Schism: Playable Races

## Human and half-humans

### Humans

Humans remain one of the most common people in Pelys and the most numerous group of immigrants, though their numbers have severely diminished since the Anansian Schism began. They represent a number of cultures and ethnic groups which cannot be easily grouped except by their human nature, in that they are defined as being not inherently magical nor originating with magic. Humans rely on their communities and relationships for success, which enables them to live out their ambitions and use a society to ensure their longevity.

***Ability Score Increase***. Your Constitution increases by 2, and two ability scores of your choice increase by 1.

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

***Religion***. Humans have a wide range of religions, with most from the region belonging to an Abrahamic religion, especially Christianity.

***Alignment*.** Humans historically have been lawful, yet in recent centuries have become more chaotic. The best and the worst are found among them, though humans left to their own inhibitions will fall into evil.

***Size*.** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.

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

***Languages***. You know three languages of your choice.

***Apprenticeship***. You can choose one additional skill of your choice from your class.

***Mother Tongue***. You can learn a new dialect or a new language in half the required time and half the required resources.

***Ethnic Immunity***. You roll advantage on all saving throws against disease.

***Beginning Feat***. You can choose one feat from the Feat List.

### Half-elf

The children of humans and elves are more readily embraced by human societies than elven societies. Nonetheless, many struggle with their identity and will not have a single place or tradition to call their own. Though they are drawn by their human nature to seek meaningful relationships and the lure of higher goods, being part elf means that they feel drawn to the natural world more than the heavens.

***Ability Score Increase**.* Your Charisma increases by 2, and two ability scores of your choice increase by 1.

***Age*.** Half-elves 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.

***Religion***. Half-elves typically belong to the religion of their fathers, most often an Abrahamic religion if they dwell in human regions.

***Alignment*.** Often chaotic, but tend equally towards good or evil.

***Size*.** Half-elves are typically slender and range from 5 feet up to 6 feet tall. Your size is Medium.

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

***Languages***. You know Elvish and two other languages 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 cannot discern color in darkness, only shades of grey.

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

***Apprenticeship***. You can choose one additional skill of your choice from your class.

***Limited Feat***. You can choose one feat from the Feat List, so long as the feat itself includes an ability score bonus with it.

### Half-orc

Orcs will most typically raise the offspring of their kind and humans, though their status among other peoples takes a frequently negative tone and as such half-orcs will never cease in striking out their own claim. This orc-inherited desire to possess and overcome independently must coexist with their human needs for connection and honor.

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

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

***Religion***. Half-orcs usually belong to the religion of their fathers, most often Orcus worship if they dwell in Orcish regions.

***Alignment*.** Most often chaotic, half-orcs rarely end up aligned with the good.

***Size*.** Half-orcs have a wide build and go from 5 feet to well over 6 feet tall. Your size is Medium.

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

***Languages***. You know Orcish 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 cannot discern color in darkness, only shades of grey.

***Menacing***. You are proficient with the Intimidation skill.

***Relentless Endurance***. When you are reduced to 0 hit points, but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

***Savage Attack***. 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. This increases by one damage die for every lingering injury you currently have.

***Limited Feat***. You can choose one feat from the Feat List, so long as the feat itself includes an ability score bonus with it.

### First-folk

Before the Deluge, humans were much larger, longer-lived and intimately tied to the world around them. Though humans today are quite different, the patriarchs of nations sometimes bear resemblance to these first-folk. At their very core, the first-folk feel washed away, misunderstood and displaced permanently in such a way that cannot be tamed even for a moment.

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

***Age*.** As humans of a heroic age, first-folk have long lifespans, reaching adulthood around 30 living up to 500 years.

***Religion***. Almost all first-folk belong to a form of Monadine religion, especially that of the *uberelfen*.

***Alignment*.** Typically chaotic, first-folk tend towards neutrality.

***Size*.** First-folk 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 understand Low Giant, Low Elvish, and two additional languages of your choice.

***Speech of Beast and Leaf***. You have the ability to communicate with 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.

***Keepers of the Faith***. 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 use this trait again until you finish a short or long rest. When you use this version of *disguise self*, you can appear up to three feet shorter.

***Hidden Step***. As a bonus action, you can 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 cannot do so 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, and pull.

### Half-men

A promise at the beginning of written history was given to a strictly devout man named Bottleboots, whose confidence in the everlasting promise is upheld by his children until the end of days. They enjoy simplicity, poverty and clarity as an innate part of their sense of self.

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

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

***Religion***. A vast majority of half-men adhere to the religion of Bottleboots, an ancient form of pseudo-Christian ritualism.

***Alignment*.** Most half-men are lawful good. They rely strongly on their traditions and take their righteousness seriously.

***Size*.** Half-men average about 4 feet tall and weigh about 60 pounds. Your size is Small.

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

***Languages***. You know all dialects of Halfling as well as one language of your choice..

***Divine Favor***. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

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

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

***One Step Ahead***. You can use your reaction to make the initiative count for your bonus action 1, granted that it is not a weapon or spell attack.

#### Ramblers

Half-men from the deserts hold to the strictest clan structures while adding to their traditions in ways to accentuate them, including the derivation of festivals from their shared history.

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

***Step and a Half***. Your walking speed is 30 feet.

***Bountiful Fortune***. When an ally within 30 feet of you rolls a 1 on the d20 for an attack roll, ability check, or saving throw, you can use your reaction to let them reroll the die. Your ally must use the new roll.

#### Tip-Toers

Those half-men that live on the edges of more civilized societies greatly distrust outsiders and as such walk among their taller relatives with a discerning perspective. Few if any leave their tribe of origin, as for these half-men, life is tied to a harsh yet mystical interpretation of their religion.

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

***Disappearing Act***. You can take the Hide action even when you are only obscured by half-cover or a creature at least one size larger than you.

***Deadly Arts**.* You gain proficiency with the poisoner's kit.

#### Standers

For the half-men who wander by the coasts and the mountains, the only wise course of action is keeping strict to the laws set forth by their ancestors. Anything additional is suspect, anything less is exile. Life is tribe, and tribe is forever.

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

***Stout Resilience***. You roll advantage on savings throws against being poisoned, and have resistance to poison damage.

***Immunity***. You are immune to all diseases.

### Lilithids

Primeval sins led to the creation of a cold and cruel people whose thinking reflects a will to power and incapability of empathy. Their inversion of virtue and vice appropriately lead to a distinctly unstable society, and though they claim a shared heritage with the mysterious figure known as Lilith, they owe little to one another.

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

***Age*.** Lilithids mature at the same rate as humans and have lifespans similar in length to theirs, though they usually enhance it through magic.

***Religion***. Inheriting beliefs from primordial and twisted ritual religions, they most often follow an ancestor worship of the spirit Lilith.

***Alignment*.** Devoid of emotion, they most often become neutral evil.

***Size*.** Lilithids match humans in average size and weight. Your size is Medium.

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

***Languages***. You know Draconic, Infernal and two languages 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 cannot discern color in darkness, only shades of grey.

***Serpent Affinity***. You can cast *animal friendship* at will, but only with snakes.

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

***Legacy of the Asp***. You know the *poison spray* cantrip. Starting at 3rd level, you can cast *suggestion* with this trait. Once you use this trait, you cannot do so again until a short or long rest. Charisma is your spellcasting ability for this trait.

### Changeling

At birth, a humanoid child may be cursed as a changeling for malignant purposes on behalf of a fallen spirit, to be an agent of discord and scandal. The struggles of men with error and failure plague the changeling all the more, added to their universal knowledge and commensurate discomfort with their own existence. Many follow their intended end, but the longing for salvation never quite ends either.

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

***Age*.** Changelings mature at the same rate as humans, though they live a few decades longer.

***Religion*.** Knowing their nature intimately, changelings almost always practice occultism.

***Alignment*.** Changelings have an innate tendency to be evil by right of their creation, and rarely adhere to a lawful nature.

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

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

***Languages***. You know all dialects of Infernal and one additional language of your choice.

***Darkvision***. Your infernal heritage gives you superior vision in dark or dim light 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 cannot discern color in darkness, only shades of grey.

***Infernal Body***. Your veins runs thick with blood and brimstone, meaning that you have resistance to fire damage and roll advantage to acclimate to warm weather.

***Changeling***. 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.

#### Superbia

The children of arrogance who become capable to their own destruction. *Your flaw is related to an inflated sense of self-importance.*

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

***Dark Hubris***. You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *hellish rebuke* spell as a 2nd-level spell once with this trait and regain the ability to cast this spell after a long rest. When you reach 5th level, you can cast the *darkness* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

#### Vanagloria

All material things are vain things, and so obsession with the material is obsession with nothing. *Your flaw is related to worldly pursuits.*

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

***Passing Vapor***. You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *searing smite* spell as a 2nd-level spell once with this trait and regain the ability to cast this spell after a long rest. When you reach 5th level, you can cast the *warding wind* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

#### Avaritia

Desires born of perverse longing can never be fulfilled, for the longing is for its own sake. *Your flaw is related to a need for glory and honor.*

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

***Vanishing Desire***. You know the *mage hand* cantrip. When you reach 3rd level, you can cast the *comprehend languages* spell once with this trait and regain the ability to cast this spell after a long rest. When you reach 5th level, you can cast the *invisibility* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

#### Invidia

Envy and its sisters create lasting wounds upon all it involves. *Your flaw is related to jealousy or cruelty.*

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

***Smoldering Hatred***. You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *witch bolt* spell as a 2nd-level spell once with this trait and regain the ability to cast this spell after a long rest. When you reach 5th level, you can cast the *magic aura* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

#### Torporem

When a heart fades without hope, it brings the body and soul with it. *Your flaw is related to* *fatigue or melancholy.*

***Ability Score Increase***. Your Constiution increases by 1.

***Cold Despair***. You know the *ray of frost* cantrip. When you reach 3rd level, you can cast the *armor of Agathys* spell as a 2nd-level spell once with this trait and regain the ability to cast this spell after a long rest. When you reach 5th level, you can cast the *arcane lock* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

#### Iracundia

That a will becomes dark consumes the eye and the body in flame. *Your flaw is related to anger and* *lust.*

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

***Consuming Wrath***. You know the *infestation* cantrip. When you reach 3rd level, you can cast the *burning hands* spell as a 2nd-level spell once with this trait and regain the ability to cast this spell after a long rest. When you reach 5th level, you can cast the *dust devil* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

### Triton

The new inhabitants of the underwater First City dwell in the farthest reaches of the ocean still, alien to the surface in ways beyond their environment. The tritons hold to a way of life that seeks to define things wordlessly and without interpreting them, making them a quiet and introspective people with wildly creative yet difficult ideas.

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

***Age*.** Tritons reach maturity around age 15 and can live up to 200 years.

***Religion***. Tritons have a systemic ethnic religion frequently called Underlore.

***Alignment*.** Tritons adhere to strong principles and oaths, often as lawful good despite the abyss' favor on them.

***Size*.** Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.

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

***Languages***. You know Aquan Primordial and one additional language of your choice.

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

***Control Air and Water***. A child of the sea, you can call on the magic of elemental air and water. You can cast *fog cloud* with this trait. Starting at 3rd level, you can cast *gust of wind* with this trait, and starting at 5th level, you can also cast *wall of water* with it. Once you cast a spell with this trait, you cannot use it again until you finish a long rest. Charisma is your spellcasting ability for this trait.

***Emissary of the Sea***. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas to any beast that breathes water. They can understand what you are communicating to them, but you have no special ability to understand them in return.

***Ruler of the Depths***. You are adapted to even the most extreme deep ocean environments. You are immune to cold damage, and ignore any drawbacks of a deep, underwater environment.

#### Achaen

The Achaens lived very close to the shoreline, in fact relying on resources from the surface world in order to survive. They move between islands in a circuit with the seasons, and know their place among the sea and land.

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

***Mastery of Land and Sea***. You know the *shape water* cantrip and the *mold earth* cantrip.

#### Mirian

Unlike the other Tritons, the Mirians don't have strict migration patterns, only moving into lesser depths as upwelling declines, and returning to their preferred depths when the upwelling returns. They live in caves and coral overhangs, and have more adept senses.

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

***Keen Senses***. You are proficient in the Perception skill.

***Children of Coral***. You are resistance to poison damage, and roll advantage against being poisoned.

#### Pelagian

In the open and bottomless sea, the Pelagians thrive where little else can even find food or respite in the open blue waters. They follow the migration patterns of whales, who are their own beasts of burden.

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

***Constant Swimmers***. You are proficient in the Athletics skill.

***Water Camouflage***. You roll advantage on Dexterity (Stealth) checks made to hide while underwater.

#### Milettian

The Tritons that lived in the deepest zones of the Atlantic Ocean were the Milettians, who thrived where even light did not dare to go.

***Ability Score Increase***. Your Constitution 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. You cannot discern color in darkness, only shades of grey.

***Life Under Pressure***. You have resistance to force damage.

## Elfen kind

### True elves

The so-called true elves are those children of human and fey that survived the Deluge under the legendary King Sigir. They comprise the former Houses of Priamer, Rheanone and Hyperion, broken up further by their subordinate patriarchs of origin; the surface-dwelling elves are called *uberelfen* and the subsurface elves *unterelfen*. Elves are radically individualist with little perceived as owed to any but themselves, and their sense of self is far from simple. They naturally treasure the unexpressed and the unfulfilled, and the concept of a common good is a foreign one.

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

***Age*.** Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 700 years old.

***Religion***. True elves follow a form of Monadine philosophy that resembles religious practice, with dark elves practicing a more occult form of the same philosophy.

***Alignment*.** True elves live without strong traditions and though some are good, will more predictably fall into evil.

***Size*.** Elves range from under 5 and rarely up to 6 feet tall and have very slender builds. Your size is Medium.

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

***Languages***. You know all dialects of Elvish and one additional language of your choice.

***Darkvision***. Accustomed to twilit forests and the night sky, you have superior vision in dark areas. 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 cannot discern color in darkness, only shades of grey.

***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.

***Natural Ascetic***. You roll advantage on Constitution saving throws against exhaustion caused by a lack of food, water, or air.

***Trance***. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, your dreams can foretell portents and depending on your age can help you relive past lives. While resting in this way, you gain the same benefits of a long rest.

#### Arpriamer, the high elves

These are the indirect descendants of the Priamer who either fled to the West (sun) or the East (moon) during the Culling. They regardless make up the greatest of the former princes under their king Sigir, and their status is known among man and elf. The Arpriamer are undisputed as the preferred children of the Imperium, though the supremacy between sun and moon is unclear.

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

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

***High Elf Magic***. You know a cantrip from the Wizard spell list. Intelligence is your spellcasting ability for this spell.

***Glory of the Sun and Moon***. You can cast *chromatic orb* without any material components or expending a spell slot. You cannot use this trait again until you finish a long rest. The damage type must be radiant.

***Extra Languages***. You know one additional language of your choice.

#### Priamer, the twilight elves

Few children of Sigir survived the brutal Culling of their people by the humans. Those who bore witness to the extermination of their people only exist in small and isolated communities, fearful that such a thing might come to pass again.

***Ability Score Increase***. Your Constitution and Charisma both increase by 1.

***Survivors of the Slaughter.*** You have resistance to necrotic damage.

***Recount The Horrors***. The images of that terrible day is burned into your race's memory, which you can bestow on another creature with a mere touch. When you make a successful attack roll against a creature, you can give it the *blindness* condition. The condition ends at the end of the creature's next turn, and you cannot use this trait again until you take a short or long rest.

***Otherworld Grace***. 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. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and transparent.

#### Rheanones, the wood elves

The once-loyal House Rheanone inhabited the jungles of the lower valleys and found comfort with the wood nymphs, taking to a life in the wilds and in secrecy. The grip of the Imperium has suffocated their people and culture, and few have forgiven the Arpriamer for their task of empire. As a result, some harbor dual loyalties and even revolt against the Imperium to reclaim their stake to the land.

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

***Elf Weapon Training***. You have proficiency with the whip, net, dart, and shortbow.

***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, darkness, and other natural phenomena.

***Natural Landing***. You can fall 20 feet before you need to roll against taking fall damage.

#### Maramer, the sea elves

Some of the House Rheanone sought to learn from the sea nymphs by the coast. Few in number as they are, they nevertheless can be found in the warmer seas, often living in defiance of the Imperium and natural convention.

***Ability Score Increase***. Your Constitution and Strength both increase by 1.

***Elf Weapon Training***. You have proficiency with the spear, trident, light crossbow, and net.

***Child of the Sea***. You have a swimming speed of 30 feet and can breath both air and water.

***Emissary of the Sea***. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas to any beast that breathes water. They can understand what you are communicating to them, but you have no special ability to understand them in return.

***Lord of the Depths***. Adapted to living in the ocean, you ignore any drawbacks of an underwater environment.

***Languages**.* You know Aquan Primordial.

#### Hyperions, the dark elves

Once a House only second to Priamer, the House of Hyperion or the *unterelfen* elected to remain underground after the Deluge and never emerged. Though they never lifted a blade against their fellow elves in the old days, the dark elves stewed in resentment of the Imperium in utter seclusion. Since the Anansian Schism, they seek to exact a terrible, ultimate price from their kin, and have taken humans and dwarves alike in chains to do so.

***Ability Score Increase***. Your Charisma increase by 2.

***Superior Darkvision***. Your darkvision has a radius of 120 feet, and you can see up to 60 feet in darkness as if it were bright light.

***Elf Weapon Training***. You have proficiency with the rapier, shortsword, and hand crossbow.

***Dark Elf Magic***. You know the *dancing lights* cantrip. When you reach 3rd level, you can cast the *faeries fire* spell once, and regain the ability to do so after a long rest. When you reach 5th level, you can cast *silence* once with this trait and regain the ability to do so after a long rest. Charisma is your spellcasting ability for these spells.

***Sunlight Sensitivity***. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight while in direct sunlight.

### Fair-folk

Beyond the noblest of the high elves are the fair-folk, who claim lineage from the first fey to descend into humanoid existence. They transcend the elves in their relationship to magic and call the fairies of the wood their kin. They physically and spiritually change with the passing of seasons, and as such their sense of self fits more into a concept like a Platonic form than a definite and tangible thing.

***Ability Score Increase.*** Your Dexterity increases by 2, and your Charisma increases by 2.

***Age*.** Fair-folk mature more slowly than humans and reach adulthood in their late 20s. They can significantly longer than even elves, though never reaching 1000 years.

***Religion***. The fair-folk rarely offer worship to any particular deity, and experience spiritual fulfillment with the seasons.

***Alignment*.** Independent and self-reliant, the fair-folk are chaotic and tend neither towards good nor evil.

***Size*.** Fair-folk vary in height but are at least 5 feet tall never exceed 6 feet tall. Your size is Medium.

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

***Languages.*** You know all dialects of Sylvan and one additional language of your choice.

***Darkvision***. Accustomed to twilit forests and the night sky, you have superior vision in dark areas. 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 cannot discern color in darkness, only shades of grey.

***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.

***Natural Ascetic***. You roll advantage on Constitution saving throws against exhaustion caused by a lack of food, water, or air.

***Trance***. Eladrin don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, your dreams can foretell portents and depending on your age can help you relive past lives. While resting in this way, you gain the same benefits of a long rest.

***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 cannot use it again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season.

#### Autumn

*Your ideal is Peace: now, summer’s harvest is shared with all.*

***Fey Step Bonus***. Immediately after you use your Fey Step, up to two cretures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal damage to it.

***Seasonal Resistance.*** You are resistant to necrotic damage.

#### Winter

*Your ideal is Patience: the world slumbers as all things must.*

***Fey Step Bonus***. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

***Seasonal Resistance***. You are resistant to cold damage.

#### Spring

*Your ideal is Joy: make merriment as winter’s sorrow passes.*

***Fey Step Bonus***. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you cn see within 30 feet of you.

***Seasonal Resistance***. You are resistant to poison damage.

#### Summer

*Your ideal is Courage: all energy and life comes unbound.*

***Fey Step Bonus***. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier, for a minimum of 1 damage.

***Seasonal Resistance***. You are resistant to fire damage.

### Orc

The warped remnants of the great muezza Prince Heragon and his children have faced many challenges since they abandoned King Cobalt to the wrath of the dwarves. These former elves share their predecessors' isolated sense of self, interpreting the world without acknowledging their place in it. Yet in contrast, the orc holds a strong desire to master it in a way as to dominate it through their suffering.

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

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

***Religion***. The orcs make sacrifices and uninhibited worship for the mysterious entity called Orcus.

***Alignment*.** Orcs are usually chaotic evil, something demanded by Orcus.

***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.

***Languages***. You know Orcish 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 cannot discern color in darkness, only shades of grey.

***Natural Armor***. When you aren't wearing armor, your AC is 11 + 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.

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

***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 close to the enemy than when you started.

***Menacing***. You are proficient with the Intimidation skill.

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

#### Hardship

*Your ideal is Hardship: existence entails a kind of suffering that is prolonged and insistent, and worth embracing (Evil).*

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

***Relentless Endurance***. When you are reduced to 0 hit points, but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

***Savage Attack***. 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. This increases by one damage die for every lingering injury you currently have.

#### Conflict

*Your ideal is Conflict: to be is to also be at odds, to come to blows with the other and seek meaning from it (Chaotic).*

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

***Tunnel Vision***. Your gaze does not trigger the abilities or magical effects that would incur a saving throw be made if you do not avert your gaze.

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

#### Carnage

*Your ideal is Carnage: waste and loss is common to existence, a natural consequence and not to be debated (Evil).*

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

***Intelligent Design***. Starting at 3rd level, you can cast the spell *commune* with nature once without any material components. You regain the ability to do so after a long rest.

***Eyes to Light***. Magical darkness does not impede your vision.

#### Ruin

*Your ideal is Ruin: all existence ends, and that it does end at all is tragedy I commit in my very existence (Chaotic).*

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

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

### Hobgoblin

Of the three goblinoid races who descend from the enslaved peoples under King Cobalt, hobgoblins most resemble their muezza ancestors. They find connection and communities necessary for life but also recognize a particular way in which it must be constructed for a higher good, which is the perpetuation of some mechanical element. They can only interpret things by their use. Hobgoblin societies all share a story regarding a character named Robin Goodfellow and his interaction with a fox, crane, tortoise, and tiger and who debated among themselves about who was most righteous, with the answer changing between communities.

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

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

***Religion***. As with other goblinoids, they worship fallen spirits as deliverers of material blessings.

***Alignment*.** Hobgoblin society forms lawful evil individuals.

***Size*.** Hobgoblins are between 5 and 6 feet tall and weigh between 200 and 250 pounds. Your size is Medium.

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

***Languages***. You know Austere Goblinoid and one additional language of your choice.

***Darkvision***. Your 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 cannot discern color in darkness, only shades of grey.

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

***Worldly Education***. Your education extensively covered the classics. Whenever you make an Intelligence (History) check related to historical events, works of art, or notable figures from antiquity, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

***Formation Recovery***. You work best when in numbers. If you miss with an attack roll or fail an ability check or saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you, for a maximum bonus of +5. Once you use this trait, you cannot use this trait again until you finish a short or a long rest.

#### The Crafty Fox

*Your ideal is Guile: A victory won without violence is two victories (Good).*

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

***Righteous Wit***. When you engage in a contest with another creature and must make an ability check, you can choose to use your Intelligence modifier instead of the intended modifier.

#### The Graceful Crane

*Your ideal is Mastery: There is a proper technique for all things (Lawful).*

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

***Righteous Poise***. When you make a Dexterity saving throw, you can use your reaction to gain advantage on the roll. You must declare your use of this reaction before you roll.

#### The Constant Tortoise

*Your ideal is Duty: in a chaotic world, to be given purpose is divine (Lawful).*

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

***Righteous Charge***. You roll advantage on saving throws against being knocked prone, and cannot be stunned.

#### The Noble Tiger

*Your ideal is Domination: a victor does not react, but forces a reaction (Neutral).*

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

***Righteous State***. You can cast *heroism* once on yourself. Intelligence is your Spellcasting ability for this spell. This ability recovers after taking a short or long rest.

### Goblin

Those rejected from the stringent requirements of hobgoblin society degenerate into the rootless and purposeless goblins, whose own existence entails a worldview without depth or connection. They lurk on the edges of settlements in furtive but aggressive groups, their frustration manifesting as an implacable urge for rebellion against either peace or prosperity.

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

***Age*.** Goblins reach adulthood around age 12, and the most cautious rarely live longer than 50 years.

***Religion***. As with other goblinoids, they worship fallen spirits as deliverers of material blessings.

***Alignment*.** Most goblins are wildly chaotic, and any goblin except evil is an exception.

***Size*.** Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.

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

***Languages***. You know Low Goblin and one additional language of your choice.

***Darkvision***. Your 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 cannot discern color in darkness, only shades of grey.

***Nimble Escape***. You can take the Disengage or Hide action as a bonus action.

***Little Giant's Fury***. When you land a successful weapon attack or a spell on a creature, and the creature's size is larger than yours, any 1 you roll on your damage die is counted as a 2.

***Agile Climber*.** You have a climbing speed of 25 feet. You can't use your climbing speed while you wear medium or heavy armor or you are encumbered.

#### Mischief

*Your ideal is Lawlessness: the world needs to be filled with noise and nuisance (Chaotic).*

***Savage Attack***. Once per turn, when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.

***Forest-Crept***. You are proficient with the Stealth skill.

#### Jiggery-pokery

*Your ideal is War: as the world has made me its enemy, so am I an enemy to the world (Evil).*

***By Trial and Trade***. You know all forms of Goblin. When you make a Charisma (Persuasion) check or a Charisma saving throw, you can add your Wisdom modifier to the check or saving throw.

***Forest-Cultivar***. You are proficient with the herbalism kit.

### Bugbear

That hobgoblins can find meaning serving in their communities, as these goods fade and the mechanics of their societies disintegrate, rudimentary groups of bugbears scatter and become solipsistic individuals with little chance of transcending their brute nature. The bugbear has faculties for achieving great good but loses their history and context, and as such is confused about their own direction at any given moment. This desire for meaning leads to a descent from lucidity into utter chaos. Even with some sense of social understanding, bugbears develop a thwarted sense of belonging and either impose this upon others or seek their own good as the highest good.

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

***Age*.** Bugbears reach adulthood in their mid-teens and live up to 80 years.

***Religion***. As with other goblinoids, they worship fallen spirits as deliverers of material blessings.

***Alignment*.** By necessity of their social breakdown, bugbears are usually 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.

***Languages***. You know Low Goblin and one additional language of your choice.

***Darkvision***. Your 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 cannot discern color in darkness, only shades of grey.

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

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

***Sneaking Adept***. You are proficient in the Stealth skill.

***Natural Armor***. When you aren't wearing armor, your AC is 11 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

***Natural Weapon***. 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.

#### Bugaboo

*Your ideal is Existentialism: I am what I intend, my self is fixation and not action (Chaotic).*

***Turntail***. You can use the Hide action as a bonus action.

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

#### Boogie-woogie

*Your ideal is Egoism: what exists without my consent must be erased (Evil).*

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

***Render Unto***. You can cast the *command* spell. Once you use this trait, you cannot do so again until you finish a short or long rest.

### Muezza

The muezza resemble the elves but are distinct in that they no longer have any fey inheritance, perhaps for sins committed before the Deluge. Those who sought refuge with the dwarves became orcs and goblinoids, and those who fled to the elves intermarried with them. Their tense acceptance of Sigir eventually became outright hatred and war, and the remaining muezza drifted from one extreme to the next, their deviations from elves only bringing them to a point of clouding their understanding of self and not fully disentangling their sense of self from their beliefs and ideals. Most muezza societies break apart due to what appear to be philosophical disagreements, while in reality embody a deeper incoherence they cannot resolve in their own identities.

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

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

***Religion***. The muezza are practically minded and generally accept the ritual practice of their immediate community, which is often borrowed from elven Monadine philosophy.

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

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

***Languages***. You know Muezza and one additional language of your choice.

***Psi Resistance***. You have resistance to force damage.

***Graceful Fall***. If you are falling, you can use your reaction to concentrate your *psi* and slow your fall to 60 feet per round. You can use this ability a number of times equal to your Intelligence modifier. You regain all uses of this ability after a short or long rest.

***Situational Awareness***. You can cast the spell *find traps* once without any verbal components. You regain the ability to do so after a short or long rest.

#### Yan

Sailing on the seas as little more than pirates, muezzayan spend their formative years in a rigid social caste system in which the exercise of will triumphs any good or even self.

***Religion***. The muezzayan retain the solipsistic worldview of their ancestors and offer worship to fallen spirits opportunistically.

***Alignment***. Most have a strong desire to live in a struggle for power, and as such are lawful evil.

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

***Longing for Mastery***. You learn one language of your choice, and you are proficient with one skill or tool of your choice.

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

***Yan Psi***. You know the *mage hand* cantrip. 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 *misty step* spell once with this trait, and you regain the ability to cast this spell when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they do not require any components.

#### Zai

Outside of the muezzayan system, the muezzazai conform to their society's most hierarchal and punishing principles without error.

***Religion***. The muezzazai adopt the religion of the monasteries or temples they serve, typically Christian or Buddhist.

***Alignment***. Most have a strong desire to live in peaceful reflection, and as such are lawful good.

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

***Mental Discipline***. You have advantage on saving throws against being charmed and frightened.

***Zai Psi***. You know the *mage hand* cantrip. 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 *detect thoughts* spell once with this trait, and you regain the ability to cast this spell when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they do not require any components.

## Goliath

Goliaths come from ancient giants like the Anakites that survived the Deluge, at the cost of their society. Much like humans, goliaths find meaning in connections drawn from tribe and family, as well as their highest relationship to the heavens. Yet what separates the goliath from the human is their need for excellence and mastery. By nature, the goliath seeks to practice perfection and abides by this rule unwittingly, and failure comes not as embarrassment but almost a kind of out-of-body experience. Goliaths form tribes high in the mountains to isolate their communities from the temptations and disasters of civilized life, especially the elves of whom they hold unending contempt.

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

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

***Religion***. Goliaths range in religions as widely as humans do, though a vast majority are monotheist.

***Alignment*.** Goliath society forms a lawful neutral people.

***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.

***Languages***. You understand Low Giant and one additional language of your choice.

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

***Stone's Endurance***. You can occasionally shrug off an 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 the total. After you use this trait, you cannot do so again until you take a short or long rest.

***Mountain Born***. You are acclimated to high altitudes, including elevations above 20,000 feet. You're also naturally adapted to cold climates.

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

## Dwarf

The origin of the dwarves is a mystery even to them, though they certainly precede even the Deluge. Their enmity for giants, dragons and fey has made them isolationists that possesses strong capabilities from their very birth in an array of treasured arts. The dwarf sees the self innately tied to a tribe or community, more than any other race, so much that what is impractical to them is almost outside of them. What one can offer, one is. Dwarves sometimes form tightly-knit clans and produce magnificent communities both productive and unforgiving, lasting many centuries before often voluntarily disintegrating.

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

***Religion***. Dwarves practice the religions of their antecedents, which is an apophatic monotheist religion.

***Alignment*.** The society of dwarves compels its people toward lawful good.

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

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

***Languages***. You know all dialects of Dwarvish and one additional language of your choice.

***Darkvision***. Accustomed to the lonely darkness of caves and mountains, you have superior vision in dark areas. 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 cannot discern color in darkness, only shades of grey.

***Dwarven Combat Arts***. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

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

***Natural Eremite***. You are proficient with the Survival and Nature skills.

***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.

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

### Mountain clan

Dwarves that begin their lives with other dwarves often witness both the rise and the fall of a clan, and this gain and loss of ultimate truth leads to strong competence but also distrust and transience.

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

***Defense of the World***. You are proficient with light and medium armor.

### Hill clan

Dwarves that live alongside non-dwarf communities find community living suitable but long for something all the greater, and few quench this thirst without seeking it outside their origins.

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

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

***Defense of the Man***. You are proficient with light armor.

## Gnome

These mysterious entities appeared with the onset of the elves, and have apparent disdain for magic despite their abilities to manipulate it. Gnomes are secretive and feel a strong responsibility to protect the use of magic as well as make the world more mundane. They interact with other races in oblique ways (their strongest kindship is with dwarves) often to communicate simple ideas, but given their overwhelming conscientiousness the gnome is a lonely and self-confused creature.

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

***Languages***. You can speak Gnomish and one additional language of your choice.

***Age*.** Gnomes settle into adult life around the age of 40. They can live to 350 years on average.

***Religion***. Gnomes rarely disclose their religious practice, though it often takes the form of a ritualistic Monadine philosophy.

***Alignment*.** Almost never vicious, gnomes stray into both lawful and chaotic territory frequently.

***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 the lonely darkness of caves and mountains, you have superior vision in dark areas. 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 cannot discern color in darkness, only shades of grey.

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

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

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

***Nimble Escape***. You can take the Disengage or Hide action as a bonus action.

### Forest Gnome (Lutins)

These elusive gnomes of the wood attempt to limit the natural forces at work in magic and seldom interact with other races.

***Ability Score Increase***. Your Dextrity increases by 1.

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

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

### Rock Gnome (Mouros)

Communities underground tend to more negatively but more often interact with other races in strong ways, especially the dwarves.

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

***Artificer***. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead if any proficiency bonus you normally apply,.

***Tinker***. You have proficiency with artisan's tools (tinker's tools). Using these 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 it 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. You can choose one of the following options: *Clockwork Toy:* A clockwork animal, monster or persom that when placed on the ground moves 5 feet across the ground on each of your turns in a random direction, making a noise appropriate to the creature it represents; *Fire Starter:* A device produces a miniature flame which can, on an action, light a candle, torch or campfire; *Music Box:* When opened, this box plays a single song at moderate volume and stops playing when it is closed or the song ends.

## Beast-folk

### Lizard-folk

Around the Plankspear, the itinerant lizard-folk apparently rose from the dust of the earth and rarely venture far from their xenophobic tribes. Their reptilian minds feel neither emotion nor ambition, and see themselves as part of the earth as much as the plants and animals they consume.

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

***Age*.** Lizard-folk reach maturity in their early teens and rarely live longer than 60 years.

***Religion***. As with other beastfolk, they have little concept of religion outside of a vague monotheism.

***Alignment*.** Lizard-folk, being little else besides a beast, is best understood as neutral.

***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.

***Languages***. You know Draconic and one additional language of your choice.

***Natural Armor***. Your tough, scaly skin gives you an AC equal to 13 + your Dexterity modifier when you are not wearing armor. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

***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 1d8 + your Strength modifier, instead of your bludgeoning damage normal for an unarmed strike.

***Hungry Jaws***. As a bonus action, you can launch yourself into a frenzy and make a Bite attack against a creature. If this attack hits, you gain temporary hit points equal to the damage dealt to your target. Once you use this trait, you cannot do so again until you finish a short or long rest.

***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.

***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.

### Bird-folk

From the peaks of the Plankspear, where nymphs first revealed themselves to mankind, these inexplicable tribes attend to the holy springs and ominous woods that rise with the lofty heights. Like mockingbirds they can communicate in repeated sounds to illustrate ideas, though their ideas reflect only what has been impressed on them previously.

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

***Age*.** Bird-folk have reach maturity in their early teens and can live a little over a century, though few ever do.

***Religion***. As with other beastfolk, they have little concept of religion outside of a vague monotheism.

***Alignment*.** The bird-folk, though little more than beasts, have an organized society that often makes them lawful neutral.

***Size*.** Bird-folk 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 understand Auran Primordial and one additional language of your choice. You can only communicate through 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 if existing objects.

***Avian Movements***. 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 hear, including voices. A creature that hears the sound you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

***Mountain Born***. You are acclimated to high altitudes, including elevations above 20,000 feet. You're also naturally adapted to cold climates.

***Month Without Dawn***. Accustomed to living in long periods of day and night, the raven-like bird-folk do not need to sleep for long intervals. Instead, they remain semiconscious for 4 hours a day while they meticulously preen themselves. While resting in this way, you gain the same benefits of a long rest.

## Dragon-men

The dragon's curse or affliction of dragon's blood is an irreversible condition that occurs when one sheds the blood of a dragon and comes into direct contact with it. Any race of humanoids can become a dragon-man, and they are urged by their blood to commit heinous acts befitting their curse. Most are hunted down by knights and holy orders to put an end to their lawlessness.

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

***Age*.** Once mutated by dragon's blood, a dragon-man can live almost indefinitely but few live more than 60 years after their initial transformation.

***Religion***. Dragon-men have a desire to worship dragons, especially their dragon of origin.

***Alignment*.** The blood of dragons strongly compels an individual toward chaotic evil.

***Size*.** Dragon-men stand well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

***Languages***. You know Draconic and one additional 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 cannot discern color in darkness, only shades of grey.

***Draconian Curse***. Choose one chromatic or metallic affinity from the *Player’s Handbook*, as described. You are keenly aware of what dragon cursed you, where that dragon is if it is still alive, and can immediately identify its body or parts of its body if you see it. See the table below for more information.

***Draconian Resistance***. You are resistant to the damage type associated with your affinity.

***Breath Weapon***. You can use your action to exhale destructive energy. Your draconic affinity determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 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 increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

***Draconian Armor***. Your tough draconic scales gives you an AC equal to 13 + your Dexterity modifier when you are not wearing armor. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

***Dragon Sorcery***. You know one Sorcerer cantrip of your choice. When you reach 3rd level, you can cast the *disguise self* spell once with this trait. You regain the ability to use this trait once you finish a long rest. When you reach 5th level, you can also cast the *alter self* spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.

## Kobold

When the patriarch of the muezza King Cobalt brought his people into custody of the dwarves, his treacherous imprisonment and torment turned him into a pathetic dragon in miniature, and his offspring thereafter live in service to others and their ambitions, losing their own motivations.

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

***Age*.** Kobolds reach adulthood before the age of 5 and can live up to 120 years, but rarely do so.

***Religion***. Kobolds worship a cotorie of dragons as idealized and transcendant entities.

***Alignment*.** Their social groups urge kobolds to be lawful evil.

***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.

***Languages***. You can speak, read and write Draconic and one additional 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 cannot discern color in darkness, only shades of grey.

***Grovel, Cower and Beg***. 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 a creature is affected by this trait, it is immune to its effects for 24 hours.

***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 Wisdom (Perception) checks that rely on sight while in direct sunlight.