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Iniri Tarnil

Iniri Tarnil is the Queen of Kingdom of Tarnil.

*[Lineage: Shield of Tarnil] 9: (9 ranks reclaimed): Inherited from the great hero Teash Arn, founder of Tarnil, this magic shield provides unequalled defense.*
*[Lesser Divination] 5 (1 rank reclaimed): You see all. With this spell school you can sense and communicate vast distances, as well as locate things far away.*
*[Royal’s Mana] 4 (1 rank reclaimed): You’ve kept your mana under an iron control, as is the natural course for Royalty. With Royal’s Mana you can further exert your will on your own mana, twisting it into different Affinities, allowing you to dabble in magics you are otherwise unsuited for.*
*[Protector’s Light] 2: Your light shines as a beacon for your people. You receive great improvement to light constructs meant to protect and preserve, making them cheaper and more expansive than normal.*
*[Ritual Leadership] 5: Casting is better with others, but a group will always need a leader. You can link your mana workings with those of other mages, allowing you to create things no individual mage could manage alone.*
*[Inspiring Speech] 4: The authority of the ruling class. You can infuse your words with mana to benefit your followers for a time.*
*[Body Fortification] 3: Mana is energy. Energy is life. You have the ability to fortify yourself with your mana, improving health and stamina regeneration as well as physical robustness.*
*[Intermediate Rune Carving] 4: Magic has a shape. Your efforts in understanding and transcribing that shape have borne fruit. You can now etch runes with greater finesse and effect.*
*Abilities*
*[Ruler’s Sagacity] 3: You have become wise in the ways of the world. You have unlocked spellcasting, and this skill provides an intuitive grasp of known spellcasting skills. Improving rank improves mana pool and learning speed in spellcasting skills.*
*[Mana Sight]: You can see the veins of the world. Allows you to perceive mana directly.*
*[Mana Resourcefulness] 4 (1 rank reclaimed): Less is more. You are practiced well beyond the average practitioner. You use even less mana for mana Skills.*
*[Core Touched]: You are a dungeon’s eyes and ears.*
*[Purified]: Everything you’ve lost to Depletion has been restored. You are immune to Depletion.*
*Size requirements for level increase met.*
*Level increases by 2.*
*Trait points increase by 2.*
*Climate: Coast unlocked.*
*Royal Enem Tree unlocked.*
*Springfern unlocked.*
*…*
*Oyol weed unlocked.*
Nothic (Race)

# Nothic

## Nothic Traits

Int +2; Con +1

**Age**. Nothics reach adulthood at age 16 and live up to 70 years.

**Size**. Nothics stand between 4 and 5 feet tall while hunched, but can’t stand straight and average about 250 pounds mostly due weight of their crystalline extrusions. Your size is Medium.

**Speed.** Your speed is 30ft.

**Appearance**. In general, nothics are hiveminded creatures who wear no clothes and are protected by their natural armour made of crystal body extrusions. Individuals who aren’t connected to any hivemind however show less psychic abilities and grow less crystalline armour which makes them to cover themselves at least with the bare minimum of cloth for other race’s comfort. Nothics have one big green eye capable of reading minds. Your skin colour is yellowish grey or grey and your crystalline armour depends on your brood mother’s crystals but can be any colour.

**Truesight**. You can see through normal and magical darkness, see invisible creatures and objects 60 feet of you.

**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.

**Natural Armour**. Due to spiky crystalline extrusions growing all around your body, you are ill-suited to wearing armour. Your crystals provide ample protection, however; it gives you a base AC of 16 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armour, but if you are using a shield, you can apply the shield's bonus as normal.

**Weird Insight**. You can target one creature you can see within 30 feet of you. The target must contest their Charisma (Deception) check against your Wisdom (Insight) check. If you win, you psionically learn one fact or secret about the target. The target automatically wins if they are immune to being charmed. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

**Languages**. You can speak, read, and write Local Common and Deep Dark.
Mannesk (Race)

# Mannesk – Human

## Mannesk Traits

Con +2; Int +1

**Age**. Mannesks reach emotional and cultural adulthood at age 20 and live up to 100 years.

**Size**. Mannesks range from around 6 up to 8 feet tall and have bulky builds. Your size is Medium.

**Speed**. Your speed is 30ft.

**Appearance**. Your looks are determined by the place of your birth and are related to forests of the area. Your skin tone corresponds to the colour of bark of a certain local tree and your hair and body hair will reflect its leaves including the seasonal colour shifts if your ancestral tree experiences those. If you can’t physically get linked to a tree for it to become your ancestral tree for example you were born in the middle of the sandy desert your ancestral tree becomes any random tree plausible for the terrain. Born in the desert may resemble date palms or weird cacti trees.

**Ancestral Tree**. Based on your knowledge and research on your ancestral tree, decide on one +1 ability score improvement related to your tree’s species and ask your DM if they agree with the interpretation.

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

**Languages**. You can speak, read, and write Local Common and Mannesk

**Primal Intuition**. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.

**Mannesk Magic**. You know the mind sliver cantrip. When you reach 3rd level, you can cast the calm emotions and barkskin spells once each with this trait; you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Warforged (Race)

# Warforged

## Warforged Traits

Con +2; Choose any other +1

**Age**. First warforged were built millennia ago during the ancient wars by extinct race of lion people, but after dying body of a worforged can be salvaged to build another soul container to be filled effectively allowing new warforged to be born in terms of personality and soul, but even those are millennia old physically. Your body does not deteriorate. You are immune to magical aging effects.

**Size**. Your size is Medium.

**Speed.** Your speed is 30ft.

**Appearance**. You resemble a clay golem or an automaton built with clay pottery and ceramic armour. In the centre of your chest lies a crystal ball both containing your soul and generating power to move your joints powering your body.

**Constructed Resilience**. You were created to have remarkable fortitude, represented by the following benefits:

●       You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

●       You don't need to eat, drink, or breathe.

●       You are immune to disease.

●       You don't need to sleep, and magic can't put you to sleep.

**Sentry's Rest**. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

**Integrated Protection**. Your body has built-in defensive layers, which can be enhanced with armour:

●       You gain a +1 bonus to Armor Class.

●       You can don only armour with which you have proficiency. To don armour other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armour. To doff armour, you must spend 1 hour removing it. You can rest while donning or doffing armour in this way.

●       While you live, the armour incorporated into your body can't be removed against your will.

**Specialized Design**. You gain one skill proficiency and one tool proficiency of your choice.

**Languages**. You can speak, read, and write Local Common and Warforged.
Tabaxi (Race)

# Tabaxi

## Tabaxi Traits

Dex +2; Cha +1

**Age.** Tabaxi have lifespans equivalent to humans.

**Size**. Tabaxi range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

**Speed**. Your speed is 30ft and your climbing speed equals your walking speed.

**Darkvision**. You have a cat's keen senses, especially in the dark. 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.

**Feline Agility**. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

**Cat's Claws**. Because of your claws, you have a climbing speed of 20 feet. In addition, 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.

**Cat's Talents**. You have proficiency in the Perception and Stealth skills.

**Languages.** You can speak, read, and write Local Common and Tabaxi.
Gnoll (Race)

# Gnoll

## Gnoll Traits

Str +2; Con +1

**Age**. Gnolls reach adulthood at age 5, and live up to 30 years.

**Size**. Most gnolls are between 6 and 7 feet tall. Your size is Medium.

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

**Appearance**. Even though integrated into more advanced societies and civilised, gnolls still possess their wild angry appearance that would make you think of ogres and raging barbarians preferring spiky and simple weapons and crude clothing. More often than not gnolls reek with their iconic cultural produce – meat liquor – that locals of Blackwoods find cheap and uncultured but which Ilngardians regard as a foreign luxury. You have slight fur which colours can range from orange to spotted to grey and dark brown and you resemble some type of a hyena.

**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 colour in darkness, only shades of grey.

**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 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

**Rampage**. When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.

**Aggressive**. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

**Languages**. You can speak, read, and write Local Common and Blackbeast.
Goblin (Race)

# Goblin

## Goblin Traits

**Age**. Goblins reach adulthood at age 8 and live up to 60 years.

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

**Speed**. Your speed is 30ft.

**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 colour in darkness, only shades of grey.

**Fury of the 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 of your turns.

**Languages**. You can speak, read, and write Local Common and Goblin.

## Imperial Goblin

Dex +2; Con +1

**Appearance**. Ilngardian Goblins’ skin tone ranges from greens to greys and their culture and clothing resembles this of imperial Dwarvs.

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

## Svartgolin

Dex +1; Con +1; Wis +1

**Appearance**. Svartwaelter Goblins’ skin tone ranges from blacks through browns and oranges to olive and their culture and clothing resembles this of colonial Svartdwarvs.

**Blackwoods Madness**. You can psionically cast Dissonant Whispers with your Wisdom without noticeable verbal or somatic components times equal to your proficiency modifier divided by two rounded up.
Harpy (Race)

# Harpy

## Harpy Traits

Dex +2; Cha +1

**Age**. Harpies reach adulthood at age 15 and live up to 100 years.

**Size**. Harpies range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

**Speed.** Your speed is 25ft.

**Appearance**. As winged nemesis of aarakocras harpies look like winged humanoids, their wings are huge, feathered and muscles around them agile and this leads them to be often seen flying wearing a bit heavier equipment and armours. Your skin colour ranges from pinks through pale to tan and your hair from violet to red and orange. Your eyes can be any colour.

**Flight**. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed only if you're heavy armour.

**Harpy's Song**. You know the Friends cantrip and can cast it without material components.

**Silent Feathers**. You have proficiency in the Stealth skill.

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

**Languages**. You can speak, read, and write Local Common and Harpic.
Blue

Protagonist of the story.

## Monsters

* Boring Beetle (4) -1 crushed in Cave-in

## Titles

*[Blue Core] title gained: Breed a willing female. Unlocks additional breeding options.*
*50,000 Experience gained.*
*[Purifier] Title available.  Obtain?*
*[Purifier]:*
*Severely restricts breeding options.*
*Unlocks breeding options.*
*Unlocks Companion advancement path.*
*Companion advancement path: The dungeon may induct Purified individuals as representatives of the core.*
*[Source Purifier]: The Dungeon's Source creations evolve to Primal Sources.*
*[Primal Ice Gem] discovered.*
*[Primal Fire Gem] discovered.*
*…*
*[Primal Healing Gem] discovered.*
*[Dual-Core] Title gained: Acquire a second Core. Unlocks Core Specialization traits.*
Centaur (Race)

# Centaur

## Centaur Traits

Str +2; Wis +1

**Age**. Centaurs mature fully when they are 80 years old and live about 400 years.

**Size**. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.

**Speed**. Your walking speed is 40 feet.

**Fey**. Your creature type is fey, rather than humanoid.

**Appearance**. Centaurs of Sahdamin are medium horse-treeants naturally covered both in tree bark and mageveksts. Bark of a centaur is considered their skin, and mageveksts are gem-like protrusions slowly growing on their bodies which centaurs harvest and sell since these amber coloured gems work as great spellcasting focuses. You resemble a classic centaur anatomically, but are covered in soft bark of any plausible tree colour. Your hair resembles moss in texture and is some shade of green and your eyes are glowing with amber.

**Charge**. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

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

In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.

**Hooves**. You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage.

**Natural Affinity**. Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.

**Languages**. You can speak, read, and write Local Common and Sylvan.
Aarakocra (Race)

# Aarakocra

## Aarakocra Traits

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

**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 walking speed is 30ft.

**Appearance**. Male aarakocras are usually more colourful than female ones and range from individuals resembling doves to those looking like eagles.

**Flight**. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armour.

**Talons**. Your talons 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.

**Language**. You can speak, read, and write Local Common and Celestial.

## Evthen Aarakocra

Dex +2; Wis +1

**Aarakocra Crafts**. You are proficient in your choice of two of the following skills: Acrobatics, History, Investigation, Nature, Religion.

Choose any one tool proficiency.

## Svartgill

Wis +2; Dex +1

**Etheric body**. You can supernaturally shift between physical and ethereal state trying to avoid taking damage. When you take damage, you can use your reaction to roll a d8. Add your Constitution modifier to the number rolled and reduce the damage by that total.

You can use this trait a number of times equal to your proficiency bonus, and you regain half of expended uses rounded up when you finish a long rest.
Drow (Race)

# Drow

## Drow Traits

Dex +2; Cha +1

**Age**. Although drow 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 90 and can live to be 400 years old.

**Size**. Drows range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

**Speed**. Your speed is 30ft.

**Appearance**. Drow’s appearance shifts together with the polar nights and days meaning they can go pale white during fall and winter and tan all the way to black skin and hair during spring and summer.

**Polar Darkvision**. During seasons of fall and winter you gain superior darkvision and 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, but during spring and summer your eyes readapt for life in sun losing darkvision you also stop suffering from Sunlight Sensitivity. You can't discern colour in darkness, only shades of grey.

**Sunlight Sensitivity**. During the seasons of fall and winter 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.

**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.

**Trance**. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

**Languages**. You can speak, read, and write Local Common and Drow

**Drow Magic**. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the darkness spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.

**Drow Weapon Training**. You have proficiency with scimitars, morningstars and sling-guns [bludgeoning hand crossbow]
Kenku (Race)

# Kenku

## Kenku Traits

Dex +2; Wis +1

**Age**. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.

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

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

**Appearance**. Kenku of Svartwaelt are humanoid flightless parrots. Between 6 most populous kenku subraces we can see 3 dark and menacing groups resembling Pesquet’s Parrots, Bronze Winged Parrots or Dusky Lory, and 3 vibrant groups resembling Cockatoos, Macaws or Rose-Ringed Parakeets. These aesthetic subraces live in numerous groups with ones similar to themselves but there are many aesthetic groups following the looks of different parrot species that don’t hold such numbers.

**Mindborrowing Bird**. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.

Moreover, you can use either of following skills number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest:

●       When you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20.

●       You can attempt to completely steal a creature’s voice for an hour rendering it speechless for an hour and allowing you to use it as your own for the duration. Targeted creature makes a charisma saving throw with DC of 8 + your proficiency bonus + your Charisma modifier to defend against you.

**Mimicry**. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

**Languages**. You can speak, read, and write Local Common and Birdsong.
Harengon (Race)

# Harengon

## Harengon Traits

Cha +2; Dex +1

**Age.** Harengons have life spans of around 100 years.

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

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

**Appearance**. Harengons look like rabbits or hares; their fur is as varied as it gets and gets thick during cold seasons. They like jewellery but won’t wear any that makes a lot of noise while walking and working to avoid unwanted attention.

**Hare-Trigger**. You can add your proficiency bonus to your initiative rolls.

**Leporine Senses**. You have proficiency in the Perception skill.

**Lucky Footwork**. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you’re prone or your speed is 0.

**Rabbit Hop**. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. Falling from this jump does not trigger fall damage if you land on a level about equal or higher than jump’s starting point and fall damage triggered by it counts from the starting level not the highest point of the jump. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

**Herbivore.** By maintaining a healthy and exclusively herbivore diet for at least 5 days in a row you can lose 2 exhaustion levels per long rest instead of 1 but eating meat once will reset the counter and cause two days of long rests with no exhaustion regeneration.

**Languages**. You can speak, read, and write Local Common and Harengon.
Badgervolk (Race)

# Badgervolk

## Badgervolk Traits

Str +2; Con +1

**Age**. Badgervolks reach adulthood at 10, and live up to 70 years.

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

**Appearance**. As a badgervolk you look like a hulking beastfolk resembling a badger humanoid. There are two distinct subraces of badgervolks, one is larger with brown tones of fur and the other slightly smaller with patterns of black and white. They typically dress only in simple robes and use armours built with hardwoods.

**Adrenaline Rush**. You can take the Dash action as a bonus action. 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.

Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.

**Relentless Endurance**. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest.

**Languages**. You can speak, read, and write Local Common and Bearspeak.

## Braunfur Badgervolk

**Size**. Braunfurs stand easily 8 feet tall and corded with powerful muscles, weighing up to 280 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.

## Begrauen Badgervolk

**Size**. Begrauens average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.

**Menacing**. You gain proficiency in the Intimidation skill.
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Satyr (Race)

# Satyr

## Satyr Traits

Cha +2; Dex +1

**Age**. A satyr reaches maturity at 20 years old and lives into about two centuries.

**Size**. Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.

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

**Fey**. Your creature type is fey, rather than humanoid.

**Appearance**. Satyrs are mostly charismatic and friendly looking race resembling a hybrid of a humanoid and a goat. They are unusually handsome and beautiful. Your skin, eyes, hair and fur can be of any natural colour.

**Ram**. You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage.

**Magic Resistance**. You have advantage on saving throws against spells.

**Mirthful Leaps**. Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as usual.

**Reveler**. As an embodiment of revelry, you have proficiency in Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

**Languages**. You can speak, read, and write Local Comon and Sylvan.
Capifolk (Race)

# Capifolk

## Capifolk Traits

Int +2; Str +1

**Age**. Capifolk reach adulthood at age 25, and live up to 100 years.

**Size**. Most capifolk grow from under 5 to over 6 feet tall and have bulky builds. Your size is Medium.

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

**Appearance**. You are a beastfolk looking like a bulky bipedal capybara or guinea pig. Most capifolk are purists and minimalists meaning they wear plain clothes, non-shined armour and no jewellery at times even dying their fur plain colours if they happen to have spots or stripes.

**Gatherer's Instincts**. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

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

**Social Lifestyle**. Your friends and your adventuring team can become your soulmates. If your soulmate is conscious and you can see them, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If you have no soulmates, you can't be frightened.

**Herbivore.** By maintaining a healthy and exclusively herbivore diet for at least 5 days in a row you can lose 2 exhaustion levels per long rest instead of 1 but eating meat once will reset the counter and cause two days of long rests with no exhaustion regeneration.

**Languages**. You can speak, read, and write Local Common and Capifolk.
Minogon (Race)

# Minogon

## Minogon Traits

Con +2; Str +1

Age. Minogons are forged already as adults but their construction will crumble after about 150 years from their creation.

**Size**. Minogons average over 7 feet in height, and they have stocky builds. Your size is Medium.

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

**Construct**. Your creature type is a construct, rather than humanoid.

**Appearance**. Minogons are bull shaped constructs forged by the previous generations of minogons using soft metals and soft metal alloys. It’s unclear who forged the first minogons and taught them how to make more of themselves and why exactly are they shaped as bulls or cows. Your body colour is most likely the colour of aluminium, but can alternatively be the colour of any soft metal or alloy. Your eyes are crystal balls of any colour.

**Forged Biology**. You don’t require food or water to live and can’t catch a disease, but you still require air and rest, and can be poisoned.

**Horns**. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

**Goring Rush**. Immediately after you take the Dash action on your turn and move at least 20 feet, 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 use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you can push it up to 10 feet away from you.

**Labyrinthine Recall**. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.

**Languages**. You can speak, read, and write Local Common and Minogon.
Runeling (Race)

# Runeling

## Runeling Traits

Dex +1; Con +1; Wis +1

**Age**. Runelings reach adulthood at age 20 and live up to 70 years.

**Size**. Runelings stand between 4 and 5 feet tall like dwarvs but are slender like goblins and weigh between 60 and 90 pounds . Your size is Medium.

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

**Appearance**. Runelings are a race born out of cruel mage’s experiment intending to hybridise dwarvs, goblins and magical runes which was half successful before it got shut down. You look like a combination of these races, your skin tone can be of either or in-between, but you will always have glowing runes of colour and design you choose all over your body and eye colour matching the runes.

**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 colour in darkness, only shades of grey.

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

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

**Unstable Runes**. Your body is covered in runes containing unstable innate magic. You can channel your runes’ power, casting a completely random spell from the sorcerer’s spell list.

Spell casted this way is free and will always be of the highest level of spells you can cast on your character’s level but will never be lower than 1st level.

Once you decide to use your runes you must cast the random spell you rolled, finding any viable target(s) for it described by spell’s range and target even if it sometimes means hurting your allies or healing your foes.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

You can use this trait a number of times equal to your proficiency bonus divided by two rounded up, and you half of expended uses rounded up when you finish a long rest.

**Languages**. You can speak, read, and write Local Common and one of: Bearspeak, Neodwarvish or Goblin.
Kobold (Race)

# Kobold

## Kobold Traits

Dex +2; Cha +1

**Age**. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

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

**Speed**. Your walking speed is 30ft.

**Appearance**. Kobolds look like all sorts of small draconic people and as innate geneshifters they may assume some characteristics of different races growing up. Your body is slightly scaly, and is any colour.

**Draconic Cry**. As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. 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.

**Geneshifters**. Kobold's unique art of geneshifting can manifest in unpredictable ways in an individual kobold. If you are still considered as “kobold” and not lamia, dragonborn or a dragon after mastering your innate ability to geneshift you are among the majority of your kind who can only manifest minor gene improvement to your body. Choose one of the following geneshift options for your kobold at level one and the second at 10th level.

**Innate Skill**. You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival.

**Devil’s Mind**. You have advantage on saving throws to avoid or end the frightened condition on yourself.

**Failed Ascension**. You know one cantrip of your choice from the sorcerer spell list Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).

           **Adaptation For Skies**. As a winged geneshifter while you are not wearing medium or heavy armour you have a flying speed equal to your walking speed.

           **Naga’s Genes**. Improvements introduced to your tail cause it to function as a fully functional additional appendage.

           **Unarmed Improvements**. You choose one type of unarmed combat improvement like minogon horns, troglodyte claws, snake fangs or satyr hooves granting you an unarmed strike of 1d6 + your strength modifier

**Language**. You can speak, read, and write Local Common and Draconic.
Raptofly (Race)

# Raptofly

## Raptofly Traits

Dex +2; Cha +1

**Age**. Raptoflies reach adulthood at age 4 and live up to 20 years.

**Size**. Raptoflies are between 2 and 3 feet tall and weigh between 40 and 80 pounds. Your size is Small.

**Speed**. Your speed is 25ft.

**Appearance**. Raptoflies are very small insectlike humanoids resembling dragonflies capable of flights and born with a chitinous armour covering their muscles. Your chitin is always vibrant and shiny but can be any colour.

**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 colour in darkness, only shades of grey.

**Flight**. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing light, medium or heavy armour.

**Bite**. Your Mandibles are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

**Natural Armour**. Your chitin provides you a base AC of 16 (your Dexterity modifier doesn't affect this number). You can wear light, medium, or heavy armour on top of your chitin shell but it will cost you your flight. You can use shields without additional consequences

**Additional Limbs**. You have four arms which all work as fully functional limbs for grabbing, but since you are also a small creature it does not affect your weapon capacity simply flavouring each weapon and shield you wield to a smaller version functioning as one regular weapon. You can however wield weapons with heavy property using four arms with no size penalty or use two small one-handed weapons (reflavour of one regular weapon) and hold spellcasting focus and a torch in free hands. Additional appendages don’t affect grappling due to your size and you can still only grapple two creatures at once.

**Languages**. You can speak, read, and write Local Common and Deep Dark.
Sagrytogor (Race)

# Sagrytogor

## Sagrytogor Traits

Str +2

**Age**. Sagrytogors reach maturity at 30 years old and live around 250 years.

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

**Appearance**. As a sagrytogor you are a descendant of both ogres and sylvans. Sagrytogors are various all resemble what half-orcs would be to satyrs and two largest castes are Satyros with more prominent horns and bulky build and Fairo with innate magic resembling that of fairies who are way smaller.

**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 colour 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.

**Primal Intuition**. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Perception, and Survival.

**Languages**. You can speak, read, and write Local Common and Sagrytogor.

## Satyros Sagrytogor

Cha +1

**Size**. This subrace averages over 7 feet in height, and they have stocky builds. Your size is Medium.

**Horns**. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

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

## Fairo Sagrytogor

Dex +1

**Size**. You choose between Small or Medium size and are either between 3 and 4 feet tall for Small or 4 and 5 feet for Medium

**Fairy Magic**. You know the druidcraft cantrip. Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast faerie fire or enlarge/reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any 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
Fairy (Race)

# Fairy

## Fairy Traits

Wis +2; Dex+1;

**Age**. Fairies remain children even up to 50 years but most grow up around 40. They live about five centuries.

**Size**. Fairies are between 2 and 3 feet tall and are generally slender. Your size is Small.

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

**Fey**. Your creature type is fey, rather than humanoid.

**Appearance**. You are a small pixie looking like a basic humanoid but with strong translucent wings that can carry you even with armour. Typically while casting spells fairies produce light in the shape of a halo above their heads for the moment of casting. Your skin tone is pale, tan or brown, your hair is any natural colour and eyes are any colour.

**Flight**. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed only if you're wearing heavy armour.

**Fairy Magic**. You know the druidcraft cantrip.

Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast fearie fire or enlarge/reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any 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).

**Languages**. You can speak, read, and write Local Common and Sylvan.
Dwarv (Race)

# Dwarv

## Dwarv Traits

**Age**. Dwarvs 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.

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

**Speed**. Your speed is 25ft, and not reduced by wearing heavy armour.

**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 colour in darkness, only shades of grey.

**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.

**Languages**. You can speak, read, and write Local Common and Neodwarvish.

## Mountain Dwarv

Str +2; Con +2

**Dwarven Armor Training**. You have proficiency with light and medium armour.

## Hill Dwarv

Con +2; Wis +1

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

## Svartdwarv

Con +2; Int +1

**Blackwoods Calmness.** Once per long rest you can psionically cast Charm Person with your Intelligence without noticeable verbal or somatic components.

**Languages**. Instead you can speak, read, and write Local Common and Svartdvarw.
Elf (Race)

# Elf

## Elf Traits

**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 750 years old.

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

**Speed.** Your speed is 30ft.

**Appearance**. Most elves of Salineir are fey touched by either Sacred Woods or The Mist meaning they produce some form of abnormality like horns, tails, additional eyes and so on. Discuss possible bonuses from that fact with your DM.

**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 colour 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.

**Trance**. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

**Languages**. You can speak, read, and write Local Common and Elven.

## Subraces

The unpredictable nature of elven biology makes them come in all shapes and forms allowing you to choose any one of subraces from official DnD 5e sources.
Psygolin (Race)

# Psygolin

## Psygolin Traits

Wis +2; Dex +1

**Age**. Psygolins reach adulthood at age 8 and live up to 40 years.

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

**Speed**. Your speed is 30ft.

**Appearance**. These blue skinned far relatives of goblins look like more evil versions of their civilised brethren. Psygolins wear clothes and don’t incorporate skulls and death related patterns into their cultures using symbols of eyes everywhere instead. Your skin is some shade of blue and your eyes can be any colour.

**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 colour in darkness, only shades of grey.

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

**Etheric Levitation**. You can use a bonus action to start levitating, gaining 15 feet of flying speed for a minute. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

**Languages**. You can speak, read, and write Local Common and Psygolin.

**Silent Speech**. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.