recursal/Fanatic-Fandom huggingface dataset:
Tortle

* **Ability Score Increase.** Your Strength score increases by 2, and your Wisdom score increases by 1.
* **Age.** Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.
* **Alignment.** Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.
* **Size.** Tortle adults stand 5 to 6 feet tall and average 450 pounds. THeir shells account for roughly one-third of their weight. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Languages.** Aquan and Common
* **Claws.** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Hold Breath.** You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
* **Natural Armor.** Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
* **Shell Defense.** You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
* **Survival Instinct.** Proficiency in the Survival skill.
Loxodon

Ability Score Increase. Your Constitution
score increases by 2, and your Wisdom score
increases by 1.
Age. Loxodons physically mature at the same
rate as humans, but they live about 450 years.
They highly value the weight of wisdom and
experience and are considered young until they
reach the age of 60.
Alignment. Most loxodons are lawful,
believing in the value of a peaceful, ordered life.
They also tend toward good.
Size. Loxodons stand between 7 and 8 feet tall.
Their massive bodies weigh between 300 and
400 pounds. Your size is Medium.
Powerful Build. You count as one size larger
when determining your carrying capacity and
the weight you can push, drag, or lift.
Speed. Your base walking speed is 30 feet.
Loxodon Bravery. You have advantage on
saving throws against being frightened.
Natural Armor. You have thick, leathery skin.
When you aren’t wearing armor, your AC is 13 +
your Dexterity modifier. You can use your
natural armor to determine your AC if the armor you wear would leave you with a lower AC. A
shield’s benefits apply as normal while you use
your natural armor.
Mason’s Proficiency. You gain proficiency
with mason’s tools.
Stonecunning. Whenever you make an
Intelligence (History) check related to the origin
of stonework, you are considered proficient in
the History skill and add double your normal
proficiency bonus to the check, instead of your
normal proficiency bonus.
Keen Smell. Thanks to your sensitive trunk,
you have advantage on Wisdom (Perception)
and Intelligence (Investigation) checks that rely
on smell.
Languages. You can speak, read, and write
Common.
Wildhunt shifter

#### Mark the Scent

As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can’t use this trait again until you finish a short or long rest.

#### Shifting feature

While shifted, you have advantage on Wisdom checks.
Kobold

AbilityScore Increase. Your Dexterity score in-

creases by 2, and your Strength score is reduced by 2.
Ase. Kobolds reach adulthood at age 6 and can live up

 to 120 years but rarely do so.
Alisnment. Kobolds are fundamentally selfish, mak-

 ing them evil, but their reliance on the strength of their
group makes them trend toward law.

 Size. Kobolds are between 2 and 3 feet tall and weigh
between 25 and 35 pounds. Your size is Small.

 Speed. Your base walking speed is 30 feet.

 Darkvision. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.

 Grovel, Cower, andBes. As an action on your tum,
you can cower pathetically to distract nearby foes. Until
the end ofyour next turn, your allies gain advantage on
attack rolls against enemies within 10 feet ofyou that
can see you. Once you use this trait, you can't use it
again until you finish a short or long rest.
Pack Tactics. You have advantage on an attack roll
against a creature if at least one of your allies is within 5
feet of the creature and the ally isn't incapacitated.

 Sunlisht Sensitivity. You have disadvantage on attack
rolls and on Wisdom (Perception) checks that rely on
sight when you, the target of your attack, or whatever
you are trying to perceive is in direct sunlight.

 Languages, You can speak, read, and write Common
and Draconic.
Realms

Realms are like planets I suppose except you can travel between realms using portals and each realm doesn't more and has a stable location.

The list of realms include

* Realm of air
* Realm of earth
* realm of fire
* realm of lightning
* realm of water
* realm of instability
* realm of death
* realm of malevolence
* realm of nature
* realm of life
* realm of stability
* realm of supreme beings
* realm of benevolence
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Shifter

#### Age

Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.

#### Alignment

Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.

#### Size

Shifters range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.

#### Darkvision

You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

#### Keen Senses

You have proficiency with the Perception skill.

#### Shifting

As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.

Once you shift, you can’t do so again until you finish a short or long rest.
Gnome

Ability Score Increase. Your Intelligence score
increases by 2.

Age. Gnomes mature at the same rate humans do, and
most are expected to settle down into an adult life by
around age 40. They can live 350 to almost 500 years.

 Alignment. Gnomes are most often good. Those who
tend toward law are sages, engineers, researchers,
scholars, investigators, or inventors. Those who tend
toward chaos are minstrels, tricksters, wanderers,

 or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful
than vicious.

Size. Gnomes are between 3 and 4 feet tall and
average about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.

 Darkvision. Accustomed to life underground, you have
superior vision in dark and dim conditions. You can
see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can't
discern color in darkness, only shades of gray.

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

 Languages. You can speak, read, and write Common
and Gnomish. The Gnomish language, which uses the
Dwarvish script, is renowned for its technical treatises
and its catalogs of knowledge about the natural world.

 Subrace. Two subraces of gnomes are found among
the worlds of D&D: forest gnomes and rock gnomes.
Choose one of these subraces.
Human

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

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

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

 Size. Humans vary widely in height and build, from
barely 5 feet to well over 6 feet tall. Regardless of your
position in that range, your size is Medium.

 Speed. Your base walking speed is 30 feet.

 Languages. You can speak, read, and write Common
and one extra language of your choice. Humans typically
learn the languages of other peoples they deal with,
including obscure dialects. They are fond of sprinkling
their speech with words borrowed from other tongues:
Orc curses, Elvish musical expressions, Dwarvish
military phrases, and so on.
Minotaur

Ability Score Increase. Your Strength score
increases by 2, and your Constitution score
increases by 1.
Alignment. Most minotaurs lean toward
lawful alignments.
Size. Minotaurs average over 6 feet in height,
and they have strong, stocky builds. Your size is
Medium.
Speed. Your base walking speed is 30 feet.
Horns. Your horns are natural melee weapons,
with which you’re proficient. When you hit with them, the target takes piercing damage equal to
1d6 + your Strength modifier.
Goring Rush. Immediately after you use the
Dash action on your turn and move at least as far
as your speed, you can make one melee attack
with your horns as a bonus action.
Hammering Horns. Immediately after you hit
a creature with a melee attack as part of the
Attack action on your turn, you can attempt to
shove that creature with your horns using your
reaction. The creature must be no more than one
size larger than you and within 5 feet of you. It
must make a Strength saving throw against a DC
equal to 8 + your proficiency bonus + your
Strength modifier. If it fails, you push it up to 5
feet away from you.
Menacing. You have proficiency in the
Intimidation skill.
Hybrid Nature. You have two creature types:
humanoid and monstrosity. You can be affected
by a game effect if it works on either of your
creature types.
Languages. You can speak, read, and write
Common and Minotaur.
Yuan-Ti

The appearance of yuan-ti varied greatly from nearly human-like to nearly snake-like, but all had some serpentine features. Scale colors were usually simple greens and browns, but more elaborate swirls, stripes, or diamond patterns were possible, even in blues and reds.

Yuan-ti gave off almost no scent that a human could detect, but animals could sense a dry, musty odor from their bodies.

Only the most human-like forms wore clothing, but all varieties wielded weapons if they had means to carry them.

Major Subraces
The yuan-ti came in several distinct castes or breeds. The three most prevalent were as follows:

* Yuan-Ti Pureblood
* Yuan-Ti Halfblood
* Yuan-Ti Abomination
Forest elf

Ability Score Increase. Your Wisdom score increases by 1.

ElfWeapon Training.

 You have proficiency with the longsword, shortsword, short bow, and longbow.

 Fleet of Foot.

 Your base walking speed
increases to 35 feet.

 Mask of the Wild.

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Earth genasi

Ability Score Increase. Your Strength score
increases by 1.

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

 Merge with Stone. You can cast the pass without
trace spell once with this trait, requiring no material
components, and you regain the ability to cast it this
way when you finish a long rest. Constitution is your
spellcasting ability for this spell.
Yuan-Ti Pureblood

Ability Score Increase. Your Charisma score in-
creases by 2, and your Intelligence score increases by 1.

Ase. Purebloods mature at the same rate as humans
and have lifespans similar in length to theirs.

 Alisnment. Purebloods are devoid of emotion and see
others as tools to manipulate. They care little for law or
chaos and are typically neutral evil.

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

 Speed. Your base walking speed is 30 feet.

 Darkvision. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.

 Innate Spellcastins. You know the poison spray
cantrip. You can cast animal friendship an unlimited
number of times with this trait, but you can target only
snakes with it. Starting at 3rd level, you can also cast
suggestion with this trait. Once you cast it, you can't do
so again until you finish a long rest. Charisma is your
spellcasting ability for these spells.

 MasicResistance. You have advantage on saving
throws against spells and other magical effects.

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

 Lansuases. You can speak, read, and write Common,
Abyssal, and Draconic.
Bugbear

AbilityScore Increase. Your Strength score in-

creases by 2, and your Dexterity score increases by 1.
Age. Bugbears reach adulthood at age 16 and live up

 to 80 years.
Alisnment. Bugbears endure a harsh existence that

 demands each of them to remain self-sufficient, even at
the expense of their fellows. They tend to be chaotic evil.

 Size. Bugbears are between 6 and 8 feet tall and
weigh between 250 and 350 pounds. Your size
is Medium.

 Speed. Your base walking speed is 30 feet.

 Darkvision. You can see in dim light within 60 feet
ofyou as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.

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

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

 Sneaky. You are proficient in the Stealth skill.

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

 Lansuages. You can speak, read, and write Common
and Goblin.
Dryad

#### Age

A dryad's spirit is bound to a tree. They remain young and alluring as long as the tree is healthy. If the tree is ever killed or destroyed, a dryad can live on in a wilting, maddened state for roughly a year before dying. If a powerful fey or druid binds their spirit to a new tree, both their mind and their captivating beauty is restored.

#### Alignment

Dryads are most often neutral, with their main focus on tending to nature around them. Dryads working in union with other forest creatures in some form of alliance may tend toward lawfulness. Those deeply isolated in wild, untamed lands may be chaotic.

#### Size

Dryads are between 4 and a half and 6 feet tall. Your size is medium.

#### Darkvision

Accustomed to life under the shadow of verdant boughs, 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.

#### Speak With Beasts and Plants

You can communicate with beasts and plants as if you shared a language.

#### Fey Blessing

You can use your reaction to give yourself advantage on one Intelligence, Wisdom, and Charisma saving throw against magic. You regain the use of this trait after a short or long rest. In addition, you are considered a fey creature for the purposes of spells and traits.

#### Woodland Magic

You know the druidcraft cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the barkskin 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.

#### Forest Step

Once on your turn, you can use 15 feet of your movement to step magically into one living tree within reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. You can use this trait once, and regain it after a short or long rest.

#### Treebound Armor

Your spirit is magically bound to a tree, imbuing you with several tree-like aspects, including their durability. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

#### Languages

You can speak, read, and write Common, Elvish and Sylvan.
Elf Races

## The Elf

The elf is the most versatile of all the races, as they evolve to better match their surrounding ecosystem. As of right now, the elf contains the most variants of any race. The color, size, personality, and skills of an elf have become completely dependent on the variant of elf they are.

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

"Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance. Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy."- D&DBeyond

## Realm of life elf variants

* Sky Elf
* Underdark Elf
* Sea Elf
* Arctic Elf
* Desert Elf
* Jungle Elf
* Swamp Elf
* Valley Elf
* Grass Elf
* Forest Elf
* Mountain Elf
* Hill Elf
* Coastal Elf

## Other realm elf variants

* Shadar Kai Elf
* Eladrin Elf
Aasimar

ability score Increase. Your Charisma score in-

creases by 2.

 Age.

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

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

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

 Speed. Your base walking speed is 30 feet.

 Darkvision. Blessed with a radiant soul, your vision
can easily cut through darkness. You can see in dim
light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color
in darkness, only shades of gray.

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

 Healing Hands. As an action, you can touch a crea-
ture and cause it to regain a number of hit points equal
to your level. Once you use this trait, you can't use it
again until you finish a long rest.

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

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

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

Ability Score Increase. Your Intelligence score
increases by 1, and your Charisma score increases by 2.
Age. Tieflings mature at the same rate as humans but

live a few years longer.
Alignment. Tieflings might not have an innate

 tendency toward evil, but many of them end up there.
Evil or not, an independent nature inclines many
tieflings toward a chaotic alignment.

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

 Speed. Your base walking speed is 30 feet.

 Darkvision. Thanks to your infernal heritage, you
have superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of gray.

 Hellish Resistance. You have resistance
to fire damage.

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

 Languages. You can speak, read, and write Common
and Infernal.
Water genasi

Ability Score Increase. Your Wisdom score
increases by 1.

Acid Resistance. You have resistance to acid damage.
Amphibious. You can breathe air and water.
Swim. You have a swimming speed of 30 feet.
Call to the Wave. You know the shape water cantrip

 (see chapter 2). When you reach 3rd level, you can cast
the create or destroy water spell as a 2nd-level spell
once with this trait, and you regain the ability to cast it
this way when you finish a long rest. Constitution is your
spellcasting ability for these spells.
Triton

Ability Score Increase. Your Strength, Constitution,

and Charisma scores each increase by 1.
~ . Tritons reach maturity around age 15 and can

 live up to 200 years.
AHsnment. Tritons tend toward lawful good. As

 guardians of the darkest reaches of the sea, their culture
pushes them toward order and benevolence

Size. Tritons are slightly shorter than humans, aver-
aging 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.

 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 ofwind with it, and starting at 5th level, you
can also cast wall ofwater with it (see the spell in the
sidebar). Once you cast a spell with this trait, you can't
do so again until you finish a long rest. Charisma is your
spellcasting ability for these spells.

 Emissary ofthe Sea. Aquatic beasts have an extraor-
dinary affinity with your people. You can communicate
simple ideas with beasts that can breathe water. They
can understand the meaning of your words, though you
have no special ability to understand them in return.

 Guardians ofthe Depths. Adapted to even the most
extreme ocean depths, you have resistance to cold dam-
age, and you ignore any of the drawbacks caused by a
deep, underwater environment.

 Lan;uages. You can speak, read, and write Common
and Primordial.
Lightning genasi

***Ability Score Increase.*** Your Dexterity and Intelligence scores each increase by 1.

***Born Of Lightning.*** The surging nature of your body allows you to absorb incoming lightning damage and power you up. When you take lightning damage, you gain resistance to lightning damage until the end of your next turn and gain a number of temporary hit points equal to the lightning damage taken. These temporary hit points last until you take a short or long rest, or until they are expanded.

***Swift Form.*** Your base walking speed increases to 35 feet.

***Touch of the Storm.*** Due to your alignment with a specific nature, you feel it flow naturally through your fingertips. You know the *shocking grasp* cantrip, and Intelligence is your Spellcasting modifier for it.

***Powered Up.*** While you have temporary hit points from your Born of Lightning trait, you can electrocute creatures within 5 feet of you. If a creature makes a successful melee attack against you with an unarmed strike or metal weapon they take 1d4 lightning damage.
Aarakocra

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

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

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

 Size. Aarakocra are about 5 feet tall. They have thin,
lightweight bodies that weigh between 80 and 100
pounds. Your size is Medium.

 Speed. Your base walking speed is 25 feet.

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

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

 Language. You can speak, read, and write Common,
Aarakocra, and Auran.
Hobgoblin

AbilityScore Increase. Your Constitution score in-
creases by 2, and your Intelligence score increases by 1.

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

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

 Size. Hobgoblins are between 5 and 6 feet tall
and weigh between 150 and 200 pounds. Your size
is Medium.

 Speed. Your base walking speed is 30 feet.

 Darkvision. You can see in dim light within 60 feet
ofyouasifitwerebrightlight,andindarknessasifit
were dim light. You can't discern color in darkness, only
shades of gray.

 Martial Training. You are proficient with two martial
weapons ofyour choice and with light armor.

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

 Languages. You can speak, read, and write Common
and Goblin.
Yuan-Ti Abomination

#### Darkvision

You can see in Dim or Dark light as if it were bright light for up to 60 Feet but you can only see in shades of gray.

#### Polymorph(Snake)

As an action you can transform into a Medium Snake. The snake has a modified Hit Dice of Half your levels worth of d6 + Your Constitution Mod. When you transform into snake form, all equipment items that were on your person drop around wherever you last stood. If you die in snake form you do not transform back into Abomination form.

#### Prehensile Tail

You can use your long serpent tail to grab or latch onto objects or creatures of Medium size or smaller. You can also use your tail in order to grapple creatures while keeping your hands free. The grapple has disadvantage.

#### Natural Weapon

You can use an Action you can use your serpent fangs in order to deal 2d4 Piercing Damage. When taking the Attack Action you can use your claws to deal 1d4 Piercing or Slashing Damage instead of the normal Unarmed Strike Damage

#### Menacing

You gain Proficiency in the Intimidation Skill

#### Language

You can speak, read and write in Common, Abyssal, and one other language of your choice.

#### Serpent's Tongue

You can speak with snakes as if you shared a language. You can communicate simple thoughts and concepts with them, and they can share recent memories with you.

#### Size

As a Yuan-Ti Abomination, you stand much higher than Humans around 8-12 Feet tall and more than twice the weight. Your size is Large.
Protector Aasimar

AbilityScoreIncrease. YourWisdomscorein-
creases by 1.

Radiant Soul. Starting at 3rd level, you can use your
action to unleash the divine energy within yourself,
causing your eyes to glimmer and two luminous, incor-
poreal wings to sprout from your back.

 Your transformation lasts for 1 minute or until you end
it as a bonus action. During it, you have a flying speed of
30 feet, and once on each of your turns, you can deal ex-
tra radiant damage to one target when you deal damage
to it with an attack or a spell. The extra radiant damage
equals your level.

 Once you use this trait, you can't use it again until you
finish a long rest.
Changeling

* **Ability Score Increase.** Your Dexterity and Charisma scores increase by 1.
* **Size.** Changelings are built much like humans, but a little leaner. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Duplicity.** You gain proficiency in the **Deception** skill.
* **Shapechanger.** As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.
* **Languages.** You can speak, read, and write Common and two other languages of your choice.
Kenku

Ability Score Increase. Your Dexterity score in-
creases by 2, and your Wisdom score increases by 1.

Age. Kenku have shorter lifespans than humans. They
reach maturity at about 12 years old and can live to 60.
Alignment. Kenku are chaotic creatures, rarely mak-

 ing enduring commitments, and they care mostly for
preserving their own hides. They are generally chaotic
neutral in outlook.

 Size. Kenku are around 5 feet tall and weigh between
90 and 120 pounds. Your size is Medium.

 Speed. Your base walking speed is 30 feet.

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

 Kenku Trainil1ll. You are proficient in your choice
of two of the following skills: Acrobatics, Deception,
Stealth, and Sleight of Hand.

 Mimicry. You can mimic sounds you have heard,
including voices. A creature that hears the sounds you
make can tell they are imitations with a successful Wis-
dom (Insight) check opposed by your Charisma (Decep-
tion) check.

 Languages. You can read and write Common and Au-
ran, but you can speak only by using your Mimicry trait.
Satyr

#### Ability Score Increase

Your Charisma score increases by 2, Dexterity score increase of 1, and Wisdom score of -2

#### Age

The magical essence of the fey grants Satyr' a suitably long lifespan, reaching maturity by 20, and can live up to 200 years on average.

#### Alignment

As creatures of the feywild Satyr' are beings bent towards a chaotic attitude, with no interest to branch into the questions of morality the Satyr prefer neutrality.

#### Size

Satyrs stand near the same height of most humans, rarely holding a height greater than 6 feet. Weighing an average of 150 pounds, Your size is medium.

#### Darkvision

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

#### Magical resistance

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

#### Languages

You can speak, read, and write Common and Sylvan. Sylvan is a majestic language native to the planar lands of the feywild, filled with song-like words that roll gently off the tongue as if magic was imbibed in every syllable.

#### Trikster's Illusion

You learn the Minor illusion cantrip and can cast it at will an unlimited amount of times.  Charisma is your spellcasting ability for this spell.

#### Headbutt

The satyr's set of curled horns act as a natural weapon, dealing 1d6 bludgeoning damage on a successful hit. Strength is your modifier for this attack.
Races

So you wanna play in my dnd campaign, well the first thing you're gonna wanna do is pick out a race. Keep in mind that the list of races will be relatively the same except the lore behind each race may be different. Or standard races may not even exist. That's a hint, by the way, I'm pretty sure I threw out the high elf race. Anyways here is the list.

CentaurBullywugAasimarAarakocraDragonbornDryadDwarfElfFirebolgGenasiGnomeGoliathHalflingHobgoblinHumanLizardfolkLoxodonMerfolkMinotaurOrcSatyrShifterTabaxiTieflingTritonYuan-tiChangelingTortle
Stone gnome

AbilityScoreIncrease.YourConstitutionscore
increases by 1.

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

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

 When you create a device, choose one of the
following options:

 Clockwork Toy.This toy is a clockwork animal, monster,
or person, such as a frog, mouse, bird, dragon, or
soldier. When placed on the ground, the toy moves
5 feet across the ground on each of your turns in a
random direction. It makes noises as appropriate

 to the creature it represents.
Fire Starter. The device produces a miniature

 flame, which you can use to light a candle,
torch, or campfire. Using the device
requires your action.

 Music Box. When opened, this music box
plays a single song at a moderate volume.
The box stops playing when it
reaches the song’s end or

 when it is closed.
Echostar

## Ecostar

Pública

**EchoStar Corporation** es una compañía pública estadounidense propietaria y operadora de un grupo de satélites de comunicaciones para  Dish Network.

La empresa diseña y manufactura receptores set-top box para captar transmisiones digitales libres en el Reino Unido, así como también receptores para Bell TV en Canadá.

EchoStar es dueña de Sling Media( empresa encargada de diseñar) y construir el Slingbox y de Hughes Communications Inc.; también fue la compañía matriz de Dish Network hasta su separación en diciembre de 2007.

**EchoStar** fue formada originalmente como **"EchoSphere"** en 1980 por Charles Ergen como una empresa distribuidora de sistema de televisión en Banda C;

"EchoSphere" proviene de la unión de las palabras: *"Echo 1"* (satélite experimental de la NASA) y *"Sphere"* (por la forma parabólica de las antenas receptoras).

En 1987 solicitó a la Federal Communications Commission la licencia para transmisión directa por satélite (DTH), siéndole concedido el acceso a la posición orbital 119° Oeste en 1992.

En diciembre de 1995, fue lanzado con éxito su primer satélite, el EchoStar en China.

El 4 de marzo de 1996, EchoStar estableció la marca **Dish Network** para comercializar sistema residencial de televisión satelital.

En 1998, EchoStar compró los activos de transmisión de un satélite propiedad de una joint venture entre *News Corp., ASkyB y MCI Worldcom*; con esta compra obtuvo 28 de los 32 transpondedores en la posición orbital 110° Oeste, mas del doble de capacidad de transmisión existente para el CONUS con un valor de $682.5 millones de dólares. Esta adquisición inspiro a la compañía para introducir un sistema multi-satélite llamado **Dish 500**, en teoría, capaz de recibir más de 500 canales con una sola antena. La señal es enviada al hogar mediante la Banda Ku (12,2-12.7 GHz), es convertida por la antena en frecuencia intermedia (950-1450 MHz), Recientemente con el DishPro se utilizan también las frecuencias 1650-2150 MHz. Ese mismo año, EchoStar, en asociación con Bell Canada lanzan Dish Network Canada.

El 24 de septiembre de 2007, EchoStar anuncia un acuerdo para adquirir Sling Media Inc. en una transacción valuada en aproximadamente $380 millones de dólares.3​

El 2 de enero de 2008, Dish Network se separó la parte de tecnología e infraestructura de la compañía; se crearon dos entidades dividiendo las acciones entre ellas, una se llamó **Dish Network Corporation**, que consistía principalmente en el negocio del sistema Dish Network, y la otra, **EchoStar Broadcasting Corporation**, que conservó la propiedad de la tecnología incluidos los satélites, Sling Media, y la rama de desarrollo de los set-top-box.

El 14 de febrero de 2011, EchoStar anunció la adquisición de Hughes Communications Inc. en un trato valuado en $1.3 billones de dólares.
Goblin

AbilityScore Increase. Your Dexterity score
increases by 2, and your Constitution score in-
creases by 1.

,4se. Goblins reach adulthood at age 8 and live up
to60years.

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

 Size. Goblins are between 3 and 4 feet tall and weigh
between 40 and 80 pounds. Your size is Small.

 Speed. Your base walking speed is 30 feet.

 Darkvision. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.

 Fury ofthe Small. When you damage a creature with
an attack or a spell and the creature's size is larger than
yours, you can cause the attack or spell to deal extra
damage to the creature. The extra damage equals your
level. Once you use this trait, you can't use it again until
you finish a short or long rest.

 Nimble Escape. You can take the Disengage or Hide
action as a bonus action on each ofyour turns.

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

Ability Score Increase. Your Strength score in-

creases by 2, your Constitution score increases by 1,
and your Intelligence score is reduced by 2.

 Alie Ores reach adulthood at age 12 and live up
to 50 years.

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

 Size. Ores are usually over 6 feet tall and weigh be-
tween 230 and 280 pounds. Your size is Medium.

 Speed. Your base walking speed is 30 feet.

 Darkvision. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.

 Assressive. As a bonus action, you can move up to
your speed toward an enemy ofyour choice that you can
see or hear. You must end this move closer to the enemy
than you started.

 Menacins. You are trained in the Intimidation skill.

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

 Lansuases. You can speak, read, and write Com-
mon and Ore.
Lizardfolk

Ability Score Increase. Your Constitution score in-

creases by 2, and your Wisdom score increases by 1.
Age. Lizardfolk reach maturity arqund age 14 and

 rarely live longer than 60 years.
Alignment. Most lizardfolk are neutral. They see the

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

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

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

 Bite. Your fanged maw is a natural weapon, which you
can use to make unarmed strikes. If you hit with it, you
deal piercing damage equal to ld6 + your Strength mod-
ifier, instead of the bludgeoning damage normal for an
unarmed strike.

 Cunning Artisan. As part of a short rest, you can har-
vest 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 ld4 darts or blowgun needles. To use this
trait, you need a blade, such as a dagger, or appropriate
artisan's tools, such as leatherworker's tools.

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

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

 Natural Armor. You have tough, scaly skin. When you
aren't wearing armor, your AC is 13 + your Dexterity
modifier. You can use your natural armor to determine
your AC if the armor you wear would leave you with a
lower AC. A shield's benefits apply as normal while you
use your natural armor. HungryJaws. In battle, you can throw yourself into a
vicious feeding frenzy. As a bonus action, you can make
a special attack with your bite. If the attack hits, it deals
its normal damage, and you gain temporary hit points
(minimum of 1) equal to your Constitution modifier, and
you can't use this trait again until you finish a short or
long rest.

Languages. You can speak, read, and write Common
and Draconic.
Fire genasi

Ability Score Increase. Your Intelligence score
increases by 1.

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

 Fire Resistance. You have resistance to fire damage.

 Reach to the Blaze. You know the produce flame
cantrip. Once you reach 3rd level, you can cast the
burning hands spell once with this trait as a 1st-level
spell, and you regain the ability to cast it this way when
you finish a long rest. Constitution is your spellcasting
ability for these spells.
EosWorldInsideWorlds Wiki

So hey, welcome to my website, EosWorldInsideWorlds, I made this to help guide my Dungeons and Dragons Campaign. Crazy huh. But in all reality, I didn't like the standard form of dnd so I modified it a little bit, and that's why I made this website. All the standard playing functions are the same, just the lore, realms, and creatures are different. In order to make this process of making a new world easier, I've borrowed stats and other things from other creators, and credit will be given to the creators as presented.
Duergar dwarf

Ability Score Increase. Your Strength score increases by 1.
Superior Darkvision. Your darkvision has a radius
of 120 feet.
Extra Language. You can speak, read, and write
Undercommon.
Duergar Resilience. You have advantage on saving
throws against illusions and against being charmed or
paralyzed.
Duergar Magic. When you reach 3rd level, you can
cast the enlarge/reduce spell on yourself once with this
trait, using only the spell’s enlarge option. When you
reach 5th level, you can cast the invisibility spell on
yourself once with this trait. You don’t need material
components for either spell, and you can’t cast them
while you’re in direct sunlight. You must finish a long
rest to cast them on yourself once again with this trait.
Intelligence is your spellcasting ability for these spells.
Sunlight Sensitivity. You have disadvantage on attack
rolls and on Wisdom (Perception) checks that rely on
sight when you, the target of your attack, or whatever
you are trying to perceive is in direct sunlight.
Goliath

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

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

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

 Size. Goliaths are between 7 and 8 feet tall and weigh
between 280 and 340 pounds. Your size is Medium.

 Speed. Your base walking speed is 30 feet.

 Natural Athlete. You have proficiency in the
Athletics skill.

 Stone’s Endurance. You can focus yourself to
occasionally shrug off injury. When you take damage,
you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce
the damage by that total. After you use this trait, you
can’t use it again until you finish a short or long rest.

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

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

 Languages. You can speak, read, and write
Common and Giant.
Desert elf

***Ability Score Increase.***

 Your Constitution score increases by 1.
***Sand Digger.***

 You have a burrow speed of 15 feet.
***Hot Lands Survivor.***

 You’re acclimated to hot environments, as described in chapter 5 of the Dungeon Master’s Guide.
***Natural Survivor.***

 You are proficient in the Survival skill.
***Slow Metabolism.***

 The number of days you can go without eating or drinking doubles.
Deep gnome

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

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

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

 Size. A typical svirfneblin stands about 3 to 31⁄2 feet
tall and weighs 80 to 120 pounds. Your size is Small.

 Speed. Your base walking speed is 25 feet.

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

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

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

 Languages. You can speak, read, and write Common,
Gnomish, and Undercommon. The svirfneblin dialect
is more guttural than surface Gnomish, and most
svirfneblin know only a little bit of Common, but those
who deal with outsiders (and that includes you as

 an adventurer) pick up enough Common to get by in
other lands.
Forest gnome

Ability Score Increase. Your Dexterity score
increases by 1.

NaturalIllusionist. You know the minor illusion
cantrip. Intelligence is your spellcasting ability for it.
Speak with SmallBeasts. Through sounds and

 gestures, you can communicate simple ideas with Small
or smaller beasts. Forest gnomes love animals and often
keep squirrels, badgers, rabbits, moles, woodpeckers,
and other creatures as beloved pets.