Human mages aren’t born; they’re made. At a young age, a human’s soul may acclimate to mana, always between ages 3 and 7, though most develop at age 5. This creates a mana core within their soul, allowing them the ability to cast and create like most other sapient species. On average, less than one in one thousand people are mages, though regions rich in natural mana have a significantly higher rate. This means that mages are more commonly born around dungeons (about 1/100) and within mana wastes (7/10). Human mages all share certain traits.
Familiar Bond: Human mages have a natural familiar bond, their soul forming another physical form, that of a small animal, in order to contain some of their mana without causing stress on the physical body. See familiar rules.
True Mage: Human mages are given the gift of magic by mana itself rather than by nature. Because of this gift, they are able to cast spells aligning with their core magic more easily. They may cast spells most closely aligned with their core trait (As listed with the spell) at a ¼ mana discount, with a maximum discount of 10, rounded up. For example, a spell that costs three mana would still cost three mana, a spell that costs 4 mana would cost 3, and a spell costing 50 mana would instead cost 40.
Core alignment: Each human mage has a core element of magic that they align with naturally. They gain one ability based on their core. These abilities are as follows.
Rising Tides (Water): Once per day per character level, a water core mage may call upon the strength of the tides, the forces of water that shape the shoreline and create whole ecosystems. When using this skill, the water core mage cannot cast spells due to the magic rushing through their veins like the rising tides, though they can activate runic and precast spells. During the active time (up to ten minutes or until the skill is dismissed) the mage gains advantage on all strength-based checks, including skills, attacks, and saves, and ignores the debuff effects from exhaustion levels. Upon a successful hit with a strength-based attack while this ability is active, they also gain an extra d4 water elemental damage to the total damage roll. When this ability ends, the mage gains one point of exhaustion.
Here Comes Soft Rains (Water): Once per day per character level, the mage may call upon the power of gentle rains, offering the world what it needs to grow and flourish. For up to ten minutes or until the ability is dismissed, all allies within 30 feet of you gain +1 to their Armor Class. When the ability is activated, all allies within range also regain 1d4 hit points. This ability can be stacked as many times as the mage is able to use it.
Sudden Storms (Air): Once per day per character level, an air mage can call upon the quick ferocity of a sudden storm. The mage gains an extra attack they may make using a reaction with advantage. Upon a successful hit, the mage may add an additional 1d4 air-based elemental damage to the total damage. No matter what weapon you use, the roll for this attack is a dexterity attack check.
Guiding Winds (Air): Once per day per character level, an air mage can urge the winds to guide their step, silent and precise. The mage gains advantage on any and all dexterity checks for up to ten minutes or until they make any attack check. Upon breaking this ability by making an attack, the mage may gain advantage as if inflicting shock upon the target.
Earthen Armor: Once per day per character level, an earth mage may call upon the strength of the earth to protect them. They can add an additional d4+vitality bonus to their Armor Class as if they were wearing heavy armor. The mage has automatic proficiency in earthen armor. The armor breaks after three hits that would have been successful without it or after ten minutes of use.
Stone Skin: Once per day per character level, an earth mage can boost their vitality as if they were made of stone, granting up to ten minutes of advantage on all vitality checks and temporary resistance against poison and disease.
Blessings of the Hearthfire: Once per day per character level, a fire mage can call upon the warmth and safety of the hearthfire, allowing them and their allies the ability to calm and focus enough to fully perceive their surroundings. The mage and any allies within 30ft gain advantage on acuity checks for ten minutes or until they make an attack. The mage also gains advantage on persuasion checks with anyone within the range of the ability, regardless of hostility level.
Raging Flame: Once per day per character level, a fire mage may summon the power of raging flames to assist in their attacks. They gain advantage on any attacks as they focus on a weak point. Successful hits result in an additional 1d4 fire elemental damage added to the total damage roll.
Life’s Gifts: Once per day per character level, a life mage may draw upon the energy of life to heal themself and their allies, coaxing the body to mend its physical form. Any allies within 30ft gain 1d4 hit points. If the mage so chooses, they can spend an additional hit die to provide an equivalent inspiration die to anyone healed in this way. This inspiration die will disappear when used or after ten minutes.
Life’s End: Once per day per character level, a life mage can call upon the bleeding and all-consuming force of death. They can add a d4 necrotic damage to the total damage dice to any successful hit, theirs or their ally’s, and gain half as much in hit points to themself. They may also spend a magic die to add an equivalent damage die, gaining the same bonus as they would with the initial damage.
From Order (Entropy): An entropy mage can expend a number of mana points to alter the laws of reality itself to change the damage type of any attack. At instant speed, they can force their will onto the world, altering the damage type of any attack they can see or otherwise perceive. The number of mana points they must expend is equal to the distance of the mage from the source of the attack.
To Chaos (Entropy): Once per day per character level, an entropy mage can phase past their opponent’s armor as if it never existed in the first place, ignoring the bonus to armor class it provides. In addition, the mage may expend a mana die to deal an additional damage equivalent to the roll of that die.
Core Stat Bonus: Human Mages gain an affinity with the core stat aligning with their core elemental magic. Strength aligns with water, dexterity with air, vitality with earth, acuity with fire, presence with life, and knowledge with entropy. They gain an additional point in the total of their core stat and one proficiency level in a skill that aligns with this stat. Their spellcasting bonus and spell save bonus are determined by this stat according to the calculation rules.
Infernals are andaemi born of material planes instead of afterlife planes or mana-heavy planes. They’re closely related to angels (Anjirr) and Demons (Daemirr), and their appearances vary widely, reflecting this connection. Despite being so diverse, they all share certain traits. All infernals have eyes without pupils or irises, but rather are a solid color that many non-infernals cannot determine the focus of. They all have extremely expressive ears that twitch and shift on the sides of their heads, flicking and pinning back against their hair in ways similar to an animal like a fox or a cat. They all have some kind of horns or antlers sprouting from their foreheads or the tops of their heads. Infernals have three sexes, and very little concept of gender without the social construct being introduced to them by other races. They’re most commonly some form of intersex, bearing no visible signs of sex organs or real differentiation between males and females, likely related to them being born of magic colliding and souls bonding rather than being born of the connection of flesh. However, males and females are found, with males generally being smaller and more slender than the tall and powerful females. Infernals may have some of the following traits.
Strange Biology: An infernal has strangeness beyond their eyes. This may be in the form of extra limbs like wings or a second set of arms, digitigrade legs, or simply claws. Your infernal may have one of the following
Winged infernal: Whether your wings are leathery like a bat’s or feathered like a bird is entirely dependent on how the magic that your parents nurtured collided. You hatched with little wings sprouted from your back. These structures may become more powerful as you develop your magic. At level one, you are able to expend a hit die to glide a number of feet equal to the roll. At level 10, you may glide without spending hit dice. At level 25, you are able to expend a hit die to fly up a number of feet equal to the die roll. At level 50, you gain a fly speed equal to half your character’s fastest speed stat.
Extra Limbs: Whether your tail be prehensile or you have an extra set of arms, you are able to hold and do more than the average infernal. Your extra limbs cannot wield weapons, but they do give you advantage on athletic checks to lift or push items, and allow you to hold an extra item, like a potion or a coin pouch. When using these limbs for any check other than athletics checks, you get disadvantage unless they are being used in addition to the main arms and legs.
Digitigrade legs: Your legs are built for moving in a way less like most humanoids and more like you. They keep your movements quieter, providing advantage to your stealth checks, and allow you to move faster, giving you an additional 10 feet of movement.
Clawed Fingers: Because of your claws, you receive one proficiency level in unarmed attacks, as your natural instincts as a clawed creature provide some natural skill. In addition, you may choose whether your unarmed attacks deal slashing or bludgeoning damage. Your claws are retractable, preventing them from causing unnecessary damage.
Eyes of the Infernal: Though your eyes are rather effective at picking up light just like most other sapient species, this is not their only function. You have 15 ft of mana sight, allowing you to perceive the flow of mana around you and giving advantage on any check made to identify magic or its source. You have 5ft of soul sight, allowing you limited ability to perceive souls and their connections to the mana field and to each other so long as they are within range.
Virtuous Sinner: Infernals gain one sin skill and one virtue skill depending on their core. There are seven available in each, six being associated with core elements. The core of your infernal is based on which two you take.
Sins -
Pride (Air): A number of times per day equal to character level, you can add your dexterity bonus to any dodge check. Upon a successful dodge check, you can use a hit die to make a counterattack, adding the roll of the hit die to the damage of the attack.
Lust (Water): A number of times per day equal to character level, you can add your Strength bonus to any Will or Focus check. In addition, upon a success, you may expend a hit die to deal the amount rolled as psychic damage to the attacker at will.
Greed (Earth): A number of times per day equal to character level, you can add your vitality bonus to any endurance or magical endurance check. In addition, you may expend a hit die to provide a negative inspiration of equivalent value to an enemy within sight.
Wrath (Fire): A number of times per day equal to your character level, you can add your acuity bonus to any attack check you make. In addition, you may expend a hit die to add that amount of damage to the attack
Envy (life): You have a pool of points equal to your presence bonus. You can use these points to deal additional damage or healing whenever you use a damaging or healing spell, ability, or check. You restore one point upon successful intimidation, deception, or persuasion checks.
Gluttony (Entropy): You have a pool of points equal to your knowledge bonus. You can use these points to deal additional damage or healing whenever you use a damaging or healing spell, ability, or check. You restore one point upon a successful history, religion, or science check.
Sloth (Unassociated): You have a pool of points equal to your core magic save. You can expend these points as a free action to deal damage or healing to a target in sight. You restore a number of points equal to your core bonus anytime you don't spend an action, lesser action, movement action, or reaction in a round. This ability cannot be given to a character with the Diligence ability.
Virtues -
Humility (air): character cannot take fall damage
Chastity (Water): Swim Speed equal to speed + 5*swim level
Charity (Earth): Dig Speed equal to speed + 5*athletics
Patience (Fire): True sight equal to acuity save
Kindness (Life): Can communicate beyond a language barrier, though with disadvantage on presence checks.
Temperance (Entropy): You only require half a day’s rations and rest to be considered fully rested and recovered.
Diligence (Unaligned): You have a pool of points equal to your core magic save. Any turn you spend all of your actions, including full movement, action, lesser action, reaction, and a free action, you restore a number of points equal to your core bonus. You may use these points to add inspiration or negative inspiration to your rolls, your allies’ rolls, or your enemy's rolls. This ability cannot be held by a character with the Greed ability.
Infernal Affinity: An infernal gains one point in their knowledge stat, a result of their soul inheriting knowledge from those that it came from, as well as one proficiency level in any presence skill, a result of their ability to see souls and how they interact. They may choose whether to use their sin or virtue’s alignment as their core stat at character creation. This core stat will be used for all variables based on the core stat. This cannot be changed after character creation.
Prototypes are a magimechanical race of self-repairing machines powered and possessed by geists, souls formed without bodies. It is said the first Prototypes were built by a powerful soulbinder, now only known as Origin, who was trying to discover the true nature of existence. Prototypes cannot be killed, as their bodies and souls are not reliant on each other, but they can become untethered husks if the body or soul takes too much damage. Husks lose all memories as the soul leaves and awaits a new soul to tether to the lifeless form. Each Prototype husk has a different purpose and will get different abilities from it, but these humanoid machines all share certain traits as a result of their shared “Origin”.
Born of Metal and Blood: Prototypes are non-organic. As such, they do not require food and have a high resistance to heat. Instead of sleep, they enter a meditation-like recharge state and are thus immune to sleep spells. They have resistance against buffs and debuffs that affect organic bodies, though they can be affected by buffs and debuffs that affect the mind and soul. Prototypes ignore exhaustion debuffs; however, if they take three levels of exhaustion, their soul fully severs from the body and will require reattachment in order to recover.
Fauxmilliar: Prototypes have the ability to connect to more than one physical form, and therefore are often built with a small, animal-like drone that acts as their familiar. This fauxmilliar uses familiar rules. Please see familiar rules.
Magimechanical Beings: Because a prototype is self-repairing and powered by soul magic, it cannot be healed by healing spells, but can be healed by mana restoration spells. If a prototype ever runs out of mana, it becomes severed from the body. A prototype gets an additional number of mana points equal to its health total. A prototype’s death saves are rolled with Will instead of Recovery.
Purpose of Production: Prototypes all share an Earth core. In addition, they each have a secondary core that aligns with the purpose they were built for.
Guardsmen (fire): You were built for battle, a protective bodyguard. Once per day, equal to your acuity bonus (min 1), you are able to take a second attack at instant speed. Add 1d4 fire damage to the hit.
Construction (Water): You were built for construction, to build and restore. Once per day, equal to your Strength bonus (min 1), you are able to adjust a 10ft radius of terrain to or from difficult terrain.
Messenger (Air): You were built as a messenger, to deliver and receive. As such, once per day, equal to your dexterity bonus (min 1), you may double your speed. This lasts up to 10 minutes or until you make an attack check.
Translator (Life): You were built to communicate, to translate, and convey. As such, during a rest, you are able to temporarily learn a number of languages equal to your presence bonus (min 1)
Researcher (Entropy): The rarest of the prototypes, you were built to collect knowledge, learn, and compile. As such, during your rests, you can choose a number of temporary proficiencies equal to your knowledge bonus. There is no minimum. During each rest, you are able to switch where these temporary proficiency levels are designated.
Prototype Affinities: Prototypes use their Vitality as their core stat. They gain an additional point to their Vitality stat total. In addition, they gain a level of proficiency in any skill aligned with their secondary core (based on “Purpose of Production”)
Fae is the Arean word for “one born of Magic”. They are bound by the law of magic that gave them life. Rather than being born of one another, they are born of the mana stream itself. All fae have natural magic, though for it to be enough to use beyond small quality-of-life spells is uncommon. If a fae were to break the law that created them, they would lose their connection to the mana stream and become fallen.
Fairies are bug-like humanoid fae, often standing as tall as humans. They have compound eyes, antennae, and a light layer of fuzz across their entire bodies. Though they have a spine and skeleton, fairies also have a flexible layer of plate just under their skin, a protective exoskeleton to support and protect their hollow bones. Though all fairies have wings, most cannot fly, only gliding, as their wings are too small to lift their bodies any more than gliding a few feet. Fairies tend to live in very small family units or entirely isolated, with young fairies instinctively finding an older fairy to take care of them as they age. Fairies have the following traits.
Fae Law: Fairies are born of the laws of hospitality. They must obey these laws, or they fall. They are physically incapable of telling lies, though misdirections and half-truths are common amongst them. If one were to invoke guest rights, a fairy must treat them as such. If one breaks the laws of hospitality, they become enthralled by the fairy.
Winged creature: Your wings may become more powerful as you develop you magic. At level one, you are able to expend a hit die to glide a number of feet equal to the roll. At level 10, you may glide without spending hit dice. At level 25, you are able to expend a hit die to fly up a number of feet equal to the die roll. At level 50, you gain a fly speed equal to half your character’s fastest speed stat.
Fairy lies: Fairies gain advantage on any deception checks made without any falsehoods.
True Sight: Fairies have near 360-degree perception due to their strange compound eyes and antennae. They gain true sight in a one-mile range, able to see in all directions so long as line of sight and the range allow. They cannot see through walls or magic, and are limited to line of sight.
Fairy races: There are four different races of fairies, each similar in traits to a different family of bugs. These each provide a secondary core alignment in addition to their main core, air. Their air core is used as their core stat for all instances where a core stat would be applicable. They are as follows:
Butterflies (Life): Butterfly fairies tend to have large, extravagant wings, though they tend to be more delicate than others, and the flashy colors can be distracting, even to the butterfly fairy. These fairies gain +2 to their overall perception score, a proficiency level in a presence skill, and a -1 to overall acuity. Butterfly fairies may use their hit dice to add to presence checks.
Dragonfly (Water): Dragonfly fairies tend to be more muscular, but at the cost of less effective plating to protect their hollow bones. They have buzzy wings and antennae. They gain +2 to their overall strength stat and a proficiency level in a strength skill. They have -1 to their vitality total. In addition, they may use their hit dice to add to strength checks.
Bee (Fire): Bee fairies tend to be fuzzier and smaller than other fairies, and are the most communal fairies, often raising other fairy races in their small, hidden villages, often referred to as hives. They’re most likely to communicate with non-verbal means, and most are even mute. Bee fairies gain +2 to their overall acuity, a proficiency level in one acuity skill, and -1 to overall strength. In addition, they can spend a hit die to produce a honey-like substance, which provides an equivalent inspiration die to any creature a bee fairy willingly gave it to, or a negative inspiration die to any creature the bee fairy did not willingly provide it to.
Beetle (Earth): Beetle fairies often have a secondary, harder set of wings protecting their main set. They’re the largest of the four fairy races, but their stiffer exoskeletal plating makes it more difficult for them to move as fluidly. Beetle fairies gain +2 to overall vitality, a proficiency level in a vitality skill, and -1 to their overall dexterity. In addition, they may expend a hit die to temporarily add that much to their AC stat, up to one hour or until they’re attacked.
Trolls
Upon falling, a fairy’s wings will start to break down, and their antennae harden into horn-like structures. Their skin may lose vibrancy, and their teeth may grow into tusks. They’ll often become thinner at first and gangly, though this isn’t inherited if a troll has children, nor if a troll is able to eat well and recover from the damage caused by becoming less magical than physical. A troll largely keeps the same abilities as they had as a fairy, with certain exceptions. Physically, a Butterfly fairy will become more spider-like, with their wings breaking down into patterns almost resembling a spider’s web. A dragonfly becomes more mantis-like in shape, with extra, horrifically vestigial arms sprouting out of their sides. A Bee fairy may become an ant, bound to the ground and scrambling for the right to a community, even more so than they once had. A beetle fairy will become like an aphid, a little thing, shrunken and scurrying. Trolls lose the “Fae Law” and “Winged Creature” abilities. Instead, they receive the following.
Faefallen: No longer bound by Fae law, the faefallen doesn’t gain any of the benefits from it either, including the ability to source their magic. Faefallen are unable to naturally restore their mana. They do not restore Mana during long rests. They can instead draw mana from a magic item or person they can touch, able to pull 1d4 (equivalent to a mana die) mana per turn from the item or mana so long as they are not interrupted. They can also restore their mana through mana potions.
Take These Broken Wings: A troll’s wings have deteriorated to a point where they are less capable of even so much as gliding. Instead, they may expend a mana die to glide a number of feet equal to the rolled number multiplied by the troll’s dex bonus. In addition, a Troll’s broken wings can be an unnerving and even terrifying sight, offering advantage on intimidation.
Nymphs
Nymphs are fae born of the endless and ancient forces of nature. A fire everburning, a storm ever blowing, an ocean, a forest standing for centuries, all of these and more can birth a nymph to tend them and keep them going for millennia more. Though they appear almost entirely human, nymphs tend to have stubby little tails and small sets of antlers. Their sclera is often black or brightly colored, though some still have white. Their pupils tend to take the shape of four-pointed stars. A traveling nymph will often have a piece of their source on their person, whether that be a lantern lit from their fire, a jar of salt water, or a fragment of a storm captured in an enchanted glass. This way, they can still do their duty to their sire. Nymphs have several gifts granted to them from the law of nature and diligence that has given them life.
Fae Law: A nymph is born to serve that which has made them. They do so for at least an hour every day, treating their sire almost like a natural deity, a force so powerful it shapes the mana stream. If a nymph were to die, they would return to the source of their creation. They can do this a number of time equal to their core bonus at level one, with a minimum of one. A nymph falls when they fail to fulfill their duty to the force of nature that created them, either because they have truly failed their duty or because they have served long enough that their culture deems it acceptable for them to retire.
Creation of Nature: A nymph is a child of a force of nature made into a force of nature themselves. As such, they gain an additional two spells relevant to that which has created them. If they are born of the seas, for example, they may gain the spells wave and purify. If they are born of an eternal blizzard, they may gain Snowstrike and Wind chill.
True Reverence: A Nymph can gain the benefits of worshiping at an altar from serving their sire.
True Diligence: A nymph may take an extra three exhaustion levels before they start to be affected by debuffs. In addition, they only need 5 hours of sleep during a rest rather than eight in order to be fully rested, though they do still require an additional two hours of downtime to have taken a full rest.
Nymph Sires: A nymph’s sire determines their core stat and certain traits. These are as follows:
Seasborn: Born of flowing rivers so powerful to cut through canyons, ancient oceans that separate continents, or even a hot spring that’s been active for centuries, a seasborn nymph is born of water. Their core element is water and their core stat reflects this. They gain a swim speed equal to their speed plus their swim bonus and can hold their breath for up to an hour.
Earthborn: Whether they’re born of a towering mountain or a vast desert, earthborn nymphs are children of the earth element of magic. Their core element is earth, and their core stat reflects this. They gain a burrow speed equal to their speed plus their athletics bonus as well as the ability to see in the dark, though they cannot see colors in true darkness.
Stormborn: Stormborn nymphs may be of skies unchanging with rage unknowable. A blizzard that defines a region or the rains that never truly go away may bring one of these air-aligned nymphs to being. Their core element is air, and their core stat reflects that. At level one, they are able to expend a hit die to glide a number of feet equal to the roll. At level 10, they may glide without spending hit dice. At level 25, they are able to expend a hit die to fly up a number of feet equal to the die roll. At level 50, they gain a fly speed equal to half their fastest speed stat.
Ashborn: Ashborn are nymphs created by the heat of fires that refuse to burn out. This could be because man feeds it or because nature continues to give it fuel. Either way, fire nymphs will continue to ensure it burns on. An ashborn nymph’s core element is fire, and their core stat reflects this. They have resistance to fire damage and the ability to glow in the dark for up to an hour per rest.
Sapborn: Born of massive, sprawling forests, the endless cycle of swampy decay, or just a single very stubborn tree, a sapborn nymph is given life by the life element itself. Their core element is life, and their core stat reflects that. They gain a climb speed of their speed plus their climb bonus and the ability to commune with plants.
Voidborn: Occasionally, perhaps every few millennia, the mana stream itself gives creation to a child when the balance starts to shift. These entropy-aligned nymphs are called voidborn. These nymphs’ core element is entropy, and their core stat reflects that. They are able to disappear fully into the mana stream for up to an hour per rest. When they do this, they can recover mana points at a rate of one per minute after first recovering exhaustion levels at a rate of one every ten minutes.
Orcs
Orcs happen when a nymph is relieved of their servitude to their sire. These faefallen exist to revel, to fight, to please themselves, to build communities. Though a “retired” nymph-turned-orc may be honored by nymphs, orcs fallen before retirement or, gods forbid, born of other orcs are considered filthy and lazy by nymph kind. Orcs, of course, could not care less about what those busybody little things think of them. Orcs tend to grow tusks, their skin starts to take on more color, and their bodies grow muscular. They’re often significantly taller than their diligent cousins, though they keep the stubby tails. Their antlers may remain, especially on first-generation orcs, but more common are small or even singular stubby horns. Orcs lose their “Fae law”, “True Reverance Ability”, and “True Diligence” abilities. Instead, they receive the following.
Faefallen: No longer bound by Fae law, the faefallen doesn’t gain any of the benefits from it either, including the ability to source their magic. Faefallen are unable to naturally restore their mana. They do not restore Mana during long rests. They can instead draw mana from a magic item or person they can touch by using a lesser action, able to pull 1d4 (equivalent to a mana die) mana per turn from the item or mana so long as they are not interrupted. They can also restore their mana through mana potions.
Strength of Mind: Orcs are resistant to psychic damage, and they gain advantage on will saves against being puppettered or having their minds altered by magic through anything except illusions.
Strength of Body: Orcs may take an extra two exhaustion levels before they start to be affected by debuffs. In addition, once per rest equal to an orc’s vitality modifier, if the orc would drop to zero or negative hit points, they drop to one instead.
Dwarves are short and stocky fae born of the law of creation and art. According to dwarves, they’re the oldest species of fae and the first to have been created by the alie god, Azii. According to the nymphs, Azii isn’t the oldest divine capable of making fae. According to the fairies, dwarves have rocks for brains that make them incapable of manners. Dwarves are a species of artists that care less for family bonds than for craft circles. They do not create just for practicality. Their smiths are famous for the strongest weapons because that is a perfection of dedication to the craft. Their cities are carved from stone as a perfection of dedication to the arts of carving, home design, and architecture. They live to make, to be artists; all else comes second. All dwarves, therefore, have thick, filter-like beards, as the air in their workstations tends to become thick with dust, ash, threads, and pollutants, and they often ignore their own health for the sake of their work. They forget to eat, and so have learned to survive on little food or even chewing on the rocks and crystals that they dig up and cannot use for their work. They are artists, and they do not care for their body beyond it being a vessel for creation. They gain the following traits:
Fae Law: Dwarves are always making something new, not necessarily for practicality, but for the sake of creation. Each project must be perfect, and each dwarf’s artform is their life. Often, dwarves of differing artforms will trade and admire each other’s pieces so that they have the practical means to make more, but dwarves create to create, not for profit, attention, or affection. When those things become the focus of a dwarf’s work, they begin to fall. Unlike with other fae species, a dwarf falling is gradual. Due to a dwarf’s love of their creations and art, they may gain an inspiration die of the same class as their hit dice when using an item they create. In addition, their exhaustion is fully restored whenever they finish a piece considered worthy of a dwarf.
Face Filter: A dwarf’s beard is a natural air filter. Dwarves have resistance against airborne poison, disease, and pollutants because of their beard.
Subterranean: Dwarves are naturally subterranean. As such, they have a dig speed of half their base speed, can see 50 feet in the dark without issue, and have a climb speed of half their base speed.
Artistry: Dwarves each have an artform that defines their lives. They get advantage on any check in an attempt to use this artform, the associated tools of the trade, or to recognise and criticise any piece similar to what they create.
Dwarven Core: Dwarves have an earth core. They use vitality as their core stat. A dwarf will say that their true core is their art, and thus, they have a level of proficiency in one type of tool they use for their art form.
Goblins
Goblins are the result of a dwarf creating for something other than for the sake of art and creation. Whether this be for profit, attention, or affection, they begin producing their work at a less perfect scale, desperate for whatever they receive for their pieces. The art is no longer what matters. Depending on what drives a goblin to fall, they and their descendants will become one of three races. If a goblin falls for profit, they become a boggoblin, a necrotic creature that thrives on taking from others, whether they give something in return being debatable. If they fall for desire of attention, they become Hobgoblins, strong creatures that take the center stage. If they fall for the need for affection, they become coggoblins, which gain power from helping others and working in packs. Goblins lose the “fae law”, “Face Filter”, and “Dwarven core” Abilities. Instead, they receive the following:
Faefallen: No longer bound by Fae law, the faefallen doesn’t gain any of the benefits from it either, including the ability to source their magic. Faefallen are unable to naturally restore their mana. They do not restore Mana during long rests. They can instead draw mana from a magic item or person they can touch by using a lesser action, able to pull 1d4 (equivalent to a mana die) mana per turn from the item or mana so long as they are not interrupted. They can also restore their mana through mana potions.
Assembly Line: Goblins gain advantage on any craft check or tool check involving creating something that another creature has already started working on. This first step can include gathering or sorting materials, building a part of an item, or using the assist action to help make the item.
Goblinkin: When a dwarf falls, they lose their regular affinity. This is replaced by one of the following.
Boggoblin: Boggoblins are a goblin creature that is able to sense corpses within ten feet of them. They are able to add a mana die to any and all necrotic spell or ability rolls. They are able to provide a mana die of inspiration to another creature using or affected by a necrotic spell or ability. A boggoblin’s core stat is life.
Hobgoblin: Hobgoblins are able to use their athletics as their attack bonus on Strength attack rolls. They may add their proficiencies in athletics to proficient strength attacks. They receive one level of proficiency in a strength or variant weapon. Hobgoblins use water as their core stat.
Coggoblin: Coggoblins are the most common type of goblin, often serving a hobgoblin or boggoblin in an attempt to receive praise. Whenever they cast a rune or enchant an item, they gain advantage to do so. If one of their allies activates one of their runes or enchantments, they and the coggoblin gain a d4 inspiration die.
Magic beasts are animals (in this case classified as such in the same way humans are) born with natural magic. They have a mana core as a part of their being rather that as the basis of their being or as an afterthought. Almost every magic beast is born with a magic core, but not all of them can actually use magic.
Dragonkin are a species of dragons in a vaguely humanoid body structure, horns, and scales. Most have either feathers or fur on their bodies in addition to their colorful scales, often on their arms. They have long, thick tails and digitigrade legs. They have three clawed fingers on each hand. Their mouths and noses are nearly invisible when closed, but their eyes are massive. Some dragonkin are mistaken for infernals due to their similar eyes and lack of understanding for the concept of gender. Dragonkin are a sexless race, with each one able to act as the male or the female for the purpose of reproduction. They have the following abilities:
Digitigrade legs: Dragonkin legs are built for moving in a way less like most humanoids and more like that of a dragon. They keep their movements quieter, providing advantage to theirstealth checks, and allow them to move faster, giving an additional 10 feet of movement.
Clawed Fingers: Dragonkin have retractable claws. They receive one level in unarmed attacks due to their natural instincts to fight with their claws. In addition, they may choose whether their unarmed attacks deal slashing or bludgeoning damage.
Draconic eyes: A dragonkin’s eyes are able to see the flow of mana, granting them mana sight with the limitations of true sight. They can see any direction, but anything that would cut line of sight in any other creature does so.
Prehensile tail: Though unable to wield a weapon, a dragonkin’s tail is able to grab and grasp. Any athletics check made to push, pull, or lift an item made with the help of the tail is given advantage. The tail can be used to hold and even use items such as potions.
Draconic affinity: Dragonkin have one of the following abilities based on their core element.
Water: A water dragonkin may breathe underwater. They may choose to have their unarmed attacks deal ice damage.
Earth: An earth dragonkin is resistant to poisons. They may choose to have their unarmed attacks do poison damage.
Air: An air dragonkin may dash as a reaction. They may choose to have their unarmed attacks deal force damage.
Fire: A fire dragonkin is resistant to exhausting weather conditions. They may choose to have their unarmed attacks do heat damage.
Life: A life dragonkin is able to give their hit points away to creatures they touch. They may choose to have their unarmed attacks deal necrotic damage.
Entropy: An entropy dragonkin is able to give their mana points away to creatures they touch. They can choose to make their unarmed attacks steal mana points instead of hit points.
Avariels are humanoid birds with massive feathered wings and long feathers along their head, almost like hair. The males are quite colorful and stand at an average of six feet tall, with females being larger will dull feathers. Depending on whether the sun or moon(s) smile down upon an avariel’s hatching determines whether they are a songbird or a bird of prey. They live in close-knit communities, often nesting high on cliff faces or in treetop cities. Avariels have the following abilities:
Winged creature: An avariel’s wings may become more powerful as they develop their magic. At level one, you are able to expend a hit die to glide a number of feet equal to the roll. At level 10, you may glide without spending hit dice. At level 25, you are able to expend a hit die to fly up a number of feet equal to the die roll. At level 50, you gain a fly speed equal to half your character’s fastest speed stat.
Avariel core: Avariels have air as their primary core. Dexterity is their core stat. In addition, they gain one skill proficiency in a presence stat and one skill proficiency in a dexterity stat.
Fast feet: Avariel’s are swift, a result of their cores combined with their wings pushing them forward. They have an additional 10 feet of movement, can dash as a reaction, and can add their dex bonus to the number of feet they can jump.
Clawed Fingers: avariels have retractable claws. They receive one level in unarmed attacks due to their natural instincts to fight with their claws. In addition, they may choose whether their unarmed attacks deal slashing or bludgeoning damage.
Avariel birthrights: An avariel’s birthright is determined by whether they hatched under the sun or the moon. Those who hatched under the bright light of the smiling sun become songbirds. Those born under the shining eyes of the endless stars become birds of prey.
Songbird: Songbirds gain advantage on any ability or spell that has a verbal activation. They may sing to provide an inspiration equivalent to their hit dice to any ally that can hear it, or provide a negative inspiration of the same die class to any enemy that can hear it. Only one activation of this inspiration can be given per combat encounter. Songbirds are herbivores.
Bird of Prey: Birds of Prey gain advantage on any ability or spell that has a somatic activation. They may provide an inspiration or equivalent to any ally that can see them fighting, and a negative inspiration to any enemies that see them fighting. Only one activation of this inspiration can be given per combat encounter. Birds of Prey are carnivores.
Selkies, named for the seal version of this family of sapient magic beasts, are sapients that shift between animal and humanoid forms using cloaks or skins appearing to belong to the animal they can become. All selkie creatures use entropy as their core element and knowledge as their core stat, with life as a secondary stat. Selkies appear just like normal animals or sapients. Though they can only turn into one animal, they can shift into any sapient form by putting on and taking off their skin. They don’t feel safe or free if they lose their skins and ability to shift. Selkies have the following abilities:
Animal Instincts: A Selkie has an inherent eye for something that shouldn’t be trusted. They have advantage on any insight checks or checks to determine if something or someone is a threat.
Cloak and Dagger: A Selkie’s animal skin cannot be destroyed when it is separate from their being. A Selkie’s skin will cause psychic damage to any being other than its owner if worn. A Selkie can feel their skin, even when it is not on their body.
Selkie Core: A selkie’s core is Entropy, and their core stat reflects that. They have a life subcore. A selkie has a proficiency level in a presence skill and an extra point in their knowledge total.
Stunning beauty: In either form, a selkie is considered absolutely, if not ethereally, beautiful. They have advantage on any check, spell, or ability meant to charm a creature.
Selkie Skin: A selkie is able to shift back and forth between animal and sapient forms as they please. When they shift into sapient form, they gain one of the racial feats of that sapient species of their choice. Their animal form gives them an ability as well. Each selkie only is able to shift into one of the following animals.
Seal: Seal selkies, when in animal forms, gain a swim speed of twice their normal speed, resistance to cold, and can hold their breath for one hour.
Fox: Fox selkies, when in animal form, gain 10 ft of speed, the ability to see perfectly in the dark, and resistance to exhaustion from difficult terrain.
Swan: Swan selkies, when in animal form, gain a fly speed equal to their normal speed, and a swim speed equal to their speed.
Deer: When in animal form, deer selkies gain true sight up to 300 ft, resistance to poison, and the ability to dash as a reaction.
Frog: Frog selkies, when in animal form, gain the ability to breathe under water, jump 20 times their body length, and their unarmed attacks inflict poison.