RACES THAT CAN BE PLAYED IN XENARA Below would be the races preferred you pick from as these were rebalanced thoroughly:
Aarakocra
Aasimar
Fallen
Protector
Scourge
Aetherborn
Astran
Canidae
Cat
Centaur
Cervitaur
Changeling
Dragonborn
Chromatic
Gem
Metallic
Dragonforged
Dvati
Dwarf
Mountain
Hill
Azerblood
Petran
Elf
High
Wood
Drow
Sea
Moon
Blood
Ulsanya
Fey'ri
Firbolg
Genasi
Air
Earth
Fire
Water
Ice
Magma
Smoke
Storm
Gnome
Goblin
Goliath
Grimalkin
Half-dwarf
Half-elf
Halfling
Half-orc
Hobgoblin
Human
Kalashtar
Kenku
Khenra
Kobold
Lizardon
Blackscale
Duskvenom
Scalechanger
Sharptooth
Loxodon
Lutrina
Minotaur
Satyr
Tabaxi
Acinonyx
Leo
Pantherin
Tigris
Tiefling
Tortle
Triton
Vedalken
Warforged
Soldier
Scout
Smart
Yuan-ti Pureblood
Dragonmarked Houses of Nolis:
House Cannith - Humans (Mark of Making)
House Lyrandar - Half-Elves (Mark of Storm)
House Deneith - Humans (Mark of Sentinel)
House Medani - Half-Elves (Mark of Detection)
House Ghallanda - Halflings (Mark of Hospitality)
House Orien - Humans (Mark of Passage)
House Jorasco - Halflings (Mark of Healing)
House Phiarlan, House Thuranni - Elves (Mark of Shadow)
House Kundarak - Dwarves (Mark of Warding)
House Sivis - Gnomes (Mark of Scribing)
House Tharashk - Humans, Half-orcs (Mark of Finding)
House Vadalis - Human (Mark of Handling)
Non-playable races:
Giant
Ikwiikwii
Ka'tor
Ogre
Orc
Yuan-ti
NOTE ON CUSTOMIZING ABILITY SCORE INCREASES GRANTED BY YOUR RACE (TCoE)
If you'd like your character to follow their own path, you may ignore your Ability Score Increase trait and assign ability score increases tailored to your character. Here's how to do it: take any ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can't apply those increases to the same ability score, and you can't increase a score above 20.
For example, if the Ability Score Increase trait of your race or subrace increases your Constitution by 2 and your Wisdom by 1, you could instead increase your Intelligence by 2 and your Charisma by 1.
NOTE ON CUSTOMIZING PROFICIENCIES GRANTED BY YOUR RACE (TCoE)
Some races and subraces grant proficiencies. These proficiencies are usually cultural, and your character might not have any connection with the culture in question or might have pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table.
For example, high elf adventurers have proficiency with longswords, which are martial weapons. Consulting the Proficiency Swaps table, we see that your high elf can swap that proficiency for proficiency with another weapon or a tool. Your elf might be a musician, who chooses proficiency with a musical instrument—a type of tool—instead of with longswords. Similarly, elves start with proficiency in the Perception skill. Your elf might not have the keen senses associated with your kin and could take proficiency in a different skill, such as Performance.
Aarakocra [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Aarakocra reach maturity by age 3. Aarakocra live up to 90 years.
Size. Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Speed. Your base walking speed is 20 feet.
Flight. You have a flying speed of 40 feet. To use this speed, you can't be wearing medium or heavy armor.
Talons. Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Lore: They are found around Xenara but they are a concentrated number of them at their origin, the Skyshatter region.
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Aasimar [Rewritten]
Any race can be an Aasimar but the player will be using the traits of the Aasimar lineage. This option will now be a lineage available at character creation.
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Your aging is the same as your race but your life expectancy is multiplied by four.
Size. Your size is the same as your race.
Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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 color in darkness, only shades of gray.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Sublineage. There are three types of aasimar in Xenara. Choose from the following: -- Fallen. Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage equals to your level to one target when you deal damage to it with an attack or a spell and you regain hit points equal to half the damage dealt (round up). The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. Herald of Doom. You know the toll the dead cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this sublineage). Celestial Resistance. You have resistance to necrotic damage and radiant damage. -- Protector. Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. Light Bearer. You know the light cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this sublineage). Celestial Resistance. You have resistance to necrotic damage and radiant damage.
-- Scourge. Shroud of Flame. Starting at 3rd level, you can use your action to unleash the unending flames within yourself, causing a roaring fire to spring from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take fire damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. Spirit of Flame. You know the produce flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this sublineage). Searing Resistance. You have resistance to fire damage and necrotic damage.
Lore: The light of the gods shines upon Xenara. Aasimar are the purest expression of that divine light as it burns within every mortal soul, for the souls of those blessed with an angelic ancestor blaze brighter than any other. Rarer than the tieflings with whom they share a commonality of ancestry, aasimar are mortal, and yet are understood to be destined for a grander cosmic purpose than others around them. In every culture across Xenara, the birth of an aasimar is seen as a blessing and a portent. Aasimar who can bear the burden of their destiny become champions of noble causes, and encourage others to walk always in the light. More often than not, however, an aasimar saddled with a vague destiny and the grand aspirations of their clan ultimately falls from grace, their inner light succumbing to shadow. Usually, aasimar are beings of good and extraordinary ability that manifest within an individual either with reason or not.
17 - 32, 32, 34
Aetherborn [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and two other ability scores of your choice increase by 1.
Age. Aetherborn come into being as adults and live no more than a few years.
Size. Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light—only about 100 pounds—and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Aether Anatomy. You don't have the need to breathe.
Blessed Curse. You gain the Drain Life ability. You have a natural melee attack that deals 1d6 necrotic damage and restores the same number of hit points to you. However, if you go for 10 days without dealing this damage, your hit point maximum is reduced by 1d6 per week (ten days). This reduction can't be removed until you have used your Drain Life ability and completed a long rest.
Born of Aether. You have resistance to necrotic damage.
Essence Magic. You know the chill touch cantrip. You can also cast the feather fall spell on yourself once with this trait. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. Spells gained through this feature can be cast without material components and you regain the ability to do said spells when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).
Lore: Originially as constructs made by mages, aetherborn are still created through the chaos of magic but are individualized as they have free will unlike created constructs. It is theorized by philosophers that aetherborn are created by the god of chaos due to the appearance of aetherborn. Aetherborn have the ability to drain the life essence of other beings. Similar to the way heat is transferred from a warm object to a cold one, an aetherborn need only touch another living being with a clawed hand to draw life essence out, fueling their own continued existence while draining strength and vitality from their victim. For many aetherborn, living as they do for indulgence and instant gratification, the concepts of "want" and "need" are virtually synonymous. But some understand what it is to truly need, for they develop a hunger for life essence that far exceeds any desires they might have felt before their transformation. An aetherborn who abstains from this feeding deteriorates even more rapidly than other aetherborn, while enduring unspeakable agony caused by the deprivation of life energy. Aetherborn are found where magic is aplenty such as Oseron, Atlantis, and Nolis.
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Astran
ADDED RACE. A race born from the stars, alien in both appearance and mannerisms.
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Astrans emerge from their meteoritic egg with intellectual capabilities similar to that of a 12-year-old human child, and they grow to full size in less than 2 years. From this point on their aging virtually stops, and they can live on, unchanging, for nearly a thousand years.
Size. Astrans average about 7-8 feet tall, though they have exceptionally wiry builds, and often weigh only about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Astral Resistance. You have resistance to fire damage and radiant damage.
Mystical Mentor. With your touch, you can temporarily transfer some of your skill and knowledge to another creature. As an action, you can touch a willing creature, and select a skill that you are proficient in. If the target isn’t already proficient in that skill, it becomes proficient in it for 24 hours or until you use this trait again. Once you use this trait, you can’t use it again until you finish a long rest.
Refined Skill. You gain proficiency in two skills of your choice.
Starlight Navigator. Your memory is exceptionally good when it comes to the locations of all the stars that dot the night sky. As long as you can see the night sky, you know which way is north, and you have advantage on Wisdom (Survival) checks made to avoid becoming lost.
Wielder of Light and Flame. As a child of the stars, you can call upon innate magic granted to you by your astral heritage. You know the light and control flames cantrips. When you reach 3rd level, you can cast faerie fire with this trait, and starting at 5th level, you can also cast pyrotechnics with it as a 2nd level spell. Once you cast a spell with this trait, you can’t cast it again until you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).
Lore: Astrans are not born like other races. The rare, tiny embryos that eventually grow up into astrans can be found encased within meteorites. The origins of these meteorites is unknown—some believe that they are created by some celestial deity that casts down shooting stars from the heavens. Others believe that these meteorites are the destroyed remains of an ancient planet, still harboring sparks of life within its countless fragments. After an astran meteorite lands, it behaves much like an egg. The astran embryo grows inside the meteorite, until it emerges a few weeks later as a tiny creature, only 1-2 feet tall. Astrans are capable of fending for themselves as soon as they emerge. They can protect themselves with their innate magical capabilities, and they know the astran language and basic survival skills from their inception. They grow quickly, reaching their full size in approximately 1-2 years. Even if young astrans are better equipped to survive alone than most humanoid young, the world is still an exceptionally dangerous place for a young astran. Some older astrans watch the night sky for shooting stars, and trek great distances to find where meteorites have landed. Through these treks they seek to find a meteorite that holds an astran embryo, so that the young astran might have a better chance of surviving to adulthood, and so that they might have a companion to ease their loneliness. Astrans often live for close to a millenia, and during their long lives little changes about them from a physical standpoint. The changes made by aging are subtle—typically their skin changes color, becoming darker and losing some of its luster, and the light of their eyes becomes slightly dimmer. These changes happen so slowly that they are nearly unnoticeable, however, and only similarly long lived races, like elves, would have a chance of noticing an astran’s aging. The vast majority of astrans spend their long lives carefully avoiding long-lasting friendships, fearing the sadness that comes with watching their friends grow old as they, in turn, remain unchanged by the years. This fear often fades over time, and they might make friends with other long-lived races, particularly elves, once they have a few centuries behind them. While they tend to make their homes in places untraveled by other folk, they don’t actively avoid other races when those folk happen upon their humble abodes, and in fact they often welcome their visitors inside and are eager to share their wisdom with individuals that would appreciate it. One of the few relationships that an astran is willing to take on with another race is that of a mentor-student relationship, where the astran imparts its knowledge and skill upon a worthy student. Even these associations are often short-lived, however, as they seek to not become too attached to their pupils. While most astrans tend to stay put when they can help it, there are many points in their lives where they might take up adventuring. Some astrans are compelled to adventure when they take up students, as they seek to train them in real-life situations. Others might become unintentionally involved in worldly conflicts, if those conflicts reach their homesteads. Their typical kindness might make them protectors of refugees or escorts of travelers, where their involvement can easily rope them into greater adventures. Adventuring astrans tend to be the exception, rather than the rule, and may learn to make lasting friendships with their comrades. An astran chooses their own name shortly after they emerge from their meteorite. Since astrans are genderless, there are no ‘male’ or ‘female’ names for them. Their lack of true parents also means they lack a family name. An astran’s real name, taken from the astran language, is often difficult for other races to pronounce. Therefore, astrans tend to translate these names into common when dealing with other races. A few of the common translations are: Antlia, Aquila, Aries, Caelum, Cepheus, Circinus, Crux, Dorado, Equuleus, Fornax, Horologium, Hydrus, Leo, Libra, Monoceros, Orion, Pavo, Sculptor, Serpens, Tucana, Virgo, Volans. Astrans are found throughout the less civilized places in Xenara (albeit extremely rare), usually as reported a sighting of an individual slender being traveling alone under the night sky.
Although humanoid in form, an astran’s appearance is off-putting. Their bodies are long and wiry, and their skin is the color of ash, accented by deep crimson hues. But their most unique feature is the shape of their head, which is characterized by a set of three tentacle-like protrusions from the back of their skull, as well as pairs of smaller protrusions set into their slender face. They are approximately 7 feet tall on average, though some can stand up to 8 and half feet tall. Despite their staggering height, astrans usually only weigh between 130 and 170 pounds. They have no hair on any part of their bodies. To the other races all astrans look quite similar. While astrans can easily tell their kind apart, most others need to study their features for at least a few moments before coming to a conclusion. If in doubt, all astrans can be set apart by their uniquely colored eyes, which can take on nearly any color and often contain complex patterns that are as unique as fingerprints.
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Canidae
ADDED RACE, in the same spirit of Tabaxi and Leonin. A race of anthropomorphic canine people.
Ability Score Increase. An ability score of your choice increases by 2, and two other ability scores of your choice increase by 1.
Age. Young canis grow quickly, reaching maturity by 10 years of age, but only up to 90 years. Many canidae see dying as a result of old age as a sign of weakness, and as such, most canidae die in action.
Size. Canidae are taller and heavier than humans, standing well over 6 to 7 feet tall and averaging almost 250 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to roaming under the night sky, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.
Perceptive Hunter. Your inherited canine senses are evolved and perfect for hunting. You have advantage on Perception and Survival checks.
Territorial. You grew up in a territory that grants you benefits. You only need to sleep for 4 hours while performing a long rest in your territory, as you've adapted to survival and living there. Additionally, you're naturally adapted to the climate associated with your territory. Your territory can be urban, arctic, desert, forest, jungle, mountain, etc. Talk to your DM.
Toothy Maw. Your maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Lore: In the early times of Xenara, canidae were once a tribal and nomadic society. Now, canidae adventure out into the world, seeking glory, and power. Some still live with nature but some, like their counterpart in the tabaxi, have found solace in society and urban environments. Canidae often retain their ancestors' perceptiveness, the trait of being naturally born headhunters whether be it for prey or a hostile target, and the love of belonging in a pack. The colour of their fur is typically reflective of the climate and location they grew up in, and allows for natural camouflage. Canidae that grow up in arctic locations normally will have white or gray fur, while those that grow up in the desert will be sandy brown, or even a rust-like red.
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Cat
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age.Cats reach adulthood at 1 year of age and live less than 25 years
Size. Cats are typically between 15 and 21 inches long from nose to base of tail and 8 to 13 inches tall at the shoulder. Your size is Tiny. Despite your size, you have a reach of 5 feet.
Speed. Your base walking speed is 40 feet. In addition, your long claws give you a climbing speed of 30 feet. You don’t need to spend extra movement to climb.
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 color in darkness, only shades of gray.
Bite. You can bite with your unarmed strike. You are proficient with your unarmed strikes. When you bite, your unarmed strike has the light and finesse properties. You can make an unarmed strike with your bite as part of two-weapon fighting. If you are Tiny, it deals 1 piercing damage. If you are Small or Medium, it deals 1d4 piercing damage.
Claws. You can use your claws to make a single unarmed strike. You are proficient with your unarmed strike. When you make your unarmed strike with your claws, it has the light property and you can attack with it as part of two-weapon fighting even though it uses multiple limbs. If you are Tiny, an unarmed strike with your claws deals 2 slashing damage and has the finesse property. If you are Small or Medium, it deals 2d4 slashing damage but it doesn’t have the finesse property.
Keen Senses. You have proficiency in the Perception skill.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Land on Your Feet. When you fall, you can use your reaction to right yourself before you land. If you fell less than 60 feet, you treat the fall as 10 feet shorter for purposes of damage (reducing damage by 1d6). If you fell at least 60 feet, you have time to better maneuver and relax, instead negating all fall damage beyond the first 10 feet (for a total of 1d6 bludgeoning damage). If you take damage from a fall, you nevertheless land on your feet if you succeed on a DC 10 Dexterity saving throw.
Magic Item Melding. You can meld a Tiny magic item permanently into your body. If it requires attunement, you must be attuned to it to meld with it. When you do, it permanently vanishes and becomes a part of your body, perhaps manifesting as a tattoo or a differently colored patch of fur. A melded magic item can’t be damaged separately from you but removing the matching body part ends the item’s benefit until that body part is reattached (such as by a regenerate spell). A melded item’s magic aura can still be detected normally. A single body part can’t have multiple items melded into it. You can choose to separate the item from your body as an action. If you end attunement with a melded item, it remains melded but you lose all its effects until you attune to it again. Any observer can notice your body part is supernatural by succeeding on a DC 10 Wisdom (Perception) check. The item can be identified with a successful Intelligence (Arcana) check, but the DC is 5 higher than it would normally be. See below for rules on specific types of magic items; you can’t meld with a magic item that doesn’t fit into one of the listed categories.
Weapon. When you merge a weapon, it melds into either both sets of front claws or your jaws. All magic properties of the weapon (but not the weapon’s base physical statistics) apply to your unarmed strike using the applicable part(s).
Armor. When you merge armor, it melds into a pattern of fur on your back and underside. You must be proficient with a suit of armor to meld with it. You are treated as wearing the armor in all respects. You can suppress or resume the armor’s effects by concentrating (as if concentrating on a spell) for the length of time normally required to don or doff it.
Wand, Rod, or Staff. When you merge a wand, rod, or staff, it melds with one of your eyes. That eye glimmers with some magical feature (such as flames) that is symbolically appropriate for the item. You can use the melded item as if it were held in hand.
Worn Wondrous Item. When you merge a worn wondrous item, it melds with the fur on a matching area of your body. You are constantly treated as wearing the item. As an action, you can treat the item as if you were no longer wearing it until you use another action to again effectively wear it.
Nimble. Athletics is always a Dexterity skill for you.
Nine Lives. Whenever you would die as the result of failing your third death saving throw, or by taking excessive damage, mark a life on your character sheet. If you have not marked your 9th life, you miraculously survive the trauma and stabilize at 0 hit points. Once you have marked your 9th life, your choice of Dexterity, Intelligence, or Charisma score increases by 1, to a maximum of 20, and you lose this trait’s ability to miraculously stabilize you at 0 points instead of dying.
Risky Explorer. You have proficiency in the Stealth skill.
Cat Equipment. You are limited in the type of magic items and equipment you can use. As you have no hands, you cannot use items that require hands (such as wielding a manufactured weapon or shield). You can hold items in your mouth well enough to aim a wand or carry a Tiny object. You can wear armor if it is tailored to fit your feline form. You can wear and benefit from magic rings, belts, goggles, gloves, boots, bracers, amulets, cloaks, and similar items, which magically adjust themselves to your size and shape when you attune to them (or when you don them, if they don’t require attunement). Cat spellcasters often create variants on magic items designed to be worn as earrings. You can speak a magic item’s command word in Cat to activate it even if it normally requires another language, and you can speak Cat even while carrying something in your mouth.
Cat Spellcasting. You can provide somatic components for spells by moving your tail and whiskers. You can provide verbal components for spells with normal cat sounds. If a spell requires a material component, you can hold it in your mouth, which does not interfere with providing verbal components, or use any component (or spellcasting focus, if appropriate) within 5 feet so long as the component isn’t carried by a creature unwilling to let you use the component.
Languages.You can speak Cat. You can also understand and read the language of a nearby predominant community (generally Common), but you can’t speak or write non-Cat languages without magical assistance. You can be understood by anyone who speaks Cat. As previously noted, anyone who has spent a week with you can understand you specifically, but not necessarily other cats. The Cat language has no written form. Its words sound like meows, hisses, and yowls. Since non-cats have such difficulty with the sounds, cats generally prefer others to use equivalent words and names in their own language rather than trying and failing to use Cat correctly. When a cat speaks, it meows or caterwauls, but when humanoids speak to cats, they speak in their normal tongues. It is quite a different situation from most communication, in which both parties must speak the same tongue to get anything done.
Lore: You're a cat.
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Centaur [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and two other ability scores of your choice increases by 1.
Age. Centaur typically live around the same length as humans, living to about 80 normally, with some living to be nearly 110 years of age.
Size. Centaurs' height range from 6 to 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can choose to make the attack with advantage.
Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Heavy. You have disadvantage on Acrobatics and Athletics checks made to climb.
Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Natural Cavalry. You may serve as a mount for a single creature your size or smaller, when you do so you always act independently of your rider. You also count as mounted at all times for the purposes of equipment, and any creature you carry in this way counts as half their normal weight for the purpose of determining whether or not you are encumbered.
Lore: Centaurs retain a love of wide spaces and the freedom to travel. As much as they can, centaurs run—in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them until the next wall looms in their path and brings them to a stop. Centaurs are found mainly on Runeterra and Zroltol but are also found on nations that are open to them.
Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. Below the waist, they have the bodies of small horses, with a similar range of coloration—from various shades of chestnut or bay to dappled or even zebra-like striped patterns. Most centaurs style their hair and their tails in a similar way. Though they are smaller than a human rider mounted on a horse, they fill similar roles as cavalry warriors, messengers, outriders, and scouts.
30
Cervitaur
ADDED RACE. If centaurs have equine halves, cervitaurs have deer halves.
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Cervitaurs age the same as centaurs but live somewhat longer to about 100 years of age.
Size. Cervitaurs' are smaller than centaurs and are more slender as they have cervine lower halves. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Cervine Body. Any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Innate Spellcasting.You know the druidcraftcantrip. When you reach 3rd level, you can cast thelongstriderspell as a 2nd level spell once with this trait and when you reach 5th level, you can cast the healing spiritspell once with this trait. Spells gained through this feature can be cast without material components and you regain the ability to do said spells when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).
Mystic. You know two cantrips of your choice from the druid spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).
Natural Cavalry. You may serve as a mount for a single small creature, when you do so you always act independently of your rider. You also count as mounted at all times for the purposes of equipment, and any creature you carry in this way counts as half their normal weight for the purpose of determining whether or not you are encumbered.
Lore: A cousin to the centaurs, cervitaurs are found amongst the communities in the forests and where firbolgs and wood elves are. With their innate mystic magic within them, some have become the shamans and sages of their respective communities and others have become wanderers and travelers.
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Changeling
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.
Size. Your size is Medium.
Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
Skill Versatility. You gain proficiency in two skills of your choice.
Lore: Changelings can shift their forms with a thought. Many changelings use this gift as a form of artistic and emotional expression. It's also an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat changelings with suspicion. Changelings are born to one of three paths. A few are raised in stable communities where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like themselves. Others are part of nomadic changeling clans spread across Nolis and Faerun, families who keep their true nature hidden from the single-skins. Some clans maintain safe havens in major cities and communities. In their true form, changelings are pale, with colorless eyes and silver-white hair. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created on the spur of the moment, with no depth or history—is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona with history and beliefs. This focused identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat. Personas can be shared by multiple changelings; there might be three healers in a community, but whoever is on duty will adopt the persona of Tek, the kindly old medic. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona's previous users.
What is told above was the norm for changlings circa year 500, nowadays changelings appear on their original form on the different continents in which society has accepted them. Different subcultures of changeling norms are present in the different cities and nations around the world. Changelings have also been an issue for governing rulers as their innate ability to shapechange causes a difficult time in identifying people for deeds or misdeeds. In any part of the world, changelings are wary due to the stigma that, in any moment's notice, they can affect the lives of another mortal with just a shapechange away. Changelings have a fluid relationship with gender, seeing it as one characteristic to change among many.
27
Dragonborn [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1 OR three ability scores of your choice increase by 1.
Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 450.
Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Natural Claws. You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
Subrace. Three types of Dragonborn Ancestry with different ancient bloodlines are present. Choose a subrace below.
Lore: One of the first races in Xenara. They were born from the blood of Bahamut and Tiamat.
16
Chromatic Dragonborn
Chromatic Ancestry. You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table. Dragon- Damage Type
Black - Acid Blue-Lightning Green-PoisonRed- FireWhite-Cold
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to the damage type associated with your Chromatic Ancestry.
Chromatic Warding. Starting at 5th level, as a bonus action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest.
Lore: Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green, red, and white dragons gleam in those dragonborn's scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and forest, toxic and corrosive.
31 at most
Gem Dragonborn
Gem Ancestry. You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table. Dragon- Damage Type
Amethyst- Force Crystal-Radiant Emerald-PsychicSapphire- ThunderTopaz-Necrotic
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to the damage type associated with your Gem Ancestry.
Psionic Mind. You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.
Gem Flight. Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest.
Lore: Gem dragonborn partake of the heritage of gem dragons, who claim to be heirs of Sardior, the Ruby Dragon. The colors and mysterious powers of gem dragons—amethyst, crystal, emerald, sapphire, and topaz—gleam in these dragonborn's scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, and the resounding echo of discovery—but also the desiccation of despair.
34 at most
Metallic Dragonborn
Metallic Ancestry. You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table. Dragon- Damage Type
Brass- Fire Bronze-Lightning Copper-AcidGold- FireSilver-Cold
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to the damage type associated with your Metallic Ancestry.
Metallic Breath Weapon. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:
Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest.
Lore: Dragonborn with metallic ancestry lay claim to the tenacity of metallic dragons—brass, bronze, copper, gold, and silver—whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies.
32 at most
Dragonforged
ADDED RACE. Lore-important race that is the next step in the evolution of the warforged.
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. A typical warforged is between between two and thirty years old, however the dragonforged line is much younger, averaging at around 6 to 8 months old. The maximum dragonforged lifespan remains a mystery; so far, dragonforged have shown no signs of deterioration due to age. You are immune to magical aging effects.
Size. Dragonforged, much like regular dragonborn, are taller and heavier than humans, standing well over 7 feet tall and averaging a hefty 470 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Armament Attachment. You can spend one minute attaching or unattaching armor, a one-handed weapon, shield, or arcane focus to your body. Weapons and shields must be attached to one's arms, and when successfully attached completely occupy that arm's hand, but an arcane focus can be attached in any place that is on the front of the body and conspicuous, like the chest, the forehead, the palm, the back of the hand, the forearm, etc. Any attached object cannot be removed from you unwillingly unless you cannot take actions. An attached club, dagger, handaxe, light hammer, mace, and sickle can be hidden in your forearm. You can spend a bonus action to hide such an attached weapon, freeing up your hand, or have it pop into place, occupying your hand. You can also store some small items, like potions, inside of these forearm compartments.
Dragonforged Resilience. You have advantages on saving throws against poison, and have resistance against poison damage.
Heavy Frame. Due to your density, you sink quickly in water and similar liquids. You cannot gain a swimming speed.
Night-Sight™. Designed to be superior to the dragonborn you are modeled after, you have superior vision in dark and dim conditions. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Living Construct. Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you are able to. When you take a long rest, you must spend at least 4 hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. Additionally, magic can't put you to sleep.
Shard Projection. Since your body needs to maintain upkeep, you go through a process every time you rest in which you shed metal on the inside and it is collected inside your stomach. As a bonus action you can exhale these shards of metal in a 15 foot cone. When you use your shard projection, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 slashing damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your shard projection, you can’t use it again until you complete a short or long rest.
Core. No dragonforged is the same. Each individual model has a core. A core is your power & life force and this is integrated usually in the chest area of dragonforged. You cease to function if your core has been removed out of its place for an hour or your attunement to your core is removed. A core can be any magic item that you and your DM can arrange. Some cores are of Legendary or even Artifact rarity. A core can be integrated on your chest or even a magical item that you are attuned to. If your core is an attunable magic item, it counts towards the items you can attune to.
Lore: 1502, after successfully retrieveing the previously lost schematics and make of the only Bosconovich warforged model known as T8-T3. House Cannith has properly produced the next step for the warforged, the elite dragonforged. The only downsides to this model is the much heavier weight and lesser speed. But this is all worth it for the upgrades. Upgrades include the removal of the limitations of magical healing, Night-Sight™ on the optics, lesser Sentry mode duration, built-in shard projection, and lastly, the revolutionary core integration. If warforged are made to be soldiers, the dragonforged are designed to be the special forces. No dragonforged is the same with each having their own specialty and expertise. In the public eye, the only known dragonforged is the one known as T9. There are many who speculate that there are already a handful of these elite soldiers out in operation but there are no confirmations yet.
[Meta: No, the dragonforged don't have robotic voices. They are not robots. Also, if you are going to pick this race, work with your DM on your backstory because there is an overarching story tied to this race on the region of Nolis.]
Dvati
ADDED RACE. Race of twins that is played together.
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Dvati age slowly compared to most other humanoids, not reaching adulthood until they are around 40 years old. A dvati younger than 40 may appear like a teenager or child. They have long lifespans, living for up to 250 years.
Size. The dvati are a short and slight people. A twin can have an average of about 3 feet tall and weigh about 40 pounds. Their size is small.
Speed. Your base walking speed is 25 feet.
Dual Bodies. Twins can move, speak, and act independently of each other. They choose which one of them takes an action, bonus action, or reaction. If twins gain any additional actions, they can split those actions up between themselves. Each twin has their own movement speed. If a twin takes the Dash action, they can choose to split the extra movement speed between both of them. Whenever twins are able to make more than one attack, they can alternate those attacks between themselves.
Nonmagical physical effects are not shared between twins. If a twin becomes blinded, deafened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, or stunned the other twin is not.
Single Soul. While twins are on the same plane of existence, they have the following benefits:
Twins have advantage on saving throws against effects that would cause them to become charmed, frightened, or put to sleep. If a twin becomes charmed, frightened, or unconcscious, the other twin is affected as well.
Twins can communicate telepathically with each other. As an action, a twin can see through the other twin's eyes and hear what they hear until the start of their next turn. During this time, the twin using this feature is nonmagically deafened and blinded with regard to their own senses.
Spells and magical effects affect both twins. For example; if a dispel magic, enhance ability, or telekinesis spell is cast upon one twin, or if a twin is affected by a magical trap or an area of antimagic, the other twin is also affected.
Whenever a twin casts a spell that requires concentration, the other twin must also concentrate on that same spell. If a twin casts a spell that requires material components, the other twin can provide those components for them.
Twin Fate. Twins make separate death saving thows. If one twin becomes stabilized, they both become stabilized. If a twin dies, the surviving twin loses their Dual Bodies and Single Soul racial traits until the deceased twin is returned to life. After each long rest thereafter, the surviving twin must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. These exhaustion levels cannot be removed by anything except for a wish spell or until the deceased twin is returned to life, at which point all exhaustion levels are immediately lost.
Languages.Twins can also speak Dvati, which has no written language. The verbal Dvati language is extremely complicated and almost impossible to speak without a twin. Each twin speaks in unison, with one twin providing the words, and the other providing complimenting sounds that convey meaning, emotion, and intent.
Lore: The Dvati are an ancient people that are native to an area of the Outerplanes known as the Outlands. They are a peaceful folk who value the arts, debate, duality, and equality. They are an extremely rare people. They are usually seen either in small villages in outskirts of civilization or in cities where there is no race superiority. Records show that dvati are present in Runeterra, Apreah, Jeles, and Tolassa. Dvati are a unique race, as they are always born as a pair of twins who are completely identical, even across genders. Dvati resemble elves in some ways, often being mistaken for drow or shadar-kai children. They are slender in body with large pointed ears, dark blue eyes that lack irises, and four-fingered hands. Their skin colors are varying shades of gray and they have black or white hair. Each pair of dvati twins share one soul between them, as they are one being split into two bodies. Despite this, twins can have different personality traits from one another, sometimes resulting in twins that are opposites. Regardless of their personalities, dvati twins are two sides to the same coin and they never disagree for too long. A debate or rivalry between a set of twins is always in the pursuit of balance and understanding. The special bond between dvati twins is far beyond that of siblings from other races. They share skills, knowledge, feelings, memories, and all other aspects of a soul's experience in life. When one twin is separated from the other for too long, the other twin is overcome with worry and longing for their other half. These feelings are so powerful, that if one twin dies, the other's connection to their soul begins to slip away, until it too dies. Dvati twins suffer in separation. A dvati that has a deceased twin will either long to join them in death or desperately seek any possible way to revive their other half.
Handling Two Adventurers The dvati race puts two characters into the hands of one player. Keep in mind, dvati twins should be treated as one creature, unless a specific racial feature says otherwise. They share their Statistics,. Skills, turn in Initiative, Actions, and Class Abilities. Hit Die and Hit Points are not divided between twins, they share those resource as one creature. Twins can use separate equipment like weapons and armor. They may even use separate magic items, but they share attunement slots. Whenever both twins are forced to make a saving throw from the same source (not including death saving throws), only one twin rolls, and the DM decides how any existing Advantage or Disadvantage is applied to that roll. If both twins are subject to the same source of damage (i.e., a fireball spell), they only take the damage once, as they are being treated as one creature.
[Meta: This race is for seasoned players only!}
Dwarf [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 2.
Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Subrace. Dwarves have subraces that are deeply rooted in their history and past culture. Choose a subrace below. Note: The Duergar subrace is now unplayable due to lore reasons. If you want to play a Duergar, talk to the DM.
Lore: One of the oldest races in Xenara. Born and forged from the mind of Purphoros. Then, dwarves only resided inside mountains and perfecting mining and forge-work. Now, dwarves have spread throughout the world integrated into the different cultures of the plane.
21
Mountain Dwarf
Old Dwarven Magics. You know the light cantrip. When you reach 3rd level, you can cast the enlarge/reduce spell on yourself with this trait, with the duration of the spell increased to an hour, without concentration needed, without expending a spell slot, and using only the spell's enlarge option. You can use your special enlarge/reduce spell a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You don't need material components for this feature's spells. Constitution is your spellcasting ability for these feature's spells.
Lore: Found usually in regions in which there are mountains, the mountain dwarves chose early on to still live on their ancestors' home deep within the mountains. Usually, when a nation or city-state is within a mountain or even near it, mountain dwarves are found there. Known for being naturally and evolutionally able to mine or craft, nations have welcomed mountain dwarves openly to their culture. With their innate ability to enlarge, mountain dwarves are very good with heavy-duty work.
30
Hill Dwarf
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Skill Versatility. You gain proficiency in two skills of your choice.
Lore: Also known as surface dwarves. These type of dwarves are the ones who are found in the many nations and places around the plane.
31
Azerblood
Elemental Hybrid. You have two creature types: humanoid (dwarf) and elemental (fire} You can be affected by a game effect if it works on either of your creature types.
Fireblood. You know the produce flame cantrip. When you reach 3rd level, you can cast the hellish rebuke spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can choose from the following spell and cast it once per day: Agnazzar's scorcher, dragon's breath, flame blade, flaming sphere, heat metal, or scorching ray; you must finish a long rest in order to cast the chosen spell again using this trait. Constitution is your spellcasting ability for these spells.
Fire Resistance. You have resistance to fire damage.
Firetongue. You can speak, read, and write Ignan.
Hot-Footed. Your base walking speed increases to 30 feet.
Lore: Descendants of the Azer from the Elemental Plane of Fire. Azerblood are found in the south of Zroltol, the fiery, volcanic south of the Pheonix.
31
Petran
Elemental Hybrid. You have two creature types: humanoid (dwarf) and elemental (earth} You can be affected by a game effect if it works on either of your creature types.
Natural Armor. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Earthen Body.You gain resistance to poison damage.
Transmutation. You can touch a gemstone of any type, and convert it into another type of gemstone over the course of a minute. The transmuted gemstone has the same value as the original gemstone.
Unearthed Edge. As a bonus action, you can reshape one or both of your hands into a razor-sharp crystalline blade that you can use as a natural melee weapon. The blades do 1d8 slashing damage and have the finesse and light properties, but while a hand is transformed it cannot precisely manipulate anything, perform the somatic component of spells, or wield other weapons, magic items, or other specialized equipment. Changing your hands back requires a bonus action.
Lore: An ancient people of those in tune with the Petricite Trees of Runeterra. With statuesque, white stone skin, they are descendants of an ancient race from the Elemental Plane of Earth.
31
Elf [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100. Elves are essentially immortal provided that they take care of themselves both physically and mentally.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Keen Senses. You have proficiency in the Perception skill.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
Subrace. Elves have subraces that are a result of other deities modifying Corellon's magic with the elves. Choose a subrace below.
Lore: One of the oldest races in Xenara. Born from the magic of Corellon. When one dies, the elf becomes reincarnated to the known world. The elves' trance are them reliving their memories of their current lives and if old enough, their past lives. Regardless of the kind of elf one is, Corellon still is responsible for the fate of all elves' afterlife.
21
High Elf
Corellon's Gift. You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this subrace).
Corellon's Warrior. You gain proficiency with two martial weapons of your choice.
Fluent. You can speak, read, and write one extra language of your choosing.
Past Study. You gain one skill proficiency of your choice.
Lore: Corellon's first creations. Back then, there were two kinds of High elves, the sun elves and the moon elves. Now, being a sun elf is synonymous to being a high elf. High elves are known to be magically gifted and the epitome of an elf as Corellon wanted it.
Generally, high elves have bronze skin and have hair of copper, black, or golden blond. Their eyes are golden, silver, or black. High elves of the desert appear to have dark brown skin that is the result of being on the hot climate of the natural desert. High elves of the grassland have fair skin.
30
Wood Elf
Fleet of Foot. Your base walking speed increases by 5 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Nature's Own. You gain proficiency with the Survival and Nature skills.
Lore: As the population of the High elves grew, a faction of it went into the forests one day and never looked back. Throughout time, the subrace of woodland elves emerged. The wood elves are very much in tune with nature and, together with other races in other locations, have found a home in mother nature.
Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.
30
Drow Elf
Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this subrace).
Hardworking. You gain two skill proficiencies of your choice.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Superior Darkvision. With their history of Drow elves being accustomed to the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Lore: At the early times of creation, Lolth, Goddess of Lies, created her own version of elves. This angered Corellon and this led to war. The drow lost and was forced to retreat to the Underdark. Circa 1200, the drow was forced to come out of the Underdark with reasons lost to time. The drow came out of a tunnel out bored by a gargantuan spider beast. This place is now known as the great drow city of Silkville. Back then, drow were looked at as people with bad intentions. Today, this preconceived notion does not bear truth. The drow are aware of their history, have acknowledged it, and are collectively determined to right the wrongs their ancestors did.
The drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They have very pale eyes that can be mistaken for white. Their eyes have shades of pale lilac, silver, pink, and blue. They tend to be thinner than most elves.
30
Sea Elf
Language of the Undersea. You can speak, read, and write Aquan. As one of the Undersea races that get to go to the lands above and back below, you know the language of the Undersea.
Seaborn. You have a swimming speed of 30 feet, and you can breathe air and water.
Thassa's Blessing. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this subrace).
Lore: When Corellon, was but a young God, an older deity, Thassa, asked the young god if the elves can be introduced to her magics. Corellon agreed and Thassa created the sea elves from her essence. The sea elves are a rare sight inland. Usually, sea elves are found in the Xenaran Undersea, an unexplored part of the world due to its larger nature than land.
Sea elves resemble the elves of the land. They have lustrous blue-gray to blue-green skin that can be pale to dark. Their hair is typically green, silvery, pale blue or white. Eye color is usually dark, from deep blue, green, or black.
31
Moon Elf
Blessing of the Moon Weaver. You know the light cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).
Eyes of the Night. You gain expertise on your Perception skill.
Night's Embrace. With the history of moon elves being people of the night, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Lore: Also known as pallid elves. During the Elven war circa 459, the moon elves were forced out of their home. Sehanine, the Moon Weaver, saw this, took care of the moon elves, and made them their own people. Unlike the Drow, the sunlight sensitivity of the Moon elves has been magically removed by Sehanine.
The moon elves have the palest skin of the other elves. People say that their skin is as pale as the moon. Their eyes are special as compared to other elves. They do not have the normal structure of an eye. When you look into the eyes of a moon elf, you will see pure black eyes. Their lips are a light pink having only a noticeable difference from their pale skin when you are close to one.
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Blood Elf
Crimson Adaptation. As an action, you can alter your anatomy and physiology. You can activate adaptations equal to a number of times equal to your proficiency bonus. You regain all your uses of this trait after a short or long rest. Active adaptations last for a total of hours equal to twice your Constitution modifier (minimum of 2 hours) and are made inactive when you become unconscious. Also, you can use your reaction or bonus action to make an adaptation active when there are already other adaptations active. If you have a maximum of adaptations active, choose one to replace with the new adaptation. Adaptations include: Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Chameleon Camouflage.You make your skin become leathery and Chameleon-like, changing coloration rapidly to match your nearby environment. You gain advantage on Dexterity (Stealth) checks to hide even while being lightly obscured. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, the sound of your voice, hair length, coloration, and distinguishing characteristics if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the adaptation, you can use an action to change your appearance in this way again. Dragon Scaled-Hide. You grow scales over your normal skin, choose an element from the list: Fire, Cold, Lightning, Acid, or Necrotic. You gain resistance to that element. You can only gain one resistance from this adaptation. Heightened Senses. Your senses become maximally enhanced. You gain advantage on Perception checks.
Lightweight Hollowing. You become slimmer and lighter, increasing your movement speed by 10 feet. This does not change your size category or height, only your weight, making you weigh 25% less. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d8 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +2 bonus to the attack and damage rolls you make using it. Poison Accustomisation.You activate your infernal origins' poison revelry. You have advantage on saving throws against poison, and you have resistance against poison damage. Released Pheromones. You gain the ability to secrete pheromones in the air that are always in your favor. You gain advantage on Charisma checks. Spider Skin. You grow thick tiny spider hair on your hands and feet allowing your climbing speed to equal to your walking speed and also giving you Advantage on Strength (Athletics) checks that are related to staying attached to the surface you're climbing, avoid getting knocked off the surface by an attack or spell effect or pulling a creature of medium size or smaller off the ground. Vibratory Sense. You gain an inactive organ's sense deep within you and you gain tremorsense with a range of 30 feet.
Lore: Also known as crimson elves. Long ago, Asmodeus, Lord of the Nine Hells, created his own version of elves with the purpose of warfare and extreme, quick adaptation in mind. However, these elves found themselves wanting more than eternal war, life. A group of blood elves escaped to the prime material plane and started anew. Asmodeus has already stopped creating blood elves a long time ago. In Xenara, blood elves can be seen mostly in Zroltol and locations in which racial diversity is present. They do this as they have fears of them being creations of an Archdevil god. Like old evil races then, the blood elves have chosen to turn away from that life and live anew as their own people. Blood elves are known for their ability to change their anatomy and physiology on a whim. Examples of these alterations include them adapting to an underwater environment, changing physical appearance to look like other humanoids, and them growing natural weapons. With this ability, blood elves have been embraced by society with their useful ability to adapt.
The crimson elves have blood-red, crimson skin. Their hair color range from blond, brown, black, to white. Their eyes often range from light pink to red. Their lips appear either black, deep blue, or the same as their skin, which is blood red.
Ulsanya
Additional ASI. One other ability score of your choice increases by 1. This ability score must not already have been increased by a racial ASI.
Cantrip.You know one cantrip of your choice from the druid or wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spell (choose when you select this race).
Fleet of Foot. Your base walking speed increases by 5 feet.
Perfect Physicality.You are proficient in the Athletics or Acrobatics skill (choose when you selcct this race). Difficult terrain due to plants, bushes or rocky terrain does not hinder your movement.
Superior Darkvision.The best of both worlds from elves and orc-blood, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Lore: There are individuals whose ancestry includes both elves and orcs, a union shunned by some elves, who named them ulsanya, literally “uncomfortable truth”. Bearing the lithe frame of an elf and muscular strength of an orc, ulsanya children grow up delighting in their capable bodies. Most begin walking within a year, and many are accomplished athletes by the time they are seven years of age. Ulsanya tend to be passionate, competitive, ambitious, and move through their daily lives with an unparalleled sense of urgency. Some find worthy causes to pledge themselves to, and others dedicate their lives to their own pursuits.
Ulsanya often are taller than humans, around 6 to 7 feet tall, with pointed ears and green to gray tinted skin. They maintain the natural beauty of Elves but tend to be more muscular due to their Orcish heritage. Occasionally, they grow tusks. Ulsanyahave hair colorations that range through white, black, dark green, and dark brown. They have no facial hair and little body hair.
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Fey'ri
Hidden in Plain Sight. As an action, you can make your appearance more palatable, choosing an effect from the following list.
You can remove minor stains from your clothing and grime from your skin. This will affect dirt and sweat from travel or work, but not gore from battle.
You give yourself a scent of your choice as if wearing a perfume. The effect lasts until dawn of the following day.
Your hair is styled in a manner of your choice. It can become curly or straight even if it is normally not, and pins or ties are not required to hold it in place. The effect lasts until dawn of the following day.
You grow up to twelve inches of hair on your face or scalp. This is possible even if your race cannot normally grow facial hair. You may also remove hair from your face or scalp if it is already present.
You grow body hair. This is possible even if your race cannot normally grow body hair, but only as much as is possible for a particularly hairy human. You may also remove body hair if it is already present.
Additionally, by concentrating as you would when casting a spell, you can suppress your demonic features through an effort of will. You appear as an elf with identical facial features to your own, but your horns, tail, unnatural colorations, and any supernatural effects vanish. When you are forced to make a concentration check for this feature, you make a Charisma saving throw instead of a Constitution saving throw. Truesight or other magic that reveals the true form of a shapechanger will negate this ability, but it is not detectable by a detect magic spell or other similar effect, nor is it an illusion to be dispelled.
Daemonfey Voice. Your voice is laced with daemonfey magic. You have proficiency in two of the following skills: Persuasion, Deception, or Intimidation.
Specialized Breeding.You were bred for purpose, and specific traits reveal themselves as your power grows. You may increase one ability score of your choice by 1, or increase an ability score of your choice by 2 at the cost of reducing your Constitution by 1, or increase an ability score of your choice by 3 at the cost of reducing your Constitution by 2. For example, you may choose +3 Intelligence and -2 Constitution, or +2 Strength and -1 Constitution, or +1 Dexterity with no penalty. Your chosen ability score has its maximum increased by the same amount of your chosen ability score.
Lore: Born of elves and demons, fey’ri have a dark beauty unrivaled by most other mortals. They generally stand taller than their elven kin, with most being at least 6 feet tall, although some bloodlines have been bred to be smaller. Like tieflings, the mark of the Lower Planes lies upon them. Nearly all fey’ri have horns and tails (though generally smaller and thinner than a tiefling’s) as well as unusual skin, hair, or eye colors. However, because their demonic ancestor is usually only a few generations removed at most, they often also manifest minor supernatural effects around them. This can range from milk souring in their presence to causing blood to leak from the eyes of paintings or statues nearby. Some fey’ri with a particularly strong demonic influence even have small wings. Most have the ability to change their form or use illusion to masquerade as elves. The majority of fey’ri are descended from high elves who defied the gods and bred with demons to strengthen their bloodlines, taking them to new heights of power. This first generation, known as the Daemonfey, were cast out by their elven kin, and they secretly spread to other kingdoms where their numbers grew and began to take control. When their conspiracy was revealed, the elves came together to slaughter most of them and imprison the rest in hidden vaults for more than 5000 years. Only a few escaped, and while they have been working to reestablish themselves, the majority of the fey’ri are still trapped and comatose. Most commonly descended from an incubus or succubus, fey’ri are naturally rather charismatic. However, even those raised outside their own brutal society struggle with the combination of elven pride and the demonic contempt for life, which is not helped by the distrust many people have for them. Most elves feel compelled to slay these outsiders on sight, as do fey’ri raised by others of their kind, and other races often see nothing more than their obviously unnatural features. Demons and fey’ri choose those who sire or carry their spawn based on the Prime’s superior ability in a field so as to make the resulting offspring a powerful and worthy servant. As such, fey’ri often have strong natural talents, but also tend to have certain weaknesses enhanced by the selective breeding programs.
Fey’ri are bred to range from a wispy 5 feet tall to hulking 7 foot tall brutes.
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Firbolg [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 250 years.
Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Firbolg Magic. You have a special connection to animals and plants. You know the druidcraft cantrip. You can speak with any beast, relying on both verbal sounds, and a form of limited empathy that conveys feelings and emotions. Most beasts lack sufficient intelligence for complex interactions, but basic concepts can be relayed. This ability conveys no specific influence over animals but does offer the ability to use Charisma skills such as Deception, Persuasion, and Intimidation when communicating with beasts. You learn the animal friendship and beast sense spells, each of which you can cast once without expending a spell slot. Starting at 5th level, you learn and can also cast speak with plants with this trait. You regain the ability to cast these three spells in this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).
Naturally-inclined. You have advantage on Nature checks.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Lore: A once reclusive people that now works with the wood elves and coincide with them wherever they are.
31
Genasi [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Genasi mature about the same rate as humans, and can live up to 120 years on average. When a genasi dies, their body decomposes at the normal rate a human body would, though their body is broken down into the elements they are most tied to. Air genasi fade into air, earth genasi crumble into dirt and rock, fire genasi disintegrate into ash and cinder, and water genasi melt into pools of water.
Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Subrace. The elemental blood flowing through their veins helps shape each genasi physically and mentally. The four major subraces are: air genasi, earth genasi, fire genasi, and water genasi. Choose one of these subraces for your genasi.
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Air Genasi
As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long. Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
Fleet of Foot. Your base walking speed increases by 5 feet.
Rushing Winds. You know the gustcantrip. When you reach 3rd level, you can cast theexpeditious retreatspell as a bonus action and without the need for concentration once with this trait and when you reach 5th level, you can cast the gust of windspell once with this trait. Spells gained through this feature can be cast without material components and you regain the ability to do said spells when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this subrace).
Tempest Tolerance. You have resistance to lightning and thunder damage.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Wind's Embrace. You are considered to always be under the effect of the feather fall spell.
32
Earth Genasi
As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.
Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.
Darkvision. With your primordial blood, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.
Mountainous Vigor. Your hit point maximum increases by 1, and increases by 1 every time you gain a level.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Shifting Earth. You know the mold earth cantrip. When you reach 3rd level, you can cast the earth tremor spell as a 2nd-level spell once with this trait and when you reach 5th level, you can cast the Maxmilian's earthen grasp spell once with this trait. Spells gained through this feature can be cast without material components and you regain the ability to do said spells when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this subrace).
Stone Resilience. You have hard, rocky skin. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. Additionally, you can't be petrified.
30
Fire Genasi
As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it. Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal-black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.
Blazing Heart. You know the fire bolt,control flames, and produce flame cantrips. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and when you reach 5th level, you can cast the scorching ray spell once with this trait. Spells gained through this feature can be cast without material components and you regain the ability to do said spells when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this subrace).
Darkvision.With your primordial blood, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.
Fiery Presence. As an action, you can shed bright light in a 5-foot radius and dim light for an additional 10 feet. You can extinguish your bright light at any time as an action.
Fire Resistance. You have resistance to fire damage and advantage on saving throws against spells that deal fire damage and effects caused by extremely high temperatures.
31
Water Genasi
The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.
Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of a whale song or trickling streams.
Amphibious Body. You can breathe air and water, and you have a swimming speed equal to your walking speed.
Call to the Wave. You know the shape water cantrip. When you reach 3rd level, you can cast create or destroy water spell as a 2nd-level spell once with this trait and when you reach 5th level, you can cast the tidal wave spell once with this trait. Spells gained through this feature can be cast without material components and you regain the ability to do said spells when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this subrace).
Fluid. Increase your walking speed by 5 feet.
Heart of the Sea. You have resistance to fire and cold damage.
33
Ice Genasi
Ice genasi have sharp, delicate features even when their Prime parents do not. They may have a blue tint to their skin or be unusually pale, with hair and eyes in matching colors. Frost sometimes forms on things they touch, and many breathe frosty plumes even in warm weather. Even slight amounts of heat are uncomfortable to them, and they rarely wear heavy clothes.
Arctic Magic. You know the frostbite and ray of frost cantrip. When you reach 3rd level, you can cast either the armor of Agathys spell or the frost fingers spell as a 2nd-level spell once with this trait and when you reach 7th level, you can cast either theice storm spell or fire shield (cold only)spell once with this trait. Spells gained through this feature can be cast without material components and you regain the ability to do said spells when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this subrace).
Frozen Blades. As a bonus action, you can make blades of ice extending from your hands and/or arms that you can use melee weapons you are proficient with. These blades do 2d4 slashing or piercing damage (you choose when you hit with an attack) and have the light property. While you use your blades, the hand they are on cannot precisely manipulate anything, perform the somatic component of spells, or wield other weapons, magic items, or other specialized equipment. In addition, while you have your frozen blades and when you see a damaging projectile you can see coming toward you, you can use a reaction to shield yourself with your blades. You have +2 AC and advantage on Dexterity saving throws until the end of the round.
Glacial Resistance. You have resistance to cold damage. However, you are poorly suited to hotter climes, and the DC for Constitution saving throws against exhaustion in extreme heat increases by 2 every hour instead of by 1.
Ice Floe. You can move across difficult terrain created by ice or snow without expending extra movement. Additionally, you can freeze a thin layer of ice under your feet as you walk, allowing you to move across water as if it were a solid surface. This requires you to maintain concentration as if concentrating on a spell. The ice melts as soon as your foot leaves its surface, and can support no more than your own weight plus additional weight up to five times your Strength score.
31
Magma Genasi
Magma genasi are generally rather stocky and not particularly tall. Their rough, rocky skin is uncomfortably hot to the touch, and when they bleed, it appears more orange than red and will scald those who touch it. Even those born to wealth wear relatively poor quality clothes, since their wearers don’t expect the fabrics to long survive whatever antics they might get into.
Earth’s Blood. You have resistance to fire and acid damage. Additionally, you can treat lava and magma as if it were water for ten minutes per long rest, taking no damage while moving through it. Your resilience extends to items you are wearing or carrying. You have a swim speed of 30 feet when moving through lava or magma. Additionally, you have advantage on saving throws against the poisoned condition, as well as resistance to poison and acid damage.
Igneous Armor. Your skin has a coating of igenous rock such as pumice, scoria, obsidian, or basalt. When you aren’t wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal if you use your natural armor. Additionally, you can't be petrified.
Liquid Earth. You know the mold earth cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this subrace).
Pyroclast. When you reach 5th level, you can cast either the Ashardalon's stride spell or erupting earth spell once with this trait. Spells gained through this feature can be cast without material components and you regain the ability to do said spells when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this subrace).
32
Smoke Genasi
Unsurprisingly, most smoke genasi have a lingering scent of their namesake around them, with the scent growing stronger on the rare occasions they grow irritated or excited. Quite often their hair billows in a cloud-like fashion, becoming wispy and immaterial near the ends. All their features generally have a dark cast to them, though their eyes may occasionally flare with fiery light. They tend to wear clothes in similar colors, and these clothes are always well-made, practical, and comfortable. There is no point in fancy clothes if you can’t breathe or stretch in them.
Black Lung.You can breathe normally inside any area covered in nonmagical poisonous gas, smoke, or other gaseous substance. If the substance is magical, you have advantage on saving throws against its effects. Additionally, you may use an action to inhale such substances, clearing a 10-foot radius centered on you.
Dissipate. As a reaction when you would take nonmagical damage or fire damage, you can momentarily turn into smoke. You gain resistance to the triggering damage and all other nonmagical or fire damage until the start of your next turn, and you have advantage on Dexterity and Constitution saving throws. You can use this feature once, after which you must complete a short or long rest before you can do so again.
Hazy.You can hide when only lightly obscured by cloudy substances like fog, smoke, and mist. Your vision is less impaired in areas that are similarly obscured, treating heavy obscurement as light obscurement and ignoring light obscurement. Additionally, you have proficiency in the Stealth skill.
Misty. You can cast the misty step spell once with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this subrace).
31
Storm Genasi
Touching a storm genasi almost guarantees a static shock, and many have miniscule threads of lightning that crawl over skin tinged grey or pirple. Their voices often rumble and boom, and a sharp smell of ozone hangs about them when their tempers rise or other intense emotional states. They tend to dislike vocations that require them to stay inside, preferring hands on tasks under an open sky.
Lightning Core. You have boundless energy that sustains you when others lag behind. You are not immune to spells and effects that put you to sleep, but natural sleep is a largely foreign concept to you. To gain the benefits of a long rest, you only need to spend 4 hours doing light activity.
Quicksilver. Your base movement speed is 40 feet.
Stormborn. You have resistance to lightning and thunder damage. Additionally, you do not suffer disadvantage on hearing-based perception checks due to strong winds or disadvantage on sight-based checks due to heavy precipitation, as described on page 110 of the Dungeon Master’s Guide
Tempest's Wrath. You know the thaumaturgy cantrip and one of the following cantrips: booming blade, lightning lure, shocking grasp, and thunderclap. When you reach 3rd level, you can cast the thunderwave spell as a 2nd level spell once with this trait and when you reach 5th level, choose from one of the following: the call lightning spell or the lightning bolt spell. You can cast the chosen spell once with this trait. Spells gained through this feature can be cast without material components and you regain the ability to do said spells when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this subrace).
32
Ash Genasi
Ash genasi grow only for the first decade or so of life, after which their elemental nature begins to consume them. They are small, sickly, and have a gray pallor to their flaking skin. They don't have the energy to care about their appearance, and their dirty skin, hair, and clothes combined with an unnerving aura means that few people like spending time around them. Between their own poor health and the lack of support from others, few ash genashi reach much more than middle age, even if they look ancient. THey are about as close to being undead as a being can get while still being alive.
Failed Flame. You have resistance to cold damage and fire damage.
Frail and Able. Your Constitution score is reduced by 1. One other ability score of your choice increases by 1. This ability score must not already have been increased by a racial ASI or must not be your Constitution score.Your base walking speed is 25 feet.
Darkvision. With your primordial blood, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.
Heat Leech. Like the ash elementals you are descended from, you can steal body heat from others to feed your own fading energy. As an action, you can force all creatures within 10 feet of you to make a Constitution saving throw (DC 8 + your proficiency modifier + your Constitution modifier). On a failed save, the creature takes 2d6 cold damage. Regardless of whether a successful save is made, you regain 1d6 hit points for each creature within range. Creatures who have unnaturally low body temperatures (such as white dragons, ice mephits, undead, or others at the GM’s discretion, but not cold-blooded creatures like reptiles) are not affected by this feature, nor do you gain health from their presence. You can use this feature once, after which you must complete a long rest before you can do so again. You can also use your heat-draining abilities to a less extreme degree to cool those around you. While you are not incapacitated, creatures of your choosing within 10 feet of you have advantage on saving throws against effects caused by extreme heat, as described in chapter 5 of the Dungeon Master’s Guide.
Hold Breath. You can hold your breath for up to 1 hour.
Undying Gasp. You fear death more than anything else, and it has to fight to keep its hold on you. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can use this feature once, after which you must complete a long rest before you can do so again.
31
Salt Genasi
Salt genasi have pale white or brown skin, often with a similarly colored powder of light crusting of crystals on their skin. Even when they are found within the societies of others, they tend to be loners and care little for the application of fashion or beauty standards. While they may not look it, salt genasi can live twice if not three times as long as most genasi.
Brittle Armor. Your salt skin toughens. You gain a +1 bonus to AC.
Dehydrate. You can satisfy your own need for water by stealing the moisture from another creature. As an action, you can touch another creature and force it to make a Constitution saving throw (DC 8 + your proficiency modifier + your Constitution modifier). On a failed save, the creature has disadvantage on all attack rolls and saving throws for an hour or until it can drink sufficient water to rehydrate itself. If you have any levels of exhaustion, they are removed. If you do not, you can roll a number of d6s equal to your Constitution modifier (minimum 1). You regain a number of hit points equal to the total. Constructs and other creatures without liquid within their bodies are immune to this feature, while plants automatically fail the saving throw. You can use this feature once, after which you must complete a long rest before you can do so again.
Hygroscopy. Despite how dry you might seem (both physically and in your personality), you require vast quantities of water to slake your thirst. You always require twice as much water as most people (as described on page 185 of the Player’s Handbook), though you can drink saltwater without harm. For you, the Constitution saving throw to avoid a level of exhaustion due to dehydration has a DC of 20. However, whenever you take a short rest and roll Hit Dice to restore hit points, if you are able to submerge at least half your body in water you can roll a number of d6s equal to your Constitution modifier (minimum 1). The result is added to the total hit points you regain.
Tough and Dry. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
31
Gnome [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2 or two ability scores of your choice increase by 1.
Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 120 to almost 180 years.
Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Helping Hand. You know the mage hand cantrip. Intelligence is your spellcasting ability for this spell.
Minor Telepath. You can speak telepathically to any creature you can see within 30 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
Skillful. You gain proficiency in one skill of your choice.
Note: Official subraces are not playable as the gnomes in Xenara have their own flavor.
Lore: Known for their love of technology and magic. The gnomes were born to be artificers and spellcasters then. Now, gnomes have branched out to other fields of activity and are now known as dangerously studious in any type of study whether it be arcane, machines, arts, or any field really. It should be known that an adventurer wished for telepathy for gnomekind hence the gnomes being minor limited telepaths.
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Goblin [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and two other ability scores of your choice increases by 1.
Age.Goblins live up to 270 years.
Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Ancient Spellcasting. You know the prestidigitation cantrip. Starting at level 3, you know and can cast identify as a ritual a number of times equal to your proficiency bonus a day with this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).
Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Lore: One of the first races in Xenara. Known for their ingenuity even before the gnomes. Once known for their once superiority complex that rivals the High Elves. A long time ago, after a calamity, the whole of Goblins went into savagery but now, that time of being primal is over. They have integrated themselves again into society in hopes of reclaiming their reputation of being the most intelligent, arcane-oriented people there ever was. It should be known that the old language of the Goblins have been lost to time.
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Goliath [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Mountainblood. You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.
Natural Athlete. You have proficiency in the Athletics skill.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
Tough. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Lore: Born of early Earth genasi people. Some have tribal ties with their origin in any mountainous regions and some have integrated themselves to urban society.
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Grimalkin
ADDED RACE, distant cousins to the tabaxi but significantly smaller.
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Grimalkin mature at 5 years, and can live up to 40 years.
Size. Grimalkin average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Death's Touch. You know the spare the dying cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Feline Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Nine Lives. Whenever you would die as the result of failing your third death saving throw, or by taking excessive damage, mark a life on your character sheet. If you have not marked your 9th life, you miraculously survive the trauma and stabilize at 0 hit points. Once you have marked your 9th life, your choice of Dexterity, Intelligence, or Charisma score increases by 1, to a maximum of 20, and you lose this trait’s ability to miraculously stabilize you at 0 points instead of dying.
Lore: The people of the Grimalkin began when Death made them so as legend said that the deity had profound love of cats. Death awakened some cats long ago and the race integrated into society ever since. There are still normal cats in the world and Grimalkin are thankful to Death itself for providing them with sentience and a newfound life unto the plane.
Half-dwarf
ADDED RACE, in the same spirit of half-elves. The mixture of dwarven tradition and human innovation.
Ability Score Increase. Your Constitution score increases by 2, and two other ability scores of your choice increase by 1.
Age. Half-dwarves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans however, often close to 150 years.
Size. Half-dwarves are about the same size as humans, if a little shorter and stockier. You are between 4 1/2 and 5 1/2 feet tall, and weigh over 200 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Inherited Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Natural Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Pick one here depending on your elven ancestor or home culture: Natural Craftsman. You gain expertise with one type of artisan's tools and a feat that is related to that tool (talk to the DM). Naturally Skilled. You gain proficiency with one skill of your choice. Dwarven Warrior. You gain proficiency on one of the following: two weapons of your choice, light/medium armor, or shields.
Feats that can be taken:Dwarven Fortitude, Prodigy, Squat Nimbleness.
Lore: Like half-elves, the race has been present for some time now due to the intermingling of dwarves with humans. The race is much more in abundance compared to half-elves. During the times of old, some dwarven clans were forced to flee from the mountains and seek refuge among the fledgling human kingdoms. Overtime, a new race of people popped up that have the traits of both humans and dwarves.
Half-Elf [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and two other ability scores of your choice increase by 1.
Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill Versatility. You gain proficiency in two skills of your choice.
Pick one here depending on your dwarven ancestor or home culture: High Elf. Corellon's Gift. You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this subrace). Wood Elf. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Drow Elf. Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this subrace).
Lore: Ever since the humans and the elves intertwined, it was destined that half-elves exist. Half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of elves. Half elves are found where elves and humans are especially if they were there for many generations. Only high elves, wood elves, and drow elves were capable of producing half-elves.
In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie, somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.
Halfling [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2 or two ability scores of your choice increase by 1.
Age. Halflings reach adulthood by the age of 20 and generally live up to 130 years.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Feat. You gain one feat of your choice.
Halfling Half. You know the find familiar spell. With this trait, you can only cast this spell as a ritual that still consumes the needed components. You can cast this spell even without the Spellcasting or Pact magic feature. If you have spell slots, you can expend a 1st spell slot to cast the find familiar spell.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Notes: Lucky trait is removed to coincide with removing the Lucky feat overall. A choice of a feat is given for compensation for the removed lucky trait. Official subraces are not playable as the halflings in Xenara have their own flavor.
Lore: From the blood of Baervan. Have accustomed themselves to live and co-exist with the people of humans and half-orcs. These are not your typical happy, easy-going halflings. Halflings in Xenara have branched out to different fields of practice. They have short lifespans in relation to other races which led the people of the race to always chase what they want to do, be it mundane or near impossible. They also have the innate ability to summon their own magical familiars. These ability has changed the races for the better and have made them friendly with many people. Over the course of time, halflings have learned the Orc language due to their people being around them so much.
Half-Orc [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and two other ability scores of your choice increases by 1.
Age. Half-orcs reach adulthood in their late teens and live for about a century in average.Half-orcs usually die before their 60s due to their innate nature of being adventurous and being high risk takers. There are no records yet as to the upper limit of a half-orc's age as there are records of those who are aged beyond a 150 years old.
Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Savage Attacks. When you score a critical hit with an attack, you can roll one of the damage dice one additional time and add it to the extra damage of the critical hit.
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Variant: Half-orc variant Ability Score Increase. An ability score of your choice increases by 2 or two ability scores of your choice increase by 1. Feat. You gain one feat of your choice. Choose one of the following features when you pick this variant: - Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. - Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. - Savage Attacks. When you score a critical hit with an attack, you can roll one of the damage dice one additional time and add it to the extra damage of the critical hit. Age, Size, Speed, and Languages is all the same with the Half-orc. 30-31
This half-orc variant is to have a counterpart to the human variant. This is also to reflect that half-orcs in Xenara have already begun to be flexible on their abilities and expertise. It should be known that alot of half-orcs have embraced flexibility, these are the 'present-time' half-orcs of Xenara.
Lore: Was once savage and primal during the early ages. Was a part of the goblinoid races then. Now, can even compete with humans in their determination and will while still being fierce and passionate. The closest race that has adapted the ways of humans. It is theorized that the half-orcs have warfare prowess in their blood and with this in mind, alot of cultural phenomenon has happened over the ages. Some half-orcs want their respect as non-savages. Some want their respect as martial prodigies of strategy. Some want their respect as good ole common folk.
Hobgoblin [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Hobgoblins age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 170 years.
Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your ancestry, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill Versatility. You gain proficiency in one skill of your choice.
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Mutation. Mixed ancestry courses through your veins, changing you. Choose no more than three mutations and consult with your DM for an appropriate mutation.
Aasimarblood. You have resistance to necrotic, psychic, or radiant damage (choose when you select this mutation). You may choose this mutation a second time and choose a different resistance.
Demonblood. You have advantage against nonmagical diseases and poisons. If you select this mutation a second time it extends to magical diseases and poisons as well.
Dracoblood. You have blindsight out to 5 feet. You can select this mutation a second time and increase it to 10 feet. This mutation stacks with any other blindsight ability or trait you possess.
Drowblood. Your darkvision extends out to 90 feet. You can select this mutation a second time and extend it to 120 feet without costing your second mutation.
Dwarfblood. You increase your maximum hit points by half your character level (minimum 1). If you select this mutation a second time you increase your maximum hit points by your character level instead.
Feyblood. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Once you select this mutation it replaces your Fey Ancestry trait.
Fiendblood. You have resistance to fire, cold, or poison damage (choose when you select this mutation). You may choose this mutation a second time and choose a different resistance.
Goblinblood. You gain the ability to cast the Detect Magic spell, but only as a ritual. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
Lizardblood. You have a natural weapon that deals 1d4 plus your Strength modifer bludgeoning, piercing, or slashing damage (choose when you select this mutation). You can select this mutation a second time and increase the damage to 1d6, add another attack of different damage type, or select a rare damage type such as acid, lightning, radiant, or necrotic instead.
Manablood. As a reaction, you have advantage on a chosen ability check or saving throw until the end of your next turn. Once you use this trait you must complete a short or long rest. You choose Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charimsa at the time of choosing mutation.
Minoanblood. count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You may not select this trait a second time.
Quicklingblood. Your base walking speed increases to 35 feet. You can select this mutation a second time and increase it to 40 feet.
Sylvanblood. You know one cantrip of your choice from the druid or wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this mutation).
Terranblood. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Tritonblood. You can breathe air and water, and you gain a swim speed equal to your walking speed.
Trollblood. While you are conscious and not incapacitated, and have not taken fire or acid damage since the start of your last turn, you can use a bonus action to regain hitpoints equal to 1d8 + your Constitution modifier. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after you finish a long rest.
Wildblood. You have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve sight, smell, or sound (choose when you select this mutation). You may select this mutation a second time and choose another sense.
Lore: Before recorded time, of when mortals were at war with deities and gods, an extraordinary mage played god with making a new species made of all mortalblood. From dragonblood, feyblood, orcblood, and goblinblood to many more, the mage created the race known as the hobgoblins. It is said that no hobgoblins are ever the same. This is because of the innate mixed ancestry within them. Mutations are present within one hobgoblin that are almost certainly, always different from another. Historic texts show that hobgoblins were once an imperial empire much like what Xagos is today. They were the best of the ancient civilizations before the goblins and the high elves had their first established city. Alas, that is but historic notes in textbooks. Today, hobgoblins are present around Xenara but are much fewer than those of humans and half-orcs due to the volatility of their blood and lineage. Mutations get added overtime and it is recorded by medical practitioners that the birth rate of hobgoblins are very low. It is the biological norm that a hobgoblin mother could have a lot of pregnancies before delivering a live hobgoblin baby. With this in mind, hobgoblins are special people to their community due to their individuality. Hobgoblins resemble large, muscled humans, their bodies covered in coarse fur with red-brown or gray skin and red or orange faces. Large males have blue or red noses, and may have beards and male-pattern baldness. Hobgoblin eyes are dark brown or yellowish, and their teeth tend to be yellow. Their broad faces and sharply pointed ears give their features a somewhat feline cast. With the mutations in mind, hobgoblins have varying appearances due to the haphazard genetics. Mutations of parent hobgoblins are almost always not inherited by the offspring. The offspring could have different mutations different than those of their familial heritage. A hobgoblin could have two differently colored eyes that can be caused by two mutations from two different bloodlines unrelated to each other.
Human [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and two other ability scores of your choice increases by 1.
Age. Humans reach adulthood in their late teens and live less than a century.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is medium.
Speed. Your base walking speed is 30 feet.
Skill Versatility. You gain proficiency in two skills of your choice.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. 31
Variant: Human variant Ability Score Increase. An ability score of your choice increases by 2 or two ability scores of your choice increase by 1. Feat. You gain one feat of your choice. Skill Versatility. You gain proficiency in one skill of your choice. Languages. You can speak, read, and write Common, Halfling, and Orc. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. Age, Size, and Speed are all the same with the Human. 32
Lore: The most populous race in Xenara, humans define common culture across the plane. Their unrelenting ambition creates societies that aggressively pursue productivity while valuing leisure, and their short life spans often lead humans to romanticize the ugly past and fear the unknown future. The best and worst are found among them.
Kalashtar
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Kalashtar mature and age at the same rate as humans.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Dual Mind. You have advantage on all Wisdom saving throws.
Mental Discipline. You have resistance to psychic damage.
Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
Severed from Dreams. Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.
Note: I just put it here for balancing reasons. No changes made.
Lore: The kalashtar are a compound people, created from the union of humanity and renegade spirits from the plane of dreams—spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. There is an unmistakable alien quality to the kalashtar, though, as they are haunted by the conflicts of their otherworldly spirits. Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features, and their eyes often glow when they are focused or expressing strong emotions.
Kalashtar can't directly communicate with their quori spirits. Rather, they might experience this relationship as a sense of instinct and inspiration, drawing on the memories of the spirit when they dream. This connection grants kalashtar minor psionic abilities, as well as protection from psychic attacks. All of these quori dream-spirits are virtuous, but some are warriors and others are more contemplative. Work together with the DM to determine the nature of your linked spirit. Typically, a kalashtar knows the name and nature of their spirit, but some may know nothing of their spirit or the source of their psychic gifts, such as an orphan kalashtar raised among strangers.
Kenku [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and two other ability scores of your choice increases by 1.
Age. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 80.
Size. Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Eidetic Memory. You gain proficiency on four skills of your choice. With this trait. you can also pick proficiency with simple weapons, martial weapons, shields, or tools. You have seen experts do activities and even exhibit abilities that have interested you. You are able to recall these memories and use them as your own.
Vocal Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Lore: Kenku originated from a cursed Aarakocra bloodline. Found in Faerun and some are still in Skyshatter. Generally known for their photographic memories and their vocal mimicry. Some use their innate ability for good, some for evil, and some for life.
Khenra [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and two other ability scores of your choice increase by 1.
Age. Khenra mature quickly, reaching adulthood in their early teens. Even without a violent death, they rarely live past 60.
Size. Khenra have similar builds to humans. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Desertblood. You are naturally adapted to hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide. In addition, you can go twice as long without food and drink before risking exhaustion.
Divine Dynamo. Starting at 3rd level, you can use your action to unleash divine energy to unleash the divine energy within yourself, setting your eyes ablaze with fury as your towering from swells. The instant you transform, your size is doubled in all dimensions, and your weight is multiplied by eight. Theis growth increases your size by one category - from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Your weapons also grow to match your new size. While your weapons are enlarged, your attacks with them deal 1d4 extra damage. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have advantage on Strength checks as well as Strength and Constitution saving throws. In addition, once on each of your turns, you can deal extra radiant or necrotic damage (depending on your morality) to one target when you deal damage to it with an attack or a spell. The extra damage equals half your level (rounded up). Once you use this trait you can't use it again until you finish a long rest.
Innate Spellcasting. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the protection from evil and good spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the warding bond spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).
Khenra Twins. If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can't be frightened.
Lore: The khenra are believed to be from the deserts of the Shadowfell. Their ancestors were the Raven Queen's blessed soldiers. Today, khenra are not bounded by the Raven Queen anymore. They have found themselves to be free people found in the continent of Runeterra. The khenra are tall and lean, with graceful bodies and heads that strongly resemble jackals. Their snouts are long and sharp, and their angular ears rise straight above their heads. Their bodies are covered in dark, sleek hair that ranges from the brown to ebony black. Despite their sharp teeth, they consider biting to be an uncouth and unworthy combat tactic due to their fragility. Nearly every khenra is born a fraternal or identical twin, and a pair of khenra twins form an extremely close emotional bond. The death of one twin by any manner trials causes a tremendous trauma to the survivor, who typically grows more aggressive and foolhardy in life. The rare khenra who are born without twins are believed to have killed their siblings in the womb, and are thus viewed as natural-born warriors.
Kobold [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1 OR three ability scores of your choice increase by 1.
Age. Kobolds reach adulthood at age 6 and can live up to 60 years but rarely do so.
Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your ancestors' predatory blood, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.
Bigtail. You can make unarmed strikes with your tail. When you hit with it, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Draconic Bravery. You have advantage on saving throws to avoid or end the frightened condition on yourself.
Draconic Balefulness. You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).
Natural Resilience. You have resistance against poison damage.
Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Slithering Stealth. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Lore: Kobolds are the distant cousin of dragonborns. With no blood from the gods, Bahamut and Tiamat, the kobolds worship the two dragon gods enough to the point of their blood receiving blessings from both of the dragon gods. Kobolds have accrued the reputation of being very adventurous and never really being the same from each other.
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Lizardon [Revamped Lizardfolk]
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Lizardon reach maturity around age 14 and rarely live longer than 60 years.
Size. Lizardon vary in size. Duskvenom stand around 4 feet, blackscales around 8 feet, and sharptooth around 6 to 7 feet on average. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Darkvision. Thanks to your ancestors' predatory blood, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.
Subrace. Lizardon subraces vary greatly in their physique and physiology. Choose a subrace below.
Lore: Most lizardon are still found near their historic territory, in thick tropical jungles. But, some have already journeyed to other communities and civilizations making the lizardon known to the other regions of the world. The difference of now and then is that lizardon have removed their fears of other people. Lizardon have embraced the brand new age of the world and its modernity. One thing is certain, lizardon understand that their bodies are different than those of other races and they know that there are places in society that are waiting for them.
Blackscale
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Savage Attacks. When you score a critical hit with an attack, you can roll one of the damage dice one additional time and add it to the extra damage of the critical hit.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Death Grip. With your blackscale anatomy. Your bite damage die increases from a d6 to d10. When you successfully attack a target with your bite, you can choose to grapple that target as a bonus action. While grappling a target this way, you may not use your bite against enemies other than the grappled target. Your bite has advantage on attack rolls against the grappled target.
Lore: Back then, blackscale lizardon were the hulking juggernauts of their savage tribes. Now, they use their physique for their jobs and endeavors.
Duskvenom
Venomous Glands. You have the ability to produce venom from your various glands. You can produce doses of potent venom equal to your proficiency bonus and you regain all expended uses when you finish a long rest. These doses can be applied to a weapon or piece of ammunition and retain their potency for 24 hours. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a Constitution saving throw (with a DC of 6 + your proficiency bonus + your Constitution modifier) or take 1d6 poison damage and become poisoned until the end of your next turn. The damage die increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Venom Blood. You have advantage on saving throws against poison, and you have resistance against poison damage.
Lore: Duskvenom lizardon have an innate ability of creating their own venom. Then, duskvenom were tasked with assassination of enemy tribes. Now, duskvenom are employed with their innate ability in mind. Some continue being proficient killers, some study the physiology of their venom, and some don't embrace their venomous side at all.
Scalechanger
Speed. Your walking speed is changed to 25 feet, and you have a 30 feet climbing speed on natural surfaces such as trees, vines, or rough stone.
Camouflage. You are able to use your color changing skin to conceal yourself. As an action, you can blend into your surroundings perfectly a number of times equal to your Wisdom modifier per long rest. When you disguise yourself in this way, ability checks made to see you have disadvantage. You lose your camoflauge immediately if you move or are moved, attack, or cast a spell.
Sticky Tongue. You can use your long, sticky tongue in and out of combat. As a bonus action, you can stick your tongue to an object or size Small or smaller creature up to 15 ft away. When stuck to a creature, you can make a contested Strength check to determine if you are able to pull the creature towards you. If you fail the contested check, your tongue retracts. A creature can choose to fail the contested check. When stuck to an object, you can pull an object that weighs no more than your Strength score multiplied by 3.
Unusual Vision. Due to your eyes moving independently, you are able to take in more than most people. You are proficient with the Perception skill if you do not already have it from another source. When making Perception checks while using your Camouflage ability, you may double your proficiency bonus.
Lore: Scalechangers are known to be naturally stealthy due to their physiologic function of camouflage inherent to them. Then, scalechangers were used as scouts by the tribes. In the present, they are employed as scouts and some even become proficient assassins and others become guards.
Sharptooth
Amphibious. You have a swim speed equal to your movement speed, and you can hold you breath for up to 15 minutes. In addition, you have advantage on Stealth checks while under or in water.
Lizard Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Lore: The most numerous, most versatile, and the nearest to the size of humans. Sharptooth boast their superiority in water and their natural predatory abilities. That was then when savagery of the lizardon predominates. Now, some sharptooths walk the lands finding purpose in societies near bodies of water.
Loxodon [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and two other ability scores of your choice increase by 1.
Age. Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.
Size. Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
Loxodon Serenity. You have advantage on saving throws against being charmed or frightened.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Natural Armor. You have thick, leathery skin. When you aren't wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Thick Hide. Your thick, leathery skin is a proper defense against the cold. You have resistance to cold damage.
Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.
Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
Lore: The humanoid elephants called loxodons are often oases of calm in Xenara. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action, loxodons are true terrors—bellowing with rage, trumpeting and flapping their ears. A loxodon will always have one or all of the following: serene wisdom, fierce loyalty, or unwavering conviction.
Loxodons tower above most other humanoids, standing over 7 feet tall. They have the heads—trunks, tusks, ears, and faces—of elephants, and hulking bipedal bodies covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants.
Like that of an elephant, a loxodon's trunk is a useful appendage. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel.
Lutrina
ADDED RACE, otterfolk made by the Celestials long ago.
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. A lutrina reaches adulthood at the age of 5 and they rarely live past 60 years.
Size. Lutrina stand between 4 and 5 feet tall and average about 75 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. You also have a swimming speed of 30 feet.
Hold Breath. Lutrina can hold their breath for 15 minutes.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Lore: Before civilization roamed the plane, the Celestials made their own warriors born of the celestial sea. The lutrina were the mortal soldiers they have made during the first war. Now, the lutrina are people who have celestial influence but no more blood. Many now live normally in society but all know that deep within them is an inherent lust for adventure, magic, wonders, and the unknown.
32
Minotaur [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Minotaurs enter adulthood at around the age of 17 and can live up to 130 years.
Size. Minotaurs are between 7 and 8 feet tall and weigh between 240 to 350 pounds. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Charger. When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Colorblindness. You see the world in shades of red and grey, leaving you incapable of discerning any color except for very bright reds.
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 color in darkness, only shades of gray.
Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Keen Snout. You have a delicate nose. You have advantage on Wisdom (Perception) checks that rely on smell, and you can detect strong odors from up to six miles away.
Labrynthine Recall. You can perfectly recall any path you have travelled. Additionally, you automatically succeed on saving throws against maze and hypnotic pattern.
Mogisblood. Starting at 5th level, you may use your bonus action to transform yourself into a bull using the rules of the polymorph spell (no concentration required). This ability recharges after a long rest. This ability automatically triggers if you suffer prolonged exposure to very bright shades of red. Starting at 9th level, this ability transforms you into a dire bull.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Lore: Minotaurs now are different from the minotaurs then. Minotaurs then were employed as guardians of tombs and vaults due to their perceived innate ferocity. Now, minotaurs can often be seen with the other races as minotaurs embraced society and community early on. They are known to be fast runners even with their sizes. The reason on how is still debated amongst the biologists.
Satyr [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Satyrs mature and age at about the same rate as humans.
Size. Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
Mirthful Leaps. Your powerful, goat like legs allow you to spring higher and farther than most when jumping. If you make a standing leap, your jump height and jump distance are increased by 5 feet. If you have a running start, your jump height and jump distance are increased by 10 feet. This is still basic movement for rules clarification.
Ram. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Satyr Magic. You know the minor illusion cantrip. You can cast detect evil and good and disguise self with this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race). Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest.
Lore: Satyrs are a mixed people of revelry, battledancing, music, arts, and anything under the stars that result in enjoyment. Can be found anywhere where there is the possibility of fun.
Tabaxi [Rewritten] 24
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Tabaxi have lifespans equivalent to humans.
Size. Tabaxi usually are taller on average than humans and relatively slender. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have a cat's keen senses, especially in the dark. 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 color in darkness, only shades of gray.
Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cat's Talents. You have advantage in the Perception and Stealth skills.
Choose one subrace below:
Lore: One of the first races of Xenara. From the blood of Bayun. Can be found anywhere in the world.
Acinonyx Tabaxi
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Speedy. You add 10 feet to your base walking speed.
Cheetah anatomy-physiology. 33
Leo Tabaxi
Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Charisma modifier. Once you use this trait, you can't use it again until you finish a short or long rest.
Leonin Prowess. You gain proficiency in one skill of your choice. Additionally, one other ability score of your choice increases by 1. (This ability can be one of your scores already increased by the racial ASIs.)
Lion anatomy-physiology. 34
Pantherin Tabaxi
Plain Stealthy. Your proficiency bonus is doubled for Stealth checks.
Nimble Hunter. You can use your bonus action to take the Dash, Disengage, or Hide action.
Panther anatomy-physiology. 34
Tigris Tabaxi
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Hunter's Physique. Your proficiency bonus is doubled for Athletics checks.
Pounce. You may lunge great distances. You may expend your movement to charge and jump up to a total of 30 ft in a straight line. If you pounce into an enemy, you gain advantage on your first melee attack against them. Once you utilize this trait, you cannot use it again until you finish a short or long rest.
Killer Claws. Attacks with your Cat's Claws use a d8 instead of a d4.
Tiger anatomy-physiology. 33
Tiefling [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and two other ability scores of your choice increases by 1.
Age. Tieflings mature at the same rate as humans but live a few years longer.
Size. Tieflings are about the same size and build as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Hellish Resistance. You have resistance to fire and poison damage. (You can talk to DM if you want a different damage type based on your backstory or lineage)
Infernal Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race). [Variant] You can mix and match the following spells for your Infernal Legacy. Cantrip - fire bolt, friends, mage hand, ray of frost,thaumaturgy, vicious mockery 1st level spell - armor of Agathys, burning hands, charm person, disguise self, hellish rebuke, ray of sickness, searing smite, Tenser's floating disk 2nd level spell - arcane lock, branding smite, charm person, crown of madness, darkness, detect thoughts, enthrall, flame blade, invisibility
Note: If you want to play a subtype of Tiefling based on the official races, talk to DM.
Lore: One of the first races of Xenara. From the blood of Asmodeus. Had a dark past with their descendants and now live free and with choice. Xenaran tieflings have a wide array of skin tones, all of them vibrant and colorful. The most common hue is a deep crimson, but shades of purple, blue, green, and even yellow and pink have been seen throughout the world. It's not known what causes these variations, as even tiefling parents with the same skin tone can have children of wildly different colors. 30 - variable based on resistances and spells
Tortle [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 200 years.
Size. Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Shell Defense. You can withdraw into your shell as an action or reaction. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Waterborn. You have resistance to cold damage.
Lore: Tortles are an ancient and long-lived people who dwell within the jungles and along the beaches of the plane. Most of the time, when there is a large body of water with civilization, there are bound to be tortles within that community. 30
Triton
Ability Score Increase. Three ability scores of your choice increase by 1 OR an ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Tritons reach maturity around age 15 and can live up to 200 years.
Size. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Swim Speed. You have a swimming speed of 30 feet.
Amphibious. You can breathe air and water.
Control Air and Water. A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).
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 color in darkness, only shades of gray.
Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage.
Note: Added darkvision.
Lore: Triton are a rare sight inland. Usually, triton are found in the Undersea, an unexplored part of the world due to its larger nature than land. 31
Vedalken [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and two other ability scores of your choice increase by 1.
Age. Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500.
Size. Tall and slender, Vedalken stand 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Mind Meld.When you reach 3rd level, you know the detect thoughtsspell and you can cast this once with this trait. The spell can be cast without material components and you regain the ability to do said spells when you finish a long rest. Intelligence is your spellcasting ability for this spell. Additionally, as an action, you can touch a creature and you can read each other's thoughts, as per the detect thoughts spell and communicate telepathically. If the creature you target is unwilling, they may make a Intelligence saving throw against a DC of 8 + your Intelligence modifier to resist the mind meld.
Partially Amphibious. By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.
Vedalken Dispassion. You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
Lore: Vedalken is a race that has physiologic repression of emotions inherent in them. With their minds the most extraordinary of all sentient mortals, they have the ability to withstand non-physical stress the most. With the majority of them present in Ravnica, ambitious vedalken walk the lands with pursuing greatness without the weight and negativity of emotion. However, there are some who have embraced their emotions and made their self unique and somewhat stronger. Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious. 31
Warforged [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Warforged usually mature mentally after around a decade among the other races but it is variable. Though they do not age, eventually they suffer from disrepair if not taken care of.
Size. Warforged have variable height and weight but your size is Medium.
Speed. Your base walking speed is 30 feet.
Living Construct. Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you are able to. Instead of sleeping, you enter an inactive state for 8 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Magical Healing Limitations. Healing spells and magical healing effects (be it divine or arcane, or even a normal healing potion) only heal for half the normal amount when used on a warforged, even if the spell says it has no effect on constructs. Instead, using the cantrip mending will allow the Warforged to be healed depending on the spell slot used to cast it. Casting mending as a 1st level spell will recover hit points equal to 1d8 plus the spellcasting modifier of the original caster. When this spell is cast using a spell slot of 2nd level or higher, the healing incrases by 1d8 for each slot level above 1st. Casting mending as a cantrip will have no healing effects on a Warforged.
Armament Attachment. You can spend one minute attaching or unattaching armor, a one-handed weapon, shield, or arcane focus to your body. Weapons and shields must be attached to one's arms, and when successfully attached completely occupy that arm's hand, but an arcane focus can be attached in any place that is on the front of the body and conspicuous, like the chest, the forehead, the palm, the back of the hand, the forearm, etc. Any attached object cannot be removed from you unwillingly unless you cannot take actions. An attached club, dagger, handaxe, light hammer, mace, and sickle can be hidden in your forearm. You can spend a bonus action to hide such an attached weapon, freeing up your hand, or have it pop into place, occupying your hand. You can also store some small items, like potions, inside of these forearm compartments.
Warforged Resilience. You have advantages on saving throws against poison, and have resistance against poison damage.
Alternative Models. Built for specific purposes, many different types of Warforged exist. These alternative models count as subraces. Choose one of these models below:
Lore: Warforged are created in House Cannith forgeholds located in the Nolissian Empire. The first version of warforged were originally captured elementals put into a body in which metal and wood are integrated with the magical essence of the elemental giving sentience to a humanoid frame. They were mass produced with the purpose of war. Now, they have their lives of finding new purpose after the Nolissian civil war of 1480. There have been debates if warforged are sentient or just constructs. In reality, warforged are the same as any race, they have their own freedom and initiative to do what they want.
As of 1500, the Nolissian empire have made the second version of the warforged thanks to the now retrieved model of Doctor Bosconovich. Still made with the frame of wood and metal, the core and spirit of every warforged is not tied to elementals anymore. House Cannith found out that any arcane source, whether it be a magical item or such, can be integrated and made to be a warforged if given enough thought and study combined with the magics of a Cannith dragonmark. There are also rumors of warforged being developed by Ravnica, Oseron, and Atlantis but their process of making warforged are not known at the moment.
[Meta: No, the warforged don't have robotic voices. They are not robots.]
T1101 - Soldier
Athletic Endoskeleton. You gain proficiency in the Athletics skill.
Integrated Protection. Your construction incorporates wood and metal more intensively, granting you a natural armor of 12 + your Dexterity modifier so long as you are not wearing any armor. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. When you use Integrated Protection to don light or medium armor, you can add your Constitution modifier to your Armor Class instead of your Dexterity modifier (to a maximum of +2 when using medium armor). When you use Integrated Protection to don heavy armor, you have advantage on Strength saving throws and Strength (Athletics) checks to resist being knocked prone or moved against your will.
This model was made with bodyguards, fighters, and soldiers in mind. These are bruisers and generally the most common model of warforged.
T2042 - Scout
Size Option. Your character can have its size reduced to Small. This will make your height 3 to 4 feet tall.
Mobile Frame. Your base walking speed increases by 10 feet.
Light Frame. You gain proficiency in the Acrobatics skill.
Recon. You have advantage in saving throws relating to exhaustion checks.
This model has infiltration and reconaissance capabilities. With its lightweight structure, it moves very quickly than most warforged coupled with its endurance.
T3024 - Smart
Field Medic. You know the mending cantrip. It does not count against the number of cantrips you know. Intelligence is your spellcasting modifier for it.
Memory Upgrade. Your model has upgraded memory capacity for more information storage. You gain proficiency in four skills of your choice or expertise on two skill of your choice.
This model was specifically made for being a medic for warforged in war. With its memory upgrade, these model of warforged use their memory for their individual endeavors.
Yuan-ti Pureblood [Rewritten]
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.
Size. Purebloods match humans in average size and weight. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Snake Form. Once per long rest, you can transform into a serpent as a bonus action. Your choices for your form are listed below. You retain your Intelligence, Wisdom, and Charisma scores and hit point total, but otherwise have your statistics replaced by those of the snake form. You retain all of your skill and saving throw proficiencies. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. Your snake form retains your natural darkvision. You cannot cast spells, speak or do anything that requires the use of your hands. Transforming does not break concentration on a spell you have already cast or prevent you from taking actions that are part of a spell. Anything you are wearing or carrying when you transform falls to the ground. You remain a snake if you are killed in this form. You can return to your humanoid form as a bonus action. Snake Forms poisonous snake (Monster Manual p. 334) giant poisonous snake (Monster Manual p. 327) constrictor snake (Monster Manual p. 320)
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your inherited senses from the Elemental Plane of Fire make your darkvision unusual; everything you see in darkness is in shades of red and orange. Those creatures or objects that give off heat is highlighted by your sight.
Serpentkin. You have the ability to communicate in a limited manner with snakes. They can understand the meaning of your words, though you have no special ability to understand them in return. Unless provoked, they view you as an ally and you have advantage on all Charisma checks you make to influence them.
Snake Tongue. Starting at 3rd level, you can cast the suggestion spell once with this trait, requiring no material components. You regain the ability to cast the spell with this trait when you finish a long rest. Charisma is your spellcasting ability for this spell.
Venomblood. You have advantage on saving throws against poison, and you have resistance against poison damage.
Lore: The purebloods are descendants from the yuan-ti. They have inherited the serpent magic of the yuan-ti. For some time circa 480, purebloods were enslaved due to the actions of their evil ancestors. Today, yuan-ti have embraced the civilized life with no worry of slavery.
In order to play the Dragonmarked House races, a character tied to the interwoven politics and machinations of the industrial environment of Nolis is highly suggested. A player character that has a Dragonmark may have different stories whether it be tied to Nolissian politics or not. Maybe your character was exiled by your House or you moved away. Work with your DM.
House Cannith - Human (Mark of Making)
House Lyrandar - Half-Elf (Mark of Storm)
House Deneith - Human (Mark of Sentinel)
House Medani - Half-Elf (Mark of Detection)
House Ghallanda - Halfling (Mark of Hospitality)
House Orien - Human (Mark of Passage)
House Jorasco - Halfling (Mark of Healing)
House Phiarlan, House Thuranni - Elf (Mark of Shadow)
House Kundarak - Dwarf (Mark of Warding)
House Sivis - Gnome (Mark of Scribing)
House Tharashk - Human, Half-orc (Mark of Finding)
House Vadalis - Human (Mark of Handling)
House Cannith - Human (Mark of Making)
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age.Humans reach adulthood in their late teens and live less than a century.
Size.Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Artisan's Intuition.When you make an Arcana check or an ability check involving artisan's tools, you can roll a d4 and add the number rolled to the ability check.
Maker's Gift.You gain proficiency with one type of artisan's tools of your choice.
Spellsmith.You know the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast the spell with this trait, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells.
Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class.
Mark of Making SpellsSpell Level - Spells1st - identify, Tenser's floating disk2nd - continual flame, magic weapon3rd - conjure barrage, elemental weapon4th - fabricate, stone shape5th - creation
House Lyrandar - Half-Elf (Mark of Storm)
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age.Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
Size.Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision.Thanks to your elf blood, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.
Fey Ancestry.You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Headwinds. You know the gust cantrip. Starting at 3rd level, you can cast the gust of wind spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.
Storm's Boon. You have resistance to lightning damage.
Windwright's Intuition.When you make a Dexterity (Acrobatics) check or any ability check involving navigator's tools, you can roll a d4 and add the number rolled to the ability check.
Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Storm Spells table are added to the spell list of your spellcasting class.
Mark of Storm SpellsSpell Level - Spells1st -feather fall, fog cloud2nd -gust of wind, levitate3rd -sleet storm, wind wall4th - control water, summon elemental5th - conjure elemental
House Deneith - Human (Mark of Sentinel)
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age.Humans reach adulthood in their late teens and live less than a century.
Size.Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Guardian's Shield. You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability for this spell.
Sentinel's Intuition. When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check.
Vigilant Guardian. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest.
Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to the spell list of your spellcasting class.
Mark of Sentinel SpellsSpell Level - Spells1st -compelled duel, shield of faith2nd -warding bond, zone of truth3rd -counterspell, protection from energy4th - death ward, guardian of faith5th - Bigby's hand
House Medani - Half-Elf (Mark of Detection)
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Deductive Intuition. When you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the ability check.
Magical Detection. You can cast the detect magic and detect poison and disease spells with this trait. Starting at 3rd level, you can also cast the see invisibility spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells, and you don't require material components for them.
Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list of your spellcasting class.
Mark of Detection SpellsSpell Level - Spells1st -detect evil and good, detect poison and disease2nd -detect thoughts, find traps3rd -clairvoyance, nondetection4th - arcane eye, divination5th - legend lore
House Ghallanda - Halfling (Mark of Hospitality)
Ability Score Increase. An ability score of your choice increases by 2 or two ability scores of your choice increase by 1.
Age.Halflings reach adulthood by the age of 20 and generally live up to 50 years.
Size.Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Feat. You gain one feat of your choice.
Halfling Half. You know the find familiar spell. With this trait, you can only cast this spell as a ritual that still consumes the needed components. You can cast this spell even without the Spellcasting or Pact magic feature. If you have spell slots, you can expend a 1st spell slot to cast the find familiar spell.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Ever Hospitable. When you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll a d4 and add the number rolled to the ability check.
Innkeeper's Magic. You know the prestidigitation cantrip. You can also cast the purify food and drink and unseen servant spells with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish long rest. Charisma is your spellcasting ability for these spells.
Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Hospitality Spells table are added to the spell list of your spellcasting class.
Mark of Hospitality SpellsSpell Level - Spells1st -goodberry, sleep2nd -aid, calm emotions3rd - create food and water, Leomund's tiny hut4th - aura of purity, Mordenkainen's private sanctum5th - hallow
House Orien - Human (Mark of Passage)
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Humans reach adulthood in their late teens and live less than a century.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Courier's Speed. Your base walking speed increases to 35 feet.
Intuitive Motion. When you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check.
Magical Passage. You can cast the misty step spell once with this trait, and you regain the ability to cast it when you finish a long rest. Dexterity is your spellcasting ability for this spell.
Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Passage Spells table are added to the spell list of your spellcasting class.
Mark of Passage SpellsSpell Level - Spells1st -expeditious retreat, jump2nd -misty step, pass without trace3rd -blink, phantom steed4th - dimension door, freedom of movement5th - teleportation circle
House Jorasco - Halfling (Mark of Healing)
Ability Score Increase. An ability score of your choice increases by 2 or two ability scores of your choice increase by 1.
Age. Halflings reach adulthood by the age of 20 and generally live up to 50 years.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Feat. You gain one feat of your choice.
Halfling Half. You know the find familiar spell. With this trait, you can only cast this spell as a ritual that still consumes the needed components. You can cast this spell even without the Spellcasting or Pact magic feature. If you have spell slots, you can expend a 1st spell slot to cast the find familiar spell.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Healing Touch. You can cast the cure wounds spell with this trait. Starting at 3rd level, you can also cast lesser restoration with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
Medical Intuition. When you make a Wisdom (Medicine) check or an ability check using an herbalism kit, you can roll a d4 and add the number rolled to the ability check.
Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Healing Spells table are added to the spell list of your spellcasting class.
Mark of Healing SpellsSpell Level - Spells1st -cure wounds, healing word2nd -lesser restoration, prayer of healing3rd -aura of vitality, mass healing word4th - aura of purity, aura of life5th - greater restoration
House Phiarlan, House Thuranni - Elf (Mark of Shadow)
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100. Elves are essentially immortal provided that they take care of themselves both physically and mentally.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Keen Senses. You have proficiency in the Perception skill.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
Cunning Intuition. When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the ability check.
Shape Shadows. You know the minor illusion cantrip. Starting at 3rd level, you can cast the invisibility spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.
Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Shadow Spells table are added to the spell list of your spellcasting class.
Mark of Shadow SpellsSpell Level - Spells1st -disguise self, silent image2nd -darkness, pass without trace3rd -clairvoyance, major image4th - greater invisibility, hallucinatory terrain5th - mislead
House Khundarak - Dwarf (Mark of Warding)
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 2.
Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Study. You gain five proficiencies of your choice from the following: martial weapons (one weapon is one proficiency), shields, armor (one type of armor is one proficiency), language (each language is one proficiency), or tools (one tool is one proficiency).
Warder's Intuition. When you make an Intelligence (Investigation) check or an ability check using thieves' tools, you can roll a d4 and add the number rolled to the ability check.
Wards and Seals. You can cast the alarm and mage armor spells with this trait. Starting at 3rd level, you can also cast the arcane lock spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't need material components for them when you cast them with this trait.
Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Warding Spells table are added to the spell list of your spellcasting class.
Mark of Warding SpellsSpell Level - Spells1st -alarm, armor of Agathys2nd -arcane lock, knock3rd -glyph of warding, magic circle4th -Leomund's secret chest, Mordenkainen's faithful hound5th - antilife shell
House Sivis - Gnome (Mark of Scribing)
Ability Score Increase. An ability score of your choice increases by 2 or two ability scores of your choice increase by 1.
Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Helping Hand. You know the mage hand cantrip. Intelligence is your spellcasting ability for this spell.
Minor Telepath. You can speak telepathically to any creature you can see within 30 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
Gifted Scribe. When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.
Scribe's Insight. You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class.
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Humans reach adulthood in their late teens and live less than a century.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
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 color in darkness, only shades of gray.
Hunter's Intuition. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.
Finder's Magic. You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.
Mark of Finding SpellsSpell Level - Spells1st -faerie fire, longstrider2nd -locate animals or objects, locate object3rd -clairvoyance, speak with plants4th - divination, locate creature5th - commune with nature
House Tharashk - Half-orc (Mark of Finding)
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Half-orcs usually die before their 60s due to their innate nature of being adventurous and being high risk takers. There are no written data yet as to the upper limit of a half-orc's age.
Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Hunter's Intuition. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.
Finder's Magic. You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.
Mark of Finding SpellsSpell Level - Spells1st - faerie fire, longstrider2nd - locate animals or objects, locate object3rd - clairvoyance, speak with plants4th - divination, locate creature5th - commune with nature
House Vadalis - Human (Mark of Handling)
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Humans reach adulthood in their late teens and live less than a century.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Wild Intuition. When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check.
Primal Connection. You can cast the animal friendship and speak with animals spells with this trait, requiring no material component. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells.
The Bigger They Are. Starting at 3rd level, you can target a beast or monstrosity when you cast animal friendship or speak with animals, provided the creature's Intelligence score is 3 or lower.
Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your spellcasting class.
Mark of Handling SpellsSpell Level - Spells1st -animal friendship, speak with animals2nd -beast sense, summon beast3rd -beacon of hope, conjure animals4th - aura of life, dominate beast5th - awaken
FOR EDITING, REVISING, REVIEW
Ka'tor
ADDED RACE, a balanced four-armed race for your four-arm power fantasy.
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Ka'tor reach adulthood at the same rate as humans, however have slightly longer life spans ranging up to 150 years on average.
Size. Ka'tor have notably toned physiques. Ka'tor vary widely in height and muscular build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Four Arms. You have 2 extra arms that originate from your shoulders. You are able to utilize the two-handed weapon damage of a versatile weapon while also wielding a light weapon, an item, an arcane focus, and/or a shield on your other hands. As long as you have a free hand, you can do somatic components of a spell with that hand.
Extra Hands. You have advantage on checks that have to do with grappling (either getting someone grappled or getting out of one).
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Common and Sylvan.
Lore: More than 1000 years ago, Ka'tor were prized as proper slaves due to their athletic potential due to their physiology of having four arms. It is theorized by theologists that the god of the arts, Saraswati, made the race of Ka'tor for them to be able to create more. The physiology of the Ka'tor has been studied over the millennia. It has been found out that the body of one cannot accumulate fat. This manifests always as the race always being toned in terms of musculature with varying looks of build. Historically, Ka'tor always found themselves utilizing their said physiology either through mastery of weapons, their body, or tools and craft.
Ka'tor have skin color that range from hues of blue to pale white. Their hair color range from black to white. Their eyes are said to be always different in a way that each eye have a different color than the other one.
Ikwiikwii
Ability Score Increase. An ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age.Ikwiikwii reach maturity at 10 years, and live up to 60 years.
Size. Ikwiikwii average 2-3 feet tall, and weigh around 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet. If both of your hands are unoccupied, you can run on all fours at a speed of 35 feet.
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 color in darkness, only shades of gray.
Fluttering Wings. You are considered to always be under the effect of the feather fall spell.
Keen Sight. You have advantage on Wisdom (Perception) checks made that rely on sight.
Leverage. You can wield weapons with the heavy property without the penalty usually applied to Small creatures.
Owlbear Talons. You have sharp talons, which grant you a climbing speed equal to your movement speed. In addition, your claws and beak are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier.
Owlbear Savagery. As an action, you become a savage owlbear for up to 1 hour. For the duration, you gain the following benefits:
Your size increases by one category, and your movement speed becomes by 45 feet.
You have advantage on Strength checks and saving throws.
Your talons become a d8, and if both your hands are unoccupied when you take the Attack action on your turn, you can attack twice, instead of once. When you do, you can make an additional attack as a bonus action with your beak, which deals piercing damage equal to 1d8 + your Strength modifier.
You can resume your smaller stature using your bonus action. This ability only works in your ikwiikwii form, and its effects immediately end if you assume any other form, for example, through a Wild Shape or Polymorph spell. Once you use this ability, you can’t use it again until you complete a long rest.
Languages. You can speak, read, and write Common and one other language of your choice.
Lore: Ikwiikwii resemble bipedal owls with no wings and short, talon-fingered hands. Some suspect they are descendants of the first owlbears, or part of the same set of experiments that created them. They are short, stocky and share the enhanced musculature of owlbears. It is known that Ikwiikwii prefer to live in mountains and boreal forests, and are capable hunters. A few even live in the most barren of deserts. In some regions they are rarely farmers, ikwiikwii consider it a point of pride to hunt their own dinner. They have one mate for life as a general rule, and their families rarely exceed four individuals at a time. If a family grows too large, the eldest child is encouraged to leave the nest and start their own family. Leaving the nest marks adulthood in their lives, and their parents make a great display, showering gifts and well-wishes upon their departing child, or throwing a party attended by friends and even extended family. Although ikwiikwii are typically shy, cautious, and generally slow to trust others, they make steadfast friends and trustworthy allies.