Race

A character's race is a fundamental part of the identity and nature of your characters.

Each race has a distinct appearance, behaviour and often range of statistics associated with it. The following races are available in Sahul:

## **Chupacabra**

Chupacabras are bloodsucking Xolo-man from the deserts. Chupacabra player will find great enjoyment in roleplaying as a raider from the scorching desert, an eccentric magician that lives of only tomatoes, or a Matador that goes to battle with his own pet bull.

Your Chupacabra character shares a number of with other Chupacabra.
***Ability Score Increase.*** You can increase one of your ability scores by 2, and another one by 1. These increases can’t raise a score above 20.
***Darkvision.*** Because of your life inside the desert sub you have become used to living 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 gray.
***Keen Smell.*** You have Advantage on wis (Perception) checks that rely on smell.
***Bloodsucker.*** When you grapple a creature you can use your bite attack once to drain your target to gain 1d6 temporary hitpoints. You regain the ability to do so again when you finish a short rest.
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your strenght modifier to the attack and damage rolls when you attack with your bite. Your bite deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you use your bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
\* regain hit points equal to the damage dealt by the bite
\* gain a bonus to the next ability check or attack roll you make; the bonus equals the damage dealt by the bite
You can empower yourself with your bite 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 Common and Gnarlish. While most humans find the bestial tongue known as Gnarlish hard to speak, the language comes quiet naturally to the fanged muzzle of a chupacabra. Gnarlish is made out of a myriad of sounds such as howls, yips, and growls.

## **Dragonborn**

The Dragonborn are the noble draconic knights of the goddess Reyim. The Dragonborn are most in their element when they are fanatic zealots for Reyim, intriguing troubadours telling legends from before antiquity, or battle hardened bishops that turn back the swarms of undead.

Your draconic heritage manifests in a variety of traits you share with other dragonborn.
***Ability Score Increase.*** You can increase one of your ability scores by 2, and another one by 1. These increases can’t raise a score above 20.
***Draconic Ancestry.*** You have 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.
***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 con 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.
***Languages.*** You can speak, read, and write Common and Kin tongue. Kin tongue is the language shared between the three different breeds of dragon-kin believed to be gifted to them by their patron goddess Reyim. Young dragonborn diligently study kin tongue so they might read the ancient scriptures of the Reyimic faith and learn its passed down wisdom.

## **Dwarf**

Dwarves are a legion of stout humanoids that train to one day retake their homelands. Dwarves can be fun to play for player who want an well organised centurion who fights guards his comrades from danger, snobbish detectives that silently solve the puzzle while their friends bicker, or crusaders that banish the enemies of their order with an ancient burning vengeance.

Your dwarf character has an assortment of in abilities, part and parcel of dwarven nature.
***Ability Score Increase.*** You can increase one of your ability scores by 2, and another one by 1. These increases can’t raise a score above 20.
***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 Toughness.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
***Dwarven Combat Training.*** You have proficiency with the handaxe, light hammer, tower shield, and shortsword.
***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 int (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 Common and Nanousian. The dwarves feel pride in the knowledge that they are the sons of the daughter of one of the mightiest empire that Sahul has ever seen and they make sure that their children learn about their heritage. Part of this education is to teach their children their ancestral language, and as such almost every dwarf knows how to speak and write Nanousian, even if they cant write Common.

## **Sun Elf**

Sun Elves (also known as Garangu) are magically adept humanoids that can be an great race for players who want to play an arcanist who's first hand knowledge dwarfs those of most wizards, an ancient guardian who kept an oath to protect his god's sacred artifact, or an dashing rogue who teleports from shadow to shadow.

Your Sun Elf character has a number of traits in common with all other Sun Elves.
***Ability Score Increase.*** You can increase one of your ability scores by 2, and another one by 1. These increases can’t raise a score above 20.
***Garangu Weapon Training.*** You have proficiency with the glaive and longbow.
***Keen Senses.*** You have proficiency in the Perception skill.
***Strong Will.*** You have Advantage on saving throws against being Charmed, and magic can't put you to sleep.
***Blinding Ray.*** You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short rest.
***Languages.*** You can speak, read, and write Common, Low Kanishish, and one extra language of your choice. The royal houses of Al-Roc make sure that their children receive the best education gold can afford for both prestige and to ensure that they have worthy successors. Young sun elves are often enrolled in several extra curriculum lessons such as music school and foreign language classes.

## **Star Elf**

Star Elves (also known as Bundara) are graceful humanoids with pointed ears that form great characters for players who want to play an survivalist who is at home in the wilderness, an archer with unmatched precision, or a dervish who fights with the grace of an dancer.

Your Star Elf character has a number of traits in common with all other Star Elves.
***Ability Score Increase.*** You can increase one of your ability scores by 2, and another one by 1. These increases can’t raise a score above 20.
***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.
***Bundara Weapon Training.*** You have proficiency with the battle axe and shortbow.
***Expert Senses.*** You have proficiency in the Perception, Investigation, and Insight skill.
***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.
***Languages.*** You can speak, read, and write Common and one additional language of Common rarity. Star Elves are found across the continent of Sahul and many have adapted to the customs of the lands they live in. However a great of population still live in their native land of Al-Roc in the north, and are thought the same Low Kanishish that their ancestors learned.

## **Moon Elf**

Moon Elves (Also known as Wilara) are a group of humanoids that work as miners for the Garangu. Moon Elves are a great race for sorrowful storytellers telling tales of hard labour, charismatic rebels fighting for freedom, or a blissfully unaware servant of an powerful patron who think they are protecting the world from evil.

Your Moon Elf character has a number of traits in common with all other Moon Elf.
***Ability Score Increase.*** You can increase one of your ability scores by 2, and another one by 1. These increases can’t raise a score above 20.
***Darkvision.*** Accustomed to torch-lit mines and the night sky, 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 colour in darkness, only shades of grey.
***Wilara Weapon Adaption.*** You have proficiency with the war pick and crossbow.
***Keen Senses.*** You have proficiency in the Perception skill.
***Pushed beyond breaking.*** You have Advantage on saving throws against being Charmed, and magic can't blind you.
***Cavern Magic.*** At 1st level, you gain the Dancing Lights cantrip, at 3rd level you can cast Faerie Fire once per day, and at 5th level you can cast Darkness once per day. Charisma is your spellcasting ability.
***Languages.*** You can speak, read, and write Common and one additional language of Common rarity. Those moon elves who grew up in the mines have learned Low Kanishish from either their parents or their masters. When an escaped moon elf has children themselves they prefer to avoid talking about the horrors the faced in the elven lands up north, including the language, and they teach their children the language of their new homes instead.

## **Half-elf**

The children of Humans and Elves, Half-elves combine the grace of the Elves with the ambition of Humans. Half-elves are usually found as brave warlords leading their allies to victory, sorcerers exploring ancient tombs to find answers of their family past, and charming pickpockets that steal one's coin purse while having a lovely conversation with them.

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.
***Ability Score Increase.*** You can increase one of your ability scores by 2, and two other ones by 1. These increases can’t raise a score above 20.
***Darkvision.*** Thanks to your elf 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. You can't discern colour in darkness, only shades of grey.
***Elven Ancestry.*** You have Advantage on saving throws against being Charmed, and magic can't put you to sleep.
***Skill Versatility.*** You gain proficiency in two skills of your choice.
***Languages.*** You can speak, read, and write Common, Low Kanishish, and one extra language of your choice. Both parents of a half-elf take good care in teaching their child the language of their ancestors so that when their child grows up they can life their lives in either or both societies if they so desire.

## **Gnoll**

Gnolls are a short lived hyena-like humanoid race that live their lives in religious nomadic tribes. To some they may have obscure and alien manners but to a gnoll it makes perfect sense. Gnolls characters can but are not exclusive to tribal warriors bringing their culture to the "civilised" world, maniacal alchemists creating dangerous potions, or ancient priests for the gods of nature.

Your Gnoll character shares a number of with other Gnolls.
***Ability Score Increase.*** You can increase one of your ability scores by 2, and another one by 1. These increases can’t raise a score above 20.
***Darkvision.*** Your time hunting in the depths of night has tough you to see in the dark 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 Smell.*** You have Advantage on wis (Perception) checks that rely on smell.
***Bite.*** You are proficient with your bite attack, which is a melee weapon that deals 1d6 piercing damage plus your strength modifier.
***Rampage.*** When you reduce a creature to 0 hit points with a melee attack on your turn, you may use a bonus action to move up to half your speed and make a bite attack.
***Languages.*** You can speak, read, and write Common and Gnarlish. While most humans find the bestial tongue known as Gnarlish hard to speak, the language comes quiet naturally to the muzzle of a gnoll. Gnarlish is made out of a myriad of sounds such as howls, yips, and growls.

## **Gnome**

Gnomes are small business-savvy humanoids. Big treasure hunting expeditions are likely to be funded and lead by Gnomes. Gnomes make for great characters, such as the posh archaeologist who keeps a stiff upper lip, an honourable mercenary who sells his expertise to the highest bidder, or tiny cat-burglar ready to heist the dragon's golden tailring.

Your gnome character has certain characteristics in common with all other gnomes.
***Ability Score Increase.*** You can increase one of your ability scores by 2, and another one by 1. These increases can’t raise a score above 20.
***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 gray.
***Gnome Cunning.*** You have Advantage on all int, wis, and cha saving throws against magic.
***Artificer's Lore.*** Whenever you make an int (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.
***Languages.*** You can speak, read, and write Common and one additional language of Common rarity. Most gnomes hail from either the Laiscuit League or from one of the other nations in the Rim. When united the people in the Rim created a shared language known as Rimic and as such it is common for gnomes to speak this language.

## **Halfling**

Halflings (also known as hobbits) are small adventures humanoids with uncanny luck. They are the world's biggest experts in relaxation and narcotics. Halflings form great guitarists who charm entire inns, smugglers bringing illegal objects into the capital, or scouts stalking their enemies in the undergrowth.

Your Halfling character has a number of traits in common with all other Halflings.
***Ability Score Increase.*** You can increase one of your ability scores by 2, and another one by 1. These increases can’t raise a score above 20.
***Lucky.*** When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
***Brave.*** You have Advantage on saving throws against being Frightened.
***Halfling Nimbleness.*** You can move through the space of any creature that is of a size larger than yours.
***Naturally Stealthy.*** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
***Languages.*** You can speak, read, and write Common and one additional language of Exotic rarity or bellow. The most common language for halflings to speak is Domuish which is spoken on the island of Domuc from which the race hails. However halflings are quick to abandon their own native language when living amongst other people and to adapt theirs instead.

## **Human**

Humans are a versatile race. They get along with almost everyone, though they might not be close to many. Humans characters can serve as wise old magi, noble thieves, raging berserker, hedonistic priests, collected monks, and all other kinds of jobs.

It's hard to make generalisations about humans, but your human character has these traits.
***Ability Score Increase.*** You can increase two of your ability scores by 1. These increases can’t raise a score above 20.
***Skillfull.*** You gain proficiency in one skill of your choice.
***Born Hero.*** You gain one feat of your choice.
***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: Orcish curses, Nullarborian musical expressions, Nanousian military phrases, and so on.

## **Kenku**

Kenku's are eccentric flightless bird-people that think in a similar fashion to a computer programs. Their minds work through flow charts and they speak by mimicking words they have heard before. A Kenku character can take the form of a exterminator trying to find their way into a castle to kill a cat, a librarian hanging on to the old ways, or a cultist who has just does as he says.

Your Kenku character shares certain traits with other Kenku.
***Ability Score Increase.*** You can increase one of your ability scores by 2, and another one by 1. These increases can’t raise a score above 20.
***Expert Forgery.*** You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
***Kenku Training.*** 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 Wisdom (Insight) check opposed by your Charisma (Deception) check
***Languages.*** You understand Primordial and Common, but you can only speak words you have heard before through your Mimicry trait. The words you say sound disconnected and constantly change pitch, as if each word is from a different conversation. Words that you don't know the word for will be replaced with the sound they make, such as the ringing of a bell for bell or the barking of a dog for dog.

## **Orc**

Orcs are brutish tusk-bearing humanoids that put their fate into strength and necromancy instead of false gods. Orc characters are best when played as a young soldier training to be the strongest warrior in the land, a boasting necromancer that uses an army of undead to tent to his every need, or a shamed general banished from his homeland for showing cowardice on the battlefield.

Your orc character has certain traits deriving from your orc ancestry.
***Ability Score Increase.*** You can increase one of your ability scores by 2, and another one by 1. These increases can’t raise a score above 20.
***Darkvision.*** Thanks to your orc 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. You can't discern colour in darkness, only shades of grey.
***Menacing.*** You gain proficiency in the Intimidation skill.
***Relentless Endurance.*** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
***Savage Attacks.*** When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
***Languages.*** You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Draconic script.

## **Ripler**

Riplers are members of other humanoid races that have been displaced through either time or space and have been transformed into their current form. Because riplers used to be of any other race and can start all over again as an full adult, they can be found doing any job under the sun.

Riplers share certain racial traits as a result of their warped transformation.
***Ability Score Increase.*** All your ability scores increase by +1.
***Darkvision.*** Thanks to your transformation, 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.
***Entropic Resistance.*** You can choose one damage type (acid, cold, fire, lightning, or thunder) to gain resistance against.
***Wibbly Wobbly Timey Wimey Magic.*** You know the Druidcraft, Prestidigitation, and Thaumaturgy cantrip.
***Languages.*** You can speak, read, and write Common and one extra language of your choice. Riplers usually still remember the language that they used to speak before being misplaced in time-space and becoming riplers.

## **Tortle**

Tortles are massive turtle-like humanoids that live their on the roads with their homes on their backs. Great classes to play as a tortle are for example: an wise old martial artist, a sacred Templar for their ancient faith, or a friendly witch-doctor that blesses their party with the power of the elements.

Your tortle character has a number of traits in common with all other tortles.
***Ability Score Increase.*** You can increase one of your ability scores by 2, and another one by 1. These increases can’t raise a score above 20.
***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 Armour.*** Due to your shell and the shape of your body, you are ill-suited to wearing armour. Your shell provides ample protection however; it gives you a base of AC 17 (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.
***Shell Defence.*** 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, as well as disadvantage on Dexterity saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
***Survival Instinct.*** You gain proficiency in the Survival skill.
***Languages.*** You can speak, read, and write Common and one additional language of Exotic rarity or bellow. Tortle's are nomadic by nature, spreading themselves far and wide across Sahul. As they went they adapted local languages and passed these on to their children. Only those tortles born and raised on the Wabu Islands are familiar with their own native language of Wabu Wabu.