Races
5th ed archive
Races
+2 Dexterity, +1 to Wisdom, -2 Constitution
Dexterous Tail - The tails of the Rodintra can be articulated almost as finely as a Human’s fingers. Rodentia can use their tails in place of a single hand when attempting to grab something light, pick pocket, pull a lever, paint, or attempt another act they could do one handed. They can not attack using a weapon with their tail though.
Daystar’s Blessing - Rodintra are Resistant to all forms of Fire damage and Immune to the negative effects of Heat.
Traveler’s Blessing - Rodintra are Immune to the effects of a Exhaustion from traveling, but still need to sleep.
Half-giants most commonly come from the giants which allied themselves with the lesser races against the dragons during the first dragon war. They tend to be chaotic in nature given many of the normal restrictions put on normal folk don’t have the same psychological effect. Where a normal human sees a large, gated fence with spikes which would take some effort getting over a half-giant sees a minor inconvenience.
Half-giants have a large body with the only variants being one built for power or hardiness.
+2 Strength and +1 Constitution,
OR
+2 Constitution and +1 Strength
Half-giants age mostly depends on the non-giant parent. If the parent race has a life span of around human add 20-30 years. If it is something which lives for 1,000+ years like an elf lose 200-300 years.
Medium (Always between 7 and 9 feet tall)
35 feet
Common and either Giant or one from the other parent’s race choices.
Titian’s Lineage- Your Strength Score is increased by 4 and your size category is increased by 1 when determining all strength related “weight” calculations. Your body weight is increased by X1.5 for all “mass” calculations.
Big Body Small World- Your size increases the cost of all clothing and other such aspect, including armor, by X1.5 the price. You also require X2 the amount of nourishment.
Parental Restriction- You can’t have the non-giant parent be a “small” race like a gnome or dwarf. Additionally, they can’t be a Merfolk or a Florian.
+1 Wisdom [+2 from Sub-Type below]
Holy Carrion – You are healed by positive and negative energies.
Vampiric Fangs – Action, 5ft, 1d4+Strength mod.
Blood Boost – When you drink at least 8oz of fresh healthy human blood you gain a +1 to all saving throws for 1 hour.
Daystar’s Displeasure – You are sensitive to sunlight. Gain Disadvantage on Perception rolls in sunlight when not wearing eye protection.
When a vampire is created either by being Natural Born upon the person’s death or from the blood of another vampire sanity must be maintained. You were born from a vampire parent who lost their sanity and turned into a monster. Those born from these, normally forced, parings tend to have blood red eyes, slightly elongated limbs, and angular faces with sharp features.
melee
After the third round in this effect you may as an action, before you attack, attempt to regain control of your mind. Make a Wisdom saving throw vs 15 minus the number of times you have fed from enemies you’ve killed. For each additional round you are in this state decrease the DC by 1. If there are no longer enemies while you are in this state you must attack the closest living creature that has blood even if it is an ally. As your hunger remains.
Your vampiric parentage is one of refinement and reasoning. Though a monster in many eyes they strive to control their monstrous urges through discipline and guise. Those born from these vampires tend to be on the taller side with a mind as sharp as their fangs.
Bat form info below.
AC: 13 Size: Tiny HP: 5 Speed: 5 feet, 30 feet
Strength: 4 (-3) Dexterity: 16 (+3) Constitution: 10 (+0) Intelligence: 3 (-3) Wisdom: 13 (+1) Charisma: 6 (-2)
Senses: Life Sight 90 feet, passive Perception 11
Blood Sense: Stygian Bats can sense the blood and life in other creatures within their sense of range. They use this rather than Echolocation as other bats do when tracking their targets. Can sense through up to 1 foot of stone, wood, or metal. They cannot sense through magical barriers, sanctified material, or ash wood.
Piercing Cry: Once per day, as an action, the Stygian Bat may let out an ear splitting cry. All creatures in a 15ft cone make a Constitution saving throw. On a failed save they take 1d6 Thunder damage. Or half on a successful save.
Your vampiric parentage was one of the ethereal beauties. Vampires with a powerful aura of personality which they use to gather followers and manipulate others. Those born from these types of vampires tend to be extraordinary beautiful and have prominent masculine or feminine features.
At the end of this trace they do not know they were in one, but if more than five minutes pass they can notice the loss of time. A DC 15 Intelligence check will let them remember what they told you.
On a successful save they know you have tried to cast some spell on their and can't be tranced by you again for 24 hours.
There are a number of beast-kin, but all seem to share the following trait.
Tribal Bond: Beast-kin tend to form close bonds with their community as they see them as their tribe and will adopt many of their customs. This community can be the local community, an organization they are a part of, or other such group. This bond is as much instinctual as it is learned. So long as the "tribe" continues to treat the beast-kin well the bond tends to remain through generations.
Note: Other beast races such as Tabaxi which are in 5th ed D&D lore are in the world as they are written stats and abilities wise. Just add in the above tribal bond and know that they are classed as Beast-kin for spells, abilities, feats, and such.
Beast-kin Cheetahs are known to be struck with a sense of wanderlust leaving them with more Natural Alignment as they don’t tend to remain in one place long. Until they decide to settle down or course.
Increase Dexterity by 2 and Strength by 1.
They reach maturity around 15 years of age and tend live 50-60 years.
Medium
40ft
Common and one language of your choice.
Far Sight: While visibility is good Cheetah beast-kin ignore Disadvantage and non-magical reductions on Perception checks out to 3 miles.
Sprinter: When making a move or dash action, if you use all of your allotted movement and the entire movement is in a straight line increase the distance you can move to twice your normal movement speed.
Claws: You have claws which deal 1d4 slashing damage.
Kitsune are known to tricksy creatures who prefer the interesting options in life which tend to leave them with a more chaotic nature. They live around, mostly eastern, spiritual hot spots such as shrines until they are able to take a humanoid form.
Increase Cha by 2 and Int by 1
These creatures were spiritual foxes until reaching the age of 100 where they were able to transform into a humanoid shape. They tend to 100-200 years past this point if they remain in good health and around strong spiritual locations.
Medium
30ft
Common and one elemental language or spiritual of your choice
Fox Fire: You know the Dancing Lights and Firebolt cantrip. You also know the Fairy Fire spell. You may cast it at 1st level a number of times per day equal to your Proficiency Bonus. These spells do not count towards the number of spells you know. These spells are considered a supernatural racial ability.
Shape Shift: You may transform in or out of your Small fox form a number of times per long rest equal to your Proficiency Bonus.
Spiritual Sensitivity: When you are in a location with a strong aura of the alignment opposite yours you feel sick and sluggish and lose your Proficiency Bonus on Constitution Saving Throws.
Dark Vision: You have dark vision out to 60ft.
Horn: You have a Horn attack which deals 1d6 piercing damage.
Break Through Charge: If you move at least 30ft in one direction increase your Strength score by 4 points vs breaking structures or knocking creatures over.
Thick Skin: Increase your AC by 1.
Stubborn Soul: Persuasion rolls to get you to change your mind have Disadvantage.
The Gorgon are a female only race that have lived in the lands, that are now known as Zeitols, long before the Expansion War. They were the first peoples to put their lot in for an up-and-coming vampire Kaiser still in power today. Over the past thousand years they have lost much of their old Petrifying powers but have gained new abilities and a much stronger presence within the world in exchange. While the sub-types alter somewhat in their looks all Gorgons tend to be humanoid in appearance and between 5 and 6 feet tall. The Gorgons tend to be opportunist in nature and don’t care much for tradition. This tends to leave them Chaotic.
+2 Constitution [+1 from Sub-Type below]
Petrifying – All Gorgons can seemingly Petrify others, but they differ greatly in method and end result with some not technically turning the target to stone, but achieving more or less the same result.
These Gorgons are descendants of those who resisted the change in their kind the most. As such they retain more of the old attributes of the Gorgons of yore than others of their kind do today. It’s common for these Gorgons to still have snake like skin though some do have more human like skin with only a few snake patterns on parts of their body. The main difference is they still retain the slit serpent eyes and their Petrifying powers remain in their gaze. Many lands require then to wear eye coverings.
Once per long rest the Gorgon may target one creature it can see which can also see it. That creature makes a Strength saving throw vs 8+Proficiency Bonus of the Gorgon. On a failed save they are Petrified for as long as direct eye contact remains. As soon as contact is broken the effect ends. This is a supernatural effect and can be used in Anti-Magic zones. Creatures who are Blind, don’t see in the visual spectrum, or can’t be Petrified are Immune to this effect.
A Gorgon may use this ability while grappling or being grappled so long as eye contact remains.
The Blood Gorgons are descendants from the first tribe to swear their loyalty to Kaiser Zander and were gifted his blood as a reward. The blood altered those Gorgons and all born from them with vampiric attributes. The snakes in their hair tend to be black or red and the skin of the Gorgon tends to be ghostly white or blood red. The vampiric powers of the blood have removed the petrifying gaze of the Gorgon’s eyes and put similar power into their fangs. Though not the one’s in their mouths. The snakes in their hair have grown larger and more powerful and can inject a powerful toxin that leaves many effectively petrified.
Toxin: Once per long rest the Blood Gorgon may declare after dealing at least 1 point of damage to a target with Gorgon’s Kiss that they are injecting the toxin. The target makes a Constitution saving throw vs 8+Proficiency Bonus of the Blood Gorgon. On a Failed Save they gain the Petrified condition for 1d3 rounds. Or nothing on a successful one. It does not affect their clothing. Creatures that are Immune to Poison damage, Piercing damage, or Petrify are Immune to this effect. This is a natural effect and considered a poison which can be treated or prevented with alchemical medicines.
A Gorgon may use this ability while grappling or being grappled.
Some of the gorgons have embraced the change of the necromantic magics that permeate the land. These creatures have changed becoming more wraith like than those of their past. The skin of these gorgons tends to be silver or cloudy in color. The snakes on their head have lost their physical form becoming snakes of blue or white ghostly flame which exist in both the physical and ethereal plane. The power of their gaze has shifted to that of sound and petrifies from fear rather than stone.
One per long rest per Proficiency bonus the Gorgon may command her snakes to Wail chilling all who hear it to their very soul. All enemies, but the Gorgon can include her allies in this if she wants, within 30ft make a Wisdom saving throw vs 8+character Proficiency Bonus. On a failed save they gain the Petrified condition for 1 round. Or nothing on a successful save. Creatures who are Immune to Petrify, Fear effects, don’t have souls, or can’t hear are Immune to this effect. This is an Ethereal effect and can be blocked by barriers that would prevent spirits from passing through them or barriers that exist in the ethereal plane.
A Gorgon may use this ability while grappling or being grappled so long as her hair is able to manifest in the plane she is in.
Changling As is written, save for them are immune to almost all non-magical poisons and diseases.
Why? Cause a virus will go inside and then freak out about how this human’s liver just turned into a dragonborn kidney.
However, for the very few non-magical poisons and diseases that they aren’t immune to a changeling is in a life-threatening position and should seek medical care as soon as possible. Most of these sicknesses prey on the unstable nature of their physiology and prevent the body from reforming properly so changing while sick will greatly harm the changeling.
Plant Based Anatomy – You do not need to breath. You only need air, water, and sunlight to survive.
Said to be the first born of the Florian, the Rozen appear as if made out of leaf and flowers. While named after the rose, there can be any type of natural flower growing on their bodies so long has they have consumed the right seed. They tend to have long hair of cascading flowers. The flowering parts of their bodies can be removed like hair on a human.
The Thornen are said to be the last children of the Florian meant to attack threats after their kind learned defense was not always going to work. Their bodies seem to be made from tight gathering of thorned vines and are surprisingly quick.
The Wooden are said to be the second born of the Florians meant to protect their kind. They tend to be tall and have the appearance of trees as their “skin and bone” are made of wood.
Scáth are those descended from beings who appeared in this plane from a World Without Light. They are known for being able to blend in with shadows and resistant to curses. Scáth tend to vary wildly in their morality, but most have a bend towards law and order.
Scáth are hardy in spirit rather than body. While their gray or dark flesh may succumb to sickness their spirit fends off the average curse.
+1 Wisdom and Charisma, -1 Constitution
If they spend most of their life living in shadow, they live 120-150 years, but those who live their lives under the sun tend to have a life span the same has a human.
Medium
30 feet
Common, Abyssal
Dark Vision- You can see in non-magical darkness to 60ft.
Shadow Meld- While in an area without light, or while you are inmagical darkness, increase your AC by half of your Proficiency Bonus round up, but only for attacks that singularly target you. AOE attacks do not count. Dim light will reduce this to 1/4th of your Proficiency Bonus (min 1). This is a supernatural ability.
Shadow Physiology Your body has within its very make up the shadow of a World Without Light. Given this you have dark vision to 60ft and have sunlight sensitivity.
Curse Scared Spirit- Your blood carries with it so much shadow from a World Without Light that it has strengthen your soul against harmful magics. Increase Saving Throws by half of your Proficiency Bonus round down (min 1) vs spells and magical effects which lower your Ability Scores, Maximum Hit Points, To Hit rolls, Damage rolls, or would give you Disadvantage on Saving Throws. You have Advantage on Saving Throws vs spells and effects which are specifically Curses. This is a supernatural ability.
In the same way the first brood of Dragons spawned from the Archons mana mixing with that of the planet so too did the first Drakelings spawn from the first Brood’s mana mixing with that of the planet. Since then, the blood lines have bred true making rather divisive little creatures. Those that love them say they are driven and simple minded. Those that hate them say they are mischievous and stupid.
The Drakelings are covered in scales with some also having horns along their body depending on where they trace their dragonic lineage. Males tend to have more horns than females.
They are known to live anywhere and everywhere. From plans, swamps, rivers, mountains, and even beneath cities. Wherever a powerful dragon has left its mark on the land Drakelings can be found. They tend to live in tight nit communities.
They can vary wildly in the sense of good, evil, order, or chaos, but they are never neutral.
The Drakelings are known for their personality and simple mindedness.
+2 Charisma and -2 Intelligence
Drakelings tend to live 20-30 years and reach maturity between 2 and 3 years of age.
Small (Never shorter than a foot or taller than 3 feet.)
30ft
Common, Dragonic, and the associated elemental language of your Dragonic Lineage.
Darkvision- You have Darkvision out to 60ft.
Claws and Teeth- Claws deal 1d4 slashing and teeth 1d4 piercing.
A Mind so Small There is No Room for Doubt- You have Advantage on Compulsion, Deception, and Persuasion rolls to convince you to go against your main goals in life.
Dragonic Lineage- Though the Drakelings are far and away removed from the Archons they are still, technically, related and keep a fragment of their power. Choose the Archon you trace your blood back to.
Archon Stella(Any)- You are of the rarest and most powerful of your kind. Your scales tend to be black with reflective hues of color like that of the nebula and heavens seen on a clear night. You carry in you the essence of Wonder. +1 to any stat. While under direct star light: Regain 1 Hit Point every minute, auto stabilize, gain a Flight Speed equal to your base movement speed, gain resistance to most non-magic attacks and magical attacks/effects below 4th level. (This sub-race choice requires purchasing the Rare Player Race Feat at character creation to use.)
Archon Vita(Life)- Your scales tend to be white, gold, or honeyed yellow in color. You carry in you the essence of Creation. +1 Hit point when leveling up. Reroll all 1’s when making Death Saving Throws. You may cast Cure Wounds at level 1 once per long rest as an action (Use Int, Wis, or Cha as your casting mod. Once chosen you can’t change it.)
Archon Mors(Death)- Your scales tend to be sickly black or gray in color and your features are more pointed than others of your kind. You carry in you the essence of Ending. +1 damage to all natural, weapon, or magical attacks which do Necrotic damage or have the “Entropic” key word. Creatures killed by you which are of a level/CR less than 1/4th of yours have their soul sundered. They cannot be raised as undead or resurrected by any power below 8th level.
Archon Glacies(Ice)- Your scales tend to be snow white with a tinge of sky blue along the edges with snowflake like patterns on your horns. You carry in you the essence of Sustaining. +1 Constitution. You are always cool to the touch unless affected by a magical effect above 3rd level and are immune to non-magical hazardous Heat and Cold. Your sub race tends to live 10-20 years longer than the rest.
Archon Mare(Water)- Your horns are very small. Your scales tend to be smaller and smoother than the others of your kind and tend to be blues, greens, whites, purples or a mix of. You carry in you the essence of the Deep. You can breathe underwater and are immune to the negative effects of depth. Your hands and feet are webbed giving you a 30ft swim speed.
Archon Fulgur(Lightening)- Your scales tend to be a single bright color with a few zig-zag patterns of a different bright color down your back to the tip of your tale. Your horns tend to be in a straight line down your back. You carry in you the essence of Energy. +1 Dexterity. Your base movement speed increases to 35. You only need 2 hours of sleep for a long rest and have Advantage on rolls vs magical effects which “Slow” or “Stop” you.
Archon Ferrum(Metal)- Your scales tend to be the color of natural metals and your claws, horns, and teeth tend to be edged rather than pointed. You carry in you the essence of Binding. +1 to slashing damage with your weapons. Your scales are magnetic giving you Advantage on checks to hold onto magnetic objects, and you can, if bare foot, walk up magnetic surfaces so long as you are not over encumbered.
Archon Silva(Nature)- You tend to have two large horns on your head which look like small trees and can grow small non-magical tier 0 flowers. Your scales tend to be earthy colors. You carry in you the essence of Life. +1 Wisdom. You ignore non-magical difficult terrain from Forest and Swamps. You may choose 1 first level Druid spell which you may cast as a Ritual a number of times per day equal to your Proficiency bonus.
Archon Ignis(Fire)- Your scales tend to be red with some orange and yellow mixed in. You carry in you the essence of Rebellion. +1 Strength. You are immune to non-magical fire damage. You can use the Barbarian’s Rage ability a number of times per long rest equal to your proficiency bonus.
Archon Lux-Dead(Light)- Your scales tend to be like that of a rainbow or holographic. You carry in you part of Lux’s Lost essence and tend to be the smartest of your kind. +1 to Intelligence. You can cast the Light and Dancing Lights cantrip. All your natural and magical attacks deal +1 magical damage to Gnomes.
Archon Tenebris(Eldritch)- Your scales tend to have an ethereal blend of colors to them. Your horns tend to be curled. You carry in you the essence of Magic. +1 to the DC of all spells you cast. +1 on all saving throws vs magical effects which are of a level less than half your character level. You know one non-restricted cantrip from the Sorcerer or Warlock spell list (Use Int, Wis, or Cha as your casting mod. Once chosen you can’t change it).
Archon Terra(Earth)- Your scales and horns tend to be thicker and are always of some shade of brown. You carry in you the essence of Mass. +1 to AC. +1 Strength. Your size increases to min 3ft max 4ft though you remain a small creature. Once per long rest you may increase your weight to 100lbs for 1 minute.
Archon Tempestas(Air)- Your scales tend to be smooth and white with your horns growing in a spiral shape. You carry in you the essence of Freedom. While the air is not “still” or “stagnant” you drift to the ground safely no matter the height. You may cast Fly at base level once per day. While flying you ignore the first level of hazardous Wind.
Races
Alignment
Rodintra, having been created as a slave race, have a strong connection towards freedom and will do whatever is needed to keep it. While nothing they do is normally seen as evil per say they can vary wildly between which laws they see as just and which they will refuse to follow. This mindset tends to leave them Neutral.Ability Score Increase
Rodintra were designed to live short but active lives as slaves tasked with doing several different jobs. Even now, that biology remains.+2 Dexterity, +1 to Wisdom, -2 Constitution
Age
Rodintra reach the age of maturity around 13 years old and live 50-60 years.Size
MediumSpeed
30 feetLanguages
Common, RodishRacial Features
Pious - The Rodintra are an incredibly religious people. All children born and raised in their culture are required to study religion. As such they are proficient in Religion.Dexterous Tail - The tails of the Rodintra can be articulated almost as finely as a Human’s fingers. Rodentia can use their tails in place of a single hand when attempting to grab something light, pick pocket, pull a lever, paint, or attempt another act they could do one handed. They can not attack using a weapon with their tail though.
Daystar’s Blessing - Rodintra are Resistant to all forms of Fire damage and Immune to the negative effects of Heat.
Traveler’s Blessing - Rodintra are Immune to the effects of a Exhaustion from traveling, but still need to sleep.
Half-giants most commonly come from the giants which allied themselves with the lesser races against the dragons during the first dragon war. They tend to be chaotic in nature given many of the normal restrictions put on normal folk don’t have the same psychological effect. Where a normal human sees a large, gated fence with spikes which would take some effort getting over a half-giant sees a minor inconvenience.
Ability Score Increase
Half-giants have a large body with the only variants being one built for power or hardiness.
+2 Strength and +1 Constitution,
OR
+2 Constitution and +1 Strength
Age
Half-giants age mostly depends on the non-giant parent. If the parent race has a life span of around human add 20-30 years. If it is something which lives for 1,000+ years like an elf lose 200-300 years.
Size
Medium (Always between 7 and 9 feet tall)
Speed
35 feet
Languages
Common and either Giant or one from the other parent’s race choices.
Racial Features
Titian’s Lineage- Your Strength Score is increased by 4 and your size category is increased by 1 when determining all strength related “weight” calculations. Your body weight is increased by X1.5 for all “mass” calculations.
Big Body Small World- Your size increases the cost of all clothing and other such aspect, including armor, by X1.5 the price. You also require X2 the amount of nourishment.
Parental Restriction- You can’t have the non-giant parent be a “small” race like a gnome or dwarf. Additionally, they can’t be a Merfolk or a Florian.
Alignment
The children of vampires and mortals are as varied as humans. There is no common alignment trend.Ability Score Increase
Regardless of how they choose to build themselves the mere fact of living so for long gives them a better understanding of the world at large.+1 Wisdom [+2 from Sub-Type below]
Age
Dhampir have no known upper age limit and seem to never grow older than their prime which is mid 20’s.Size
MediumSpeed
30 feetLanguages
Common, Hex-SpeakRacial Features
Holy Carrion – You are healed by positive and negative energies.
Vampiric Fangs – Action, 5ft, 1d4+Strength mod.
Blood Boost – When you drink at least 8oz of fresh healthy human blood you gain a +1 to all saving throws for 1 hour.
Daystar’s Displeasure – You are sensitive to sunlight. Gain Disadvantage on Perception rolls in sunlight when not wearing eye protection.
When a vampire is created either by being Natural Born upon the person’s death or from the blood of another vampire sanity must be maintained. You were born from a vampire parent who lost their sanity and turned into a monster. Those born from these, normally forced, parings tend to have blood red eyes, slightly elongated limbs, and angular faces with sharp features.
Monster’s Power
+2 StrengthRip and Tear
(replaces Vampire Fangs) Rather than four sharp canine teeth your mouth is full of edged fangs ready to rip and tear flesh. 1d6+Strength mod. You also have claw like nails. 1d4+Strength mod.Blood Frenzy
Once per long rest you may invoke the monster side of your heritage. Your body increases in strength as your mind retreats letting the beast take over. Know, however, that the monster does not want to go back into its cage. You gain the following effects:melee
After the third round in this effect you may as an action, before you attack, attempt to regain control of your mind. Make a Wisdom saving throw vs 15 minus the number of times you have fed from enemies you’ve killed. For each additional round you are in this state decrease the DC by 1. If there are no longer enemies while you are in this state you must attack the closest living creature that has blood even if it is an ally. As your hunger remains.
Your vampiric parentage is one of refinement and reasoning. Though a monster in many eyes they strive to control their monstrous urges through discipline and guise. Those born from these vampires tend to be on the taller side with a mind as sharp as their fangs.
Refined Mind
+2 IntelligenceKnowledge of the Damned
Gain Proficiency in one Intelligence skill of your choice.Bat Form
You may as an action once per long rest per proficiency bonus transform into a Stygian Bat. While transformed all your clothing and gear transforms with you. While in this form you keep your Hit Points, Hit Dice, Intelligence, Wisdom, and Charisma scores. You still know all the languages you know, but can’t speak them. You may cast spells in this form if the spell requires no verbal and somatic component. You can only stay in this form a maximum number of hours equal to your proficiency bonus.Bat form info below.
Stygian Bat
AC: 13 Size: Tiny HP: 5 Speed: 5 feet, 30 feet
Strength: 4 (-3) Dexterity: 16 (+3) Constitution: 10 (+0) Intelligence: 3 (-3) Wisdom: 13 (+1) Charisma: 6 (-2)
Senses: Life Sight 90 feet, passive Perception 11
Blood Sense: Stygian Bats can sense the blood and life in other creatures within their sense of range. They use this rather than Echolocation as other bats do when tracking their targets. Can sense through up to 1 foot of stone, wood, or metal. They cannot sense through magical barriers, sanctified material, or ash wood.
Piercing Cry: Once per day, as an action, the Stygian Bat may let out an ear splitting cry. All creatures in a 15ft cone make a Constitution saving throw. On a failed save they take 1d6 Thunder damage. Or half on a successful save.
Your vampiric parentage was one of the ethereal beauties. Vampires with a powerful aura of personality which they use to gather followers and manipulate others. Those born from these types of vampires tend to be extraordinary beautiful and have prominent masculine or feminine features.
Come Hither
+2 CharismaWould You Like a Taste?
Gain Proficiency in ManipulationTell Me Your Desire
Once per day, per proficiency bonus, as an action you may attempt to seduce someone you have locked eyes with, or are engaging in relations with, to get them to tell you their secrets. Your Manipulation roll is contested with their Wisdom saving throw. On a failed save they go into a trance and must answer truthy to any question you ask. While in the trance they speak slowly and simply. Any attempt to harm them, someone, or something that they greatly care about breaks the trance. Creatures that have sworn to celibacy, and keeping their vow, or are so foreign in biology as to not be capable of finding you attractive are immune to this effect. You must be within 5 feet of the creature to use this effect.At the end of this trace they do not know they were in one, but if more than five minutes pass they can notice the loss of time. A DC 15 Intelligence check will let them remember what they told you.
On a successful save they know you have tried to cast some spell on their and can't be tranced by you again for 24 hours.
There are a number of beast-kin, but all seem to share the following trait.
Tribal Bond: Beast-kin tend to form close bonds with their community as they see them as their tribe and will adopt many of their customs. This community can be the local community, an organization they are a part of, or other such group. This bond is as much instinctual as it is learned. So long as the "tribe" continues to treat the beast-kin well the bond tends to remain through generations.
Note: Other beast races such as Tabaxi which are in 5th ed D&D lore are in the world as they are written stats and abilities wise. Just add in the above tribal bond and know that they are classed as Beast-kin for spells, abilities, feats, and such.
Alignment
Beast-kin Cheetahs are known to be struck with a sense of wanderlust leaving them with more Natural Alignment as they don’t tend to remain in one place long. Until they decide to settle down or course.
Ability Score Increase
Increase Dexterity by 2 and Strength by 1.
Age
They reach maturity around 15 years of age and tend live 50-60 years.
Size
Medium
Speed
40ft
Languages
Common and one language of your choice.
Racial Features
Far Sight: While visibility is good Cheetah beast-kin ignore Disadvantage and non-magical reductions on Perception checks out to 3 miles.
Sprinter: When making a move or dash action, if you use all of your allotted movement and the entire movement is in a straight line increase the distance you can move to twice your normal movement speed.
Claws: You have claws which deal 1d4 slashing damage.
Alignment
Kitsune are known to tricksy creatures who prefer the interesting options in life which tend to leave them with a more chaotic nature. They live around, mostly eastern, spiritual hot spots such as shrines until they are able to take a humanoid form.
Ability Score Increase
Increase Cha by 2 and Int by 1
Age
These creatures were spiritual foxes until reaching the age of 100 where they were able to transform into a humanoid shape. They tend to 100-200 years past this point if they remain in good health and around strong spiritual locations.
Size
Medium
Speed
30ft
Languages
Common and one elemental language or spiritual of your choice
Racial Features
Fox Fire: You know the Dancing Lights and Firebolt cantrip. You also know the Fairy Fire spell. You may cast it at 1st level a number of times per day equal to your Proficiency Bonus. These spells do not count towards the number of spells you know. These spells are considered a supernatural racial ability.
Shape Shift: You may transform in or out of your Small fox form a number of times per long rest equal to your Proficiency Bonus.
Spiritual Sensitivity: When you are in a location with a strong aura of the alignment opposite yours you feel sick and sluggish and lose your Proficiency Bonus on Constitution Saving Throws.
Dark Vision: You have dark vision out to 60ft.
Alignment
Rhino beast-kin tend to be aggressive and stubborn. They vary wildly in alignment but getting one to change once they’ve chosen their lifestyle is exceedingly difficult.Ability Score Increase
Increase Strength by 2 and Constitution by 1.Age
They reach maturity around 10 years old and live 35 to 50 years.Size
MediumSpeed
30ftLanguages
Common and one language of your choice.Racial Features
Horn: You have a Horn attack which deals 1d6 piercing damage.
Break Through Charge: If you move at least 30ft in one direction increase your Strength score by 4 points vs breaking structures or knocking creatures over.
Thick Skin: Increase your AC by 1.
Stubborn Soul: Persuasion rolls to get you to change your mind have Disadvantage.
Alignment
The Gorgon are a female only race that have lived in the lands, that are now known as Zeitols, long before the Expansion War. They were the first peoples to put their lot in for an up-and-coming vampire Kaiser still in power today. Over the past thousand years they have lost much of their old Petrifying powers but have gained new abilities and a much stronger presence within the world in exchange. While the sub-types alter somewhat in their looks all Gorgons tend to be humanoid in appearance and between 5 and 6 feet tall. The Gorgons tend to be opportunist in nature and don’t care much for tradition. This tends to leave them Chaotic.
Ability Score Increase
While the different breeds of Gorgon vary in their strengths one common through line is their resilience.+2 Constitution [+1 from Sub-Type below]
Age
Gorgons reach maturity around 20 and live 60-70 years.Size
MediumSpeed
30 feetLanguages
Common, GorgianRacial Features
Petrifying – All Gorgons can seemingly Petrify others, but they differ greatly in method and end result with some not technically turning the target to stone, but achieving more or less the same result.
These Gorgons are descendants of those who resisted the change in their kind the most. As such they retain more of the old attributes of the Gorgons of yore than others of their kind do today. It’s common for these Gorgons to still have snake like skin though some do have more human like skin with only a few snake patterns on parts of their body. The main difference is they still retain the slit serpent eyes and their Petrifying powers remain in their gaze. Many lands require then to wear eye coverings.
Bestial Strength
+1 StrengthTerrifying Visage
Gain Proficiency in IntimidationGorgon’s Gaze
Action, 60ft, Concentration.Once per long rest the Gorgon may target one creature it can see which can also see it. That creature makes a Strength saving throw vs 8+Proficiency Bonus of the Gorgon. On a failed save they are Petrified for as long as direct eye contact remains. As soon as contact is broken the effect ends. This is a supernatural effect and can be used in Anti-Magic zones. Creatures who are Blind, don’t see in the visual spectrum, or can’t be Petrified are Immune to this effect.
A Gorgon may use this ability while grappling or being grappled so long as eye contact remains.
The Blood Gorgons are descendants from the first tribe to swear their loyalty to Kaiser Zander and were gifted his blood as a reward. The blood altered those Gorgons and all born from them with vampiric attributes. The snakes in their hair tend to be black or red and the skin of the Gorgon tends to be ghostly white or blood red. The vampiric powers of the blood have removed the petrifying gaze of the Gorgon’s eyes and put similar power into their fangs. Though not the one’s in their mouths. The snakes in their hair have grown larger and more powerful and can inject a powerful toxin that leaves many effectively petrified.
Vampiric Swiftness
+1 DexterityUnnatural Aging
Upon reaching maturity they age at half the normal rate.Gorgon’s Kiss
Action, 5ft range, Natural Weapon, 1d4+Str Piercing damage.Toxin: Once per long rest the Blood Gorgon may declare after dealing at least 1 point of damage to a target with Gorgon’s Kiss that they are injecting the toxin. The target makes a Constitution saving throw vs 8+Proficiency Bonus of the Blood Gorgon. On a Failed Save they gain the Petrified condition for 1d3 rounds. Or nothing on a successful one. It does not affect their clothing. Creatures that are Immune to Poison damage, Piercing damage, or Petrify are Immune to this effect. This is a natural effect and considered a poison which can be treated or prevented with alchemical medicines.
A Gorgon may use this ability while grappling or being grappled.
Some of the gorgons have embraced the change of the necromantic magics that permeate the land. These creatures have changed becoming more wraith like than those of their past. The skin of these gorgons tends to be silver or cloudy in color. The snakes on their head have lost their physical form becoming snakes of blue or white ghostly flame which exist in both the physical and ethereal plane. The power of their gaze has shifted to that of sound and petrifies from fear rather than stone.
Ethereal Air
+1 CharismaWraith Jump
Once per long rest, the Nightmare Gorgon may, as a move action, envelope herself in the spectral flames that are her snakes and enter the Ethereal realm. The Gorgon then travels through the ethereal realm to reappear somewhere within 30ft. You do not need to see where you will appear. If you appear in an occupied space you reappear in the closest unoccupied space instead and take 3d6 force damage that bypasses Resistances, but not Immunities. You can pass by barriers that do not exist in the Ethereal realm or would block spirits from passing through them. The snakes must be able to manifest to use this ability.Gorgon’s Wail
Action, 30ft, the snakes must be able to manifest to use this ability.One per long rest per Proficiency bonus the Gorgon may command her snakes to Wail chilling all who hear it to their very soul. All enemies, but the Gorgon can include her allies in this if she wants, within 30ft make a Wisdom saving throw vs 8+character Proficiency Bonus. On a failed save they gain the Petrified condition for 1 round. Or nothing on a successful save. Creatures who are Immune to Petrify, Fear effects, don’t have souls, or can’t hear are Immune to this effect. This is an Ethereal effect and can be blocked by barriers that would prevent spirits from passing through them or barriers that exist in the ethereal plane.
A Gorgon may use this ability while grappling or being grappled so long as her hair is able to manifest in the plane she is in.
Changling As is written, save for them are immune to almost all non-magical poisons and diseases.
Why? Cause a virus will go inside and then freak out about how this human’s liver just turned into a dragonborn kidney.
However, for the very few non-magical poisons and diseases that they aren’t immune to a changeling is in a life-threatening position and should seek medical care as soon as possible. Most of these sicknesses prey on the unstable nature of their physiology and prevent the body from reforming properly so changing while sick will greatly harm the changeling.
Alignment
The descendants of the nature spirits born from the World Tree’s first seedlings have an innate understanding to the ebbs and flows of the natural world. This mind set tends to leave them Neutral.Ability Score Increase
+2 Wisdom [+1 from Sub-Type below]Age
Florian are considered mature as soon as they have blossomed which normally takes 8-10 years. They live 80-100 years.Size
MediumSpeed
30 feetLanguages
Common, Can speak with plants at will.Racial Features
Natureborn – Vulnerability to Fire Damage and gain Proficiency in Nature.Plant Based Anatomy – You do not need to breath. You only need air, water, and sunlight to survive.
Said to be the first born of the Florian, the Rozen appear as if made out of leaf and flowers. While named after the rose, there can be any type of natural flower growing on their bodies so long has they have consumed the right seed. They tend to have long hair of cascading flowers. The flowering parts of their bodies can be removed like hair on a human.
Walking Garden
+1 to CharismaFloral Growth
Once per week, per proficiency bonus, you may eat a flower seed and grow 1d6 flowers of that type which can be used for any purpose the flower would normally be used for. You can not grow magical flowers.Centering Scent
Once per long rest, per proficiency bonus, you may, as a bonus action, have your flowers let out a dusting of scented pollen in a 15 ft area around you. You and all allied creatures, though you can target enemies as well if you want, that can smell who are under negative mental effects may roll another save vs that effect. If they succeed a magical flower crown appears around their head which gives them a +2 on resisting the same type of negative mental effect for 1 minute. This ability is subject to the effects of the current environment. Example: This would do nothing for you if used under water or in a strong wind.The Thornen are said to be the last children of the Florian meant to attack threats after their kind learned defense was not always going to work. Their bodies seem to be made from tight gathering of thorned vines and are surprisingly quick.
Whip Speed
+1 DexterityVine Climb
You have a 30ft climbing speed on any surface that is not completely smooth.Enveloping Grasp
The Thornen may as an action once per long rest, per Proficiency Bonus, undo the wrapping of vines that make up one of their arms to attempt to grapple a creature one size category larger than them or smaller. The creature must be within 10 feet. Double your Proficiency Bonus when making rolls to grapple opponents. Grapples you make deal 1d4 piercing damage when successfully grappled and at the start of the grappled creature’s turn. The grapple requires concentration. If the grappled target was flying it falls prone, but does no damage to you when it lands if you choose to keep hold of it.The Wooden are said to be the second born of the Florians meant to protect their kind. They tend to be tall and have the appearance of trees as their “skin and bone” are made of wood.
Solid Frame
+1 StrengthHard Wood
+1 ACRooted Defiance
As an action once per long rest, per proficiency bonus, a Wooden can root themselves in any ground that is not made of metal or a burning substance like lava. While rooted they cannot move, but they can still talk and gain the following effects: They can “see” other creatures and object that are connected to the ground in a 60ft area. Triple their Strength score when determining how much they can carry. They gain advantage vs rolls that would push, shove, or knock them prone. For each round they remain Rooted, after the first and to a maximum of 10, the Wooden may summon one 5ft by 5ft wall of branches somewhere within their 60ft “sight” area that is touching the ground. The walls have an AC of 14 and HP of 10. If the Wooden is moved while Rooted they take 1d6 slashing damage and have their base speed reduced by half until they finish a long rest.Alignment
Scáth are those descended from beings who appeared in this plane from a World Without Light. They are known for being able to blend in with shadows and resistant to curses. Scáth tend to vary wildly in their morality, but most have a bend towards law and order.
Ability Score Increase
Scáth are hardy in spirit rather than body. While their gray or dark flesh may succumb to sickness their spirit fends off the average curse.
+1 Wisdom and Charisma, -1 Constitution
Age
If they spend most of their life living in shadow, they live 120-150 years, but those who live their lives under the sun tend to have a life span the same has a human.
Size
Medium
Speed
30 feet
Languages
Common, Abyssal
Racial Features
Dark Vision- You can see in non-magical darkness to 60ft.
Shadow Meld- While in an area without light, or while you are inmagical darkness, increase your AC by half of your Proficiency Bonus round up, but only for attacks that singularly target you. AOE attacks do not count. Dim light will reduce this to 1/4th of your Proficiency Bonus (min 1). This is a supernatural ability.
Shadow Physiology Your body has within its very make up the shadow of a World Without Light. Given this you have dark vision to 60ft and have sunlight sensitivity.
Curse Scared Spirit- Your blood carries with it so much shadow from a World Without Light that it has strengthen your soul against harmful magics. Increase Saving Throws by half of your Proficiency Bonus round down (min 1) vs spells and magical effects which lower your Ability Scores, Maximum Hit Points, To Hit rolls, Damage rolls, or would give you Disadvantage on Saving Throws. You have Advantage on Saving Throws vs spells and effects which are specifically Curses. This is a supernatural ability.
In the same way the first brood of Dragons spawned from the Archons mana mixing with that of the planet so too did the first Drakelings spawn from the first Brood’s mana mixing with that of the planet. Since then, the blood lines have bred true making rather divisive little creatures. Those that love them say they are driven and simple minded. Those that hate them say they are mischievous and stupid.
The Drakelings are covered in scales with some also having horns along their body depending on where they trace their dragonic lineage. Males tend to have more horns than females.
They are known to live anywhere and everywhere. From plans, swamps, rivers, mountains, and even beneath cities. Wherever a powerful dragon has left its mark on the land Drakelings can be found. They tend to live in tight nit communities.
Alignment
They can vary wildly in the sense of good, evil, order, or chaos, but they are never neutral.
Ability Score Increase
The Drakelings are known for their personality and simple mindedness.
+2 Charisma and -2 Intelligence
Age
Drakelings tend to live 20-30 years and reach maturity between 2 and 3 years of age.
Size
Small (Never shorter than a foot or taller than 3 feet.)
Speed
30ft
Languages
Common, Dragonic, and the associated elemental language of your Dragonic Lineage.
Racial Features
Darkvision- You have Darkvision out to 60ft.
Claws and Teeth- Claws deal 1d4 slashing and teeth 1d4 piercing.
A Mind so Small There is No Room for Doubt- You have Advantage on Compulsion, Deception, and Persuasion rolls to convince you to go against your main goals in life.
Dragonic Lineage- Though the Drakelings are far and away removed from the Archons they are still, technically, related and keep a fragment of their power. Choose the Archon you trace your blood back to.
Dragonic Lineage
Archon Stella(Any)- You are of the rarest and most powerful of your kind. Your scales tend to be black with reflective hues of color like that of the nebula and heavens seen on a clear night. You carry in you the essence of Wonder. +1 to any stat. While under direct star light: Regain 1 Hit Point every minute, auto stabilize, gain a Flight Speed equal to your base movement speed, gain resistance to most non-magic attacks and magical attacks/effects below 4th level. (This sub-race choice requires purchasing the Rare Player Race Feat at character creation to use.)
Archon Vita(Life)- Your scales tend to be white, gold, or honeyed yellow in color. You carry in you the essence of Creation. +1 Hit point when leveling up. Reroll all 1’s when making Death Saving Throws. You may cast Cure Wounds at level 1 once per long rest as an action (Use Int, Wis, or Cha as your casting mod. Once chosen you can’t change it.)
Archon Mors(Death)- Your scales tend to be sickly black or gray in color and your features are more pointed than others of your kind. You carry in you the essence of Ending. +1 damage to all natural, weapon, or magical attacks which do Necrotic damage or have the “Entropic” key word. Creatures killed by you which are of a level/CR less than 1/4th of yours have their soul sundered. They cannot be raised as undead or resurrected by any power below 8th level.
Archon Glacies(Ice)- Your scales tend to be snow white with a tinge of sky blue along the edges with snowflake like patterns on your horns. You carry in you the essence of Sustaining. +1 Constitution. You are always cool to the touch unless affected by a magical effect above 3rd level and are immune to non-magical hazardous Heat and Cold. Your sub race tends to live 10-20 years longer than the rest.
Archon Mare(Water)- Your horns are very small. Your scales tend to be smaller and smoother than the others of your kind and tend to be blues, greens, whites, purples or a mix of. You carry in you the essence of the Deep. You can breathe underwater and are immune to the negative effects of depth. Your hands and feet are webbed giving you a 30ft swim speed.
Archon Fulgur(Lightening)- Your scales tend to be a single bright color with a few zig-zag patterns of a different bright color down your back to the tip of your tale. Your horns tend to be in a straight line down your back. You carry in you the essence of Energy. +1 Dexterity. Your base movement speed increases to 35. You only need 2 hours of sleep for a long rest and have Advantage on rolls vs magical effects which “Slow” or “Stop” you.
Archon Ferrum(Metal)- Your scales tend to be the color of natural metals and your claws, horns, and teeth tend to be edged rather than pointed. You carry in you the essence of Binding. +1 to slashing damage with your weapons. Your scales are magnetic giving you Advantage on checks to hold onto magnetic objects, and you can, if bare foot, walk up magnetic surfaces so long as you are not over encumbered.
Archon Silva(Nature)- You tend to have two large horns on your head which look like small trees and can grow small non-magical tier 0 flowers. Your scales tend to be earthy colors. You carry in you the essence of Life. +1 Wisdom. You ignore non-magical difficult terrain from Forest and Swamps. You may choose 1 first level Druid spell which you may cast as a Ritual a number of times per day equal to your Proficiency bonus.
Archon Ignis(Fire)- Your scales tend to be red with some orange and yellow mixed in. You carry in you the essence of Rebellion. +1 Strength. You are immune to non-magical fire damage. You can use the Barbarian’s Rage ability a number of times per long rest equal to your proficiency bonus.
Archon Lux-Dead(Light)- Your scales tend to be like that of a rainbow or holographic. You carry in you part of Lux’s Lost essence and tend to be the smartest of your kind. +1 to Intelligence. You can cast the Light and Dancing Lights cantrip. All your natural and magical attacks deal +1 magical damage to Gnomes.
Archon Tenebris(Eldritch)- Your scales tend to have an ethereal blend of colors to them. Your horns tend to be curled. You carry in you the essence of Magic. +1 to the DC of all spells you cast. +1 on all saving throws vs magical effects which are of a level less than half your character level. You know one non-restricted cantrip from the Sorcerer or Warlock spell list (Use Int, Wis, or Cha as your casting mod. Once chosen you can’t change it).
Archon Terra(Earth)- Your scales and horns tend to be thicker and are always of some shade of brown. You carry in you the essence of Mass. +1 to AC. +1 Strength. Your size increases to min 3ft max 4ft though you remain a small creature. Once per long rest you may increase your weight to 100lbs for 1 minute.
Archon Tempestas(Air)- Your scales tend to be smooth and white with your horns growing in a spiral shape. You carry in you the essence of Freedom. While the air is not “still” or “stagnant” you drift to the ground safely no matter the height. You may cast Fly at base level once per day. While flying you ignore the first level of hazardous Wind.
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