Character Creation

When creating your character think about the environment they grew up in, what class best suits their skills now, and who they want to be. Then follow this step by step guide and try to match it as close as possible.

## Backgrounds

Pick a published background from here, use a background unique to Mankhan, or create your own.

To create your own pick up to two relevant skill proficiencies and up to two relevant tool proficiencies. Select any feature from an existing background that suits or consult the GM to make your own, and then either take the starting gear of an existing background or use your class's starting wealth instead.

You may also replace your clothing with an outfit worth 10 gp or less.

## Languages

When creating your character, first select one language from the list below that fits your place of birth. Common is not a language here, and undercommon is called gutterspeak by most "civilised folk".

##### Regional Languages

* Beyshan
* Agriwuandan
* Careilan
* Vevetian

Next, pick a second language based on the predominant culture in the area you grew up. A gnome who grew up with elves would speak elvish, for example.

##### Racial Languages

* Aarakocra
* Orcish
* Minotaur
* Mer (language of merfolk)
* Tuskrumble (language of Tuskins)
* Goblish
* Halfling
* Gnomish
* Giant
* Elvish
* Dwarvish
* Draconic
* Gutterspeak

##### Exotic Languages

If you grew up somewhere exotic you may instead have learned one of the following. Consult the GM before selecting one of these languages.

* Sylvan (Centaurs, Satyrs, Fairies etc)
* Celestial (Somewhere with a large presence of holy creatures)
* Abyssal (demons)
* Deep Speech (beholders)
* Yeti (mountainous monsters)
* Qualith (mind flayers
* Infernal (devils)
* Primordial (creatures from the beginning of time)

##### Other Languages

Some sects, cults and guilds have their own languages.

* Theives Cant
* Druidic
* Witchtongue

Now, select your **race**. Your race does not confer any languages unless explicitly stated.

## Races

The races of Mankhan are slightly different from those of the Forgotten Realms, Ebberon and other familiar settings. Choose a race from below.

### Human Races

#### **Human**

*(Medium, 30ft)*

*+1 to all stats*

**Persistence Hunter.** Humans have evolved over time not to be the fastest, or the strongest, or the toughest, but to be able to track and wear down their prey over long distances. You have advantage on saving throws and checks that would leave you stunned, paralysed or exhausted.

**Adaptability.** After a long rest you may choose one skill to gain proficiency in. When you use this feature any proficiency you gained from this feature before are lost.

*The ones you know and love.*

#### **Hurbime** - Urban Variant Human

*(Medium, Trends Chaotic, 30ft)*

*+1 to intelligence or charisma, + 1 to any other stat. Proficiency (any one skill or tool) and Proficiency (Survival)*

**Darkvision.** You have Darkvision out to 60 feet. If you gain this trait from multiple sources, the Darkvision increases to 120 ft.

**Acidic Saliva.** This breed of human has developed a naturally acidic saliva stronger than other humans. You can make an unarmed ranged attack (5ft) that deals 1d4+proficiency bonus acid damage as you spit on your opponent.

*Humans growing up in large cities, in back alleys and watchtowers alike and exposed to the dregs of experiments and magicks have adapted to their environment remarkably well. It's tough to get the drop on these folk and they can escape a confrontation in a pinch with a well-aimed loogie.*

#### **Graftid** - Monstrous Variant Human

*(Medium, Trends Evil, Humanoid-Monstrosity Type, 30ft)*

*+2 to constitution, -1 to charisma. Proficiency (Arcana)*

**Grafting.** Each graftid is different, as they all change or enhance their bodies in different ways. When you chose this race, pick one graft from each set:

* Set One
	1. Boiling Blood – resistance to fire, cold or poison (pick one upon character creation)
	2. Divine-Embalmed Body – When taking necrotic or radiant damage subtract half your level (rounded) up from the total
	3. Draconic Scales – +1 AC if not wearing heavy armour
* Set Two
	1. Elvish Eyes – Gain Darkvision to 60ft
	2. Third Arm – You gain a third limb. It has a reach of 5ft, can lift a number of pounds equal to 5 times strength score and you can use it to do any of the following simple tasks; lift, drop, hold, push or pull an object, open or close a door or container, grapple a creature, or make an unarmed strike. This limb cannot do anything that requires precision, and cannot wield weapons, shields, be used in spellcasting, or use tools.
	3. Natural Weapons – You add weapons in the form of horns or claws. Unarmed strikes deal either piercing, bludgeoning or slashing damage (choose on character creation) equal to 1d6+Str mod.
* Set Three
	1. Tattered Wings – You can use a bonus action to gain a flying speed of 20 feet until the end of your turn, at which point you fall to the ground if there is nothing to support you. You cannot do this while wearing heavy armour.
	2. Enhanced Legs – Your movement speed increases by 10 feet.
	3. Fins and Gills – You gain a swimming speed of 30 feet and you can breathe both water and air.

*The limitations of the human body are quite endearing at first, however after being surrounded by complex organisms often they can be burdens. It is by this realisation graftids are born. These people, once mere humans, have spent long years experimenting with or being experimented on through dark magicks and rituals that have changed their bodies forever. This is not without its drawbacks – society often looks down on these creatures, and the damage done leaves them with a far shorter lifespan than regular humans.*

### Dwarven Races

#### **City Dwarf**

*(Medium, 25ft)*

*+2 to constitution, +1 to wisdom*

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

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

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

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

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

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

#### **Duergar - Underdwelling Dwarves**

*(Medium, 25ft)*

*+2 to constitution, +1 to wisdom*

**Superior Darkvision.** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Duergar Resilience.** You have advantage on saving throws against poison, and you have resistance against poison damage. You also have advantage on saving throws against illusions and against being charmed or paralyzed.

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

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

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

**Duergar Magic.** When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for this spell, and you can't cast it while you're in direct sunlight, although sunlight has no effect on it once cast. You regain the ability to cast this spell with this trait when you finish a long rest. Intelligence is your spellcasting ability for this spell.

#### **Incoyadvergr - Mountaintop Dwarves**

*(Medium, 25ft)*

*+2 to constitution, +1 to intelligence or wisdom*

**Mountanious Aclimatisation.** Natural adaptation to a thin atmosphere has given the incoyadvergr better tools for dealing with low oxygen environments. You do not suffer penalties based on altitude or other low oxygen environs, you can hold your breath for twice the normal length, and you can travel twice as far before becoming exhausted.

**Tool Proficiency.** You gain proficiency with either brewer's supplies or mason's tools.

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

**Ridgewalker.** You have advantage on checks made to navigate and traverse the tops of mountain ranges.

#### **Mul** - Half-Dwarf

*(Medium, Trends Lawful, 25ft)*

*+2 to constitution, +1 to any other ability score*

**Darkvision.** Thanks to your dwarven blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. However, you can’t discern colour when in darkness, only shades of grey.

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

**Natural Craftsman.** You gain proficiency with one set of artisan's tools of your choice. You add double your proficiency bonus to any ability check you make that uses those tools.

*Mul, or half-dwarves, often showcase the best of both of their parents' heritage. Like dwarves, they will usually place high value on honourable conduct and reputation. And, although they are not considered full members of their respective clans, most half-dwarves will go to great lengths to win acceptance, or prevent bringing shame upon the clan of their dwarven parent. From their human heritage, half-dwarves bring the spark of innovation and desire to create a personal legacy. Far more individualistic then other dwarves, their innate desire to push boundaries drives them to innovate on the craftsmanship of both dwarves and humans, often ignoring the traditions of master artisans. Due to their dedication and ingenuity, half-dwarven products are often sought after by those with an eye for quality. Unfortunately, mul are rarely accepted into dwarven guilds due to dwarven tradition and customs and sadly, due to their natural fortitude and stamina they are prized as gladiators and laborers.*

### Gnomish Races

#### **Svirfneblin** - Deep Gnome

*(Medium, Trends Lawful, 30ft)*

*+2 to intelligence, +1 to dexterity*

**Darkvision.** You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colours in that darkness only as shades of grey.

**Gift of the Svirfneblin.** Starting at 3rd level, you can cast the disguise self spell with this trait. Starting at 5th level, you can also cast the nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

**Gnomish Magic Resistance.** You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.

**Svirfneblin Camouflage.** When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

*While their surface cousins were known for their boundless optimism and cheerful mischief, the svirfneblin are serious and suspicious creatures. Although gnomes in general lacked any kind of cohesive history, deep gnomes brought this cultural idiosyncrasy to its greatest extremes. Deep gnomes lack not only a tradition of keeping records or writing biographies, but they also never developed a calendar or a method by which to track the passing of time as the drow did. To a deep gnome, the very concept of day or night is foreign, having never seen the light of the sun or the stars of a night sky.*

### Unique Races

#### **Apriarur**

*(small, Trends Neutral, 25ft)*

*+1 dex, +1 con, +1 wis*

**Darkvision.** You have Darkvision out to 60 feet. If you gain this trait from multiple sources, the Darkvision increases to 120 ft.

**Limited Telepathy.** Your race can send and receive simple messages to other creatures through pheromones. As a free action on your turn, you can send a creature you can see your current emotional state, such as angry, happy, or scared. When you do, you also learn the creature's current emotional state.

**Venomous.** Your race has a natural venom which can be applied through unarmed attacks. When you hit a creature with an unarmed attack or natural weapon you can force them to make a saving throw against your venom. Your venom has a Constitution save DC of 8 + your proficiency bonus + your Constitution modifier, and on a fail the victim takes an additional 1d8 poison damage and be poisoned until the end of your next turn. Once you use this feature, you cannot use it again until you finish a short rest.

**Limited Flight.** While not carrying more than your carrying capacity or wearing medium or heavy armour, you have a fly speed of 25ft. However, you must land at the end of each turn you use this feature, and fall to the ground if you end your turn in the air.

*Apiarur, commonly called "Beefolk", are hive-oriented, with each hive claiming a swath of territory for themselves. Queens are seen as a cross between leaders, demigods, and mother figures, and bee society is incredibly honour-based, with forms of address being very important. They don’t wear clothing except for the capes and ceremonial wear highly associated with Apriarur, all of which are very colourful and covered in geometric shapes.*

#### **Xotl**

*(Small, Trends Good, 30ft, 30ft swim)*

*+2 to charisma, + 1 to dex. Proficiency (any one skill or tool) and Proficiency (Survival)*

**Amphibious.** Gills allow xotl to breathe water and air.

**Sensitive Frills.** Xotl have sensitive frills allowing them to sense their environment better. You have proficiency in Wis(Survival) checks, and such checks underwater are made with advantage.

**Regenerative Factor.** Xotl grew to have a regenerative factor. At the start of each turn you recover HP equal to your proficiency bonus.

*Long ago these peaceful creatures lived underwater, and only emerged from the lakes when creatures of the Deep began infesting their waters. Nowadays they are generally welcomed in cities as their mostly peaceful nature causes little strife, and they are well known for supplying traders and shoppes with exotic goods.*

#### **Aasimar**

*(Medium, 30ft)*

*+2 to any and +1 to any, OR +1 to any three*

**Lineage.** Creatures created from divine intervention, blessed at some stage throughout their life, or simply the descendant of another, Aasimar fall into three commonly recognised categories: Protector, Scourge, and Fallen. **Protector Aasimar** are typically tasked to protect the weak and innocent, **Scourge Aasimar** are usually possessed an intense drive to purge evil, and **Fallen Aasimar** are those who once fell into one of the former categories, but lost their way, influenced by a corrupting power or through their own volition tarnished their inner light. Select one of these three based on your character's motivation and history, and apply the prefix.

If some significant event(s) occur you may become a Fallen Aasimar, at the DM's discretion.

**Darkvision.** Blessed with a divine 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 colour in darkness, only shades of grey.

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

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

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

**Celestial Revelation.** When you reach 3rd level, choose one of the **revelations** below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest.

Celestial Revelation
 **Necrotic Shroud** | Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
 **Radiant Consumption** | Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

#### **Tielfing**

*(Medium, 30ft)*

*+1 to int, +2 to dex or cha*

**Appearance.** While often being able to pass as human, your tiefling might not look like others and the extent to which this is expressed varies wildly. Choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; oddly coloured skin; cast no shadow or reflection; exude a smell of brimstone; multiple eyes, asymmetric features, or something else similarly thematic.

**Darkvision.** Thanks to your 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 colour in darkness, only shades of gray.

**Lineage.** Creatures created from tainted tampering at birth, cursed at some stage throughout their life, or as is most common the simple descendant of one of the former, tieflings fall into six commonly recognised categories: **Infernal, Devil-Tongued, Winged, Abyssal, Hellfire and Exalted.**

The **Infernal** and **Hellfire** tieflings are the most common, with their lineage or origin hailing from the shallower layers of of the Demonplane, commonly referred to as Hel. The first in such a lineage are often driven by more primal urges, such as a lust for power, companionship or respect. **Winged** are the next most common, and usually emissaries, scouts, or representatives of those who made them the way they are. The **Devil-Tongued** are often referred to as succubi or incubi, and are oftentimes manipulators and spies of their creators. These are all generalities though, and if your tiefling is a descendant of some far dead ancestor who once had these character traits, they likely share none of them. By and large though, tieflings are alluring and intelligent creatures.

Tieflings of the **Abyssal** variety have, according to many scholars, been poorly classified, as they do not originate from the Demonplane. Instead they come from the Abyss or the Dark, and as such have a less fiendish nature and instead a more shrouded one.

The **Exalted** tieflings are those who, in spite of their circumstances, rose above their cursed existence, and have usually been touched by a divine being recognising this. They may have been any of the prior kind once, but they or an ancestor has since been absolved through their actions. On top of their tiefling appearance variations, you also choose up to two more of the following features: lustrous skin/hair; eyes like jewels; have no blood, unusually warm, an ethereal glow, flecks of bright gold or amber in your face/eyes, scales become iridescent, new birthmarks, or even a glowing, golden halo.

Select one of these six based on your character's birth, motivation or history, and apply the prefix. If some significant event(s) occur you may become an Exalted tiefling, at the DM's discretion.

You are granted the following features based on your lineage:

Lineage Features
 Hellfire
 Winged
 Devil-Tongued
 Abyssal
You can cast a spell gained from this trait only once until you complete your next long rest, and you can cast a cantrip gained from this trait at will, as normal.
At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the **Abyssal Arcana Spells table**. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.
 Exalted

#### **Entling**

(*Medium, Humanoid/Plant, 20ft)*

*+2 to wisdom, +1 to constitution*

**Gardener's Lore.** You gain proficiency in the Nature skill, and you can make a Wisdom (Nature) check whenever you would normally make an Intelligence (Nature) check.

**Natural Magic.** You know one cantrip of your choice from the Druid spell list. Wisdom is your spellcasting ability for it.

**Photosynthetic.** You don't need to eat or drink so long as you are exposed to sunlight for 1 hour each day. To gain the benefits of a long rest, you must spend at least 6 hours in an inactive, motionless state, though you remain aware of your surroundings. In this state, you can see and hear as normal, and you appear to be a normal tree unless closely inspected.

**Shepherd of the Forest.** Through sound and gestures, you may communicate simple ideas with plants of all kinds.

*Deep in the forests of the world dwell a forgotten people, the Entlings. They are the ancient caretakers of the forest who awoke at the dawn of the world. To many, they are creatures of myth and folktale, reclusive tree-like people with skin like bark and hair that resembles tree-tops and verdant gardens. Though these gardeners are few in number, they are very much real, though they prefer to be forgotten. Most Entlings will happily spend their exceptionally love lives tending to the large swaths of wilderness under their care, learning the names of every root, flower, and tree under their protection. Though rarely roused to action, Entlings who strike out into the world often do so to protect the forests under their protection. Though slow to anger, their fury knows no bounds when evil or blight threatens the groves that they have raised from seedlings. Entlings who leave the forest usually find it difficult to fit in amongst civilized settlements, and usually struggle to understand the norms and customs of normal folk. Entlings who become adventurers most often train to defend the wild as a ranger or join a local Circle of druids.*

#### **Grytt**

*(Medium, Neutral Elemental, 25ft)*

*+2 to strength, +1 to constitution, +1 to wisdom*

**Boulder Roll.** As an action you can roll into a ball and quickly roll forward in a straight line up to 30 feet. Each creature one size larger than you or smaller must make a dex save (DC = 8 + prof + Strength Mod) or take bludgeoning damage equal to (one tenth the distance travelled in feet rounded up)\*d6 and be pushed 5 feet to the side (your choice). On a save, they take no damage. Upon running into an obstacle or a creature 2 sizes about your own you stop rolling.

**Gem Muncher.** You can treat gems, minerals or metals worth at least 1gp as a week's worth of rations.

**Elemental Heritage.** You are immune to disease and have advantage on saving throws made against being poisoned.

**Natural Armour.** You have an AC of 17 and gain no benefit from wearing armour due to your bulky size and odd shape. Shields provide the AC bonus as usual.

*Meticulous and ponderous, the grytt live at mountain summits and rocky grottos, rarely venturing forth into populous society as their long lives and inhuman patience gives them a preference for meditation and solitude. The grytts are a studious and spiritual bunch, happy to ponder life's great questions for years on end.*

#### **Lizardfolk**

*(Medium, Neutral humanoid, 30ft)*

*+1 to constitution*

**Bite**. Your fanged maw is a natural weapon which deals piercing damage equal to 1d6 + your Strength modifier.

**Cunning Artisan.** As part of a short or long rest, you can use a blade or dagger to harvest bone and hide from a Small or larger creature to create one of the following objects: a shield, a club, a javelin, or 1d4 darts or needles.

**Natural Armour.** You have tough scales. When unarmoured, your Armor Class is equal to 13 + your Dexterity modifier. You can still use a shield and gain the benefits of this trait.

**Adaptive Dwellers.** Lizardfolk have adapted to suit their environment and as such have adapted traits based on habitat. Choose one of the following adaptions upon character creation:

* **Swamp Dwellers.** By far the most common, Swamp Dweller lizardfolk live in and around great bodies of water. These semi-aquatic folk form small tribes that come together during the full moon to take care of tribal affairs. Unlike most lizardfolk, they only resort to violence when it is necessary for their survival.
	+ **Ability Score Increase** – Your Constitution score and your Wisdom score both increase by 1.
	+ **Amphibious** – You have a swimming speed equal to your movement speed and you can breathe both air and water.
	+ **Aquatic Stalker** – You gain proficiency in Stealth, and you have advantage on any Dexterity (Stealth) check you make while you are at least partially submerged in water.

* **Desert Dwellers**. Above all else, Desert Dwelling lizardfolk are cowards. After hundreds of years of being hunted by desert predators these frilled reptilians are few in number, living in tribes less than ten members strong. They always settle in locations with many escape routes should they be attacked while resting.
	+ **Ability Score Increase** – Your Dexterity increases by 2.
	+ **Quick Feet** – Your movement speed increases by 5 feet, and you have advantage on initiative rolls when not surprised.
	+ **Frilled Defence** – You gain proficiency in Intimidation, and you have advantage on Charisma (Intimidation) checks you make against creatures with an Intelligence of 6 or lower.

* **Grassland Dwellers.** Grassland Dwelling lizardfolk are brutish tribes of raiders and marauders. They live together in large hordes, and move through their territory as nomadic tribes. Despite a warlike lifestyle, their biggest threat comes from within their ranks. Their leaders are constantly challenged for control, and many of their strongest are slain during internal power struggles.
	+ **Ability Score Increase** – Your Strength increases by 2.
	+ **Aggressive** – As a bonus action, you can move up to your speed toward an enemy creature of your choice. You must end this movement closer to the enemy than you started.
	+ **Conquering Horde** - You gain proficiency with shields and three simple or martial melee weapons of your choice.
	+ **Hungry Jaws** – 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.

* **Jungle Dwellers.** Valuing stealth and quick, decisive strikes over open battle, Jungle Dwelling lizardfolk are experts at remaining unseen until they strike. These ruthless lizardfolk live in secluded places and guard the location of their nests with their lives. They do not discriminate, all trespassers die the same.
	+ **Ability Score Increase** – Your Dexterity score and your Intelligence score both increase by 1.
	+ **Natural Predator** – You gain proficiency in Survival, and you have advantage on any Wisdom (Survival) check you make while in jungle, swamp, or forested environments.
	+ **Reptilian Camouflage** – As a bonus action, you can turn invisible until the start of your next turn. This effect ends early if you make an attack roll or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.

#### **Myconid**

*(Medium, Neutral Humanoid Plant, 20ft)*

*+2 to constitution*

**Darkvision.** Raised in the dimmest forests and the depths of the Underdark, 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 colour in darkness, only shades of grey.

**Fungal Form.** You have advantage on saving throws against poison, and resistance to poison damage.

**Hybrid Nature.** You have two creature types: humanoid and plant. You can be affected by a game effect if it works on either of your creature types.

**Rapport Spores.** Myconids cannot speak, but you can communicate as if telepathically with all creatures within 30 ft. of you, provided you and the creature both have an intelligence greater than 6 and the creature has receptors suitable for the spores. You are not, however, nonverbal; myconids still hum, whistle, and grumble, which forms the verbal components for your spells if you cast them. If you are silenced by an effect, you can still communicate with your spores, but you cannot use spells with a Verbal component.

**Sunlight Sensitivity.** Though exposure to sunlight will not kill you like most myconids, 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.

**Pheremone Spores.** Myconid sprouts learn to bathe threats in scented spores on sight so older and stronger members of the circle can track and destroy them. You can use an action to cover one creature that you can see within 60 feet of you with those spores. For 1 minute, you and all other myconids and spore servants have advantage on attack rolls against that creature. You can fire those spores a number of times equal to your Constitution modifier (a minimum of once) and regain all expended uses when you complete a long rest.

**Melds.** Myconids, like ants or bees, grow variants to suit specific tasks. Choose one of the melds below upon character creation:

* **Growth Meld** – The oldest and mightiest of the fungal ones, Growth Meld myconids labour in gardens of fungi and construct homes of hollowed puffballs or giant zurkhwood. Gentle giants, they are responsible for protecting delicate and precious myconid sprouts, and are the first line of defence when controlled plants and spore servants are exhausted. Preferring great old-growth forests filled with mists and fog, these myconids are quiet sentinels of their homes hidden by the trunks of ancient trees.
	+ Size – Towering over most other myconids and other humanoids, your height ranges from 8 to 10 feet tall. Your size is medium.
	+ Ability Score Increase – Your Strength score increases by 1.
	+ Mycelial Restoration – Whenever you or another creature rolls a 1 on a die roll that restores your hit points, you can reroll the die. You must use the new roll, and can reroll a number of 1s equal to your level. You can also apply this feature to up to 10 creatures of your choice within 60 feet you when they roll hit dice during a short rest. Once you use this feature on other creatures, you cannot do so again until you complete a long rest.
	+ Powerful Build – You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

* **Spore Meld** –  The wielders of the most powerful spores, Spore Meld myconids are responsible for facilitating melds, vital to myconids' daily life. Intuitive and wise, they serve as some of the most important members of a myconid circle.
	+ **Size -** Despite their importance, spore melds are tiny, sacrificing size for versatility. Your height ranges from 2 to 4 feet, and your size is Small.
	+ **Ability Score Increase -** Your Wisdom score increases by 1.
	+ **Fungal Alchemy** – Spore meld myconids have an innate understanding of alchemy, often using their spores as ingredients. You gain proficiency in Alchemists' Tools.
	+ **Spores** – As you level up, you gain access to more powerful spores. If your spore's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. You can use each spore option once, and must complete a long rest before you do so again.
		- **Distress Spores.** When you take damage, all creatures your choice within 240 feet of you are alerted.
		- **Hallucination Spores.** As an action, you can force a creature within 5 feet of you to make Constitution saving throw. On a failed save, the target is poisoned for 1 minute. While poisoned in this way, it is also incapacitated while it hallucinates. it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
		- **Pacifying Spores.** As an action, you can force a creature within 5 feet of you to make a Constitution saving throw. On a failed save, the target is stunned for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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* **Animation Meld** – Terrifying to outsiders, Animation Melds release potent spores that take root in the bodies of defeated foes or scavenged cadavers. They manipulate the bodies in a horrific facsimile of life and wield them as tools and weapons.
	+ **Size** – Sacrificing size for their ability to manipulate corpses, Animation myconids stand slightly smaller than most adults, between 4 and 5 feet tall. Your size is medium.
	+ **Ability Score Increase** – Your Charisma score score increases by 1.
	+ **Superior Darkvision** – Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
	+ **Animating Spores** – Your spores, unlike other myconids can animate the dead. You can use an action to target the body of a Large or smaller creature that had a CR no higher than your level divided by 4. That creature rises as a spore servant, which acts on your initiative and follows your telepathic orders. You can use this feature once, and must finish a long rest before you do so again. Elementals, oozes, undead, constructs, and plants cannot become Spore Servants. If you create a new one, the first spore servant sloughs into a pile of unusable flesh.

* **Composting Meld** – Food producers and masters of death and decay, Compost Meld myconids secrete toxic slime that breaks down organic material into a form that other myconids can easily stand in and digest. Responsible for the health and nourishment of a circle, they are the most common type of myconid.
	+ **Size** – Compost myconids stand between 6 and 8 feet tall. Your size is Medium.
	+ **Ability Score Increase** – Your Dexterity score increases by 1.
	+ **Fertilizer** – You know the rotting gaze cantrip. Once you reach 3rd level, you can cast the locate animals or plants spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the plant growth spell; you must finish a long rest in order to cast the spell again using this trait. Wisdom is your spellcasting ability for these spells.
	+ **Toxic Body** – Your body secretes a poisonous substance that breaks down organic matter. When a creature touches you or hits you with a melee attack from a natural weapon, you can deal 1d4 poison damage to it. The first time on a turn that you hit a creature with an unarmed strike, it takes an additional 1d4 poison damage.

#### **Dragonborn**

*(Medium, Humanoid, 20ft)*

*+2 to strength, +1 to charisma*

**Breath Weapon.** You can use your action to exhale destructive energy. Your draconic ancestry 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.

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

**Draconic Ancestry.** Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table, as well as some features.

**Draconic Evolution.** You may exchange the feature granted by your ancestry for one of the following upon character creation:

* **Ravenite Dragonborn** – These dragonborn have no tail, unlike most of their kind. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest. Additionally, 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 colour in darkness, only shades of grey.
* **Draconblood** – Your ASI becomes +2 to intelligence and +1 to charisma. Draconbloods possess long tails and a knack for social manipulation. You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest. 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 colour in darkness, only shades of grey.

#### **Gastropoid**

*(Medium, Humanoid, 20ft)*

*+2 to constitution*

**Gastropoid Resistance.** You have resistance against acid damage.

**Mucus Trail.** You leave a slimy trail wherever you travel. If you spend at least 1 minute sliding around a 5 foot area, that area becomes difficult terrain for the next 24 hours or until the mucus is washed away.

**Sticky Climb.** The sticky mucus you excrete allows you to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Subrace.** Two subraces of gastropoid exist: helixas and limaxas. Choose one of these subraces.

* **Helixa**
	+ **Ability Score Increase.** Your Intelligence score increases by 1.
	+ **Intellectual.** Your studious nature affords you with more knowledge than most. Select one of the following options:
	+ **Tool.** You have profiency with any tool of your choice.
	+ **Language.** You can speak one additional language of your choice.
	+ **Skill.** You have proficiency in one Intelligence-based skill of your choice.
	+ **Natural Shell.** The large shell that grows out of your body grants you a +1 bonus to Armor Class.

* **Limaxa**
	+ **Ability Score Increase.** Your Strength or Dexterity score increases by 1.
	+ **Semisolid Form.** Your body isn't entirely solid. You can move through a space as narrow as 1 foot wide without squeezing. In addition, you have advantage on any Strength (Athletics) or Dexterity (Acrobatics) checks you make to escape a grapple.
	+ **Natural Camouflage.** You have advantage on Dexterity (Stealth) checks made to hide in natural terrain.

#### **Tuskin**

*(Medium, Humanoid, 30ft)*

*+2 to constitution, +1 to wisdom*

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

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

**Natural Armor.** You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution 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.