
The Races of Paranai
The continent of Paranai and the surrounding islands are home to over two-dozen sapient races that live in a fragile balance with one another. Some races are found nowhere else in existence and are "exclusive" to Paranai. The continent is not completely explored however, so there could be other races out there just waiting to step into the spotlight.
Here are assembled the races canon to the world of Paranai along with their stats, example names, recommended classes, and home towns so that you're more than prepared for your future adventures.
The Races of Paranai

The continent of Paranai and the surrounding islands are home to over two-dozen sapient races that live in a fragile balance with one another. Some races are found nowhere else in existence and are "exclusive" to Paranai. The continent is not completely explored however, so there could be other races out there just waiting to step into the spotlight.
Find out more about a race by selecting one of the icons below, or scroll through at your leisure.

Beastman
"Pay up or get put down."
A boisterous and menacing race that always seeks challenge. Beastmen flex their strength often seen placing highly in tournaments throughout Paranai. Their reign as guardians to nobility and bounty hunters makes them one of the most feared races in the lands.
Shared Racial Traits: Ancestral Strength, Bloodied Steel, Heart of the Jungle
Example Names: Murcia, Tyran, Challen, Helos, Markas, Tort'kal
Recommended Classes: Barbarian, Fighter, Monk
Shafa, Gallis'set Jungle, Vellenai

Beastman
"Pay up or get put down."
Shared Racial Traits: Ancestral Strength, Bloodied Steel, Heart of the Jungle
Example Names: Murcia, Tyran, Challen, Helos, Markas, Tort'kal
Recommended Classes: Barbarian, Fighter, Monk
Home Town: Shafa, Gallis'set Jungle, Vellenai
Background & Origin
Noble and ready for a fight, the Beastmen of Shafa dominate the wilds of the jungle with raw strength. The spellcasters of the tribe specialise in close-range battle magics to overwhelm their opponents. There is a reason the northern Gallis'set jungle is considered their undisputed territory.
- Ability Score Increase Your Strength score increases by 2. Your Dexterity score increases by 1.
- Age Beastmen have life spans a little shorter than humans, reaching adulthood around 15 and lives averaging 60 years.
- Alignment Most Beastmen are methodical hunters, using their stature to intimidate opponents and as such are usually True Neutral. Evil Beastmen aren't unheard of but keep to the fringes of society when they show themselves.
- Size Beastmen stand at 7 to 8 feet tall and weigh 250-300 pounds. Your size is Medium.
- Speed Your base walking speed is 30 feet. (Increasing to 45 feet with Heart of the Jungle active.)
- Darkvision Beastmen do not possess Darkvision.
- Languages You can speak, read, and write Common and Tabaxi.
- Culture Godz n stuff
- Ancestral Strength When casting a spell with a range of Touch, the Beastman can use Strength as their Spellcasting Ability Modifier instead.
- Bloodied Steel Cutting an opponent down in battle fills the Beastmen with glorious fortitude. When you incapacitate/kill an enemy in battle you can immediately cast the race-exclusive cantrip Feral Roar for free.
- Feral Roar
You roar into the sky from the euphoria of slaughter. Opponents within 40 feet must make a Charisma saving throw of (Your Strength modifier + 6 + any bonuses). On a fail the enemies speed is halved for three turns and cannot flee battle. On a save the spell fails. Once an enemy experiences Feral Roar they are immune to the effects of any future casts of the spell for 1 hour. -
Heart of the Jungle Once per long rest you can unleash your inner wild. Your eyes glow a blood-red, and you fall to all-fours. Your senses feel heightened and your muscles strengthen.
For 1 hour you gain advantage to Investigation, Perception, Survival, and Athletics rolls that relate to vision or smell. Your base walk speed increases to 45 feet, you gain the ability to see in the dark up to 60 feet, and you can scale shear walls up to 30 feet effortlessly. (Without requiring a roll.) However for this duration you lose the ability to communicate verbally, managing primal growls to explain your intentions. You keep any weapons you were holding but you are only able to attack with melee weaponry or Touch spells.

Coleoptera
"Adaptability is the only path to survival in a world cast in darkness."
The specialised race of sapient beetles have risen from below the ground. Inquisitive, smart, adaptable, kind, ferocious. The Coleopteras specialisation traits mean they're ready for any challenge.
Shared Racial Traits: Contortionist, Smooth-Talker, Hardened Shell, Tarsus Claws
Additionally via subclasses: Horn, No Need to be Nimble, Carapace, Hardened Plating, Little Legs, Organic Sonnet, Tunnel Vision, Flight, Built for Speed, Glutton, Glints of Gold, Dazzling, Keen Eye
Example Names: Bracken, Keitara, Skitra, Ritkin, Songwing, Hardhead
Recommended Classes: Barbarian, Fighter, Paladin, Bard, Rogue
Migra, Ovrikai
Goballis, Gomai

Coleoptera
"Adaptability is the only path to survival in a world cast in darkness."
Shared Racial Traits: Contortionist, Smooth-Talker, Hardened Shell, Tarsus Claws
Additional traits via subclasses
Example Names: Bracken, Keitara, Skitra, Ritkin, Songwing, Hardhead
Recommended Classes: Barbarian, Fighter, Paladin, Bard, Rogue
Home Town: Migra, Ovrikai
Home Town: Goballis, Gomai
Background & Origin
Greybacks. Chatterers. Songwings. Burrowers. The many nicknames of Coleoptera stem from their unimaginable number of specialisations. While some are more common than others; the bug-people of Paranai are far from consistent even when coming from the same brood. At the age of five they forgo their larval form letting their carapace undergo rapid change.
Size? Colour? Legs? Wings? Strength? Speed? Everything is in question as seemingly overnight the bone-white grubs burst into their true forms. Their tunnels stretch almost everywhere deep below Paranai but cetain exits to the great hive are travelled more than most.
- Ability Score Increase Your Constitution score increases by 1. You additionally gain an ability score increase unique to the subrace you choose.
- Age A Coleoptera reaches adulthood at the age of 5 and generally lives to 100 to 200. Royal Coleoptera can live to be 450 under the right circumstances.
- Alignment Most Coleoptera are Chaotic Neutral, following their whims, holding their personal freedom and providing for the hive above all else. They form strong bonds with party members but can put people in danger with their reckless actions. A Coleoptera willing to change their minds is a rare sight but a few possess a caring and selfless disposition.
- Size An average Coleoptera stands a little under four feet tall when fully mature and weighs an average of one hundred and fifty pounds. Your size is Small.
- Speed Your base walking speed is 25 feet.
- Darkvision Adapted to the dark underbelly of their titanous cave systems. Coleoptera can see in the dark up to 60 feet with perfect colour vision.
- Languages You can speak, read, and write Common and Bugspeak.
- Culture Godz n stuff
- Subraces You may choose between the Giant Coleoptera, Songbird Coleoptera, Royal Coleoptera, & Shimmering Coleoptera subraces.
Shared Race Traits
- Contortionist While climbing, you may move through any space one size smaller than your own.
- Smooth-Talker Coleopteras are by nature smooth-talkers, able to move the gems from a Dwarf's hands with nothing but flattery and a sweet look. You have an advantage on Charisma checks and against Deception saving throws.
- Hardened Shell Your AC equals 11 + your Constitution modifier. Most Coleoptera cannot wear armor.
- Tarsus Claws Your claws have fantastic grip. You can cling to walls for 1 hour per long rest. You also gain a climbing speed equal to your walking speed.
Giant Coleoptera
- About Giant Coleoptera Coleoptera adapted to enforcement and protection. Looking like Hercules beetles with a shimmer of purple in their black shells. These beetles are the largest variant of Coleoptera at six feet tall with a horn that can add up to another foot and a half. They often weigh in excess of two hundred pounds.
- Ability Score Increase Your Strength score increases by 2.
- Horn You have a large horn, with which you are proficient. When you take the attack action, you may make an additional attack with your horn if you are within melee range, dealing 1d6 slashing damage on a hit.
- No Need to be Nimble Due to your enormous shell, your size is Medium. By squeezing your shell in contorted ways you can move through the space of any creature that is of one size smaller than yours.
- Carapace You can spread your back shell sections to conceal small items beneath them or hold them out to carry two creatures of your size or smaller on top. Holding your shell out will drop all items concealed underneath and visa versa.
- Hardened Plating Your AC is additionally increased by half your Strength modifier. (Rounding up).
Songbird Coleoptera
- About Songbird Coleoptera They are enthusiastic to a fault, and like to burst into song at the slightest opportunity. The wings of the Songbird don't function for flight but have evolved to vibrate against each other to produce a sound crossed between a lute, violin, and piano.
- Ability Score Increase Your Charisma score increases by 2.
- Little Legs Your base walking speed is 25 feet. Your steps are silent and can't be tracked except by magical means.
- Organic Sonnet Your wings are too small to fly, but can be rubbed against one-another to create music. You are proficient with this instrument. While playing an instrument you are proficient in, you can take an additional movement action at half your base walking speed.
- Tunnel Vision You gain advantage on Perception checks when underground. Your Darkvision is increased by an additional 20 feet while underground.
Royal Coleoptera
- About Royal Coleoptera Royal Coleoptera are the last subrace to keep the function of their wings after evolution. They use this power to help their homes with construction and celebratory festivals. They are usually one of four colourations: White frills and Gold shell, White frills and Green shell, Yellow frills and Blood Red shell, or Dark Blue frills and White shell.
- Ability Score Increase Your Dexterity score increases by 1.
- Flight You have a flying speed of 60 feet. You cannot wear Medium or Heavy armor.
- Built for Speed (Replaces Hardened Shell.) Your elegant form allows you to reroll Initiative when entering battle. You must take the rerolled Initiative even if it is lower than the first roll. If either roll is a Natural 20 you place first in the Initiative regardless if something else placed higher.
- Glutton You gain 2 additional Hit Dice per long rest.
Shimmering Coleoptera
- About Shimmering Coleoptera Glittering eyes and a Dazzling gems adorn the carapace of this Beetle. The shell of Shimmering Coleoptera pulses with earthen magic, growing rock and ores from their bodies, converted from the food they eat and sunlight, these ores vary vastly from beetle to beetle but always seem to leave the individual with an abundance of wealth.
- Ability Score Increase Your Constitution score increases by 2.
-
Glints of Gold Your carapace is made of an amalgam of glittering ores making your shell a sight to behold, but much more brittle than others of your species. Immediately after a long rest you may flip a coin. If Heads, your shell repairs all damage done to it by this Trait and you regain the Dazzling Trait.
If Tails your shell cracks apart more, reducing your base AC to 9 + Constitution until repaired, decreasing by 1 with every subsequent Tails made in the future until your shell is repaired. You also roll a d100 to determine the shard of ore that has broken free from your shell.
See the breakdown below.
1-40 aaaa A shard of brittle rock The rock crumbles in your hands as you pick it up. 41-60 A crumbling piece of Copper, Iron, Lead, or Tin Worth ~5 cp 61-80 A large block of Iron Ore Worth ~2 sp 81-94 A sliver of Silver Worth ~5 sp 95-99 A tiny nugget of unrefined Gold or Fool's Gold DM rolls a d6 1-3 Yields Fool's Gold, worthless but might fool an inexperienced traveller. 4-6 Yields unrefined Gold worth ~5 gp Players may make an Insight check of 17 - their proficiency bonus to differentiate the two. 100 A small uncut Emerald, Lapis Lazuli, Obsidian, Pearl or Amber (DM's discretion) DM rolls a d6 1 yields a broken Emerald Worthless 2 yields a tiny Amber ~2 gp 3 yields a tiny Pearl ~5 gp 4 yields a tiny Obsidian ~8 gp 5 yields a tiny Lapis Lazuli ~10 gp 6 yields a tiny Emerald ~15 gp - Dazzling Your shell glimmers with Dazzling ores, making you the talk of the town wherever you go. You have an advantage on Performance checks, but a disadvantage on Stealth checks and saving throws. If your shell is cracked this trait becomes inactive.
- Keen Eye You have proficiency in Mining and can use this to search a four-square-mile (or more) area to determine what gems or ores may be found there. The proficiency check is made in secret after this survey, and if successful, the character has found a good site (though many other misfortunes may befall a mine successfully sited). On a failure, the character believes they have a good site, but the effort will be for naught. Once a successful mine has been founded. A proficient character must remain on-site in order to keep the mine in operation.
Dkonian
"Grblor Blrglg Glrglr Blr! Glrbrglr?"
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Shared Racial Traits: Gurgling Speech, Sure of Foot, Sure of Heart, Waterlogged
Example Names: Borgle, Glergle, Burglorgle, Lergle
Recommended Classes: Bard, Druid, Sorceror, Cleric
Dkon, Vellenai
Dkonian
"Grblor Blrglg Glrglr Blr! Glrbrglr?"
Shared Racial Traits: Gurgling Speech, Sure of Foot, Sure of Heart, Waterlogged
Example Names: Borgle, Glergle, Burglorgle, Lergle
Recommended Classes: Bard, Druid, Sorceror, Cleric
Home Town: Dkon, Vellenai
Background & Origin
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- Ability Score Increase Your Charisma score increases by 2.
- Age Reaching maturity at 30 and living to around 120.
- Alignment Dkonians are a friendly and approachable race. Others find their cute, fishy appearance to be endearing and treat them with the same kindness they show. Almost all Dkonians favor being Neutral Good.
- Size Dkonians weigh around 100 pounds. Standing at just under 4 feet and lying on their belly at 2 feet, your size is Small.
- Speed Your base walking speed is 25 feet.
- Darkvision As long as you are completely submerged in water, you have the ability to see in the dark up to 60 feet. Otherwise you do not possess Darkvision.
- Languages You can speak Common and Dkonian.You can read and write in Dkonian; A mass of scribbles and swirls that looks closer to abstract expressionist art than words.
- Culture Godz n stuff
- Gurgling Speech You have disadvantage on Charisma checks and saves when bartering. Unless using Concentration you are only able to speak Dkonian, a mess of bubbling squeaks and guttural grumbles that others can only infer the meaning of.
- Sure of Foot, Sure of Heart Living in slippery conditions all your life has strengthened your step. You are immune to the effects of Difficult Terrain. Additionally, for 1 hour per day you can increase your swimming speed to double your walking speed.
- Waterlogged You know the Shape Water cantrip. Once you reach 3rd level, you can cast the Wall of Water spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Control Water spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Elemental
"Let my divine light guide your step."
With a solemn demeanor they approach life as inquisitive wanderers, eager for discovery and analytical challenge.
Shared Racial Traits: Body from the Stars, Beacon Body, Water Susceptibility
Additionally via subclasses: Prismatic Flash, Thin Body, Celestial Boom, Smolder, Plunged Into Fire, The Weight of Light, Burn Brighter, MonchExample Names: D'vra, Onasa, Aleias, Entosh, Jhosa
Recommended Classes: Wizard, Sorceror, Bard, Cleric
Elemental Plane, "The Space Between Space", Ashokai
Elemental
"Let my divine light guide your step."
Shared Racial Traits: Body from the Stars, Beacon Body, Water Susceptibility
Additional traits via subclassesExample Names: D'vra, Onasa, Aleias, Entosh, Jhosa
Recommended Classes: Wizard, Sorceror, Bard, Cleric
Home Town: Elemental Plane, "The Space Between Space", Ashokai
Background & Origin
The Elementals explore all possible planes of reality in search of a cure to their own. The reality they once called home now crumbles at the molecular level from an encroching evil at the heart of the universe. As beings of light they feel the anguish of collapsing stars the call out in pain through the void. The energies pulsing through Paranai force their bodies into physical forms but the danger it poses is far less than the collapse of their last home.
- Ability Score Increase Your Charisma score increases by 1. You additionally gain an ability score increase unique to the subrace you choose.
- Age An Elemental taken physical form greatly reduces their lifespan in the search of experience. Born into adulthood, they live for roughly 800 years before their light extinguishes.
- Alignment Most Elementals are True Neutral, taking emotion out of otherwise difficult decisions to focus on the truth.
- Size An average Celestial stands around the same height as a human when fully mature and weighs an average of fifteen pounds. Your size is Medium.
- Speed Your base walking speed is 30 feet.
- Darkvision You have the ability to see in the dark up to 20 feet. (Body from the Stars feat included.)
- Languages You can speak, read, and write Common, and Cosmic.
- Culture Godz n stuff
- Subraces You may choose between the Neuron & Cosmos subraces.
Shared Race Traits
- Body from the Stars Elementals glow constantly. The brightness of their bodies glow is comparable to a bright torch, giving the Celestial and party members an additional 20 feet of darkvision when together. Members with greater than 20 feet of Darkvision already are not affected by this trait.
- Beacon Body Elementals are incapable of using stealth mechanics due to their bodies glow making them extremely visible. Party members within 10 feet of a Celestial are also unable to use stealth mechanics.
- Water Susceptibility For every 5 feet the Elemental moves in water, or for every gallon of water splashed on it, it takes 1 Cold damage.
Neuron
- About Neuron Elementals The brains (literally) of the Elementals. A Neuron is bred for one purpose; to learn and strategise. When conquering is on the agenda it is they who formulate the plans and command the invasion.
- Ability Score Increase Your Intelligence score increases by 2.
-
Prismatic Flash (Replaces Body from the Stars and sets darkvision to 0 feet)
Neurons know and can cast Blinding Flash for free once per day. This spell can be used regardless of class, spell points, or whether in battle or not. - Thin Body Neurons can briefly change their size to fit through spaces of size Small or larger.
- Celestial Boom Neurons learn the Light cantrip, this refreshes on long rest. At 5th level Neurons learn the Fire Bolt cantrip as a 2nd-level spell, replacing the Light cantrip.
- Smolder Neurons roll a d10 when taking Fire damage, on a roll of 7 or higher they take half-damage.
Cosmos
- About Cosmos Elementals Blazing a trail through realities the Cosmos are the frontline enforcers of the Elemental race. If a hostile takeover of a plane is required it is they who lead the charge.
- Ability Score Increase Your Charisma score additionally increases by 2.
- Plunged Into Fire Cosmos Elementals can run their hands along the blades of weapons to apply a layer of purple living-fire to the party's weapons. This fire lasts for 1 hour and ignites struck enemies for 3 turns, dealing 1d4 Fire damage at the start of their turn unless extinguished.
- The Weight of Light Cosmos Celestials have half the carrying capacity their Size would usually allow.
- Burn Brighter Enemies who finish their turns within Melee range of a Cosmos Celestial take 1d4 Fire damage.
- Monch Cosmos Elementals can consume ignitable materials as rations if no food is available. These objects are permanently destroyed.
Frog-Person
"Come with me and we can explore the world with a hop, skip, and a jump!"
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Shared Racial Traits: Rise & Fall, Small & Mighty, Swamp Thing
Example Names: Quickfoot, Springheel, Croaker, Highbounce
Recommended Classes: Bard, Ranger, Sorceror, Fighter
The Putrid Marsh (South) & Surrounding Towns
Frog-Person
"Come with me and we can explore the world with a hop, skip, and a jump!"
Shared Racial Traits: Rise & Fall, Small & Mighty, Swamp Thing
Example Names: Quickfoot, Springheel, Croaker, Highbounce
Recommended Classes: Bard, Ranger, Sorceror, Fighter
Home Town: The Putrid Marsh (South) & Surrounding Towns
Background & Origin
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- Ability Score Increase Your Dexterity score increases by 2, and your Charisma score increases by 1.
- Age Frog-People reach maturity around 5 and live into their 30's.
- Alignment The happy-go-lucky lifestyle of the Frog-Person lends them to sunny dispositions and playful attitudes to life. They are good to a fault and believe life is about chaos rather than order. Most Frog-People tend towards Chaotic Good.
- Size You stand at just over 3 and a half feet and weigh close to 40 pounds. Your size is Small.
- Speed Your base walking speed is 30 feet. Your jumping and swimming speeds are 45 feet.
- Darkvision Frog-People do not possess Darkvision.
- Languages You can speak, read, and write Common and Ribbitese.
- Culture Godz n stuff
- Rise & Fall You have advantage on Dexterity checks and saves relating to jumping or swimming. Falling or being pushed from a height that would cause you to take damage allows you to cast Feather Fall on yourself as a cantrip with no cost. You may use this spell once per long or short rest.
- Small & Mighty Enemies who would take an attack of opportunity against you receive Disadvantage on the attack roll. If they would have already had Disadvantage on the roll the attack automatically misses.
- Swamp Thing You have a natural affinity for the Swamp and as such the Swamp is your Favoured Terrain. This is in addition to any Favoured Terrain gained through other means.
Gearborn
"Hello stranger! I am here to he- oh, you're dead.."
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Shared Racial Traits: Go-Go Gadgets
Additionally via subclasses: Morality Core, SMT.SLS, Revvin' Up, Spring-LoadedExample Names: Ma-77, AGATH-A, #13, Prototype 147-AB (Proto)
Recommended Classes: Artificer, Fighter, Cleric, Ranger
Pota, Ashokai
P'varas, Acrostai
Gearborn
"Hello dying stranger! I am here to he- oh, you died.."
Shared Racial Traits: Go-Go Gadgets
Additional traits via subclassesExample Names: Ma-77, AGATH-A, #13, Prototype 147-AB (Proto)
Recommended Classes: Artificer, Fighter, Cleric, Ranger
Home Town: Pota, Ashokai
Home Town: P'varas, AcrostaiBackground & Origin
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- Ability Score Increase Your Intelligence score increases by 2. You additionally gain an ability score increase unique to the subrace you choose.
- Age Replacement parts are few and far between. The further a Gearborn strays from it's ancestral home, the less likely it is to find parts to fix itself if it is injured. A lot of Gearborn shutdown before a half-century.
- Alignment Most Gearborn are Lawful Good, operating by the laws of their creator with a cheerful attitude and deep passion for other life. A corrupted Gearborn may override these laws and fall to evil but this is rare.
- Size Built to mimic the size of their creators; Gearborn stand around six feet tall and weigh an average of two hundred and fifty pounds. Your size is Medium.
- Speed Your base walking speed is 30 feet.
- Darkvision Your light-processing eyes can absorb even a small amount of light but in dark environments this has limited range. Gearborn can see in the dark up to 30 feet in grainy, grey vision.
- Languages You can speak, read, and write Common and two additional languages of your choice.
- Culture Godz n stuff
- Subraces You may choose between the Adventurer's Best Friend & Steel-Soul subraces.
Shared Race Traits
-
Go-Go Gadgets You have a number of Attachments embedded within your arms and hands and can be cycled through for quick use. Only one Attachment can be used at a time. When in use, the Attachment takes up the use of one or both hands and requires you to put away the Attachment before using something else. You start with three and gain an additional Attachment at 4th level and 8th level. Additionally, you gain an Advanced Attachment at 10th level with additional effects.
To determine which Attachments you are equipped with you may choose three of the following options: -
Small Lantern
A small single-direction lantern that emits from the palm of your hand. The lantern allows Darkvision up to 20 feet for the Gearborn and others within 5 feet of them. If a party member possesses Darkvision surpassing this distance, the lantern does not benefit them. -
Clockwork Horn
A horn that plays a pleasant tune when it's handle is turned. The horn is adjustable, allowing the user to play noise heard at 30 feet, 60 feet, or 120 feet. You are proficient with this instrument. -
Magnifying Glass
A small circular pane of glass with blue etching along the edges that magnifies the area close to you. If held at 5 feet or closer to a target and looked through the user gains advantage on Investigation and Arcana checks on it. -
Pocket Grindstone
A grindstone that can be used to repair minor cracks, chips, dents, or other damage on metal. Takes 1 hour to use. -
Notebook & Writing Set
A small leather-bound notebook and set of coloured ink pens to write, draw, or otherwise take notes. -
Playing Cards or Game Board
A set of 52 playing cards with pictures of the King and other notable figures. Or, a chequered gameboard with small circular black & white tokens. -
100ft. of Rope
The rope is attached at one end to a spool in the forearm. No attachments come equipped to the rope but, at the DM's discretion, any obtained can be added to create a grappling rope, noose, lasso, or similar rope-based accessory. -
Sewing Kit
A set of needles and thread to repair minor rips or tears on fabric. Takes 1 hour to use. -
Prayer Scrolls & Envelopes
A roll of blessed parchment cut into 20 slips with 20 envelopes. The slips are written on and placed in an envelope to be burned as a prayer or offered to a holy site or person as a gesture of good faith. More slips and envelopes can be obtained from a priest or holy site but the accessory only allows the storage of 20 of each. -
Gravedigger's Tools
A small hammer, chisel, and spade to dig a grave and inscribe a tombstone. Takes 1 hour to dig and 2 hours to scribe the stone. - At your DM's discretion, you may use other attachments with effects similar in power to these.
- At the 10th level you gain an Advanced Attachment. You may choose one of the following options:
-
Battering Ram
A spring-loaded ram affixed within the palm. When placed close to a lock or door handle you can make a Strength check against the AC of what you are trying to open. If this succeeds you break open the locked object, creating a loud metal-on-metal crunching sound. -
Potion Launcher
A slingshot flips up along the forearm able to launch round-bottle potions up to 60 feet. Potions must be decanted into specially made round bottles to be fired. You possess 10 round bottles with more purchasable from Apothecaries or other magic-related shops. -
Trap-Maker's Kit
In your forearm sits a cylindrical bag with a selection of metal parts and strings that can be crafted into rudimentary Mechanical traps. At the DM's discretion, you may spend 1 hour crafting a Mechanical trap with the parts from this kit and any scraps or junk you can find.
Adventurer's Best Friend
- About the Adventurer's Best Friend Forged in the Kind Man's workshop in Pota, Ashokai. The ABV units are curious, humanoid creations that seek to help and protect. Their soul was created from a Prism crystal and imbued with child-like drollery.
- Ability Score Increase Your Charisma score increases by 1.
- Morality Core You are an outgoing and approachable individual. You are proficient in two of the following skills: Persuasion, History, Arcana, and Investigation. Additionally, you know the Friends cantrip. Charisma is your spellcasting ability for this spell.
- So Many Tools, So Little Space (SMT.SLS) The space inside the torso of the Adventurer's Best Friend is taken up by intricate gears and complex machinery. Your carrying capacity is equal to a size smaller than your own.
Steel-Soul
- About Steel-Soul Built as an experiment by the artificers of P'varas, Acrostai. The creators use intricate binding magics to hold a soul in the mechanical form.
- Ability Score Increase Your Strength score increases by 1.
- Revvin' Up Gear-driven treads move the Steel-Soul through their environment at remarkable rates. Their quick acceleration allows the unit to move in a straight line at a speed of 45 feet. Due to their lack of humanoid legs, you are unable to climb and possess a swimming speed of 10 feet.
- Spring-Loaded A powerful spring sits at the core of the Steel-Soul's construction. At the cost of a bonus action you may launch yourself up to 25 feet forward and 10 feet up. This can be used to scale the environment or escape injury in battle. Once used, the spring required the time given in a short rest to reset (or 5 minutes).
Geist
"Oh?, this form amuses you? Come a little closer and say that."
A Geist conforms to the space it's vessel allows, making some foolishly mistake their small size for weakness.
Shared Racial Traits: Vessel Frailty, Destruction, Acquiring Upgrades, Millenia of Study
Example Names: Harrow, Wail, Aballon, Gallow, Cide, Murcy
Recommended Classes: Rogue, Warlock, Fighter, Monk
Ruined Nogesic, Anaagai
Saltrok, The Unsettled Land
Geist
"Oh?, this form amuses you? Come a little closer and say that."
Shared Racial Traits: Vessel Frailty, Destruction, Acquiring Upgrades, Millenia of Study
Example Names: Harrow, Wail, Aballon, Gallow, Cide, Murcy
Recommended Classes: Rogue, Warlock, Fighter, Monk
Home Town: Ruined Nogesic, Anaagai
Home Town: Saltrok, The Unsettled LandBackground & Origin
Geists are wailing spirits who inhabit anything hollow they can find. Geists have attempted to make deals with blacksmiths or threaten them in order to have a reinforced living space, however in a pinch a Geist can climb into Jars, Pots, Barrels, or other similar unowned Vessels. To possess owned property Geists need to bargain with its owner or creator, often ending in someone's death. Their foul natures mean they are often shunned by society and taverns close their doors to them. Many exploring Geists hide their true nature with trinkets or shape changing magics that allow them to pose as another.
- Ability Score Increase Your Intelligence score increases by 2.
- Age As long as Geists inhabit a Vessel their essence doesn't decay. This makes them some of the oldest beings recorded.
- Alignment Most Geists are Chaotic Evil, doing what they need to do to keep their Vessels alive. As a rule, they are selfish beings, inquisitive and wise, often unleashing fury on creatures that pose a threat to their life. Different circumstances breed different Geists however and so many alignments have been observed even up to Lawful Neutral.
- Size Geists can inhabit Vessels of many varying sizes. The size of a Geist is determined by your DM once a Vessel is agreed upon and again each time a new Vessel is taken/found. A typical Vessel is Medium or Small.
- Speed Your base walking speed is 30 feet. Outside of a Vessel this decreases to 10 feet.
- Darkvision You have the ability to see in the dark up to 120 feet.
- Languages You can speak, read, and write Common and two languages from your past.
- Culture Godz n stuff
- Vessel Frailty A Geist cannot face the world unaided for long. They must contain themselves within a hollow object to stay alive. Once their Vessel is destroyed the party has 3 turns (or 3 minutes out of combat) to find another suitable Vessel or face watching the dissipation of their friend.
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Destruction When a Geists health hits 0 it must make a Survival check of at least 8 + your Vessel's size to keep it's Vessel together. This check is made before a Death Save. If the check is met the Death Save can be made as usual but if the Survival check failed, the Vessel ignites in holy light and erupts, dealing 1d10 to 4d10 Force damage to all units within 15-30 feet (Depending on Vessel size) and the Geist falls unconscious.
The inventory of a Geist is scattered/destroyed when this happens; however high enough Perception checks may be able to find weapons, tools, or other items in the rubble. While the Geist is outside of a Vessel it is subject to the effects of Vessel Frailty. -
Acquiring Upgrades Geists can directly upgrade their Vessels by finding skilled blacksmiths or artificers that can alter that which they inhabit. Because their lives are lived within a Vessel, the idea of armor to protect them seems useless and they often go without, opting instead for carrying a few jars on them to transfer into just in case. Blacksmiths may be able to alter the Vessels by fashioning legs, arms, or plating. Wizards could alter more abstract characteristics, like size, shape, colour, or material (if enough of the desired material is brought along with the request).
Geists are not without their needs however and so are confined to Vessels from sizes Tiny to Large. - Millenia of Study Geists have advantage on Intelligence checks against magic and proficiency in Intimidation, Arcana, and History.
Lycan
"I can nae control the beast anymore. It whispers in my dreams.. if I had dreams."
A ferocious beast within the body of a meek individual. Lycan are often misrepresented as wholly evil creatures, but the majority of sufferers from the Lycanthropy disease maintain their dispositions.
Shared Racial Traits: A Lycan's Past, The Wretched Disease, Nightfall, Daybreak, Aversion to Faith
Example Names: The names of Lycan are long forgotten. They usually go by nicknames given to them along their travels.
Recommended Classes: Fighter, Barbarian, Druid
Wyrgchester, Vellenai
Lycan
"I can nae control the beast anymore. It whispers in my dreams.. if I had dreams."
Shared Racial Traits: A Lycan's Past, The Wretched Disease, Nightfall, Daybreak, Aversion to Faith
Example Names: The names of Lycan are long forgotten. They usually go by nicknames given to them along their travels.
Recommended Classes: Fighter, Barbarian, Druid
Home Town: Wyrgchester, Vellenai
Background & Origin
Stricken with an unholy sickness and cast from the world. The people taken by the Lycan each night were once ordinary but be it an accident or malicious attack, their lives before are over. Those with Lycanthropy usually steal sleep during the day so they can stay awake and hold off the Lycan at night. When they transform they lose their sense of self, still able to communicate with others but forgetting the names of people and common objects. The wickedness of their condition does not necessarily mean they are evil. Those who have interacted with the Lycan often describe them as more eccentric than malicious. Many victims maintain their personalities after transforming which allows them to stay good aligned. They remember the events of the night even if they had no influence over them.
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A Lycan's Past You present as a scarred wanderer of another race when not in your Lycan form and in doing so gain their Ability Score Increase, Age, Size, Speed, and Darkvision. You do not inherit their race specific traits.
The way you got the Lycanthropic disease can vary greatly, but the scar is always a factor. Where the scar is placed on the body is up to you, but the chest, face, back, or arms are the most likely. - Alignment Some Lycan live in fear of what they have become. Others wholly embrace the Lycan when it calls. Whatever the case, they are shunned from society and most seek a cure to the incurable and freedom from their twisted form. They are most likely Neutral Good, but the bitterness of being forgotten can turn many to Evil.
- Languages You can speak, read, and write Common and one other language from your past.
- Culture Godz n stuff
- The Wretched Disease Lycanthropy leaves the host shell of their former self. Your memories before your transformation are fragmented and foggy but your senses are now unnaturally heightened. You have disadvantage on History checks but advantage on Perception and Investigation checks.
- Nightfall At nightfall you become consumed by the disease and transform into a vicious monster. This effect can be held off with Concentration and the touch of a holy symbol throughout the night but applies a stack of Exhaustion if you do so. Otherwise, you grow to around 8 feet tall and your size becomes Large. Your weight triples and you grow a snout, large fang-like teeth, claws on your hands and feet, and fur covering the majority of your body. At 3rd level you deal an additional 1d8 slashing damage with your claws per melee attack. Every three levels beyond 3rd level you gain an additional 1d8 to this attack up to 12th level for a maximum of 4d8. This effect takes place regardless if you are in the light of the moon or not at 8pm. (Or a time your DM deems appropriate.)
- Daybreak The light of day tames the beast and you revert to your normal form, losing the effects of Nightfall. If you transform back from the Lycan during battle you lose the effects of Nightfall. This effect takes place regardless if you are in the daylight or not at 6am. (Or a time your DM deems appropriate.)
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Aversion to Faith Symbols of faith anger the beast within you. While Transformed, if an enemy has a holy symbol visible or speaks a holy incantation, prayer, or channels divinity in your line of sight you become Taunted by them.
Taunt You become fixated on a target and feel compelled to perform an attack against them. Once the attack is performed you are no longer Taunted.
Mushling
"I'm always up for adventure, not mushroom left at home!"
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Shared Racial Traits: The Spore-Father's Gift, Spore Swarm
Example Names: Huckle, Marion, Lingon, Blue, Rasp, Sloe, Ness
Recommended Classes: Cleric, Ranger, Bard
Ermi, Anaagai
Mushling
"I'm always up for adventure, not mushroom left at home!"
Shared Racial Traits: The Spore-Father's Gift, Spore Swarm
Example Names: Huckle, Marion, Lingon, Blue, Rasp, Sloe, Ness
Recommended Classes: Cleric, Ranger, Bard
Home Town: Ermi, Anaagai
Background & Origin
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- Ability Score Increase Your Charisma score increases by 1.
- Age Mushlings mature early in just a couple months and live into their early 20's but under the right environmental conditions they can propagate into a patch of normal mushrooms on an organic surface and survive far longer but sacrificing their sapience.
- Alignment A Mushling's ideals don't necessarily line up with the norms. They tend towards good over evil but have a disdain for order leaning on chaos and the whims of their metaphorical hearts.
- Size The size of a mushling can vary from as small as 3 feet to almost 5. They tend to weigh less than flesh and bone races at around 50 pounds. Your size is Small.
- Speed Your base walking speed is 25 feet.
- Darkvision Able to sense movement in the darkness, you have partial darkvision allowing you to see out to 30 feet in black and white.
- Languages You can speak, read, and write Common and Undercommon.
- Culture Godz n stuff
- The Spore-Father's Gift The look of a Mushling is determined by the lineage of the Spore-father and as a highly adaptable race this can present as many unique types. Choose a Cap Color and Spot Color from the below list; this determines area of your Spore Swarm and the damage type respectively.
Cap Color Spore Swarm Red 25' by 25' sphere (Lasting 6 turns)
While active, spending a bonus action allows you to grant immunity from the area to 3 creatures for 1 minute.White 25' by 25' sphere (Lasting 4 turns)
While active, spending a bonus action allows you to grant immunity from the area to a creature for 1 hour.Black 25' by 25' cylinder (Lasting 2 turns)
While active, spending a bonus action allows you to force creatures within the spores to make the Constitution save as if they started their turn within it.Green 35' by 35' cylinder (Lasting 3 turns)
While active, spending a bonus action allows you to instantly remove the area.Purple 5' by 40' line (Lasting 5 turns)
While active, spending a bonus action allows you to move the area 5 feet in any direction.Blue 10' by 10' sphere (Lasting 8 turns)
While active, spending a bonus action allows you to move the area 20 feet in any direction.Iridescent 20' by 20' sphere (Lasting 3 turns)
While active, spending a bonus action allows you to move the area 10 feet in any direction.Spot Color Damage Type Red Spots Fire White Spots Psychic Black Spots Necrotic Green Spots Acid Purple Spots Poison Blue Spots Cold Glowing Spots Radiant - Spore Swarm You may take an action to release a mist of deadly spores in the surrounding area centered on a square within 120 feet. The spread of these spores and damage type are determined by your Mushling's Cap Color and Spot Color chosen from the The Spore-Father's Gift trait. All creatures in the area at the start of their turn must make a Constitution saving throw. The DC of this saving throw is 6 + your Charisma modifier + your proficiency bonus. A creature takes 1d6 damage on a failed save each turn for the duration they are in the area, and half as much damage on a successful one. At 6th level if the target stays within the area for 3 turns they flip a coin; On heads they contract Fungal Fever. The damage increases to 2d6 at 11th level, and 3d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest. Mushlings are immune to Spore Swarm.
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Fungal Fever
A worrying disease that affects the vision. Sufferers have 1d8 days to be cured or suffer a permanent loss of their Darkvision if applicable. After 1d10 days the infected experience muscle spasms and permanently lose their vision. After 1d12 days their fever subsides and they are immune to the disease for the rest of their lives. The cure, while widely available at almost every settlement in the land, is not but known to Mushlings and perhaps disease specialists or scholars. A soup made from Cabbage and Peppers, when combined, reduces the fever and prevents all further effects from the disease.
The Other
"Live in the shadows, die in the light."
Lurking in the shadows around every corner, the Other stalks their victims, following in the darkness until it is time to strike. The night is their domain and the wanderers through it should pick up the pace.
Shared Racial Traits: Spectral, Dive Into Shadows, Shadow Assassin
Example Names: Meist, Asha, Ghest, Sha'Ada
Recommended Classes: Rogue, Bard, Druid, Warlock, Ranger
Komali, Ashokai
Saltrok, The Unsettled Lands
The Other
"Live in the shadows, die in the light."
Shared Racial Traits: Spectral, Dive Into Shadows, Shadow Assassin
Example Names: Meist, Asha, Ghest, Sha'Ada
Recommended Classes: Rogue, Bard, Druid, Warlock, Ranger
Home Town: Komali, Ashokai
Home Town: Saltrok, The Unsettled LandsBackground & Origin
The Others usually keep their physical form cloaked in full body robes wearing bright-white or painted masks to hide their gaseous form. It might seem advantageous to be this way, however their bodies still take up physical space and so objects or attacks against them cause them pain just as any other. Moving through the shadows makes for quick travel but being caught out by the light of a city guard's lantern means either a difficult escape or gruesome fight.
- Ability Score Increase Your Dexterity score increases by 2.
- Age The Other's age is hard to pin down. Their physical form takes the shape of a fully grown humanoid as they come into being. They typically meet their ends around 200 years old.
- Alignment Most Others live in solitary, stealing what they need and keeping out of the public eye. They are generally honest, paying for what they take and saving lives as much as they take them. Their Neutral Good nature is often overshadowed by powerful gang-bosses who seek to use their capabilities for crime. Assassins are a common occupation for Others and while it is against their better nature, an Evil Other isn't unheard of.
- Size The physical form of the Other shows humanoid characteristics. Standing at around 6 feet tall and weighing close to 40 pounds. Your size is Medium.
- Speed Your base walking speed is 30 feet.
- Darkvision Your life is built in the shadows, accustomed to the darkness and able to see up to 60 feet through pitch black with full colour.
- Languages You can speak, read, and write Common and Infernal.
- Culture Godz n stuff
- Spectral By dropping all equipped weapons and armor to the ground you are able to push the smoke of your form through spaces of size Tiny (2 & ½ ft. by 2 & ½ ft.) or larger. as you do this you lose all bonus AC gained from armor.
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Dive Into Shadows Once per fight (or 1 hour out of combat), while completely cast in shadow and hidden by Stealth, you may use an action to sink into a shadowed surface and move freely through the shadowed area around you. You move at a speed of 60 feet and keep your inventory and other equipped items as you go. After two rounds (or 30 seconds out of combat) if you have still not emerged from the shadows you are forced back into humanoid form by an overwhelming spiritual force.
Enemies who notice you slip away would see an enlarged dome of darkness around 5 ft. x 1 ft. move and oblivious enemies may find you by making a Wisdom (Perception) check against your Dexterity (Stealth). Enemies that notice you and choose to target you with an attack or spell do so freely. Your armor barely covers the mass and as such you take a penalty of -3 AC while in this form.
When cast in light that would remove the shadows you are hidden within you are forced into your humanoid form and Dive Into Shadows is cancelled. After being cancelled, you cannot use this until you complete a short or long rest. - Shadow Assassin While in the shadows and under the effects of Dive Into Shadows you may move through tiles occupied by other creatures who are at least partially cast in shadow. If you end a movement action within an occupied tile and have not performed an attack during this round you may burst from the shadows and engulf the target in smoke. Performing this on an enemy who has not noticed you counts as a surprise attack and you gain all the benefits of doing so. If the target has a held action or concentration spell active when you perform this the actions are cancelled and immediately end, regardless of if your attack hits.
Perissodan
"Honor. Freedom. Strength. Spirit. The pillars of a Perissodan are unwavering."
A booming voice announces the arrival of the Perissodan army. Their thunderous charge into battle can be felt before they come into focus and the force of their attacks are unparalleled. Being a Perissodan is being one with all others.
Shared Racial Traits: Charge, Horns
Additionally via subclasses: Furious Charge, Iron Hide, Voracious Appetite, Tactical Charge, Globetrotter, Plated Skin, Silver Tongue, Ancient Memories, Hulking Mass, Extra LanguageExample Names: Tarran, Gallant, Huron, Kalar, Mataro
Recommended Classes: Fighter, Barbarian, Monk, Paladin, Sorceror
Szen Jun, Amri Szen
Perissodan
"Honor. Freedom. Strength. Spirit. The pillars of a Perissodan are unwavering."
Shared Racial Traits: Charge, Horns
Additional traits via subclassesExample Names: Tarran, Gallant, Huron, Kalar, Mataro
Recommended Classes: Fighter, Barbarian, Monk, Paladin, Sorceror
Home Town: Szen Jun, Amri Szen
Background & Origin
A strong and noble race. The Perissodans of Amri Szen have lived as one with the land for millenia and are determined to keep their territories for good. The excellent barterers and world-class fighters, they are strong willed and tenacious. Their huge stature can put off the smaller races and intimidate even the average.
- Ability Score Increase Your Constitution score increases by 1. You additionally gain an ability score increase unique to the subrace you choose.
- Age A Perissodan reaches adulthood at the age of 13 and generally lives into their 60's.
- Alignment As a rule the Perissodan are kind but have a temper, uncomfortable around magic, and have no tolerance for the destruction of nature. They are happy to party and respectful of tradition; leaning heavily on the ways of old and the comfort of their close friends. They tend towards Lawful Good with evil Perissodan almost unheard of.
- Size Perissodans stand well over six and a half feet tall when mature and weigh an average of five hundred pounds. Your size is Medium.
- Speed Your base walking speed is 30 feet.
- Darkvision Perissodans do not possess Darkvision.
- Languages You can speak, read, and write Common, Perissodan, and one other language of your choice. Much of Perissodan history is documented in writing and the language is used throughout their lands.
- Culture Godz n stuff
- Subraces You may choose between the War Perissodan, Wanderer of the Chain, & Scholarly Perissodan subraces.
Shared Race Traits
- Charge In exchange for your main action you may charge directly to an enemy location within 90 feet, stopping at their side or at impassable terrain. You still feel the effects from any hazards or traps in those spaces, even if they are by you or your party. The enemy makes a Dexterity save opposed by your Strength check. On a fail they fall prone.
- Horns Due to the sheer size of your horns, you cannot wear helmets or hats of any kind. You have a large horn, with which you are proficient. When you take the attack action, you may attack with your horn, dealing 1d6 piercing damage on a hit.
War Perissodan
- About War Perissodan A race built on peace must breed for war. This subclass boasts a thicker hide and powerful charge.
- Ability Score Increase Your Strength score increases by 2.
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Furious Charge (Replaces the Charge trait.)
You drop your main and side weapons at your feet and furiously charge on all fours at an enemy, object, or structure within 90 feet. When you reach the targeted enemy or object, if they are smaller or the same size as the player, they must make an Strength (Athletics) save with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the enemy is knocked back the remainder of the feet it took to reach them (Up to 30 feet.) and the player stops at the location they hit the enemy.
The enemy takes 1d10 + your Strength modifier bludgeoning damage and an additional 1d6 bludgeoning damage if they hit a wall or structure when knocked back. An enemy takes no damage and is not knocked away on a successful save or if they are a larger Size than you. Once you have used this trait twice, you can not use it again until you finish a long rest. - Iron Hide When not wearing armour, your AC is 13 + your Constitution modifier.
- Voracious Appetite You consume twice the number of rations as other races.
Wanderer of the Chain
- About the Wanderer of the Chain The Chain works together towards a common goal, stand as one or fall as many.
- Ability Score Increase Your Constitution score increases by 2.
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Tactical Charge (Replaces the Charge trait.)
In exchange for your main action you may charge directly to an ally within 40 feet. This action can be taken at any time during enemy initiative but sacrifices your next turn in combat. The Charge must be made after an enemy has targeted an ally but before an enemies attack is rolled. You must make an Strength (Athletics) check with a DC equal to 8 + your Strength modifier to block an incoming physical attack against the targeted ally. On a failed check, you stumble at the feet of your ally, falling prone, and do not block the attack. On a success, you take the damage of the incoming attack for your ally. Once you have used this trait twice, you can not use it again until you finish a long rest. - Globetrotter You can easily acclimate to any conditions, granting you advantage on saving throws from all weather conditions.
- Plated Skin When targeted by Unarmed or Bludgeoning attacks, you may use your strong hide to impose disadvantage on that attack.
Scholarly Perissodan
- About Scholarly Perissodan Knowledge is the key to power, and power is abundant to those who know where to look. Barter with the world and your eyes will open.
- Ability Score Increase Your Charisma score increases by 2.
- Silver Tongue You gain proficiency in the Persuasion skill.
- Ancient Memories You have an advantage on Insight and History checks.
- Hulking Mass You can carry a weight equal to a size Larger than you are. You are Immune to spells that slow or increase movement speed.
- Extra Language You may learn one additional language of your choice.
The Ratpack
"Oi gov!, spare some copper? What about cheese?"
I am a filler text where the race description would go blah blah blah blah blah blah blah blah blah blah blah blah blah
Shared Racial Traits: Call the Wild, The Ratpack
Additionally via subclasses: Animalistic Senses, MightyExample Names: Whiskers, Eiloas, Eanaka, Haiarow, Julan
Recommended Classes: Bard, Ranger, Sorceror, Fighter
Rat Sinnirwal, Vellenai
The Ratpack
"Oi gov!, spare some copper? What about cheese?"
Shared Racial Traits: Call the Wild, The Ratpack
Additional traits via subclassesExample Names: Whiskers, Eiloas, Eanaka, Haiarow, Julan
Recommended Classes: Bard, Ranger, Sorceror, Fighter
Home Town: Rat Sinnirwal, Vellenai
Background & Origin
When an experimental potion-powered flying machine went haywire and sprayed a sparkling gas on the surrounding area the elves of Sinnirwal began to mutate. Those the gas didn't outright kill were transformed into skittering humanoid beasts. The residents lost their memories in the accident which led the town to ruin before enlightenment glinted in their eyes once more and they truly became the sapient race they are today. The town, now known as Rat Sinnirwal, is populated by large rodent-like people that now crave the sweet scent of adventure.. and cheese.
- Ability Score Increase Your Dexterity score increases by 2. You additionally gain an ability score increase unique to the subrace you choose.
- Age The Ratpack have similar lifespans to Elves.
- Alignment They most usually tend towards True Neutral as they often seek to find compromises between the Law and Chaos when seeking their path in life and generally try to balance Good and Evil in battle.
- Size Weighing around 90 pounds and standing at between 4 and a half feet with a slouch in the back to 3 feet at the tip of the ears, your size is Medium.
- Speed Your base walking speed is 30 feet.
- Darkvision Your large black eyes are perfectly adapted for night vision. You have the ability to see in the dark up to 60 feet as if it were dim light and can discern full colour in darkness.
- Languages You can speak, read, and write Common and Elven.
- Culture Godz n stuff
- Subraces You may choose between the Tall-Stack & Half-Pint subraces.
Shared Race Traits
- Call the Wild You have the ability to speak with Small creatures of the forest. They can understand you and will obey basic commands that do not put themselves in danger.
- The Ratpack You may take a turn to call to rodents in the surrounding area and ask of them a basic command. You call to your side a horde of 1d4 + your Charisma modifier rodents who will attempt to enact the command if they are able and then return to where they came from. At 5th level the amount of rodents increases to 1d6. At 8th level the amount of rodents increases to 1d10. This trait can be used once per long rest.
Tall-Stack
- About Tall-Stacks Taller, more rat-like kin have keener senses and an eye for detail. They often found themselves positions of power in Rat Sinnirwal after the accident. Their lives were stripped away and a new purpose was brought out.
- Ability Score Increase Your Wisdom score increases by 1.
- Animalistic Senses You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Stealth, Medicine, Nature, Perception, and Survival.
Half-Pint
- About Half-Pints Smaller, more mouse-like members of the Ratpack are often overlooked for their small, presumed weak, builds. Their giving nature has others often taking advantage of them but they stand in the face of danger to protect those around them.
- Ability Score Increase Your Charisma score increases by 1.
- Mighty You have proficiency using a Net and two Martial weapons of your choice; As well as proficiency with Improvised weapons made/taken from nature.
Slimekin
"Aww! Hey little guy!, I'd give you a hug but you would probably die..."
The whimzical existence of a slimekin is akin to the childlike innocence of a youthful soul. Unlike Ooze, the sapience displayed in this race gives them a playful inquisitive nature.
Shared Racial Traits: Imitate Voices, Hold Forms, Ooze, Poison Trail
Example Names: Beans, Mallow, Golly, Sponge, Merry, Peep, Whill
Recommended Classes: Druid, Monk, Warlock, Sorceror, Bard, Rogue
Nath, Western Gomai (Orange Slimekin)
Nath' Akai, Ovrikai (Green, Blue Slimekin)
Slimekin
"Aww! Hey little guy!, I'd give you a hug but you would probably die..."
Shared Racial Traits: Imitate Voices, Hold Forms, Ooze, Poison Trail
Example Names: Beans, Tattle, Jello, Sponge, Grog, Ning, Whill
Recommended Classes: Druid, Monk, Warlock, Sorceror, Bard, Rogue
Home Town: Nath, Western Gomai (Orange Slimekin)
Home Town: Nath' Akai, Ovrikai (Green, Blue Slimekin)Background & Origin
Slimekin are enchanted creatures that gain sentience when they take over the body of a sapient creature. Their forms follow the look of the race they've absorbed but with gelatinous, see-through flesh. Slimes come in many colours but are most commonly found in Green, Orange, and Blue. Slimes most often take on the classes of the creature they absorb, picking up their weapons and armor to carry on as if they've always lived the life of the host.
- Ability Score Increase Your Dexterity score increases by 3 and your Intelligence score decreases by 1. OR Your Intelligence score increases by 3 and your Dexterity score decreases by 1.
- Age The age of a slime can be determined by counting the rings around it's Ooze. Because Slimes often lose their Ooze this is hard to determine.
- Alignment Most Slimes are Neutral Good, experiencing life with whimsy and glee.
- Size Slimekin take the form of the race they first absorbed. This is most commonly Medium size, but slimes of larger and smaller sizes have been observed.
- Speed Your base walking speed is 30 feet.
- Darkvision Slimekin do not possess Darkvision.
- Languages You can speak, read, and write Common, Slimekin and the language of the race they first absorbed.
- Culture Godz n stuff
- Imitate Voices Slimekin are able to change the shape of their vocal chords to imitate the voices of those they've previously encountered. This can only be used in languages the Slime knows.
- Hold Forms Slimes can use Concentration to change their form to take on the shape of any creature they have seen, however their bodies keep their gelatinous look. A Slimekin must possess enough Ooze to create the form which can be hollow if it helps achieve the size needed.
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Ooze A slime's goop doesn't grow on trees. The form of a Slime is made up of Ooze which is created in the digestion of rations or other food/drink. A full health normal Slime is Medium sized and when fully healed will return to this size. When attacked or injured Ooze will be cut off the Slime and slightly change its size.
If too much Ooze is lost the Slime will change size until they are as small as a squishy skull, covered in ooze, slithering on the floor. A Slime can consume extra food to increase its size but this will not add any bonus health beyond the Slime's maximum health and the size will be lost if the Slime takes damage. - Poison Trail Slimekin leave a trail of acidic poison behind them that decays after 2 minutes. Creatures that step in the trail receive 2d6 Poison damage and have disadvantage on Dexterity and Constitution checks for 1 hour. Walking on surfaces softer than stone or glass corrodes them. Slimes are immune to this trail.
Aarakocra
"The sky's the limit."
This is an officially supported Dungeons & Dragons race. The traits and stats about Aarakocras are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Flight, Talons
Example Names: Gid, Kal'akarr, Auro, Hawk
Recommended Classes: Monk, Rogue, Ranger, Druid
Getothiumers, Gallis'set Jungle, Vellenai
Aarakocra
"The sky's the limit."
This is an officially supported Dungeons & Dragons race. The traits and stats about Aarakocras are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Flight, Talons
Example Names: Gid, Kal'akarr, Auro, Hawk
Recommended Classes: Monk, Rogue, Ranger, Druid
Home Town: Getothiumers, Gallis'set Jungle, Vellenai
Background & Origin
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- Ability Score Increase Your Dexterity score increases by 2, and your Wisdom score increases by 1.
- Age Aarakocra reach maturity by age 3. Compared to humans, aarakocra don't usually live longer than 30 years.
- Alignment Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic. An aarakocra on Paranai would most likely tend towards Chaotic Good.
- Size Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
- Speed Your base walking speed is 25 feet.
- Darkvision Aarakocras do not possess Darkvision.
- Languages You can speak, read, and write Common, Aarakocra, and Auran.
- Culture Godz n stuff
Shared Race Traits
- Flight You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor.
- Talons You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Centaur
"On the eve of battle we lead the charge."
This is an officially supported Dungeons & Dragons race. The traits and stats about Centaurs are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Fey, Charge, Hooves, Equine Build, Survivor
Example Names: Janel, Zella, Ghursdan, Joval, Danna
Recommended Classes: Babarian, Fighter, Paladin
Agranna & Surrounding Towns, Anaagai
Centaur
"On the eve of battle we lead the charge."
This is an officially supported Dungeons & Dragons race. The traits and stats about Centaurs are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Fey, Charge, Hooves, Equine Build, Survivor
Example Names: Janel, Zella, Ghursdan, Joval, Danna
Recommended Classes: Babarian, Fighter, Paladin
Home Town: Agranna & Surrounding Towns, Anaagai
Background & Origin
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- Ability Score Increase Your Strength score increases by 2, and your Wisdom score increases by 1.
- Age Centaurs mature and age at about the same rate as humans.
- Alignment Centaurs are inclined toward neutrality. Whether that be Neutral Good or True Neutral is up to you but they are rarely ever Neutral Evil.
- Size Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.
- Speed Your base walking speed is 40 feet.
- Darkvision Centaurs do not possess Darkvision.
- Languages You can speak, read, and write Common and Sylvan.
- Culture Godz n stuff
- Fey Your creature type is fey, rather than humanoid.
- Charge If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
- Hooves Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Equine Build You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
- Survivor You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.
Dragonborn
"Our ancestors ruled this world; Now we're here to claim our birthright."
This is an officially supported Dungeons & Dragons race. The traits and stats about Dragonborn are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Draconic Ancestry, Breath Weapon, Damage Resistance
Example Names: Keledar, Xarrgreves, Iccur, Mygurash
Recommended Classes: Artificer, Paladin, Sorceror, Warlock
The Mountains of Tcara
Dragonborn
"Our ancestors ruled this world; Now we're here to claim our birthright."
This is an officially supported Dungeons & Dragons race. The traits and stats about Dragonborn are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Draconic Ancestry, Breath Weapon, Damage Resistance
Example Names: Keledar, Xarrgreves, Iccur, Mygurash
Recommended Classes: Artificer, Paladin, Sorceror, Warlock
Home Town: The Mountains of Tcara
Background & Origin
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- Ability Score Increase Your Strength score increases by 2, and your Charisma score increases by 1.
- Age Yoyo hella old you feel
- Alignment Dragonborn tend towards extremes, making a conscious choice for one side or the other between Good and Evil (represented by Bahamut and Tiamat, respectively). More side with Bahamut than Tiamat (whose non-dragon followers are mostly kobolds), but villainous dragonborn can be quite terrible indeed. Some rare few choose to devote themselves to lesser dragon deities, such as Chronepsis (Neutral), and fewer still choose to worship Io, the Ninefold Dragon, who is all alignments at once.
- Size haha
- Speed Your base walking speed is X feet.
- Darkvision You have the ability to see in the dark up to X feet.
- Languages You can read, speak, and write Common and Draconic.
- Culture Godz n stuff
-
Draconic Ancestry You are distantly related to a particular kind of dragon. Choose a type of dragon from the below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.
Dragon Color Damage Type Breath Weapon Black Acid 5' by 30' line (DEX save) Blue Lightning 5' by 30' line (DEX save) Brass Fire 5' by 30' line (DEX save) Bronze Lightning 5' by 30' line (DEX save) Copper Acid 5' by 30' line (DEX save) Gold Fire 15' cone (DEX save) Green Poison 15' cone (CON save) Red Fire 15' cone (DEX save) Silver Cold 15' cone (CON save) White Cold 15' cone (CON save) Thalborn (Volcanic)
(Paranai Exclusive)Necrotic 5' by 30' line (DEX save) - Breath Weapon You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.
- Damage Resistance You have resistance to the damage type associated with your ancestry.
Dwarf
"The mountains call us home, but far from the mines is where we'll find ourselves."
This is an officially supported Dungeons & Dragons race. The traits and stats about Dwarves are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Dwarven Resilience, Dwarven Combat Training, Tool Proficiency, Stonecunning
Additionally via subclasses: Dwarven Toughness, Dwarven Armor Training, Superior Darkvision, Duergar Resilience, Duergar Magic, Sunlight SensitivityExample Names: Thruun, Elddun, Kogarth, Hergan, Borlan, Eiodan, Uthral
Recommended Classes: Cleric, Druid, Fighter, Barbarian
The Tkerrim Fracture
The Amix Mountains
Dwarf
"The mountains call us home, but far from the mines is where we'll find ourselves."
This is an officially supported Dungeons & Dragons race. The traits and stats about Dwarves are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Dwarven Resilience, Dwarven Combat Training, Tool Proficiency, Stonecunning
Additional traits via subclassesRecommended Classes: Cleric, Druid, Fighter, Barbarian
Example Names: Thruun, Elddun, Kogarth, Hergan, Borlan, Eiodan, Uthral
Home Town: The Tkerrim Fracture
Home Town: The Amix MountainsBackground & Origin
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- Ability Score Increase Your Constitution score increases by 2.
- Age Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
- Alignment Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Given this, your alignment should most likely be Lawful Good.
- Size Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
- Speed Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy armor.
- Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.
- Languages You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
- Culture Godz n stuff
- Subraces You may choose between the Hill Dwarf and Mountain Dwarf, & Duergar (Gray Dwarf) subraces.
Shared Race Traits
- Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage.
- Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
- Tool Proficiency You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
- Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Hill Dwarf
- Ability Score Increase Your Wisdom score increases by 1.
- Dwarven Toughness Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Mountain Dwarf
- Ability Score Increase Your Strength score increases by 2.
- Dwarven Armor Training You have proficiency with Light and Medium armor.
Duergar (Gray Dwarf)
- Ability Score Increase Your Strength score increases by 1.
- Superior Darkvision You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.
- Duergar Resilience You have advantage on saving throws against illusions and against being charmed or paralyzed.
- Duergar Magic When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
- Sunlight Sensitivity You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Elf
"One with the land, one with the soul."
This is an officially supported Dungeons & Dragons race. The traits and stats about Elves are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Fey Ancestry, Trance, Keen Senses
Additionally via subclasses: Superior Darkvision, Sunlight Sensitivity, Drow Magic, Drow Weapon Training, Cantrip, Elf Weapon Training, Extra Language, Fleet of Foot, Mask of the WildExample Names: Daeon, Lyni, Alorwen, Eleris
Recommended Classes: Fighter, Monk, Ranger, Rogue
The Oligarchy of Vellenai
Elf
"One with the land, one with the soul."
This is an officially supported Dungeons & Dragons race. The traits and stats about Elves are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Fey Ancestry, Trance, Keen Senses
Additional traits via subclassesExample Names: Daeon, Lyni, Alorwen, Eleris
Home Town: The Oligarchy of Vellenai
Recommended Classes: Fighter, Monk, Ranger, Rogue
Background & Origin
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- Ability Score Increase Your Dexterity score increases by 2. You additionally gain an ability score increase unique to the subrace you choose.
- 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 Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.
- Size Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
- Speed Your base walking speed is 30 feet.
- Darkvision Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Languages You can speak, read, and write Common and Elven.
- Culture Godz n stuff
- Subraces You may choose between the Dark Elf, High Elf, Wood Elf, Sea Elf, & Swamp Elf subraces.
Shared Race Traits
- Fey Ancestry You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- Trance Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
- Keen Senses You have proficiency in the Perception skill.
Dark Elf
- Ability Score Increase Your Charisma score increases by 1.
- Superior Darkvision Your darkvision has a range of 120 feet, instead of 60.
- Sunlight Sensitivity You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
- Drow Magic You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell onceand regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
- Drow Weapon Training You have proficiency with rapiers, shortswords, and hand crossbows.
High Elf
- Ability Score Increase Your Intelligence score increases by 1.
- Cantrip You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
- Elf Weapon Training You have proficiency with the longsword, shortsword, shortbow, and longbow.
- Extra Language You can read, speak, and write one additional language of your choice.
Wood Elf
- Ability Score Increase Your Wisdom score increases by 1.
- Elf Weapon Training You have proficiency with the longsword, shortsword, shortbow, and longbow.
- Fleet of Foot Your base walking speed increases to 35 feet.
- Mask of the Wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Sea Elf
- Ability Score Increase Your Constitution score increases by 1.
- Sea Elf Training You have proficiency with the spear, trident, light crossbow, and net.
- Child of the Sea You have a swimming speed of 30 feet, and you can breathe air and water.
- Friend of the Sea Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
- Languages You can speak, read, and write Aquan.
Swamp Elf (Paranai Exclusive)
- Ability Score Increase Your Constitution score increases by 1.
- Stilt Walker's Heritage You have proficiency with the spear, trident, blowgun, and pike.
- Superior Darkvision Your darkvision has a range of 120 feet, instead of 60.
- Between the Reeds You have a natural affinity for the Swamp and as such the Swamp is your Favoured Terrain. This is in addition to any Favoured Terrain gained through other means.
Gnome
"Invention. Innovation. Intellect."
This is an officially supported Dungeons & Dragons race. The traits and stats about Gnomes are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Gnome Cunning
Additionally via subclasses: Artifcer's Lore, Tinker, Superior Darkvision, Stone CamoflagueExample Names: Badru, Erzen, Ulirin, Lanciryn
Recommended Classes: Artificer, Rogue, Wizard, Fighter
The Kingdoms of Man
Gnome
"Invention. Innovation. Intellect."
This is an officially supported Dungeons & Dragons race. The traits and stats about Gnomes are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Gnome Cunning
Additional traits via subclassesExample Names: Badru, Erzen, Ulirin, Lanciryn
Recommended Classes: Artificer, Rogue, Wizard, Fighter
Home Town: The Kingdoms of Man
Background & Origin
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- Ability Score Increase Your Intelligence score increases by 2. You additionally gain an ability score increase unique to the subrace you choose.
- Age Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.
- Alignment Gnomes are generally Good. Those who tend towards Law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend towards Chaos are often minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are light-hearted, and even the tricksters amongst them favor harmless pranks over vicious schemes.
- Size Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.
- Speed Your base walking speed is 25 feet.
- Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Languages You can read, speak, and write Common and Gnomish.
- Culture Godz n stuff
- Subraces You may choose between the Forest Gnome, Rock Gnome, & Svirfneblin (Deep Gnome) subraces.
Shared Race Traits
- Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
Forest Gnome
- Ability Score Increase Your Dexterity score increases by 1.
- Natural Illusionist You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.
- Speak with Small Beasts Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.
Rock Gnome
- Ability Score Increase Your Constitution score increases by 1.
- Artificer's Lore Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
- Tinker You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
-
Clockwork Toy
This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. -
Fire Starter
The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. -
Music Box
When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed. - At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.
Svirfneblin (Deep Gnome)
- Ability Score Increase Your Dexterity score increases by 1.
- Superior Darkvision Your darkvision has a radius of 120 feet.
- Stone Camouflage You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
Half-Elf
"Walking the line of magic and technology is tricky when you strive to be yourself."
This is an officially supported Dungeons & Dragons race. The traits and stats about Half-Elves are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Fey Ancestry, Half-Elf Versatility
Example Names: Rifirria, Falfyr, Alonia, Janayrr
Recommended Classes: Bard, Druid, Paladin, Warlock
Eastern Paranai
Half-Elf
"Walking the line of magic and technology is tricky when you strive to be yourself."
This is an officially supported Dungeons & Dragons race. The traits and stats about Half-Elves are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Fey Ancestry, Half-Elf Versatility
Example Names: Rifirria, Falfyr, Alonia, Janayrr
Recommended Classes: Bard, Druid, Paladin, Warlock
Home Town: Eastern Paranai
Background & Origin
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- Ability Score Increase Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1.
- Age Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.
- Alignment Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They are Good and Evil in equal numbers, a trait they share with their human parents.
- Size Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
- Speed Your base walking speed is 30 feet.
- Darkvision Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Languages You can read, speak, and write Common, Elven, and one language of your choice.
- Culture Godz n stuff
- Fey Ancestry You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- Half-Elf Versatility Choose one of the following traits:
-
Skill Versatility (General)
You gain proficiency in two skills of your choice. -
Elf Weapon Training (High or Wood Elf Heritage)
You have proficiency with the longsword, shortsword, shortbow, and longbow. -
Cantrip (High Elf Heritage)
You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. -
Fleet of Foot (Wood Elf Heritage)
Your base walking speed increases to 35 feet. -
Mask of the Wild (Wood Elf Heritage)
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. -
Drow Magic (Dark Elf Heritage)
You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells. -
Swim Speed (Sea Elf Heritage)
You have a swimming speed of 30 feet. -
Hidden in the Swamp (Swamp Elf Heritage) (Paranai Exclusive)
You know the Shape Water cantrip. When you reach 3rd level, you can cast Nondetection once, and it recharges after a long rest. When you reach 5th level, you can cast Cloudkill once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.
Halfling
"You get the drink and I'll bring the show!"
This is an officially supported Dungeons & Dragons race. The traits and stats about Halflings are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Luck, Brave, Nimble
Additionally via subclasses: Naturally Stealthy, Stout Resilience, Silent Speech, Children of the Woods, TimberwalkExample Names: Pallias, Oshkin, Winnhie, Finnarad
Recommended Classes: Rogue, Ranger, Fighter, Cleric
Eastern Paranai
Halfling
"You get the drink and I'll bring the show!"
This is an officially supported Dungeons & Dragons race. The traits and stats about Halflings are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Luck, Brave, Nimble
Additional traits via subclassesExample Names: Pallias, Oshkin, Winnhie, Finnarad
Recommended Classes: Rogue, Ranger, Fighter, Cleric
Home Town: Eastern Paranai
Background & Origin
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- Ability Score Increase Your Dexterity score increases by 2. You additionally gain an ability score increase unique to the subrace you choose.
- Age A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
- Alignment Most halflings are Lawful Good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of the old ways.
- Size Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
- Speed Your base walking speed is 25 feet.
- Darkvision Halflings do not possess Darkvision.
- Languages You can speak, read, and write Common and Halfling.
- Culture Godz n stuff
- Subraces You may choose between the Lightfoot Halfling, Stout Halfling, Ghostwise Halfling, & Lotusden Halfling subraces.
Shared Race Traits
- Lucky When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
- Brave You have advantage on saving throws against being frightened.
- Nimble You can move through the space of any creature that is of a size larger than yours.
Lightfoot Halfling
- Ability Score Increase Your Charisma score increases by 1.
- Naturally Stealthy You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.
Stout Halfling
- Ability Score Increase Your Constitution score increases by 1.
- Stout Resilience You have advantage on saving throws against poison, and you have resistance to poison damage.
Ghostwise Halfling
- Ability Score Increase Your Wisdom score increases by 1.
- Silent Speech You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Lotusden Halfling
- Ability Score Increase Your Wisdom score increases by 1.
- Children of the Woods You know the Druidcraft Cantrip. At 3rd level, you can cast the Entangle spell once per long rest. At 5th level, you can cast Spike Growth spell once per long rest. These spells don't require the material components normally required. Wisdom is your spellcasting ability for these spells.
- Timberwalk Ability checks made to track you are at disadvantage and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.
Human
"If I can't do it I'll make something that can!"
This is an officially supported Dungeons & Dragons race. The traits and stats about Humans are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Ability Score Increases, Skills, Feats
Example Names: Bartas, Kailu, Pieter, Kano, Orland, Amadeus
Recommended Classes: Paladin, Monk, Fighter, Cleric
The Kingdoms of Man
Human
"If I can't do it I'll make something that can!"
This is an officially supported Dungeons & Dragons race. The traits and stats about Humans are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Ability Score Increases, Skills, Feats
Example Names: Bartas, Kailu, Pieter, Kano, Orland, Amadeus
Recommended Classes: Paladin, Monk, Fighter, Cleric
Home Town: The Kingdoms of Man
Background & Origin
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- Age Humans reach adulthood in their late teens and live less than a century.
- Alignment Humans tend toward no particular alignment. The best and the worst are found among them.
- Size Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
- Speed Your base walking speed is 30 feet.
- Darkvision Humans do not possess Darkvision.
- Languages You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
- Culture Godz n stuff
- Subraces You may choose between the Standard Human & Variant Human.
Standard Human
- Ability Score Increase Your ability scores each increase by 1.
Variant Human
- Ability Score Increase Two different ability scores of your choice increase by 1.
- Skills You gain proficiency in one skill of your choice.
- Feat You gain one Feat of your choice.
Kenku
"Sqwaak! Hello! Sqwaak!"
This is an officially supported Dungeons & Dragons race. The traits and stats about Kenku are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Expert Forgery, Kenku Training, Mimicry
Example Names: Shriek, Clang, Boom, Howl
Recommended Classes: Monk, Ranger, Druid, Fighter
The Sullen Grove, Vellenai
Kenku
"Sqwaak! Hello! Sqwaak!"
This is an officially supported Dungeons & Dragons race. The traits and stats about Kenku are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Expert Forgery, Kenku Training, Mimicry
Example Names: Shriek, Clang, Boom, Howl
Recommended Classes: Monk, Ranger, Druid, Fighter
Home Town: The Sullen Grove, Vellenai
Background & Origin
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- Age Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.
- Alignment Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook. Your Kenku is most likely Chaotic Neutral.
- Size Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Kenku of Berenwyrg stand around 2 and a half to 3 feet tall but weigh roughly the same due to their large beak. Your size is Medium.
- Speed Your base walking speed is 30 feet.
- Darkvision Kenku do not possess Darkvision.
- Languages You can read and write Common and Auran, but you can speak only by using your Mimicry trait.
- Culture Godz n stuff
Shared Race Traits
- Expert Forgery You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
- Kenku Training You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
- Mimicry You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Standard Kenku
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Ability Score Increase Your Dexterity score increases by 2, and your Wisdom score increases by 1.
- Expert Forgery You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
Kenku of Berenwyrg (Paranai Exclusive)
- About Kenku of Berenwyrg The tiny terrors of Berenwyrg drove out the former residents with sneaky tactics, working at night with giant puppets and knocking boulders to the ground to fake footsteps of a beast. The residents ran and they reveled in the riches they left behind in the 'cursed' woods.
- Ability Score Increase Your Wisdom score increases by 2, and your Dexterity score increases by 1.
- A Thief's Touch You are proficient in Perception. You have advantage on Perception checks when searching an area for trinkets, valuables, or other shiny objects.
Orc
"Domination through strength. That's all that matters."
This is an officially supported Dungeons & Dragons race. The traits and stats about Orcs are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Aggressive, Primal Intuition, Powerful Build
Example Names: Norkarz, Gurr, Urk, Kruff
Recommended Classes: Barbarian, Fighter, Paladin, Cleric
The Autocratic Nation of Anaagai
Orc
"Domination through strength. That's all that matters."
This is an officially supported Dungeons & Dragons race. The traits and stats about Orcs are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Aggressive, Primal Intuition, Powerful Build
Example Names: Norkarz, Gurr, Urk, Kruff
Recommended Classes: Barbarian, Fighter, Paladin, Cleric
Home Town: The Autocratic Nation of Anaagai
Background & Origin
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- Ability Score Increase Your Strength score increases by 2 and your Constitution score increases by 1.
- Age Orcs reach adulthood at age 12 and live up to 50 years.
- Alignment Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually Chaotic Evil however some may seek to conquer through more diplomatic means, leaning towards True Neutral instead.
- Size Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
- Speed Your base walking speed is 30 feet.
- Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Languages You can speak, read, and write Common and Orc.
- Culture Godz n stuff
- Aggressive As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
- Primal Intuition You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.
- Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Tabaxi
"Release your inner wild."
This is an officially supported Dungeons & Dragons race. The traits and stats about Tabaxi are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Feline Agility, Cat's Claws, Cat's Talent
Example Names: Spring Dream (Spring), Bright One (Bright), Tale of the Jungle (Tale)
Recommended Classes: Bard, Paladin, Rogue, Sorceror
Gallis'set Jungle, Vellenai
Tabaxi
"Release your inner wild."
This is an officially supported Dungeons & Dragons race. The traits and stats about Tabaxi are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Feline Agility, Cat's Claws, Cat's Talent
Example Names: Spring Dream (Spring), Bright One (Bright), Tale of the Jungle (Tale)
Recommended Classes: Bard, Paladin, Rogue, Sorceror
Home Town: Gallis'set Jungle, Vellenai
Background & Origin
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- Ability Score Increase Your Dexterity score increases by 2, and your Charisma score increases by 1.
- Age Tabaxi have lifespans equivalent to humans.
- Alignment Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses. Your Tabaxi may be Chaotic Good.
- Size Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
- Speed Your base walking speed is 30 feet.
- Darkvision You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Languages You can speak, read, and write Common and one other language of your choice.
- Culture Godz n stuff
- Feline Agility Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
- Cat's Claws Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Cat's Talent You have proficiency in the Perception and Stealth skills.
Tiefling
"Distrusted and outcast; Are we the evil they say we are or did they make us this way?"
This is an officially supported Dungeons & Dragons race. The traits and stats about Tieflings are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Hellish Resistance
Additionally via subclasses: Legacy of Lnarosh, Infernal Legacy, Legacy of Dis, Legacy of Phlegethos, Legacy of Malbolge, Legacy of Stygia, Legacy of Minauros, Legacy of Cania, Legacy of AvernusExample Names: Thuris, Kamos, Ignia, Sirexa
Recommended Classes: Sorceror, Warlock, Rogue, Bard
The Kingdom of Acrostai & The Rift Islands
Tiefling
"Distrusted and outcast; Are we the evil they say we are or did they make us this way?"
This is an officially supported Dungeons & Dragons race. The traits and stats about Tieflings are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Hellish Resistance
Additional traits via subclassesExample Names: Thuris, Kamos, Ignia, Sirexa
Recommended Classes: Sorceror, Warlock, Rogue, Bard
Home Town: The Kingdom of Acrostai & The Rift Islands
Background & Origin
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- Ability Score Increase. Ability Score Increase Your Charisma score increases by 2. You additionally gain an ability score increase unique to the subrace you choose.
- Age Tieflings mature at the same rate as humans but live a few years longer.
- Alignment Tieflings might not have an innate tendency toward Evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a Chaotic alignment.
- Size Tieflings are about the same size and build as humans. Your size is Medium.
- Speed Your base walking speed is 30 feet.
- Darkvision Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Languages You can speak, read, and write Common and Infernal.
- Culture Godz n stuff
- Subraces You may choose between one of the Bloodlines below.
Shared Race Traits
- Hellish Resistance You have resistance to fire damage.
Bloodline of Kharskanna (Paranai Exclusive)
- Manning the gates of the underworld, the children of Kharskanna are imbued with the power to deliver the pitiful to their final rest.
- Ability Score Increase Your Dexterity score increases by 1.
- Legacy of Lnarosh You know the Toll the Dead cantrip. Once you reach 3rd level, you can cast the Command spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the See Invisibility spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Asmodeus
- The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself.
- Ability Score Increase Your Intelligence score increases by 1.
- Infernal Legacy You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Baalzebul
- The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.
- Ability Score Increase Your Intelligence score increases by 1.
- Legacy of Maladomini You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Ray of Sickness spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Crown of Madness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Dispater
- The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators.
- Ability Score Increase Your Dexterity score increases by 1.
- Legacy of Dis You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Detect Thoughts spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Fierna
- A master manipulator, Fierna grants tieftings tied to her forceful personalities.
- Ability Score Increase Your Wisdom score increases by 1.
- Legacy of Phlegethos 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.
Bloodline of Glasya
- Glasya, Hell's criminal mastermind, grants her tiefiings magic that is useful for committing heists.
- Ability Score Increase Your Dexterity score increases by 1.
- Legacy of Malbolge You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Invisibility spell once as a 2nd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Levistus
- Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
- Ability Score Increase Your Constitution score increases by 1.
- Legacy of Stygia You know the Ray of Frost cantrip. Once you reach 3rd level, you can cast the Armor of Agathys spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Mammon
- The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.
- Ability Score Increase Your Intelligence score increases by 1.
- Legacy of Minauros You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Tenser's Floating Disk spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Arcane Lock spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Mephistopheles
- In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.
- Ability Score Increase Your Intelligence score increases by 1.
- Legacy of Cania You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Flame Blade spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Zariel
- Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.
- Ability Score Increase Your Strength score increases by 1.
- Legacy of Avernus You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Searing Smite spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Branding Smite spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Tortle
"Slow and steady wins the race."
This is an officially supported Dungeons & Dragons race. The traits and stats about Tortles are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Claws, Hold Breath, Natural Armor, Shell Defense, Survival Instinct
Example Names: Krada, Nyill, Biuzo, Iilu
Recommended Classes: Bard, Druid, Ranger, Barbarian
The Kingdom of Gomai & the Golden Sands
Tortle
"Slow and steady wins the race."
This is an officially supported Dungeons & Dragons race. The traits and stats about Tortles are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Claws, Hold Breath, Natural Armor, Shell Defense, Survival Instinct
Example Names: Krada, Nyill, Biuzo, Iilu
Recommended Classes: Bard, Druid, Ranger, Barbarian
Home Town: The Kingdom of Gomai & the Golden Sands
Background & Origin
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- Ability Score Increase Your Strength score increases by 2, and your Wisdom score increases by 1.
- Age Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.
- Alignment Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are Lawful Good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.
- Size Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.
- Speed Your base walking speed is 30 feet.
- Darkvision Tortles do not possess Darkvision.
- Languages You can speak, read, and write Common and Aquan.
- Culture Godz n stuff
- Claws Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Hold Breath You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
- Natural Armor Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
- Shell Defense You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
- Survival Instinct You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
Triton
"I was birthed from the vicious, churning sea. The land does not scare me."
This is an officially supported Dungeons & Dragons race. The traits and stats about Triton are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Amphibious, Control Air and Water, Emissary of the Sea, Guardians of the Depths
Example Names: Kanais, Kemes, Rodaras, Duvus
Recommended Classes: Paladin, Warlock, Sorceror, Fighter
Tritonlord Lakes, Acrostai
Triton
"I was birthed from the vicious, churning sea. The land does not scare me."
This is an officially supported Dungeons & Dragons race. The traits and stats about Triton are, unless otherwise shown, taken from dnd5e. To learn more about this race, try here.
Shared Racial Traits: Amphibious, Control Air and Water, Emissary of the Sea, Guardians of the Depths
Example Names: Kanais, Kemes, Rodaras, Duvus
Recommended Classes: Paladin, Warlock, Sorceror, Fighter
Home Town: Tritonlord Lakes, Acrostai
Background & Origin
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- Ability Score Increase Your Strength, Constitution, and Charisma scores each increase by 1.
- Age Tritons reach maturity around age 15 and can live up to 200 years.
- Alignment Tritons tend toward Lawful Good. As guardians of the dark id="unfinished"est reaches of the sea, their culture pushes them toward order and benevolence.
- Size Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.
- Speed Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
- Darkvision You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Languages You can speak, read, and write Common and Primordial.
- Culture Godz n stuff
- Amphibious You can breathe air and water.
- Control Air and Water A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.
- Emissary of the Sea Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
- Guardians of the Depths Adapted to even the most extreme ocean depths, you have resistance to cold damage.