


Human
Appearance
Among the most common and diverse race of Vaedanys. Humans have a rich history stemming from the creation of mortal kind. Humans can be fair, dark skinned, long haired - curly of all sorts and shapes, they most distinguishable by their lack thereof- otherworldly traits like horns and color branded skin tones. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds.
History
Humans were thought to be the first of the Mortalkind to appear on the realm following the Primordials, gifted by the Gods the 'Mortal Will' the innate desire to conquer, to be free and to explore, it was this gift that started the war between the primordial races and mortalkind. Now eons have passed and many humans rule in society as kings, dukes and even emperors in many regions of the world.
Society
Humans are found primarily in several regions with many of them having followed different cultures and practices based on where they are this is also exemplified by their names in certain regions. Humans adapt to any region and have done so through many years making them the most abundant race of all of Vaedanys.
Features
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Age. Humans reach adulthood in their late teens and live less than a century.
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Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
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Speed. Your base walking speed is 30 feet.
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Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
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Homebrew Language. You can speak, read and write Vorune and one extra language of your choice
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Human Ingenuity. When determining the time it takes to learn a new skill or tool you must roll to determine the total time needed to learn a new skill or tool. The DM must first determine the maximum and minimum time required and you may reduce the maximum time by 20% rounded up.
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Human Origin. Every human hails from a distinct land, culture, or upbringing that shapes their worldview, values, and abilities. When creating a human character, choose an Origin that defines where they come from—be it a bustling city-state, a nomadic desert tribe, a secluded mountain village, or a forgotten lineage tied to ancient magic. Each Origin grants unique traits, skills, or knowledge that reflect a life shaped by place and heritage.
Origin
Noble
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Born to wealth and power, these humans have become accustomed to the finer things in life
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Ability Score Increase: You may choose between Dexterity, Intelligence or Charisma to increase by 1
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Educated: You are proficient in one of the following skills, History, Arcana, Insight or Religion
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Refined Tools: Choose one toolset, you become proficient in that tool and add twice your proficiency bonus to any check you made with the tool
Urban
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Born in major cities, bustling crowds and accustomed to the busy flow of urban life.
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Ability Score Increase: You may choose between Dexterity, Intelligence or Charisma to increase by 1
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Craft & Trade: You become proficient in one artisan toolset of your choice or one language. Additionally you become proficient in of the following skills, Deception, Insight, Investigation, Performance or Persuasion.
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City Smarts: Whenever you make a history check relating to prominent figures or places of a city that you have lived in you are considered proficient in the History skill and add double your proficiency bonus to the check.
Rural
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Born in small settlements, farms and hobbles and towns these folk have lived the simplicities of life.
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Ability Score Increase: You may choose your Strength, Constitution or Wisdom to increase by 1
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Labor of the Land: You are proficient in land vehicles and one of the following, Athletics, Animal Handling, Nature, Survival or Perception.
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Hardened: You have advantage on checks and saves against gaining exhaustion. Additionally while travelling you can move twice the normal amount of time each day before being subjected to the effects of a forced march
Wilderness
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Born far from civilization, learning the most from nature and what it gives and takes from them.
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Ability Score Increase: You may choose your Strength, Constitution or Wisdom to increase by 1
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Survivalist: You are proficient in on of the following, Athletics, Acrobatics, Nature, Stealth or Survival
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Hunter-Gatherer: You are proficient with four simple weapons of your choice. Additionally whenever you make a survival check or stealth check for hunting you are considered proficient and add double your proficiency bonus to the check. You do not need proficiency with a Herbalist Kit to forage effectively.


Elf
Appearance
The Elves of Vaedanys are said to have inherited the gifts of the Fey Kind and were born as their kin, though none can prove it, it is true that Elves are a magical people of otherworldly grace, living in places of ethereal beauty. Elves’ coloration encompasses the many subraces of the Elven people. Highelves often have the same tonality as humans whereas Woodelves tend to have skin that resemble the forest they live in, Sea Elves often have skintones of blueish color. Light Elves have pale and grey skin where as Dark elves have darker hues. Elves range from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds.
History
For many years the Elves of Vaedanys have had an endless war with the Humans believing them to be the reason for the first calamity and the war that unfolded between mortalkind and the primordials it was then when the elves of the past split into the many tribes found in the world today, whilst most elven nobility live atop the grandeur of the Iamovars forest others defer to the seclusion of the seas and their ancestral homes.
Society
Elves love nature and magic, art and artistry, music and poetry and are a plentiful race in Vaedanys, hailing in the lands of Iamovar what once was the Lanteglos Islands now called the Lanteglos Principality. Elves find themselves in constant strife of nobility and purity. Many elves believe that it is the purity of race that matters beyond anything else, hence why they live in tight communities of the same subraces or tribes. Adarin live amongst the noblest of their kind in a heirarchy within the Iamovar Empire, whereas the Yultor are found deep in the jungles of The Eastern Continent of Nirall living amongst themselves within a tribal society. The Tolvathnar can be found along coastal dwellings or deep within the oceans living amongst the Syreni. Claddvirr can be found atop the highest mountain peaks of the world whereas the Beltoryn live in the Lightless-Hollow.
Features
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Ability Score Increase. Your Dex score increases by 1.
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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.
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Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
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Speed. Your base walking speed is 30 feet.
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Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
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Languages. You can speak, read, and write Common and Elven.
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Homebrew Language. You can speak, read and write Vorune and Uqari
Subrace
Wood Elf (Yultor)
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Ability Score Increase. Your Wis score increases by 1.
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Fleet of Foot. Your base walking speed increases to 35 feet.
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Whisperer of Trees. You can attempt to speak to the tree life around you mimicking the speak with plants spell. Trees may communicate with you and follow your simple commands. You can question trees about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
High Elf (Andaar)
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Ability Score Increase. Your Intelligence score increases by 1.
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Learned Linguistics. You can read, speak, and write one additional language of your choice.
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Fey Blood. You tap into the forces of your Feykind Blood allowing you to reach into the Veil and teleport one willing creature 5 feet from you to an unoccupied space of your choice that you can see within 30 feet of you.
Sea Elf (Tol'Vathnar)
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Ability Score Increase. You Constitution score increases by 1.
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Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.
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Deep Speech. You can speak, read, and write Aquan.
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Weapon of Water. Once every three days, when you are near water of at least 2 Liters or 4 pints, you can transform that water into any weapon provided that you know how to wield it. The weapon reverts back into water when it is beyond 30ft of you or if you dispel it. It does not create ammunition of any kind.
Light Elf (Claddviir)
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Ability Score Increase. Your Strength score increases by 1.
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Sunlight Stability. Once per day you have advantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight. You lose this ability when the sun sets.
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Light Elf Magic. You know the Light cantrip. When you reach 3rd level, you can cast the Guiding Bolt spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Dark Elf (Beltoryn)
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Ability Score Increase. Your Charisma score increases by 1.
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Deep-Dweller. Your darkvision has a range of 120 feet, instead of 60 but you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
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Eyes of Twilight. Gifted by the God of Night, you can use your eyes to see through walls up to 30 feet from you, however you take damage equal 2d4. You are also able to see directly behind you as if you have eyes behind your back. Once you use this trait, you can’t do so again until you finish a long rest.


Dwarf
Appearance
Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh an average of 150 pounds standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.
History
There isn't many recorded encounters with the Dwarves over the eras of their existence. Most know them to be an ingenious yet incredibly conserved race. During the first Era the Dwarves roamed the surface, but due to some unexplained cause they left for Crullfeld and built their society there away from the prying eyes of mortalkind. When the flood destroyed most of civilization the dwarves took to the realm beneath in large tunnels they dug out through out the years known now as The Crossroads. There they allowed many who sought refuge from the calamity and together built a peace that lasted over a hundred years until mortalkind resurfaced to the new world.
Society
The Dwarves of Vaedanys originated in Iamovar, in the large mass of land known as Crullfeld though now most dwarves live in underground governing the crossroads. Dwarves have a deep connection to the rich history of the realm to which they have some part in, one way or another. Dwarven nobility springs directly from the families within Crullfeld, whilst dwarves born on the surface are called Metalbacks - "those who shun the true forge". Dwarves in The Crossroads are born to clans namely the 11 Dwarven Clans which govern their role in The Crossroads as well as their line of nobility. There are few distinctions among dwarvenkind that being closely related to their role in society. Dwarves of the Split guard the physical entrance into the Crossroads and comprise of warriors, blacksmiths and smithmages, where dwarves of the crossroads may be of nobility and among the 11 clans. Dwarves of the Lightless-Hollow are among the dwarves of a distant relative to the dwarves we know of today.
Features
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Ability Score Increase. Your Constitution score increases by 1.
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Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
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Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
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Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
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Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
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Languages. You can speak, read, and write Common and Dwarvish.
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Homebrew Language. You can speak, read and write Vorune and Osgesh
Subrace
Dwarf of The Crossroads (Grofgar)
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Ability Score Increase. Your Strength score increases by 1.
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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.
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Blacksteel Armaments. Choose one of the three weapons to add to your equipment they gain the Blacksteel property (1d4 fire-damage) and you gain the proficiency to use them if you do not already have it.
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a. Light Hammer
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b. Handaxe
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c. Warpick
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Dwarf of The Split (Knodgar)
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Ability Score Increase. Your Constitution score increases by 1.
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Dwarven Toughness. Your hit point maximum increases by 2 at level one, and it increases by 2 every time you gain a level.
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Masters of The Lightless Hollow. You learn the vulnerabilities, resistances and immunities of Abyssal Creatures. In addition once per battle when you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice an additional time and add it to the extra damage of the critical hit.
Dwarf of The Lightless Hollow (Duergar)
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Ability Score Increase. Your Wisdom score increases by 1.
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Superior 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 can't discern color in darkness, only shades of gray.
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Abyssal Magic. When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.


Gnome
Appearance
Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles, and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around.
History
Long ago, the Gnomes of Iamovar were a clever and industrious people, known for their intricate craftsmanship, arcane inventions, and boundless curiosity. Yet for centuries, they lived not as free folk, but as subjects beneath the highborn Elves of the Empire of Iamovar. Though not enslaved in chains, Gnomes were bound by rigid caste laws—assigned to roles as artisans, scribes, engineers, and alchemists in service to elven lords. Their brilliance was harvested, their culture suppressed, and their names seldom remembered in the songs of the empire. With the signing of the Accord, the Gnomes were granted full citizenship within Iamovar. They now live with newfound autonomy, governing their own districts, establishing universities, and even serving on the Imperial Council. While many Gnomes still work alongside the Elves as scholars and engineers, their service is now a choice rather than a duty. Tensions remain in the older provinces, and not all wounds have healed, but the Gnomes have entered a golden age of rediscovery—reclaiming old traditions, innovating new arts, and quietly shaping the empire from within.
Society
Originally found in The Iamovar Empire. Gnomes live humble lives in villages and even cities of their own. Gnomes are a very curious race, many of them reaching for magic whilst some yearn for the life of adventure becoming mercenaries, guild members and beyond. Gnomes live in small burrows usually found tinkering and creating toys and other contraptions, it is because of this curiosity that they often become high ranking officials within their homesteads. Gnomish society in the Empire of Iamovar is a vibrant tapestry of innovation, resilience, and rediscovered identity. Though still nestled within the towering spires and ancient laws of the Elven empire, the Gnomes have shaped a culture all their own—one that honors both their historical ingenuity and their hard-won autonomy.
Features
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Ability Score Increase. Your Intelligence score increases by 1
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Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.
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Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.
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Speed. Your base walking speed is 25 feet.
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Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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Brave. You have advantage on saving throws against being frightened.
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Languages. You can read, speak, and write Common and Gnomish.
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Homebrew Language. You can speak, read and write Vorune and Uqari
Subrace
Boulder Gnome
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Ability Score Increase. Your Constitution score increases by 1.
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Tough Hide. Your skin is tougher than that of a normal gnome. When you aren't wearing armor, your AC equals 12 + your Dexterity modifier.
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Stony Skin. T hanks to your tough physique and a natural affinity for enduring physical impacts, you have resistance to bludgeoning damage from nonmagical sources.
Deep Gnome
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Ability Score Increase. Your Charisma score increases by 1.
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Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.
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Sensory Dispossession. Choose an item within 10ft that is no heavier than yourself, you can then remove a sensory effect from it. The effect lasts for one minute or one round in combat. You can do this once per long rest.
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Touch - A creature touching the chosen object will feel as if they are reaching for air
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Sight - A creature attempting to perceive the object through sight will find it practically invisible
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Smell - A creature attempting to perceive through smell will find it practically odorless
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Sound - A creature attempting to listen for the sound coming from the object will find it practically mute
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Taste - A creature attempting to taste the object will find it practically flavorless
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Tinker Gnome
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Ability Score Increase. Your Intelligence score increases by 1.
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Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
1. Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
2. Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
3. Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.
Forest Gnome
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Ability Score Increase. Your Dexterity score increases by 1.
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Natural Illusionist. You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.
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Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.


Syreni
Appearance
Syreni are amongst the most diverse in terms of appearance among all of the races of Vaedanys. Many Syreni have the features of fish and as such they have adapted to life underwater. Their skin is often a hue of deep blue, though most appear as light greenish or in some cases a vibrant color. Syreni can come in all forms whether looking more like their fishlike counter parts or simply humanoid with minor aquatic features. Syreni can weigh about 150 to 200 lbs.
History
Syreni society is one of Theocracy. Many of the kingdoms of the Syreni follow a religion known as the Belief of the Deep which centers around their belief that the world is governed by powerful beings that lay dormant in the waters of the world. At one point in the second era the Syreni had a great army known as the Legion of the Deep. Though now the army seems to have been relegated to a protectoral state for the underwater cities around the Eonasian Theocracy. Their rule however never did go far from the regions of the Eonasian Ocean even before the flood.
Society
A very free race of fish-folk the Syreni are a peace loving race whom live in the depths of Vaedanys, only resurfacing during times of 'great-calamities' this race has seemed to have been tied to stories of prophecy saying that the Syreni could sense when it was time to act. Syreni look very much humanoid with fishlike features and although there are many kinds of Syreni like the Syreniadlam whom resemble fish more than of humanoids or the Syrenikarkarias whom resemble the apex predators of the oceans. They still remain in their own bubbles under the water.
Features
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Ability Score Increase. Your Constitution and one other score of your choice increases by 1
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Age. Syreni mature to adulthood by the age of 10 but have been known to live up to 80 years.
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Size. Syreni stand between 5 and 6 feet tall and can range from around 150 pounds. Your size is Medium.
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Speed. Your base walking speed is 30 feet and you have a swim speed depending on your subrace
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Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
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Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
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Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
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Languages. You can speak, read, and write Common, Aquan and Primordial.
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Homebrew Language. You can speak, read and write Vorune and and Voxcean
Subrace
Syreniadlam
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Appearance. Fishfolk whom resemble humanoids with fishy features like fins for ears and gills along their necks that allow them to breathe in water.
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Amphibious. You can breathe air and water and have a swimming speed of 30 feet.
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Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage.
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Aquatic Combatant. You have been trained since you were a small child for combat by your people. You gain a proficiency with the trident, pike, javelin and spear. In addition you have proficiency in medium armor.
Syrenikarkarias
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Appearance. Fishfolk that resemble the predators of the sea like sharks, sea-lions, squids, octopi and others.
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Amphibious. You can breathe air and water
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Speed. Your base walking speed is 25 feet. You have a swimming speed of 40 feet.
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Blood Scent. predators of the sea are known to be able to smell a drop of blood up to a mile away. You have advantage on Wisdom (Survival) checks to track any creature with blood whose current hit points are less than its hit point maximum.
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Water Stealth. Water is your element. You glide quickly, smoothly, and silently as you swim. You have advantage on Dexterity (Stealth) checks to hide in dim light or darkness while underwater.
Syrenifilos
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Appearance. Fishfolk that resemble more fishlike qualities than of humanlike
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Limited Amphibiousness. You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.
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Observant and Athletic. You have proficiency in the Athletics and Perception skills.
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Marine Recovery. If you complete a short rest while fully submerged in water throughout, you gain temporary hit points equal to your level which last for 4 hours.


Miyavi
Appearance
The Miyavi are a lithe and elegant race of catfolk, blending humanoid grace with unmistakably feline traits. Standing between 5 to 6 feet tall, they possess sleek, athletic builds made for agility, balance, and silence. Their movements are fluid and deliberate—each step seemingly placed by instinct, not thought. Their bodies are covered in fine, soft fur, varying in color depending on lineage and region. Common hues include ash gray, sable black, golden sand, snow white, and mottled patterns that resemble moonlight filtering through leaves. Some Miyavi sport distinct facial markings or subtle striping across the shoulders, arms, and tail—markings often seen as signs of spiritual heritage or clan affiliation.
History
In the past Miyavi lived in harmony as a strong tribal race in the jungles of Zvart'l though they shared a common enemy in likes of the Serpentari who were once their captors and oppressors. These days however they remain within the jungles of Zvart'l in small pockets of their once kingdoms now taken over by the Serpents.
Society
These cat-like creatures originate in the jungles of the Zvart'l Empire, where they live in large clans overshadowed by the hierarchy of the Serpentari which persecute them, yet this race perseveres across many regions far beyond their original continent where they live as adventurers and occasionally dabble in the economy. A race of Cat people, with as many variations as there are colors.
Features
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Appearance. Miyavi look very much like cats though they have the ability to stand on their two feet, there are many kinds of Miyavi with most of them representative of their real life counter parts if they were turned humanoid.
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Ability Score Increase. Your Dexterity score increases by 2.
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Age. Miyavi reach adulthood in their teens, and can live up to three centuries.
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Size. Miyavi normally stand at around five and a half feet tall and weigh around 120 pounds. Miyavi stand at about six and a half feet tall and about 150 pounds. Your size is Medium.
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Speed. Your base walking speed is 30 feet.
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Low-Light Vision. As a nocturnal race, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.
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Cat's Claws. Because of your claws, you have a climbing speed of 20 ft. Additionally, your claws are natural weapons, which you can use to make unarmed strikes. The damage die for your unarmed strike is a d4, and it deals slashing damage instead of bludgeoning damage.
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Catlike Reflexes. You may add half your proficiency bonus, rounded down, to your initiative rolls. You have resistance to fall damage
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Languages. You can speak, read, and write Common.
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Homebrew Language. You can speak, read and write Vorune and Ipsarin


Draconian
Appearance
Resembling a dragon in humanoid form. They typically stand almost 6 feet tall and are strongly built, weighing over 300 pounds. Unlike dragons, they do not have wings or a tail, although there are individual exceptions to this. A Draconian's skin is covered in fine scales, giving it a leathery texture. Larger scales appear on the forearms, lower legs, feet, thighs, and shoulders. The color of their scales varies, but commonly a dull metallic shade, such as scarlet, gold, rust, ochre, bronze, brown, or copper-green. Brass and bronze are the most common shades.
History
Descendants of the True Dragons. Draconians were once known as Dragonborn, but through the many years they have evolved and since then have called themselves according to the Draconic words of Dreh which means 'To power' and Lahn which means 'In return', the Aegan Empire has since dubbed them Draconians since the early second-era and while the Draconians have lived atop of Enshire Rise for centuries they have stuck to their tradition of power and trial.
Society
Known to the world as the descendants of the True Dragons, Draconians originate in the areas close to the dormant volcano of Enshire Rise, in The Western Continent of Ireth, within The Aegan Empire where they live. Not many Draconians leave Enshire Rise, but those that do often find themselves returning to the continent during an event known as "The March", which calls to and gathers all Draconian. Draconian leaders are often the Elders of their society called Drehmargha and are known to be adorned with ancient relics from the first era giving them powers which many covet.
Features
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Ability Score Increase. Your Strength score increases by 1, and your Charisma score increases by 1.
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Damage Resistance. You have resistance to the damage type associated with your ancestry.
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Age. Young Draconians grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
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Size. Draconians are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
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Speed. Your base walking speed is 30 feet.
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Draconic Ancestry. You are distantly related to a particular kind of dragon. Choose a type of dragon from the below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.
Draconic Ancestry
Dragon Color - Damage Type - Breath Weapon
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Black - Acid - 5' by 30' line / 15' cone (DEX save)
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Blue - Lightning - 5' by 30' line / 15' cone (DEX save)
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Red - Fire - 5' by 30' line / 15' cone (DEX save)
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Green - Poison - 5' by 30' line / 15' cone (DEX save)
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White - Cold - 5' by 30' line / 15' cone (DEX save)
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Breath Weapon. As part of your attack action you may exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 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 increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.
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Languages. You can read, speak, and write Common and Draconic.
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Homebrew Language. You can speak, read and write Vorune and Pyric
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Flight. You have inherited wings from the True Dragons. You have a flying speed of 30 feet while not wearing heavy armor, and is reduced to 10ft when wearing heavy armor.


Ferroxylon
Appearance
An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Ferroxylon are made from wood and metal, but they can feel pain and emotion. Ferroxylon are the last of their kind and are extremely rare in todays world. Ferroxylon have an exoskeleton primarily composed of magic steel, providing them with incredible durability and strength. Interwoven with this exoskeleton are living tendrils of magical wood, giving them flexibility and the ability to heal minor damage over time. They have a humanoid shape, standing between 6 to 8 feet tall. Their forms are sleek and elegant, with a natural, flowing design that seamlessly integrates the metallic and wooden components. Their eyes glow with an inner light, a manifestation of the magical energies that animate them.
History
It is said that the Ferroxylon was made long ago by a powerful smithmage who singlehandedly won a great-war with the help of his creations, when the war ended the Ferroxylon were left without meaning and command, left to rot in the earth only to awaken several thousand years later. The creation of the Ferroxylon is a mystery, so much so that even smithmages of the current age know not how to recreate them and many study these sentient constructs.
Society
Ferroxylon that remain active today are usually found working for masters whom either stumbled upon them and managed to reignite the spark which powers them or fixed them through various forms of magic, either way these Ferroxylon grow to become good servants or otherwise become considerable threats as they were intended to be. Though in most instances Ferroxylon reawaken to the world with a curiosity that leads them into the life of an adventurer.
Features
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Ability Score Increase. Your Constitution score increases by 1, and one other ability score of your choice increases by 1.
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Age. A typical Ferroxylon is between 3000 - 4000 years old as the few that remain have existed since the first era. The maximum lifespan of the Ferroxylon remains a mystery; so far, Ferroxylon have shown no signs of deterioration due to age. You are immune to magical aging effects.
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Appearance. Ferroxylon look very much like Treants with the added features of several steel and mechanical parts. When they move, they move as if constructs powered by magic and roots that bend to their will. Ferroxylons come in different shapes in sizes, so much so that each Ferroxylon looks completely different to another, be it the type of living-wood, the type of metallic parts, cogs in separate places or otherwise.
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Size. Your size is Medium.
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Speed. Your base walking speed is 30 feet.
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Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
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You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
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You don’t need to eat, drink, or breathe, but you may do so if you wish though you do not gain the benefits from it.
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You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
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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.
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Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
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Languages. You can speak, read, and write Common and one other language of your choice.
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Homebrew Language. You can speak, read and write Vorune and one other language of your choice
Subtype
Juggernaut
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Armored. You gain a +1 to your AC.
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Warmachine. Your fists become a powerful weapon. When you make an unarmed strike, you can deal 1d6 + your Strength modifier bludgeoning damage instead of the normal damage.
Scout
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Fleet Footed. Your base walking speed is 35ft and dashing through difficult terrain counts as regular terrain.
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You gain proficiency in perception
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Mobile Camouflage. As an action you can gather several environmental objects and attach it to yourself. You have advantage on stealth checks while you have camouflage and it lasts for 1 minute.
Combatant
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Built for War. one of your limbs can transform into one of the following weapons of your choice: shortsword, mace, flail. You gain the proficiency of the weapon of your choice.
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Unending Battle. Once per combat every time an opponent triggers your attack of opportunity you can instead use a bonus action to pull them back in with a contested Athletics Check.


Goliath
Appearance
At the highest mountain peaks dwell the reclusive goliaths, wandering a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power, their massive frames heavily muscled and covered in skin that resembles rough-hewn stone. This stony exterior varies in texture and color, ranging from granite-like grays and speckled patterns to smoother, obsidian-black surfaces with a glassy sheen. Despite their bulk, they move with surprising grace, their movements deliberate and efficient. Across their bodies, natural ridges and protrusions form patterns that are unique to each individual, resembling natural armor and giving them additional protection in battle. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.
History
It is said that Goliaths were created to serve as guardians of the earth, protecting its sacred places from destructive forces. They emerged from the deepest caverns and highest peaks, each clan tied to a specific mountain range or rocky expanse. These early Goliaths lived in harmony with the land, their lives centered around the rhythms of nature and the cycles of the earth. Goliaths have lived atop the Silver Peaks and the mountains of Kador where they call home. In the past Goliaths have held their peace with the races of Vaedanys garnering their own fame as keepers of the Silver Peaks. They were often recruited into great armies for their strength and valor, and they themselves would join willingly to return glory to their tribes.
Society
Early Goliath societies were built around clan structures, each led by a chieftain who was both a warrior and a spiritual leader. The chieftains were believed to possess a direct connection to the earth spirits, able to communicate with the stones and mountains themselves. These leaders guided their people in times of peace and conflict, ensuring the prosperity and safety of their clans. Nomads of their own region, Goliaths are never found in the same places due to how dangerous the Silver Peaks can be. Warriors of the tribes which amount to almost 90% of the population often become leaders of groups following a test of strength. Goliaths believe in strength above all but do not allow pride to overcome their goodwill.
Features
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Ability Score Increase. Your Strength score increases by 1, and your Constitution score increases by 1.
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Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
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Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
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Speed. Your base walking speed is 30 feet.
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Natural Athlete. You have proficiency in the Athletics skill.
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Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll 2d4. Add your Constitution modifier to the number rolled, and reduce the damage by that total. At 6th level roll 3d6 and 4d8 at 12th After you use this trait, you can’t use it again until you finish a short or long rest.
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Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
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Languages. You can speak, read, and write Common and Giant.
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Homebrew Language. You can speak, read and write Vorune and Ezgan


Aetheos
Appearance
The Aetheos are a graceful race of bird-folk, their slender forms adorned with iridescent feathers that shimmer in hues of gold, azure, and violet. Hailing from towering cliffside citadels and floating sky-isles, they are natural scholars and mystics, attuned to the whispers of the wind and the secrets of the heavens. With hollow bones allowing effortless gliding and sharp, intelligent eyes, the Aetheos revere knowledge and freedom above all, often serving as diplomats, astronomers, or elusive wanderers charting the unseen paths between clouds and stars.
History
Long ago, the Sauri, a race of lizardfolk, gazed upon the floating islands known as the Wake and beheld beings of radiant plumage gliding between the clouds. Mistaking them for divine beings, the Sauri named them Aetheos—"Skyborn Ones"—and worshipped them as gods. The Aetheos, though mortal, were cunning. Seeing an opportunity, they wove illusions and performed feats of aerial mastery to reinforce their divinity. Over time, they enslaved the Sauri, forcing them to build towering shrines and harvest sacred crystals from the earth below—offerings to their "celestial lords." For centuries, the Aetheos ruled as tyrant deities, their society growing decadent and stagnant. But when a Sauri prophet uncovered the truth—that the Aetheos were not gods, but mere mortals—rebellion erupted. The Sauri shattered their chains, and the Aetheos' empire crumbled. Now, the once-proud Aetheos are a scattered people, their floating cities in ruin. Some seek redemption, others cling to faded glory, but none can escape the truth: they were never gods—only creatures who dared to pretend.
Society
Aetheos from the Wake are born in nobility, enslaving the race of Sauri in the land below. Many of the Aetheos refuse to leave the Wake believing it to be savage and barbaric and thus their society has been isolated for several years. Though, there have been recorded instances of several Aetheos tribes found within the Eastern continent in the mountainous regions of Kingdom of Xuladar of which mingle with the people on occasion. Once rulers of the sky, the Aetheos now dwell in the remnants of their floating citadels, their society divided between those who cling to the past and those who seek a new future. The High Perch, descendants of the old priest-kings, still live in the highest spires of the Wake, hoarding relics of their lost divinity. They perform elaborate rituals, wear feathered masks to hide their mortal faces, and speak in the ancient tongue of their "holy" rule. To them, the Sauri rebellion was blasphemy, and they dream of one day reclaiming their godhood. The Aetheos are a people torn between pride and shame, their once-great civilization now fragmented. Their cities crumble, their youth question the old ways, and the Sauri below will never kneel again. Whether they fade into myth or forge a new destiny remains a question only the winds can answer.
Subrace
Aetheonocta
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Appearance. These Aetheos are more owl-like in feature. Their wings end in human like hands, they have developed longer legs and thicker bodies, where the plumage is fluffier than other avian races.
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Silent Flight. Due to your size in comparison to other Aetheos your flight speed is slower. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. In addition you can fly stealthily.
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Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Aetheostaza
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Appearance. These Aetheos have fully adapted to life on solid ground and resemble road-runners . Losing much of the wings that many of the Aetheos posses in exchange for thich powerful legs.
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Full Stride. Your base walking speed increases to 45 feet
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Glider. You lose most of your flight, leaving you with only 10 feet of gliding
Aetheofictus
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Appearance. These Aetheos mostly sport thick black feathers and small beaks which resemble those of corvids. They have plain, often glossy plumage that may be monochromatic or contrastingly patterned.
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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.
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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.
Aetheomelos
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Appearance. These Aetheos resemble songbirds, or finches. Small in stature with colorful plumage that range in a variety of bright colors from a bright yellow to a deep orange.
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Song Of The Sky. Once per long-rest when the sky is clear as an action you can sing. Any sentient, or semi-intelligent creature of your choice within 30 feet of you that can hear your song that isn’t immune to being charmed must make a Wisdom saving throw. The DC is 8 + your Charisma modifier + your proficiency bonus. On a failed save, the creature is charmed until the song ends. You must take a bonus action on your subsequent turns to continue singing. You can stop singing at any time. The song ends if you are incapacitated or fail a concentration check.
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Song Of War. Once per long-rest when the sky cannot be seen as an action you sing. Any sentient or semi-intelligent creature within 10 feet of you that can hear your song that isn’t immune to being charmed must make a Charisma saving throw. The DC is 8 + your Charisma modifier + your proficiency bonus. On a failed save the creature is 'enraged'. An enraged creature will use its action to make one attack against a randomly determined creature within range.
Features
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Ability Score Increase. Your Dexterity score increases by 1, and your Wisdom score increases by 1.
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Age. Aetheos reach maturity by age 5. Compared to humans, Aetheos don’t usually live longer than 50 years.
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Size. Aetheos are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
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Speed. Your base walking speed is 25 feet.
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Flight. You have a flying speed of 40 feet. To use this speed you cant be wearing medium or heavy armor
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Languages. You can speak, read, and write Common, Aethean.
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Homebrew Language. You can speak, read and write Vorune and Likth


Hybrid
Appearance
At first glance Hybrids look exactly like humans if they were born to two rather hairy parents. For the most part they exhibit the same qualities of humankind with features that stem from their lycanthrope ancestors like sharp claws or catlike feet and other qualities akin to these.
History
Not much is known about the Hybrids, but throughout the course of history they have been ridiculed for their existence. People from the Everfrost know them to be hard workers and ones that have far less fear towards the unending cold in comparison to most mortal races.
Society
Hailing from the strong cold and blizzards of The Everfrost, Hybrids are a humanoid race which seem to have a deep connection to Lycanthropes. Although unlike their accursed counterparts, Hybrids are birthed with control over their powers. Some say that Hybrids are the result of the curse of Lycanthropy failing to be passed down by one parent with the curse of Lycanthropy and another humanoid parent.
Features
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Ability Score Increase. Your Dexterity score increases by 1.
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Age. Hybrids are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
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Size. Hybrids range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.
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Speed. Your base walking speed is 30 feet.
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Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
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Transform. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you transform, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain benefits that depend on your subrace, described below. Once you transform, you can’t do so again until you finish a short or long rest
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Languages. You can read and write Common, and one other language of your choice.
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Homebrew Language. You can speak, read and write Vorune and Ravakor
Transformations
Razorclaw
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Ability Score Increase. Your Strength score increases by 1.
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Intimidating Ferocity. You have proficiency in the Intimidation skill.
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Transformation. You can make an unarmed strike as a bonus action. You can use your Strength for its attack roll and damage bonus, and this attack deals slashing damage.
Cliffwalk
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Ability Score Increase. Your Dexterity score increases by 1.
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Quick Hands. You have proficiency in the Sleight of Hand skill
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Transformation. While shifting, you gain a climb speed of 30 feet. In addition you can freely switch weapons more than once.
Wildhunt
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Ability Score Increase. Your Wisdom score increases by 1.
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Natural Tracker. You have proficiency in the Survival skill.
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Transformation. As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.
Swiftstride
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Ability Score Increase. Your Charisma scores increase by 1.
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Graceful. You have proficiency in the Acrobatics skill.
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Transformation. Your walking speed increases by an additional 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Beasthide
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Ability Score Increase. Your Constitution score increases by 1.
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Strong. You have proficiency in the Athletics skill.
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Transformation. You gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.


Pryad
Appearance
Pryad look very much like a humanoid version of the element they are attuned to yet seem to have a less physical form, as an example a water Pryad would have literal water in the shape of hair perhaps a darker shade than their skin. Despite their forms Pryad are solid and their elements behave much like flesh or fur.
History
Pryad (Pree-yahd) don't have a history of their own in the realm of Vaedanys due in part to being so rare as a collective race though history and historical text suggests that they were born from the residue of the Elementals, the primordial beings that controlled the elements.
Society
Often wanderers and nomads, Pryad dont necessarily enjoy the company of mortal-kind. Even those who would soon parent a child of their own often only stay with their newborn children for a short amount of time, teaching them the basics of survival and life before moving on. It is not known why Pryad don't seek the comforts of society, as often times they would be found in the deepest depths of the realm.
Features
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Ability Score Increase. One ability score of your choice each increase by 1.
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Age. Depending on the magic used to create their form, a Pryad can live in an awakened state for extremely varying times. Some live for months, others have lived for millennia.
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Size. The magics used to create them leave them with a humanoid form, giving them any build from humans, to elves, to dwarves, etc. Your size is Medium.
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Speed. Your base walking speed is 30 feet.
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Elemental Demise. If you die, your body disintegrates into a harmless substance suiting your subrace and leaves behind an elemental crystal along with your equipment. For the purpose of spells that would return you to life, the crystal is your body.
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Languages. You can speak, read, and write Common, and Primordial
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Homebrew Language. You can speak, read and write Vorune and Vexcean
Subrace
Vodapryad (Water)
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Ability Score Increase. Your Dexterity score increases by 1.
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Waterborne. You gain a swim speed equal to your walking speed. In addition, you don't need to drink and you can breathe air and water.
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Drown. As a bonus action while you are grappling a creature, you may cause the creature to begin suffocating.
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Water Magic. You know the ray of frost cantrip. When you reach 3rd level, you can cast the ice knife spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
Zempryad (Earth)
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Ability Score Increase. Your Constitution score increases by 1.
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Earthen Step. You can move across difficult terrain created by earth or stone as though it was normal terrain and do not disturb the ground when you walk.
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Earthen Form. You are resistant to nonmagical bludgeoning damage.
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Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of brown.
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Earth Magic. You know the magic stone cantrip. When you reach 3rd level, you can cast the earth tremor spell once and need to finish a long rest before you can cast it again. Constitution is your spellcasting ability for these spells.
Vetrapryad (Air)
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Ability Score Increase. Your Wisdom score increases by 1.
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Airy Form. You can move through an enemy's space as though it were difficult terrain, and can pass through an opening as narrow as 1 inch across without squeezing.
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Unbound Body. You have advantage on Dexterity checks and saves to escape grapples and nonmagical restraints.
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Air Magic. You know the thunderclap cantrip. When you reach 3rd level, you can cast the thunderwave spell once with this trait, requiring no material components, and regain the ability to do so after a long rest. When you reach 5th level, you can also cast the levitate spell once, requiring no material components, and regain the use of this trait after a long rest. Wisdom is your spellcasting ability for these spells.
Niskopryad (Fire)
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Ability Score Increase. Your Charisma score increases by 1.
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Hidden Flame. You gain resistance to fire damage.
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Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of red.
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Flaming fists. Your unarmed strikes deal fire damage instead of bludgeoning.
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Fiery Magic. You know the produce flame cantrip. When you reach 3rd level, you can cast the burning hands spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.


Vulpine
Appearance
The Vulpine or Vulpes are lithe, fox-like humanoids with sharp, angular features, tall ears, and bushy tails cloaked in rust-red, silver, or obsidian black fur. Their eyes gleam with cunning intelligence, often glowing faintly in low light. Though their natural form is distinctly vulpine, the Vulpine are adept shapeshifters, capable of cloaking themselves in illusory human guise through innate magic or ancient ancestral techniques. Even in disguise, subtle signs—such as a flicker of a tail in shadow or an unusually sly smile—may betray their true nature to the observant.
History
The Vulpine trace their origins to mist-veiled mountains and hidden groves, where ancient clans once lived in harmony with nature and the spirits of the land. Influenced by old traditions, their society was divided into noble houses, each led by a powerful elder or clan leader and bound by strict codes of honor, secrecy, and spiritual duty. Clans often wore distinct symbols and colors, and rivalries—both political and personal—were settled through cunning, duels, or shadowed schemes. During an age of human expansion, many Vulpine chose to master the art of illusion to hide among mortals, preserving their heritage in secret. Today, while some still guard sacred shrines in remote lands, others walk the world unseen, their clan ties whispering across generations like wind through the bamboo. It is said that the Vulpes sprung to life after the God of Medicine Igen found an injured fox and healed its wounds, imparting his magic onto this fox but after seeing this Aeus the God of Trickery came down and changed the fox so that it could never be the same again and thus the Vulpes grew to look much like humans with fox like traits such as fox tails and ears.
Society
Vulpine/Vulpes are the Fox people of the The Republic of Eastcliff where-in they originate and live their lives mostly as farmers and occasionally healers. Vulpine society is tightly knit, organized around familial ties and communal bonds. Living in hidden enclaves within enchanted forests or remote valleys, they maintain a harmonious coexistence with nature. Vulpines often revere honor-bound traditions, and many among them are skilled in the arcane arts. Known for their artistic talents, they craft intricate jewelry and clothing adorned with natural motifs. Despite their peaceful nature, Vulpines are fierce defenders when their homes or the balance of nature is threatened, employing a blend of cunning strategies and swift agility in both diplomacy and conflict.
Features
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Ability Score Increase. Your Charisma score increases by 2.
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Age. Vulpes reach adulthood at 16, cease physical aging in their early 20s and live to be a century and a half.
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Size. Vulpes are generally on the smaller side of most humanoids ranging from 4'7 to the tallest being just under 6'. Weight wise Vulpes are as light and agile as they look. Your size is Medium.
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Speed. Your base walking speed is 30 feet. While not carrying anything in your hands you can drop to all fours and increase your movement speed to 35 feet.
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Foxlike Awareness. Your keen instincts and trickster blessed heritage make you especially adept at sensing falsehoods in others. You have advantage on Insight (Wisdom) checks made to detect lies, half-truths, or concealed intentions.
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Gifted by Trickery. You can appear as a human of the same sex indefinitely using a very simple illusion magic. However, on a DC 10 + proficiency bonus + Charisma Modifier Investigation check, a person looking directly at you can tell that you are not what you appear, though they still cannot tell your true form.
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Languages. You can speak, read, and write Common.
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Homebrew Language. You can speak, read and write Vorune and Siroshi


Honu
Appearance
Peaceful turtle like humanoids who live in harmony with nature. Honu are humanoid tortoises. They walk upright with a ponderous, rolling gait. The creatures have leathery, reptilian skin and shells that cover their backs and bellies. An adult Honu stands just under 6 feet tall and weighs more than 750 pounds. Honu have no hair; their skin is mostly olive or blue-green. Their back shells are usually shinier and darker than their skin, while their front shells tend to be lighter, with a yellowish cast. A Honu mouth is beak-like and toothless and can deliver a vicious bite. Honu are stocky, but most of their weight comes from their shells, so they tend to remain at the same weight throughout their adult lives, never growing fat or thin. Their arms and hands are shaped like those of humans, but thicker. Honu can wield most weapons as easily as humans, though they usually do not wear clothing, only sometimes wearing cloaks, belts, or harnesses for carrying tools and supplies.
History
The Honu trace their origins to ancient times, when they emerged from the depths of mystical seas. Legends speak of a powerful sea deity who bestowed upon them both the gift of intelligence and the ability to navigate both land and water. Over the centuries, the Honu have become revered as guardians of aquatic secrets and keepers of the balance between the elemental forces of water and earth. Their history is entwined with tales of underwater cities and alliances forged with other aquatic beings.
Society
Honu society revolves around the principles of harmony and interconnectedness with nature. Living in coastal settlements or hidden underwater enclaves, they are skilled navigators and expert fishermen. The Honu place great value on community and cooperation, often engaging in communal activities and celebrations. They hold deep respect for the natural world, and many among them become druids or shamans, channeling the elemental powers bestowed upon them by their ancient sea deity. Governed by wise councils and led by chieftains, the Honu embody a serene yet resilient society that harmoniously integrates both land and sea into the fabric of their existence.
Subrace
Razorback
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Razorback Tribes can be found in swamps and marshland areas. They are the most aggressive of all the Honu kind and the most untrusting. Their shells are covered in sharp ridges and barbs and are often decorated in paints.
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Ability Score Increase. Your Strength score increases by 1.
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Razorback. When you are struck by a creature within 5 feet of you, you can use your reaction to cause that creature to take 1d4 piercing damage from the barbs on your shell.
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Razor Fist. Your barbed fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Softshell
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Softshell Tribes can be found near the coast, or by riversides. These Honu are the most friendly of all three types and the most willing to help. Their shells are flat and fleshy, they do not offer much protection, but make the Honu especially agile.
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Ability Score Increase. Your Wisdom score increases by 1
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Softshell. A softshell Honu loses their Shell and Retreat into Shell traits. Instead, your Armor Class is equal to 13 + your Dexterity modifier.
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Honu Agility. Your base walking speed increases to 30 feet. In addition, your swimming speed increases to 40 feet.
Desert
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Desert Tribes can be found in the desert, but also in other arid or mountainous areas. These Honu can be described as almost apathetic, not caring much for the affairs of other races. But by saying this, this doesn't make them unfriendly or rude. Their shells are like hard round domes. Smooth and polished by the sands picked up by the winds.
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Ability Score Increase. Your Constitution score increases by 1.
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Nomad. You are proficient in the Survival skill and you are acclimated to extreme heat, as described in chapter 5 of the Dungeon Master’s Guide.
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Shell Master. A desert Honu can use their sturdy shell to negate damaging blows. When you make a Dexterity saving throw, you can, as a reaction, add your Constitution modifier to the roll. You can do this a number of times equal to your Constitution modifier before you must complete a long rest to regain all expanded uses.
Features
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Ability Score Increase. Your Constitution score increases by 1.
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Age. Honu can live up to 350 to 380 years, the average is 365
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Size. Your size is Medium.
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Speed. Your base walking speed is 25 feet. Your swimming speed is 30 feet.
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Shell. You have a hard shell that protects you from harm. Your Armor Class is equal to 12 + your Constitution modifier. You cannot wear armor aside from custom made.
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Hold Breath. You can hold your breath underwater for 1 hour.
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Retreat to Shell. Using an action, you can pull your head and limbs into your shell for up to an hour. While retreating, you are prone, your speed is 5 feet and you are resistant to non-magical piercing, slashing, and bludgeoning damage. Once used you cannot use this feature against until you complete a short or long rest.
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Languages. You can speak, read, and write Common and Aquan.
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Homebrew Language. You can speak, read and write Vorune and Siroshi


Lowenar
Appearance
Lowenar are a race of lion-folk, a majestic and regal race in the realms of Vaedanys, bear a striking resemblance to lions with their feline features. These anthropomorphic beings stand tall on powerful hind legs, covered in luxuriant fur that ranges from golden hues to deep, earthy tones. Their keen, amber eyes exude a sense of wisdom, while a magnificent, flowing mane adorns their heads, distinguishing individuals and reflecting their emotional states. Lowenar possess sharp claws and powerful limbs, embodying a graceful blend of strength and elegance.
History
The proud race of the Lowenar originate in the lands of the Republic of Kalesh, where they practice and followed the rules of war. The Lowenar were once the vanguard of the fight against the Knaakian invasion, an event which saw the Minotaur war-leader Murrax and Chieftain of the Lowenar tribe Lamanniarm fight for supremacy in the battle now known as the Battle of The Broken-Mountain.
Society
Lowenar society revolves around the concept of prides, tight-knit communities led by the wisest and most capable individuals. Each pride is a familial unit that embodies the ideals of strength, loyalty, and cooperation. Lowenar place great importance on personal honor and the preservation of their ancestral traditions. Though inherently proud and competitive, they recognize the significance of collaboration in facing external threats. The leaders of prides, often chosen through feats of strength or displays of wisdom, guide their kin with a sense of responsibility and unity. Despite their royal appearance, Lowenar communities are egalitarian, emphasizing the contributions of each member for the greater good of the pride.
Features
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Ability Score Increase. Your Constitution score increases by 1,your Strength score increases by 1.
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Age. Lowenar mature and age at about the same rate as humans.
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Size. Lowenar are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.
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Speed. Your base walking speed is 35 feet.
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Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
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Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.
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Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
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Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
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Languages. You can speak, read, and write Common and one other language of your choice.
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Homebrew Language. You can speak, read and write Vorune and Ravakor


Minotaur
Appearance
Minotaurs, often called Tauren, are formidable and imposing, are humanoid creatures with the distinctive features of both man and bull. Towering over other races, they possess powerful, muscular bodies and the head of a bull, complete with sharp horns that curve menacingly. Covered in coarse fur ranging from deep browns to earthy tones, minotaurs are a sight to behold on the battlefield, exuding an aura of strength and ferocity.
History
Hailing in the deserts of the Kingdom of Knaak, Minotaurs are zealous and love battle a perfect fit for a land where only strength matters. Minotaur's are often seen in fighting pits throughout the lands of Vaedanys, whether they willingly choose to fight many know that they certainly enjoy bloodshed. Away from the Kingdom of Knaak, Minotaurs intimidate most common-folk. Minotaur trace their origins to ancient mazes and labyrinths, where their ancestors were created through cursed unions between humans and powerful bovine spirits. Over time, they broke free from the shackles of their labyrinthine past, forging their own destiny in the realms of Vaedanys. Known for their warrior prowess, Minotaurs have a storied history of conflict and honor, often finding themselves at the forefront of battles or serving as guardians of sacred places.
Society
Minotaur society revolves around a code of honor and strength. Organized in tribal structures, they value physical prowess, bravery, and a strong sense of community. Each tribe typically has a chieftain, often the most formidable warrior, who leads with a combination of wisdom and martial skill. Minotaurs are skilled craftsmen, creating intricate mazes, weapons, and armor that reflect their cultural identity. While their fierce reputation may precede them, minotaurs are not solely defined by their martial prowess; many are artists, poets, and philosophers, contributing diverse talents to their communities. Despite their sometimes-intimidating appearance, minotaurs value loyalty, forging bonds that extend beyond their immediate kin. Many leaders of Tauren society employ a challenge for leadership called a Darrasmar, the winner takes all.
Features
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Ability Score Increase. Your Strength score increases by 1, and your Constitution score increases by 1.
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Age. Minotaurs mature and age at about the same rate as humans.
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Size. Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.
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Speed. Your base walking speed is 30 feet.
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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.
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Goring Rush. Immediately after you use 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.
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Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
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Languages. You can speak, read, and write Common and Minotaur.
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Homebrew Language. You can speak, read and write Vorune and Ravakor


Monster Lineages
Races that are considered monsters are more often than not attacked, killed and/or imprisoned due to behaviors or common perception alike to the Goblins, Most Goblins and Goblinoids often interact with society brashly and often attack caravans, raid towns and capture slaves; though Lizardfolk society exists and many are known to be capable of civilized conversation plenty still retain their base feral instincts, and though some races like the Infernals are widely known to be a prominent intelligent race many still believe in the prejudice that lies in their heritage, in most regions some laws may seek them out for their capture if they are in the wrong places.


Awakened Undead
Appearance
The undead remember dying, and then nothing more. Whether by necromantic magic, divine intervention, or some other phenomena, these undead are awakened from death and find themselves in the material plane. Awakened Undead share a number of traits with all undead but often times they retain their looks from their previous lives
History
A large number of Awakened Undead arose in the lands of Xedallia. Awakened Undead are considered monsters all over the world and often are immediately attacked however Awakened Undead in the Xedallia Theocracy are more respected and allowed into society.
Society
Awakened Undead usually don't have a society of their own, aside from the respect they get within the bounds of the Xedallia Theocracy, they are found hiding in plain sight within most human cities.
Features
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Ability Score Improvement. Your Constitution score increases by 1.
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Former Life. Choose a race besides this one. Before your death, you were a member of this race. Your size, movement speed, and height are the same as this race. You do not retain any special movement abilities (e.g. swimming speed or flying speed.) You retain no other racial traits from your past life.
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Death Everlasting. Awakened undead do not age.
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Undead Nature. Your undead nature grants you a number of benefits and drawbacks:
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You have two creature types: humanoid and undead. You can be affected by a game effect if it works on either of your creature types.
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You are immune to poison damage, the poisoned condition and disease.
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You are vulnerable to radiant damage.
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You do not need to eat or breathe. If you have a corporeal body you may choose to eat or drink if you wish to but will not receive any benefits from it.
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Undead Fortitude. When you are reduced to 0 Hit Points but not killed outright, you may choose to remain conscious and gain temporary hit points equal to your level. You still must make death saving throws as normal, and if you would die due to failing death saving throws you still die, even if you have Temporary Hit Points remaining. You can't use this feature again until you finish a long rest.
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Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.
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Languages. You speak Common plus one language that you would have spoken in life.
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Homebrew Language. You can speak, read and write Vorune and one language that you would have spoken in life.
Subrace
Revenant
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Ability Score Increase. Your Wisdom score increases by 2.
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Chilling Strike. Your unarmed strikes deal 1d4 necrotic damage.
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Glide. You ignore difficult terrain.
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Semi-Transparent. You can attempt to hide, even when you are only lightly obscured by mist, heavy rain, foliage, smoke, falling snow, or other similar phenomena.
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Unfinished Business. Whatever it is that keeps you bound to this plane won't let you rest. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Skeleton
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Ability Score Increase. Your Dexterity score increases by 2.
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Limb Leverage. You can restore any limb after it being detached or destroyed by simply finding a suitable replacement, then using your action to attach it.
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Fleshless. You have resistance to piercing damage.
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Bone to Pick. Your body parts can be removed and used as a weapon or tool. You can use a bonus action and a free hand to remove it. If wielded as a weapon it deals 1d6 bludgeoning damage and has the Finesse property. It can also be used as thieves' tools or another set of simple tools, or used as a percussion instrument in conjunction with your ribcage. You can use another bonus action to reattach the arm.


Goblin
Appearance
The goblins, a mischievous and cunning race, are known for their diminutive stature and greenish-brown skin, with large, pointed ears and sharp, toothy grins. While this may vary across the differing continents, such as Goblins of Ireth sporting flat faces with red or yellow eyes, or Goblins of Nirall whom have bulky statures and cool skin tones
History
Goblins of Vaedanys occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat. Goblins are considered monsters all across the continents of Ireth and Nirall however due to there being a lack of feral Goblins in the Everfrost and Xedallia Theocracy these folk are welcomed into society.
Society
Goblin society thrives on a blend of resourcefulness and opportunism, often leading them to form roving bands or join larger, more powerful factions. Despite their chaotic tendencies, goblins are skilled inventors and scavengers, fashioning clever traps and crude but effective weaponry.
Subrace
Goblins of Ireth
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Appearance. These Goblins are short and wiry goblinoids with flat faces, red or yellow eyes, bulbous noses, pointed ears, and sharp teeth, with yellowish and greenish hues in skin tone.
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Ability Score Increase. Your Constitution score increases by 1
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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.
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Rascal. You have proficiency with thieves' tools.
Goblins of Nirall
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Appearance. These Goblins are short but bulky, with round faces and sharp noses, pointed ears and blunt teeth with greyish to blue hues of skin tone.
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Ability Score Increase. Your Intelligence score increases by 1
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Speak with Small Beasts. Through sounds and gestures you can communicate simple ideas with Small of smaller beasts. Goblins hailing from Nirall love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
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Tamer. You have proficiency in the Animal Handling skill.
Features
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Ability Score Increase. Your Dexterity score increases by 1, and your Constitution score increases by 1.
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Age. Goblins reach adulthood at age 8 and live up to 60 years.
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Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
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Speed. Your base walking speed is 25 feet.
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Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
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Languages. You can speak, read, and write Common and Goblin.
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Homebrew Language. You can speak, read and write Vorune and Ipsarin


Infernal
Appearance
The Infernal, or the name in which they call themselves in Arakash: Illidae, are cursed to look like denizens of the infernal planes, manifest in a myriad of terrifying forms. Their visages are often grotesque, with leathery skin in hues of crimson, obsidian, or sickly green. Bat-like wings extend from their shoulders, and horns curl menacingly from their heads. Fiery eyes burn with malevolence, and some demons bear monstrous tails or claws that hint at their destructive prowess. Each Infernal form reflects its unholy nature, striking fear into the hearts of those who encounter them.
History
Infernal trace their origins to the abyssal depths, born from the chaotic energies of the Abyss. These malevolent entities embody the darker aspects of existence, driven by an insatiable hunger for power and the corruption of mortal souls. Throughout history, demons have attempted to breach the boundaries between their infernal realm and the material plane, often spurred by ancient pacts or dark rituals. The tales of demonic invasions and their influence on mortal affairs are etched in the annals of the most ominous legends, when those demons do manage to breakthrough to the material plane often times an unholy union is born out of hate or pleasure bringing about the Infernal race. Infernal are often born to the mortal races especially those with traces of strong magic within their bloodline.
Society
The Infernal or more commonly known as demon folk are a race feared by many for their connections with the realms of hell. Though often misunderstood many Infernal are simply pleasure seekers, those that know an Infernal by heart know that they are a fun-loving and caring folk but those who have fallen tend to share the same characteristics and often lean to the aspects of evil that lead them down dark paths. Widely known to be the downtrodden the Infernal have felt the condescension all throughout the realm knowing that their appearance is demonic in nature - hence why so many fall into the morally wrong and do unspeakable crimes. It wasn't until the 4th Era when a large society of Infernal began to ally with the Serpentari becoming advisors and councils for the Zvart'l Empire of today.
Features
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Ability Score Increase. Your Charisma score increases by 2.
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Age. Infernal mature at a faster rate than humans but live about 20 years longer on average.
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Size. Infernal are about the same size and build as humans. Your size is Medium.
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Speed. Your base walking speed is 30 feet.
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Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
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Magic Resistance. You have advantage on saving throws against spells and other magical effects.
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Infernal Corruption. When you feel strong emotion (rage, fear, lust, etc.), your eyes flare, your voice warps, or shadowy sigils flicker on your skin—in addition when you enter a consecrated or hallowed location (e.g., a temple, shrine, or sacred grove), you must make a DC 15 Wisdom saving throw or suffer disadvantage on Wisdom and Charisma checks made within that area.
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Languages. You can speak, read, and write Common and Infernal
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Homebrew Language. You can speak, read and write Vorune and Arakash
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Infernal Legacy. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Subrace
You can choose to be one of the following subrace of Infernal replacing the Infernal Legacy Trait or remain as is.
Winged (Volucer)
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You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren’t wearing heavy armor. This trait replaces the Infernal Legacy trait.
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Ability Score Increase. Your Wisdom score increases by 1.
Tailed (Coda)
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You can use your tail to make unarmed strikes with a range of 5 feet from you If you hit with them you deal bludgeoning damage equal to 1d4 + your Strength modifier.
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You can also use your tail as a means to 'pick up' and use items within 5 feet of you as a free action This trait replaces the Infernal Legacy Trait
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Ability Score Increase. Your Strength score increases by 1.
Fanged (Dentem)
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Your fangs grow to an extent where they can be used as weapons. 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 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. This trait replaces the Infernal Legacy Trait
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Ability Score Increase. Your Dexterity score increases by 1.
Horned (Litus)
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You have strong and durable horns that can be used to strike foes. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier. This trait replaces the Infernal Legacy Trait
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Ability Score Increase. Your Constitution score increases by 1.


Orc
Appearance
The Orcs present a formidable and imposing figure, with robust, muscular physiques and coarse, often greenish or grayish skin. Their prominent tusks jut upward from strong, pronounced jaws, adding to their fearsome countenance. Characterized by broad shoulders and a rugged aesthetic, these orcs exude a primal strength that is complemented by their sharp, keen eyes, which display an innate sense of survival.
History
Originating from the untamed wilderness, these orcs have a rich history intertwined with the forces of nature. Having faced challenges in the form of harsh environments and formidable predators, the orcs developed a keen understanding of the natural world. Their history is marked by a deep connection to the land, as they navigated through dense forests, scaled towering mountains, and endured the extremes of weather. This communion with nature has shaped the orcs into resilient and adaptive beings. Among the greatest of orc warriors are the group known as The Undying Horde, berserkers of unprecedented resilience and strength, some stories even say that these orcs fall in battle only to get back up stronger than ever before.
Society
Orc society thrives on a symbiotic relationship with the environment. Nomadic in nature, they follow the natural rhythms of the land, establishing temporary camps that leave minimal impact on their surroundings. Guided by a tribal structure, each orc contributes to the collective well-being, whether through hunting, crafting, or spiritual practices. Shamans, attuned to the primal forces, play a pivotal role in guiding the tribe and maintaining harmony with nature. Despite their intimidating appearance, orcs value cooperation, loyalty, and a deep respect for the delicate balance of the wilderness that sustains them. As tribal race, Orcs live in the western continent of Ireth where they fight amongst each other for leadership in large clans which stretch across the southern regions. Often they fight amongst Humans for supremacy and land which has led to small wars claiming countless lives.
Features
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Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.
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Age. Orcs reach adulthood at age 16 and live up to 80 years.
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Size. Orcs stand easily 6-7 feet tall and corded with powerful muscles, weighing up to 280 pounds. Your size is Medium.
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Speed. Your base walking speed is 30 feet.
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Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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Rageblood. Whenever you are reduced to half your maximum hit points or less, you must make a DC 13 Wisdom saving throw at the start of your next turn. On a failure, you enter a Rageblood Frenzy for 1 minute or until you are knocked unconscious.
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You must use your action each turn to attack a creature you can see within range, moving toward the nearest one if needed.
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If there are no enemies in range, you must move toward the nearest creature, friend or foe, unless restrained.
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You cannot cast spells, speak coherently, or take actions other than attacking, moving, or interacting with objects directly tied to violence (e.g., breaking doors, drawing weapons).
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Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
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Primal Fury. You ignore the effects of exhaustion levels 1-5 instead for every exhaustion level you have gain a level of fury. Your level of fury dictates what abilities you can use based on the table found below.
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Languages. You can speak, read, and write Common and Orc.
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Homebrew Language. You can speak, read and write Vorune and Osgesh
Fury
Fury/Exhaustion - Ability - Description
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1 - Temper - As an action heal (FuryLevel)d6 HP
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2 - Mania - As a bonus action deal an extra (FuryLevel)d6 damage
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3 - Tantrum - As a bonus action remove frightened effect on yourself
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4 - Turmoil - Gain an extra attack
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5 - Gain + 2 bonus AC


Sauri
Appearance
Sauri or Lizardfolk, a resilient race, exhibit a distinct and reptilian appearance. Their scales vary in color, ranging from earthy browns and greens to vibrant blues and reds. These scales provide them with both protection and camouflage, blending seamlessly with their natural surroundings. Sauri possess sharp, amber-colored eyes that reflect their keen awareness, and their lithe, muscular bodies are well-adapted for agility and survival in diverse environments.
History
Once enslaved by the dominating Aetheos race, the Sauri endured a tumultuous past marked by oppression and servitude. Forced into labor and subjected to harsh conditions, they longed for freedom and equality. Over time, a few courageous Sauri leaders emerged, sparking a rebellion that eventually led to their liberation. The struggle for emancipation has left an indelible mark on Sauri society, shaping their values of resilience, unity, and a fervent desire for self-determination. Now free, they forge their own destiny in the realms of Vaedanys
Society
Sauri society is deeply rooted in communal bonds and mutual support, a response to the collective trauma of their enslavement. They organize themselves into tight-knit tribes, each governed by a chieftain chosen for their wisdom and prowess. A strong emphasis on adaptability and resourcefulness characterizes Sauri communities, as they strive to rebuild and thrive in the aftermath of their dark history. Despite their newfound freedom, the memories of enslavement linger, fostering a strong sense of empathy and solidarity among Sauri, and fueling their determination to ensure such atrocities are never repeated. Born as slaves to the Aetheos in the Protectorate of Sydalis. Sauri often find themselves seeking for freedom more than anything else.
Features
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Ability Score Increase. Your Constitution score increase by 1, and your Wisdom score increases by 2.
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Age. Sauri reach maturity around age 14 and rarely live longer than 60 years.
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Size. Sauri are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
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Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
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Hungry Jaws. 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 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. 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.
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Carnivore’s Diet. You require fresh meat at least once a day or suffer penalties to Wisdom (Survival) and Constitution (saving throws related to fatigue) checks until you feed.
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Scaled Beast. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival. In addition you can hold your breath for up to 15 minutes at a time.
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Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
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Languages. You can speak, read, and write Common and Draconic.
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Homebrew Language. You can speak, read and write Vorune and Pyric


Changeling
Appearance
Changelings are enigmatic shape-shifters, characterized by their lack of a true form. Their physical appearance is a canvas of endless possibilities, as they can alter their features at will. With a natural grace, changelings seamlessly morph into different races, genders, and even creatures, making them masters of disguise. Their true nature is often elusive, a chameleon-like blending of features that reflects their fluid identity.
History
The origins of changelings are veiled in mystery, their presence shrouded in ancient secrets. Many believe they were born from the union of doppelgangers and other shape-shifting entities, granting them their unique abilities. Throughout history, changelings have been both feared and revered, their talents sought after by spies, infiltrators, and those who navigate the intricate webs of intrigue. Despite their elusive past, changelings have managed to carve a niche for themselves as adaptable beings in a world that values versatility.
Society
Wherever Humans live, changelings reside also; the question is whether their presence is known. A few are raised in stable communities where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like themselves. Changelings are a scattered and diverse people, often integrating seamlessly into the societies they encounter. They have no specific homeland, but instead, thrive in urban environments where their skills find ample application.
Features
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Ability Score Increase. Your Charisma score increases by 1. In addition, one other ability score of your choice increases by 1.
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Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.
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Alignment. Changelings tend toward pragmatic neutrality, and few changelings embrace evil.
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Size. In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.
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Speed. Your base walking speed is 30 feet.
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Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. If you would shapechange into a race that has darkvision you will gain that darkvision up to 60ft. You stay in the new form until you use an action to revert to your true form or until you die.
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Fragmented Self: Your constant shifting has made it harder to hold onto a singular sense of self. At the DM’s discretion, you may suffer 1 level of exhaustion if you go more than a week without reverting to your true form and resting in it for a long rest.
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Changeling Instincts. You gain proficiency with one of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
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Languages. You can speak, read, and write Common and two other languages of your choice.
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Homebrew Language. You can speak, read and write Vorune and two other languages of your choice


Ciern
Appearance
Ciern (Suhrn) are tall and lithe, with skin resembling bark in various shades of green and brown. Their hair appears as vines or delicate blossoms, changing with the seasons. Leaves or petals often adorn their bodies, and their eyes, radiant and reflective, hold the secrets of the ancient forests. Their movements are graceful and deliberate, echoing the swaying of trees in a gentle breeze. Ciern are gender-neutral in appearance, and their androgynous features contribute to an otherworldly allure. Their hands, while humanoid in shape, possess slightly elongated fingers, each fingertip adorned with a tiny, subtle thorn. Cierns emit a faint, sweet fragrance reminiscent of blooming flowers, which intensifies when they experience strong emotions.
History
As descendants of the ancient forests of Zvart'l, the Ciern are beings intricately woven with nature's essence. Possessing a deep connection to the flora, they embody the harmony between plants and sentient life. It is said that the Ciern sprouted from the mystical energies that permeated the ancient groves. These sentient beings, born of the convergence of primal magic and the very essence of nature, became stewards of the woodlands, cultivating a deep connection with the flora that surrounded them. The Ciern's history is punctuated by moments of resilience and unity. During times of peril, they stood as stalwart defenders against threats that sought to exploit the sanctity of their arboreal sanctuaries. Wars with dark forces, invasions by lumbering civilizations, and the encroachment of the blight were challenges the Ciern faced with determination, using their innate connection to nature to heal and repel those who would desecrate the sacred groves.
Society
Ciern communities are deeply rooted in the heart of ancient groves. They live in harmony with nature, tending to the flora around them and maintaining a symbiotic relationship with the sentient plants of the forest. Elders, often the oldest and wisest trees, guide the Ciern in their pursuit of balance. Ciern celebrate the changing seasons with elaborate ceremonies, ensuring the prosperity of both their community and the surrounding wilderness. The Ciern are a communal race, valuing cooperation and mutual support. They are known for their wisdom and intuitive understanding of the natural world. Ciern communities are often hidden within the depths of ancient forests, guarded by the magic that sustains their symbiotic relationship with the plants. Ciern names are melodic and often inspired by the sounds of the forest or the names of significant trees. Examples include Elmsong, Thistlewind, Willowshade, or Brambleheart.
Features
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Ability Score Increase. Your Wisdom score increases by 2.
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Age. Ciern are long-lived, reaching maturity at around 50 years and potentially living for several centuries. They do not experience aging in the traditional sense and are immune to natural diseases.
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Size. Ciern are medium-sized creatures, with varying heights from 4 to 6ft tall
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Speed. Your base walking speed is 30 feet.
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Darkvision. Accustomed to dim forest light, 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.
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Photosynthesis. As a plant-based race, Ciern do not require traditional sustenance instead perform photosynthesis. You can absorb sunlight for energy, requiring at least 4 hours of exposure to sunlight each day. In the absence of sunlight, you can revert to a state of deep meditation, requiring only 4 hours of rest to gain the benefits of a long rest. In turn Ciern do not need to eat, but in the absence of sunlight can only go without 'food' for a number of days equal to his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, automatically suffers one level of exhaustion.
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Nature's Resilience. You have advantage on saving throws against being poisoned and resistance to poison damage. In addition you are proficient in the Nature skill
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Languages. You can read and write Common and Sylvan. Ciern cannot speak like most humanoids do instead they often communicate with plants and animals, allowing them to understand the language of the natural world.
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Homebrew Language. You can read and write Vorune and Uqari
Subrace
Floraciern
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Ability Score Increase. Your Charisma score increases by 1.
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Enthralling Beauty. You can cast the Friends cantrip. When you reach 3rd level, you can cast the Charm Person spell once per day as a 1st-level spell. Charisma is your spellcasting ability for these spells.
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Speak with Plants. You can communicate with plants as if you shared a common language. You are able to understand and be understood by plants.
Skoraciern
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Ability Score Increase. Your Strength score increases by 1.
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Natural Defense. You have resistance to slashing damage.
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Barkskin Resilience. Your base AC is 12 + your Dexterity modifier.
Candraciern
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Ability Score Increase. Your Intelligence score increases by 1.
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Moonlit Radiance. Once per long rest, you can cast the Faerie Fire spell.
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Lunar Dance. Once per long rest, you can cast the Dancing Lights cantrip.


Serpentari
Appearance
Serpentari, a race of snake-like beings, possess a mesmerizing blend of serpentine elegance and humanoid grace. Their lithe, sinuous bodies undulate with purpose, covered in scales that shimmer in a variety of colors, mirroring the vast spectrum of snakes found in the natural world. These enchanting patterns not only serve as a mark of individual identity but also reflect their emotional states. A Serpentari's head is typically serpentine, adorned with sharp, angular features and gleaming, intelligent eyes. Their forked tongues flicker in and out, sensing the air around them with a keen awareness. These beings lack traditional limbs, their lower bodies tapering into a powerful, muscular tail that aids in both locomotion and combat.
History
For centuries, the Serpentari flourished as the undisputed rulers of Zvart'l. Their coiled dominion spanned vast territories, and they asserted their dominance through an intricate web of subjugation, enslaving the Catfolk and Elves who once roamed freely across the land. The Serpentari, with scales glinting like midnight, held both the arcane and the mundane realms in their insidious grip, their rule unchallenged for generations. As the Catfolk and Elves toiled under the oppressive rule of the Serpentari, whispers of rebellion echoed through the enslaved races. The revolution culminated in a climactic battle at the heart of Zvart'l, the once-mighty Serpentari found themselves outmatched and outmaneuvered, the balance of power shifting inexorably. As the rebellion reached its zenith, the Serpentari were nearly dethroned, their empire broken, and their dominion of shadows waned. Today the Serpentari remain rulers of their empire though their fangs have been chipped.
Society
Serpentari society was structured around a hierarchical system of scales, each denoting a family's influence and magical prowess. The ruling caste, marked by iridescent and intricately patterned scales, held sway over the lesser families, who, in turn, sought to ascend the social ladder through cunning and ambition. Magic, particularly serpent-themed enchantments, played a pivotal role in determining one's standing within the empire. In the present day, the Serpentari navigate a changed world, their society marked by introspection and adaptation, some even say that in order to survive the Serpentari had to cannibalize each other, whilst some cling to the echoes of the empire's former glory, seeking to restore their lost dominion, while others strive for unity with the diverse races that share the land. The legacy of the Serpentari persists, woven into the tapestry of history as a cautionary tale of power, revolt, and the enduring potential for renewal in the face of change.
Features
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Ability Score Increase. Your Dexterity score increases by 2.
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Age. Serpentari mature at a similar rate to humans but can live up to 150 years
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Size. Serpentari range from 5 to 6 feet in length, with a sinuous build. Your size is Medium.
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Speed. Your base walking speed is 30 feet, and you have a climbing speed of 20 feet.
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Darkvision. Accustomed to living in dimly lit environments, 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.
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Serpentine Resilience. You have advantage on saving throws against being frightened and poisoned.
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Unnerving Presence. You have disadvantage on Charisma (Persuasion) checks when dealing with those unfamiliar with your kind, especially in urban or religious settings.
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Languages. You can speak, read, and write Common and Sylvan.
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Homebrew Language. You can speak, read and write Vorune and Uqari
Subrace
Viperkin
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Ability Score Increase: Your Constitution score increases by 1.
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Venomous Bite: You can use your fanged bite as a natural weapon, dealing 1d4 piercing damage. Additionally, the target must succeed on a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or take 1d4 poison damage. The damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. You can use this bite as part of an attack action, but not as an extra attack.
Constrictor Blood
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Ability Score Increase: Your Strength score increases by 1.
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Constricting Grasp: When you make a successful grapple, you can deal 1d4 + your Strength modifier bludgeoning damage at the start of each of the grappled creature's turns. This damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.


Gort
Appearance
The Gort are a unique frog-like race, standing at an average height of 3 to 4 feet. Their skin comes in various vibrant hues, ranging from mottled greens and blues to radiant yellows and oranges. Gort have large, expressive eyes that dominate their faces, and their limbs are powerful and agile, allowing for swift and graceful movements. Webbed hands and feet aid them in navigating both land and water. The Gort's bodies are often adorned with intricate patterns that shimmer in the sunlight, serving both aesthetic and symbolic purposes within their society.
History
Originating from the mystical marshlands in Zvart'l and Hildenfell, the Gort have a rich history entwined with the natural magic of their homeland. Ancient legends speak of a powerful nature deity who bestowed the gift of sentience upon a chosen group of frogs, transforming them into the Gort. Over the centuries, they have developed a deep understanding of the balance between the forces of nature and the arcane. As guardians of their marshy territories, the Gort have stood against encroaching darkness and defended the delicate ecosystems that surround them. They have forged alliances with druids and Ciern, further enriching their connection to the natural world. Despite their initially humble beginnings, the Gort now hold a revered place in the lore of the marshlands as protectors and stewards of the mystical energies that course through their veins.
Society
Gort society revolves around communal harmony and the preservation of nature's delicate equilibrium. Each Gort tribe is led by a wise and experienced elder, chosen for their knowledge of both the physical and mystical aspects of their marshy home. These elders guide their kin in rituals that channel the natural magic inherent in their bodies. Living in intricate lily pad villages and tree-canopy platforms, the Gort build their homes with sustainable materials harvested from their surroundings. They are skilled hunters and gatherers, relying on the abundance of the marsh for sustenance. Gort shamans are revered as spiritual leaders, interpreting signs from the natural world and communing with ancient spirits to ensure the prosperity of their people.
Features
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Ability Score Increase. Your Dexterity score increases by 1, and your Constitution score increases by 1.
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Age. Serpentari mature at a similar rate to humans but can live up to 150 years
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Size. Gorts range from 3 to 4 feet tall. Your size is Small.
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Speed. Your base walking speed is 25 feet, and you have a swimming speed of 30 feet.
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Amphibious Nature. You can breathe both air and water.
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Agile Leapers. Your powerful leg muscles make you an excellent jumper. You have proficiency in the Athletics skill, and you can make long jumps up to 20 feet and high jumps up to 10 feet with or without a running start.
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Tongue Lash. As a bonus action, you can make a ranged attack with your sticky tongue. Choose one creature you can see within 20 feet of you. The target must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be pulled up to 10 feet toward you. On a successful save, the target is unaffected. The tongue can't be used again until you finish a short or long rest.
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Monoglot. Gort physiology disallows for them to easily learn languages aside from their primary language. When attempting to learn a new language triple the required time needed.
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Languages. You can speak, read, and write Gort.
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Homebrew Language. You can speak, read and write Ipsarin
Subrace
Treebound
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Ability Score Increase: Your Dexterity score increases by an additional 1.
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Sunlight Recovery: When in direct sunlight, you can spend a short rest basking in the sun. During this rest, you can spend Hit Dice to regain hit points as if you had taken a short rest.
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Camouflage: You have proficiency in the Stealth skill when in natural, swampy, or aquatic environments.
Marshbound
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Ability Score Increase: Your Constitution score increases by an additional 1.
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Toxic Resistance: You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
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Amphibious Agility: You have advantage on Dexterity saving throws against effects that would restrict your movement, such as grapples or entanglement.


Stakor
Appearance
The Stakor are a diminutive yet resourceful race of mouse-like beings that dwell within the hidden nooks and crannies of the world. With soft, velvety fur covering their small bodies, they possess keen senses that aid them in navigating their intricate subterranean homes. Their eyes, though small, glitter with an intelligence that belies their size.
History
In the wider world, Stakor are often underestimated due to their small stature, but those who make the mistake of underestimating them soon learn that the Stakor are a force to be reckoned with, resourceful and resilient in the face of adversity.
Society
Stakor society is built upon tight-knit communities, often organized in elaborate underground tunnels adorned with intricate carvings and adorned with luminescent fungi. These tunnels serve as both their homes and fortifications against larger predators. Though typically peace-loving, the Stakor are fiercely protective of their own and are not to be underestimated in times of conflict. They possess a deep reverence for nature and are known to be skilled herbalists, utilizing the various flora of their environment for both sustenance and medicine. The Stakor possess a rich oral tradition, passing down tales of heroism and adventure through generations. Their folklore often features clever protagonists overcoming seemingly insurmountable odds through wit and cunning, reflecting the values cherished by their kind.
Features
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Ability Score Increase. Your Dexterity score increases by 1
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Age. Stakor reach maturity by age 6. Compared to humans, Stakor live only up to 60 years but rarely
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Size. Stakor are about 1 feet tall. and weigh between 10 and 15 pounds. Your size is Tiny.
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Speed. Your base walking speed is 20 feet.
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Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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Nimble. You can move through the space of any creature that is a size larger than you.
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Languages. You can speak, read, and write Common, One other language of your choice.
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Homebrew Language. You can speak, read and write Vorune and Ipsarin
Subrace
Stakormusor
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Appearance. These Stakor often have fur that range from shades of grey and black. They have developed shorter tails and a rounder nose and longer knife-like ears. These Stakor are the scavengers of their swarms sent out to find food, and materials for dens
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Ability Score Increase. Your Intelligence score increases by 1.
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Scavenger's Cunning. You have proficiency in the Investigation skill.
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Nimble Agility. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
Stakoraved
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Appearance. These Stakor often have light colored fur ranging from white to a greyish-blue, they have developed a narrower body and longer tails. These Stakor are the scouts of their swarms often sent ahead to locations where they wish to make dens
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Ability Score Increase. Your Wisdom score increases by 1.
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Swift Feet. Your base walking speed increases to 30 feet.
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Scout Speed. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
Stakoryaz
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Appearance. These Stakor often have colors of fur with similarities to dirt and gravel ranging from a deep brownish red to a rocky grey. They have developed sharper claws that allow them to burrow and narrow faces. These Stakor are the tunnelers of their group, creating the ratways to dens and points of interest.
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Ability Score Increase. Your Constitution score increases by 1.
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Burrower. You have a burrowing speed of 10 feet through dirt, sand, or similar materials.
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Subterranean Resilience. You have advantage on saving throws against being poisoned, and you have resistance to poison damage.


Arachnari
Appearance
The Arachnari are a mesmerizing race of sentient spiders, characterized by their elegant yet fearsome appearance. They stand at an average height of 5 to 6 feet, their bodies are slender and agile with a spiderlike abdomen adorned with a glossy exoskeleton that gleams iridescent under the light. Each Arachnari possesses eight long, graceful legs, allowing them to move with unmatched grace and agility. Their eyes, multiple and multifaceted, gleam with intelligence, reflecting the depths of their ancient wisdom.
History
The history of the Arachnari is shrouded in myth and legend, intertwined with the ancient tapestry of the natural world. According to their oral traditions, they trace their origins back to the dawn of time, born from the primordial chaos that gave birth to the universe itself. In their creation myth, the first Arachnari emerged from the depths of the earth, weaving the first strands of silk to create their homes and cities.
Society
The Arachnari society is a complex web of interconnected relationships, built upon the principles of cooperation, cunning, and respect for nature. They dwell within vast, intricately woven cities suspended amidst the canopies of ancient forests or hidden within cavernous realms beneath the earth. Each city is a marvel of architectural ingenuity, crafted from silk spun by the finest weavers among them.
Features
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Ability Score Increase. Your Dexterity score increases by 2 and Intelligence score increases by 1
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Age. Arachnari reach adulthood fast at around 5 years and have lifespans much like humans.
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Size. Arachnari can range from 4-6 feet tall and equally as wide. Your size is medium
Speed. Your base walking speed is 30 feet. -
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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Arachnid Abdomen. Your upper body has the same proportions of most humanoid races, though you have an abdomen similar to that of spiders which disallows you from making use of your lower half as most humanoids do
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Web Walker. You have a climb speed equal to your movement speed, in addition you can climb difficult surfaces and even upside down on ceilings, you also ignore difficult terrain caused by webbing.
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Monstrous Nature. You are considered both fey and monstrosity
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Silk Weaver. Once per day you can spin your webs to create a net or 30 feet of silk rope, in addition you can cast web a number of times equal to your proficiency bonus.
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Languages. You can speak, read, and write Common and Sylvan.
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Homebrew Language. You can speak, read and write Vorune and Ipsarin


Vargheist
Appearance
The Vargheist, a race of monstrous flesh-eating vampires, are a haunting sight to behold. Normally they would take an appearance similar to that of humans albeit taller in stature and extremely pale in skin, their feral forms on the other hand strikes fear into the hearts of mortals, with their tall and imposing stature standing at around seven to eight feet tall. Their bodies are lean and sinewy, adorned with taut, pallid skin that seems to stretch painfully tight over their bony frames. Sharp, elongated claws extend from their fingers, gleaming with a deadly sheen, ready to rend flesh from bone at a moment's notice. Their eyes, a piercing crimson hue, glow with an otherworldly intensity, reflecting their insatiable hunger for blood.
History
The history of the Vargheist is steeped in darkness and bloodshed. Legend has it that they were once a proud and noble race of vampires, descended from ancient progenitors who wielded immense power and influence over the realms of darkness. However, as the ages passed, their insatiable hunger for blood consumed them, twisting their once noble souls into something monstrous and feral. Driven by an unending lust for power and dominance, the Vargheist waged wars against rival factions and civilizations, leaving naught but death and despair in their wake. Over time, their numbers dwindled as they became hunted by those who feared their insatiable bloodlust. Yet, despite the odds stacked against them, the Vargheist endured, adapting to the changing tides of history and continuing their relentless pursuit of power. To this day, they remain a dark and sinister presence in the world, lurking in the shadows and striking fear into the hearts of those who dare to cross their path.
Society
In society, the Vargheist are a brutal and predatory race, organized into hierarchical clans led by powerful alpha leaders known as Bloodlords. These clans roam the shadowed corners of the world, preying upon unsuspecting travelers and settlements under the cover of darkness. They have a strict code of conduct, where strength and cunning are revered above all else. Ritualistic blood feasts and savage hunts are common occurrences within their society, serving to both sate their endless thirst for blood and reinforce their dominance over lesser creatures.
Features
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Ability Score Increase. Your Constitution scores increases by 2 and your Strength or Dexterity score increases by 1
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Age. Vargheist mature at around 20 and can live up to 1000 years
Size. Vargheist are substantially taller than most humans ranging about -
6 to 7 feet in height. Your size is Medium
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Speed. Your base walking speed is 35 feet
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Superior 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 can’t discern color in darkness, only shades of gray.
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Walk of Undeath. You are considered humanoid and undead
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Sunlight Sensitivity. Vargheist often live underground and operate only under the cover of night, resulting in many of them having difficulty while under the light of the sun. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight while in direct sunlight.
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Bloody Bite. Vargheist possess sharp fangs that serve as natural weapons 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. In addition if the creature you are biting is incapacitated you can choose to drink their blood, dealing an additional 1d6 necrotic damage, and you regain hit points equal to the necrotic damage dealt.
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Mortal Hunger. Vargheist have evolved to be hunters to most humanoid races, You cannot eat regular food instead you are forced to feed on one of the following which you choose:
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Blood
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Flesh or Raw Meat
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Life Energy
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You can survive a number of days equal to 1 + Your constitution modifier without feeding, after which you turn feral and indiscriminately attack with the purpose of feeding until your hunger is satisfied.
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Languages. You can speak, read, and write Infernal
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Homebrew Language. You can speak, read and write Arakash