Shrubling
Sylvan
Wisp
Wildfire
Melodine
Ravenkin
Ritualist
Mothlian
Athalian
Dragonborn
Crystalline
Vamprin
Roxrose
Cecaelia
Fae
Jelly Skelly
Stratomancer
Magmarian
Dreamer
Changeling
Harbinger
A race of resilient plant-humanoid creatures.
Roots: You spawn with 5 glow berries and 5 bone meal. You get 1 glow berry and 1 bonemeal every day.
Favorite Food: You love glow berries! They give you more saturation and temporary night vision when eaten.
Growth: You can "eat" (crouch while holding) bonemeal to regenerate and temporarily increase your max health (30 Sec. CD).
Lunchbox: You have access to an additional 9 slots of inventory, which keep the items on death. This inventory can be accessed by looking straight down and interacting with the ground right below you, as if you were opening a chest minecart, while sneaking. This inventory can only be accessed in the overworld due to issues occurring when opening in other dimensions.
Excited: You are able to jump higher by jumping while sprinting, and move faster than others.
Small: You are half a block shorter than humans.
Weak: You temporarily get weaker after attacking while shielding.
Hot!!: You take 100% more damage from fire-related sources.
Shut In: You have 2 less hearts of health than humans.
Vegetarian: You can't digest any meat.
An ancestral relative of the Shrubling, these perennial blossoms thrive on land and sea.
Hydrophyte: You can see clearer, move faster, and can breath longer underwater.
Moonlight: You can see clearer in the dark.
Succulent: You are immune to berry and catci damage. You take 25% less damage from thorns.
Anthesis: You can scatter pollen in a radius around you, affecting nearby mobs, by using your primary power. This pollen buffs you while debuffing nearby mobs (40 Sec. CD).
Soft Soil: You take 50% less damage from falling.
Small: You are half a block shorter than humans.
Smolder: You take 50% more damage from fire-related sources.
Light Diet: You can only digest fish, fruit, bread, and cookies.
Weak: You temporarily get weaker after attacking while shielding.
Fragile: You have 3 less hearts of health than humans.
An aimless spirit, wandering about the Overworld (CAUTION: MOVE ITEMS FROM TOP INVENTORY ROW BEFORE SELECTING).
Fade: You can fade out of existence temporarily by using your primary power. While faded, you become invulnerable and lighter, but cannot attack or mine blocks (30 Sec. CD).
Spirit Gun: You can fire a beam of spirit energy by using your secondary power. It does moderate damage, and can be used while faded (10 Sec. CD).
Reincarnate: Once per life, whenever you would die, you instead respawn in an 100 block radius of where you would've died, gaining temporary absorption, resistance, and fire resistance.
Incorporeal Body: You do not need to eat, move faster than others, and can float upwards by holding jump while in the air. Doing so makes you hungry.
Scatter: When hit, you have a 1/12 chance to disperse and reform somewhere nearby.
Etherial Limbs: You cannot wear armor of higher protection than iron, are weaker, and have less inventory space than others.
Restless: You have 6 hearts, take 25% more damage from all sources, and cannot wear elytra.
A formidable blaze variant found in the depths of the nether.
Carapace: You take 50% less damage from projectiles and take less damage overall.
Fire Immunity: You are immune to all types of fire damage.
Barrage: You can launch a set of three small fireballs by using your primary power (10 Sec. CD).
Launch: You can launch yourself forward and temporarily increases your movement speed by using your secondary power (10 Sec. CD).
Float: You can float upwards by holding jump while in the air.
Featherweight: You fall as gently to the ground as a feather would, unless you sneak.
Hotblooded: Due to your hot body, venoms burn up, making you immune to poison and hunger status effects.
Cramped: You can not wear any heavy armor (armor with protection values higher than iron). You cannot wear elytra.
Nether Inhabitant: Your natural spawn will be in the Nether.
Hydrophobia: You receive damage over time while in contact with water.
Carnivore: Your diet is restricted to meat, you can't eat vegetables.
Reckless: You cannot use a shield.
Fragile: You have 3 less hearts of health than humans.
A friendly wisp-like creature that loves music.
Melody: Crouching while holding a music disc grants different effects dependent on the disc. Has 2 charges (15 Sec. CD).
Record Case: You have access to an additional 9 slots of inventory, which keep the items on death. This inventory can be accessed by looking straight down and interacting with the ground right below you, as if you were opening a chest minecart, while sneaking. This inventory can only be accessed in the overworld due to issues occurring when opening in other dimensions.
Float: You can float upwards by holding jump while in the air.
Featherweight: You fall as gently to the ground as a feather would, unless you sneak.
Tiny Musician: You are 1 block tall and occasionally emit music note particles.
Light Diet: You can only digest fish, fruit, bread, and cookies.
Fragile: You have 3 less hearts of health than humans.
Weak: You temporarily get weaker after attacking while shielding.
Float, Not Fly: You cannot wear elytra.
Descendants of ravens, these creatures are small but vicious birds of prey.
Winged: You have Elytra wings without needing to equip any.
Tailwind: You are a little bit quicker on foot than others.
Nocturnal: You can see clearer in the dark when not submerged in water.
Scavenger: Foods that apply negative status effects can be eaten normally.
Leap: You can launch yourself into the air about 20 blocks by using your primary power (20 Sec. CD).
Aerial Combatant: You deal substantially more damage while in Elytra flight.
Bloodlust: If your health falls to or below half, you become stronger, faster, and your vision turns red, obscuring your ability cooldown bar. You hunger drains at a faster rate while in this state.
Small: You are half a block shorter than humans.
Picky: Your diet is restricted to meat, you can't eat vegetables. Eating foods with negative status effects causes you to regenerate.
Brittle Bones: You take more damage from falling and flying into blocks.
Claustrophobia: Being somewhere with a low ceiling for too long will weaken you and make you slower.
Shut In: You have 2 less hearts of health than humans.
Unwieldy: The way your hands are formed provide no way of holding a shield upright.
Need for Mobility: You can not wear any heavy armor (armor with protection values higher than iron).
A master of the dark arts with bountiful knowledge of black magic.
Shared Pain: When hurt, those around you take the damage as well.
Dark Arts: You can dash forward while invulnerable, dealing contact damage to those you pass through by using your primary power (5 Sec. CD).
Rend: You can damage yourself, temporarily making you regenerate and move faster, by using your secondary power (15 Sec. CD).
Dark One: Undead mobs and Witches are neutral to you.
Large Appetite: You exhaust much quicker than others, thus requiring you to eat more.
Unfamiliar: You cannot use bows, crossbows, or throw tridents.
Fear: Villagers run from you, and Iron Golems attack you on sight.
Fragile: You have 3 less hearts of health than humans.
A race of winged, light-loving insects.
Wings: You have a set of wings that can be toggled by crouching while holding your primary power. Your primary power changes depending on if your wings are out.
Flit: Your primary power allows you to launch yourself about 20 blocks into the air while your wings are out, or flutter around for 20 seconds while your wings aren't out (30 Sec. CD).
Warmth: You regenerate health and can see better at night when near bright light sources.
Fiber Feast: You can "eat" (crouch while holding) leather to restore 3 full hunger points.
Smol Speedster: You are 1 block tall, and move faster than others.
Brittle Bones: You take more damage from falling and flying into blocks.
To a Flame: You take 100% more damage from fire-related sources.
Fragile: You have 3 less hearts of health than humans.
Weak: You temporarily get weaker after attacking while shielding.
A race of majestic, winged insects.
Wings: You have a set of wings that can be toggled by crouching while holding your primary power. Your primary power changes depending on if your wings are out.
Flit: Your primary power allows you to launch yourself about 20 blocks into the air while your wings are out, or flutter around for 20 seconds while your wings aren't out (30 Sec. CD).
Regenerative Hugs: By sneaking for 4 seconds, the closest thing within a short radius of you will regenerate some health.
Comfy: Sleeping in a bed fast forwards the night, regardless of player count.
Acrobatics: You never take fall damage, no matter from which height you fall.
Small: You are half a block shorter than humans.
Shut In: You have 2 less hearts of health than humans.
Light Diet: You can only digest fish, fruit, bread, and cookies.
Weak: You temporarily get weaker after attacking while shielding.
Large Appetite: You exhaust much quicker than others, thus requiring you to eat more.
Smolder: You take 50% more damage from fire-related sources.
A branch of humanoid children of the Ender Dragon.
Leap: You can launch yourself into the air about 20 blocks by using your primary power (20 Sec. CD).
Breath: You can launch a dragon fireball from your mouth by using your secondary power (90 Sec. CD).
Winged: You have Elytra wings without needing to equip any.
Scales: You are immune to all types of fire damage, and take less damage overall.
Claws: You deal more damage with your fists.
Kin: You have 2 more hearts of health than humans, are half a block taller, and can crouch to fit into 2 block spaces.
Weakened: When at or under half health, you cannot shoot fireballs or launch yourself into the air. You also become weaker.
Large Appetite: You exhaust much quicker than others, thus requiring you to eat more.
Carnivore: Your diet is restricted to meat, you can't eat vegetables.
Unwieldy: The way your hands are formed provide no way of holding a shield upright.
Horns: You cannot wear a helmet, due to your horns.
A race of sentient gemstones that harness the power of the crystals growing from within.
Crystallize: An amethyst crystal grows from your head. You cannot wear a helmet due to this, but it gives you other abilities. Takes 1 minute to reach crystallization stage 4 from stage 0. If the crystal breaks from taking damage, all status effects are cleared from you.
Harvest: You can harvest amethyst shards from your head by using your primary power. Crystallization stage minimum of 1. Resets Crystallize progress. You receive regeneration from stage 4 harvests (15 Sec. CD).
Shatter: You can shatter the crystal on your head, dealing damage to nearby mobs by using your secondary power. Crystallization stage minimum of 1. Resets Crystallize progress. Higher Crystallize stages deal more damage (20 Sec. CD).
Minerals: You recieve buffs dependent on the amethyst crystal's Crystallize stage, retaining buffs from previous stages.
Metamorphic: You can increase your health and restore hunger by "eating" (crouch while holding) amethyst shards. 1 shard gives half a heart, and the health increase resets on death. Maximum of +6 Hearts (3 Sec. CD).
Frail: You take 50% more damage from all sources, have one less heart, and getting hurt has a 1/25 chance to break your crystal.
Vegetarian: You can't digest any meat.
A true-blooded descendant, seeking to wrest the vital essence of the living.
Blood Oath: You have a limited blood supply that can be used to activate your abilities, viewed by crouching and holding a power item. Slowly drains over time.
Siphon: Hitting mobs with your power items causes bleeding and partially refills your blood supply.
Swarm: You can disperse, blinding nearby mobs, and reform nearby by using your primary power. Requires blood to activate (10 Sec. CD).
Blood Moon: You can cast an illusion on nearby mobs, inflicting darkness on them and empowering yourself, by using your secondary power. More powerful at night. Requires blood to activate (30 Sec. CD).
Alter: A hereditary magic has been passed down to you, allowing you to change your form. While wearing no armor, you are able to transform into a bat, which is toggleable by using your tertiary power. While transformed, you have reduced health and are capable of flight, but cannot mine. Trying to equip armor while transformed drops it. Requires blood to toggle.
Acquainted: Undead mobs and Spiders are neutral to you.
Conflux Bane: You take 50% more damage from magic-related sources.
Potamophobia: You become disoriented and take damage while in contact with certain water types.
Sunshine: You begin to burn in daylight if you are not in your bat form.
Carnivore: Your diet is restricted to meat, you can't eat vegetables.
Fear: Villagers run from you, and Iron Golems attack you on sight.
A race of flower-dragonoid hybrids that specialize in mobility.
Winged: You have Elytra wings without needing to equip any.
Anemophilous: While gliding, you flap your wings, continuously propelling yourself. This is toggleable by sneaking while gliding or crouching on the ground while holding your primary power.
Fiery Fortitude: You are immune to fire while on land, and have fleeting fire resistance while in lava.
Anthesis: You can scatter pollen in a radius around you, affecting nearby mobs, by using your primary power. This pollen buffs you while debuffing nearby mobs (40 Sec. CD).
Hatchling: You are half a block shorter and have 3 less hearts of health than humans, but are immune to damage from falling and flying into blocks.
Softborn: You take 100% more damage from fire-related sources.
Light Diet: You can only digest fish, fruit, bread, and cookies.
Large Appetite: You exhaust much quicker than others, thus requiring you to eat more.
Fresh Air: When sleeping, your bed needs to be at an altitude of at least 86 blocks, so you can breathe fresh air.
A race of half-human, half-octopus hybrids that thrive underwater.
Aquatic: You can breathe underwater, but not on land, and can hold your breath longer on land. Drowned and Guardians are neutral to you.
Seafolk: You see perfectly, mine normally, move faster, and deal more damage while underwater.
Tentacle: You have a trident that can drag things closer to you.
Suction Cups: You are able to climb up any kind of wall, not just ladders, by jumping continuously on touch screen, or holding jump otherwise to ascend, touching a wall to descend, and sneaking to cling to the wall. This is toggleable by jumping while sneaking.
Cephalo Storage: You have access to an additional 8 slots of inventory, which keep the items on death. This inventory can be accessed by looking straight down and interacting with the ground right below you, as if you were opening a chest minecart, while sneaking. This inventory can only be accessed in the overworld due to issues occurring when opening in other dimensions.
Miniscule Mollusca: You are half a block shorter and have 2 less hearts of health than humans.
"Cala- Why Me!": You take 50% more damage from fire-related sources.
Tentacles, Cruel: Due to your lack of feet, you cannot wear boots.
Carnivore: Your diet is restricted to meat, you can't eat vegetables.
Large Appetite: You exhaust much quicker than others, thus requiring you to eat more.
A race of mythical fairy folk that love to cause trouble.
Ancestry: You have 7 red hearts and 2 gold hearts. The gold hearts regenerate after taking red heart damage and healing to full health.
Winged: You have Elytra wings without needing to equip any.
Mischief Maker: Hitting a mob with your power item inflicts it with a random negative effect.
Flutter: You can propel yourself forward and upward by using your primary power. Has 2 charges (7 Sec. CD).
Regenerative Hugs: By sneaking for 4 seconds, the closest thing within a short radius of you will regenerate some health.
Fruit Lover: You love fruits! They give you more saturation when eaten.
Small: You are half a block shorter than humans.
Brittle Bones: You take more damage from falling and flying into blocks.
Conflux Bane: You take 50% more damage from magic-related sources.
Weak: You temporarily get weaker after attacking while shielding.
Smolder: You take 50% more damage from fire-related sources.
Vegetarian: You can't digest any meat.
Bouncy? Check. Undead? Also check.
Postmortal: Undead mobs are neutral to you.
Bowne Bruiser: You deal increased melee damage while holding a bow.
Slime Shots: You can crouch while holding an arrow to make a "slimy" (slowness) arrow. Crouching while holding a slimy arrow coats it with toxic slime, poisoning those hit by it.
Spry Skelly: You jump much higher than humans at full size and are immune to fall damage.
Divisible: Once per life, you shrink to half your size (and max health) instead of dying when at full size. You can "absorb" (crouch while holding) slime balls to regrow in size and bones to recover your health (maxes out at full size and 10 health).
Bouncer: You can launch yourself forward by using your primary power (10 Sec. CD).
Incendiary Slime: Your slimy exterior prevents you from burning in daylight, but is twice as flammable if ignited.
Splatter: You take 50% more damage from explosions.
Jammed: You cannot wear elytra, use crossbows, or throw tridents.
Hydrophobia: You receive damage over time while in contact with water.
Spooky Scary: Villagers run from you, and Iron Golems attack you on sight.
Sticky Steps: You exhaust much quicker than others, thus requiring you to eat more.
A human attuned to the forces of wind and storm. Born to command the skies, your body shifts constantly, allowing greater influence over the elements.
Skydance: You have a flight gauge that charges over time and allows you to fly, toggled by using your primary power (Requires 1 bar to activate). Whenever you wake up in the morning, this gauge fully recharges.
Jolt: You can fire a lightning bolt by using your secondary power. Hitting mobs with Jolt partially recharges Skydance (10 Sec. CD).
Thermal Shift: You can alter the nature of your energy, toggling between two modes (Stratos and Tropos) by using your tertiary power. Your passive abilities change depending on which state you're in (3 Sec. CD).
Elemental Mastery: You are immune to damage from falling, flying into blocks, and lightning.
Amped: Hitting mobs with your power items electrifies them and partially recharges Skydance.
Volt Aura: While in Stratos, you fall as gently to the ground as a feather. While in Tropos, electrified mobs are weakened when hit with your power items.
Altitude: While in Stratos at an altitude of 100 blocks or higher, you regenerate health and Skydance recharges faster. While in Tropos at an altitude of 100 blocks or lower, you are more resistant to damage and Jolt slows mobs hit.
Luminescent: You can see clearer in the dark, move faster than others, and occasionally emit particles.
Shut In: You have 2 less hearts of health than humans.
Magnetic Interference: You cannot wear elytra or use maces.
Large Appetite: You exhaust much quicker than others, thus requiring you to eat more.
Need for Mobility: You can not wear any heavy armor (armor with protection values higher than iron).
Conflux Bane: You take 50% more damage from magic-related sources.
Fresh Air: When sleeping, your bed needs to be at an altitude of at least 86 blocks, so you can breathe fresh air.
A fiery slime variant found within the nether.
Fire Immunity: You are immune to all types of fire damage.
Bouncer: You can launch yourself forward by using your primary power (10 Sec. CD).
Flam-Boing-ant: You have an improved jump height at full size and take no fall damage. When hurt, you have a 1/8 chance to combust, igniting nearby mobs.
Split-Up: You shrink to half your size (and max health) instead of dying when at full size.
Nether Passive: Blazes, Ghasts, Hoglins, Magma Cubes, all Piglins, and Wither Skeletons ignore you unless provoked.
Nether Inhabitant: Your natural spawn will be in the Nether.
Shut In: You have 2 less hearts of health than humans.
Hydrophobia: You receive damage over time while in contact with water.
Carnivore: Your diet is restricted to meat, you can't eat vegetables.
A human that obtained the ability to manifest dreams.
Astral Control: You can transform into your astral body, temporarily becoming intangible and allowing you to float, by using your primary power. The duration of this ability is halved if used in the air. When augmented, transforming cleanses negative status effects (10 Sec. CD).
Sleepwalking: You can paralyze and pull nearby mobs towards you by using your secondary power. When augmented, the paralysis inflicts damage, and the pull speed increases (15 Sec. CD).
Wonder: Using your abilities charges wonder, and once fully charged, your next ability will be augmented. Using an augmented ability resets the cooldown of your other ability and grants you 2 golden hearts. You can view the charge of wonder by crouching and holding a power item.
Slumber: Hitting mobs with your power items slows them.
Nocturne: You can see clearer, your prowess is enhanced, and your abilities charge wonder faster at night.
Acrobatics: You never take fall damage, no matter from which height you fall.
Comfy: Sleeping in a bed fast forwards the night, regardless of player count.
Shut In: You have 2 less hearts of health than humans.
Weak: You temporarily get weaker after attacking while shielding.
Sweltering Heat: You take 100% more damage from fire-related sources.
Munchies: Your late-night antics are constant and exhausting, thus requiring you to eat more.
Groggy: You cannot use bows or crossbows, move slower than others, and have a small chance to fall asleep upon taking damage.
With ever-changing appearances, changelings reside in many societies undetected. For some changelings, a new face is only a disguise. For other changelings, a new face may reveal an aspect of their soul.
Font of Semblance: Hitting a player with your power item absorbs a trace of their origin, which is stored in the power item you hit them with. You can store a maximum of 3 unique traces at a time. Activating a power item transforms you into the origin stored within it for 1 minute. (30 Sec. CD).
Vagabond's Experience: Nights spent wandering have caused your vision to acclimate, allowing you to see clearer in the dark when not submerged in water.
Pariah's Company: While you aren't transformed, Illagers are neutral to you, Villagers run from you, and Iron Golems attack you on sight.
Fractured Physique: While you aren't transformed, you have 4 less hearts of health than humans.
Rushed Reformation: Whenever your transformation ends, you are briefly immobilized.
Large Appetite: You exhaust much quicker than others, thus requiring you to eat more.
Conflux Bane: You take 50% more damage from magic-related sources.
"Run from it, dread it, destiny arrives all the same. Why not wield it?" That, is the creed of the harbinger.
Omen: You have an OMEN gauge that charges over time. It can be used to activate your abilities. Dealing damage will refill this gauge. If your OMEN fully depletes, you die.
Ordain: You can consecrate a portion of terrain near you by using your primary power, empowering yourself and restoring OMEN while within the area. While Rampant, the area becomes harrowed, dealing wither damage to creatures within it. Costs OMEN to use (20 Sec. CD).
Invoke: You can fire a wither skull in the direction you're facing by using your secondary power. While Rampant, the wither skull is charged. Costs OMEN to use (5 Sec. CD).
Creed: You can dash forward, up to three times, by pressing the jump button while in the air. Costs OMEN to use (10. Sec. CD).
Fiery Fortitude: You are immune to fire while on land, and have fleeting fire resistance while in lava.
Rampage: If your health falls to or below half while above 50% OMEN, you are forced into a rampage, becoming stronger and faster while rapidly draining your OMEN over time. Your rampage ends when your OMEN is reduced to 1 bar or you die.
Reckless: You cannot use a shield.
Nether Inhabitant: Your natural spawn will be in the Nether.
Shut In: You have 2 less hearts of health than humans.
Conflux Bane: You take 50% more damage from magic-related sources.
Fear: Villagers run from you, and Iron Golems attack you on sight.
Large Appetite: You exhaust much quicker than others, thus requiring you to eat more.