D&D Races

Last 3 Edits


April 1st, 2016. Changed the Dwarf entries that appeared in Children of the Earth En5ider article. I kept our original Obsidians (though changed name to Volcano - should not have a problem as they are nothing like those in the article), even though I am not in love with the lunge ability I went with the Flints/Wilds from article, and used Jade dwarf from article with a little extra. ;)
Feb 26th, 2016. Removed references to Flaws - changed to Drawbacks only.

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  1. Aasimar - Angel-Blooded, Archonborn, Musetouched, Guardinalkin
  2. Aqualish - Aquala, Quara, Ualaq
  3. Birdfolk - Aarakocra, Harkrinn, Ibisil, Kenku, Tengu, Vulkrar
  4. Canisaran - Badlands, Frontier, Jungle, Northern, Plains, Sibeccai
  5. Catfolk (Felisian) - Litorian (Lionfolk), Rakasta, Theran (Leopardfolk), Tigran (Tigerfolk)
  6. Dragonborn - Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, White
  7. Dwarf - Celestial, Deep, Frost, Hill, Mountain, Volcano, Wild
  8. Elf - Dark (Drow), High, Wood
  9. Genasi - Air, Earth, Fire, Metal, Water
  10. Giant-Kin - Ceremonial, Goliath, Half-Giant
  11. Gith - Githyanki, Githzerai
  12. Gnome - Deep, Forest, Tinker, Fey
  13. Half-Elf -
  14. Half-Orc -
  15. Halfling - Lightfoot, Stout
  16. Human -
  17. Minotaur - Reaver, Savage
  18. Nautolan -
  19. Shardmind -
  20. Ursus -
  21. Warforged - Scout, Tank
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ALL RACES

Descriptions

This page does not include societal and cultural descriptions. They will be included on the individual settings sites, as they describe how each race fits into that particular world. This page is for rules only.

Extra Features

The races written up here have extra features than what you might see in the PHB and other 5E sources. This is for a number of reasons, but the main two are: we have always had these features no matter what system we used and wanted them represented here (like the dwarven Sturdy feature); and to account for the fact we have drawbacks for each race.

Proficiencies

The races below have a little more customisation regarding proficiencies. If another source grants a race starting proficiencies, especially weapons and tools, we have rolled them into one list, sometimes adding other appropriate proficiencies and then allowing the player to choose from that list. Reasons for this: we have weapon groups (see the Equipment Page); it allows for a little more customisation; races have drawbacks and to help accommodate this each race tends to get an extra proficiency to choose to compensate.

Drawbacks

Races are also defined by their flaws and weaknesses, as well as their strengths. Much of what we have below was inspired by our racial write-ups for our Bashed & Borrowed system. If a race starts with a drawback they do not gain any extra proficiencies or feats to offset this. If a race starts with a minor drawback, they still get the full benefits of a major if the upgrade to the major drawback. (These drawbacks can be bought off with a GM's permission. Cost is 1 proficiency for a minor drawback. A major drawback can be reduced to a minor version by paying 2 proficiencies. (Full details on the Drawbacks Page).

New Races

We not only have modified races from the core books, but a number of conversions from various editions of D&D and even some from other games. Furthermore, we have included several of our own creations (mostly from our Kage Campaign Setting).

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AASIMAR

Aasimar1

Draft
Aasimar are celestial plane-touched, and as a result are often champions of good. They were introduced to the Planescape Setting as the good version of the tiefling. They can be found in the 3E Races of Destiny. They on on page 286 of the 5th Edition Dungeons & Dragons - Dungeon Master's Guide as a sample race. I have used that template, but have included different subraces to reflect the different heritages one could have, much like the Pathfinder version that can be found here. I am not yet sure whether some of these 'races/creatures' will make it into the 5E game, but that is not important - granting some subraces adds variety - and an aasimar may not even be aware of where their bloodline lies.

Not all aasimar need to have humans as their mortal side either. It would be easy enough, with the GM's permission to combine this race with the core features of another race. The main thing to watch for is ability score bonuses - there still should only be increases to two of them.

Aasimar Traits

  • Ability Score Increase. Your Charisma score increases by 2.
  • Languages. Common and Celestial.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Aasimar Drawbacks

None?

Common Aasimar Subraces

Subraces for aasimar reflect different heritages. Below are some of the more likely heritages, but there are many more possibilities.

ANGEL-BLOODED

You have the blood of the agents of the good deities. Angels are sent as messengers and to deal divine wrath to evil mortals, and those aware of their bloodline, often act in a similar manner. Also known as Angelkin.

Angel-Blooded Traits

  • Ability Score Increase. Your Strength score increases by 1.
  • Angelic Resistance. You have resistance to radiant damage.
  • Bonus Proficiencies. You can choose 1 proficiency from: Insight, Intimidation, Perception, Persuasion, Hammers & Maces (Simple + Martial), Long Blades (Simple + Martial).
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Thanks to your celestial bloodline, you have superior vision in dark and dim conditions.
  • Angelic Legacy. You know the blade ward and message cantrips. Once you reach 3rd level, you can cast branding smite as a 2nd level spell once with this trait, and you regain the ability to do so once you finish a long rest. Once you reach 5th level, you can cast the cure wounds as a 3rd level spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Driven. You have advantage on saving throws versus the charmed condition.

Angel-Blooded Drawbacks

  • Honourable (Minor). Deceit is not a trait you possess.
  • Haughty (Minor) OR Loyal (Minor). Your bloodline can manifest in a number of ways. Some let their noble celestial heredity go to their heads; others take on the responsibility of protecting others.

Aasimar2

ARCHONBORN

You have the blood of the lawful good paragons of the Seven Heavens. Also known as Archon-Blooded or Lawbringers.

Archonborn Traits

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Bonus Proficiencies. You can choose 1 proficiency from: Arcana, Perception, or Persuasion.
  • Heavenly Resistance. You have resistance to lightning and radiant damage.
  • Archon Legacy. You know the light cantrip. Once you reach 3rd level, you can cast bane as a 2nd level spell once with this trait, and you regain the ability to do so once you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Archonborn Drawbacks

  • Honourable (Minor). You generally act in a respectful manner.
  • Cautious (Minor) OR Loyal (Minor). You rarely rush in, especially taking others into a bad situation, and you do no leave allies or good people behind.

MUSETOUCHED

You have the blood of the fey-like chaotic good celestials known as eladrin (or azata in the Pathfinder RPG). Also known as Azata-Blooded or Eladrin-Blooded. CNOTE: I am not sure where the 'old' eladrin will fit in. In 4E, these were more equivalent to the archfey and I think I like that view better. So perhaps these guys 'are' fey.

Musetouched Traits

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Bonus Proficiencies. You can choose 1 proficiency from: Arcana, Deception, Perception, Perform, Persuasion, Stealth or one musical instrument group.
  • Eladrin Resistance. You have resistance to cold, lightning and radiant damage.
  • Eladrin Legacy. You know the friends cantrip. Once you reach 3rd level, you can cast the alter self and faerie firespells once each with this trait, and you regain the ability to do so once you finish a long rest. Once you reach 5th level, you can cast the tongues spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic cannot put you to sleep.

Musetouched Drawbacks

  • Insensitive (Minor). You are typically flighty and have an otherworldly view.

GUARDINALKIN

You have the blood of the peaceful, intelligent animal-like guardians of good. Guardinals are typically neutral good and of calm disposition. Also known as Agathion-Blooded or Idyllkin. (Guardinals are known as Agathions in the Pathfinder RPG.)

Guardinalkin Traits

  • Ability Score Increase. Your Constitution score increases by 1.
  • Bonus Proficiencies. You can choose 1 proficiency from: Animal Handling, Arcana, Nature, Perception, or Survival.
  • Celestial Resistance. You have resistance to cold, lightning and radiant damage.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Thanks to your beast-like celestial bloodline, you have superior vision in dark and dim conditions.
  • Guardinal Legacy. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the speak with animals spell once with this trait, and you regain the ability to do so once you finish a long rest.
  • Natural Resilience. You have advantage on saving throws versus poison, and resistance against poison damage.

Guardinalkin Drawbacks

  • Dullard (Minor). Guardinalkin view the world differently and are not as sharp or knowledgeable as other people.

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AQUALISH

Draft
These are an aquatic race from the Star Wars setting. You can see the Alien Anthology from Star Wars d20 and they are also written up in the back of the Saga Edition book. I am a fan of adapting races/species from other settings and I have used the Aqualish before, such as in the Summer Isles Setting. There are 2 minis that can easily be used in a fantasy campaign (a roguish-looking guys with a dagger and a wizardy one with a staff), and I made another by removing a blaster and adding a sword. The 3 subraces of aqualish (if you use them) do not like each other.

Aqualish Traits

  • Ability Score Increase. Your Constitution score increases by 2.
  • Amphibious. Aqualish can breathe air and water.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Endurance, Insight, Intimidation, Perception.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Your large, dark eyes have adapted to the dim conditions of the deeps.
  • Languages. Common, Aquan.
  • Swim. You also have a swim speed of 30ft.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Aqualish Drawbacks

  • Belligerent (Major). It is customary and expected social behaviour for an Aqualish to be pushy and forceful upon first meeting others.
  • Outsider (Minor). Applies to all non-aquatic encounters.

Aqualish Subraces

AqualishUalaq

AQUALA

Aquala Traits

  • Improved Swim Speed. Your swim speed increases to 40ft. Aquala have fins instead of hands.
  • Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Aquala Drawbacks

  • Fins (Major). This is the same as the All-Thumbs flaw. Aquala do not have hands and find it difficult manipulating most items.

QUARA

Quara Traits

  • Swamp Born. You ignore movement penalties for swamp and marsh difficult terrain.
  • Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Quara Drawbacks

  • Cocky (Minor). The Aquala despise the Quara for giving all Aqualish a reputation as thugs. As a Quara, you have a very forceful personality.

UALAQ

Ualaq Traits

  • Exceptional Vision. You have advantage on Wisdom (Perception) checks that involve sight. You have 4 highly-adapted eyes with separate eyelids for light an dark conditions.
  • Athletic. You can add Athletics to the options for bonus proficiencies above. Time spent in caves and the forests means the Ualaq have a higher percentage of good climbers.

Ualaq Drawbacks

  • Soft-Skin (Major). The Ualaq's aquatic skin has become more amphibian-like, and without the pressure of the deeps has become a vulnerability.

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BIRDFOLK

Draft
There have been many different types of birdfolk throughout many editions of D&D. Here they are grouped together, with subraces distinguishing the various types.

Birdfolk Traits

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Avian Affinity. You have advantage on all Wisdom (Animal handling) rolls with avian beasts.
  • Exceptional Eyesight. You have advantage on all Wisdom (Perception) checks involving sight and can see twice as far as a human.
  • Languages Auran and Common.
  • Natural Weapons. Birdfolk have sharp beaks and legs end in sharp talons. These can be used as natural weapons, dealing 1d4 slashing damage. (You are not proficient in the use of these weapons unless you take the Natural Weapons Group proficiency).
  • Size. Medium.

Birdfolk Drawbacks

  • Brittle Bones (Major). To enable flight, birdfolk have hollow or light bones.

Common Birdfolk Subraces

Aarakocra

AARAKOCRA

This subrace has been a staple of D&D for many editions. They have ties to the Elemental Plane of Air and are detailed in Wizards of the Coast's Elemental Evil Player's Guide. In older editions of D&D their hands/claws were part of their wings. In 5E they have a separate pair of arms, making them the same as harkrinns in appearance. The two may have been the same subrace, with harkrinns having lost their touch with the Elemental Plane of Air.

Aarakocra Traits

  • Ability Score Increase. Your Dexterity score increases by 2.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Nature, Perception, Survival, Natural Weapons, or Spears (Simple).
  • Flight. Your wings are fully functional and you have a flying speed of 50 feet. You cannot fly whilst wearing medium or heavy armor or carrying a heavy load.
  • Wings. For a birdfolk's wings to be able to function, they must have a number of feet equal to their height free on both sides of them. If their wings can be used a birdfolk gains advantage on Strenght (Athletics) checks made to jump, can ignore falling damage, or glide forward 2 feet for every 1 foot descended.
  • Speed. Base speed is 25 feet. Due to the time they spend in flight, aarakocra tend to have awkward gaits.

Aarakocra Drawbacks

  • Dullard (Minor) OR Frail (Minor) OR Weak (Minor). There is not a real standard weakness across all aarakocra, though each of these are common enough.
  • Aversion (Minor). Applies when interacting with creatures of the earth (typically those native to the Elemental Plane of Earth and/or speak Terran).
  • Fear of Confinement (Racial Minor). After spending 1 hour under the earth you must make a Wisdom DC 12 saving throw. On a success, you cope until your next long rest. On a failure, you lose your nerve and make all checks and attacks with disadvantage until you complete a long rest. This save must be repeated following every long rest if you remain below ground.
  • Outsider (Minor). Aarakocra are literally outsiders, being native to the Plane of Elemental Air. They think very differently to ground-dwelling humanoids and feel nothing but pity for those unable to fly.
  • Wings (Minor Racial). Disadvantage on Strength (Athletic) checks made to swim. Wings can also be a hindrance for some other activities.
Harkrinn

HARKRINN

This subrace represents any hawk or eagle-like birdfolk. They are a creation from Kage where they serve as a guardian race and are known to be proud with strong sense of honor and the divine. They are distinguished from aarakocra by their larger size and different outlook, though they may have once been members of the same race.

Harkrinn Traits

  • Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score increases by 1 (for a total of +2).
  • Bonus Proficiencies. You can choose 2 proficiencies from: Endurance, Insight, Intimidation, Perception, Religion.
  • Wings. For a birdfolk's wings to be able to function, they must have a number of feet equal to their height free on both sides of them. If their wings can be used a birdfolk gains advantage on Strength (Athletics) checks made to jump, can ignore falling damage, or glide forward 2 feet for every 1 foot descended. (Harkrinns can take a racial feat to gain flight).
  • Speed. Base speed is 30 feet.

Harkrinn Drawbacks

  • Dullard (Minor) OR Frail (Minor) OR Weak (Minor). There is not a real standard weakness across all harkrinns, though each of these are common enough.
  • Honorable (Minor). Harkinns pride themselves on their noble bearing and honourable behaviour. Although they may come across as aloof initially, they are actually very accepting of other races and enjoy conversation and song.
  • Aversion (Minor). Applies to snake-like beasts and when interacting with serpentfolk such as serpentine/yuan-ti.
  • Wings (Minor Racial). You have disadvantage on Strength (Athletic) checks made to swim. Wings can also be a hindrance for some other activities.

Harkrinn Racial Feats

  • Flight. Harkrinns can gain the flight feature of aarakocra as a feat. This feat also grants +1 Dexterity.

IBISIL

This subrace represents any ibis or heron-like birdfolk. They are a creation from Kage where they serve as a guardian race and are known for their love for knowledge and studious ways. Of particular note is the lack of wings on the ibisil.

Ibisil

Ibisil Traits

  • Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score by 1 (for a total of 2).
  • Bonus Proficiencies. You can choose 4 proficiencies from: Arcana, History, Investigation, Medicine, Nature, Religion, calligrapher's supplies, weaver's tools, herbalism kit or oared vehicles.
  • Water Born. You ignore movement penalties for wading through water and moving through swamp and marsh terrain.
  • Speed. Base speed is 25 feet.

Ibisil Drawbacks

  • Armor Avoidance (Minor racial). You must forfeit any starting proficiencies in medium or heavy armor granted by class. You can gain proficiency in them through other means, but armor is typically too heavy for your frail frame and is uncomfortable over your feathers and sensitive shoulder nodules.
  • Frail (Minor). All ibisils are slight of build, with very thin and easily broken limbs.
  • Weak (Minor). Ibisils have little strength and are on the shorter end of Medium size.

KENKU

This subrace of scheming sneaks able to imitate sound have also been in the D&D game for a long time. Kenku can represent any cross with smaller birds. Kenku and tengu may even be different spectrums of the same 'race'.

Kenku

Kenku Traits

  • Ability Score Increase. Your Dexterity score increases by 2.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Investigation, Perception, Sleight of Hand, Stealth, Streetwise, Short Blades (Simple), or any gaming group
  • Ambusher. You have advantage on attack rolls against any creature that you surprise.
  • Mimicry. You can mimic any sound you have heard, including voices. A creature that hears the sounds can tell if they are imitations by opposing your Charisma (Deception) check with a Wisdom (Insight) check. You gain proficiency in the Deception skill, and when you are able to use sounds, you add twice your proficiency bonus to any Charisma (Deception) check that you make.
  • Speed. Base speed is 30 feet.

Kenku Drawbacks

  • Dullard (Minor) OR Frail (Minor) OR Weak (Minor). There is not a real standard weakness across all kenku, though each of these are common enough.
  • Outsider (Minor). Even though they live in urban areas, kenku tend to gather in ghettos and are generally not trusted by other citizens. The kenku's 'speech' can also be very off-putting to others.
  • Weak-Willed (Major). Kenku tend to be followers and are easily led into trouble.

TENGU

Tengu are a crow-like race common to Oriental settings. There are several takes on tengu; several consider them fickle, covetous and even scavengers. These are better represented by using the kenku features above. The tengu below are the mysterious, reclusive race that devote themselves to their studies, be it sword mastery, philosophy or magic. They do consider themselves superior to most beings, but once outsiders prove themselves worthy, tengu can become loyal and trusted allies (and often teachers).

Tengu

Tengu Traits

  • Ability Score Increase. Your Dexterity score increases by 2.
  • Bonus Proficiencies. You can choose 1 proficiency from: Insight, Intimidation, Perception, Persuasion, Long Blades (Simple), Short Blades (Simple) or calligraphy supplies.
  • Mimicry. You can mimic any sound you have heard, including voices. A creature that hears the sounds can tell if they are imitations by opposing your Charisma (Deception) check with a Wisdom (Insight) check. You gain proficiency in the Deception skill, and when you are able to use sounds, you add twice your proficiency bonus to any Charisma (Deception) check that you make. Although tengu have this ability, they rarely try to deceive honourable creatures.
  • Tengu Magic. You know the minor illusion cantrip. When you reach 5th level, you choose two of the following spells: alter self, invisibility, mirror image, thunderwave. You can cast each of these chosen spells once as 2nd level innate abilities requiring no material components day. You must complete a long rest before you can cast these spells again. Charisma is your casting ability for these spells.
  • Flight. Your wings are fully functional and you have a flying speed of 40 feet. You cannot fly whilst wearing medium or heavy armor or carrying a heavy load.
  • Wings. For a birdfolk's wings to be able to function, they must have a number of feet equal to their height free on both sides of them. If their wings can be used a birdfolk gains advantage on Strength (Athletics) checks made to jump, can ignore falling damage, or glide forward 2 feet for every 1 foot descended.
  • Speed. Base speed is 30 feet.

Tengu Drawbacks

  • Frail (Minor). Tengu are slight of build.
  • Haughty (Minor). Tengu initially come across as very proud and remain so until others prove themselves as equals in honor.
  • Honor-Bound (Minor). Although tengu have the means to deceive, they are not very good with deceptive actions other than their mimicry. The penalty to Charisma (Deception) checks does not apply when they are using mimicry.
  • Outsider (Minor). Tengu live isolated lives and others tend to be wary around them.
  • Wings (Minor Racial). You have disadvantage on Strength (Athletic) checks made to swim. Wings can also be a hindrance for some other activities.
Corby

VULKRAR

There have been several takes on vulturefolk from vulchlings and the magical nagpas, both from early editions of D&D. (The tengu subrace would be a better representation of the nagpas). Dire corbies have also been used to represent vulturefolk with no wings. They are a strong, aggressive, underground dwelling race. The entry below is based more upon this latter subrace. Vulkrar have a greater scent sense than other birdfolk and are capable of eating rotten meat.

Vulkrar Traits

  • Ability Score Increase. Your Constitution score increases by 2.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Athletics, Endurance, Intimidation, Perception, Stealth or Survival.
  • Carrion Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Many flocks of vulkrar have adapted to a life fully lived underground.
  • Natural Weapon Group Proficiency. All vulkrar begin proficient in using their natural weapons. They actually enjoy pecking at their enemies.
  • Screech. As a bonus action, you can screech to apply your Charisma (Intimidate) check to all enemies within 30-foot-radius-burst. (The DM can have enemies make Wisdom saves vs your check. If they fail they will not approach you, and act like turned undead under cleric. If they fail by 5 or more they are frightened. Affected creatures can end either condition with a save at the end of each of their turns. If a creature's saving throw is successful or the effects end for it, the creature is immune to your screech for the next 24 hours).
  • Speed. Base speed is 30 feet.

Vulkrar Drawbacks

  • Anti-Social (Minor). Vulkrar have enough difficulty relating to each other, let alone others.
  • Belligerent (Minor). Vulkrar are aggressive in all interactions.
  • Dullard (Minor). Vulkrar are not known for their intellectual processing. They learn by experiencing.
  • Primitive (Minor). Vulkrar do not craft and rarely even use weapons. They are scavengers.

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CANISARAN

FrontierCanisaranShaman

Draft
Canisarans were my first fully developed race and were one of the main starters for the world of Kage. My love of Native American culture manifested in this race and the canisarans are a communal/pack culture that live very close to nature (and ideas were sparked by the accompanying picture by Parkinson). Given canisarans have such a long-standing importance to many of our campaigns I have decided to convert them. In our setting Kage, we had many initial subraces. Below I have divided these according to their general homeland. (See the document outlining canisaran society attached to Files below. It was written for 3E, but has all the cultural information).

Canisaran Traits

  • Ability Score Increase. Your constitution score increases by 2.
  • Canine Affinity. You have advantage on all Wisdom (Animal handling) rolls with canine beasts.
  • Howl. As a bonus action, you can howl to apply your Charisma (Intimidate) check to all enemies within 30-foot-radius-burst. (The DM can have enemies make Wisdom saves vs your check. If they fail they will not approach you, and act like turned undead under cleric. If they fail by 5 or more they are frightened. Affected creatures can end either condition with a save at the end of each of their turns. If a creature's saving throw is successful or the effects end for it, the creature is immune to your howl for the next 24 hours).
  • Keen Senses. You have proficiency in the Perception skill. You have sharp eyesight and sensitive hearing. Also, due to your keen smell, you do not take poor vision penalties when tracking.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Canisaran Drawbacks

  • Anti-Social (Minor) OR Dullard (Minor). Many canisarans simply have trouble relating to others and do not care for formal learning or value knowledge that has nothing to do with survival or of immediate benefit.
  • Aversion (Minor racial). Applies to feline beasts and when interacting with therans, wemics and other intelligent catfolk.

Optional Canisaran Drawback

  • Oath of the Ancestors (Major). (You gain the full benefits for choosing this flaw). You avoid weapons, armors and tools made of metal. Effectively all weapons gain the Fragile property and you cannot wear metal armors or take proficiency in most tool kits and vehicles. (In a more 'modern' setting, like Deadlands, metal melee weapons are okay, but you cannot use firearms, etc).

Common Race Subraces

BADLANDS CANISARAN

Badlands Canisaran Traits

  • Bonus Proficiencies. You can choose 3 proficiencies from: Acrobatics, Animal handling, Athletics, Endurance, Intimidation, Stealth, Survival, or Bows (Simple).
  • Desert Born. You ignore movement penalties for rocky or sandy difficult terrain. You're naturally adapted to extreme heat, as described in chapter 5 of the Dungeon Master's Guide.
  • Languages. Canisaran and 1 other.

Badlands Canisaran Drawbacks

  • Armor Avoidance (Minor racial). You must forfeit any starting proficiencies in medium or heavy armor granted by class. You can gain proficiency in them through other means, but armor is uncomfortable and typically not worn by canisarans.
  • Illiterate (Minor). Canisarans do not typically have a written tradition.
  • Outsider (Minor). Canisarans have trouble relating to anyone that has not grown up in the wild.
  • Primitive (Minor). Canisarans use what is available in their environment to craft their equipment.
NorthernCanisaran

FRONTIER CANISARAN

Frontier canisarans are more likely to come into contact with civilised races and often associate with wood elves.

Frontier Canisaran Traits

  • Bonus Proficiencies. You can choose 2 proficiencies from: Animal handling, Athletics, Stealth, Survival, Axes & Picks (Simple), Bows (Simple), Brawling (Simple), Clubs & Staffs (Simple), Spears (Simple).
  • Languages. Common, Canisaran, Elven.
  • Forest Born. You ignore movement penalties for forest difficult terrain.

Frontier Canisaran Drawbacks

  • Armor Avoidance (Minor racial). You must forfeit any starting proficiencies in medium or heavy armor granted by class. You can gain proficiency in them through other means, but armor is uncomfortable and typically not worn by canisarans.
  • Illiterate (Minor). Canisarans do not typically have a written tradition.
  • Outsider (Minor). Canisarans have trouble relating to anyone that has not grown up in the wild.

JUNGLE CANISARAN

Jungle Canisaran Traits

  • Bonus Proficiencies. You can choose 3 proficiencies from: Animal handling, Athletics, Endurance, Intimidation, Medicine, Religion, Survival, Blowguns (Simple), Bows (Simple), Brawling (Simple), Clubs & Staffs (Simple), Spears (Simple), or Vehicles (oared).
  • Forest Born. You ignore movement penalties for forest difficult terrain.
  • Languages. Canisaran and 1 other.

Jungle Canisaran Drawbacks

  • Armor Avoidance (Minor racial). You must forfeit any starting proficiencies in medium or heavy armor granted by class. You can gain proficiency in them through other means, but armor is uncomfortable and typically not worn by canisarans.
  • Outsider (Minor). Jungle canisarans treat anyone not from their settlement as enemies.
  • Primitive (Minor). Canisarans use what is available in their environment to craft their equipment.

NORTHERN CANISARAN

Northern Canisaran Traits

  • Bonus Proficiencies. You can choose 3 proficiencies from: Acrobatics, Animal handling, Athletics, Endurance, Survival, Bows (Simple), Spears (Simple), or Vehicles (oared).
  • Frost Born. You ignore movement penalties for snow and icy difficult terrain. You're also naturally adapted to cold climes, as described in chapter 5 of the Dungeon Master's Guide.
  • Languages. Canisaran and 1 other.

Northern Canisaran Drawbacks

  • Armor Avoidance (Minor racial). You must forfeit any starting proficiencies in medium or heavy armor granted by class. You can gain proficiency in them through other means, but armor is uncomfortable and typically not worn by canisarans.
  • Illiterate (Minor). Canisarans do not typically have a written tradition.
  • Outsider (Minor). Canisarans have trouble relating to anyone that has not grown up in the wild.
  • Primitive (Minor). Norther canisarans use what is available in their environment to craft their equipment.
Sibeccai

PLAINS CANISARAN

Plains Canisaran Traits

  • Bonus Proficiencies. You can choose 3 proficiencies from: Acrobatics, Animal handling, Athletics, Endurance, Intimidation, Stealth, Survival, Axes & Picks (Simple), Bows (Simple), Spears (Simple).
  • Saddle Born. ???
  • Languages. Canisaran and 1 other.

Plains Canisaran Drawbacks

  • Armor Avoidance (Minor racial). You must forfeit any starting proficiencies in medium or heavy armor granted by class. You can gain proficiency in them through other means, but armor is uncomfortable and typically not worn by canisarans.
  • Illiterate (Minor). Canisarans do not typically have a written tradition.
  • Outsider (Minor). Canisarans have trouble relating to anyone that has not grown up in the wild.
  • Primitive (Minor). Plains canisarans use what is available in their environment to craft their equipment.

SIBECCAI

This subrace is from Monte Cook's Arcana Unearthed. There they are civilised servants and soldiers for the ruling giants.

Sibeccai Traits

  • Bonus Proficiencies. You can choose 2 proficiencies from: Animal handling, Athletics, Intimidation, Stealth, Streetwise, Long blades (Simple + Martial).
  • Languages. Common and Giant.

Sibeccai Drawbacks

  • Arrogant (Minor). Does not apply to other sibeccai or giants.

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CATFOLK (Felisian)

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This entry can be used for the many catfolk that have appeared in various fantasy settings. This entry covers various types with the subraces indicating races that have appeared in specific settings, including our own Kage.

Catfolk Traits

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Your eyes amplify like a cat's giving you superior vision in dark and dim conditions.
  • Feline Affinity. You have advantage on all Wisdom (Animal handling) rolls with feline beasts.
  • Keen Senses. You have proficiency in the Perception skill. Catfolk have superior senses, including smell.
  • Natural Climbers: You have advantage on all Climb checks. Catfolk have capable claws and an uncanny ability to climb.
  • Natural Weapons: Catfolk arms end in retractable claws and they have sharp teeth, both of which can be used as natural weapons, dealing 1d4 slashing damage. (You are not proficient in the use of these weapons unless you take the Natural Weapons Group proficiency).
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Catfolk Drawbacks

  • Aversion (Minor). Applies to canine beasts and when interacting with canisarans, gnolls and other intelligent canine-folk.
  • Outsider (Minor). Catfolk have trouble relating to anyone that has not grown up in the wild.
  • Primitive (Minor). Catfolk are nomads and rarely stay in one place long enough to mine and set up forges.

Common Catfolk Subraces

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LITORIAN (Lionfolk)

Litorians are nomadic, honour-bound lion-folk from Monte Cook's Arcana Unearthed.

Litorian Traits

  • Ability Score Increase. Your Strength score increases by 1.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Animal Handling, Athletics, Intimidation, or Survival.
  • Languages. Litorian and Common.

Litorian Drawbacks

  • Honor-bound (Minor). Litorians have a deep sense of personal honor centered around the notion of being true to oneself. This typically includes avoiding savagery and the use of natural weapons.
  • Self-Centered (Minor). Litorians typically spend a lot of time focusing inward and can be a little unobservant of the actions of others.

RAKASTA

Rakasta are the typical dextrous catfolk from earlier editions of Dungeons & Dragons or the rakashans from Savage Worlds. They can be used to represent most small, agile cat anthropomorph. Rakasta was a common name used for this type of catfolk, I believe from Mystara originally. In our Kage setting they are known as khitsari.

Rakasta Traits

  • Ability Score Increase. Your Dexterity score increases by 1. (For a total of 2).
  • Bonus Proficiencies. You can choose 2 proficiencies from: Acrobatics, Animal Handling, Stealth, Survival or Natural Weapons.
  • Fleet of Foot. Your base walking speed increases to 40ft.
  • Languages. Felisian and Common.
  • Small Frame: You can choose to make climbing checks using Dexterity (Acrobatics) instead of using Strength (Athletics).

Rakasta Drawbacks

  • Dullard (Minor) OR Weak (Minor). Many rakasta lack the mental agility of other races and they are slight of build.
  • Illiterate (Minor). Catfolk do not typically have a written tradition.
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THERAN (Leopardfolk)

Therans are tougher leopard-like ones, known as loners with exceptional survival instincts (also created for Kage). Therans also suit anthropomorphic versions of pumas and jaguars.

Theran Traits

  • Ability Score Increase. Your Constitution score increases by 1.
  • Bonus Proficiencies. You can choose 3 proficiencies from: Acrobatics, Athletics, Intimidation, Nature, Stealth, Survival, or Natural Weapons.
  • Languages. Felisian and Common.

Theran Drawbacks

  • Anti-Social (Minor) OR Dullard (Minor). Therans are loners first and foremost and often do not have exposure to civilised learning.
  • Illiterate (Minor). Catfolk do not typically have a written tradition.

TIGRAN (Tigerfolk)

The stronger, tiger-like tigrans were developed for Kage and represent a real savage hunter-styled catfolk.

Tigran Traits

  • Ability Score Increase. Your Strength and Dexterity scores increase by 1. (For a total of 2 Dexterity).
  • Bonus Proficiencies. You can choose 3 proficiencies from: Acrobatics, Athletics, Intimidation, Stealth, Survival, Brawling (Simple) or Natural Weapons.
  • Languages. Felisian and Common.

Tigran Drawbacks

  • Anti-Social (Minor). Tigrans have trouble getting along with each other, let alone others.
  • Dullard (Minor) OR Insensitive (Minor). Tigrans rely on might to rule, not intelligence, and they care little for others.
  • Illiterate (Minor). Catfolk do not typically have a written tradition.
  • Mean (Minor). Tigrans have a savage streak.

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DRAGONBORN

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The information here represents the proud and honorable race of dragonborn from Dungeons & Dragons 4th & 5th Edition Player's Handbook (page 32). They also appear in 13th Age as Draconic/ Dragonspawn and as part of the Bashed & Borrowed house rules.

Dragonborn Traits

  • Ability Score Increase. +2 Strength, +1 Charisma.
  • Dragon Breath. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape and damage type of the exhalation (PHB p34). Creatures in your breath's path must save (DC 8+ your Constitution modifier + proficiency bonus.) A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
  • Damage Resistance. You have damage resistance to the damage type associated with your draconic ancestry.
  • Languages. Common & Draconic
  • Scaled Hide. When not wearing armor your AC is 13 + Dexterity modifier. While a Dragonborn's hide is supple it is still tougher than human skin.
  • Bonus Proficiencies. You can choose any 3 proficiency from: Athletics, History, Intimidation, Persuasion, Long Blades (Simple + Martial), Shields (Simple + Martial).
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Racial Drawbacks

  • Honorable (Minor). Dragonborn are noble and forthright.
  • Clumsy (Minor). A combination of their honourable nature, extra bulk and reptilian nature means that Dragonborn are often slow to act.

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DWARF

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Racial descriptions for typical dwarves can be found in many products. They on on page 18 of the 5th Edition Dungeons & Dragons - Player's Handbook.

Dwarves2

Dwarf Traits

  • Ability Score Increase. Your Constitution score increases by 2.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Accustomed to life underground, you have superior vision in dark and dim conditions.
  • Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Stonecunning. Whenever you make an Intelligence check relating to stonework, you are considered proficient in the appropriate skill and add double your proficiency bonus to the check, instead of any normal proficiency bonus.
  • Sturdy. You can use Constitution in place of Dexterity or Strength checks or saves to resist forced movement or being knocked prone. You can even make a saving throw when none is normally granted. If there is not already a DC, it is 10. On a success you do not fall prone or reduce the distance moved by 5ft. + 5ft for every 5 by which you beat the DC. You also ignore up to 10 feet of movement penalties due to armor or encumbrance.
  • Size. Medium.
  • Speed. Base speed is 25 feet. A dwarf's gait is slower than a human's but they can keep up with humans over a long distance.

Dwarf Drawbacks

  • Clumsy (Minor) OR Stubborn (Minor). With their sturdy build, dwarves are not as dextrous as others and many dwarves have a stubborn nature.

Common Dwarf Subraces

DEEP DWARF (Duergar)

On Kage these dwarves are known as Stone dwarves and make use of the non-magical option presented.

Deep Dwarf Traits

  • Ability Score Increase. Your Strength score increases by 1.
  • Bonus Proficiencies. You can choose 3 proficiencies from: Endurance, Perception, Stealth, Axes & Picks (Simple + battleaxe), Hammers & Maces (Simple + warhammer), Shields (Simple + Martial), Spears (Simple), smith's tools, brewer's supplies, or mason's tools.
  • Duergar Magic. When you reach 3rd level, you can cast the enlarge spell once per day. When you reach 5th level, you can also cast the invisibility spell once per day. Charisma is your casting ability for these spells. (If you want to play a 'non-magical' deep dwarf, improve the Mind Fortress trait below to include all magic).
  • Languages. Undercommon and Dwarvish.
  • Mind Fortress. You have advantage on all Intelligence, Wisdom and Charisma saving throws to resist the charmed and paralyzed conditions.
  • Superior Darkvision. Your darkvision has a radius of 120 ft.

Deep Dwarf Drawbacks

  • Outsider (Minor). Duergar are reclusive at best, but more likely hostile.
  • Sunlight Sensitivity (Major). Your senses and skin have adapted to a life underground.

CELESTIAL DWARF

This subrace represents an aasimar-styled dwarf. In the Kage setting they are green-skinned and known as Jade Dwarves.

Celestial Dwarf Traits

See the jade dwarf in the En5ider article Children of the Earth with the following adjustments:

  • Bonus Proficiencies. You can choose 4 proficiencies from: Endurance, Axes & Picks (Simple + battleaxe), Crossbows (Simple + Martial), Hammers & Maces (Simple + warhammer), Long Blades (Simple), Shields (Simple + Martial), Short Blades (Simple), Siege Engines (Simple + Martial), smith's tools, or mason's tools.
  • Languages. Common and Dwarvish.
  • Steadfast. You have advantage on saving throws versus the frightened condition.

Celestial Dwarf Drawbacks

  • Honorable (Minor). Hill dwarves have a lot of racial pride to uphold.
  • Loyal (Minor). The bravery and steadfastness of these dwarves is legendary.

FROST DWARF

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Frost Dwarf Traits

  • Bonus Proficiencies. You can choose 4 proficiencies from: Endurance, Survival, Light armor, Medium armor (requires light armor first), Axes & Picks (simple + battleaxe and warpick), Hammers & Maces (Simple), Shields (Simple + Martial) smith's tools, ice-carver's tools or mason's tools.
  • Cold Resilience. You have advantage on saving throws versus cold attacks and have resistance to cold damage.
  • Frost Born. You're also naturally adapted to cold climes, as described in chapter 5 of the Dungeon Master's Guide. Also, when traveling through or leading others through terrain affected by snow or ice, your overland travel rate is not slowed. Furthermore, you have advantage on Dexterity saves to keep your footing due to icy ground (including that created by magic).
  • Languages. Dwarvish and 1 other.

Frost Dwarf Drawbacks

  • Heat Weakness (Minor Racial). You roll saving throws or ability checks to resist the effects of heat or fire damage with disadvantage.
  • Honorable (Minor). Frost dwarves have a lot of racial pride to uphold.

HILL DWARF

This is the most common subrace of dwarf. It is used to represent the Earth Dwarves of Kage.

Hill Dwarf Traits

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Bonus Proficiencies. You can choose 4 proficiencies from: Endurance, Axes & Picks (Simple + warhammer), Crossbows (Simple + Martial), Hammers & Maces (Simple + warhammer), Siege Weapons (Simple + Martial), smith's tools, brewer's supplies, or mason's tools.
  • Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • Languages. Common and Dwarvish.

Hill Dwarf Drawbacks

  • Honorable (Minor). Hill dwarves have a lot of racial pride to uphold.
Dwarves1

MOUNTAIN DWARF

Mountain Dwarf Traits

  • Ability Score Increase. Your Strength score increases by 2.
  • Bonus Proficiencies. You can choose 6 proficiencies from: Endurance, History, Light armor, Medium armor (requires light armor first), Axes & Picks (Simple + warhammer and war pick), Hammers & Maces (Simple + warhammer), Shields (Simple + Martial), Siege Weapons (Simple + Martial), smith's tools, brewer's supplies, or mason's tools.
  • Languages. Common and Dwarvish.

Mountain Dwarf Drawbacks

  • Honorable (Minor). Mountain dwarves have a lot of racial pride to uphold.

VOLCANO DWARF

Other appropriate names for these dwarves could be magma or obsidian dwarves. For African settings these features could represent utuchekulu from the 3E Nyambe: African Adventures from Atlas Games.

Volcano Dwarf Traits

  • Ability Score Increase. Your Strength score increases by 1.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Athletics, Endurance, Survival, Axes & Picks (Simple + Martial), Spears (Simple + Martial), or mason's tools.
  • Heat Born. You're naturally adapted to hot climes, as described in chapter 5 of the Dungeon Master's Guide. Furthermore, you have resistance versus fire damage.
  • Languages. Dwarvish and 1 other.
  • Flesh Feast. You are able to perform the Flesh Feast ritual, as outlined in Children of the Earth

Volcano Dwarf Drawbacks

  • Cold Weakness (Minor Racial). You roll saving throws or ability checks to resist the effects of cold weather or cold damage with disadvantage.
  • Haughty (Minor). Volcano dwarves not only have a lot of racial pride, they take personal pride to whole new levels, to the point of assuming leadership in groups of non-obsidian dwarves, even if not suited to the task.
  • Illiterate (Minor). Individual shamans and priests may know runes, but the typical clan member does not.
  • Outsider (Minor). Volcano dwarves are often violent, abrasive and their cannibalistic nature gets in the way of relations with other races.
  • Primitive (Minor). Volcano dwarves do not work with metal, but favour stone, including, of course, obsidian.

WILD DWARF

Wild dwarves are typically primitive cave or hut dwelers. They don't build elaborate holds or work forges like other dwarves. On Kage these are known as Flint Dwarves. For Oriental settings they would be appropriate for korobokuru (as presented in the 1E & 3E Oriental Adventures).

Wild Dwarf Traits

(See the En5ider article Children of the Earth with the following adjustments:

  • Bonus Proficiencies. You can choose 2 proficiencies from: Athletics, Endurance, Survival, Axes & Picks (Simple + battleaxe), Spears (Simple), or mason's tools.
  • Languages. Dwarvish and 1 other.

Wild Dwarf Drawbacks

  • Dullard (Minor). Wild dwarves are simply not as sophisticated or learned as other races.
  • Illiterate (Minor). Wild dwarves are typically too concerned with survival and have lost the tradition of rune-writing. Individual shamans and priests may know runes, but the typical clan member does not.
  • Outsider (Minor). Wild dwarves are often violent, primitive or both and have little to do with other races if they can help it.
  • Primitive (Minor). Wild dwarves rely upon weapons and tools easily crafted from their environment.

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ELF

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Racial descriptions for typical elves can be found in many products. They on on page 21 of the 5th Edition Dungeons & Dragons - Player's Handbook.

HighElf1

Elf Traits

  • Ability Score Increase. Your Dexterity score increases by 2.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Accustomed to twilight forests and the night sky, you have superior vision in dark and dim conditions.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • Keen Senses. You have proficiency in the Perception skill.
  • Languages. Common and Elvish.
  • Trance. You do not need to sleep. Instead, you meditate deeply, entering a trance for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours sleep. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Elf Drawbacks

None?

Common Elf Subraces

DARK ELF (Drow)

Dark Elf Traits

  • Ability Score Increase. Your Charisma score increases by 1.
  • Bonus Proficiencies. You can choose 4 proficiencies from: Arcana, Deception, Persuasion, Stealth, Crossbows (Simple + hand crossbow), Light Blades (Simple + Martial), or Poisoner's kit.
  • Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your casting ability for these spells. (If you want to play a 'non-magical' dark elf, replace this feature with 2 extra Bonus Proficiencies.)
  • Spider Affinity. You have advantage on all Wisdom (Animal Handling) checks made with arachnid creatures.
  • Superior Darkvision. Your darkvision has a radius of 120ft.

Dark Elf Drawbacks

  • Frail (Minor) OR Weak (Minor). Drow have slight builds.
  • Outsider (Minor). Drow are known to be scheming, cruel and outright evil, making other races reluctant to deal with them.
  • Sunlight Sensitivity (Major). Your senses and skin have adapted to a life underground.
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HIGH ELF

High Elf Traits

  • Ability Score Increase. Your Intelligence score increases by 1.
  • Bonus Proficiencies. You can choose 4 proficiencies from: Arcana, History, Nature, Performance, Persuasion, Bows (Simple + Martial), Long Blades (Simple), Short Blades (Simple + Martial), or a musical instrument group.
  • Cantrip. You know a cantrip of your choice from the wizard spell list. Intelligence is your casting ability for it.
  • Extra Language. You can speak, read and write one extra language of your choice.

High elf Drawbacks

  • Frail (Minor) OR Weak (Minor). High elves have slight builds.

WOOD ELF

Wood Elf Traits

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Bonus Proficiencies. You can choose 5 proficiencies from: Acrobatics, Animal Handling, Athletics, Nature, Stealth, Survival, Bows (Simple + Martial), Short Blades (Simple + Martial), herbalism kit or a musical instrument group.
  • Fleet of Foot. Your base walking speed increases to 35ft.
  • Forest Born. You ignore movement penalties for forest difficult terrain.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.

Wood Elf Drawbacks

  • Frail (Minor) OR Shy (Minor). Some wood elves have slighter builds like their high elf brethren, and many are reluctant to engage in social interactions.
  • Outsider (Minor): Wood elves rarely involve themselves with other races.

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GENASI

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Genasi (first appearance in D&D as gensai) represent those plane-touched by elemental forces. For 5E D&D they appear in Wizards of the Coasts' Princes of the Apocalypse adventure p228. In our campaign setting, humans were shaped by their chief deity, Saradanthule, from five elements, and genasi appear from time to time as living embodiment of Saradanthule's blessing.

Not all genasi need to be part human though. In some settings, genasi blood may appear amongst other races. Whilst you could just describe your genasi as appearing like another race, it would be easy enough, with the GM's permission to combine this race with the core features of another race. Earth genasi-dwarves for example could live as 'blessed' members of their race. In some settings you might even align the different elements up with different races, much as we have done with the different human groups of Kage. The main thing to watch for is ability score bonuses - there still should only be increases to two of them.

Genasi Traits

  • Ability Score Increase. Your Constitution score increases by 2.
  • Languages. Common, Primoridal.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Genasi Drawbacks

As genasi vary so much, there are no common drawbacks to all subraces.

Common Genasi Subraces

AIR GENASI

Air Genasi Traits

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  • Ability Score Increase. Your Dexterity score increases by 1.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Acrobatics, Performance, Blowguns (Simple), Bows (Simple), Crossbows (Simple), Thrown & Slings (Simple), woodwind instruments or sailed vehicles.
  • Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your casting ability for this spell.
  • Unending Breath. You can hold your breath indefinitely while you're not incapacitated.

Air Genasi Drawbacks

  • Haughty (Minor) OR Cocky (Minor). Air genasi are flamboyant and confident which may lead to arrogance and over-confidence.
  • Insensitive (Minor) OR Weak (Minor). Air genasi concern themselves with their own state of mind; not others. They are typically more flexible than strong.

EARTH GENASI

Earth Genasi Traits

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  • Ability Score Increase. Your Strength score increases by 1.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Endurance, Intimidation, Axes & Picks (Simple + war pick), Hammers & Maces (Simple + Martial), or mason's tools.
  • Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
  • Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your casting ability for this spell.

Earth Genasi Drawbacks

  • Haughty (Minor) OR Cautious (Minor). Some genasi (especially those that are descended from dao) tend to look down on lesser beings and earth genasi tend to avoid rash decisions.
  • Insensitive (Minor) OR Stubborn (Minor). Earth genasi are quite often withdrawn or have trouble dealing with creatures not of earth. Other earth genasi are blatantly stubborn and unwilling to compromise.
  • Landlubber (Minor). You are uncomfortable when not on solid ground. The drawbacks of this feat also apply if you are airborne.

FIRE GENASI

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Fire Genasi Traits

  • Ability Score Increase. Your Intelligence score increases by 1.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Acrobatics, Intimidation, Investigation, Performance, or Persuasion.
  • 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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is a shade of red.
  • Fire Resistance. You have resistance to fire damage.
  • Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once as a 1st level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your casting ability for these spells.

Fire Genasi Drawbacks

  • Haughty (Minor) OR Curious (Minor). You might flaunt your perceived superiority over common folk or act upon your impatience and throw yourself into situations without thinking them through.
  • Insensitive (Minor) OR Weak (Minor). Fire genasi are often unconcerned how their tempers affect others and some simply do not have strong builds.

METAL GENASI

Metal Genasi Traits

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Metal genasi are not really part of the D&D literature. These have been created specifically for our setting of Kage. The humans of Gar-Sanya were created from metals by the creator god and from time to time this heritage shows up in individuals from that continent. They are typically treated as 'greater beings' or 'blessed' and with this, as well as an inner strength comes great confidence and presence (not unlike an aasimar).

  • Ability Score Increase. Your Charisma score increases by 1.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Endurance, Persuasion, Axes & Picks (Simple), Long Blades (Simple + Martial), Short Blades (Simple + Martial), or smith's tools.
  • Skin Shield. You can cast the blade ward cantrip as a bonus action. Constitution is your casting ability for this spell.

Metal Genasi Drawbacks

  • Overconfident (Minor). Metal genasi have a very strong sense of self and can come across as cocky. They walk with bravado, but do not cope well with failure.
  • Magnet (Minor). Sometimes, when you don't have your blade ward on, metallic weapons are actually attracted to you.
  • Super Conductor (Minor). Naturally, you want to avoid storm mages.

WATER GENASI

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Water Genasi Traits

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Bonus Proficiencies. You can choose 1 proficiency from: Endurance, Hooks & Sickles (Simple), oared vehicles or sailing vehicles.
  • Acid Resistance. You have resistance to acid damage.
  • Amphibious. You can breathe air and water.
  • Call to the Wave. You know the shape water (EEPG) cantrip. Once you reach 3rd level, you can cast the create or destroy water spell as a 2nd level spell once, and you regain the ability to cast it this way when you finish a long rest. Constitution is your casting ability for these spells.
  • Swim. You have a swimming speed of 30 feet.

Water Genasi Drawbacks

  • Anti-Social (Minor) OR Weak (Minor). Water genasi often value solitude and can come across as selfish. Some lack the strength of other races.

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GIANT - KIN

Goliaths

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This is a catch-all category to represent the different giant-type races that have appeared in various D&D settings. These races are represented as subraces here. The typical giant-kin stands 7-8 feet tall with a bulky build. Subraces account for differences in society and culture.

Giant-kin Traits

  • Ability Score Increase. Your Strength score increases by 2.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. You are also counted as one size larger to for opposed rolls where your bulk would be beneficial, such as resisting forced movement and being swallowed whole. Furthermore, when wielding a versatile weapon, you deal the damage listed for using two-handed.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Giant-kin Drawbacks

  • Lumbering (Minor). Your bulk means you are not as agile or flexible as other races.

Common Giant-kin Subraces

CEREMONIAL GIANT

This entry represents a very ritualistic race of giants that can change their mindset and in some cases, even perform magical ceremonies to increase their size. In the the Diamond Throne setting (in Monte Cook's Arcana Unearthed for 3E), these giants are known as Hu-Charad (which means 'stewards'). The listed mind sets are Wardance and Caretaker. Typically, the giants from civilised lands are in the Caretaker mindset, whilst those in the wilds would adopt the Wardance. Changes are usually generational, but an individual giant can perform a ritual to change their stance. In Kage, these giants have an important role in the land of Hazara-Thun and are known as fira.

Ceremonial Giant Racial Traits

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Bonus Proficiencies. These depend upon the current mindset. These change if you change your mindset. As Caretaker you can choose 2 proficiencies from: Arcana, History, Insight, Medicine, Performance, Persuasion, or any artisan's tools. Under the Wardance you can choose 3 proficiencies from: Athletics, Intimidate, or any weapon groups (Simple + Martial for all groups).
  • Languages. Common and Giant.
  • Ritual Mindset. A ceremonial giant must choose the mindset of Caretaker or Wardancer to begin the game. It is likely to stay in that state for its life. However, if circumstances change significantly in a giant's life they can perform a day long ritual to change mindsets. Changing into the Wardancer mindset adds one level of exhaustion, that can be removed after a long rest.

Ceremonial Giant Drawbacks

The flaws below depend upon the mindset you are currently in. If you switch mindsets, then you lose your current flaw and gain a new one for your new mindset. If you switch to a flaw that you already have, it becomes a major flaw whilst you are under that mindset.

  • Caretaker: Cautious (Minor) OR Loyal (Minor). Giants as Caretakers consider themselves stewards and are very protective of those in their care and companions. This mindset typically makes them cautious and calm too.
  • Wardancer: Belligerent (Minor) OR Outsider (Minor). Wardancer giants tend to be more aggressive, territorial and typically dwell in areas where they fight to survive.

GOLIATH

The competitive goliaths of the mountains appear in the 3E Races of Stone, 4E's Player's handbook 2, and in the 5E supplement Elemental Evil Player's Guide.

Goliath Racial Traits

  • Ability Score Increase. Your Constitution score increases by 1.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Athletics, Endurance, Insight, Intimidation, Survival, or leatherworker's tools.
  • Languages. Common and Giant.
  • Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climes, as described in chapter 5 of the Dungeon Master's Guide. You also ignore movement penalties due to rocky terrain.
  • Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Goliath Drawbacks

  • Outsider (Minor). You are from an isolated mountain home and this applies when dealing with lowlanders. Goliaths commonly trade with dwarves, so it does not apply to them.
Half-giant

HALF-GIANT

Half-giant society is described in the 2E Dark Sun setting, though these guys were 10-12 feet tall. In 3E they were described in the Expanded Psionics Handbook where they are 7-8 feet tall (and that is the size used below). Being a Dark Sun creation, half-giants are portrayed as psionic. (4E Dark Sun just used the goliath race).

Half-Giant Racial Traits

  • Ability Score Increase. Your Constitution score increases by 1.
  • Bonus Proficiencies. You can choose 1 proficiency from: Athletics, Endurance, or Survival.
  • Desert Born. You're naturally adapted to extreme heat, as described in chapter 5 of the Dungeon Master's Guide. You also ignore movement penalties for sandy or rocky conditions.
  • Language. Common.
  • Psionic Stomp. You can stamp your foot and send a psionic ripple through the earth. You can cast earth tremor as a 1st level spell (from the Elemental Evil Player's Guide) without needing a material component. After you use this trait, you can't use it again until you finish a short or long rest. Charisma is your spellcasting ability for this spell. (If you do not wish to play a magical half-giant, replace this with Stone's Endurance from the goliath entry above).

Half-Giant Drawbacks

  • Dullard (Minor) OR Unwise (Minor). Although magically created, many half-giants inherit the weaker minds of their giant brethren.

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GITH

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This entry describes the githzerai and githyanki as subraces of the one race. Both githyanki and githzerai are in the 5E D&D MM on page 160.

Gith Traits

  • Ability Score Increase. Your Wisdom score increases by 2.
  • Languages. Common, Gith.
  • Determined. When you make an opposed ability check versus another creature, you make the check with advantage. You need to finish a short or long rest before you can use this feature again.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Gith Drawbacks

  • Frail (Minor) OR Socially Inept (Minor). Gith are self-centered and have a slender build.
  • Outsider (Minor). Githzerai are isolationists and the githyanki are outright xenophobic.

Common Gith Subraces

The gith were once one race that split into two following their liberation from the mind flayers. The two groups despise each other.

Githyanki

GITHYANKI

Githyanki Traits

  • Ability Score Increase. Your Strength score increases by 1.
  • Battle-Ready. You have advantage on Initiative checks. All gith have heigtened senses, but the githyanki are focused upon conflict.
  • Bonus Proficiencies. Choose 2 proficiencies from the following: Athletics, Endurance, Intimidation, Perception, or Long Blades (Simple + Martial).
  • Githyanki Psionics. You know the mage hand cantrip (the hand is invisible). When you reach 3rd level, choose two of the following spells: jump, misty step, or nondetection. You can cast both of these spells once per day. When you reach 5th level, you gain access to the other spell and can cast any combination of these spells 3 times per day. Wisdom is your casting ability for these spells. These spells are considered psionic; being mental powers, they do not have any visible effects, they have a target of 'self' only, and you do not need material components to cast them.

Githyanki Drawbacks

  • Mean (Minor). Githyanki despise all other races and are very aggressive in their dealings. This does not apply to other githyanki.

GITHZERAI

Githzerai are disciplined outsiders that appeared as player character races in the 3.5E D&D Expanded Psionics Handbook (p11) and the 4E PHB 3 (p8).

Githzerai

Githzerai Traits

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Bonus Proficiencies. Choose 2 proficiencies from the following: Acrobatics, Athletics, Insight, Perception, or Brawling (Simple).
  • Defended Mind. You have advantage on all Wisdom saving throws.
  • Githzerai Psionics. You know the mage hand cantrip (the hand is invisible). When you reach 3rd level, choose two of the following spells: feather fall, jump, see invisibility, or shield. You can cast both of these spells once per day. When you reach 5th level, you gain access to the other two spells and can cast any combination of these spells 3 times per day. Wisdom is your casting ability for these spells. These spells are considered psionic; being mental powers, they do not have any visible effects, they have a target of 'self' only, and you do not need material components to cast them.

Githzerai Drawbacks

  • Cautious (Minor). Githzerai keep a calm demeanor at all times are disciplined and calculating.

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GNOME

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Racial descriptions for typical gnomes can be found in many products. They on on page 35 of the 5th Edition Dungeons & Dragons - Player's Handbook.

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Gnome Traits

  • Ability Score Increase. Your Intelligence score increases by 2.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Accustomed to life underground, you have superior vision in dark and dim conditions.
  • Gnome Cunning. You have advantage on all Intelligence, Wisdom and Charisma saving throws against magic.
  • Languages. Common and Gnomish.
  • Size. Small.
  • Small Frame: You can choose to make climbing checks using Dexterity (Acrobatics) instead of using Strength (Athletics). The Swim skill may also be aligned to Dexterity (not Strength) for you. Like a lot of small folk, a gnome's bulk is not a factor for some tasks.
  • Speed. Base speed is 25 feet. Naturally, being so small, gnomes do not move as quickly as other long-limbed races.

Gnome Drawbacks

  • Weak (Minor). All gnomes are small and this limits their physical power.

Common Gnome Subraces

DEEP GNOME (Svirfneblin)

Deep Gnome Traits

  • Ability Score Increase. Your Constitution score increases by 1.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Endurance, Investigation, Perception, Stealth, Axes & Picks (Simple), jeweler's tools or mason's tools.
  • Extra Language. Choose either Terran or Undercommon.
  • Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
  • Strong. Your solid nature means you are strong for your size. You do not have the Weak (Minor Flaw) like other gnomes.
  • Superior Darkvision. Your darkvision has a radius of 120ft.

Deep Gnome Drawbacks

  • Anti-Social (Minor). Deep gnomes avoid encounters with other beings.
  • Outsider (Minor). Deep gnomes are extremely reclusive and do not trust others, and are oddities to most other races.
  • Sunlight Sensitivity (Major). Your senses and skin have adapted to a life underground.

Deep Gnome Feat

  • Svirfneblin Magic. You can cast nondection on yourself at will, without needing a material component. You can cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.
Gnome2

FOREST GNOME

Forest Gnome Traits

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Bonus Proficiencies. You can choose 3 proficiencies from: Animal Handling, Arcana, Nature, Perception, Stealth, Survival, woodcarver's tools, herbalism kit or musical instrument group.
  • Forest Born. You ignore movement penalties for forest difficult terrain.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
  • Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
  • Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and keep squirrels, badgers, rabbits, moles, woodpeckers and other beasts as beloved pets.

Forest Gnome Drawbacks

  • Shy (Minor). Forest gnomes rarely mix with other races. Even wood elves are often surprised to find them in their forests sometimes.

ROCK GNOME

Rock Gnome Traits

  • Ability Score Increase. Your Constitution score increases by 1.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Perception, Persuasion, a set of artisan's tools.
  • Stonecunning. Whenever you make any Intelligence or Wisdom check relating to stonework, you are considered proficient in the relevant skill and add double your proficiency bonus (in place of the normal proficiency bonus).

Rock Gnome Drawbacks

None

TINKER GNOME

Note that there are both Rock and Tinker gnome subraces listed separately below (as opposed to the PHB where they appear as the same race).

Tinker Gnome Traits

  • Ability Score Increase. Your Constitution score increases by 1.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Arcana, Investigation, Crossbows (Simple + Martial), set of artisan's tools, or Thieves' tools.
  • Artificer's Lore. Whenever you make an Intelligence check related to magic items, alchemical objects, or technological devices, you add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
  • Tinker. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10gp worth of materials to construct a Tiny clockwork device (AC 5, hp 1). The device requires constant maintenance. (See the description on page 37 of the 5E PHB).

Tinker Gnome Drawbacks

  • Vague (Minor). Tinker gnomes focus intently on their work, but often pay little attention to the people and world around them.

FEY GNOME

Fey gnomes represent the ones native to the Feywild, made common in 4E.

Fey Gnome Traits

  • Ability Score Increase. Your Charisma score increases by 1.
  • Bonus Proficiencies. You can choose 3 proficiencies from: Animal Handling, Arcana, Nature, Perception, Persuasion, Stealth, Survival, woodcarver's tools, herbalism kit or musical instrument group.
  • Extra Language. Elven or Sylvan.
  • Fade Away. When you take damage, you can use your reaction to turn invisible. You remain invisible until you attack, cast a spell, or until the end of your next turn. You must finish a short rest before you can use this feature again.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
  • Reactive Stealth. If you have any cover or concealment when you make an Initiative check, you can also make a Dexterity (Stealth) check to hide.

Fey Gnome Drawbacks

  • Insensitive (Minor). Fey gnomes are often unaware of the effects their tricks and deceptions may have on others. Or they simply don't care.

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HALF-ELF

HalfElf1

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Racial descriptions for typical half-elves can be found in many products. They on on page 39 of the 5th Edition Dungeons & Dragons - Player's Handbook.

The following entry tries to cover several views of half-elves, including those that act as great diplomats between humans and elves, those that were raised amongst one of their parent races, or those that do not fit into either culture. It often depends upon the setting (and edition of the game) as to where half-elves belong. The Dungeons & Dragons 4th & 5th Edition Player's Handbooks describe half-elves that are very good intermediaries between the races. The Pathfinder Core Rulebook describes half-elves as adaptable. In 13th Age half-elves are a symbol of friendship between the elves and humans. Savage Worlds (and some earlier versions of Dungeons & Dragons) describe half-elves that are outsiders to their parents' races.

The entry below also suggests a human - high elf union, but the 'elf' side could easily be adapted to suit other elven subraces.

Half-Elf Traits

  • Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
  • Bonus Proficiencies. You can choose any 4 proficiencies. (If the Short Blades weapon group is chosen, you gain Simple + Martial. For all other weapon groups it is Simple only).
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Thanks to your elf blood, you have superior vision in dark and dim conditions.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • Languages. Common, Elvish and 1 language of your choice.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Half-Elf Drawbacks

  • Ability Score Decreases. You reduce one ability score by 2, or any two ability scores by 1. You may choose Charisma here, off-setting the bonus gained above, to represent the non-diplomatic/outcast half-elf. If you do lower Charisma, you must also choose one of the following flaws:
  • Outsider (Minor). Choose a particular society/group amongst who you were raised (typically an elven subrace or human culture). The penalties of this feat do not apply when interacting with members of that race.
  • Wayward (Minor Racial). You gain the Outsider flaw, but the penalties ONLY apply amongst elves and humans. You do not fit into either of your parents' worlds. This may represent settings where half-elves are looked down upon.

Common Half-Elf Subraces

The half-elf above describes a mixture of human and high elf. In time, we may add variant mixed heritages below.

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HALF-ORC

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Earlier version of half-orcs from most games (including Dungeons & Dragons) describe half-orcs as being the result on an unwanted union. This is the case in Pathfinder Core Rulebook and Savage Worlds too. More recent interpretations, such as in 13th Age suggest it is a race apart. 4th Edition Dungeons & Dragons also takes this approach, offering several suggestions for the origins of the race. The 3E Races of Destiny has a lot of information on half-orcs. They can be found on p40 of the 5E Player's Handbook.

Half-orc

Half-Orc Traits

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Athletics, Endurance, Intimidation, Axes & Picks (Simple + Martial), Brawling (Simple + Martial), Clubs & Staffs (Simple + Martial), Long Blades (Simple + Martial), Spears (Simple + Martial).
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Thanks to your orc blood, you have superior vision in dark and dim conditions.
  • Languages. Common, Orc.
  • Relentless Durability. Before rolling a death saving throw, use this feature to treat the save as a natural 20. You can't use this feature again until you finish a long rest.
  • Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice an additional time and add it to the extra damage of the critical hit.
  • Swift Charge. Any time you move towards an enemy (including when you take the dash action) and fall 15ft or less short of the target, you can move to within 5ft of the target (to be within melee reach of them).
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Half-Orc Drawbacks

  • Socially Inept (Minor) OR Dullard (Minor). Many half-orcs have grown up having difficulty communicating and others have inherited their lack of wit from their orcish heritage.
  • Outsider (Minor). Half-orcs often have difficulty dealing with civilised races; (and in some settings they are not accepted by orcs either).

Common Half-Orc Subraces

The half-orc above describes a race that has bred true over time. It could also represent a union between orc and human. In settings where there are distinctive orc races, there may also be differing half-orcs.

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HALFLING

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Racial descriptions for Halflings can be found in many products, from all editions of DnD, the Hobbits of Tolkein’s Middle Earth and also in 13th Age. They are on page 26 of the 5th Edition - Dungeons & Dragons – Players Handbook.

halfling.jpg

Halfling Traits

  • Ability Score Increase. Your Dexterity score increases by 2.
  • Lucky. You can reroll one attack, save or ability check. Alternatively, you can make a foe targeted by you reroll their save, or if they target you with an attack you can make them reroll the attack. Once you use this feature, you must finish a short or long rest before you can use it again.
  • Brave. You have advantage on saving throws against being frightened.
  • Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours. If you move beyond their reach you may still be subject to an Attack of Opportunity.
  • Small Frame. You can choose to make climbing checks using Dexterity (Acrobatics) instead of using Strength (Athletics).
  • Size. Small.
  • Speed. Base speed is 25 feet. Their short stature means they do not move as far as larger races.

Racial Drawbacks

  • Weak (Minor). All Halflings are small which limits their physical strength.

Common Halfling Subraces

Below are Halfling subraces that are common to many settings. For our own games, there may be alternate subraces, such as the Kender of Dragonlance or Feral Halflings of Athas.

LIGHTFOOT

Lightfoot Traits

  • Ability Score Increase. Your Charisma score increases by 1.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Acrobatics, Animal handling, Persuasion, Stealth, Thrown & Slings (Simple), any 1 vehicle group
  • Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Lightfoot Drawback

  • None

STOUT

Stout Traits

  • Ability Score Increase. Your Constitution score increases by 1.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Endurance, Animal handling, Nature, Stealth, Short blades (Simple), Thrown & Slings (Simple).
  • Stout Resilience. You have advantage on saving throws against poison and you have resistance against poison damage.

Stout Drawback

  • None

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HUMAN

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Racial descriptions for typical humans can be found in many products. They are on page 29 of the 5th Edition Dungeons & Dragons - Player's Handbook. The 3E Races of Destiny is a good source for a more detailed look at humans and their place in the D&D world.

Humans1

Human Traits

  • Ability Score Increase. Two different ability scores of your choice increase by 1.
  • Bonus Proficiencies. You can choose any 2 proficiencies. (If weapon group proficiencies are chosen you only get proficiency with Simple weapons in those groups)
  • Feat. You gain one feat of your choice.
  • Languages. Common and 1 language of your choice.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Human Drawbacks

As humans are the baseline to which others are compared and they vary considerably, there are no set drawbacks common to all humans. Some specific flaws may apply to certain cultures or 'subraces'.

  • Minor Drawback. You must take one minor drawback for which you gain no benefit. (This would be determined randomly in our games).

Common Human Subraces

Humans do not generally have subraces, though these may be possible in various settings. In any case, the above choices (under Traits) will be limited to a specific list depending upon what homeland a human comes from.

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MINOTAUR

Minotaur2

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Though usually an enemy, player character minotaurs have appeared in several products and settings.

Minotaur Race Traits

  • Ability Score Increase. Your Strength score increases by 1.
  • Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. (You cannot use this shove attempt to knock a creature prone).
  • Heedless Charge. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action. If you hit, you can make a free shove attempt on top of any damage dealt. This shove can be used to knock the target prone.
  • Horns. Your horns are a melee weapon that deals 1d8 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself. (You are not proficient in the use of these weapons unless you take the Natural Weapons Group proficiency).
  • Labyrinthine Recall. You can perfectly recall any path you have traveled.
  • Languages. Common and one other appropriate to the setting (usually Giant). Minotaurs typically do not have their own language.
  • Vitality. When you recover Hit Dice following a long rest, you recover one extra. (So you recover half your level +1 hit dice).
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Minotaur Drawbacks

  • Anti-Social (Minor). Minotaurs tend to have an aggressive demeanor.
  • Outsider (Minor). Minotaurs suffer from suspicion to outright hatred from other races. This animosity not only stems from the minotaurs' monstrous appearance, but from the infamy of their race for savage brutality.

Minotaur Subraces

REAVER

This subrace is inspired by Dragonlance where minotaurs have had a Viking influence (or Roman for Taladas) and presented here as reaver minotaurs. They appeared in a 5E Arcana Unearthed article.

Reaver Traits

  • Conqueror's Virtue. From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence or Wisdom score increases by 1.
  • Bonus Proficiencies. You can choose any 3 proficiencies from: Athletics, Intimidation, Axes & Picks (Simple + Martial), Long Blades (Simple + Martial), Natural Weapons, navigator's tools, vehicles (oared), or vehicles (sailing).

Reaver Drawbacks

  • Arrogant (Minor). The sea reaving minotaurs embrace the notion that the weak should perish and he strong must rule.
  • Honor-Bound (Minor). For all their cruelty reaving minotaurs are bound by a powerful sense of honor. Their honor demands that they keep their word once it if given and each minotaur remains faithful to friends and clan above all else.
Minotaur1

SAVAGE

This subrace follows the idea of a being torn between being savage and civilised, from the Dungeons & Dragons 4th Edition Player's Handbook 3.

Savage Traits

  • Ability Score Increase. Your Constitution score increases by 1, and your Strength score increases by 1. (For a total of +2 Strength).
  • Bonus Proficiencies. You can choose any 2 proficiencies from: Athletics, Intimidation, Nature, Perception, Survival, Axes & Picks (Simple + Martial), Clubs & Staffs (Simple + Martial), Hammers & Maces (Simple + Martial), Long Blades (Simple + Martial), or Natural weapons.

Savage Drawbacks

  • Clumsy (Minor) OR Dullard (Minor). Some minotaurs are uncultured or just unaware of standard knowledge and slow on the up take, and other minotaurs are a little clumsy due to their bulk.

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Nautolan1

NAUTOLAN

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Here is an aquatic race from the Star Wars setting I have used before. In fact, the Nautolans are probably my favourite Star Wars species and I think make a perfect fantasy amphibious race. I even made a fantasy mini of a nautolan with a sword and shield (after removing 2 blasters). Of course there are some good Kit Fisto figures where the removal of his light saber would work too. Details on nautolans can be found in the Star Wars Saga RPG in the Clone Wars Campaign Guide (p15) and here on Wookiepedia.

Nautolan Traits

  • Ability Score Increase. Your Constitution score increases by 2, and your Dexterity by 1.
  • Amphibious. Nautolans can breathe air and water.
  • Bonus Proficiencies. You can choose 1 proficiency from: Acrobatics, Endurance, Insight, Intimidation, Performance, Persuasion, or one musical instrument group.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Your large, dark eyes have adapted ti the dim conditions of the deeps.
  • Languages. Common, Aquan.
  • Swim. You have a swim speed of 30 feet.
  • Pheromone Sensors: Advantage on Wisdom (Insight) rolls with adjacent targets. (This extends to 30 feet underwater). A nautolan's head tendrils 'read' pheromones.
  • Rubbery Hide. You have resistance to bludgeoning damage. The pressure of the deeps and their thick rubbery hides make nautolans tougher than most.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Nautolan Drawbacks

  • Dullard (Minor) OR Unwise (Minor). Nautolans rely too much upon instincts and their mental state is easily affected by those around them.
  • Loyal (Minor). Nautolans are loyal and steadfast companions.
  • Outsider (Minor). Applies to all interactions with non-aquatic creatures.
  • Pheromone sensors (Racial Minor Flaw): If another creature within 5 feet of you displays a strong emotion, such as fear, anger or hatred, you must make a DC 10 Wisdom save or replicate that emotion. (This extends to 30 feet underwater). This often means taking on background flaws, drawbacks or a condition such as Frightened temporarily, or even abiding by the restrictions of something like a barbarian's rage. The absorption of pheromones through the head tendrils can cause unwanted chemical changes. This is why a nautolan's mood often replicates the strongest emotion around them.

Nautolan Subraces

There are no subraces for the generic nautolan race, though in a setting where there are many, cultural ones could be generated.

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SHARDMIND

Shardminds1

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Shardminds are psionic creatures formed from physical and psychic crystals. Their description is from the Dungeons & Dragons 4th Edition Player's Handbook 3.

Shardmind Traits

  • Ability Score Increase. Your Intelligence score increases by 2.
  • Bonus Proficiencies. You can choose 1 proficiency from: Arcana, Endurance, Insight.
  • Expressionless: Those interacting with a shardminds, have disadvantage on Wisdom (Insight) checks. Not having facial expressions makes it hard for others to read you.
  • Languages. Common, Deep Speech and 1 other of your choice.
  • Living Construct: Shardminds do not need to eat, drink, breathe, or sleep. They never make checks to resist starvation, thirst, or suffocation. They have advantage on saving throws versus poisons and are immune to disease.
  • Psychic Resistance: You have resistance to psychic damage.
  • Self-Stabilising. You have advantage on all death saving throws.
  • Telepathy: Shardminds can communicate telepathically with any creature within 30ft that has a language.
  • Unsleeping Watcher: Shardminds do not sleep, but enter a state of inactivity for 4 hours to gain the benefits of a long rest. While in this state, they are fully aware of their surroundings and can make Wisdom (Perception) checks as normal.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Shardmind Drawbacks

  • Fragile (Minor): Sonic and thunder attacks really rattle your crystaline make-up.
  • Living Construct (Major Racial): Medicine checks are made at disadvantage on shardminds, and even when a healing kit is used, a Medicine roll (at disadvantage) must be rolled for the shardmind to stabilise. Someone can alternatively make a repair roll using Intelligence. (Proficiency with mason's or gem cutter's tools can be added) or use the mending cantrip (which functions as spare the dying) on a shardminds.
  • Moving Crystals (Minor Racial): You have disadvantage on Dexterity (Stealth) checks. Shardminds are made up of many individual crystals that are in constant movement, and hence, make constant grinding and tinkling sounds. (This can be 'bought off' with a Proficiency, as a shardmind learns to 'separate' when stealth is needed).
  • Socially Inept (Minor). Shardminds do not have expressions and are generally hard for others to relate to.

Shardmind Subraces

There are no subraces for the generic shardmind race, though for some settings you may wish to create some, such as having different coloured shardmind with their own traits based upon the supposed properties of the relevant gem compositions.

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Ursus

Draft

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The Ursus are a race of sentient humanoid bear-like creatures with immense strength and surprising wisdom. They are generally solitary creatures and wander the wilds alone, but they have a loose, tribal society governed by a king or queen. This solitary nature gives them plenty of time to think and reflect on themselves and their place in the world. Most other races consider Ursus to be vile tempered and to give them a wide berth. For all the perception of their anti-social tendencies, Ursus are not particularly aggressive. Most are loners and just want to be left alone to do as they please. They rarely attack anyone without reason, though they consider being pestered or insulted cause enough. They are very blunt creatures and say what’s on their mind with no regard for the feeling’s of others, politics or alliances. This is what makes other races think of them as being rude, abrupt and insulting. Most have no interest in power, fame or fortune and consider the functionality of items over the aesthetics of them.

Due to their size and strength, Ursus are ideally suited to being smiths and it has become a tradition that is passed along family lines. This means that they are often skilled as armorers, blacksmiths or weapon smiths. They are also naturally gifted as warriors and instinctively understand tactics and warfare. Ursus loathe Bugbears.

Ursus can be found in most climates but tend to prefer cooler locales. They typically wander the wilds and live off the land as a hunter/trapper, though some become mercenaries or take up the life as an adventurer. Others establish small homesteads far from other races where they can tend a small garden and look after some livestock.

The typical Ursus stands between 6-7½ feet. They generally have a hunched stance and can stand up to 9' when standing straight. Ursus weigh between 500-740 pounds. Their fur is black, dark to light brown or white. Especially old Ursus may show signs of greying around their ears and muzzles.

Ursus Traits

  • Ability Score Increase. You strength increases by 2 and Wisdom by 1.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. You are also counted as one size larger to for opposed rolls where your bulk would be beneficial, such as resisting forced movement and being swallowed whole. Furthermore, when wielding a versatile weapon, you deal the damage listed for using two-handed.
  • Bonus Proficiencies. Choose any 2 from: Athletics, Insight, Intimidation, Nature, Survival, Axes & Picks (Simple + Martial), or Spears (Simple + Martial).
  • Natural Weapons. You begin with proficiency in the Natural Weapons group. Ursus fingers end in thick hard claws and they have long sharp teeth, both of which can be used as weapons and deal 1d6 slashing damage.
  • Languages. Common (& Guardinal on Kage).
  • Keen Smell. Ursus have advantage on Wisdom (Perception) checks that rely on smell.
  • 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.
  • Metallurgy. Ursus find they are ideally suited to work as smiths and it has become a skill passed from parents to their young. You gain proficiency with smith's tools.
  • Burst of Speed. You can perform the Dash as a bonus action. You must finish a short or long rest before you can use this feature again.
  • Size. Medium.
  • Speed. Base speed is 25 feet. Ursus lumber in their movements and tend to lack a sense of urgency (until angered), so they are generally slower than other races their size.

Ursus Drawbacks

  • Anti-social (Minor). Ursus prefer their solitude and struggle to get along with others OR Outsider (minor): The solitary nature of Ursus often seems strange to those not used to living alone in the wild.
  • Short Sighted (Minor). Though they can see in the dark, the eyesight of Ursus in general is poor.
  • All-Thumbs (Minor). Ursus claws are non-retractable and effect their fine motor skills.

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WARFORGED

Draft
Warforged are constructs that have long been associated with the Dungeons & Dragons setting of Eberron. The 3rd edition description could be used, just as easily as the 4th Edition version from the Eberron Player's Guide. In 13th Age they are crafted by dwarves and known as forgeborn or dwarf-forged. On Kage, they are mostly associated with the lands of Shan.

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Warforged Traits

  • Ability Score Increase. Your Constitution score increases by 2.
  • Armored. Select a type of light or medium armor. Your body is considered to incorporate that armor into its construction and you begin with this for free. You are proficient in light and medium armors and abide by all the restrictions of wearing the armor. You can later 'upgrade' your armor for double the cost of purchasing the armor.
  • Expressionless. Those interacting with a warforged have disadvantage on Wisdom (Insight) checks. Not having facial expressions makes it hard for others to read warforged.
  • Language. Common.
  • Living Construct: Warforged do not need to eat, drink, breathe, or sleep. They never make checks to resist starvation, thirst, or suffocation. They have advantage on saving throws versus poisons and are immune to disease.
  • Self-Stabilising. You have advantage on all death saving throws.
  • Tireless. You have proficiency in the Endurance skill.
  • Unsleeping Watcher. Warforged do not sleep, but enter a state of inactivity for 4 hours to gain the benefits of a long rest. While in this state, they are fully aware of their surroundings and can make Wisdom (Perception) checks as normal.
  • Speed. Base speed is 30 feet.

Warforged Drawbacks

  • Created (Major Racial). You do not begin play with a Background or any of its benefits.
  • Living Construct (Major Racial). Medicine checks are made at disadvantage on warforged, and even when a healing kit is used, a Medicine roll (at disadvantage) must be rolled for the warforged to stabilise. Someone can alternatively make a repair roll using Intelligence. (Proficiency with carpenter's or smith's tools can be added) or use the mending cantrip (which functions as spare the dying) on a warforged.
  • Socially Inept (Minor). Warforged do not have expressions and are generally hard for others to relate to.

Common Warforged Subraces

Warforged are created for a purpose and are built to serve that purpose. You can choose either of the 'subraces' below.

SCOUT

Scout Traits

  • Bonus Proficiencies. You can choose 3 proficiencies from: Acrobatics, Athletics, Nature, Perception, Stealth, Survival, any weapon group (Simple, but you also add Martial weapons if any of the following groups are chosen: Crossbows, Pistols or Short Blades), any vehicle group, carpenter's tools or smith's tools.
  • Size. Small

Scout Drawbacks

  • Insensitive (Minor) OR Weak (Minor). Being a construct, you may have difficulty relating and being perceptive to other living creatures, or your smaller build may hinder power.

TANK

Tank Traits

  • Ability Score Increase. Your Strength score increases by 1.
  • Bonus Proficiencies. You can choose 1 proficiency from: Athletics, Intimidation, Perception, any weapon group (Simple + Martial weapons), any vehicle group, carpenter's tools or smith's tools.
  • Size. Medium.

Tank Drawbacks

  • Clumsy (Minor) OR Insensitive (Minor). Being a construct, you may have difficulty relating and being perceptive to other living creatures, or your formidable and rigid bulk may hinder movement.

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