Races

An individual's ancestry is oftentimes referred to as their race, granting them common physical characteristics to their species, alongside a set of skills or abilities ingrained in them by their genetics or culture. All races have the following qualities.

**Hit Points:** The Amount of HP the race starts with at level 1

**Base Speed:** The distance a member of the race can move when taking the stride action. The most basic form of movement.

**Ability Boosts:** A series of bonuses and penalties to particular ability scores. A 'Free' bonus refers to a bonus that can be applied to an ability score of the player's choosing, so long as it is not one of the ability scores already granted a bonus by the race.

**Racial Features:** Special passive or active abilities unique to the race, described in each race's entry.

## Human

Hit Points: 8

Base Speed: 25 Feet

Ability Boosts: Two separate +2 Free boosts.

Racial Features: Select two of: Cooperative Nature, General Training, Natural Ambition or Natural Skill

## Kaelensia

### Lupine

Hit Points: 8

Base Speed: 25 Feet

Ability Boosts: +2 Strength, +2 Constitution +2 Free. -2 Intelligence

Racial Features: **Golden Eyes:** You are immune to the blinded condition.

**Keen Senses:** You gain a +2 Racial Bonus to the Perception skill. This bonus is tripled for perception checks relying on your sense of smell.

**Lupine Instinct:** When reduced to 50% of their maximum hit points or fewer, Lupines gain +3 resistance to physical damage types, and a +3 racial bonus to damage rolls made with melee weapons or unarmed attacks.

### Corbie

Hit Points: 6

Base Speed: 25 Feet Overland, 35 Feet Flying

Ability Boosts: +2 Dexterity, +2 Free. -2 Constitution

Racial Features: **Golden Eyes:** You are immune to the blinded condition.

**Keen Senses:** You gain a +2 Racial Bonus to the Perception skill. This bonus is tripled for perception checks relying on your sense of sight.

### Phenex

Hit Points: 6

Base Speed: 25 Feet Overland, 25 Feet Flying

Ability Boosts: +2 Constitution, +2 Wisdom, +2 Free. -2 Dexterity

Racial Features: **Golden Eyes:** You are immune to the blinded condition.

**Keen Senses:** You gain a +2 Racial Bonus to the Perception skill.

**From the Ashes:** Once per rest, you may Regain 25% of your maximum hit points as a reaction to being reduced to 0 hit points.

### Felidae

Hit Points: 6

Base Speed: 30 Feet Overland

Ability Boosts: +2 Strength, +2 Dexterity, +2 Free. -2 Constitution

Racial Features: **Golden Eyes:** You are immune to the blinded condition.

**Keen Senses:** You gain a +2 Racial Bonus to the Perception skill. This bonus is tripled for perception checks relying on your sense of smell.

**Felidae Instinct:** When Reduced to 50% of their maximum hit points or fewer, Felidae gain incredible speed. Increasing all of their speeds by 10+ feet, and gaining advantage on reflex saving throws.

### Grimalkin

Hit Points: 6

Base Speed: 30 Feet Overland

Ability Boosts: +2 Intelligence, +2 Wisdom, +2 Free. -2 Constitution

Racial Features: **Golden Eyes:** You are immune to the blinded condition.

**Keen Senses:** You gain a +2 Racial Bonus to the Perception skill. This bonus is tripled for perception checks relying on your sense of smell.

**Felidae Instinct:** When Reduced to 50% of their maximum hit points or fewer, Felidae gain incredible speed. Increasing all of their speeds by 10+ feet, and gaining advantage on reflex saving throws.

### Leporidae

Hit Points: 8

Base Speed: 25 Feet Overland

Ability Boosts: +2 Strength, +2 Dexterity, +2 Free. -2 Intelligence

Racial Features: **Golden Eyes:** You are immune to the blinded condition.

**Keen Senses:** You gain a +2 Racial Bonus to the Perception skill. This bonus is tripled for perception checks relying on your sense of hearing.

**Rabbit Foot:** Your horizontal Leap distance is equal to your Speed, instead of the normal Leap formula, and your vertical leap distance is equal to half of your speed. Your Long and High jump distances are instead your normal leap distances plus five times your strength modifier, and are not capped by your speed. When you Leap in combat, you do not trigger reactions from leaving your space.

### Heron

Hit Points: 6

Base Speed: 25 Feet Overland, 25 Feet Flying

Ability Boosts: +2 Wisdom, +2 Charisma, +2 Free. -2 Strength

Racial Features: **Golden Eyes:** You are immune to the blinded condition.

**Keen Senses:** You gain a +2 Racial Bonus to the Perception skill.

**Heavenly Voice:** Your magic can ring out even when your voice is stolen away. Once per rest, you may cast a spell that has the verbal component as if it lacks said component. Additionally, you have a +2 Racial Bonus to the Performance skill.

**Ancient Song:** A song spoken of through time. Once per rest, you may use the Ancient Song action.

## Corrupted

### Umbral

Hit Points: 8

Base Speed: 25 Feet

Ability Boosts: +2 Dexterity, +2 Intelligence +2 Free. -2 Charisma

Racial Features: **Darkvision:** Accustomed to the shadows, you can see in unlit conditions as well as you could in fully lit conditions. Though only in black and white.

**Fade Out:** During the night time, or in unlit conditions, enemies have a -2 penalty to attack rolls made against you.

**Noctis Arcana:** At night, or in unlit conditions, you may cast spells of up to 2nd level without consuming a spell slot, an amount of times equal to 1/4 of your level, rounded up per rest.

### Shaitan

Hit Points: 10

Base Speed: 25 Feet

Ability Boosts: +2 Strength, +2 Constitution, +2 Free. -2 Charisma

Racial Features: **Mind Scorch:** Your obliterated psyche is rendered nearly immune to mental assault. You are immune to Charm effects and the Frightened condition.

**Dark Claws:** Your shadowy claws are powerful, yet cumbersome, and grant the following effects: +2 damage to melee attacks, your unarmed attacks deal 1d6 piercing damage instead of 1d4 bludgeoning. You suffer a -2 penalty to attacks with ranged weapons. Furthermore, you deal piercing damage equal to your strength modifier to targets you successfully grapple.

### Oracle

Hit Points: 8

Base Speed: 25 Feet

Ability Boosts: +2 Wisdom, +2 Free.

Racial Features: **Preordinance:** Flashes of the future warn you of danger, you gain a +5 racial bonus to initiative rolls, and are immune to being surprised. Furthermore, you can cast the spell Augury up to a number of times per rest equal to half of your character level, rounded up. Your variant of Augury can predict events up to 24 hours in the future.

**Shortsighted:** You gain a +2 bonus to attacks made within 5 feet of your target, and suffer a -2 penalty to attacks made from 10 feet away or more.

### Papillion

Hit Points: 8

Base Speed: 25 Feet

Ability Boosts: +2 Intelligence, +2 Dexterity, +2 Free. -2 Constitution

Racial Features: **Illusion Wing:** You are predisposed to Illusion magic. You learn one Illusion Cantrip and one 1st level spell with the Illusion tag, both of which can be cast using your Intelligence modifier. Your 1st level Illusion spell may be cast twice per rest. Furthermore, creatures suffer a -2 penalty to their saving throws against spells with the illusion tag cast by you.

**Invite Insanity:** Once per rest, you may use the Invite Insanity action.

### Theno

Hit Points: 8

Base Speed: 25 Feet Overland, 20 Feet Swimming

Ability Boosts: +2 Dexterity, +2 Charisma, +2 Free. -2 Wisdom

Racial Features: **Deep Diver:** Used to subaquatic living, you are capable of holding your breath for a number of hours equal to your constitution modifier. (Minimum 1)

**Voice of the Depths:** Theno are legendary for their singing. You gain a +2 Racial bonus to the performance skill. Furthermore, you may cast the spells Command and Enthrall once per rest each, using your class DC for their saving throws.

## Ancients

### Vampire

Hit Points: 8

Base Speed: 25 Feet

Ability Boosts: +2 Intelligence, +2 Charisma +2 Free.

Racial Features: **Darkvision:** As a creature of the night, you can see in unlit conditions as well as you could in fully lit conditions. Though only in black and white.

**Stillness, Darkness:** You are a rightfully feared denizen of the night. You qualify as undead for the sake of any relevant effects, are harmed by positive energy, and healed by negative energy. This includes being harmed by healing magic and healing potions, but not by medical treatment. Furthermore, you are vulnerable to Good damage and invulnerable to Evil damage, regardless of your actual alignment.

**Silvermists:** An occult mist that regenerates the undead. By using one action, you can regenerate 2d8 hit points. Using Silvermists 3 times inflicts you with the 'dark hunger' status, as per Sanguine Crest. Resting does not reset the Silvermist counter.

**Sanguine Crest:** Vampires must absorb focus to survive. Most often, through blood. You must consume roughly four ounces of blood each day. The blood of animals shall not suffice, for it must contain focus. Failing to do so on any given day shall inflict you with the **'Dark Hunger**' status, which has the following effects:

1. You suffer disadvantage to attack rolls and skill checks while exposed to sunlight or running water, including rainfall.
2. Positive or Good damage dealt to you is rolled with advantage.
3. You are rendered **blind** and **sickened 4** when within 5 feet of a clove of garlic or Mercalan crucifix.

Consuming four ounces of blood or more immediately removes the Dark Hunger effect, and resets the Silvermist counter.

**Fasting Vampire**: Some vampires manage to suppress their hunger for a time, though doing so is far from healthy, and may eventually kill them. A vampire who has not consumed blood for fourteen days or more is no longer treated as having Darkvision, Silvermists, Sanguine Crest, or Dark Hunger.

### Elf

Hit Points: 8

Base Speed: 25 Feet

Ability Boosts: +2 Dexterity, +2 Wisdom +2 Free. -2 Strength

Racial Features: **Healer's Legacy:** Your people have a legacy of medicine. You are considered trained in the Medicine skill, and have a +2 Racial bonus to it. When you restore hit points to a creature through Treat Wounds or a magical healing effect, you roll twice and take the higher result.

**Ancestral Longevity:** Your timeless lifespan leaves you ample time to pick up new skills and hobbies. You gain a 1st or 2nd level general/skill feat. While you do not need to meet the feat's level requirements, you do need to meet it's other prerequisites.

### Zeran

Hit Points: 8

Base Speed: 25 Feet

Ability Boosts: Two separate +2 Free boosts.

Racial Features: **Crown of Heaven:** The horns that protrude from your head are quite sensitive to the flow of magic. You gain the Detect Magic cantrip.

**Superiority:** An intimidating air of supremacy that borders on the mystical. You gain a +2 Racial Bonus to the intimidation skill. As well as the Intimidating Glare general feat.

### Lich

Hit Points: 2

Base Speed: 25 Feet

Ability Boosts: +4 Intelligence, -2 Strength, -2 Constitution

Racial Features: **Arcane Order:** Any successful lichdom ritual must be so stable that it has mystical qualities of Law. You do not take additional damage from critical success or critical failure related effects. Other effects related to critical successes and failures may still effect you, however. Furthermore, you are invulnerable to Law damage, and vulnerable to Chaos damage, regardless of your actual alignment.

**Magia Detremus:** As a being comprised of arcane energy, your pool of mystical focus far outstrips that of any mortal. You have an additional spell slot of every spell level you have access to.

### Reaper/Apertaurus

Hit Points: 8

Base Speed: 25 Feet

Ability Boosts:

* **Reaper:** +2 Constitution, +2 Wisdom, +2 Free, -2 Charisma
* **Apertaurus:** +2 Strength, +2 Constitution, +2 Free, -2 Charisma

Racial Features: **Macabre Culture:** The mechanics of death is the trade of your people. You have advantage on Occultism checks related to spirits, Lazarus, incorporeal undead, and the mechanics of death in general. Furthermore, you have a +2 Racial Bonus to the Occultism skill.

**Soul Guide:** Your people have taken it upon themselves to guide the dead to rest. At times, that requires violence. When you deal damage to incorporeal undead, roll the damage twice and take the greater result.

**Reaper's Affinity:** Your people are naturally adept at the use of weapons forged from the remains of the departed, particularly Polearms. When wielding a weapon from the polearm or spear weapon group crafted in part from the remains of a dead creature, you may add half of your wisdom modifier (rounded down) To your attack and damage rolls. Apertaurus instead have an equivalent feature, '**Apertaurus Affinity**' which is identical, but applies only to weapons of the axe weapon group. You may declare that any weapons you begin the game owning are made of a creature's remains.

## Serpentkind

### Glykin

Hit Points: 8

Base Speed: 25 Feet

Ability Boosts: +2 Constitution, +2 Free

Racial Features: **Golden Blood:** Your divine blood promotes supreme health, rendering you immune to all poisons and diseases. Additionally, vampires find your blood toxic, and will take 2d8 Good damage if they attempt to consume it.

**Supreme Regeneration:** Another feature of your divine blood allows you to regenerate from nearly any wound with astonishing speed. You passively regenerate 1 hit point per minute. Once per rest, you may increase this healing to 1d4 hit points per round for one minute as a free action.

### Wyverntouched

Hit Points: 8

Base Speed: 25 Feet

Ability Boosts: +2 Strength, +2 Charisma, +2 Free, -2 Wisdom

Racial Features: **Venom Drive:** Poison in your veins acts like a stimulant. While poisoned, you receive a +4 racial bonus to your strength score. Furthermore, you gain a +2 racial bonus to saving throws against poison, and when you succeed at a saving throw to cure yourself of poison, you may instead elect to maintain it at it's current stage of intensity.

**Venom Child:** Befitting of their heritage, Wyverntouched have several of the abilities of true Wyverns. You gain the Poison Bite and Absorb Poison racial actions, which may be used without limit.

### Hyattr

Hit Points: 8

Base Speed: 25 Feet Overland, 20 Feet Flying

Ability Boosts: +2 Strength, +2 Constitution, +2 Free, -2 Charisma

Racial Features: **Fire Breath:** Like the great dragon Hyatt, you can exhale terrible jets of flame. You are able to use the Fire Breath racial action without limit.

### Naga

Hit Points: 10

Base Speed: 20 Feet

Ability Boosts: +2 Dexterity, +2 Intelligence, +2 Free, -2 Charisma

Racial Features: **Wrap:** You can use your tail to grapple targets, even when both of your hands are occupied. Furthermore, when you roll to grapple, you take a result one stage better than what you actually rolled. (So a Success becomes a Critical Success, and so on)

**Coil:** You may use a single action to coil your body into a tight, defensive posture, granting a +2 circumstance bonus to your armor class until the start of your next turn. While coiled this way, your speed is treated as 0, and you suffer disadvantage on reflex saves.

## Other

### Mechanation

Hit Points: 8

Base Speed: 25 Feet

Ability Boosts:

* Standard: +2 Constitution, +2 Free
* Agile: +2 Dexterity, +2 Free
* Cabal: +2 Intelligence, +2 Free
* Raid: +2 Strength, +2 Free

Racial Features: **Artificial Body:** You were likely built to purpose, and your inorganic design leaves room for a number of modular improvements. Select two Mechanation Modules from the provided list.

**Mechanical Strength:** Your body does not tire like that of a flesh and blood mortal. Your carrying capacity limit is equal to 5 + Twice your strength modifier instead of the usual formula.

### Redtail

Hit Points: 8

Base Speed: 25 Feet

Ability Boosts: Dexterity +2, Charisma +2, Free +2, Intelligence -2

Racial Features: **Exceptional Luck:** The dice always seem to land in your favor, not that the outcomes of events are decided by dice. When you roll a 1 on a d20 roll you may reroll the d20 one time. You may use this ability twice per rest.

**Fortune Cookie:** Like many of your people, you have an almost supernatural inclination to baking fortune cookies. You carry a basket of them where you go, and by using a single action, you may snack on one of them to gain a random effect, good or bad. Roll 1d4.

* 1: Your next three d20 rolls are rolled with disadvantage.
* 2: You are sickened 3, reducing the outcomes of your d20 rolls by 3. The level of sickened reduces by 1 every round.
* 3: You are blessed 3, increasing the outcomes of your d20 rolls by 3. The level of blessed reduces by 1 every round.
* 4: Your next three d20 rolls are rolled with advantage.

### Doriad

Hit Points: 8

Base Speed: 25 Feet

Ability Boosts: Constitution +2, Wisdom +2, Free +2, Intelligence -2

Racial Features: **Aspect of Nature:** Your connection to nature can take many potential forms. Select two Wild Growths from the provided list.

**Wild Walk:** As personifications of the forests, it stands only to reason that the Doriad may navigate it as simply as a human navigates an open road. You ignore rough terrain effects while in forested areas. Additionally, you gain a +2 Racial Bonus to the Nature skill.

### Dullahan

Hit Points: 10

Base Speed: 20 Feet

Ability Boosts: Strength +2, Constitution +2, Free +2, Wisdom -2

Racial Features: **Immortal Shell:** Your 'body' does not possess many of the weaknesses of mortal flesh. Nor many of the advantages...Dullahan have the following qualities.

* You qualify as undead for the sake of relevant effects. This includes being harmed by positive energy, and healed by negative energy.
* You cannot be healed by the 'treat wounds' action. However, you can be healed by the 'repair' action, as if you were an item.
* You cannot imbibe potions.
* You are immune to poisons and diseases.
* Once per Rest, you may downgrade a critical success made against you into a success.

**Soul Armor:** While most wear armor to protect their frail inner body, you have no inner body to protect. You gain a +1 Racial Bonus to Armor Class, and are trained in heavy armor. Whenever your class would gain a proficiency rank in any type of armor, you gain the same rank in heavy armor. You are unable to 'wear' any type of armor except heavy armor.

### Omina

Hit Points: 8

Base Speed: 25 Feet

Ability Boosts: Dexterity +2, Intelligence +2, Free +2, Charisma -2

Racial Features: **Fortune Vacuum:** Your very existence drains fortune from those around you, often without your conscious intervention. When you roll initiative, a creature within 30 feet of you is randomly selected. The first critical success this creature achieves during combat is downgraded into a critical failure.

**Omina's Curse:** At times, however, the Omina may intentionally share their curse with those they deem deserving of it's misfortune. You gain the Omina's Curse action.

## Homunculi

### Salamandra

Hit Points: 6

Base Speed: 25 Feet

Ability Boosts: Strength +2, Charisma +2, Free +2, Wisdom -2

Racial Features: **Homunculi Physique:** Your artificial form is less receptive to medicine, yet more sensitive to the flow of magic. When you are healed, you restore 2 fewer hit points per healing die. You gain an additional spell slot of 1st and 2nd level.

**Wyvern Assimilation:** The wyvernic blood that was involved in your creation affords you a poison resistance. You gain a +2 racial bonus to saving throws against poison.

**Salamandra Flame:** You conjure flame indicative of your artificial heritage. You gain the Salamandra Flame action, which can be used three times per rest. Furthermore, you deal +2 additional fire damage whenever you deal fire damage from spells or Salamandra Flame.

### Amalgama

Hit Points: 6

Base Speed: 25 Feet

Ability Boosts: Strength +2, Intelligence +2, Free +2, Wisdom -2

Racial Features: **Homunculi Physique:** Your artificial form is less receptive to medicine, yet more sensitive to the flow of magic. When you are healed, you restore 2 fewer hit points per healing die. You gain an additional spell slot of 1st and 2nd level.

**Amalgama Mutation:** Your chaotic body is constantly shifting and mutating, for better or worse. When you make your daily preparations at the end of a rest, you roll 3d6 to determine which of your ability scores mutate. The first two scores increase by +4, the third score decreases by -4. These changes are temporary, and future mutations derive from your 'base' ability scores.

1. Strength
2. Dexterity
3. Constitution
4. Intelligence
5. Wisdom
6. Charisma

Furthermore, your 'soul' being what amounts to a formless aspect of chaos leads you to be vulnerable to Law damage and invulnerable to Chaos damage, regardless of your actual alignment.

### Chimera

Hit Points: 6

Base Speed: 25 Feet

Ability Boosts: Dexterity +2, Constitution +2, Free +2, Charisma -2

Racial Features: **Homunculi Physique:** Your artificial form is less receptive to medicine, yet more sensitive to the flow of magic. When you are healed, you restore 2 fewer hit points per healing die. You gain an additional spell slot of 1st and 2nd level.

**Chimera Evolution:** Your form shifts and evolves as you imbibe the genetic information of new kinds of creatures. Select two Chimera Evolutions from the provided list.