Roll 1d10 | Race Species |
---|---|
1-4 | Select or roll a common (C) race/species from appropriate environment |
5-7 | Select or roll an uncommon (UC) race/species from appropriate environment |
8-9 | Select or roll a rare (R) race/species from appropriate environment |
10 | Select or roll a very rare (VR) race/species from appropriate environment |
Legend
C = Common
UC = Uncommon
R = Rare
VR = Very Rare
L = Leader (this race is not found as a population - only as rulers).
FANTASY RACES
Civ | Wild | Aqua | UG | Race / Species / Monster | Player Character traits | Monster stat blocks |
---|---|---|---|---|---|---|
- | VR | - | - | Animal Lords (L) | - | 5E D&D Creature Codex |
- | VR | - | - | Arch fey (L) (lords & ladies) | - | 5E D&D Tome of Beasts; 5E D&D Strongholds & Followers (Court of Arcadia); 5E D&D Creature Codex; 3E D&D Dragon Magazine #263; Cypher Expanded Worlds (Prince of Summer) |
- | VR | - | - | Atomie | - | 2E D&D Monstrous Manual (sprite); 1E D&D Monster Manual II |
- | VR | - | - | Azeban (raccoon) | - | 5E D&D Creature Codex |
- | VR | - | - | Banshrae | - | 4E D&D Monster Manual |
- | R | - | - | Belgoi (evil desert) | - | 4E D&D Dark Sun Creature Catalog |
- | VR | - | - | Brownie | B&B Core Rulebook (seelie faen) | 5E D&D Tome of Horrors; 2E D&D Monstrous Manual |
- | VR | - | - | Buckawn | 2E D&D Dragon Magazine #262 | 1E D&D Monster Manual II |
- | R | - | - | Chwinga | - | 5E D&D Tomb of Annihilation |
- | - | - | R | Darkling/Dark creeper | - | 5E D&D Volo's Guide to Monsters; 5E D&D Monster Manual Expanded 2; 4E D&D Monster Manual; 4E D&D Monster Manual 3; PF Bestiary |
- | UC | - | - | Elf - arctic / cold | PF2 Core Rulebook; Savage Worlds Hellfrost Player's Guide (taiga); B&B Core Rulebook (elf + coldsoul) | Savage Worlds Hellfrost Bestiary (taiga); |
- | VR | - | C | Elf - dark (drow) | 5E D&D Player's Handbook; 5E D&D House (see below); 5E D&D Tales of Arcana Race Guide; PF2 Core Rulebook (cavern); 13th Age Core Book; 4E D&D Forgotten Realms Player's Guide; 4E D&D Monster Manual; 3E D&D Forgotten Realms Campaign Setting; 3E D&D Kingdoms of Kalamar Player's Guide; 3E D&D Quintessential Elf; PF Bestiary; 3E D&D Dragon Magazine #327 (feats); 2E D&D Complete Book of Elves; B&B Core Rulebook (see below) | 5E D&D Monster Manual; 5E D&D Mordenkainen's Tome of Foes; 5E D&D Monster Manual Expanded; 5E D&D Monster Manual Expanded 2; PF2 Bestiary; 4E D&D Monster Vault; 4E D&D Monster Manual; 4E D&D Monster Manual 3; 4E D&D MV Threats to Nentir Vale (Hunter Spiders); 4E D&D Forgotten Realms Campaign Guide; PF Bestiary; 3E D&D Monster Manual IV; 2E D&D Monstrous Manual |
UC | UC | - | - | Elf - desert | 5E D&D House (see below) | 4E D&D Dark Sun Creature Catalog |
R | UC | - | - | Elf - eladrin | 5E D&D Mordenkainen's Tome of Foes; 5E D&D House (see below); 4E D&D Player's Handbook; | 5E D&D Mordenkainen's Tome of Foes; 4E D&D Monster Vault; 4E D&D Monster Manual; 4E D&D Monster Manual 2 |
C | R | - | - | Elf - high / standard | 5E D&D Player's Handbook; 5E D&D House (see below); 5E D&D Plane Shift Kaladesh (vahadar); 5E D&D Tales of Arcana Race Guide; PF2 Core Rulebook; PF2 Lost Omens Character Guide; 13th Age Core Book; PF + AGE Midgard Campaign Setting; 3E D&D Races of the Wild; 3E D&D Forgotten Realms Campaign Setting (moon, sun); 3E D&D Kingdoms of Kalamar Player's Guide; 3E D&D Quintessential Elf; 2E D&D Complete Book of Elves; 2E D&D Player's Handbook; Cypher Core Rulebook; AGE Fantasy Age Basic Rulebook; B&B Core Rulebook (see below); Savage Worlds Adventure Edition; Savage Worlds Deluxe Edition; Savage Worlds Fantasy Companion; | 5E D&D Creature Codex; 2E D&D Monstrous Manual; Savage Worlds Fantasy Companion; |
- | - | UC | - | Elf - sea / aquatic | 5E D&D Mordenkainen's Tome of Foes; 5E D&D House (see below); 5E D&D Explorer's Guide to Wildemount; 3E D&D Stormwrack; 3E D&D Quintessential Elf; 3E D&D Legends & Lairs Seafarer's Handbook; 2E D&D Complete Book of Elves | 3E D&D Stormwrack; 2E D&D Monstrous Manual |
VR | VR | - | - | Elf - shadow / shadar-kai | 5E D&D Mordenkainen's Tome of Foes; 5E D&D House (see below); 5E D&D Midgard Heroes Handbook (shaodw fey);4E D&D Monster Manual; B&B Core Rulebook (elf + shadowsoul) | 5E D&D Mordenkainen's Tome of Foes; 5E D&D Tome of Beasts (shadow fey); 5E D&D Creature Codex; 5E D&D Monster Manual Expanded 2; 4E D&D Monster Manual; 4E D&D Monster Manual 2 |
- | UC | - | - | Elf - wild | 3E D&D Forgotten Realms Campaign Setting; 3E D&D Kingdoms of Kalamar Player's Guide; | 1E D&D Monster Manual II (grugach) |
VR | C | - | - | Elf - wood | 5E D&D Player's Handbook; 5E D&D House (see below); 5E D&D Adventures in Middle Earth Player's Guide (of Mirkwood); 5E D&D Plane Shift Kaladesh (bishtahar, tirahar); PF2 Core Rulebook (woodland); 13th Age Core Book; 4E D&D Player's Handbook (as elf); 3E D&D Races of the Wild; 3E D&D Forgotten Realms Campaign Setting; 3E D&D Kingdoms of Kalamar Player's Guide; 3E D&D Quintessential Elf (and wild); 2E D&D Complete Book of Elves (as sylvan); | 5E D&D Tome of Beasts; 4E D&D Monster Vault; 4E D&D Monster Manual; 4E D&D MV Threats to Nentir Vale (Harken) |
VR | R | - | R | Elf - unique / specific | 5E D&D Explorer's Guide to Wildemount (pallid/moon); 5E D&D House (pallid/moon - see below); 5E D&D Plane Shift Zendikar (3 subraces); 3E D&D Kingdoms of Kalamar Player's Guide (gray); 3E D&D Quintessential Elf (grey, mist, sky, wanderer); 3E D&D Nyame African Adventures (wakyambi); 2E D&D Complete Book of Elves (grey); Savage Worlds Sundered Skies (plant); Savage Worlds Hellfrost Player's Guide (hearth) | 1E D&D Monster Manual II (valley); Savage Worlds Sundered Skies (plant); Savage Worlds Hellfrost Bestiary (hearth); |
- | R | - | - | Eloko (carnivorous fey) | - | 3E D&D Nyame African Adventures |
VR | UC | - | - | Faerie / Faen / /Fairy / Fey - general | 5E D&D House (See below - faen); 5E D&D Tales of Arcana Race Guide (elfkin, fairy); 3E D&D Arcana Unearthed; B&B Core Rulebook (seelie & unseelie faen) | Cypher Expanded Worlds; Cypher Strange Bestiary; Savage Worlds Hellfrost Bestiary (fey); |
- | VR | - | - | Far darrig | - | 5E D&D Tome of Beasts |
- | VR | - | - | Forgotten one (primitive wingless pixies) | - | 5E D&D Tome of Horrors |
- | VR | - | - | Fraughashar | - | 5E D&D Tome of Beasts |
- | - | VR | R | Gremlin | 5E D&D Tales of Arcana Race Guide (grem); B&B Heritages | 5E D&D Mordenkainen's Fiendish Folio 1 (mite); D&D 5E Tome of Horrors; PF2 Bestiary; 4E D&D Monster Manual 3; PF Bestiary (mite); 2E D&D Monstrous Manual |
- | R | - | - | Grig | - | 5E D&D Tome of Horrors (swarm); PF2 Bestiary; 2E D&D Monstrous Manual (sprite); 1E D&D Monster Manual II |
- | R | VR | R | Hag | 5E D&D Volo's Guide to Monsters | 5E D&D Monster Manual; 5E D&D Tome of Beasts; 5E D&D Volo's Guide to Monsters; 5E D&D Eberron Rising from the Last War; 5E D&D Explorer's Guide to Wildemount (sea fury); 5E D&D Creature Codex (Baba Yaga & snow); 5E D&D Monster Manual Expanded; 5E D&D Monster Manual Expanded 2; PF2 Bestiary; 4E D&D Monster Vault; 4E D&D Monster Manual; 4E D&D Monster Manual 3; PF Bestiary; 3E D&D Sandstorm; 3E D&D Dragon Magazine #324 (ecology); 2E D&D Monstrous Manual; Savage Worlds Fantasy Companion; Savage Worlds Hellfrost Bestiary |
C | R | - | - | Half-elf | 5E D&D Player's Handbook; 5E D&D House (see below); PF2 Core Rulebook (under human); PF2 Lost Omens Character Guide; 13th Age Core Book; 4E D&D Player's Handbook; 3E D&D Races of Destiny; 3E D&D Kingdoms of Kalamar Player's Guide; 3E D&D Quintessential Elf; 2E D&D Complete Book of Elves; 2E D&D Player's Handbook; B&B Core Rulebook (see below); Savage Worlds Adventure Edition; Savage Worlds Deluxe Edition; Savage Worlds Fantasy Companion; | 4E D&D Monster Manual 2 |
- | R | - | VR | Korred | - | 4E D&D Manual of the Planes |
VR | VR | - | VR | Krampus/Grinch (gift takers) | 5E D&D Tales of Arcana Race Guide (krampus); | - |
VR | VR | - | - | Kringle (Gift givers) | 5E D&D Tales of Arcana Race Guide | - |
VR | R | - | - | Leprechaun | 5E D&D Tales of Arcana Race Guide | - |
VR | VR | - | - | Mantis knight | - | 5E D&D Strongholds & Followers |
- | R | - | R | Meenlock | - | 5E D&D Volo's Guide to Monsters; 5E D&D Monster Manual Expanded 2; 4E D&D Monster Manual 3 |
- | VR | - | - | Miremal | - | 5E D&D Tome of Beasts |
- | R | - | VR | Pixie | 2E D&D Complete Book of Humanoids; B&B Core Rulebook (seelie faen) | 5E D&D Monster Manual; 5E D&D Tome of Beasts (aridni - dark moth); 5E D&D Tome of Beasts (Conshee -underdark); 5E D&D Tome of Horrors (jynx - chaotic neutral); 5E D&D Monster Manual Expanded; PF2 Bestiary; PF Bestiary; 2E D&D Monstrous Manual (sprite) |
VR | VR | - | - | Pooka (rabbit features) | 5E D&D Tales of Arcana Race Guide | - |
- | R | - | - | Quickling | B&B Core Rulebook (unseelie faen) | 5E D&D Volo's Guide to Monsters; 5E D&D Monster Manual Expanded 2; 4E D&D Monster Manual; 1E D&D Monster Manual II |
- | R | - | - | Redcap | - | 5E D&D Volo's Guide to Monsters; 5E D&D Tome of Beasts; 5E D&D Monster Manual Expanded 2; PF2 Bestiary; 4E D&D Monster Manual 2 (spriggan); Savage Worlds Fantasy Companion; |
- | R | - | - | Satyr | 5E D&D Mythic Odysseys of Theros; 5E D&D Tales of Arcana Race Guide; 2E D&D Complete Book of Humanoids; B&B Heritages | 5E D&D Monster Manual; 5E D&D Mythic Odysseys of Theros; 5E D&D Monster Manual Expanded; PF2 Bestiary; 4E D&D Monster Manual; PF Bestiary; 2E D&D Monstrous Manual; Cypher Expanded Worlds |
- | R | - | - | Satyr - unique / specific | - | 5E D&D Mordenkainen's Fiendish Folio 1 (forlarren - fiendish); 5E D&D Tome of Beasts (selang - evil insectiod) |
VR | R | - | - | Seelie | 5E D&D Tales of Arcana Race Guide | - |
- | - | VR | - | Selkie | - | 5E D&D Pirate Campaign Compendium |
R | R | - | - | Spirit folk | 3E D&D Oriental Adventures | 3E D&D Oriental Adventures |
- | VR | - | - | Spriggan (altered gnomes) | - | 4E D&D Monster Manual 2; 2E D&D Monstrous Manual |
- | R | - | VR | Sprite | B&B Core Rulebook (seelie faen) | 5E D&D Monster Manual; 5E D&D Tome of Beasts (ice - beli); 5E D&D Tome of Horrors (ice - mimi); 5E D&D Tome of Beasts (bucca - underdark); 5E D&D Monster Manual Expanded; PF2 Bestiary; 5E D&D Tome of Beasts (dau - desert); 2E D&D Monstrous Manual |
- | R | - | - | Wilden | 5E D&D House (see below); 4E D&D Player's Handbook 3; 3E D&D Races of the Wild (as killoren) | 4E D&D Monster Manual 3 |
VR | VR | - | VR | Template (select/roll from Template table below & apply to completely new race) | - | - |
VR | VR | - | - | Sci-Fi Species (select from table below) | - | - |
Related Templates
Template | Source |
---|---|
Shadow dragon | 5E D&D Monster Manual |
SCI-FI SPECIES
Civ | Wild | Aqua | UG | Race / Species / Monster | Player Character traits | Monster stat blocks |
---|---|---|---|---|---|---|
R | VR | - | UC | Drow | SF Alien Archive | SF Alien Archive |
UC | - | - | - | Eldori | 5E D&D Esper Genesis Core Manual | - |
UC | - | - | - | Elf | 5E D&D Tales of Arcana Race Guide ((space); SF Starfinder Core Rulebook | - |
UC | - | - | - | Half-elf | SF Starfinder Core Rulebook | - |
R | UC | - | - | Kaltoran | Fragged Fragged Empire Core Rule Book | Fragged Antagonist Archive (Dark tribesmen) |
VR | R | - | - | Hesper | - | SF Alien Archive |
R | R | VR | VR | Fantasy Species (select from table above) | - | - |
INDIVIDUAL RACE FEATURES
ELF
Game Statistics & Lore. 5e D&D Player's Handbook chapter 2.
Further Lore & Roleplaying Ideas. Racial descriptions for typical elves can be found in many products. 5E D&D Mordenkainen's Tome of Foes has a massive amount of lore on the elves.
ELF SUBRACES
DARK ELF
Game Statistics & Lore. 5e D&D Player's Handbook chapter 2.
Further Lore & Roleplaying Ideas. Some settings, such as Kage have elves of the underdark that do not necessarily have set magical abilities. The drow are common to several D&D published settings, such as Forgotten Realms. The drow are dark elves with select magical powers.
DESERT ELF
Game Statistics & Lore. 5e D&D (House - see below).
Further Lore & Roleplaying Ideas. These leves are based upon the running elves of the 2E & 4E Dark Sun setting.
ELADRIN
Game Statistics & Lore. 5e D&D Mordenkainen's Tome of Foes chapter 2.
Further Lore & Roleplaying Ideas.
HIGH ELF
Game Statistics & Lore. 5e D&D Player's Handbook chapter 2.
Further Lore & Roleplaying Ideas.
PALLID (MOON) ELF
Game Statistics & Lore. 5e D&D Explorer's Guide to Wildemount chapter 4.
Further Lore & Roleplaying Ideas.
SEA ELF
Game Statistics & Lore. 5e D&D Mordenkainen's Tome of Foes chapter 2; 5E D&D Explorer's Guide to Wildemount chapter 4.
Further Lore & Roleplaying Ideas.
SHADAR-KAI
Game Statistics & Lore. 5e D&D Mordenkainen's Tome of Foes chapter 2.
Further Lore & Roleplaying Ideas.
WOOD ELF
Game Statistics & Lore. 5e D&D Player's Handbook chapter 2.
Further Lore & Roleplaying Ideas.
ELF SUBRACES
GAME MECHANICS
Dungeons & Dragons 5E
DARK ELF
Altered Dark Elf Traits
- Drow Magic. This feature is not automatically granted to all dark elves. It has been moved to a racial feat.
- Drow Weapon Training. If using the weapon group proficiencies house rule, this feature grants proficiency with: Crossbows (Simple & hand crossbow) and Short Blades.
Typical 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.
Bonus Proficiencies. For each minor drawback assigned to a dark elf, you select one of the following: Arcana, Deception, Persuasion, Stealth, or poisoner's kit or one relevant language.
Bonus Racial Feat. For the major drawback assigned to a dark elf, you select one elf racial feat. For typical D&D drow this is the > Drow Magic racial feat. For some settings where dark elves do not have assigned magical powers, you are free to choose any elf racial trait.
DESERT ELF
Desert Elf Traits
- Ability Score Increase. Your Intelligence score increases by 1.
- Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow and longbow. If using the weapon group proficiencies house rule, this feature grants proficiency with: Bows (Simple + Martial), Long Blades (Simple), Short Blades (Simple + Martial).
- Desert Runner. Desert elf tribes move across the wastes at remarkable speeds. A desert elf can double all overland movement in desert, hills or plains terrain. Furthermore they can run for days on end. Replaces the word hour with day for Forced March, chapter 8 Player's Handbook.
And then choose ONE of the following:
- Wild Talent. You know one random cantrip from a spell list of your choice. You do not need any components to cast this spell and Charisma is your spellcasting ability for it. Elves of the Dark Sun setting typically have latent psionic ability.
- Fleet of Foot. Your base walking speed increases to 35 feet. Use this feature for desert elves from standard settings. Dark Sun elves are free to choose this too if they do not wish to be Wild Talents.
Typical Desert Elf Drawbacks
- Frail (Minor) OR Unwise (Minor). Although good runners, desert elves have slight builds and their intellect is not tempered by common sense.
- Outsider (Minor). Other races have to deal with the elves for trade, but that does not mean they trust them. This applies to anyone outside your tribe or people have passed your 'tests of trust'.
- Loyal (Minor). Applies only to other elves of your tribe and individuals that have passed your 'tests of trust'.
- Primitive (Minor). This is typical for the elves of Dark Sun, where metal is very rare.
Bonus Proficiencies. For each minor drawback assigned to a desert elf, you select one of the following: Deception, Endurance, Nature, Sleight of Hand, Stealth, Survival, Spears (Simple), herbalism kit, or a musical instrument (one musical instrument group for our grouped proficiency house rules) or one relevant language.
ELADRIN
Typical Eladrin Drawbacks
- Frail (Minor) OR Weak (Minor). Eladrin are slight of build and slender.
Bonus Proficiencies. For each minor drawback assigned to an eladrin, you select one of the following: Arcana, History, Nature, Performance, Persuasion, Survival, Bows (Simple + Martial), Long Blades (Simple), Short Blades (Simple + Martial), or a musical instrument (one musical instrument group for our grouped proficiency house rules) or one relevant language.
HIGH ELF
Altered High Elf Traits
- Elf Weapon Training. If using the weapon group proficiencies house rule, this feature grants proficiency with: Bows (Simple + Martial), Long Blades (Simple), Short Blades (Simple + Martial).
Typical High Elf Drawbacks
- Frail (Minor) OR Weak (Minor). High elves have slight builds.
Bonus Proficiencies. For each minor drawback assigned to a high elf, you select one of the following: Arcana, History, Nature, Performance, Persuasion, or a musical instrument (one musical instrument group for our grouped proficiency house rules) or one relevant language.
PALLID (MOON) ELF
Typical Pallid Elf Drawbacks
- Frail (Minor) OR Weak (Minor). Like high elves, moon elves have slight builds.
- Curious (Minor): Being new to the world, pallid elves wander with childlike curiosity.
Bonus Proficiencies. For each minor drawback assigned to a pallid elf, you select one of the following: Arcana, Insight, Investigation, Nature, Performance, Persuasion, or a musical instrument (one musical instrument group for our grouped proficiency house rules) or one relevant language.
SEA ELF
Altered Sea Elf Traits
- Elf Weapon Training. If using the weapon group proficiencies house rule, this feature grants proficiency with: Crossbows (Simple), Spears (Simple + Martial), Whips, Nets & Chains (Simple).
Typical Sea Elf Drawbacks
- Shy (Minor). Sea elves have adapted to a life of fending for themselves and only rare individuals come into contact regularly with other races.
- Outsider (Minor): Wood elves rarely involve themselves with other races.
Bonus Proficiencies. For each minor drawback assigned to a sea elf, you select one of the following: Animal Handling, Nature, or Survival or one relevant language.
SHADAR-KAI
Altered Shadar-Kai Traits
- Elf Weapon Training. If using the weapon group proficiencies house rule, this feature grants proficiency with: Crossbows (Simple), Spears (Simple + Martial), Whips, Nets & Chains (Simple).
Typical Shadar-Kai Drawbacks
- Anti-Social (Minor) OR Not Bright (Minor) OR Shy (Minor). Shadar-kai are all but bereft of free thinking and emotion.
- Outsider (Minor): Shadar-kai have an aura of strangeness that often unnerves other races.
Bonus Proficiencies. For each minor drawback assigned to a sea elf, you select one of the following: Arcana, Intimidation, Nature, Stealth, Survival or Whips, Nets & Chains (Simple + Martial) or one relevant language.
WOOD ELF
Altered Wood Elf Traits
- Elf Weapon Training. If using the weapon group proficiencies house rule, this feature grants proficiency with: Bows (Simple + Martial), Long Blades (Simple), Short Blades (Simple + Martial).
Typical 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.
Bonus Proficiencies. For each minor drawback assigned to a wood elf, you select one of the following: Animal Handling, Athletics, Nature, Stealth, Survival, herbalism kit, or a musical instrument (one musical instrument group for our grouped proficiency house rules) or one relevant language.
ELF RACIAL FEATS
Race Feat & Source Elf (drow) Beast Affinity (arachnids) (House, D&D Racial Feats) Elf Bladedancing Surge (House, D&D Racial Feats) Elf (drow) Drow High Magic (Xanathar's Guide to Everything) Elf (drow) Drow Magic (House, D&D Racial Feats) Elf Elven Accuracy (Xanathar's Guide to Everything) Elf Elven Verve (House, D&D Racial Feats) Elf (eladrin) Fey Magic (House, D&D Racial Feats) Elf (high) Fey Teleportation (Xanathar's Guide to Everything) Elf Lifelong Learning (House, D&D Racial Feats) Elf (eladrin, high) Light Elf Magic (Xanathar's Guide to Everything) Elf Manifestation (House, D&D Racial Feats) Elf (Eberron) Revenant Blade (Eberron Rising from the Last War) Elf (desert) Wasteland Wanderer (House, D&D Racial Feats) Elf (sea) Water Magic (House, D&D General Feats) This is a general feat, but sea elves can take it as a racial feat. Elf (wood) Wood Elf Magic (Xanathar's Guide to Everything) Elf (desert, wood) Wild Survivor (House, D&D General Feats) This is a general feat, but certain elves can take it as a racial feat.
FAEN
Game Statistics & Lore. 5e D&D - House (see below). Originally appeared in 3E D&D compatible Monte Cook's Arcana Unearthed chapter 2.
Further Lore & Roleplaying Ideas. This race encompasses to diminutive fey races that are both able to change into a third over time if they so choose.
GAME MECHANICS
Dungeons & Dragons 5E
Faen Traits
- Ability Score Increase. Your Dexterity score increases by 1.
- Metamorphosis. Faen can change their subrace to that of a spryte. This feature works as described in chapter 2 of Monte Cook's Arcana Unearthed and requires the racial faen feat, Faen Metamorphosis. Thereafter you replace your subrace features with those of the spryte subrace below. I will deal with the spryte subrace if anyone is ever interested in this option.
- 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 fey senses are sharp and adjusted to moonlight and dim forest conditions.
- Languages. Common and Sylvan (or Faen if using the setting of the Diamond Throne).
- Size. Small.
FAEN SUBRACES
A starting character begins as a loresong or quickling; you cannot choose sptrye as your first subrace unless you have also taken the relevant racial feat.
LORESONG
Loresong Traits
- Ability Score Increase. Your Intelligence score increases by 2.
- Loresong Magic. You know the minor illusion and light cantrips. Once you reach 3rd level, you can cast detect magic once with this trait, and you regain the ability to do so once you finish a long rest. You do not need to provide material components for spells cast using this feature and Intelligence is your spellcasting ability for these spells.
- Speed. Base speed is 20 feet.
Typical Loresong Drawbacks
- Curious (Minor). Faen have a love of fun and mystery, but they also value security, so they are constantly checking their surroundings. Loresongs' fascination with magic is also a strong attraction.
- Delicate (Minor). All faen are of very light builds.
- Weak (Minor OR Major). Faen have light builds and are small in size.
Bonus Proficiencies For every minor drawback assigned to a loresong, you choose one of the following. Arcana, Investigation, Perception, Performance, Stealth or any musical instrument (or musical instrument group if using our house rules for proficiencies) or one relevant language.
Bonus Racial Feat. For each racial major drawback you start with, you select one faen racial feat.
QUICKLING
Quickling Traits
- Ability Score Increase. Your Dexterity score increases by 1 (for a total increase of 2).
- Speed. Base speed is 120 feet.
Typical Quickling Drawbacks
- Curious (Minor). Faen have a love of fun and mystery, but they also value security, so they are constantly checking their surroundings. Quicklings' fascination with magic is also a strong attraction.
- Delicate (Minor). All faen are of very light builds.
- Weak (Minor OR Major). Faen have light builds and are small in size.
Bonus Proficiencies For every minor drawback assigned to a quickling, you choose one of the following. Acrobatics, Perception, Performance, Stealth or any musical instrument (or musical instrument group if using our house rules for proficiencies) or one relevant language.
Bonus Racial Feat. For each racial major drawback you start with, you select one faen racial feat.
FAEN RACIAL FEATS
Race Feat & Source Faen (quickling) Battle-Ready (House, D&D Racial Feats) Faen Faen Metamorphosis (House (have not done yet) Faen Fey Magic (House, D&D Racial Feats) Faen Light Frame (House, D&D Racial Feats)
HALF-ELF
Game Statistics & Lore. 5e D&D Player's Handbook chapter 2.
Further Lore & Roleplaying Ideas. Racial descriptions for typical half-elves can be found in many products.
The following drawbacks try to cover several views of half-elves, including those that act as great diplomats between humans and elves, those that were raised among 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, Dark Sun (and some earlier versions of Dungeons & Dragons) describe half-elves that are outsiders to their parents' races.
The features suggest a human - high elf union, but the 'elf' side could easily be adapted to suit other elven subraces.
GAME MECHANICS
Dungeons & Dragons 5E
Typical Half-Elf Drawbacks
- Ability Score Decreases (Minor). You reduce one ability score by 2, or any two ability scores by 1. You may choose Charisma here, off-setting the bonus gained, 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 among 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 among elves and humans. You do not fit into either of your parents' worlds. This may represent settings where half-elves are looked down upon.
Bonus Proficiencies. For each minor drawback assigned to a half-elf, you select any one skill, weapon group or tool sets/kits. (If the Short Blades weapon group is chosen, you gain Simple + Martial. For all other weapon groups it is Simple only) or one relevant language.
HALF-ELF SUBRACES
The half-elf above describes a mixture of human and high elf. In time, we may add variant mixed heritages below.
HALF-ELF RACIAL FEATS
Race Feat & Source Half-elf Elven Accuracy (Xanathar's Guide to Everything) Half-elf Prodigy (Xanathar's Guide to Everything) Half-elf Unwavering Destiny (House, D&D Racial Feats)
WILDEN
Game Statistics & Lore. 5e D&D house (see below).
Further Lore & Roleplaying Ideas. Introduced in the 3E D&D Races of the Wild as killoren, they became the wilden for the 4E D&D Player's Handbook 3. They are a plant-like fey race.
GAME MECHANICS
Dungeons & Dragons 5E
Wilden Traits
- Ability Score Increase. Your Wisdom score increases by 2 and your Dexterity or Constitution 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. You are able to see in even the darkest woods.
- Plant Camoflage. You have advantage on Dexterity (Stealth) checks made in terrain with ample obscurring plant life.
- Fey Type. You are of fey origin. You have advantage on saving throws against being charmed. You do not need to sleep and magic cannot put you to sleep. By remaining inactive for 4 hours, you gain the same benefit that a human does from 8 hours of sleep. During this inactivity, you are aware of your surroundings.
- Nature's Aspect. Following a long rest you choose an aspect for the day. The aspect's features apply until you complete a long rest. You can only manifest one aspect at a time.
- Aspect of the Ancients. You embody the deep and ancient secrets of nature itself. Whilst in this aspect, your leaves turn white and your eyes any shade of blue or white. You have advantage on all Intelligence (Nature) and Wisdom (Survival) checks. You are immune to the charmed condition.
- Aspect of the Destroyer. You embody nature's power to destroy. Jagged spurs burst through your skin, your leaves take on a dark brown or grey tinge, and your eyes darken to a deep, lusterless black. You have advantage on Charisma (Intimidation) checks and are immune to the frightened condition. Any creature that you grapple or that grapples you takes 3 piercing damage. You score critical hits against aberrations and undead on a roll of 19-20.
- Aspect of the Hunter. You embody the importance of the hunt in the cycle of life and your senses sharpen. In this aspect, your leaves turn brown and green and your eyes a stark emerald. You have advantage on all Wisdom (Perception) and Dexterity (Stealth) checks , and Wisdom (Survival) checks made to track prey. You leave no trail and natural terrain does not hinder your speed.
- Age. As wilden age, their bodies move through the seasons. Young wilden are like trees in spring, filled with life and vigor, their bodies a green hue. In the summer phase, a wilden's body is brown or tan, while the cloak of leaves remains vibrant green. Wilden in the autumn phase undergo a profound change, their skin darkening as their leaves turn the colour to yellows, oranges and reds. Finally, the winter phase heralds the end of a wilden's life, as the body grows thinner and the leaves wither and fall.
- Size. Medium. Wilden are around 5 1/2 feet tall and weigh between 140 and 170 pounds.
- Speed. Base speed is 30 feet.
- Alignment. Most wood woads tend towards neutral alignments, as their main objective is to protect nature.
- Languages Sylvan and Elven.
Typical Wilden Drawbacks
- Shy (Minor) OR Dullard (Minor) OR Weak (Minor). Wilden are very focussed on nature and care little for the motivations of other races. Even though they are hardy, many do not have bulky builds.
- Armor Avoidance (Minor). Not surprising that fire is dangerous to you, given you are a plant.
- Outsider (Minor). This does not apply to fey, elves and other races that live their whole lives in the wilderness.
Bonus Proficiencies. For each minor drawback assigned to a wilden, you select one of the following: Animal Handling, Acrobatics, Athletics, Endurance, Nature, Perception, Stealth, Survival, herbalist kit, or one relevant language.
WILDEN RACIAL FEATS
Race Feat & Source Wilden Adaptive Aspects (House, D&D Racial Feats) Wilden Avatar of the Ancients (House, D&D Racial Feats) Wilden Avatar of the Destroyer (House, D&D Racial Feats) Wilden Avatar of the Hunter (House, D&D Racial Feats) Wilden Fey Magic (House, D&D Racial Feats) Wilden Paragon of the Ancients (House, D&D Racial Feats) Wilden Paragon Destroyer (House, D&D Racial Feats) Wilden Paragon Hunter (House, D&D Racial Feats) Wilden Nature's Rebirth (House, D&D Racial Feats) Wilden Woods Magic (House, D&D Racial Feats)
GAME MECHANICS
Dungeons & Dragons 5E