
  1044.  
  1045. Natural Traders: Prof in Appraise
  1046.  
  1047. Languages: Common, Sylvan
  1048.  
  1049. Beasthide: The Beasthide Family are Shifters that have descended from Werebears. They are the toughest of the Shifter Families,
  1050. often a bit more callous in nature than the others.
  1051.  
  1052. Features:
  1053.  
  1054. +1 Con
  1055.  
  1056. Shifting Feature: While shifting, gain +1 bonus to AC
  1057.  
  1058. Cliffwalk: The Cliffwalk Family are Shifters that have descended from Weregoats, a sturdy mountain folk well adapted to their
  1059. rough terrain. They are an agile people that excel at climbing.
  1060.  
  1061. Features:
  1062.  
  1063. +1 Dex
  1064.  
  1065. Shifting Feature: While shifting, gain 30 ft of climb speed.
  1066.  
  1067. Longstride: The Longstride Family are Shifters that have descended from Wereelk, a fast and elusive folk that enjoy forests and
  1068. open plains.
  1069.  
  1070. Features:
  1071.  
  1072. +1 Dex
  1073.  
  1074. Shifting Feature: While shifting, you can Dash as a bonus action.
  1075.  
  1076. Longtooth: The Longtooth Family are Shifters that have descended from Werewolves, the most powerful of all lycanthropes.
  1077. Fittingly, the Longtooth are the strongest of the Shifters.
  1078.  
  1079. Features:
  1080.  
  1081. +1 Str
  1082.  
  1083. Shifting Feature: While shifting, you gain a bite attack as an action. It is a melee attack using Str that deals 1d6 +
  1084. Str piercing damage. If you bite a creature who is size category medium or smaller that creature is also grappled.
  1085.  
  1086. Razorclaw: The Razorclaw Family are Shifters that have descended from Weretigers, a fearsome folk. They are the most vicious
  1087. and relenting of Shifters, as well as the most tactical.
  1088.  
  1089. Features:
  1090.  
  1091. +1 Dex
  1092.  
  1093. Shifting Feature: While shifting unarmed strike can be used as a bonus action using Dex for attack and damage and deals
  1094. slashing damage.
  1095.  
  1096. Wildhunt: The Wildhunt Family are Shifters that have descended from Wereboar. They are the wisest of the Shifters, and focus on
  1097. druidic craft.
  1098.  
  1099. Features:
  1100.  
  1101. +1 Mind
  1102.  
  1103. Shifting Feature: While shifting, gain adv on all Mind-based checks and STs
  1104.  
  1105. Tabaxi - The Tabaxi come from Mutul. That's about as much as as those who dwell in the Cradle of the World know about them. Tabaxi are strange, jovial, and always enjoy quite a lot of fanfare and flair. They dress in flamboyant clothing, various bright colors adorned with various, and often excessive, jewelry and trinkets. The Tabaxi are a very religious people, tending to dwell in cities where everyone worships the same god. They do engage in warfare with followers of an enemy god quite often, but the entire race would band together to face down any outsiders. Tabaxi are known to exaggerate greatly, but they tell a story of an extremely powerful aberrant race that dwell deep within Mutul, one that their race is tasked with keeping at bay. Generally, Tabaxi do not leave Mutul. However, young Tabaxi do gain a wanderlust. Those, and those who are banished, can be found all throughout the world. Though, when they approach the end of their lifespans, they return to Mutul to share the stories they have collected.
  1106.  
  1107. Features:
  1108.  
  1109. +2 Dex +1 Cha
  1110.  
  1111. Age: Maturity by late teens, 70-90 years old
  1112.  
  1113. Size: 5 to over 6 ft tall, 120-180 lbs, medium
  1114.  
  1115. Speed: 30 ft
  1116.  
  1117. Darkvision 60 ft
  1118.  
  1119. Feline Agility: When you make your movement action in combat you can double your movement speed. Can only use this
  1120. feature once until you take a turn moving 0 ft
  1121.  
  1122. Cat's Claws: Climbing speed of 20 ft. Unarmed strikes do 1d4 + Str slashing damage.
  1123.  
  1124. Cat's Talent: Prof in Perception and Stealth
  1125.  
  1126. Languages: Common, Tabaxi, 1 language of your choice
  1127.  
  1128. Tieflings - Humanity is known for having many great rising and falling empires, but none were as big as the Octavian, and the often forgotten Zouliátika. The Zouliátikan Empire stretched far across the world long, long ago, but it tragically fell during the War of Madness, much of it wiped out by the encroaching Far Realm forces. In a last ditch effort, the humans in the capital city of Zouliátika made a deal with Aeuduecan, agreeing to give themselves and their ancestors in service to the Lord of Hell in return for some of his power to further fight them. Aeuduecan agreed, transforming the humans into Tieflings, half devil half human. After the War of Madness concluded, Aeuduecan came to collect his reward and Zouliátika was entirely destroyed. The tieflings who survived spread out through the world, settling alongside humans. At first, they were hated and ostracized, and Aeuduecan would use them to further his goals. It is said that Aeuduecan grew bored of the Tieflings, or perhaps that the overgod Zerial himself stepped in to stop the Devil Prince, and now infernal command of the race is very rare. Instead, the tieflings live as any other race, absorbed into the culture of whatever city they dwell within. The tieflings don't exactly have subraces, but each tiefling does have a Hell Lord patron that directly influenced their family line during the downfall of Zouliátika that grants them different powers.
  1129.  
  1130. Features:
  1131.  
  1132. Age: Adulthood in late teens, lifespan of 70 to over 90 years
  1133.  
  1134. Size: 5 to over 6 ft tall, very extremely in weight, medium
  1135.  
  1136. Speed: 30 ft
  1137.  
  1138. Darkvision 60 ft
  1139.  
  1140. Hellish Resistance: Resistance to fire damage
  1141.  
  1142. Languages: Common, Infernal
  1143.  
  1144. Aeduecan:
  1145.  
  1146. +2 Cha +1 Mind
  1147.  
  1148. Infernal Legacy: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once
  1149. per day as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once per day. Charisma is
  1150. your spellcasting ability for these spells.
  1151.  
  1152. Aphela:
  1153.  
  1154. +2 Cha +1 Con
  1155.  
  1156. Realm of Ice: You know the Ray of Frost cantrip. Once you reach 3rd level, you can cast the Armor of Agathys spell once
  1157. per day as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once per day. Cha is
  1158. your spellcasting ability for these spells.
  1159.  
  1160. Bazur:
  1161.  
  1162. +2 Cha +1 Str
  1163.  
  1164. Realm of Fire: You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once
  1165. per day as a 2nd-level spell. Once you reach 5th level, you can also cast the Scorching Ray spell once per day. Cha is
  1166. your spellcasting ability for these spells.
  1167.  
  1168. Karkum:
  1169.  
  1170. +2 Cha +1 Con
  1171.  
  1172. Lord of the Pits: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Searing Smite spell
  1173. once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the Branding Smite spell once per day.
  1174. Cha is your spellcasting ability for these spells.
  1175.  
  1176. Lazerien:
  1177.  
  1178. +2 Cha +1 Mind
  1179.  
  1180. Infernal Greed: You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Temer's Floating Disc spell
  1181. once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the Arcane Lock spell once per day. Cha
  1182. is your spellcasting ability for these spells.
  1183.  
  1184. Magalok:
  1185.  
  1186. +2 Cha +1 Mech
  1187.  
  1188. Master of Torture: You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell
  1189. once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day.
  1190. Cha is your spellcasting ability for these spells.
  1191.  
  1192. Oxxyian:
  1193.  
  1194. +2 Cha +1 Mech
  1195.  
  1196. Hellish Craft: You know the clockwork ability. Once you reach 3rd level, you can use the clockwork ability once
  1197. per day as a 2nd-level ability. Once you reach 5th level, you can also use the clockwork ability once per day. Cha is
  1198. your use ability for these clockwork abilities.
  1199.  
  1200. Sinn:
  1201.  
  1202. +2 Cha +1 Dex
  1203.  
  1204. Silver-Tongue: You know the Friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell once
  1205. per day as a 2nd-level spell. Once you reach 5th level, you can also cast the Detect Thoughts spell once per day. Cha
  1206. is your spellcasting ability for these spells..
  1207.  
  1208. Tezaxus:
  1209.  
  1210. +2 Cha +1 Dex
  1211.  
  1212. Master of Shadows:You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell
  1213. once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the Invisibility spell once per day.
  1214. Cha is your spellcasting ability for these spells.
  1215.  
  1216. Ulzar:
  1217.  
  1218. +2 Cha +1 Str
  1219.  
  1220. Fury of Hell: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once
  1221. per day as a 2nd-level spell. Once you reach 5th level, you can also cast the Flame Blade spell once per day. Charisma
  1222. is your spellcasting ability for these spells.
  1223.  
  1224. Tritons - The tritons are a powerful amphibious race born in the Feywild. They are somewhat seen as cruel by the other races, but they generally have the best intentions of the other races in mind. They are simply a cold race, kind words and compassion are alien concepts to them. They often find themselves annoyed at other races, they are arrogant, boastful, and blunt. Despite all these flaws, a Triton can be the greatest ally in times of battle. Triton society is extremely lawful and nearly always on the side of good, relentlessly pursuing evil creatures born of the Fey in the ocean's depths. Tritons often travel to the Material Plane, seeking out krakens, hydra, and other evil creatures that have found their own way into the world. They believe it is their responsibility to put an end to these beasts, which is a noble effort even if they also believe every other race to be entirely too incompetent to do so themselves.
  1225.  
  1226. Features:
  1227.  
  1228. +1 to Str, Con, and Cha
  1229.  
  1230. Age: Mature by 15, lifespan of 200 years
  1231.  
  1232. Size: 5 ft tall, 160 lbs, medium
  1233.  
  1234. Speed: 30 ft, swimming speed 30 ft
  1235.  
  1236. Amphibious: Can breathe both air and in water
  1237.  
  1238. Control Air and Water: You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with
  1239. it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you
  1240. can't do so again until you finish a long rest. Cha is your spellcasting ability for these spells.
  1241.  
  1242. Emissary of the Sea: You can communicate simple ideas with beasts that can breathe water. They can understand the
  1243. meaning of your words, though you have no special ability to understand them in return.
  1244.  
  1245. Guardians of the Depths: Resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater
  1246. environment.
  1247.  
  1248. Languages: Common, Primordial
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