Races (Rules)

This is the mechanical page for races. For the lore page go here.

Every race gains a +2 bonus to one ability score of your choice and a +1 bonus to one other ability score. You may also forfeit both ability score increases and instead gain a feat of your choice.

Human
Age: Humans reach adulthood in their late teens and usually live up to the age of 80.

Speed: 30 feet

Human adaptation: Choose 2 different ability scores and increase each by 1

Human Versatility: Humans posses a wide variety of talents. Choose one of the following:


 * Fast Thinker: You gain a +2 bonus to your initiative rolls.
 * Runner: Your movement speed is increased by 5 feet.
 * Combat Experience: Choose 2 martial or simple weapons and gain proficiency in them.
 * Magic Novice: Choose a cantrip from any spell list that is incapable of dealing damage. You learn the cantrip, your spellcasting ability is that of the class you chose the cantrip from.

Alvan
Size: Alvan were usually 1,7 - 1,9m tall. Your size is medium.

Art of trade: You gain proficiency in the persuasion skill and in one other skill of your choice

Farran
Size: Farran grew to about 1,7 - 1,9m. Your size is medium.

Art of farming: You gain proficiency in the Nature skill and one other skill of your choice.

Harvan
Size: Adult Harvan were usually slightly smaller than other Humans standing at about 1,6 - 1,7m tall. Your size is medium.

Art of seafaring: You gain proficiency in the athletics skill and in one other skill of your choice.

Kerristan
Size: Kerristan grew to about 1,8-1,9m. Your size is medium.

Art of survival: You gain proficiency in the survival skill and in one other skill of your choice.

Dzinov
Age: Dzinov would usually live to the age of 70-80 and be fully grown in their early twenties.

Speed: 30 feet

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

Natural Combatant: Although most Greywind Dzinov are not involved in combat, they are naturally skilled warriors like their wild relatives. You gain advantage on the first attack roll after rolling initiative for the purpose of determining the turn oder in combat.

Greywind Dzinov
Patient Stance: The Greywind Dzinov of spend hundreds of years waiting, you can wait a little longer. Whenever you end your turn without having dealt damage you gain +1 AC until the start of your next turn.

Wild Dzinov
Intimidating: You gain proficiency in the intimidation skill.

Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Xiuwen
Age: Xiuwen are fully grown around the age of 20 and live until the age of 80 on average.

Speed: 30 feet

Poison resistance: You have resistance against poison damage and on saving throws against poisons.

Tough scales: Your base AC is 12 + your dexterity modifier.

Saha-Ti
Natural Weapon (Claws): Your unarmed attacks deal 1d4 + your strength modifier slashing damage. You are always proficient with your claws.

Elemental Resistance: When you take Acid, Cold, Fire or Lightning damage you may reduce the damage take by an amount equal to your proficiency bonus.

Yuan-Ti
Natural Weapon (Bite): You can replace one of your attacks each turn with a bite. Your bite deals 1d6 + your strength modifier piercing damage and has a range of 5 feet. A creature hit by the bite must succeed on a constitution saving throw DC 10 + your constitution modifier. The creature is poisoned for 1 minute on a fail.

Shake it off: When you roll a saving throw to remove a condition affecting you, you may roll with advantage. You can use this feature once and regain it after finishing a short or long rest.

Elf
Age: Elves aged at the speed of humans, reaching adulthood in their late teens, but lived until the age of 100.

Speed: 30 feet

Size: Elves are about 1,6-1,8m tall, but weigh less than a human of the same size. It was not uncommon for a fully grown Elf of 1,8m to only weigh about 50kg, often even less.

Arcane Blood: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Wood Elf
Camouflage: The Wood Elves were known for their ability to slightly change their skin tones to match their surroundings. You have advantage on stealth checks while outdoors and not traveling.

Wood Elf Magic: Elves were able to innately use some magic. As a Wood Elf you know the druidcraft cantrip and starting at level 3 you can cast the Longstrider spell once per day at first level. Charisma is your spellcasting ability for these spells.

Water Elf
Aquatic Natur: You have a swimming speed equal to your movement speed and you can breath underwater. You also have darkvision out to a range of 60ft.

Water Elf Magic: Elves were able to innately use some magic. As a Water Elf you know the shape water cantrip and starting at level 3 you can cast the Create or Destroy Water spell once per day at first level. Charisma is your spellcasting ability for these spells.

Sun Elf
Blinding Skin: Once per day when an enemy creature targets you with a melee attack, you can blind that creature as a reaction, forcing it to attack with disadvantage.

Sun Elf Magic: Elves were able to innately use some magic. As a Sun Elf you know the produce flame cantrip and starting at level 3 you can cast the Faery Fire spell once per day at first level. Charisma is your spellcasting ability for these spells.

Kajun
Age: The Ash-Kajun of Gnimrok often only lived until the age of 60, this was however because of relatively poor life conditions. The Bronze-Kajun of Ascain however reached ages of 70-80. They were fully grown at the age of 16.

Speed: 30 feet

Size: Adult Kajun stood at about 1,9-2,1m. Your size is medium.

Volcanic Constitution: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Ash-Kajun
Heated Blood: Many lava streams ran through the province of Gnimrok making Ash Kajun used to extreme heat. You have resistance against fire damage.

Vigil Mind: You have advantage on saving throws against exhaustion.

Bronze-Kajun
Resilient Will: Choose one of the following abilities: Strength, Intelligence or Charisma. You gain proficiency in saving throws of the chosen attribute.

Bronze Bond: After you or an ally within 30 feet of you rolls for a saving throw, but before knowing if it succeeds or fails you may give yourself and one ally within 30 feet of you a bonus to the saving throw equal to your proficiency bonus. You may use this feature once and regain it after finishing a long rest.