Playable Species

Name Type Description Rarity
Android Construct A construct made by a highly skilled Roboticist. Their artificial bodies can be made from wood, metal or organics specialized in certain tasks. Rare
Warforged Construct A construct made by fusing magic and technology originally for warfare. Very Rare
Auto-Gnome Construct A Gnomish construct made from magic and technology for a variety of functions. Very Rare
Human Humanoid A medium creature of average size and build. The most common sentient creature in the world. Common
Half-Elf Humanoid The issue of an Elf and a Human or another Half-Elf. Commonly found in the Kingdom. Common
Dwarf Humanoid Short stocky humanoids with sturdy builds. Usually found underground or in the hills. Uncommon
Halfling Humanoid A short humanoid creature who resemble small humans. Cheery and unnaturally lucky. Uncommon
Dragonborn Dragonic Large creatures with dragon scales from their dragon ancestry. Rare
Goliath Humanoid Big burly creatures decended from giants. They a trait from their giant ancestors. Very Rare
Rock Gnome Humanoid Short creatures with a connection to the mountains and hills. Most common type of Gnome. Uncommon
Forest Gnome Humanoid Short wild creatures that prefer to live in forests and grasslands. Rarest type of Gnome. Rare
Deep Gnome Humanoid Short creatures with dark grey skin that live deep underground. Uncommon
High Elf Humanoid Elves are tall and slender creatures that prefer to live in the forest or in nature. Most of them have died during the Scarring. Rare
Drow Humanoid Drow are Elves with dark skin and prefer to live in darkness. Very Rare
Wood Elf Humanoid Wood Elf prefer to live in forested areas and can be faster than other Elves. Rare
Shadar-Kai Humanoid A rare type of Elf with pale skin and a connection the Shadowfell. Very Rare
Astral Elf Humanoid A type of Elf that has navigated the Astral Sea instead of moving to the Material Plane Very Rare
Kalashtar Humanoid A humanoid bonded with a spirit from the plane of dreams. Rare
Kalashtar (Moon) Humanoid A humanoid bonded with a spirit from the plane of shadows and dreams. Uncommon
Kalashtar (Sun) Humanoid A humanoid bonded with a spirit from the plane of shadows and dreams. Uncommon
Orc Humanoid Big burly creatures with powerful large builds and tusks. Common
Half-Orc Humanoid The issue of an Orc and a Human. They possess a stronger build from the Orc ancestry and the versatility of a Human. Rare
Tabaxi Humanoid Furry humanoid with cat like features home to warmer climates. Rare
Kenku Humanoid A birdlike humanoid creature from the Shadowfell. Very Rare
Kobold Dragonic A small creature with draconic ancestry. Known for their craftiness. Uncommon
Goblin Fey Short creatures with red eyes and green skin. The most common of the Goblinoids. Common
Bugbear Fey Large furry creatures that can move deceptively stealthy. Uncommon
Harengon Fey A rabbit like creature that walks on two legs from the Feywild. Very Rare
Firbolg Fey A large descendant of giants from the Feywild. They’re generally slow and kind-spirited. Rare
Nac Mac Feegle Fey A tiny creature with red hair and blue tattoos. Very Rare
Werewolf Humanoid A humanoid creature corrupted by magic displaying features of a wolf. Rare
Weredog Humanoid A humanoid creature corrupted by magic displaying features of a dog. Rare
Werebear Humanoid A humanoid creature corrupted by magic displaying features of a bear. Rare
Wererat Humanoid A humanoid creature corrupted by magic displaying features of a rat. Rare
Sharkkin Humanoid A humanoid creature corrupted by magic displaying features of a shark. Rare
Thri-Kreen Monstrosity An insectoid creature that lives underground or in the desert. Rare
Tortle Humanoid A large creature with a shell on its back. Very Rare
Human Variant Humanoid A human with a special ancestry. Common
Pariah Humanoid A human with Elven ancestry with abilities from the specific subrace of Elf. Common
 

Homebrew

Android

CONSTRUCT

Androids are the pinnacle of Robotics, invented to perform a variety of tasks for their Inventors. They posses their own personality and have free will to act on their own. They can resemble metal automatons, wooden marionette or can pass reasonably well as an organic Humanoid.   They're build for specific purposes and can have tools integrated into their bodies.   An Android is at least 1 year old. While the Android receives proper maintenance and part replacements they're functionally immortal. You are immune to magical aging effects.

Android Traits

Size: Medium (about 4–8 feet tall) or Small (about 2–4 feet tall)

Speed: 30 feet

As a Android, you have these special traits.

Robotic Entity. You are (mostly) constructed from metal components and are Resistant to Poison and the Poisoned condition. You do not need to sleep, eat or drink but need to keep your power source charged. In some cases food can charge the Android.

Sleep Mode. You do not sleep but enter a lower power state to recharge and process information. For every hour of rest you regain 6 hours worth of power. If you remain active for 24 hours instead of taking a level of Exhaustion you become Unconscious. You cannot be put to sleep against your will magically or otherwise.

Sturdy Build. You have incorporated armored plates onto your body increasing your AC by 1. This armor can be improved by integrating armor you're proficient with increasing your base Armor Class.

Integrated Tools. You can select one set of tools that have been integrated into your body. You are proficient with these tools and they are always on your person and cannot be taken away against your will.

Specialized build

Choose one of the specialized Android backgrounds from below:

Homebrew

Sciencebot

Ability Scores: Intelligence

Feat: Skilled

Skill Proficiencies: Science and History

Tool Proficiency: Tinker's Tools

Equipment: Choose A or B: (A) Dagger, Tinker's Tools, Book (history), Parchment (8 sheets), Choose one Common gadget, 8 GP; or (B) 50 GP

You've been created as a special Android for researching, cataloging and storing vast amounts of data. You can interface with other Sciencebots, computers and data devices to quickly exchange data.  

Prerequisites

Species: Android, Warforged, Autognome  

Ability Score Improvement

Your Intelligence Score increases by 4 and your maximum increases to 22.  

Technological Aptitude

Because of your Technological build you gain 1 point of Technological Aptitude.

Homebrew

Workbot

Ability Scores: Constitution

Feat: Crafter

Skill Proficiencies: Investigation and Sleight of Hand

Tool Proficiency: Choose one set of Tools

Equipment: Choose A or B: (A) Dagger, one extra set of Tools or Supplies, 25 GP; or (B) 50 GP

You've been created as a special Android for crafting, building or heavy lifting. You can recharge your power core with batteries or other external power sources to keep working.  

Prerequisites

Species: Android, Warforged, Autognome  

Ability Score Improvement

Your Constitution Score increases by 4 and your maximum increases to 22.  

Technological Aptitude

Because of your Technological build you gain 1 point of Technological Aptitude.
Warbot

Ability Scores: Strength or Dexterity

Feat: Though

Skill Proficiencies: Athletics or Acrobatics and Survival

Tool Proficiency: Healer's Kit

Equipment: Choose A, B or C: (A) Snaplock Musket, Spear, 20 Firearm Bullets, Healer's Kit, Cartridge Bag, 14 GP; or (B) Snaplock Pistol, Dagger, 20 Firearm Bullets, Healer's Kit, Cartridge Bag; or (C) 50 GP

You've been created as a special Android for warfare, fighting and combat. You can have a weapon integrated into your body which is always available and you become Proficient with.  

Prerequisites

Species: Android, Warforged, Autognome

Ability Score Improvement

Your Strength or Dexterity Score increases by 4 and your maximum increases to 22.  

Technological Aptitude

Because of your Technological build you gain 1 point of Technological Aptitude.

Eberron: Forge of the Artificer

Warforged

CONSTRUCT

Warforged are formed from a blend of organic and inorganic materials through blending magic and technology. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed.   Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids.

Warforged Traits

Size: Medium (about 5–7 feet tall) or Small (about 2–4 feet tall)

Speed: 30 feet

As a Warforged, you have these special traits.

Constructed Resilience. You have Resistance to Poison damage.You also have Advantage on saving throws to avoid or end the Poisoned condition.   Sentry’s Rest. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 6 hours if you spend those hours in an inactive, motionless state. During this time, you appear inert but remain conscious.   Integrated Protection. You gain a +1 bonus to your Armor Class. In addition, armor you have donned can’t be removed against your will while you’re alive.   Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.   Tireless. You don’t gain Exhaustion levels from dehydration, malnutrition, or suffocation.

Spelljammer: Adventures in Space

Auto-Gnome

CONSTRUCT

Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.   An autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome’s manufacture can vary wildly; one autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.   Like gnomes, autognomes can live for centuries, typically up to 500 years.

Auto-Gnome Traits

Size: Small (about 3–4 feet tall)

Speed: 30 feet

As a Auto-Gnome, you have these special traits.

Armored Casing. You are encased in thin metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier.   Built for Success. You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Healing Machine. If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).   In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying.   Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe.   Sentry’s Rest. When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.   Specialized Design. You gain two tool proficiencies of your choice, selected from the Player’s Handbook.

D&D Free Rules (2024)

Human

HUMANOID

Humans are the most adaptable and ambitious people among the common species. They have widely varying tastes, morals, and customs in the many different lands where they have settled. By far the most populous of the intelligent species. The Empire of Mori is mostly made up of humans and the people of the Northen Clans are almost exclusively human.


Human Traits

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall)

Speed: 30 feet

As a Human, you have these special traits.

Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.   Skillful. You gain proficiency in one skill of your choice.   Versatile. You gain an Origin feat of your choice.

Homebrew

Half-Elf

HUMANOID

To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.  

They tend to be fairly common in the Kingdom of Therassia.


Half-Elf Traits

Size: Medium (about 5–7 feet tall)

Speed: 30 feet

As a Half-Elf, you have these special traits.

Darkvision. Thanks to your elf blood, 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.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Skill Versatility. You gain proficiency in one skill of your choice.  

Elven Lineages

  • Drow. The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip.
  • High Elf. You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.
  • Wood Elf. Your Speed increases to 35 feet. You also know the Druidcraft cantrip.

D&D Free Rules (2024)

Dwarf

HUMANOID

Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years.   Squat and often bearded, the original dwarves carved cities and strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or subterranean horrors. Inspired by those tales, dwarves of any culture often sing of valorous deeds—especially of the little overcoming the mighty.   On some worlds in the multiverse, the first settlements of dwarves were built in hills or mountains, and the families who trace their ancestry to those settlements call themselves hill dwarves or mountain dwarves, respectively. The Greyhawk and Dragonlance settings have such communities.

Dwarf Traits

Size: Medium (3-4 ft)

Speed: 30 ft

As a Dwarf, you have these special traits.

Darkvision. You have Darkvision with a range of 120 feet.   Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.   Dwarven Toughness. Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.   Stonecunning. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

D&D Free Rules (2024)

Halfling

HUMANOID

Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings possess a brave and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human child—helps them pass through crowds unnoticed and slip through tight spaces.   Anyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied “luck of the halflings” in action. When a halfling is in mortal danger, an unseen force seems to intervene on the halfling’s behalf. Many halflings believe in the power of luck, and they attribute their unusual gift to the stars, totems, tokens or various superstitions.   Found mostly on the island of the High Thistle where they have established a merry kingdom away from the wars and strife of the other continents.

Halfling Traits

Size: Small (about 2–3 feet tall)

Speed: 30 feet

As a Halfling, you have these special traits.

Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition.   Halfling Nimbleness. You can move through the space of any creature that is a size larger than you, but you can’t stop in the same space.   Luck. When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.   Naturally Stealthy. You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.

D&D Free Rules (2024)

Dragonborn

HUMANOID

The ancestors of dragonborn hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat, who wanted to populate the multiverse with people created in their image. Another story claims that dragons created the first dragonborn without the gods’ blessings. Whatever their origin, dragonborn have made homes for themselves on the Material Plane.

 

Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other features are reminiscent of their draconic ancestors.


Dragonborn Traits

Size: Medium (about 5–7 feet tall)

Speed: 30 feet

As a Dragonborn, you have these special traits.

Draconic Ancestry. Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.  
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold
  Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 ( 2d10 ), 11 ( 3d10 ), and 17 ( 4d10 ). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.   Damage Resistance. You have Resistance to the damage type determined by your Draconic Ancestry trait.   Darkvision. You have Darkvision with a range of 60 feet.   Draconic Flight. When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.

D&D Free Rules (2024)

Goliath

HUMANOID

Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants—favors that manifest in various supernatural boons, including the ability to quickly grow and temporarily approach the height of goliaths’ gigantic kin.   Goliaths have physical characteristics that are reminiscent of the giants in their family lines. For example, some goliaths look like stone giants, while others resemble fire giants. Whatever giants they count as kin, goliaths have forged their own path in the multiverse—unencumbered by the internecine conflicts that have ravaged giantkind for ages—and seek heights above those reached by their ancestors.

Goliath Traits

Size: Medium (about 7–8 feet tall)

Speed: 35 feet

As a Goliath, you have these special traits.

Giant Ancestry. You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:
  • Cloud’s Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.
  • Fire’s Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.
  • Frost’s Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.
  • Hill’s Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.
  • Stone’s Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
  • Storm’s Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.
Large Form. Starting at character level 5, you can change your size to Large as a Bonus Action if you’re in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.

Powerful Build. You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

D&D Free Rules (2024)

Gnome

HUMANOID

Gnomes are magical folk created by gods of invention, illusions, and life underground. The earliest gnomes were seldom seen by other folk due to the gnomes’ secretive nature and their propensity for living in forests and burrows. What they lacked in size, they made up for in cleverness. They confounded predators with traps and labyrinthine tunnels. They also learned magic from gods like Garl Glittergold, Baervan Wildwanderer, and Baravar Cloakshadow, who visited them in disguise. That magic eventually created the lineages of forest gnomes and rock gnomes.   Gnomes are petite folk with big eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat.

Gnome Traits

Size: Small (about 3–4 feet tall)

Speed: 30 feet

As a Gnome, you have these special traits.

Darkvision. You have Darkvision with a range of 60 feet.   Gnomish Cunning. You have Advantage on Intelligence, Wisdom, and Charisma saving throws.   Gnomish Lineage. You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):  
  • Forest Gnome. You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.
  • Rock Gnome. You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.
  • Deep Gnome. You have Superior Darkvision extending the range to 120 feet. You can also cast the disguise self spell with this trait. Starting at 5th level, you can also cast the nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.

D&D Free Rules (2024)

Elf

HUMANOID

Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.

 

An environment subtly transforms elves after they inhabit it for a millennium or more, and it grants them certain kinds of magic. Drow, high elves, and wood elves are examples of elves who have been transformed thus.


Elf Traits

Size: Medium (about 5–6 feet tall)

Speed: 30 feet

As a Elf, you have these special traits.

Darkvision. You have Darkvision with a range of 60 feet.   Elven Lineage. You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.   When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).   Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition.   Keen Senses. You have proficiency in the Insight, Perception, or Survival skill.   Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.  

Elven Lineages

Lineage Level 1 Level 3 Level 5
Drow The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip. Faerie Fire Darkness
High Elf You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. Detect Magic Misty Step
Wood Elf Your Speed increases to 35 feet. You also know the Druidcraft cantrip. Longstrider Pass without Trace

Mordenkainen Presents: Monsters of the Multiverse

Shadar-Kai

HUMANOID

Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies. Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell’s grim energy.

 

Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.

 

Like other elves, shadar-kai can live to be over 750 years old.

 

Considered rare in this world they're seen in The Empire of Mori as lower class citizens because of their natural affinity with magic. The Kingdom of Therassia considers them corrupted members of the Elven race. They're hated by The Northern Clans as unnatural magical creatures.


Shadar-Kai Traits

Size: Medium (about 5–7 feet tall)

Speed: 30 feet

As a Shadar-Kai, you have these special traits.

Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.   Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.   Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.   Keen Senses. You have proficiency in the Perception skill.   Necrotic Resistance. You have resistance to necrotic damage.   Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.   Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Spelljammer: Adventures in Space

Astral Elf

HUMANOID

Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests as a starry gleam in an astral elf’s eyes.   Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual perspective on the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet contemplation or strike out to explore the reaches of the multiverse, astral elves tend to see things through the lens of time as having little or no meaning to them. Astral elves who don’t dwell on the Astral Plane can live to be more than 750 years old.

Astral Elf Traits

Size: Medium (about 5–7 feet tall)

Speed: 30 feet

As a Astral Elf, you have these special traits.

Astral Fire. You know one of the following cantrips of your choice: dancing lights, light, or sacred flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).   Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.   Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.   Keen Senses. You have proficiency in the Perception skill.   Starlight Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Astral Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious.   Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.

Eberron: Forge of the Artificer

Kalashtar

ABERRATION

Kalashtar (pronounced kal-ASH-tar) are created from the union of humanity and renegade spirits called quori from the plane of dreams. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. They have symmetrical, slightly angular features, and their eyes often glow when they are concentrating or expressing strong emotions.

 

Kalashtar can’t communicate directly with their quori spirits. Rather, kalashtar might experience them as a source of instinct and inspiration, drawing on the spirits’ memories when the kalashtar sleep. This connection grants kalashtar minor psionic abilities, as well as protection from psionic attacks.


Kalashtar Traits

Size: Medium

Speed: 30 ft.

As a Kalashtar, you have these special traits.

Dual Mind. You have Advantage on Wisdom and Charisma saving throws.   Mental Discipline. You have Resistance to Psychic damage.   Mind Link. You have telepathy with a range in feet equal to 10 times your level. When you’re using this trait to speak telepathically to a creature, you can take a Magic action to give that creature the ability to speak telepathically with you for 1 hour or until you take another Magic action to end this effect.   Severed from Dreams. You can’t be the target of the Dream spell. In addition, when you finish a Long Rest, you gain proficiency in one skill of your choice. This proficiency lasts until you finish another Long Rest.

Homebrew

Kalashtar (Moon)

ABERRATION

Kalashtar (pronounced kal-ASH-tar) are created from the union of humanity and renegade spirits called quori from the plane of dreams. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. They have symmetrical, slightly angular features, and their eyes often glow when they are concentrating or expressing strong emotions.

 

Kalashtar can’t communicate directly with their quori spirits. Rather, kalashtar might experience them as a source of instinct and inspiration, drawing on the spirits’ memories when the kalashtar sleep. This connection grants kalashtar minor psionic abilities, as well as protection from psionic attacks.

 

These Kalashtar from Pangu Okoku are bound to the spirits of shadows and dreams.


Kalashtar (Moon) Traits

Size: Medium

Speed: 30 ft.

As a Kalashtar (Moon), you have these special traits.

Dual Mind. You have Advantage on Wisdom and Charisma saving throws.   Mental Discipline. You have Resistance to Psychic damage.   Mind Link. You have telepathy with a range in feet equal to 10 times your level. When you’re using this trait to speak telepathically to a creature, you can take a Magic action to give that creature the ability to speak telepathically with you for 1 hour or until you take another Magic action to end this effect.   One with the Shadows. You can re-roll a Stealth Check when in darkness a number of times equal to your Proficiency Bonus. You must use the new result.

Homebrew

Kalashtar (Sun)

ABERRATION

Kalashtar (pronounced kal-ASH-tar) are created from the union of humanity and renegade spirits called quori from the plane of dreams. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. They have symmetrical, slightly angular features, and their eyes often glow when they are concentrating or expressing strong emotions.

 

Kalashtar can’t communicate directly with their quori spirits. Rather, kalashtar might experience them as a source of instinct and inspiration, drawing on the spirits’ memories when the kalashtar sleep. This connection grants kalashtar minor psionic abilities, as well as protection from psionic attacks.

 

Sun Kalashtar are bound to the spirits of Order from the plane of Mechanus.


Kalashtar (Sun) Traits

Size: Medium

Speed: 30 ft.

As a Kalashtar (Sun), you have these special traits.

Dual Mind. You have Advantage on Wisdom and Charisma saving throws.   Mental Discipline. You have Resistance to Psychic damage.   Mind Link. You have telepathy with a range in feet equal to 10 times your level. When you’re using this trait to speak telepathically to a creature, you can take a Magic action to give that creature the ability to speak telepathically with you for 1 hour or until you take another Magic action to end this effect.   Perfect Order. You can add a d4 to any skill check a number of times equal to your Proficiency Bonus.

D&D Free Rules (2024)

Orc

HUMANOID

Orcs are, on average, tall and broad. They have gray or green skin, ears that are sharply pointed, and prominent lower canines that resemble small tusks. Used for menial labor by the other species on Morea and treated with suspicion by tales of violence.   In the Kingdom of Therassia they're kept as slaves by the Elves and Half-Elves who fear that if they let them walk around freely they would fall to their violent nature. The Empire of Mori treats them as the lowest class of citizens with barely any rights and abused by the rich as cheap labor.   Free colonies of Orcs have been established in remote regions of the world. They try to free more of their brethren and others of the mistreated races. Sometimes resorting to violence to break into the cities of the other species.

Orc Traits

Size: Medium (about 6–7 feet tall)

Speed: 30 feet

As a Orc, you have these special traits.

Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.   Darkvision. You have Darkvision with a range of 120 feet.   Relentless Endurance. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.

Homebrew

Half-Orc

HUMANOID

Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human communities, sometimes form alliances. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud leaders of orc communities. Some venture into the world to prove their worth. Many of these become adventurers, achieving greatness for their mighty deeds.   Half-orcs exhibit a blend of orcish and human characteristics, and their appearance varies widely. Grayish skin tones and prominent teeth are the most common shared elements among these folk.

Half-Orc Traits

Size: Medium (about 5–7 feet tall)

Speed: 30 feet

As a Half-Orc, you have these special traits.

Darkvision. Thanks to your orc blood, 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.   Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.   Skill Versatility. You gain one additional skill of your choice.

Mordenkainen Presents: Monsters of the Multiverse

Tabaxi

HUMANOID

Tabaxi’s appearance is as varied as their attitudes. Some tabaxi have features or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences—or might even be hairless!

Tabaxi Traits

Size: Medium (about 5–7 feet tall) or Small (about 2–4 feet tall)

Speed: 30 feet

As a Tabaxi, you have these special traits.

Natural Climber. Your climbing speed is equal to your walking speed.   Cat’s Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.   Cat’s Talent. You have proficiency in the Perception and Stealth skills.   Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.   Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

Mordenkainen Presents: Monsters of the Multiverse

Kenku

HUMANOID

Feathered folk who resemble ravens, kenku are blessed with keen observation and supernaturally accurate memories. None of them can remember the origin of the first kenku, however, and they often joke that there are as many kenku origin stories as there are kenku. Some of them paint their genesis as a curse, being a flightless bird people doomed to mimic other people’s creations. Other kenku recite cryptic but beautiful poems about their advent being a blessed event in which they were sent into the multiverse to observe and catalog its many wonders.   Whatever their true origin, kenku are most often found in the Shadowfell and the Material Plane, and they tend to have the coloration typical of ravens.

Kenku Traits

Size: Medium (about 5–7 feet tall) or Small (about 2–4 feet tall)

Speed:

As a Kenku, you have these special traits.

Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.   Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.   Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Mordenkainen Presents: Monsters of the Multiverse

Kobold

DRAGONIC

Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ancestry in the glint of their scales and in their roars. Legends tell of the first kobolds emerging from the subterranean lairs of the earliest dragons.   Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed, their cry resonates with draconic power.

Kobold Traits

Size: Small (about 2–4 feet tall)

Speed: 30 feet

As a Kobold, you have these special traits.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.   Draconic Cry. As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Kobold Legacy. Kobolds’ connection to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold:   Craftiness. You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival.   Defiance. You have advantage on saving throws to avoid or end the frightened condition on yourself.   Draconic Sorcery. You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).

Mordenkainen Presents: Monsters of the Multiverse

Goblin

FEY

A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don’t remember the fey realm they inhabited before Maglubiyet’s rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods.

Goblin Traits

Size: Small (about 3–4 feet tall)

Speed: 30 feet

As a Goblin, you have these special traits.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.   Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.   Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.   Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Mordenkainen Presents: Monsters of the Multiverse

Bugbear

FEY

Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for lurking just out of sight, and many of them have sneaked away from that god’s influence.

 

They are long of limb and covered in coarse hair, with wedge-shaped ears and pointed teeth. Despite their formidable build, bugbears are quiet skulkers, thanks to a fey magic that allows them to hide in spaces seemingly too small for them.


Bugbear Traits

Size: Medium (about 5–7 feet tall)

Speed: 30 feet

As a Bugbear, you have these special traits.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.   Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.   Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.   Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Sneaky. You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature.   Surprise Attack. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.

Mordenkainen Presents: Monsters of the Multiverse

Harengon

FEY

Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.

Harengon Traits

Size: Medium (about 5–7 feet tall) or Small (about 2–4 feet tall)

Speed: 30 feet

As a Harengon, you have these special traits.

Hare-Trigger. You can add your proficiency bonus to your initiative rolls.   Leporine Senses. You have proficiency in the Perception skill.   Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you’re prone or your speed is 0.   Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mordenkainen Presents: Monsters of the Multiverse

Firbolg

FEY

Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs’ souls. Centuries later, that magic still thrums inside a firbolg, even one who has never lived under the boughs of a great forest.   A firbolg’s magic is an obscuring sort, which allowed their ancestors to pass through a forest without disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can communicate with flora and fauna.   Firbolgs can live up to 500 years.

Firbolg Traits

Size: Medium (about 6–8 feet tall)

Speed: 30 feet

As a Firbolg, you have these special traits.

Firbolg Magic. You can cast the detect magic and disguise self spells with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.   Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).   Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Homebrew

Nac Mac Feegle

FEY

Known to themselves as The Wee Free Men, are a clan of hard-drinking, sheep-stealing, sword-wielding, Fey who are as fierce and proud as they are afraid of lawyers. Small like fairies but flightless and often covered in blue tattoos and red hair.

Nac Mac Feegle Traits

Size: Tiny (about 6 inches tall)

Speed: 30 feet

As a Nac Mac Feegle, you have these special traits.

Camouflage. Pictsies can drop out of notice into the background. As long as you remain motionless, you have Advantage on Stealth (Dexterity) Checks to Hide.

Stun Resistance. You have Advantage on saving throws against being Stunned.

Unprecedented Strength. You count as two sizes larger when determining your jump range, carrying capacity and the weight you can push, drag, or lift. Your maximum Strength score increases by 2.

Pictsie Headbutt. When you have an enemy grappled you can make a headbutt attack using an Attack. Melee Attack, reach 2.5 ft, one target. Hit: 1d4 + Strength modifier bludgeoning damage.
A number of times equal to your Proficiency Bonus per long rest you can make it a stunning blow. The creature has to make a (DC8 + Strength Modifier + Proficiency) Constitution saving throw or the creature is Stunned until the end of your next turn. You can do this once per turn.

Crawstep. From 8th level, a Pictsie can find a way in anywhere, even a dream. A single Pictsie may use the crawstep to travel to an adjacent plane. This effect works like the spell plane shift with the following exceptions: it only affects the Pictsie the Pictsie can only carry up to 10 lbs. of matter that matter may be anyone in the Pictsies' clan as long as they are a born member or honorary, as declared by a kelda it must be to a neighboring plane (from the Material plane, that means Shadowfell, Feywild, Ethereal, or Astral Planes) they must have unfettered feet movement ("It's all in the twist of the ankle, ye ken") They never use the crawstep to take a shortcut through the Material Plane. For that, they assure others, they have "feets".

After using your crawstep, you can't use it again until you complete a long rest.

Mordenkainen Presents: Monsters of the Multiverse

Shifter

HUMANOID

Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape, but they can temporarily enhance their animalistic features by entering a state they call shifting.   Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.

Shifter Traits

Size: Medium (about 5–7 feet tall) or Small (about 2–4 feet tall)

Speed: 30 feet

As a Shifter, you have these special traits.

Bestial Instincts. Channeling the beast within, you have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival.   Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.   Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Whenever you shift, you gain an additional benefit based on one of the following options (choose when you select this race):
  • Werewolf. When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Weredog. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.
  • Werebear. You gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class.
  • Wererat. While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.

Homebrew

Sharkkin

HUMANOID

A subspecies of Shifter that have been were-touched by magical corruption of shark in the ocean. Sometimes called weretouched as their condition can be caused by lycanthropy either full or partial.   Sharkkin cannot shift fully into the form of a shark but can change their features to resemble them closely with a wide toothy shark snout, a fin and webbed fingers and toes. They can swim swiftly and breathe underwater.   Their normal form resembles a bulky human with a shark-like face, black eyes, pointed snout and scaly skin.

Sharkkin Traits

Size: Medium

Speed: 30 ft

As a Sharkkin, you have these special traits.

Bestial Instincts. Channeling the beast within, you gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival.   Sea Beast. You have a swim speed equal to your walking speed and you can breathe underwater normally.   Darkvision. You have Darkvision with a range of 60 feet.   Shifting. As a Bonus Action, you can shape-shift to assume a more bestial appearance. This transformation lasts for 1 minute or until you revert to your normal appearance as a Bonus Action. When you shift, you gain Temporary Hit Points equal to 2 times your Proficiency Bonus. You can shift a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.   Whenever you shift, you gain the benefit of:   Shark-teeth. When you shift and as a Bonus Action on your other turns while shifted, you can use the rows of sharp teeth to make an Unarmed Strike. If you hit with this Unarmed Strike and deal damage, you can deal Piercing damage equal to 1d6 plus your Strength modifier, instead of the normal damage of an Unarmed Strike.

Spelljammer: Adventures in Space

Thri-Kreen

MONSTROSITY

A thri-kreen resembled a giant praying mantis, bipedal and standing 4.5–7 feet (1.4–2.1 meters) high and weighing 100–375 pounds (45–170 kilograms a full-grown adult averaged at 6 feet (1.8 meters) and 200 pounds (90 kilograms). They had exoskeletons over their entire bodies. They had six limbs protruding from their thorax: two for walking and four for use as arms, ending in four-fingered claw-like hands capable of tool- and weapon-use. Their insectoid heads had two black, multi-faceted compound eyes; two small antennae sprouting from the top; and a complex jaw structure with large sharp mandibles. It was extremely difficult to distinguish the males and females.

 

The carapace of a thri-kreen was typically a sandy yellow in hue, but could vary from a sandy brown to a pale green color, as best suited the environment. This enabled thri-kreen to blend in with the dry savannas and grasslands they dwelled in.

 

Thri-kreen wore little to no clothing or armor. Instead, they wore only simple leather belts, harnesses, or slings to hold their food, equipment, and weaponry, and only as much as they needed. They did not make or wear any kind of adornments.


Thri-Kreen Traits

Size: Medium (about 5–7 feet tall) or Small (about 2–4 feet tall)

Speed: 30 feet

As a Thri-Kreen, you have these special traits.

Chameleon Carapace. While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.   As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.   Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.   Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.   Sleepless. You do not require sleep and can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.   Thri-kreen Telepathy. Without the assistance of magic, you can’t speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).

Mordenkainen Presents: Monsters of the Multiverse

Tortle

HUMANOID

Tortles have a saying: “We wear our homes on our backs.” These turtle folk live on many worlds, most often journeying up and down coasts, along waterways, and across the sea. Tortles don’t have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special feeling of security wherever they go, for even if they visit a far, unknown country, they have a place to lay their heads.

Tortle Traits

Size: Medium (about 5–7 feet tall) or Small (about 2–4 feet tall)

Speed: 30 feet

As a Tortle, you have these special traits.

Claws. You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.   Hold Breath. You can hold your breath for up to 1 hour.   Natural Armor. Your shell provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.   Nature’s Intuition. Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.   Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your 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.

Homebrew

Human Variant

HUMANOID

Humans that have other species in their ancestry or have been corrupted by magic.


Human Variant Traits

Size: Medium (about 5–7 feet tall) or Small (about 2–4 feet tall)

Speed: 30 feet

As a Human Variant, you have these special traits.

Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.   Skills. You gain proficiency in one skill of your choice.   Variant trait. Pick one trait from your ancestral species that they gain on 1st level. If the trait improves or changes at higher levels you don't get this benefit.

Homebrew

Human Variant - Pariah

HUMANOID

A human with Elven ancestry, however their blood is so deluded that they're no longer considered Half-Elf or Elven. They look human, can have any skin or hair color and can be thin or broad with slightly pointed ears or elongated eyes. Usually between 5 to 7 feet tall with men being slightly taller than women.   In the Kingdom of Therassia they're referred to as Pariahs as they bring shame to their noble houses and can be outcasts or hidden indoors out of the public's eyes. Most houses take care to maintain their bloodlines and ensure they keep procreating with full-blooded Elves to keep Half-Elven heirs as their house leaders.

Human Variant - Pariah Traits

Size: Medium (about 5–7 feet tall) or Small (about 2–4 feet tall)

Speed: 30 feet

As a Human Variant - Pariah, you have these special traits.

Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.   Skillful. You gain proficiency in one skill of your choice.   Elven Lineage. You gain one of the following traits based on your Elven blood:
  • Drow. You gain Darkvision with a range of 60 feet. You also know the Dancing Lights cantrip.
  • High Elf. You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.
  • Wood Elf. Your Speed increases to 35 feet. You also know the Druidcraft cantrip.
  • Shadar-Kai. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Astral. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious.   Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.


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