New Races

(UNDER CONSTRUCTION)

Ylos is a world of many strange and mystical creatures. Here are some of the unique races and lineages available to players in this setting.

## Caneen

Caneen are a race of humanoid dog-people that were created through the exposure of normal dogs to to the chaotic energies of the Fey Wild. Although a relatively new race to Ylos, they have quickly propagated and now can be found across the world.

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

**Age:** Exposure to the Fey energies has slowed the Caneen's canine maturation to a rate closer to humans. Caneen reach physical maturity by age 12 and can live 50 to 70 years.

**Alignment**. Most caneen strive to be good, and tend to benefit from the structure of a lawful lifestyle. However, there are also a number of infamously bad caneen.

**Size**: Caneen range in size based on their breed, ranging from 3 to 6 feet tall. Your size is Medium. You are Medium or Small. You choose the size when you select this race.

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

**Bite.** You can use your teeth to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. In addition, when you take the attack action in a turn you may make a bite attack as a bonus action.

**Keen** **Senses.** You have advantage on Wisdom (Perception) and Investigation (Intelligence) checks that rely on hearing or smell.

**Pack Minded.** You have advantage on saving throws against fear and charm effects if at least one of your allies is within 30 ft. of you.

**Colorblind.** You see in shades of gray and havedisadvantage on any checks that rely on color.

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

**Subrace**: Choose one of the following subraces:

### Racingheart

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

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

**Graceful Build.** You have proficiency in the Acrobatics skill.

**Chaser.** When an enemy within 5 feet of you leaves your threatened area you may use your reaction to move with them up to your speed. Once you use this trait you cannot use it again until you take a short or long rest.

### Wardingbite

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

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

**Ferocious.** You have proficiency in the Intimidation skill.

**Terrifying Bark.** You can let out a fierce bark that terrifies your foes. Choose a number of foes equal to your proficiency bonus to make a Charisma saving throw DC 8 + your proficiency bonus + your Charisma modifier. On a failure, the enemy gains the frightened condition. Once you use this trait you cannot use it again until you take a short or long rest.

### Hunterhund

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

**Natural** **Hunter.** You are proficient in the Survival skill.

**Relentless.** You move through difficult terrain made of non-magical plants and overgrowth without expending extra movement. You can also fit through any opening one size smaller than your size.

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

### Lappet

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

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

**Naturally** **Friendly.** You have proficiency in the Persuasion skill.

**Puppy** **Dog** **Eyes.** You can leverage your raw cuteness into a weapon. You know the friends cantrip. When you reach 3rd level you learn the charm person spell. When you reach 5th level you learn the suggestion spell. Charisma is your spellcasting ability for these spells. None of these spells require spell components when you cast them with this trait.

## Spriggant

The Spriggant are a race of love-lived, sentient plant creatures. Known for their wisdom and patience, they are fierce defenders of the natural world and its inherent beauty.

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

**Age**. Spriggants reach adulthood at 50 years old and can live thousands of years.

**Alignment**. Spriggant tend to mind their own business and lean toward neutrality and the natural world.

**Size**. Spriggants range from between 5 and 8 feet in height. Your size is medium.

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

**Plant.** Your creature type is plant, rather than humanoid.

**Natural Armo**r. Your bark is naturally resistant and can even be enhanced with armor. You gain a +1 bonus to Armor Class.

**Personal Growth**. Starting at 3rd level, you can cast the *enlarge/reduc*e spell on yourself. At 5th level, you can also cast the plant growth spell. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. None of these spells require spell components when you cast them with this trait.

**Natural Connection.** Due to your connection with nature, you gain proficiency with the Nature skill.

**Sunlight Powered.** Though you may eat and drink as normal, you also require exposure to sunlight. If you do not spend at least one hour per long rest in the sunlight you lose access to your Personal Growth feature. You can go without sunlight for a number of days equal to 3 + your Constituion modifier (minimum 1). Each day beyond this limit gives a level of exhaustion to you. One hour of sunlight exposure resets the count of days without sun to zero.

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

**Subrace.** Choose one of the following subraces:

### Oakheart

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

**Reaching Branches.** As a bonus action you can cause your limbs to grow, granting you a number of benefits. For one minute, you add 5 feet to your reach and speed. Once you use this feature you can’t use it again until you complete a short or long rest.

### Blooming

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

**Seductive.** You gain proficiency in your choice of the Deception or Persuasion skills.

**Alluring Perfume.** You exude a scent that lulls others under your sway. For the next minute, you can add your proficiency bonus to all Charisma skill rolls. If you are already proficient in a skill that relies on charisma, double your profanely bonus. Once you use this feature you can’t use it again until you complete a short or long rest.

### Thornmantle

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

**Spiky Skin.** Your skin is thorny or barbed to the touch. When someone hits you with a melee attack, you can use your reaction to force them to make Dexterity save with a DC equal to 8 + your proficiency bonus + Dexterity modifier. If they fail, they take 1d4+ your constitution modifier in piercing damage.

## Alfar

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

**Age**. Alfar mature and age at about the same rate as humans.

**Alignment**. Alfar delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.

**Size**. Alfar range from between 3 and 4 feet in height and have a squat build. Your size is medium.

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

**Celestial**. Your creature type is celestial, rather than humanoid.

**Hardy**. Your celestial physiology makes you immune to diseases.

**Impossible Stomach.** If you can fit it in your mouth, you can hold it in your stomach. As an action, you can swallow a nonliving object that weighs no more than 10 lbs. You can store a number of items equal to your proficiency bonus. As an action, you can retrieve one such stored item.

**Keen Hearing.** You gain advantage on Wisdom (Perception) checks involving sound.

**Party Animal.** You have proficiency in the Performance and you have proficiency with one musical instrument of your choice. For some reason, this is likely a saxophone.

**Traveler.** You have proficiency with all vehicle types.

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

## **Dreamborn**

The dreamborn are an ever-shifting people born from the minds of sleeping archmages, gods, and beings beyond comprehension. Dreamed into existence without a purpose, they search out meaning to define their strange, mercurial existence. Dreamborn can be chaotic or seek stability, but are rarely boring. Dreamborn excel wherever they may apply their vast and powerful imaginations, such as the mundane and arcane arts, or even on the battlefield.

### **Dreamborn Features**

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

**Age**. Dreamborn are not born, but instead come into being with a set of personality features and a few vague, foggy memories to guide their actions. While they may grow and change over their lives, they are considered adults from the moment they exist. Their lifespans are tied to the sleeping cycle of whatever being dreamed them into being, and as such may live anywhere from a few days to hundreds or thousands of years.

**Alignment**. Dreamborn are imaginative and passionate, and the unpredictable nature and duration of their lives drives many toward chaos. However, though the dreamborn are born from both sweet dreams and nightmares alike, there is no way to predict whether or not they will angle toward either evil or good. Many created by pleasant dreams embrace cruelty, and many born from nightmares seek out peace and compassion.

**Size**. Dreamborn run the gamut in size. They range from under 2 to over 7 feet tall and have any body type across the spectrum. Your size is Small or Medium, which you choose at character creation.

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

**Psychic Resilience**. You have resistance to psychic damage.

**Waking Life**. You are a walking, talking dream, and as such may wake up as a slightly different person each day. Whenever you suffer heights of emotion, be it good or bad, roll a d6. On a 1 or a 20, roll on the Waking Life Table below to see how your physiology reshapes according to your shifting energy. You may also choose to evoke this willingly before you sleep. All changes are cosmetic only and carry no racial bonuses, but may provide benefits to blend into certain groups. During this transformation, the dreamborn may also freely shift their body’s gender expression at will.

**Restful Rejuvenation**. You may nap during a short rest and regain an additional number of hit points equal to your Charisma modifier (minimum 1) for each Hit Dice you use to heal. In addition, when you long rest you regain an additional number of Hit Dice equal to your Charisma modifier (minimum 1).

**Severed from Dreams**. Dreamborn sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their dreamer while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like Dream, but not to spells and other magical effects that put you to sleep, like Sleep.

**Languages**. You can speak, read, and write Common and their dreamer’s language.

WAKING LIFE TABLE (1d20) TO BE REWORKED TO MAKE IT WEIRDER

Roll Result Effect

1-2 Your size changes from Medium to Small or vice versa, but the rest of your appearance does not change.

3 Your body reshapes itself into an elf or half elf, the race and subrace that you encountered before sleeping or met for the first time most recently.

4 Your body reshapes itself to appear younger. Roll 3d10 and subtract the result from how old your body would appear if it had a life span of 100 years, going no lower than around 10 years old. For example, if you appear to be a young adult of around 25 and rolled 13, you would now appear to be 12 years old. For longer-lived races, such as elves, you assume the appearance of someone at an equivalent age at that grander scale.

5 Your body reshapes itself to appear stronger. Your height increases by 2d12 inches and your weight increases by this number times (2d6) lbs.

6 Your body reshapes itself into a human.

7 Your body reshapes itself into a halfling, with the subrace being whichever you most recently encountered.

8-9 Your facial and hair style changes dramatically. You or the DM may choose these changes, or you may roll d100 and count the result in inches, with a 100 being bare skin or a bald scalp.

10-11 The color of your hair or eyes changes to a random color.

12 Your body reshapes itself into a dwarf, with the subrace being whichever you most recently encountered.

13 Your body reshapes itself to appear smaller. Your height decreases by 2d10 inches and your weight decreases by this number times (2d4) lbs, to the bare minimum for your body (see the Random Height and Weight chart on page 121 of the PHB).

14 Your body reshapes itself into a gnome, with the subrace being whichever you most recently encountered.

15 Your body reshapes itself into a tiefling or aasimar, depending on whichever you most recently encountered.

16 Your body reshapes itself into a half-orc.

17 Your body reshapes itself into a dragonborn, with your color type being whichever a dragonborn or dragon type you most recently encountered. If you have not, then it is the last color you saw before you slept.

18 Your body reshapes itself to appear older. Roll d100 and add the result to how old your body would appear if it had a life span of 100 years. For example, if you appear to be a teenager of around 16 and rolled 83, you would now appear to be 99 years old. For longer-lived races, such as elves, you assume the appearance of someone at an equivalent age at that grander scale.

19-20 Your body reshapes itself into a random form. Roll on to determine your new appearance as if you were the subject of the reincarnate spell.

#### Daydreamborn

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

**Charm Resistant**. You have advantage on saving throws against being charmed.

**Racing Mind.** Your base walking speed increases by 5 feet.

**Creative Minded.** You are proficient in an instrument of your choice as well as one of the following skills: Deception, Persuasion, Performance, or Sleight of Hand.

#### Nightmareborn

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

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

**Hidden Claws**. As a bonus action, you can borrow from the nightmares that spawned you to grow either claws or fangs, which are natural weapons which you can use to make unarmed strikes. If you hit with them, you deal slashing damage for claws or piercing damage for fangs, equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. These weapons last for one minute, or until you choose to end the effect early.

#### **Lucid One**

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

**Lucid Serenity**. You have advantage on saving throws against being charmed or frightened.

**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.

## **Amon**

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

**Age**. Amano mature slightly faster than humans, reaching adulthood around 16. Due to their wild, often violent lives, most Amano do not die of old age, but those who do live for a little over 100 years.

**Alignment**. Amano value self-expression and freedom above all else, which means that many live chaotic lives. While the amano as a people are very neutral in their ethics and cultural beliefs, their pursuit of freedom often twists into selfishness, and as such many amano are evil.

**Size**. Amano range from under 6 to over 8 feet tall and have large, muscular builds. Your size is Medium.

**Speed**. Your base walking speed is 35 feet.

**Darkvision**. Accustomed to the darkness of caves and night hunts, 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.

**You’re It**. When an enemy leaves your range you may use your reaction to move with them up to your Speed without provoking opportunity attacks. You may use this ability a number of times equal to your proficiency each short or long rest.

**Strong Grip**. You can use melee weapons with the two-handed property in one hand as long as they do not also have the reach property.

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

**The Bigger They Are**. You love taking on targets larger than yourself. Whenever you drop a target larger than yourself to 0 hit points you gain 1d6 temporary hit points. These hit points last until your next short rest.

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

### **Akki**

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

**Strong Body.** You gain proficiency in the Athletics skill.

**Hot Blooded.** When you are struck with a critical hit that does not drop you to 0 hit points, you may use your reaction to make an immediate attack against the source of this damage. You may use this ability a number of times equal to your proficiency each short or long rest.

### **Nagai**

Blue skinned Amon tend to be more cold and calculating than their red cousins, sticking to shadows and

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

**Skuker**. You gain proficiency in the Stealth skill.

**Cold Blooded.** When an allied creature you see is dropped to 0 hit points you may choose to gain advantage on your next attack roll. You may use this ability a number of times equal to your proficiency each short or long rest.

## Gammoran

The cactus people of Appesh have a long and storied history.

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

**Age**. Gammorans reach maturity at the end of one year but may live

**Alignment**. Gammorans are perhaps the chillest beings on Ylos. As such, they tend toward neutrality and like to stay out of everyone's business.

**Size**. Gammorans range between 2 1/2 and 5 feet in height. Your size is Small.

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

**Languages**. You can understand, read, and write Common and one other language, but you cannot speak. You can also communicate in Gammoran, a strange language made of squeaks and nonverbal sounds made by moving your internal fluids.

**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.

**1,000 Needles**. As part of the attack action you can sprout razor sharp needles on your limbs for self defense. These needles deal 1d6 piercing or poison damage (your choice) plus your Strength and have the finesse property. As your attack action you can use these needles to deliver Melee Attacks or you can fire your needles as a Ranged Melee Attack with a range of 40/80 that ). If your class have multiple attacks you can use this feature as many times as you have attacks.

**Desert Mystic**. Starting at 3rd level, you can cast the *pass without trace* on yourself. At 5th level, you can also cast the *wall of sand* spell. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. None of these spells require spell components when you cast them with this trait.

**Heat Resistant.** You have resistance to fire damage.

**Nonverbal Communication.** Despite not having lips or a mouth, you can make yourself understood by any creature that speaks a language. However, you only understand the languages you know.

**Prickly Skin.** You have advantage on Acrobatics or Athletics checks related to grappling.