Playable Races

**Gameplay Mechanics**
Alignment ● Character Creation ● Classes ● Equipment ● Experience ● Homebrew Rules ● **Races** ● Potions

# Race List

The following races are playable in the Xesteria setting. Others may be added over time during campaigns. If there's a race you'd like to see added, or homebrewed, mention it and it will be added.

## Aarakocra

From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations.

Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.

Once airborne, an aarakocra leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground.

An aarakocra's powerful legs ended in four sharp talons that could unlock and fold back to reveal another pair of functional hands. These humanoids had hollow, fragile bones. Their faces combined the features of both parrots and eagles. They had gray-black beaks and black eyes. Plumage color varied, but males generally had red, orange, and yellow coloration, while females tended towards brown and gray.

Aarakocras lived among the highest mountain peaks in small tribes that controlled hunting territories and shared a communal nest. The eldest male served as leader, assisted by the tribe's shaman. Aarakocras were known to be extremely claustrophobic.

Aarakocras are typically always of a good alignment and view themselves as protectors of their surroundings and all who live within range of their home.

**Traits**
***Ability Score Increase.*** Your Dexterity score increases by 2, and your Wisdom score increases by 1.

***Age.*** Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.

***Alignment.*** Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

***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 25 feet.

***Flight.*** You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

***Talons.*** You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

***Language.*** You can speak, read, and write Common, Aarakocra, and Auran. *(Return to Top)*

## Aasimar

Aasimar were human-based planetouched, native outsiders that had in their blood some good, otherworldly characteristics. They were often, but not always, descended from angels and other creatures of pure good alignment, but while predisposed to good alignments, aasimar were by no means always good.

Aasimar bore the mark of their celestial touch through many different physical features that often varied from individual to individual. Most commonly, aasimar were very similar to humans, like tieflings and other planetouched. Nearly all aasimar were uncommonly beautiful and still, and they were often significantly taller than humans as well.

While several aasimar were immediately identifiable as such, others were even less distinguishable than tieflings from their human ancestors, commonly standing out with only one unusual feature. Most aasimar had pupil-less pale white, gray, or golden eyes and silver hair, but those descended from planetars could also have emerald skin, while those descended from avoral celestials might have feathers mixed in with their hair. Those descended from ghaeles often had pearly opalescent eyes. Solar-descended aasimars often had brilliant topaz eyes instead or silvery or golden skin and those with couatl or lillend lineage most commonly had small, iridescent scales. Many aasimar also had a light covering of feathers on their shoulders, where an angel's wings might sprout. As in tieflings, aasimar bloodlines could sometimes run dormant for generations, reemerging after being hidden for some time.

Though many aasimar were good in nature, thanks in a large part to their celestial ancestors, not all were, just as not all tieflings were evil. Some aasimar fell into the trap of evil, corrupted perhaps by experience or the counsel and aid of an evil god. Most aasimar avoided this path, however, and a few even received direct counsel from their celestial ancestor or a creature in its service. These individuals were the aasimar most likely to manifest the stereotypical virtues of a celestial.

**Traits**
***Ability Score Increase.*** Your Charisma increases by 2.

***Age.*** Aasimar mature at the same rate as humans, but they can live up to 160 years.

***Alignment.*** Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.

***Size.*** Aasimar have the same range of height and weight as humans.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Thanks to your infernal heritage, 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.

***Celestial Resistance.*** You have resistance to necrotic damage and radiant damage 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.

***Light Bearer.*** You know the light cantrip. Charisma is your spellcasting ability for it.

***Languages.*** You can speak, read, and write Common and Celestial.

***Subrace.*** Three subraces of aasimar exist: protector aasimar, scourge aasimar, and fallen aasimar. Choose one of them for your character.

**Protector Aasimar**
Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wher,ever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.

***Ability Score Increase.*** Your Wisdom score increases by 1.

***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.

**Scourge Aasimar**
Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle.

***Ability Score Increase.*** Your Constitution score increases by 1.

***Radiant Consumption.*** Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate 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 radiant damage equal to half your level (rounded up). In addition, 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.

**Fallen Aasimar**
An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow.

***Ability Score Increase.*** Your Strength score increases by 1.

***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. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. 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 to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. *(Return to Top)*

## Aethertouched

The aethertouched are former humans that had settled in the Astral Plane eons ago, primarily in and around the city of Hestavar, and gradually gave in to the warped energies of Astral Plane. Aethertouched are human in appearance, albeit with bluish skin and light hair that is often silver or white, and white eyes. Appearance aside, aethertouched are still very human in terms of lifestyle, needs and wants, and personality. Aethertouched are more inclined to want to live life more luxioriously than Material Plane humans, as they are used to extravagant locations such as Hestavar. Because of this, aethertouched who wind up on the Material Plane often find all but the most fantastical of locations to be drab and unappealing. Their penchant for the finer things in life not only rivals that of nobility, it exceeds it.

Biologically, aethertouched are almost entirely human beyond the fact that the energies of the Astral Plane have made them more magically gifted than their Material Plane kin. Because of this, most aethertouched know some form of magic, and even those who do mot consider themselves to be magicians of any sort can still utilize some basic spellcasting abilities.

**Traits**
***Ability Score Increase.*** Choose one of the following:

* Your Intelligence score increases by 2 and Wisdom scores increase by 1.
* Your Intelligence score increases by 1 and Wisdom scores increase by 2.

***Age.*** Aethertouched reach adulthood in their late teens and live less than a century.

***Alignment.*** Aethertouched tend toward no particular alignment.

***Size.*** Aethertouched are lean and 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.

***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.

***Speed.*** Your base walking speed is 30 feet.

***Innate Spellcasting.*** Your innate spellcasting ability is Wisdom.

* You can innately cast the following cantrips at will: Dancing Lights, Minor Illusion, Thunderclap.
* You may pick 3 of the following first level spells that you can cast at will. You can cast any combination of your selected spells 3 times per day. Pick 3 of the following: Bless, Create or Destroy Water, Detect Magic, Disguise Self, Feather Fall, Healing Word, Identify, Shield, Sudden Awakening.

***Aethershift.*** You have the ability to magically shift your body and teleport. As a bonus action, you can teleport to any location that you can see within 30 feet. Once you use this feature, you must finish a short rest before you may use it again.

***Languages.*** You can speak, read, and write Common and one extra language of your choice.

## Astralkin

Deep within the Astral Plane resides the Astralkin, a fey-like race of humanoids that are often confused for elves due to their similar appearance. Often regarded as the "Sirens of the Astral Plane" due to their unfathomable beauty and gentle voices that are capable of mending wounds. Astralkin are curious creatures who are regarded as information seekers, though they rarely outright make an effort to interact with others out of fear for their own safety. The astralkin are typically non-violent, though a few that have ventured outside of the safety of their civilization have learned to defend themselves or taken up basic mercenary work to get by.

Astralkin have their own civilization that is not dissimilar to humanoid civlizations on the Material Plane which deep within the Astral Plane where even the pillaging githyanki have difficulties reaching. Astralkin are not believed to be "born", but are rather manifested in fully adult forms whenever an astralkin elsewhere in the Astral Plane, or beyond, dies of any causes. Astralkin are manifested in feathery ethereal pods and, though they emerge fully grown, they are still child-like and naive for the first several days of their existence before they absorb the intellect of their peers, as astralkin within the Astral Plane are believed to share basic information through a telepathic network.

The origin of the astralkin are unknown. Some believe that a greater celestial deity willed them into existence while others believe that they magically manifest out of energies of dead fey and primordials. Even the astralkin are at a loss of how they came to be, and it is this mysterious origin that drives their innate curiousity of all things unknown to them.

**Traits**
***Ability Score Increase.*** Your Intelligence and Wisdom scores increase by 1.

***Age.*** Astralkin are manifested in their adult forms and typically live for up to 200 years.

***Alignment.*** The astralkin mirror the unpredictable nature of their surroundings, and thus can be of any alignment though they typically lean towards lawful/neutral good.

***Size.*** Astralkin range from 5 to 6½ feet tall and have slender builds. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Astral Fortitude.*** You are resistant to all forms psychic damage and cannot be charmed.

***Innate Spellcasting.*** Your innate spellcasting ability is Wisdom. You can innately cast the following cantrips at will: Encode Thoughts, Light, and Mending.

***Magic Resistance.*** You have advantage on saving throws against spells and other magical effects.

***Voice of Mending.*** You can speak to any creature that you can see and hear you within 60 feet. That target is immediately healed for 2d4 + you spellcasting ability modifier + your level and is cured of one non-magical condition or disease. You may use this feature once per long rest.

***Languages.*** You can speak, read, and write Common and Sylvan. *(Return to Top)*

## Black Orc

Deep in the fiery expanse of the Elemental Plane of Fire resides the Black Orcs, a species of orc believed to have evolved almost entirely separately from those who inhabit the Material Plane of Xesteria. Black Orcs are immensely combative and delight in all forms of battle whether they be friendly spars or bloody battles to the death. They are also deeply spiritual of all things fire, with their entire culture revolving around the worship of fire. Flames are incorporated into Black Orcish culture to an almost fanatical degree. Lanterns, pyres, and torches are inescapable in Black Orcish settlements, and most of their towns have temples constructed of dark obsidian that is often lit ablaze from the exterior at all hours of the day. Within, they pay tribute to **Kossuth**, as they believe him to be the "Father of Fire". Kossuth is looked at as less of a religious deity and more of a symbol for their way of life.

Despite worshipping fire, Black Orcs resent beings associated with fire that seek to destroy life due to the Black Orcish ideology stating that fire is supposed to give life - not take it. As a result, they are sworn enemies with fire giants, red dragons, and salamanders. Because some of these races such as fire giants are major powers in the Plane of Fire's prominent City of Brass, Black Orcs are rarely welcome in the city since they are likely to clash with fire-related entities of strictly evil alignments. Because of this, some Black Orcs seek passage to other planes of existence, including Xesteria, where they can travel through major population centers without worry of coming to blows with efreet or fire giants.

Black Orcs are usually proud warriors and follow a strict code of honour that dictates that A) fire must be harnessed for good, B) physical strength and martial prowess demand respect, and C) live for the fight - but pointless wanton slaughter and harming the innocent are cowardly and shameful acts. Because of their code of honour, Black Orcs are generally more approachable and hospitable than the savage and warmongering orcs that inhabit Xesteria.

**Traits**
***Ability Score Increase.*** Your Strength score increases by 2.

***Age.*** Black Orcs reach adulthood at age 12 and live up to 50 years.

***Alignment.*** Because of their strict code of honour, Black Orcs are often considered lawful beings and are usually of any lawful-oriented alignment.

***Size.*** Black Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.

***Speed.*** Your base walking speed is 30 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.

***Languages.*** You can speak, read, and write Common and Orc.

***Boundless Strength.*** You have advantage on any saving throw or skill check that utilizes your Strength ability modifier.

***Subrace.*** Two main subraces of Black Orcs populate the planes of existence; the Ashborne and Firewalker. Choose one of these subraces.

**Ashborne Black Orc**
The Ashborne Black Orcs are more combat-oriented than others of their kind, and often reside in harsh environments that force their bodies to become stronger, more durable, and better fit for combat.

***Ability Score Increase.*** Your Constitution modifier score increases by 1.

***Ashen Discipline.*** Your discipline as trained warrior allow your physical attacks do bonus damage. This bonus damage increases as you level.

 5th
 9th
 13th
 17th

***Hunter's Vision.*** You have advantage on all skill checks that utilize your character's vision. In addition, your base darkvision is extended to 90 feet.

**Firewalker Black Orc**
The Firewalker Black Orcs' culture has become so intertwined with fire that they are genetically predisposed to being able to call it forth from thin air, and are more resistant to fire than others of their kind.

***Ability Score Increase.*** Your Wisdom modifier score increases by 1.

***Firewielder.*** You know the Firebolt cantrip and can cast it at will, and at the 10th level you can cast Fireball at the 3rd level once per rest as a cantrip. Wisdom is your spellcasting modifier when casting these spells.

***Scorched Skin.*** You have resistance to fire damage. *(Return to Top)*

## Bugbear

Bugbears feature in the nightmare tales of many races great, hairy beasts that creep through the shadows as quiet as cats. If you walk alone in the woods, a bugbear will reach out of the bushes and strangle you. If you stray too far from the house at night, bugbears will scoop you up to devour you in their den. If a bugbear cuts off your head, your soul stays trapped inside, and the bugbears use your head to magically command all whom you once knew. Lurid tales such as these have flowered from the seeds of truth. Bugbears do rely on stealth and strength to attack, preferring to operate at night. They do take the heads of enemy leaders, but they are no more likely to eat people indiscriminately than humans are. Bugbears aren't likely to attack lone travelers or wandering children unless they clearly have something to gain by doing so. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy.

A bugbear was a massive humanoid distantly related to, but larger and stronger than, goblins and hobgoblins. Like many goblinoids, bugbears spoke the Goblin language. They were one of the only goblinoids to be covered in fur.

Bugbears resembled hairy, feral goblins standing 7 feet tall. They took their name from their noses and claws, which were similar to those of bears. Their claws were not long and sharp enough to be used as weapons, so bugbears often armored and armed themselves with a variety of purloined gear. Most often, this gear was second-rate and in poor repair. Many bugbears were chaotic evil in alignment, favoring rogues.

Bugbears, like other goblinoids, had a reputation for being dim-witted and brutish. This claim was not unfounded and like their kin bugbears had easily provoked tempers and were prone to rages. Few bugbears overcame this flaw and their culture's brutal nature.

Bugbear heroes, though rare, were heard of and could acquire significant renown if successful. Often the motivation for this change of heart came from the rewards earned from virtue, which in the long term were more pleasing than the short-lasting pleasures of evil.

**Traits**
***Ability Score Increase.*** Ability Score Increase. Your Strength score increases by 2 and your Dexterity score increases by 1.

***Age.*** Bugbears reach adulthood at age 16 and live up to 80 years.

***Alignment.*** Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be chaotic evil.

***Size.*** Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.
Speed. Your base walking speed is 30 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.

***Long Limbed.*** When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

***Sneaky.*** You are proficient in the Stealth skill.

***Surprise Attack.*** If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

***Languages.*** You can speak, read, and write Common and Goblin. *(Return to Top)*

## Changeling

Changelings are commonly harmless, passive people and are uninterested in politics and social affairs. Due to their capricious ways of life, many people have come to distrust changelings which has led to them becoming social recluses or more commonly has pushed them to create fake identities to escape persecution.

Having no culture of their own, changelings slip into other's societies and blend in. Rather than creating their own art and achievements, changelings are happy with claiming other societies' as their own. This nomadic lifestyle has led changelings to become exceptionally adaptable people. Changelings will not simply shapeshift into a new person but rather create a new whole one. Most changelings will set up a handful of personas so if one is compromised they can disappear and switch to one of their others. Their personas are incredibly realistic and have their own personality traits, backgrounds, and a network of friends. Changelings can be evasive and will often try to avoid confrontation or anything that will draw attention to themselves.

Changelings can look like anyone at any given time though they do have a true form. Their natural look can be scary to some due to their lack of detail and distinctive features. Their skin tone is always pale, the darkest tone some have is a light grey. They have large colorless eyes and are circled by thick black rings. Their noses are small and subtle with no detail.
The changeling's body structures are slender, even more so than elves and border on being frail. Their hair color is most commonly a light shade of silver followed by platinum and blonde. In rarer cases, their hair can be pale shades of green, pink, and blue. Also similar to elves, changelings lack body and facial hair.

Changelings have long been persecuted by other races, seen at best as tricksters and con-artists, at worst as thieves and assassins. Many people find it hard to trust changelings, and while their talents make them natural spies and criminals, in reality, a changeling is just as likely as any creature to turn to good or evil. Some changelings work hard to remove this stigma, but each time a changeling is caught robbing from a wealthy merchant or sneaking about where they are not welcome, it only perpetuates the stereotype.

**Traits**
***Ability Score Increase.*** Your Charisma score increases by 2, and either your Dexterity or your Intelligence increases by 1 (your choice).

***Age.*** Changelings mature slightly faster than humans but share a similar lifespan – typically a century or less. While a changeling can shapeshift to conceal their age, the effects of aging still catch up to them.

***Alignment.*** Changelings hate to be bound in any way, and those who follow the path of the Traveler believe that chaos and change are important aspects of life. Most tend toward pragmatic neutrality as opposed to being concerned with lofty ideals. Despite common fears, few changelings embrace evil.

***Size.*** In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Change Appearance.*** As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.

You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game 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 trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.

Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

***Changeling Instincts.*** You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Insight, and Persuasion.

***Unsettling Visage.*** When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.

Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

***Divergent Persona.*** You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.

***Languages.*** You can speak, read, and write Common and two other languages of your choice. *(Return to Top)*

## Cambion

A cambion is generally described as any humanoid creature that is half-fiend. Cambions are typically the result of a devil and a mortal female breeding. Appearance-wise, they looked more "demonic" than tieflings. Cambions would grow to have large forwarding-protuding horns on their heads, long tails, and impressivley large wings.

The mothers of true cambions frequently, but not always, died in childbirth. Unless taken in by the father figure, this would strand the newborn on the Material Plane, where it would be orphaned, or in the Abyss where it would be abused by the demons who looked down upon such children. Never accepted by either society, cambions invariably grew up bitter and twisted but, due to their powers, they often became exceptional assassins. A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion carries only as much authority as it can muster through sheer strength and force of will. Cambions raised in the Material Plane are more likely to drift towards neutral alignments, but their innate propensity for anger, hatred, and violence would prevent them from becoming truly neutral more often than not.

Loners by nature, they liked to get lost in the crowds of large cities, especially in places where people didn't ask questions. Good-aligned cambions were rare, but sometimes, if their mother was good- or neutral-aligned, they took on her non-evil nature and were subsequently doomed to a life of loneliness, as not even their demonic patrons would accept them.

Loners by nature, they liked to get lost in the crowds of large cities, especially in places where people didn't ask questions. Good-aligned cambions were rare, but sometimes, if their mother was good- or neutral-aligned, they took on her non-evil nature and were subsequently doomed to a life of loneliness, as not even their demonic patrons would accept them.

**Traits**
***Ability Score Increase.*** Your Charisma score increases by 1, and either your Dexterity or your Strength increases by 1 (your choice).

***Age.*** As a cambion, your average lifespan is slightly longer than that of your mortal parent's.

***Alignment.*** Cambions are almost always of any evil alignment. Neutral cambions are uncommon and good cambions are very rare, but they have been known to exist.

***Size.*** You stand between 5½ and 6½ feet in height with a wingspan of up to 15 feet. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Innate Spellcasting.*** You can freely cast the following three spells three times each per day: Alter Self, Detect Magic. Alternatively, you may instead be able to cast Command once per day. Unless otherwise stated by your class, your spellcasting ability is Charisma and your spell DC is 14.

***Fire Ray.*** As an action, you may make a ranged spell attack and fire a beam of magical fire in a straight line at a range of 120 feet. Targets struck by this trait take 1d6 fire damage. This increases to 2d6 at 5th level and 3d6 at 12th level.

***Cambion Resistance.*** As a cambion, you have resistance to some forms of elemental damage. You are resistant to one of the following damage types: Cold, Fire, Lightning, or Poison. You may pick additional resistances at 5th, 12th, and 18th levels.

## Dragonborn

Standing on average around 6'2" – 6'8" (1.88–2.03 meters), dragonborn were impressively tall with a heavy weight to match, commonly possessing a mass of 220–320 lbs (100–145 kg). Dragonborn feet ended with three strong talon-like claws with a fourth claw in the back, while their hands were similar with three claws with a thumb replacing the rear claw. A dragonborn's head featured a blunt snout, a strong brow, and reptilian frills on the cheeks and ears. On the back of the head, a crest of hornlike scales formed what resembled a mess of ropy hair. Dragonborn eyes were usually red or gold in hue.

Dragonborn resembled in many ways what their name suggests: humanoid dragons. Dragonborn exhibited many draconic features, including a scaly hide, a large muscular body, and the capacity to use a breath weapon, thanks to their draconic heritage. The scales a dragonborn wore were scarlet, gold, rust, ocher, bronze, or brown in hue, though they in fact bore little correlation to a dragonborn's draconic heritage and the scale colors of true dragons. The scales were typically in their greatest concentration around forearms, lower legs, feet, shoulders, and thighs, with a very fine leathery covering over the rest of the body. With the proper training, dragonborn could learn to unlock more of their draconic potential, even to the point of sprouting wings with which to fly, like a dragon.

Like dragons, dragonborn were often mistaken for reptiles, but were in fact warm-blooded draconic creatures. In fact, the internal body temperature of the dragonborn was warmer than that of most similar races, being so hot as to seem feverish to the human touch. While this might seem disadvantageous, the lack of hair and large mouth allowed the dragonborn to displace body heat at an effective rate, meaning dragonborn were comfortable in cold climates while remaining no more vulnerable to heat than humans.

Dragonborn had a well-known dedication to honor, but how deeply rooted this trait was remains debatable. However, all dragonborn tended to view all living things, even hated enemies, as deserving of courtesy and respect. To dragonborn, honor was more than a word and was often considered more important than life itself. Cowardice was not simply undesirable among dragonborn, it was considered outright repulsive.

**Traits**
***Ability Score Increase.*** Your Strength score increase by 2, and your Charisma score increases 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 80.

***Alignment.*** Dragonborn tend towards extremes, making a conscious choice for one side or the other between Good and Evil (represented by Bahamut and Tiamat, respectively). More side with Bahamut than Tiamat (whose non-dragon followers are mostly kobolds), but villainous dragonborn can be quite terrible indeed. Some rare few choose to devote themselves to lesser dragon deities, such as Chronepsis (Neutral), and fewer still choose to worship Io, the Ninefold Dragon, who is all alignments at once.

***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.

***Draconic Ancestry.*** You are distantly related to a particular kind of dragon. Choose a type of dragon from the below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.

***Breath Weapon.*** You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.

***Damage Resistance.*** You have resistance to the damage type associated with your ancestry.

***Languages.*** You can read, speak, and write Common and Draconic. *(Return to Top)*

## Draugr

Draugrs are former living humanoids who were unwilling participants in necromantic experiments and rituals that went awry and often managed to escape their confinement before venturing out into the world and becoming overwhelmed with confusion at the state of their own selves. Not quite fully undead, but also not living, draugrs walk the dangerous line between life and death that both angers the gods and is reviled by the still breathing. All a draugr wishes to do is continue to exist, as they retain their original personality and a majority of their own basic memories (such as name and where they may be from, but allegiances, important life events, and relationships may be forgotten).

Draugrs typically mean no harm, as they are more interested in their own tortured existence than the goings-on of those around them. Because they are not fully undead, they have been forced into their own unique place in the cycle of life and spells that return beings to life do not even have any effect on them. Some draugrs who have forced others to "kill" them in order to resurrect them have been driven mad when they return, once again, as a quasi-undead thing rather than the humanoid they once were.

Typically shunned by civilized society, draugrs rarely have friends and seek refuge in dark caves, old ruins, and swamps where they endlessly ponder their existence.

**Traits**
***Ability Score Increase.*** Your Constitution score increases by 2, and your Wisdom score is reduced by 1.

***Age.*** Draugrs are unaging quasi-undead entities that are technically considered immortal unless killed through conventional means.

***Alignment.*** Draugrs can be of any alignment, though they typically gravitate towards being of any chaotic alignment due to their tortured existence leading them to make rash decisions.

***Size.*** Draugrs are anywhere between 5 and 7 feet tall depending on what race you were when alive. Your size is Medium.

***Speed.*** Your base walking speed is 30 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.

***Languages.*** You can speak, read, and write Common and one other language of your choice.

***Frightening Visage.*** When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.

***Draugr Fortitude.*** Any damage that would ordinarily reduce you to 0 hit points instead reduces you to 1 hit point unless the damage type is fire or radiant. If the damage type is fire or radiant, you are reduced to 0 hit points and automatically fail one death saving throw. Consecutive attacks that deal fire and radiant damage then cause you to immediately fail two death saving throws.

***Profane Energies.*** You know the Eldritch Blast and Chill Touch cantrips from the warlock spell list.

***Deathly Resistance.*** You are resistant to necrotic damage. *(Return to Top)*

## Dwarf

Dwarves, sometimes called the Stout Folk, were a natural humanoid race common throughout parts of Xesteria. Dwarves were a tough, tradition-abiding folk known for their strong martial traditions and beautiful craftsmanship.

Dwarves were a short race, as their name implied, standing from 4'3"–4'9" (1.3–1.45 meters) on average, with gold dwarves a bit shorter. What dwarves lacked in height they made up for in bulk; they were, on average, about as heavy as humans. A dwarf could weigh anywhere from about 160–220 lbs (73–100 kg). Dwarven males were a bit taller and heavier than their female counterparts. Like humans, dwarves had a wide variety of skin, eye, and hair colors, typically pale among shield dwarves and deeply tanned or brown amongst gold dwarves. Hazel eyes were common throughout the race, with blue eyes more common amongst shield dwarves and brown or green eyes found amongst the gold dwarves.

Dwarves were a long-lived race, though not so much as elves, and reached physical maturity somewhat later than humans. A dwarf was traditionally considered an adult once he or she reached age fifty. Dwarves aged much like humans but over a longer period of time, remaining vigorous well past 150 years. Most dwarves lived to see their bicentennial and a few lived to be over 400.

Dwarves were unusually tough for humanoids, in more ways than one. Dwarven stomachs, for instance, were resistant to virtually all poisons and it took less effort for a dwarf to get back on their feet than other races. Dwarves also had dense bodies and were difficult to push around as a result, as well as having the capacity to bear loads that other races might find hindering with little ill effect. Dwarves also had a sense about them that few races did, with a preternatural awareness of their surroundings useful for a subterranean race as well as good judgment all-around in general.

Many dwarves were difficult to like and lacked the charm of many other smaller races, such as halflings or gnomes, though this was not a trait common to all dwarves and some possessed a great deal of charismatic power. Furthermore, dwarves were not entirely unsocial and more than a few had a natural knack for bartering or judging the value of an offer, something that sat well with their legendary crafting abilities.

Dwarves could see in the dark, out to about 60 feet (18 meters). Many dwarves had an affinity for the caverns in which they lived, possessing a kack for recognizing unusual patterns in stonework that could seem almost supernatural at times.

**Traits**
Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

***Ability Score Increase.*** Your Constitution score 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.

***Alignment.*** Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

***Size.*** Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your s ize is Medium.

***Speed.*** Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

***Darkvision.*** Accustomed to life underground, 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.

***Dwarven Resilience.*** You have advantage on saving throws against poison, and you have resistance against poison damage.

***Dwarven Combat Training.*** You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.

***Tool Proficiency.*** You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

***Stonecunning.*** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

***Languages.*** You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

***Subrace.*** Two main subraces of dwarves populate the worlds of D&D: hill dwarves and mountain dwarves. Choose one of these subraces.

**Hill Dwarf**
As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerun in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting.

***Ability Score Increase.*** Your Wisdom score increases by 1.

***Dwarven Toughness.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

**Mountain Dwarf**
As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faerun, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves.

***Ability Score Increase.*** Your Strength score increases by 2.

***Dwarven Armor Training.*** You have proficiency with light and medium armor. *(Return to Top)*

## Elf

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds.

Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy.

High elves were graceful, intelligent beings, with a greater capacity for intelligence than most humanoid races while also possessing an agility comparable with their elven kin. High elves were also unusually strong-willed and had a natural resistance to the effects of enchantment spells. High elves also had no need for sleep in the same way most humanoids did, instead going into a trance. While in a trance, high elves remained fully aware of their immediate surroundings. Furthermore, high elves needed only rest for four hours to get the same effect that most other humanoids got from six hours of sleep.

Wood elves were a once prosperous race of elves that had largely been replaced by high elves, though wood elves still existed in some numbers. Wood elves saw themselves as guardians of the forests of Altamira and believed that it was their sacred duty to protect the Life Trees.

Wood elves were easily identifiable by their coppery skin and green, brown, or hazel eyes. Wood elven hair was usually black or brown, although hues such as blond or copper red were also found. Wood elves tended to dress in simple clothes, similar to those of the moon elves but with fewer bold colors and a greater number of earth tones that blended into their natural surroundings. Accustomed to a harsh, naturalistic lifestyle, wood elves loved to wear leather armor, even when they were not under immediate threat. Wood elves were roughly identical to other elves in height and build, with males larger than females.

Drow, also known as dark elves, deep elves, night elves, or sometimes "The Ones Who Went Below" on the surface, were a dark-skinned sub-race of elves that predominantly lived in the Underdark. They were hated and feared due to their cruelty, though some non-evil and an even smaller number of good drow existed. They once lived on the surface of Xesteria before the high elves drove them underground.

Drow were shorter and thinner than other sub-races of elves. It was believed that females were generally bigger and stronger than males, but both sexes varied in height between 4′7″ (140 cm) and 5′5″ (165 cm), averaging 5′ (152 cm). Males weighed between 87 to 157 pounds (39-71 kg), averaging 109.5 pounds (50 kg); females were a bit lighter and weighed between 82 to 152 pounds (37-69 kg), averaging 104.5 pounds (47 kg). The skin of the drow was dark grey, jet-black or obsidian (with shades of blue).

**Traits**
***Ability Score Increase.*** Your Dexterity score increases by 2.

***Age.*** Although elves reach physical maturity at 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, and can live to be 750 years old.

***Alignment.*** Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.

***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.

***Keen Senses.*** You have proficiency in the Perception skill.

***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic can't put you to sleep.

***Trance*** Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

***Languages.*** You can speak, read, and write Common and Elven.

**High Elf**
As a high elf, you have a keen mind and a mastery of at least basic magical theory.

***Ability Score Increase.*** Your Intelligence score increases by 1.

***Elf Weapon Training.*** You have proficiency with the longsword, shortsword, shortbow, and longbow.

***Cantrip.*** You know one cantrip of your choice from the wizard list. Intelligence is your spellcasting ability for it.

***Extra Language.*** You can read, speak, and write one additional language of your choice.

**Wood Elf**
As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests.

***Ability Score Increase.*** Your Wisdom score increases by 1.

***Elf Weapon Training.*** You have proficiency with the longsword, shortsword, shortbow, and longbow.

***Fleet of Foot.*** Your base walking speed increases to 35 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.

**Drow Elf**
Descendants of an earlier, dark-skinned race of elf, the Drow were banished from the surface for following the goddess Lolth down her path of evil and corruption. Drow adventurers are very rare, and may not be allowed in all campaigns. DM permission is required to select this subrace.

***Ability Score Increase.*** Your Charisma score increases by 1.

***Superior Darkvision.*** Your darkvision has a range of 120 feet, instead of 60.

***Sunlight Sensitivity.*** You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the 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 faerie fire once, and it recharges after a long rest. When you reach 5th level, you can cast darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.

***Drow Weapon Training.*** You have proficiency with rapiers, shortswords, and hand crossbows.

**Eladrin**
Eladrin are elves native to the Feywild, a realm of unpredictability and boundless magic. At your DM’s option, you can select eladrin as the subrace for an elf character, instead of one of the elf subraces in the Player’s Handbook.

As creatures of the Feywild, eladrin can be wildly unpredictable. They tend toward an alignment of chaotic neutral, mixing a love of freedom with benign self-interest. Eladrin that embrace good or evil take their beliefs to an extreme, serving as great champions of justice or terrifying villains.

Each eladrin has four distinct personality states—one for each season—that they shift between when they experience powerful emotion.

**Autumn** is the season of peace and goodwill, when summer’s harvest is shared with all. Eladrin adopt this personality when overcome with contentment.

**Winter** is the season of dolor, when the vibrant energy of the world slumbers. It is a time of sadness and regret, entered when eladrin are overcome with sorrow.

**Spring** is the season of cheerfulness and unfettered celebration, marked by merriment as winter’s sorrow passes. Eladrin enter this state when overcome with joy.

**Summer** is the season of boldness and aggression, a time of unfettered energy. Eladrin enter this state when overcome with fury.

You may create personality traits and flaws for each of your seasons, reflecting an eladrin’s tempestuous personality.

***Ability Score Increase.*** Your Intelligence or Charisma score increases by 1 (your choice).

***Fey Step.*** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.

***Shifting Seasons.*** At the end of each short or long rest, you can align yourself with the magic of one season, regardless of the season that is dominating your personality. Doing so allows you to cast a certain cantrip, as shown in the Shifting Seasons Cantrips table. When you align yourself with a season’s magic, you lose the cantrip associated with the previous season and gain the cantrip associated with the new season. Your spellcasting ability for these cantrips is Intelligence or Charisma, whichever is higher. *(Return to Top)*

 Winter
 Spring
 Summer

## Ewon

The ewons are a bipedal race of humanoids that closely resemble werewolves in appearance, but are closer to many tribal societies in terms of behaviour. Nomadic by nature, the ewons are an elusive species that spends most of its time away from the prying eyes of more civilized races. While ewons live off of the land and have a tribal society, they possess a level of intellect and sophistication comparable to elves and humans; they merely appear uninterested in furthering their society into something more which is partly the result of the ewon people being feared by many others in most cases. They are quite happy keeping to themselves in their remote tribal societies.

Ewons are primarily hunters, and are quite skilled in tracking and trapping game animals. Ewons possess a deep respect towards life and nature, prompting them to feel pity and regret even when killing for food at times. Ewons never hunt or kill for sport, and they actively combat other nomadic/tribal societies that do so such as bugbears, gnolls, and kobolds.

The ewon people have existed for countless millennia, but nobody seems to be certain where they came from. Whether they are the result of magic, an peculiar offshoot of lycanthropes, or the result of humans mingling with more bestial humanoids is completely unknown. Due to the often reclusive nature of the ewon people, it is difficult to even speak to or study them. Even the ewons do not seem sure of their own history, but they seem to care little of it due to the fact that they do not even seem to bother keeping any form of historical literature or records, nor do they seem to look towards any known deities or patrons. The mysterious ewons simply exist, and they appear to be more than happy just eating, hunting, sleeping, and living in general.

In rare cases, some ewons do venture out into the world in search of a higher purpose (often a result of mere curiousity than any desire to belong to something greater). These ewons rarely manage to integrate themselves into society due to most races having an innate fear of anything resembling a hairy humanoid with a wolven head for various reasons.

**Traits**
As an ewon, you possess the following features and traits.

***Ability Score Increase.*** Your Strength ability score increases by 1.

***Age.*** An ewon reaches adulthood at the age of 18 and lives upwards of 60 years in most cases.

***Alignment.*** Ewons typically lean towards lawful alignments, as their tribal society possesses a deep respect for all life and nature. Ewons generally gravitate towards neutral or good over evil.

***Size.*** Ewons are large and bulky humanoids that, on average, reach 6½ feet in many cases. Some ewons press 7 feet in height.

***Speed.*** Your base walking speed is 30 feet.

***Beast Bonding.*** You know the Speak with Animals spell and can cast it freely as a cantrip, but cannot speak to the same target for 24 hours after the initial spell wears off.

***Hunter's Instinct.*** You are proficent in both nature and survival checks and, in addition, you have advantage on all checks of one of these two skills of your choosing.

***Languages.*** You can speak, read, and write Ewish and one extra language of your choice (often whatever the dominant language is in the region the ewon resides). Their native tongue, Ewish, resembles a gutteral and hard tongue with many barks and growls peppered throughout.

***Subrace.*** The three main kinds of ewon are hill folk, sand folk, and tree folk. These names reflect the habitats in which each subrace lives within, and each subrace has evolved to suit the terrain that they call home.

**Hill Folk**
As a hill folk ewon, you typically reside within canyons, high hills, mountains, and ridges. You are generally considered hardier and more resilient than your desert and forest dwelling kin. The rough environment has strengthened your immune system and caused you to become skilled in the use of heavy bludgeoning tools to hunt your prey with.

***Ability Score Increase.*** Your Constitution ability score increases by 1.

***Darkvision.*** Living in and around caves and crevices has granted your people darkvision of 60 feet.

***Hammer Expertise.*** You are proficient with clubs, light hammers, mauls, and warhammers.

***Reinforced Fortitude.*** You have advantage on saving throws against poison, and you have resistance against poison damage.

**Sand Folk**
As a sand folk ewon, you have lived in or around the desert your entire life. You are considered crafty, sharp, and highly adaptable to harsh conditions. The endless deserts have caused you develop a keen eye and affinity towards ranged weapons.

***Ability Score Increase.*** Your Intelligence ability score increases by 1.

***Dunewalker.*** You are unaffected by extremely hot climates.

***Ranged Expertise.*** You are immediately proficient with martial and simple ranged weapons as well as any throwing weapons.

***Tremorsense.*** Living among large burrowing beasts of the desert has honed your skills at detecting them. You have tremorsense of 10 feet.

**Tree Folk**
As a tree folk ewon, the vast forests of the world are your home. Living within the trees has gifted your people with a natural playground, gifting your kin with more dextrous bodies than the other ewon subraces. You have developed an appreciation for spears for both self-defense and hunting.

***Ability Score Increase.*** Your Dexterity ability score increases by 1.

***Forestwalker.*** Whenever in thick forest, you are unaffected by difficult terrain and have advantage on stealth rolls.

***Friend of the Wild.*** Beasts and wild animals are more receptive towards you, granting you +3 to animal handling.

***Spear Expertise.*** You are proficient with glaives, javelins, pikes, and spears as a simple weapon regardless of class. *(Return to Top)*

## Firbolg

Firbolgs were a reclusive race of giant-kin who preferred to avoid contact with other sentient races. They were both the most intelligent and the most powerful of the giant-kin.

Firbolgs resembled humans, and the males would sport great, thick beards. Their thick, tough skin was fleshy pink, and their hair, though it came in many colors, was usually either red or blonde and worn long. A firbolg's voice was deep and smooth, and they tended to roll their consonants when speaking. Firbolgs were typically over 10 feet (3 meters) tall, averaging a height of about 10.5 feet (3.2 meters).

Firbolgs enjoyed quiet time in the woods, in harmony with nature. The forests were sacred to them and symbolized the heart of the earth and the adaptability of life. They saw themselves as the forests' caretakers.

Firbolgs considered greed to be one of the worst vices. They believed that one should only ever take what one needs and no more. They saw no value in material wealth such as gems and gold, but sometimes would find prankish ways of taking valuables from strangers, out of a sense of fun.

Firbolgs believed that charity was a virtue but also believed that it was harmful for the recipient to know the identity of the provider; because of this they appeared to be reclusive amongst the other races, although they were very sociable with established friends. They were extremely honest and could not lie without feeling physical discomfort, even if the lie was by omission.

**Traits**
***Ability Score Increase.*** Your Wisdom score increases by 2, and your Strength score 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 500 years.

***Alignment.*** As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.

***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.

***Languages.*** You can speak, read, and write Common, Elvish, and Giant.

***Firbolg Magic.*** You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

***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.

***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

***Speech of Beast and Leaf.*** You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. *(Return to Top)*

## Genasi

Genasi are planetouched humans, infused with the power of the elements. Along with aasimar and tieflings, genasi are the most common planetouched found throughout the planes of existence. Technically speaking, the genasi are not a race but rather a general classification of humans who have a heritage (usually unknown) that include some planar being from one of the elemental planes, most often a genie (dao, djinn, efreet, marid, or jann), which is whence their name is derived.

Each of the four fundamental elements have associated genasi, so the most common genasi are air genasi, earth genasi, fire genasi, and water genasi. Para-genasi are genasi who express a bloodline of two elements. These include the dust para-genasi, ice para-genasi, magma para-genasi, ooze para-genasi, smoke para-genasi, steam para-genasi, among other possibilities. Para-genasi are even rarer than the four standard genasi.

No two genasi are alike in appearance. Some can pass as normal humans, bearing the marks of their human ethnicity; for others, their elemental nature is impossible to hide. Their heritage is nearly always evident in one or two physical traits, such as skin or hair color or an elemental aura. Some genasi do not have hair at all; for such genasi, the substance that appears to cover their heads is actually a supernatural expression of their elemental nature.

**Traits**
***Ability Score Increase.*** Your Constitution score increases by 2.

***Age.*** Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

***Alignment.*** Independent and self-reliant, genasi tend toward a neutral alignment.

***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.

***Languages.*** You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

**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.

***Ability Score Increase.*** Your Dexterity score increases by 1.

***Unending Breath.*** You can hold your breath indefinitely while you’re not incapacitated.

***Mingle with the Wind.*** You can cast the Levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

**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.

***Ability Score Increase.*** Your Strength score increases by 1.

***Earth Walk.*** You can move across difficult terrain made of earth or stone without expending extra movement.

***Merge with Stone.*** You can cast the Pass without Trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

**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.

***Ability Score Increase.*** Your Intelligence score increases by 1.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

***Fire Resistance.*** You have resistance to fire damage.

***Reach to the Blaze.*** You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

**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 whale song or trickling streams.

***Ability Score Increase.*** Your Wisdom score increases by 1.

***Acid Resistance.*** You have resistance to acid damage.

***Amphibious.*** You can breathe air and water.

***Swim.*** You have a swimming speed of 30 feet.

***Call to the Wave.*** 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. Constitution is your spellcasting ability for these spells. *(Return to Top)*

## Githyanki

Like all gith, Githyanki are tall and slender humanoids with rough, leathery yellow skin and bright black eyes that are sunken deep in their orbits. They have long and angular skulls, with small and highly placed flat noses, and ears that are pointed and serrated in the back side. They typically grow either red or black hair, which they style in topknots. Their teeth are pointed.

Githyanki are typically cruel, arrogant, and aggressive. The few exceptional individuals who desert from the rigid githyanki militaristic society tend to develop a disdain for rules. The high value they place on individuality also causes them to become ambitious and self-centered. They were also known for their long memories.

Even the most open-minded githyanki come across as smug, sarcastic, rude, and overconfident, but they are generally capable of withstanding adversity without complaining. Clever and resourceful, githyanki adventurers are not known for their loyalty or ability to make new friends, but they are extremely persistent in the face of danger. Although rare, it is possible for githyanki to become disillusioned with their people's unsavory habits and to try to set up a reputation on their own acts.

The central aspect of githyanki society is its culture of plunder. Their ultimate goal is to treat all worlds of the Material Plane as the githyanki's gardens, which they can loot at will and bring the spoils to their home in the Astral Plane, where they never have to worry about food, water, and other concerns that were considered to be beneath them. The secondary goal is to root out and destroy as many illithid colonies as they can find, so illithid hunting parties are common. Since mind flayers are usually well hidden, githyanki warriors in the Material Plane are in a state of constant readiness for combat.

**Traits**
***Ability Score Increase.*** Your Strength score increases by 2, and your Intelligence score increases by 1.

***Age.*** Gith reach adulthood in their late teens and live for about a century.

***Alignment.*** Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos.

***Size.*** Gith are taller and leaner than humans, with most a slender 6 feet in height. Your size is Medium.

***Speed.*** Your walking speed is 30 feet.

***Decadent Mastery.*** You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.

***Martial Prodigy.*** You are proficient with light and medium armor and with shortswords, longswords, and greatswords.

***Languages.*** You speak, read and write Gith as well as one other language (typically Common).

***Githyanki Psionics.*** You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

When you reach 3rd level, you can cast the Jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait, and you regain the ability to do so when you finish a long rest.

Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

## Githzerai

The githzerai are a humanoid race that dwells primarily in the plane of Limbo. They descend from a splinter group of gith, a race that had been enslaved by mind flayers for centuries until they rebelled for their freedom. Philosophical differences led to a long and bloody civil war among the gith, who ended up divided into the militaristic githyanki and the ascetic githzerai.

Like all gith, githzerai are tall and emaciated-looking humanoids, but, thanks to their rigid training, have more muscular bodies. They have pale yellow skin, sometimes with greenish or brownish tones. Their skulls are long and angular, with deep-set eyes, flattened noses, and long pointed ears. Typical hair colors included black, russet, and sometimes gray, which male githzerai either shave or wear in braids. Their facial hair is also carefully groomed. Female githzerai usually wear their hair in buns or braids.

Since their hard-won victory against the mind flayers, followed by their dissent and defeat at the hands of the githyanki, the githzerai became ascetics and philosophers, pursuing self-knowledge in the face of adversity. As a splinter group of an oppressed race, they are extremely distrustful of outsiders and are devoted to their self-preservation.

Githzerai society is monastic and introspective. Many githzerai train as monks, while others choose to lose their natural magic resistance and become wizards. Like their cousins and enemies, the githyanki, githzerai often form hunting bands for the purpose of seeking out and destroying the hated illithids.

**Traits**
***Ability Score Increase.*** Your Wisdom score increases by 2, and your Intelligence score increases by 1.

***Age.*** Gith reach adulthood in their late teens and live for about a century.

***Alignment.*** Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.

***Size.*** Gith are taller and leaner than humans, with most a slender 6 feet in height. Your size is Medium.

***Speed.*** Your walking speed is 30 feet.

***Mental Discipline.*** You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.

***Languages.*** You speak, read and write Gith as well as one other language (typically Common).

***Githyanki Psionics.*** You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

When you reach 3rd level, you can cast the Shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Detect Thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.

Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

## Gnome

Gnomes were small humanoids known for their eccentric sense of humor, inquisitiveness, and engineering prowess. Having had few overt influences on the world's history but many small and unseen ones, gnomes were often overlooked by the powers that be, despite their craftiness and affinity for illusion magic. Gnomes were present in nearly every dwarven city and most caravan-stop villages where other cultures and non-human races were at least tolerated.

Gnomes were very small compared to most other races and, with an average height ranging between 3'0"–3'6" (0.9–1.1 meters) and a weight range of 40–45 lbs (18–20 kg), gnomes were generally larger and heavier than halflings, though forest gnomes, ranging between 2'1"–2'10" in height (0.6–0.9 meters) and 21–35 lbs in weight (10–16 kg), tended to be smaller than halflings, leading some scholars to erroneously classify all gnomish races as "smaller than the Hin". However, while halflings were commonly said to resemble short humans, gnomes were more comparable with elves, with whom they shared pointed ears and high cheekbones, or even dwarves, due to their tendency to grow beards and live underground. Many gnomes had a more feral appearance than either, however, with hair that often sprouted from their heads in odd directions.

Gnomes were very long-lived, often living as long as elves, which meant living over three centuries was not uncommonly rare and five centuries was not unheard of. Generally, gnomes were considered to reach maturity at forty years of age.

Gnomes were an intelligent and innately curious race and had a strong affinity for all things magical, particularly the arcane. Gnomes might have lacked the drive and ambition of other races, particularly humans, but their creativity gave them a strong ability for ingenuity. Most gnomes were content to live simple lives, acquiring knowledge merely as a hobby but others explored lost ruins, delved deep into the heart of the world, and conducted dangerous research in their unquenchable thirst for knowledge, leading more than a few to an untimely demise.

**Traits**
***Ability Score Increase.*** Your Intelligence score increases by 2.

***Age.*** Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.

***Alignment.*** Gnomes are generally Good. Those who tend towards Law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend towards Chaos are often minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are light-hearted, and even the tricksters amongst them favor harmless pranks over vicious schemes.

***Size.*** Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small

***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 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.

***Gnome Cunning.*** You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
Languages: You can read, speak, and write Common and Gnomish.

**Forest Gnome**
Forest gnomes have a knack for stealth and illusion, and are generally rather secretive. They gather in hidden forest communities, befriending the local fey and animals.

***Ability Score Increase.*** Your Dexterity score increases by 1.

***Natural Illusionist.*** You know the minor illusion cantrip. Intelligence is your spellcasting modifier for it.

***Speak with Small Beasts.*** Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

**Rock Gnome**
Rock gnomes are naturally inventive and quite hardy for such a small creature. Also known as tinker gnomes, they are well known for their contraptions, ranging from revolutionary to eccentric.

***Ability Score Increase.*** Your Constitution score increases by 1.

***Artificer's Lore.*** Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.

***Tinker.*** You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

* *Clockwork Toy.* This toy is a c1ockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
* *Fire Starter.* The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
* *Music Box.* When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

At your DM's discretion, you may make other objects with effects similar in power to these. The prestidigitation cantrip is a good baseline for such effects.

**Deep Gnome**
Forest gnomes and rock gnomes are the gnomes most commonly encountered in the lands of the surface world. There is another subrace of gnomes rarely seen by any surface-dweller: deep gnomes, also known as svirfneblin. Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins.

When you create a gnome character, you may choose the deep gnome as an alternative to the subraces in the Player’s Handbook. For your convenience, the traits of the gnome and the deep gnome are combined here.

***Ability Score Increase.*** Your Intelligence score increases by 2, and your Dexterity score increases by 1.

***Age.*** Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.

***Alignment.*** Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others.

***Size.*** A typical svirfneblin stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small.

***Speed.*** Your base walking speed is 25 feet.

***Superior Darkvision.*** Your darkvision has a radius of 120 feet.

***Gnome Cunning.*** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

***Stone Camouflage.*** You have advantage on Dexterity (stealth) checks to hide in rocky terrain.

***Languages.*** You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands. *(Return to Top)*

## Goblin

Goblins were a race of small and numerous goblinoids common throughout Xesteria, often living in underground caverns near the surface known as lairs. The race was often, though not always, dominated by other goblinoids, most commonly hobgoblins. Goblins may have, in fact, been initially created by this related race to serve as scouts and infiltrators.

Goblins were small goblinoids that many considered little more than a nuisance. They had flat faces, broad noses, pointed ears, and small, sharp fangs. Their foreheads sloped back, and their eyes varied in color from red to yellow. Their skin color ranged from yellow through any shade of orange to a deep red; usually, all members of the same tribe shared the same colored skin, though they also came in shades of green. Goblins were typically dressed in dark leathers soiled by poor hygiene and colored in a similar range of tones to their skin. Goblins usually stood between 3'4" and 3'8" and weighed about 40 to 55 pounds on average.

Goblins, like other goblinoids, had a commonly short temper. Leaders among the race often came to power through betrayal or aggression, rather than by more peaceful means, or as clerics of the goblin gods. As such members of the race were more easily provoked than individuals of most other races and often took sadistic pleasure in exacting revenge once crossed. Goblins who turned away from evil often found it difficult to overcome this short fuse and had a sense of greed that made it difficult for them to act altruistically. Those that did often made use of their ill-gained talents as rogues or fighters.

Goblin society was tribal by nature. Goblin leaders were generally the strongest, and sometimes the smartest, around. Goblins had little concept of privacy, living and sleeping in large common areas; only the leaders lived separately in their own private chambers. As such, goblin lairs were often stinking or soiled, though easily defended when under assault. Many such lairs were layered with simple traps for such purposes.

Young goblins were taught from an early age to rely only on themselves and that to survive, they needed to be aggressive and ruthless. To a goblin, it didn't seem logical to treat others as well or better than you would treat yourselves; rather, they believed in preemptively removing potential rivals before they could become a threat. Because of the violent nature of goblin culture, it was not uncommon for goblins to come under the domination of individuals from a larger, more physically powerful culture, most typically larger goblinoids such as hobgoblins or bugbears.

Goblins did not get along well with most other races and were particularly suspicious of other goblinoids. Goblins had a somewhat ambivalent relationship with orcs and half-orcs, who they'd worked with on occasion, but the only true allies of the goblin race was worgs, who often acted as mounts and fighting companions for goblins. Goblins had a particularly adverse relationship with dwarves.

**Traits**
***Ability Score Increase.*** Your Dexterity score increases by 2, and your Constitution score increases by 1.

***Age.*** Goblins reach adulthood at age 8 and live up to 60 years.

***Alignment.*** Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.

***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 30 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.

***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.

***Languages.*** You can speak, read, and write Common and Goblin. *(Return to Top)*

## Goliath

Goliaths were a nomadic race of humanoids native to the mountainous regions of Xesteria. Goliaths were massive. They averaged between 7 and 8 feet tall (2.1 to 2.4 meters), making them even taller than dragonborn and half-orcs.

Goliaths had noticeably bony or prominent supraorbital ridges above their eyes. Goliath eyes were often a bright blue or green and sometimes glowed a little.

Goliath skin was often gray or brown and was extremely tough (often compared to stone). One of the most distinctive features of the goliath was the darker (often vertically symmetrical) patches of skin that covered their entire bodies. Goliaths believed that these markings somehow explained or controlled their fate or destiny. For this reason, goliaths never tattooed themselves as this could affect their future.

Goliaths' most notable characteristic was their competitiveness. They kept track of their accomplishments and saw everything as a challenge. Those not familiar with goliath psychology would often get annoyed when goliaths constantly reminded them how many times a certain thing had happened, thinking them arrogant or self-centered. This was not the case however. To goliaths, score-keeping was a natural and integral part of life, not meant to belittle or demean anyone.

It was rare for goliath adventurers to retire or live to an old age, as they often died trying to surpass their previous achievements. Permanently injured or aging goliaths often sought death in battle rather than succumb to an existence where they could not excel.

Trust and honor were the key aspects of most goliaths. This tradition of honor and trust meant that goliaths tended to be good overall. This combined with their competitive nature often led goliaths to valorous heroics. Goliaths were also notably daring and fearless. Feats of physical strength and agility, like jumping chasms or climbing cliffs, held no fear for goliaths. Goliaths were naturally curious beings and loved to explore.

The cultures and traditions of goliath tribes varied from tribe to tribe and region to region but a number of traits were common across several tribes.

Goliaths had little empathy or pity for adults who couldn't take care of themselves but they would treat and take care of the injured and sick. Permanently injured goliaths were still expected to contribute in every way that they could.

**Traits**
Goliaths share a number of traits in common with each other.

***Ability Score Increase.*** Your Strength score increases by 2, and your Constitution score increases by 1.

***Age.*** Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

***Alignment.*** Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality.

***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.

***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

***Mountain Born.*** You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

***Natural Athlete.*** You have proficiency in the Athletics skill.

***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.

***Languages.*** You can speak, read, and write Common and Giant. *(Return to Top)*

## Half-Elf

To humans, half-elves look like elves, and to elves, they look human. 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 mark their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus sh'ow a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.

Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.
In most parts of the world. though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.

Though many half-elves were beloved by members of other races, not all half-elves were born to a loving human–elf couple. Such a troubling past could affect half-elves in many ways, sometimes causing them to become bitter or feel burdened by the past. This led them into conflict with members of other races, (who often expected half-elves to be friendly and joyful,) in turn putting undue pressure on troubled members of the race.

Ultimately, half-elves endured, both physically and socially. Admired and respected by others of all races, half-elves naturally inspired loyalty and returned the fealty with deep friendship and a sense of responsibility. As such, half-elven leaders often led from the front of a battle, preferring not to send friends or followers into danger that they themselves would not face and putting themselves at risk while inspiring even more devout loyalty.

**Traits**
***Ability Score Increases.*** Your Charisma score increase by 2, and two other ability scores of your choice each increase by 1.

***Age.*** Half-eves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.

***Alignment.*** Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers, a trait they share with their human parents.

***Size.*** Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. Weight approximately 120 lbs.

***Darkvision.*** Thanks to your elven heritage, 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 two skills of your choice.

***Languages.*** You can read, speak, and write Common, Elven, and one language of your choice.

**Half-Elf Variants**
Some half-elves take after their elven parent more than their human parent. Such half-elves may take one of the following traits in place of the Skill Versatility trait.

***Elf Weapon Training (High Elf or Wood Elf).*** You have proficiency with the longsword, shortsword, shortbow, and longbow.

***Cantrip (High Elf).*** You know one cantrip of your choice from the wizard list. Intelligence is your spellcasting ability for it.

***Fleet of Foot (Wood Elf).*** Your base walking speed increases to 35 feet.

***Mask of the Wild (Wood Elf).*** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

***Drow Magic (Dark Elf).*** You know the dancing lights cantrip. When you reach 3rd level, you can cast faerie fire once, and it recharges after a long rest. When you reach 5th level, you can cast darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.

***Swim Speed (Sea Elf).*** You have a swimming speed of 30 feet. *(Return to Top)*

## Half-Orc

Half-orcs were humanoids born of both human and orc ancestry by a multitude of means. Having the combined physical power of their orcish ancestors with the agility of their humans ones, half-orcs were formidable individuals. Though they were often shunned in both human and orcish society for different reasons, half-orcs have proven themselves from time to time as worthy heroes and dangerous villains. Their existence implying an interesting back story that most would not like to dwell on.

Half-orcs were, on average, somewhere from 5'9" – 6'4" (1.75 – 1.93 meters) in height and usually weigh around 155 – 225 pounds (70 – 102 kg) making them a little taller and stronger than humans on average. Most half-orcs had grayish skin, jutting jaws, prominent teeth, a sloping forehead, and coarse body hair, which caused them to stand out from their human brethren, though their canines were noticeably smaller than a full-blooded orc’s tusks. Half-orcs as such appeared bestial to humans, though amongst orcs they were considered human-like physically. Half-orc hair was most often black, though it grayed very quickly with age. In general, half-orcs did not live as long as humans, maturing by their sixteenth year and often dying before their sixtieth.

Like other half-breeds, half-orcs combined the natures of both their lineages into a unique whole, a trait which extended into their mentality as well as their physical qualities. Like humans, half-orcs were quick to action, tenacious and bold, and possessed an adaptability that was unusual among most races. This was useful to the race given that they were considered outsiders just about everywhere; they had the ability to thrive in unwelcome or unusual locations, which was a necessity for a half-orc’s welfare.

Half-orcs had no home to truly call their own in most places. In most culture, half-orcs were prejudiced against. Within the lands of their human ancestors, half-orcs were commonly seen as savage thugs and looked down upon. As a result, most half-orcs in human society were forced into menial labor or violence for a career, or were simply chased away. Some chose to take on the life of an adventurer, perhaps merely as another acceptable means to wealth and power or sometimes as a way to throw off the shackles of other people’s perceptions.

Pressured into martial lifestyles and rejected by polite society, half-orcs often only found acceptance among other races by proving their worth as adventurers. Likewise, the only friends a half-orc was likely to make were other adventurers, often being an outcast of sorts.

**Traits**
***Ability Score lncrease.*** Your Strength score increases by 2, and your Constitution score increases by 1.

***Age.*** Half-orcs mature a tittle faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

***Alignment.*** Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

***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.

***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.

***Menacing.*** You gain proficiency in the Intimidation skill.

***Relentless Endurance.*** When you are reduced to O 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 a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

***Languages.*** You can speak. read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. *(Return to Top)*

## Halfling

The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and
political strife. They are inclined to be stout, weighing between 40 and 45 pounds.

Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear
simple, comfortable, and practical clothes, favoring bright colors.

Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have
a knack for finding the most straightforward solution to a problem, and have little patience for dithering.

Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, are curiosity. They lave discovering new things, even sim pie things, such as an exotic food are an unfamiliar style of clothing.

Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.

**Traits**
***Ability Score Increase.*** Your Dexterity score increases by 2.

***Age.*** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

***Alignment.*** Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of the old ways.

***Size.*** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.

***Speed.*** Your walking speed is 25 feet.

***Lucky.*** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

***Brave.*** You have advantage on saving throws against being frightened.

***Nimble.*** You can move through the space of any creature that is of a size larger than yours.

***Languages.*** You can speak, read, and write Common and Halfling.

**Lightfoot Halfling**
As a lightfoot halfling, you can easily hide from notice, even using other creatures as cover. You're inclined to be affable and get along with others.

***Ability Score Increase.*** Your Charisma score increases by 1.

***Naturally Stealthy.*** You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

**Stout Halfling**
As a stout halfling, you're hardier than average and have some resistance to poison.

***Ability Score Increase.*** Your Constitution score increases by 1.

***Stout Resilience.*** You have advantage on saving throws against poison, and you have resistance to poison damage.

**Ghostwise Halfling**
Ghostwise halflings were generally very concerned (some might say obsessed) with family and clan. They do not experience as much wanderlust as the other halflings subraces.

***Ability Score Increase.*** Your Wisdom score increases by 1.

***Silent Speech.*** You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. *(Return to Top)*

## Hobgoblin

War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don't feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal. Young hobgoblins start soldiering when they can walk and heed the mustering call as soon as they can wield their weapons capably. Every legion in the hobgoblins' entire society forever stands prepared for war.

Hobgoblins are a larger, stronger, smarter, and more menacing form of goblinoids than goblins, but not as powerful as bugbears. It is believed they may have created the latter two races.

By and large hobgoblins, like their kin, are considered evil creatures and often meet this expectation. While Goblinoid society is cruel and harsh, some individuals escape it to carry on lives of virtue, though fewer such individuals are hobgoblins than true goblins. Those few who do take this risk and succeed often meet cautious praise and acceptance from outsiders.

Those that do are, however, continuously plagued by their nature. Though hobgoblins are not necessarily evil they are prone to violence and hot tempers and find it difficult to be truly altruistic. When provoked, which is often easy, hobgoblins are vindictive creatures who take glee in causing pain to those that injured them. Those hobgoblins who overcome this nature often do so because of the rewards they find in serving good, rather than evil.

Hobgoblins are rarely found in communities where they are not in command of either goblins or bugbears, or sometimes both, and the most civilized goblinoid communities are ruled by the race. This is in large part because hobgoblin society is more industrious and less savage than that of goblins or bugbears. Though sometimes bugbears take control, most such communities are ruled over by the strongest hobgoblin, who serves as the warchief.

Hobgoblins are immensely protective of their tribe's reputation and military status, so much so that meetings between different groups can turn violent if proper protocol is not followed. However, though hobgoblin tribes are territorial and egotistical in nature they will often unite for a common purpose, such as war against non-goblinoids.

**Traits**
***Ability Score Increase.*** Your Constitution score increases by 2, and your Intelligence score increases by 1.

***Age.*** Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.

***Alignment.*** Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.

***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.*** 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.

***Martial Training.*** You are proficient with two martial weapons of your choice and with light armor.

***Saving Face.*** Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

***Languages.*** You can speak, read, and write Common and Goblin. *(Return to Top)*

## Human

Humans were widespread, could be found in most regions and, in general, were fierce and disagreeable, which could sometimes lead certain other races to view them with contempt. They were renowned for their diversity and ambition, and although they lacked specialization, they could excel in many areas.

Humans were undeniably successful. While hardly the only dominant race of Xesteria, humans were one of them and the most recent to obtain dominance and have become the most widespread of all the races. In spite of this strength, or perhaps because of it, humanity was an eternally fractured and divided race, broken up into over a dozen ethnic offshoots. It was believed that this was in part because humanity, unlike most other races, did not emerge as a whole but rather in several places at once, thereby resulting in its diversity.

While there were no natural human subraces, planetouched subspecies of humans were found in the Realms. These included the aasimars, genasi, and tieflings. There was also great ethnic diversity between humans in different regions.

With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

**Traits**
It's hard to make generalizations about humans, but your human character has these traits.

***Ability Score Increase.*** Your ability scores each increase by 1.

***Age.*** Humans reach adulthood in their late teens and live less than a century.

***Alignment.*** Humans tend toward no particular alignment. The best and the worst are found among them.

***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.

***Languages.*** You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects.

**Variant Human Traits**
If your campaign uses the optional feat rules from chapter 5, the Dungeon Master might allow these variant traits, all of which replace the human's Ability Score Increase trait.

***Ability Score Increase.*** Two different ability scores of your choice increase by 1.

***Skills.*** You gain proficiency in one skill of your choice.

***Feat.*** You gain one feat of your choice. *(Return to Top)*

## Illithid Outcast

Mind flayers, also known as illithids, meaning "mind flayers" or "mind rulers" in Undercommon, were evil and sadistic aberrations, feared by sentient creatures on many worlds across the multiverse due to their powerful innate psionic abilities. Dwellers of deep Underdark areas, these alien humanoid-looking beings sought to expand their dominion over all other creatures, controlling their minds to use them as hopeless slaves and devouring their brains for sustenance.

Their natural psionic abilities also made mind flayers respected in the eyes of the drow, beholders, duergar, and the other dominant races of the Underdark.

Mind flayers were humanoid in appearance, but with an octopus-like head with four tentacles surrounding a lamprey-like mouth. They were warm-blooded amphibians whose blood had a silvery-white color.

Most mind flayers were tyrants, slavers, and planar voyagers. They viewed themselves as masterminds, controlling, harvesting, and twisting the potential of other creatures to further their evil and far-reaching goals. Although they cooperated to achieve a goal, they would back away at the first sign that something was not profitable to their self-serving interests.

There were few members of illithid society that were deemed too weak-willed to contribute to the goals of mind flayer society, often a result of the original host's will being too kindly, moral, or noble. These mind flayers are weaker than their mind flayer brethren and are typically exiled to the far reaches of the Underdark away from illithid colonies. In some cases, these mind flayers, referred to as illithid outcasts, even inhabit remote caves or swamps of Xesteria's surface. Adventurers who claim to have seen "a mind flayer outside at night" are usually met with laughter and ridicule, as illithid outcasts are far from a common occurrence.

Illithid outcasts typically keep to themselves, and while they are less likely to possess the xenophobic superiority complex of their brethren, they still do not like making their presence known to other intelligent races as they prefer to live quietly in the shadows than risk confrontation. The few outcasts that dare travel near civilizations on the surface of Xesteria typically wear a combination of cowls, hoods, masks, and scarves to hide their identity from distant onlookers.

**Traits**
***Ability Score Increase.*** Your Intelligence and Wisdom scores increase by 1.

***Age.*** Illithid outcasts live longer than humans by a few decades. On average, they can live to be up to approximately 125 years of age.

***Alignment.*** Due to an illithid outcast usually being born of a good-intention individual, their alignment can be unpredictable. Illithid outcasts can typically be any evil or neutral alignment, with good-aligned outcasts being possible though almost unfathomably rare.

***Size.*** Illithid outcasts stand 5 to 6 feet tall and weigh between 120 and 180 pounds. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** 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.

***Innate Spellcasting.*** You know the Detect Thoughts and Levitate spells and can cast them at will as cantrips.

***Mind Blast.*** As an action, you magically emit psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 2d6+4 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature once per rest.

***Minor Telepathy.*** You can communicate telepathically with creatures within 120 feet of yourself in short bursts of 10 seconds or less. However, due to your inferior abilities, using this ability may drain you of your energy. Roll 1d4 when using your telepathy. If you roll a 1 or 2, you gain one point of exhaustion.

***Languages.*** You can speak, read, and write Common and your choice of Deep Speech or Undercommon. *(Return to Top)*

## Kalashtar

The kalashtar are a compound race 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. But there is an unmistakable alien quality to the kalashtar, as they are haunted by the conflicts of their otherworldly spirits.

Being the combination of humans who willingly fused with quori souls, kalashtar look much like humans, having the same ranges of eye, hair and skin colors. Kalashtar are commonly tall and slim, though kalashtar of all sizes exist. The only real difference in kalashtar is their monastic behaviour. Kalashtar children show the largest difference between them and their human counterparts but still, only in behaviour. Whilst human children will run, play, laugh and show an emotional immaturity, kalashtar children will take part in medatative practices, martial training and telepathic conversations like their adult seniors. Growing up for the kalashtar is simply a physical process rather than an emotional or mental one.

Kalashtar mostly follow the Path of Light religion. They typically do not worship any deities. However, they believe in a universal force of good that they call Il-Yannah, or the Great Light.

**Traits**
***Ability Score Increase.*** Your Wisdom and Charisma scores both increase by 1. In addition, one ability score of your choice increases by 1.

***Age.*** Kalashtar develop physically at the same rate as humans do and have similar lifespans.

***Alignment.*** The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all sentient beings, but some kalashtar resist the virtuous influence of their spirit.

***Size.*** Kalashtar are similar in build to humans, though they are typically a few inches taller. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Dual Mind.*** When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll's effects occur.

***Mental Discipline.*** You have resistance to psychic damage.

***Mind Link.*** You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you.

***Psychic Glamour.*** Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill.

***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 magical spells and effects that require you to dream, like the Dream spell, but not to spells and effects that put you to sleep, like the Sleep spell.

***Languages.*** You can read and write Common and one other language of your choice. *(Return to Top)*

## Kenku

Kenkus were a race of flightless avian humanoids. They tended to be selfish and secretive in nature and were often engaged in plots to acquire wealth and power. They operated in small gangs and often lived in large human cities where they worked as spies, assassins, or thieves.

Although they evolved from avians, kenkus had no wings or capacity for flight. Instead, they had arms in place of wings and bird-like talons for hands and feet. They retained bird-like features, however, with black and beady eyes and a long dark-hued beak. Head and torso were covered with soft feathers, a dark russet-brown color, while their scrawny limbs were bare and scaled like a bird's. They most resembled ravens.

Kenkus tended to be slightly smaller than the average human, standing at around 5 feet (1.5 meters). Because they had partially hollow bones, they were lighter than most creatures their height, averaging only 75 pounds (34 kilograms). They were therefore not as strong, but they were more agile and dexterous.

A kenku could accurately mimic all kinds of noises, voices, and accents. A gifted kenku mimic could fool a foe into believing they had heard a voice they were well familiar with.

Kenkus evolved originally from avians, though they lost their wings and with it their ability to fly. It is believed that the race once could fly and speak, but were cursed and had both abilities taken away from them by the gods after exhibiting disgustingly abusive and selfish tendencies.

**Traits**
***Ability Score Increase.*** Your Dexterity score increases by 2, and your Wisdom score increases by 1.

***Age.*** Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60

***Alignment.*** Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.

***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.

***Languages.*** You can read and write Common and Auran, but you can speak only by using your Mimicry trait.

***Expert Forgery.*** You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

***Kenku Training.*** You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.

***Mimicry.*** You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. *(Return to Top)*

## Kobold

Kobolds were aggressive, inward, yet industrious small humanoid creatures. They were noted for their skill at building traps and preparing ambushes, and mining. They were distinctly related to dragons and were often found serving as their minions.

A kobold was a reptilian humanoid, standing between 2' and 2'6" (60cm – 75cm) tall, weighing 35 to 45 pounds (16 – 20kg), with scaled skin between reddish brown and black in color and burnt orange to red eyes. Their legs were sinewy and digitigrade. They had long, clawed fingers and a jaw like a crocodile. Small white or tan horns protruded from their head, and they had rat-like tails. They would often smell of wet dog and stagnant water. Kobolds liked to to wear red or orange garments, which were usually ragged.

Kobolds were resentful of their short stature and hated members of other races who poked fun at them for this. Most felt as though they ought to compensate for their small size in other ways, such as humor or aggression. They would naturally tend to hate larger creatures, and although they would show respect and obedience if required, they always looked for ways to display their resentment.

Kobolds held a hatred for nearly all other humanoid races and enjoyed killing and torturing them, in particular brownies, gnomes, pixies and sprites. The ultimate goal of the kobolds race was the conquest of as much land as possible.

Kobolds used their cunning and sheer weight of numbers to defeat enemies. They preferred to lay traps or ambushes, and would only engage a foe directly after it was weakened. If their numbers were diminished such that they had less than a two-to-one advantage, the group would usually flee.

Kobolds lived in the dark, ideally underground or thick forest, in tribal societies. Their lairs were often overcrowded, although when one tribe became too numerous, it split into numerous smaller ones. The overcrowding eliminated the concept of privacy, so kobolds slept in communal areas where nudity was not regarded as shameful or offensive, even to the opposite sex. Kobolds wore clothing for function or ritual, but not to prevent nudity. The common overcrowding often led to conflict, and two kobolds would fight to settle their differences, although these fights were not usually lethal. This led to a lack of deep-rooted divisions or grievances in kobold society.

**Traits**
***Ability Score Increase.*** Your Dexterity score increases by 2, and your Strength score is reduced by 2.

***Age.*** Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

***Alignment.*** Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.

***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.*** 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.

***Grovel, Cower, and Be.*** As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

***Pack Tactics.*** You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

***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.

***Languages.*** You can speak, read, and write Common and Draconic. *(Return to Top)*

## Lizardfolk

Lizardfolk, also known as lizard men, were a race of reptilian humanoids native to Xesteria.

Lizardfolk were semi-aquatic reptilian humanoids. Their skin was covered in scales and varied in color from dark green through to shades of brown and gray. Taller than humans and powerfully built, lizardfolk were often between 6 and 7 feet (1.8–2.1 m) tall and weighed between 200 and 250 pounds (90.7–113 kg). Lizardfolk had non-prehensile muscular tails that grew to three or four feet in length, and these were used for balance. They also had sharp claws and teeth.

Although non-reptilians struggled to tell the difference between males and females, lizardfolk could easily distinguish themselves.

Lizardfolk had to keep their skin relatively moist and needed to wet their bodies regularly if they were in dry climates. For this reason they were particularly fearful of desert landscapes.

Lizardfolk were strong and hardy beings, and their thick scaly hides protected against attack. They could hold their breaths far longer than humans could, up to twice as long as an equivalent human. This ability enabled them to operate underwater in their marshy homes.

Lizardfolk had no interest in money or jewels. They also did not much value accumulating knowledge if it was not practically useful. They largely valued things based on whether or not it was good to eat. If it was, it quickly got their attention; if not, it was ignored. Lizardfolk could often become distracted at the appearance of food, even if they were in combat. They were easier to parley with after a meal, and a hungry lizardfolk was completely obstreperous.

Lizardfolk could be highly dangerous when provoked. However, they were not inherently evil; they were simply savage and had a hard time fitting in with the civilized world. Those that ventured into towns or cities were often alarmed, frightened, or offended by the environment. Few tried to adapt, let alone assimilate into Faerûnian societies. Instead, they felt their part was to learn about "softskin" ways and in turn show them how "real people" lived.

Lizardfolk were omnivorous, but strongly favored meat when they could get it. According to stories, to the lizardfolk, the most delicious meat was humanoid flesh, especially human, but this claim was more-or-less unfounded. However, some tribes did consume captives and enemies slain in battle. but more civilized tribes often resisted this craving. Meanwhile, ritual cannibalism of deceased tribe-members was customary.

Lizardfolk were quick to consume anything that was edible. For this reason, lizardfolk never kept pets.

When hunters brought back prey, adult lizardfolk ate first, taking what they wished. The young were usually left with the scraps, and more often than not subsisted on edible plants foraged from around the tribe's lair.

**Traits**
***Ability Score Increase.*** Your Constitution score increases by 2, and your Wisdom score increases by 1.

***Age.*** Lizardfolk reach maturity arqund age 14 and rarely live longer than 60 years.

***Alignment.*** Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.

***Size.*** Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

***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.

***Cunning Artisan.*** As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

***Hold Breath.*** You can hold your breath for up to 15 minutes at a time.

***Hunter's Lore.*** You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

***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.

***Hungry Jaws.*** In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

***Languages.*** You can speak, read, and write Common and Draconic. *(Return to Top)*

## Locathah

The locathah are a fish-like humanoid race also known as fish-men, gill-men or kaparl ("slave" in the kuo-toan language). Locathah have fine scales covering their bodies that range from olive green to ochre in color although their stomach scales instead range from sea green to pale yellow. They have fish-like heads with large eyes, either all-black or all-white (which is viewed as a good omen), toothless mouths and small fins where ears would normally be. Instead of hair, they have a dorsal fin and flukes.

The locathah have been dealt a bad hand in terms of their racial history, having been enslaved by nearly every ocean-dwelling race, especially by the kuo-toa and merrow. Although there are still some locathah slaves dotted around the deeper oceans, most are now free and living in more shallow waters as nomads. The reason for their enslavement, in their minds, was that their enemies took advantage of periods when the locathah were at odds with their allies or each other and thus, fragmented. As such, they now live in tight-knit communities and, if others prove to be their allies, the locathah will prove firm in their allegiance, trying everything in their power to keep such alliances together. Despite said history of slavery, even when treated with the utmost cruelty, they do not harbor angry or vengeful feelings towards their former captors, though they will do anything within their power short of threatening harm to their fellows to escape if enslaved by someone else. They don't believe that is shameful to be enslaved, but it is to do nothing about the situation.

It is easy to unintentionally offend a locathah as they have many unwritten rules of etiquette. If approached by a creature wielding a weapon, a locathah will always either flee or engage in combat. They do not like to be touched by other species, interactions with others are always done at a distance. They commonly lead creatures unfamiliar with their territory by their wake-currents.

Most locathah live in communal tribes. Those of 100 members or less are usually simple hunting parties, dominated by males, but in larger tribes, they prefer a matriarchal chieftain. The chieftain lays a multitude of eggs that are cared for by the rest of the tribe. Locathah are hunter-gatherers by nature, which has led many to believe them no more than simple barbarians. The locathah simply pay those with this attitude no heed. Kelp farms and hunting territory are defended zealously and religious ceremonies to their creator-god Scylla are kept totally private, but otherwise, locathah are welcoming of strangers.

**Traits**
***Ability Score Increase.*** Your Strength score increases by 2 and your Dexterity score increases by 1.

***Age.*** Locathah mature to adulthood by the age of 10 but have been known to live up to 80 years.

***Alignment.*** Most locathah are true neutral or have some aspect of neutrality in their alignment. They tend toward good, coming from a culture where compassion for the downtrodden is a commonality.

***Size.*** Locathah stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet, and you have a swim speed of 30 feet.

***Natural Armor.*** You have tough, scaly skin. When you aren’t wearing armor, your AC is 12 + 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.

***Observant and Athletic.*** You have proficiency in the Athletics and Perception skills.

***Leviathan Will.*** You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

***Limited Amphibiousness.*** You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.

***Languages.*** You can speak, read, and write Aquan and Common. *(Return to Top)*

## Lupin

Originally hailing from the southern reaches of Xesteria prior to it being taken over by dragons and lizardfolk, Lupin are now a scattered race throughout the regions of the continent where racial diversity is at its strongest (all regions except Artalia and Rodenia). Lupin resemble humanoid canines of the fox, jackal, and wolf varieties.

Lupins are generally considered inherently peaceful and lawful, often choosing to walk on the side of the law rather than against it. Lupins who tend to be more chaotic, or even evil in rarer cases, tend to be pariahs in the scattered Lupin societies due to the race typically having a strong affinity for order and structure.

It is generally believed that lupins are the most "human" of the more bestial species that includes minotaurs, tabaxis, etc. Lupins have little to no issues assimilating themselves into dwarven, elven, or human societies as they are behaviourally similar despite outside appearances.

Lupins generally only have a single name, and it is more often than not a single syllable in length.

**Traits**
***Ability Score Increase.*** Your Wisdom score increases by 1.

***Age.*** Lupins live slightly shorter lives than humans, usually tending to live no more than 55 to 65 years.

***Alignment.*** Most lupins have a strict sense of morals and are of a lawful alignment. Lupins tend to shift towards good and neutral more than evil.

***Size.*** The average adult lupin is approximately 6 feet tall. Their weight varies wildly based on their subrace. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet, and you have a swim speed of 30 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.

***Heightened Senses.*** You have proficiency in the Perception skill. In addition, once per rest, you may add a modifier equal to half your level (rounded up) to any observational check that uses wisdom.

***One with Nature.*** You gain proficiency with one of the following skills of your choice: Animal Handling, Nature, Stealth, or Survival.

***Languages.*** You can speak, read, and write Common and Lupin.

***Subrace.*** As a Lupin, you would belong to one of the three major Lupin subraces. Pick from True Lupin, Canus, or Vulpin.

**True Lupin**
As a True Lupin, you have a striking wolf-like appearance. True Lupins are regarded as intelligent, wise, and highly adaptable. True Lupins tend to be the largest of all Lupin subraces.

***Ability Score Increase.*** Your Wisdom score increases by a further 1 point.

***Inexhaustable Stamina.*** Once per long rest, you can negate and prevent a single point of exhaustion that you would otherwise receive. This must be performed at the time where you would ordinarily gain the point of exhaustion.

***Ranged Expertise.*** You have proficiency with all ranged simple and melee weapons regardless of class. When attacking with ranged weapons, you also score a critical hit when rolling a 19 or 20 on attack rolls.

**Canus**
As a Canus Lupin, you more closely resemble a humanoid Jackal. Canus Lupins are known for being brash and volatile, usually taking up occupations that allow them to demonstrate their strength and martial abilities.

***Ability Score Increase.*** Your Strength score increases by 1.

***Menacing.*** You are trained in the Intimidation skill.

***Rage of the Jackal.*** Once per long rest, you can enter an enraged state where your Strength modifier is doubled for two turns (or twelve seconds out of combat). You are also able to shrug off damage slightly, resulting in non-magical bludgeoning, piercing, and slashing damage dealt to you being reduced by a certain amount as indicated in the table below. Due to the wild state of mind that you enter, your attacks are all at disadvantage. Effects and situations that would normally grant advantage instead grant regular attack rolls.

 7
 13
 20

**Vulpin**
As a Vulpin Lupin, you have a slender Fox-like appearance and may be a few inches shorter than other Lupin subraces. You are considered to be very lithe and dextrous.

***Ability Score Increase.*** Your Dexterity score increases by 1.

***Athletic Build.*** You gain proficiency in the Athletics skill.

***Shadowblending.*** Whenever you remain perfectly still, you have expertise in stealth checks.

***Sharp Reflexes.*** You have advantage on all saving throws that require Dexterity. *(Return to Top)*

## Minotaur

Minotaurs are a strong and combative race of monstrous humanoids resembling bull–human hybrids. Minotaurs have fur-covered bodies and bull-like heads. It was once believed that all minotaurs were male; actually cursed humans that had been altered by the gods or a demon lord to become a minotaur. That legend proved false as female minotaurs became more prevalent over the years.

Minotaurs were carnivores, but prefer the taste of humanoid flesh. They love to dwell within maze-like caverns or ruins, where their innate sense of direction prevents them from getting lost. They lure travelers into their maze-like homes, where the minotaurs have the advantage over their unfortunate prey. Many minotaurs cannot be trusted with non-minotaur races at times, since most humanoids are their meal, and they will do anything for a quick bite out of a sleeping party member, slave owner, or wandering villager. They are not welcome in many cities without significant backing from a trustworthy individual or organization.

Minotaurs are not highly intelligent, but possess instinctive cunning and are adept at ambush attacks. Attacks in the dark are preferred so they can take advantage of their infravision. Minotaurs can track by scent alone, and will always investigate an unfamiliar scent. Minotaurs are fearless combatants, and will only retreat if their defeat was obvious.

**Traits**
***Ability Score Increase.*** Your Strength score increases by 1.

***Conqueror's Virtue.*** From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.

***Age.*** Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.

***Alignment.*** Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.

***Size.*** Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Horns.*** You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.

***Goring Rush.*** When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.

***Hammering Horns.*** When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.

***Labyrinthine Recall.*** You can perfectly recall any path you have traveled.

***Labyrinthine Resilience.*** You are completely immune to the Maze spell.

***Languages.*** You can speak, read, and write Common. *(Return to Top)*

## Orc

Orcs were a race of humanoids that had been a threat to the civilized cultures of Xesteria for as long as any could remember.

Orcs varied in appearance, based on region and subrace, but all shared certain physical qualities. Orcs of all kinds usually had grayish skin, coarse hair, stooped postures, low foreheads, large muscular bodies, and porcine faces that featured lower canines that resembled boar tusks. Many also had wolf-like ears that were pointed on the ends, similar to elves. Orcs were roughly the same size as humans and other similar humanoids, though usually robust and muscular.

Orcs had poor temperaments and were given to anger more easily than some races. Easily offended and impatient, orcs generally preferred violent solutions and rarely considered multiple ways of approaching a problem. However, in spite of this many orcs were excellent at getting results, since they were creatures of action, not thought. Some exceptions to this profile did exist, however, such as the famed King Obould whose deeds were accomplished through planning and insight.

Orcs bred fast and lived short lives compared with most other races. They were considered adults anywhere between 11 and 14 years of age, middle-aged at 17, old at 23, and venerable at 35 years of age. The average orc seldom lived longer than 40 years, even if it managed to avoid violent death. It was unheard of for an orc to live longer than 45 years without magical aid.

Adult male orcs generally stood between 59 and 71 inches tall, and adult females averaged two inches shorter. Males weighed in anywhere between 136 and 190 pounds, while females weighed between 96 and 150 pounds.

Traditional orcish culture was extremely warlike and when not at war the race was usually planning for it. Most orcs approached life with the belief that to survive, one had to subjugate potential enemies and control as many resources as possible, which put them naturally at odds with other races as well as each other. This belief was spurred in part by Gruumsh and his pantheon, which taught that all races were inferior to the orcs. Eyes of Gruumsh were orcs specially tied to the one-eyed god and offered sacrifices, read omens and advised tribes through Gruumsh's will.

Male orcs dominated most orcish societies and females were usually, at best, prized possessions and little better than livestock at worst. Male orcs prided themselves on their number of wives and sons, as well as their scars from battle and rituals. Orcs also prized the possession of slaves, though relatively few owned them.

Most orcs didn't build cities of their own, instead relying on those left behind by others and improving their fortifications or operating out of small camps and dens, often in natural caves. Orcs managed ironwork on their own, as well as stonework, though their tools were often inferior to those of more disciplined races.

**Traits**
***Ability Score Increase.*** Your Strength score increases by 2, your Constitution score increases by 1, and your Intelligence score is reduced by 2.

***Age.*** Orcs reach adulthood at age 12 and live up to 50 years.

***Alignment.*** Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil.

***Size.*** Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.

***Speed.*** Your base walking speed is 30 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.

***Languages.*** You can speak, read, and write Common and Orc.

***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.

***Menacing.*** You are trained in the Intimidation skill.

***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. *(Return to Top)*

## Shadar-kai

Shadar-kai, also known as shadow fey, are a race of shadow-like fey connected to the Shadowfell. They are believed to have originated as an offshoot of elves associated with the Raven Queen, although other legends as to their origins also exist, as well as shadar-kai who are connected to other deities and processes related with the Shadowfell.

Some shadar-kai resemble blighted elves, in a perpetual state between life and death, while others are human-like in appearance. They are usually slender and range from slightly taller to slightly shorter than humans, exhibiting graceful movements well suited to stealth.

They have dusky gray skin and colorless complexions that vary from alabaster to dark gray; black hair, with few shadar-kai having pale hair, that range within the range of human hair colors; and dark eyes lacking any sclera or clear pupil. Shadows on their bodies or clothing always seem to be deeper and darker than shadows elsewhere, and shadow seem to follow them and reach out, especially when they are angry. They are easily lost from view. Many shadar-kai display all kinds of iron body piercings in nose, ears, eyebrows, shoulders, and other parts of the body, and purple-inked tattoos on body, limbs, and face.

Due to their prolonged exposure to the Shadowfell, shadar-kai are nearly devoid of emotion. They are known to be bitter, grim-natured, troubled, and driven, with souls tainted by darkness. They are often seen as cold and pitiless to outsiders. Shadar-kai have very little regard for their own lives. Often viewing a present incarnation as but one in an endless cycle and death as foretold and impossible to change, they have grown jaded and careless with their bodies.

Shadar-kai embrace living to the limits of pleasure, while striving for personal greatness, so that when they fall, stories of their great deeds will grant them a sort of immortality. In their search for personal glory, most shadar-kai ignored comfort, morality, and safety, traits they consider banalities.

Shadar-kai preferr to use their speed, grace, and agility in combat. Therefore, they typically wield light weapons and are particularly known for fighting with spiked chains. Spellcasters typically favor shadow magic and illusion spells.

The shadar-kai do not build many permanent cities of their own, preferring instead to lurk in the settlements of other races like humans. While they have some minor footholds in other planes of existence, there is no place for the few shadar-kai of Xesteria to call truly call "home".

**Traits**
***Ability Score Increase.*** Your Dexterity increases by 2, and your wisdom increases by 1.

***Age.*** Although shadar-kai reach physical maturity at the same age as humans, their understanding of adulthood goes beyond physical growth to encompass worldly experience. Shadar-kai typically claims adulthood and an adult name around the age of 100, and can live to be 750 years old.

***Alignment.*** With their free-spirited approach to the world in which they care more for their own glory than anything else, shadar-kai are most often considered true neutral though they can deviate from this.

***Size.*** Shadar-kai 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 dark alleys 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.

***Superior Low Light Vision.*** You can see perfectly in low light conditions of up to 30 feet.

***Keen Senses.*** You have proficiency in the Perception skill.

***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic can't put you to sleep.

***Trance.*** Shadar-kai do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

***Languages.*** You can speak, read, and write Common, Elven, and Sylvan. *(Return to Top)*

## Slaad

Spread throughout the various Planes of Existence through unknown means are the Slaadi (Slaad, plural). Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation. Slaadi have been depicted as having a complex social system bound up in the relationship and reproductive cycles of the various types. Some types will naturally dominate others, though as slaadi are creatures of chaos, such domination occurs not through a regimented hierarchy, but by brute force.

Their base form is that of a large bipedal frog, though some of the more powerful slaadi have polymorph self or shapechange abilities and sometimes appear as humanoids. In frog form their heads are huge and their claws are extremely sharp. They speak their own language and, occasionally, some additional evil languages. Telepathy, however, allows them to understand and converse with all things. There are many types of slaadi depending on their place of origin and rank within their society.

The origin of the Slaad species is unknown, though it is believed that they may have originally been humanoids due to their horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi may return to the Material Plane of Xesteria to sow discord in the guise of their former selves. Most Slaadi are almost always chaotic neutral, with the exception of death slaadi, which are usually chaotic evil. White slaadi, believed to have originated from good and holy humanoids being transformed into slaadi, are lawful neutral.

**Traits**
**Note:** For the purposes of balance and playability, the death slaad and gray slaad are not available options for a fresh character due to the power that these types of slaad possess.

***Ability Score Increase.*** Your Constitution score increases by 1.

***Age.*** The lifespan of the slaadi are unknown, even to them. You are unlikely to know your true age.

***Alignment.*** The slaadi are often always chaotic neutral with only the death slaad and white slaad being exceptions. The death slaad is often chaotic evil while the white slaad is lawful neutral.

***Size.*** Slaadi range from 7 to 10 feet in height. Your size is large.

***Speed.*** Your base walking speed is 30 feet.

***Languages.*** You can speak, read, and write Slaad and one other language of your choice.

***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.

***Telepathy.*** You can telepathically communicate with any creature that you can see, even if you do not ordinarily understand its language.

***Magic Resistance.*** You have advantage on saving throws against spells and other magical effects.

***Slaadi Subrace.*** There are several types of slaadi. Choose a subrace from the following options.

**Blue Slaad**
***Ability Score Increase.*** Your Strength score increases by 2.

***Chaos Phage.*** A disease that you have a low chance of spreading to humanoids. While infected, the target can't regain hit points, and its hit point maximum is reduced by 3d6 every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.

***Claw Attack.*** Your unarmed strikes do piercing damage equal to 1d6 plus your strength modifier. If you have a negative strength modifier, count it as +0. There is a 1 in 100 chance that your claw may infect the target with Chaos Phage.

***Imposing Build.*** Your natural AC is 11 rather than 10 and you are proficient in athletics and intimidation.

***Slaad Resilience.*** Any attack that would ordinarily reduce you to 0 hit points instead reduces you to 1. This feature can only be used once per long rest.

**Green Slaad**
***Ability Score Increase.*** Your Intelligence and Wisdom scores increase by 1.

***Claw Attack.*** Your unarmed strikes do piercing damage equal to 1d4 plus your strength modifier. If you have a negative strength modifier, count it as +0.

***Innate Spellcasting.*** You possess basic spellcasting abilities regardless of your class. You know the Mage Hand and Prestidigitation cantrips. You may also cast Detect Magic or Invisibility (on yourself) once per day. Intelligence is your spellcasting ability for these spells.

***Magic Weapons.*** Any weapon you wield is considered magic in nature. Creatures normally resistant to non-magical bludgeoning, piercing, and slashing take full damage from your weapon attacks.

***Shapeshifter.*** You are able to change your form into that of a medium sized humanoid at will. As this is not a magic ability or illusion, it cannot be detected or discovered through magical means.

**Red Slaad**
***Ability Score Increase.*** Your Dexterity score increases by 1.

***Claw Attack.*** Your unarmed strikes do piercing damage equal to 1d6 plus your strength modifier. If you have a negative strength modifier, count it as +0. There is a 1 in 100 chance that your claw may transmit a slaad egg to the target.

***Great Blademaster.*** You are proficient with the greatsword and inflict additional damage per attack equal to half your character's level when attacking with a greatsword.

***Slaad Egg.*** A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.

**White Slaad**
***Ability Score Increase.*** Your Charisma and Wisdom scores increase by 1.

***Aura of Mercy.*** You exude a magical aura that heals yourself and all targets of your choice within 20 feet for 1d6 + your character level. You may use this feature once per short or long rest. At 10th level, this increases to 2d6.

***Claw Attack.*** Your unarmed strikes do piercing damage equal to 1d4 plus your strength modifier. If you have a negative strength modifier, count it as +0.

***Extra Language.*** You can read, speak, and write one additional language of your choice.

***Innate Spellcasting.*** You possess basic spellcasting abilities regardless of your class. You know the Light and Mending cantrips. You may also cast Cure Wounds once per short rest. Intelligence is your spellcasting ability for these spells.

***Regeneration.*** For every turn in combat that you take no damage, you regenerate 1 hit point.

***Shapeshifter.*** You are able to change your form into that of a medium sized humanoid at will. As this is not a magic ability or illusion, it cannot be detected or discovered through magical means.

## Tabaxi

Tabaxi, also known as jaguar people or cat-men, were a race of feline humanoids native to the deserts and jungles of the continent of Kaspia.

Tabaxi were taller than most humans at six to seven feet. Their bodies were slender and covered in spotted or striped fur. Like most felines, Tabaxi had long tails and retractable claws. Tabaxi fur color ranged from light yellow to brownish red. Tabaxi eyes were slit-pupilled and usually green or yellow.

Tabaxi were competent swimmers and climbers as well as speedy runners. They had a good sense of balance and an acute sense of smell.

Tabaxi were a reclusive people who often avoided interaction with other intelligent races. However, as each tabaxi possessed a specific feline trait, some had an innate curiosity that compelled them to travel and seek out stories, artifacts, new experiences and knowledge, never remaining in the same place or obsessing over the same piece of lore for too long.

In general, tabaxi did not care for wealth, but they had an almost obsessive interest in ancient artifacts, relics and magic items, but not for the items themselves, as much as the stories and secrets they held. Once an item had been thoroughly examined and studied, and its secrets revealed, it would lose its allure and the tabaxi would quickly lose interest and pass it on.

Not all tabaxi were motivated by curiosity to leave their homeland, however. Some found safer ways to satisfy their fleeting obsessions by becoming traveling minstrels and tinkers, often accepting interesting objects and stories as payment for their services.

Tabaxi were exceptional hunters and utilized these skills in combat. Speed and stealth combined with their natural camouflage meant that tabaxi were particularity skilled at surprise attacks. Tabaxi were even known to disguise their scent with aromatic herbs. Their hunting skills and intelligence made them formidable tacticians. Groups would often drive prey into ambushes, sometime playing with their doomed foe before killing them. Tabaxi clans did have berserker warriors within them, these were known as blood-stalkers.

Tabaxi society was built around clans. Clans were split evenly between males and females with 3 to 12 young. Each clan had several Hunts each made up of two to eight individuals. The Hunts patrolled the area around the clan's lair. Although tabaxi lairs were sometimes just temporary, they were more often small villages of ramadas. Each ramada was built from wooden poles with grass roofs. Clans were led by elders. About half of the time, leaders were aided by shamans. Clans tended to avoid each other and did not engage in trade. Tabaxi considered trade to be demeaning but in rare instances would use third party agents to trade for them.

**Traits**
***Ability Score Increase.*** Your Dexterity increases by 2, and your charisma increases by 1.

***Age.*** Equivalent to humans.

***Alignment.*** Tabaxi tend toward chaotic alignments. Very rarely are evil.

***Size.*** Taller than humans, slender. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Languages.*** You can speak, read, and write Common and one other language of your choice.

***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.

***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.

***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 Talent.*** You have proficiency in the Perception and Stealth skills. *(Return to Top)*

## Tiefling

Tieflings were human-based planetouched that were infused with the touch of the fiendish planes. Tieflings were known for their cunning and personal allure, which made them excellent deceivers as well as inspiring leaders when prejudices were laid aside.

Although their evil ancestors could be many generations removed, the taint lingered. Unlike half-fiends, tieflings were not predisposed to evil alignments and varied in alignment nearly as widely as full humans, though tieflings were certainly devious.

Tieflings tended to have an unsettling air about them, and most people were uncomfortable around them, whether they were aware of the tiefling's unsavory ancestry or not. While some looked like normal humans, most retained physical characteristics derived from their ancestor, with the most common such features being horns, prehensile tails, and pointed teeth. Some tieflings also had eyes that were solid orbs of black, red, white, silver, or gold, while others had eyes more similar to those of humans. Other, more unusual characteristics included a sulfurous odor, cloven feet, or a general aura of discomfort they left on others.

In many other ways, tieflings were similar to humans physically. Tieflings were, on average, just as tall as humans, from 5'6" – 6'2" (1.67 – 1.88 m) and weighed just a little bit heavier at 140 – 220 lbs (64 – 91 kg).

Tieflings had a number of abilities gifted to them by their fiendish heritage. By and large, tieflings were alluring and intelligent creatures, with a seductive aura in spite of their obviously evil ancestry. To a large degree, tieflings were more capable of guile than a great number of races, but these were not their dominant qualities. Tieflings also had an innate resistance to heat and had a hint of bloodlust that gave them a slight edge in combat. Tieflings also had access to an ability known as infernal wrath, which channeled their innate rage and potential for evil into their attacks for added effectiveness. Some tieflings also learned to unlock their fiendish potential further, sprouting wings such as those borne by many fiends.

Most tieflings were aware from an early age that they were different from others around them, and were given to strange urges and desires because of their unusual ancestry. Few tieflings were raised with the love a normal human child might expect to receive and this shaped most of the race into bitter individuals who expected eventual rejection from all whom they meet. While some would follow this path towards evil, others rejected it wholeheartedly and sought to make a good impact on the world around them, sometimes becoming the most heroic characters of all. Few could maintain this discipline however, and most tieflings fell somewhere between both extremes.

Because tieflings were generally distrusted throughout the world, owing to their fiendish heritage, many were themselves distrusting and self-reliant. Tieflings were also proud and secretive by nature and possessed a dark demeanor. Unfortunately, this only helped to further the reputation tieflings had for being social outcasts and untrustworthy scoundrels. However, members of other races would find that once they demonstrated friendship and trust towards a tiefling, it would quickly be reciprocated in full. Once that bond was forged, it was rarely broken.

**Traits**
***Ability Score Increase.*** Your Intelligence score increases by 1, and your choice of Charisma or Dexterity score increases by 2.

***Age.*** Tieflings mature at the same rate as humans but live a few years longer.

***Alignment.*** Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

***Size.*** Tieflings are about the same size and build as humans. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Thanks to your infernal heritage, 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.

***Hellish Resistance.*** You have resistance to fire damage.

***Infernal Legacy.*** You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.

***Languages.*** You can speak, read, and write Common and Infernal.

**Variants**
As fiends are many and varied, so too are tieflings. You may, if you wish, choose one of the following traits in place of Infernal Legacy.

***Devil's Tongue.*** You know the vicious mockery cantrip. Once you reach 3rd level, you can cast the charm person spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the enthrall spell once per day. Charisma is your spellcasting ability for these spells.

***Hellfire.*** You may replace your hellish rebuke ability with burning hands. This alters, but does not replace, Infernal Legcy
Winged. You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet. *(Return to Top)*

## Vedalken

Vedalken are tall and slender, standing almost a head taller than humans 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 and often reside on remote islands far from other civilizations.

Nothing is perfect. Vedalken not only believe this fact, they rejoice in it. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never be reached. This viewpoint leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement.

The Vedalken are mostly emotionless and possess a dispassionate view towards life, though in some planes they have more positive qualities. Their infatuation with knowledge makes these hyper-intellectual people natural artificers and wizards. These qualities drive some Vedalken to venture away from their secluded homes in search of experience, knowledge, and power.

**Traits**
***Ability Score Increase.*** Your Intelligence score increases by 2, and your Wisdom score increases 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.

***Alignment.*** Vedalken are usually lawful and non-evil.

***Size.*** Tall and slender, Vedalken stand 6 to 6 1/2 feet tall on average and usually weigh less than 200 pounds. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Vedalken Dispassion.*** You have advantage on all Intelligence, Wisdom, and Charisma saving throws.

***Tireless Precision.*** You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice.
Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.

***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.
Languages. You can speak, read, and write Common, Vedalken, and one other language of your choice.

## Warforged

Warforged are a very rare race of humanoid constructs created through powerful rituals that often resemble golems. Warforged average 6′‒6′6″ (1.8‒1.98 m) and are made up of bulky (albeit resilient) metallic or stone bodies that weigh roughly 270‒300 lb (120‒140 kg). Extremely powerful and durable, warforged are able fighters. Unlike most constructs, warforged are fully self-aware and maintain mental faculties on par with elves, humans, or similar races.

Warforged are physically impressive humanoids made up of magically enchanted materials. The "skin" of a warforged is made of hardened materials such as metal or stone. Beneath this lay the skeleton, made up of similar materials, and the "musculature" of the warforged, made up of leather, wooden fibers, or any leather-like material. Throughout the warforged's body are vessels resembling the circulatory system of organic creatures, complete with a blood-like fluid. The arms of a warforged end in hands with two fingers and a thumb while the feet of the constructs are likewise two-toed.

The faces of warforged are simple and vague in their features, with beak-like jaws, heavy brows, glowing eyes, runic markings and little else. The most important marking for any warforged is their ghulra, the primordial word for "truth", a rune distinctive to each warforged which was placed upon their forehead.

Each warforged is individually created through ritual, like any other construct. The warforged's artificial nature also gives the race a unique relationship to pain, which seems limited to actual injury. This allows warforged to modify themselves with some ease, giving them a varied appearance in spite of their lack of inherent biological diversity. Warforged's artificial nature also means they do not need to eat, drink, or breathe. Likewise, warforged do not need to sleep but do nonetheless require rest in a fully-aware state for a period of at least four hours.

**Traits**
***Ability Score Increase.*** Your Constitution score increases by 1.

***Age.*** A typical warforged is between two and thirty years old. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age.

***Alignment.*** Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality – or lack thereof – of the beings with which they served.

***Size.*** Your size is Medium. Most warforged stand between 5 and 6 1/2 feet tall. Weight and build are affected by subrace.

***Speed.*** Your base walking speed is 30 feet.

***Languages.*** You can speak, read, and write Common.

***Warforged Resilience.*** You were created to have remarkable fortitude, represented by the following benefits.

* You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
* You are immune to disease.
* You don’t need to eat, drink, or breathe.
* You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.

***Sentry's Rest.*** When you take a long rest, you must spend at least six 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.

***Integrated Protection.*** Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.

You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.

 Composite Plating (armored)
 Heavy Plating (armored)

**Envoy Warforged**
As an envoy, you were designed with a certain specialized function in mind. You might be an assassin, a healer, or an entertainer, to name a few possibilities. Envoys are the rarest of the warforged subraces, and yours could be a unique design.

***Ability Score Increase.*** Two different ability scores of your choice increase by 1.

***Specialized Design.*** You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.

***Integrated Tool.*** Choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.

**Juggernaut Warforged**
You’re an imposing war machine built for close combat and raw might. You tower over your comrades; juggernaut warforged stand between 6 and 7 feet in height and can weigh up to 450 pounds.

***Ability Score Increase.*** Your Strength score increases by 2.

***Iron Fists.*** When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage.

***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

**Skirmisher Warforged**
You were built to scout the edges of battle and outmaneuver your enemies. You are lean and designed for speed.

***Ability Score Increase.*** Your Dexterity score increases by 2.

***Swift.*** Your walking speed is increased by 5 feet.

***Light Step.*** When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. *(Return to Top)*

## Yuan-ti

The serpent creatures known as yuan-ti are all that remains of an ancient, decadent human empire. Ages ago their dark gods taught them profane, cannibalistic rituals to mix their flesh with that of snakes, producing a caste-based society of hybrids. The yuan-ti are seen as corrupt and degenerate monsters by other races. Because of their unusual appearance and the general resentment directed towards them by most races of the world, yuan-ti are rare and reclusive, often found in deep jungles and ruins in small tribes.

The yuan-ti are devout demon-worshippers, their worship often involving bloody sacrifices. Yuan-ti in their prime will scheme, breed, and work on behalf of their tribes. Breeding is carefully controlled, seen as a holy act, in order to produce the "best" offspring. Prospective partners will coldly measure one another and if both agree that the match is promising, they usually mate, regardless of their personal affections towards each other.

Yuan-ti have their own language, which uses the Draconic alphabet, and most can also speak Common. Draconic and Abyssal were also typically known. Some sages report that all yuan-ti can also communicate readily with any snake or snake-like creature. Yuan-ti are consummate carnivores, eating any kind of warm-blooded flesh, including humans. Besides human meat, they also enjoy birds and thus keep large herds of flightless birds captive for food.

The yuan-ti were once human, their original empire being completely forgotten to time though it is believed that it may have existed on, or near, the lands that are present day Albion which is itself an ancient kingdom. What cursed them to become snake-like monstrosities is believed to be linked to their devout demon worship.

**Traits**
***Ability Score Increase.*** Your Charisma score increases by 2, and your Intelligence score increases by 1.

***Age.*** Yuan-ti mature at the same rate as humans and have lifespans similar in length to theirs.

***Alignment.*** The yuan-ti are almost exclusively evil. They are often devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.

***Size.*** Yuan-ti are of comparable height to humans. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Thanks to your infernal heritage, 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.

***Innate Spellcasting.*** You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

***Magic Resistance.*** You have advantage on saving throws against spells and other magical effects.

***Poison Immunity.*** You are immune to poison damage and the poisoned condition.

***Languages.*** You can speak, read, and write Common, Abyssal, and Draconic.