~Here are the list of races for your character~
Originally from something aptly named ‘The Human Realm’, although lacking magical ability of their own, they have managed to become resourceful and found ways of learning magic. The titan has granted them glyph magic. Not well understood, they take their glyphs and their wits (and maybe a couple of magical items) onwards toward the Boiling Isles. Who knows what shenanigans they’ll get up to…
Walking Speed: 30 ft.
Magic… from the Human Realm?!
Just as Human Realm items can make their way into the Demon Realm, magical equipment finds its way into the human realm through one way or another. By sheer luck, your character came into possession of one, which only became known once they traversed across the realms. This can come in one of two forms:
Magical Tattoo: Teens, whether supported by parents or not, can get tattoos. Sometimes these tattoos are imbued with magical ink, which is unknown to them until they sometimes cross over to the Demon Realm.. It happens. You get resistance to one magic type (Acid, Cold, Fire, Force, Lightning Necrotic, Poison, Psychic, Radiance, Thunder).
Magical Item: Whether it be a stereo or a weapon, humans like to collect things. If you would rather have an item imbued with magical power instead be my guest! However you may want to work with your DM in order to figure out the properties…
Glyph Magic: You must use some sort of medium in order to cast spells. These can be replenished during short rests or long rests (any other time is up to DM discretion).
Fandom: Being transported into the demon realm rules! Choose your character’s fandom.
FOMO: Guess who has a phone? You do!
Born and raised on the Boiling Isles, witches are born with a magical bile sac attached to their hearts which allows them to cast magic. Although witches do not need anything to cast their spells, they're not’ without their flaws. As beings who spend their whole lives training their minds and hearts to cast magic, they aren’t the most.. muscle-inclined. Although not the biggest fear for them, maybe the introduction of humans to the realm changes things…
Walking Speed: 30ft.
Bad Girl Coven: Who needs paper? As a certified witch with their very own bile sac, you don’t need anything to cast magic. However, that doesn’t mean that you’re invisible to getting tired, there is a limit to your abilities…
Ultimate Arcana: As someone who always grew up around the arcane arts, your character has advantage on arcana checks.
No Nails For Breakfast: Unfortunately, growing up in a world without fist fights has its downsides. As a witch, you take double damage on non-magical physical attacks. (this includes; Slashing, Piercing, and Bludgeoning).
Born in the image of their predecessors, they are made of various materials in order to give them life. It is unknown who created the first Grimwalker, but the art is forbidden, and not many are known of. Who knew that Palistrome Wood, Galderstone, Scales of a Selkidomus, lungs of a Stonesleeper, and the bone of an Ortet created a whole living creature? While their birth is unorthodox, they make their way through the Boiling Isles, for who knows what purpose…
Walking Speed: 35ft
Almost Human: Made of bits and bobs of magical stuff, you must be a little more cautious when making your way through the boiling isles, but it also gives you quite a bit of positives. You only take half as much damage when hit with a “Cold” Damage type, and you’re resistant to “Necrotic” Damage. Who would guess?
Secrets, secrets…: If you plan on creating a character with this ‘race’ type, you have to keep in mind the following things: Do they know they are a grimwalker? Who are they a grimwalker of? Do they even know they are a grimwalker? Please keep in mind these details, and contact your DM to let them know what’s what!
Trendy Staffs: With no magical ability of their own, much like humans they are unable to cast spells without a little help. Not knowing glyphs themselves, you best keep your staff close..
Hard Wood Life: Mostly created out of palistrome wood, characters take double damage with fire abilities.
Basilisk:
~General Information:
Walking Speed: 30ft.
~Special Abilities
Siphon Magic: You must roll to hit the target (You must beat their strength score). If successful, the enemy gains the state stunned.
Changeling: Change Appearance. As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.
Tiefling:
~General Information:
Walking Speed: 30ft.
~Special Abilities
(Please review DND 5e rules/abilities for Tieflings. If you have any questions on how these fit into the Boiling Isles, ask!)
Genasi:
~General Information:
Walking Speed: 25ft.
~Special Abilities
(Please review DND 5e rules/abilities for Genasi. If you have any questions on how these fit into the Boiling Isles, ask!)