Mourne
2018-07-26, 01:15 AM
To support my custom campaign setting, I re-imagined the entire suite of standard 5E races (and introduced a couple of new races). I'd be very interested in any feedback before I start "session 0" with my players.
First, I'd like to outline a little of my design philosophy behind these races which should help focus any feedback (e.g. stave off the inevitable "too powerful" comments):
The desire was for each race to feel unique and to -- through the racial features alone -- be able to give a strong image of how the race would interact with the world
I wanted to give each human culture the same treatment as if it was a race unto itself -- even in regards to the "common blood" that makes up the bulk of each realm's population
Balance all the non-human races roughly around a score of 30 using the detect balance tool. This is achieved primarily by balancing the desired features with one or more racial flaws. It's also worth noting that, in this particular setting, non-human races are either rare (usually only seen singly or small groups in larger cities) or believed to be the stuff of legends. This very much colors the reactions of the "normal" populace when encountering a non-human.
The human "races" balanced around a detect balance score of roughly 24 but having no flaw or interaction penalties to contend with. In some cases, a human "race" has the option of selecting a racial flaw but would be awarded an additional feature.
Provide a twist or different interpretation of the typical fantasy racial tropes while still retaining some comfort/familiarity.
If I'd had more time and inspiration, I truly wanted to split each race's features into inherited and cultural traits so that one could more easily (mechanically) play, for example, a dwarf raised in elven society. In this scenario, the dwarf would have the inherited traits of the dwarf and the cultural traits of the elf.
Here's a very brief synopsis of the races...
Humans: As noted, split into separate "races" based on culture or regional origination. The lone exception being the "common" human which -- through treated as its own race -- can originate from any realm and, indeed, typically makes up the bulk of any population. Humans are the predominant race of the world and have been for a long time, even being responsible (or at least assigned blame) for the cataclysm that laid waste to the world and gave rise to the current age.
Uttin: Intended to fill the niche of the large-sized race. Pulled somewhat from the goliath and various other large race homebrew inspirations. The mechanics for “Large” size are largely inspired by Reddit user /SwordMeow’s Jotungard supplement. Inspirations include a combination of the Ogier/Way of the Leaf from WoT and a dash of Norse lore.
Dwarrow: The replacement for the dwarf and probably the least changed of the races. As envisioned, much more pragmatic and materialistic then the typical 5E dwarf (and far removed from any Scottish accents).
Sedhe: The elf of this world. The idea here was to portray a much more complicated (and certainly darker version) of the elf – to not just be a pointy eared, nature loving human. Inspiration was drawn from a lot of mythologies and folk lore (heavily from Irish/Welsh), certainly some of the "real" Grimm's fairy tales, a dash of Moorcock’s Vadhagh/Nhadragh races, and the courts from the Dresden Files. To a certain extent, the Sedhe even touch upon vampire lore and -- in this world -- are the origin of the tales of vampires. The Sedhe are not a race that is native to the world. Side note... I just discovered Ninja_Prawn's Forests & Faeries. Amazing document!
Pekri: The gnome replacement. I’ve just never liked gnomes as a race (well, as presented) which is probably colored by a player who had a gnome version of the “Travelocity Gnome” played as a reoccurring comical character spanning many a serious campaign. Grrr. The Pekri share a lot of the traditional gnomish traits of curiosity and invention, though probably a little more serious, more technology driven, and with an origin elemental based rather than fey.
Ork: I've given Ork the full race treatment (essentially replacing the half-orc). As imagined, they draw heavily on Tolkien's vision though not inherently evil. Ork (the Orkhan) are not native to this setting, having been brought to this world in the distant past as slave troops.
Took: The halfling replacement. Another race that doesn't stray too far from the source material with the exception of one of the sub-races.
Mabdan: This race is intended to be the half-elf of the world (in this case, half-sedhe). The offspring of a Sedhe and human, mabdan most closely resemble the changeling race. In fact, for most mabdan, they are a literal interpretation of the changeling... swapped at birth with a normal child and left to discover their own heritage/make their own path in the world. It's worth noting that mabdan are a sterile race, which further isolates them.
Canid: Bipedal canines. I always loved the Wolfen of Palladium and Jim Butcher's Canin from the Codex Alera...
Races presented in their full glory under the spoiler tag (humans and the Uttin for now, I'll add more as I have time). Please ignore what little fluff there is; all very specific to the setting (and sparse). I've also included my detect balance score for each feature in parenthesis. One final note... I've added a vision called dimvision which grants the ability to see in dim light as if it were bright light but not in darkness. I've always felt that darkvision was too common and this trivialized the feature (and darkness as an environment).
Formatting is a mess. I'll migrate all this to Homebrewery or GMBinder soon.
EDIT 1 (7/28/18): Added in rules being used for Large size (Uttin). Tweaks to Seaborn features and Uttin's flaw. Added the Dwarrow and Took. Did some work on formatting.
HUMAN
Humans are the predominate race on the world of Pel Therra, being both the most populous and the most visible. With life spans generally shorter than the other races, humans strive all the harder to achieve great heights in empire building, culture, and advancement of knowledge. This aggressive and inquisitive nature has driven the human nations to become the most dynamic and influential in the world.
Though all humans are part of a greater race, the material culture and physical characteristics of individual human cultures can vary wildly from region to region. Humans descended from the Itale imperial blood differ greatly from a Tane Og clansman or a those of the Stone Pact – each culture almost becoming a unique race.
COMMON BLOOD
“… the copper coin is dross and ubiquitous. Leave two of these coins in your pouch and you might find they have multiplied by a hundredfold, filling your pouch and burying the more valuable gold under a mountain of mediocrity. ” ~ attributed to an imperial noble as he gazed upon the crowds milling in the central plaza of Therra.
By far the most numerous type of human, commoners are the result of a thousand years intermixing of various human blood lines and typically make up the majority of the population of any realm.
PHYSICAL CHARACTERISTICS
• Height m 60” + 3d6” f 56” + 4d4”
• Weight m 130 + 5d10 lbs f 90 + 5d10 lbs <+ STR x 2 lbs>
• Hair Color Any
• Eye Color Any
• Skin Color Any
• Unusual Characteristics none
• Physical Maturity 13 years
• Lifespan 60 - 80 years
ABILITY SCORE INCREASE (+16)
You may increase any four ability scores by 1 point.
AGE
Commoners reach adulthood in their late teens and normally live a little more than half a century.
SIZE
Humans with the common blood can vary widely in height and build, from barely 5 feet to over 6 feet tall. Regardless of your position in that range, your size is Medium.
SPEED (+0)
Your base walking speed is 30 feet.
BORN SURVIVOR (+1)
Humans of the common blood seem to survive (and thrive) where most others fail. When making death saving throws, you do not die until you have accumulated four failures.
SKILLED LABORER (+2)
Those of the common blood generally do the bulk of a realm’s labor and become skilled with the tools of their trade. Choose two artisan tools or vehicles; you gain proficiency.
GREAT VERSATILITY (+2)
Most that belong to the common blood have an affinity for learning and are mentally flexible, able to quickly adapt and change. When multiclassing, you ignore the attribute requirements for the first class you take. If you multiclass further, you must meet the attribute requirements for any subsequent classes taken.
ADAPTED LIFESTYLE (+2)
Commoners dwell in every realm, making up the bulk of the population and are greatly affected by the environment in which they are raised. Choose one of the following options that reflect your upbringing:
• Fields. Hailing from a rural area, you are used to hard labor. Once per day, you may ignore an effect that would give you a level of exhaustion and have advantage on saving throws to resist exhaustion.
• Mountains. Born in the mountains, you are skilled at negotiating heights and precipices. You gain advantage on Athletics (Climb) checks and any Wisdom (Survival) checks in mountainous terrain.
• Sea. Raised near the sea or other large body of water, you are always drawn to it. You gain advantage on Strength (Athletics) Swim checks and any Wisdom (Survival) checks in coastal terrain.
• Slums. You have had to eke out a life in a city's slums or poor quarter and, by necessity, have advantage on Constitution saving throws against the effects of poison, disease, and intoxication.
• Snow. Reared in the snow and ice, you do not find cold as bothersome as most. You gain advantage on saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and on Wisdom (Survival) checks in cold climates.
• City. You are used to large cities and dealing with myriad different people. When you make Wisdom (Insight) checks to interact with other races you are considered proficient in the Insight skill and may add your proficiency bonus to the check.
• Desert. Born in a hot and arid area of the world, heat does not bother you. You gain advantage on saving throws against the effects of a hot climate and only need half the normal amount of water on a daily basis (1/2 gallon per day or 1 gallon if the weather is hot). You have advantage whenever you make a Wisdom (Survival) check in deserts and other arid terrain.
• Forest. You were raised in the wilds, on the fringes of civilization. You have advantage on Wisdom (Survival) checks when foraging, navigating, and tracking in wooded areas. Whenever you make a Dexterity (Stealth) check in a forest, you are considered proficient in the Stealth skill and add your proficiency bonus to the check
LANGUAGES (+0)
You can speak Imperial Common or the base language of the realm you originate from (if Imperial Common is not available).
IMPERIAL (EASTERN) BLOOD
“I came. I saw. I conquered.” ~ Imperial legion mantra
Those of the Imperial blood are well educated, proud and industrious – and certainly a bit arrogant. Descendants of the original “pureblood” families that founded the Empire, imperials are almost always of noble or privileged birth – tracing their lineage back to the fabled land of Itale and the Roman Empire. Typified by olive complexions and black or brown eyes, humans of this descent are not very numerous and known for keeping their lineages pure.
PHYSICAL CHARACTERISTICS
• Height m 56” + 3d6” f 50” + 4d4”
• Weight m 130 + 4d10 lbs f 90 + 4d10 lbs <+ STR x 2 lbs>
• Hair Color black, brown
• Eye Color black, brown
• Skin Color olive
• Unusual Characteristics none
• Physical Maturity 13 years
• Lifespan 60 - 80 years
ABILITY SCORE INCREASE (+12)
Your Intelligence score increases by 2, and your Dexterity score by 1.
AGE
Imperials reach adulthood in their late teens and live less than a century.
SIZE
Imperials vary in height and build, but are generally shorter than most humans. They range from barely 5 feet to a few inches under 6 feet. Regardless of your position in that range, your size is Medium.
SPEED (+0)
Your base walking speed is 30 feet.
IMPERIAL ENLIGHTENMENT (+2)
You can add your Intelligence modifier to any Charisma (Persuasion), Charisma (Deception) or Charisma (Intimidation) skill check. You may do this after you roll but before the results are known. Once you have used this feature, you must complete a short or long rest before you can use it again.
IMPERIAL EDUCATION (+2)
You are proficient with one of the following skills: Arcana, History or Religion.
IMPERIAL STIPEND (+1)
The imperator pays a small amount to all those descended from the Roman bloodlines. You do not have to pay to maintain a modest living while within the confines of the empire and it only costs half as much to maintain a comfortable or wealthy lifestyle.
LEGION TRADITION (+6)
Those with the imperial blood are required to serve a brief tour of duty with the legions. You have proficiency with light armor, medium armor, and shields as well as the spear and short sword.
LANGUAGES (+1)
You can speak, read, and write Imperial Common and speak High Common (Latin).
OPTIONAL FLAW (-2)
Due to centuries of arranged marriages to keep the imperial blood lines pure, many humans of imperial blood have an inherited flaw.
You may opt to have one extra flaw. If you do so, at your DMs discretion, choose a flaw of your choice or roll on the following table:
1. Hallucinations. "I see the glory of the lost empire in the form of dead people."
2. Paranoia. "Everyone is trying to kill me or usurp my position."
3. Delusions of Grandeur. "I can never fail."
4. Religious Fervor. "The gods have blessed the empire and my house."
5. Obsession. "I am obsessed with obtaining or collecting certain objects."
6. Narcissism. "I shall never do anything that does not benefit me."
7. Nerves. "I'm hesitant to throw myself into perilous situations."
8. Arrogance. "No man may question my word."
For a more mechanical approach, the flaw has its own effect as shown in the following list. When taking the mechanical portion of the flaw, you gain the Imperial Edge trait.
1. Hallucinations. You have disadvantage on all saving throws against illusions.
2. Paranoia or Grandeur or Religious Fervor. When you failed an Insight, Investigation or Perception skill check, the DM will give you information pertaining to your delusions. You believe this information to be true, and cannot be convinced otherwise.
3. Obsession. When faced with the subject of your obsession, you must succeed a Wisdom saving throw (DC 10) or be consumed by it for one hour.
4. Narcissism. When you wish to take an action that does not directly benefit you, you must succeed a Wisdom saving throw (DC 10) or you cannot take the action.
5. Nerves. You have disadvantage on saving throws against fear.
6. Arrogance. When you fail an Intimidation or Persuasion skill check, you suffer 1d4 psychic damage. You cannot be reduced below 1 hit point by this damage.
IMPERIAL EDGE (+4)
When you would fail a skill check or saving throw, you can reroll the die with advantage. Once you use this trait, you must complete a long rest to use it again.
WESTERN BLOOD
The clans of the Tane Og, known among themselves as the First Men, are the descendants of the original human inhabitants of Pel Therra. The Tane claim direct descent from the divine First Born and have many legends of serving the gods directly – each clan bound to a specific Eloyyan god-king and tied to a region. In the current age, the Tane are represented by three surviving clans, each distinct and different enough that they constitute their own sub-race.
PHYSICAL CHARACTERISTICS
• Height m 60” + 3d8” f 58” + 3d6”
• Weight m 130 + 4d12 lbs f 90 + 4d12 lbs <+ STR x 2 lbs>
• Hair Color brown, blonde, red
• Eye Color green, blue, hazel
• Skin Color caucasian
• Unusual Characteristics none
• Physical Maturity 13 years
• Lifespan 80 - 120 years
ABILITY SCORE INCREASE (+8)
Your Constitution score increases by 2.
AGE
Humans of the Tane blood reach adulthood in their late teens and have a natural lifespan that is longer than most of mankind – often living well into their hundredth year.
SIZE
The Tane tend to be taller and more robust than other human stock, women nearing 6 feet tall with the men often well over. Your size is Medium.
SPEED (+0)
Your base walking speed is 30 feet.
HALE (+5)
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level
WILD KINSHIP (+3)
The Tane have a familiarity with the natural world, able to establish powerful links to beasts and to the land around them. You have advantage on Wisdom (Animal Handling) checks involving wild and untamed animals, who recognize you as a kindred spirit, and an innate ability to communicate with these creatures.
Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, its short-term needs (like food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.
LANGUAGES (+0)
You can speak Eldorric and Imperial Common
CLAN
Tane of the current age belong to one of three surviving clans, each clan distinct and characterized by dwelling in a defined location. Select forestborn, sandborn or searborn as your clan.
FORESTBORN
The most populous of the Tane, the forestborn primarily dwell in the realm of Angddal but also have significant populations within Greyhaven and Bre Karand.
Ability Score Increase (+4)
Your Wisdom score increases by 1.
Bonded Beast (+3)
Whenever you make a Wisdom (Animal Handling) check related to natural beasts, you are considered proficient in the Animal Handling skill. If you are already proficient, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
You start with one beast that has a challenge rating of 1/4 or lower in addition to the equipment granted by your class and background. To make a beast perform tricks or act in combat requires a Wisdom (Animal Handling) check.
SANDBORN
The former Tane realm of Ulmbennar was destroyed by the legions of the Therranic empire, the people reduced to nomadic tribes dwelling in the great deserts surrounding An-Thyr.
Ability Score Increase (+4)
Your Charisma score increases by 1.
Swift Raider (+2)
When rolling initiative, a roll of 9 or lower is considered a 10 for you.
Dune Runner (+1)
You walk lightly across sandy surfaces, never sinking into soft sand or leaving tracks. You do not consider sand to be difficult terrain, when travelling across sand, you don't leave tracks. In addition, you have advantage on Constitution saves against hot weather, heat related effects, and need only one half gallon of water per day, or one gallon per day if the weather is hot.
SEABORN, SALTBORN
Making up the populations of Helvnorn and Fjalnorn.
Ability Score Increase (+4)
Your Intelligence score increases by 1.
Born Sailor (+1)
You have proficiency with navigator’s tools and vehicles (water). Any vehicle (water) that you personally pilot has its speed increased by 25%.
Seal Kin (+2)
You have a swim speed equal to one half of your land speed and can hold your breath for a number of minutes equal to 1 + two times your Constitution modifier (minimum of 1 minute).
Drowned One (+3)
Whether a communion with their god or strange connection to the seas, some Seaborn can perform a downing ritual -- filling their lungs with salt water and gaining a measure of power (though at a cost). By spending 10 minutes which requires a full waterskin of sea water, you can drown yourself. For the next hour, you can gain the ability to breathe underwater and resistance to cold, bludgeoning, piercing, and slashing damage. Your type becomes both undead and humanoid.
At the end of the hour, you violently spew up the water and must attempt a DC 12 Constitution saving throw. You take 1d8 poison damage and gain the poisoned condition for 1 hour on a failed save, or 1d4 poison damage on a successful one.
Once you use this feature, you must complete a long rest before you can use it again.
SOUTHERN BLOOD
“Tyranny has never been so subtle or creative.” ~ traveler’s comment on An-Thyr and Khoth
Those of the southern blood claim descent from the imperial legions sent to conquer the southern lands of Pel Therra, in particular the Legion of the Sand Lions whose ranks were filled with those of Numedian and Aegypta heritage. Southern humans are characterized by their mahogany skin color and dark, curly hair (if from the Numedian bloodlines) or swarthy complexion, straight black hair, black eyes, and aquiline noses (if from the Aegypta lines, also called the Children of Ra). Regardles of lineage, those of the southern blood pride themselves on their level of culture and advancements in learning and politics. As a people, they are equally cruel and passionate. Quick to react in anger, and just as quick to forgive (though not necessarily forget).
PHYSICAL CHARACTERISTICS
• Height m 60” + 3d6” f 58” + 4d4”
• Weight m 130 + 4d10 lbs f 90 + 4d10 lbs <+ STR x 2 lbs>
• Hair Color black, brown
• Eye Color black, brown
• Skin Color mahogany (dark brown) or brown
• Unusual Characteristics none
• Physical Maturity 13 years
• Lifespan 60 - 80 years
ABILITY SCORE INCREASE (+12)
Your Charisma score increases by 2, and your Strength score by 1.
AGE
Humans of the southern blood reach adulthood in their late teens and live less than a century.
SIZE
Those of the southern blood 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.
SPEED (+0)
Your base walking speed is 30 feet.
PRACTICED SCHEMER (+4)
You gain a +4 bonus to passive Insight and passive Investigation scores.
DESERT MASTERS (+4)
Well acclimated to their desert home, those of the southern blood have honed the skills (and vices) required by their sun-baked realm. You have proficiency with scimitars, whips, and short bows. When riding a horse, you are considered to be proficient with any skills required to ride the mount. Any horse that you ride has its base speed increased by 5 feet.
SUN GAZER (+1)
During daylight hours you can sense the sun's position irrespective of deep foliage, weather effects, or any other obscuring factors. This ability also works indoors or underground.
PASSIONATE SPEAKER (+3)
You are proficient with the Persuasion skill. You may choose to re-roll any use of Persuasion after it has been rolled but before the outcome has been determined and must use the new roll. You regain the use of this ability after a short or long rest.
LANGUAGES (+0)
You can speak, read, and write Low Common
KHOTHIAN BLOOD
Denizens of Khoth, humans of the Blood of the Dead claim descent from the Sons of the Black Goat; Karahsh, Komur, and – most importantly – Uhrklek, long dead Turkrik deities believed to have founded the city of Khas and the Khothian royal line.
PHYSICAL CHARACTERISTICS
• Height m 60” + 3d6” f 58” + 4d4”
• Weight m 130 + 4d10 lbs f 90 + 4d10 lbs <+ STR x 2 lbs>
• Hair Color black, brown
• Eye Color black, brown
• Skin Color brown
• Unusual Characteristics none
• Physical Maturity 13 years
• Lifespan 60 - 80 years
ABILITY SCORE INCREASE (+12)
Your Wisdom score increases by 2, and your Dexterity score by 1.
AGE
Khothian humans reach adulthood in their late teens and live less than a century.
SIZE
Khothian 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.
SPEED (+0)
Your base walking speed is 30 feet.
DEATH TOUCHED (+5)
Death and necrotic energy are central to Khothian society and the constant exposure has changed those who live there. You are very familiar with the undead and necrotic energy and have advantage on saving throws against necromancy spells and to resist the spells or special abilities of the undead. In addition, you gain resistance to necrotic damage.
JADED MIND (+2)
Life amongst the dead has changed how those of Khoth think and behave, inuring their minds to the fantastical, unnatural, and terrifying. You have advantage on saves to resist the charmed and frightened conditions.
UNNATURAL VITALITY (+4)
Fed either Blood Wine or Black Orchid Elixir from birth, your resilience is decidedly not mortal. When you are reduced to O hit point but not killed outright, you can choose to attempt a DC 10 Constitution save to drop to I hit point instead. The DC increases by 5 each time you successfully use this feature until you finish a long rest.
LANGUAGES (+1)
You can speak Imperial Common and the Tongue of the Dead (Neth-Vhodrak).
OPTIONAL FLAWS
Many in the realm of Khoth, either willingly or unwillingly, make use of blood wine and other exotic drugs. This, coupled with being in the presence of the undead and exposure to necrotic energy, changes the very being of those born and raised in this realm. As an option, you may choose to have the opiate addiction and unnatural presence flaws. If you do so, you gain the undead mastery trait in addition to those traits associated with being a human of the dark blood.
OPIATE ADDICTION (-4)
You are addicted to the exotic concoctions you have been feed your entire life. Each week you go without consuming either Blood Wine or Black Orchid Elixir, you must make a DC 10 Constitution saving throw or suffer 1 level of exhaustion. This exhaustion can only be removed by feeding your addiction and the normal required rest; rest alone will not remove the exhaustion.
UNNATURAL PRESENCE (-2)
Members of this race unnerve normal beasts. You have disadvantage on any attempts to control or ride an animal. Animals' starting attitude toward you are worse than normal and, when a natural beast makes an attack against you, it’s attacks are made with advantage.
UNDEAD MASTERY (+6)
You attempt to charm a single undead creature you can see within 30 feet that is a CR 1/4 or lower. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 1 hour or until you or your companions do anything harmful to it.
As a bonus action on each of your turns, you can command the undead you charmed if the creature is within 120 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures.
When you reach 3rd level, your mastery grows and you can influence undead that are CR 1/2 or lower. At 5th level, this mastery applies to under that are CR 1 or lower.
After you use your undead mastery, you can’t use it again until you complete a long rest.
STONE-PACT
Those of the stone blood are descendants of the humans that made pact with the dwarrow during the Age of Madness – seeking refuge from the doom of the empire and the death and destruction that accompanied it. Long subjugated by the dwarrow, these humans mirror many dwarrow traits, though they are servile (to the dwarrow at least) and perhaps even more materialistic.
Physically characterized by long hair pulled over their shoulders and tied below their chin such that it resembles a beard, stone blood humans endeavor to resemble their dwarrow masters, even to the extent of walking hunched to appear shorter.
PHYSICAL CHARACTERISTICS
• Height m 60” + 3d6” f 58” + 4d4”
• Weight m 130 + 4d10 lbs f 90 + 4d10 lbs <+ STR x 2 lbs>
• Hair Color any
• Eye Color any
• Skin Color any
• Unusual Characteristics none
• Physical Maturity 13 years
• Lifespan 60 - 80 years
ABILITY SCORE INCREASE (+12)
Your Constitution score increases by 2 and Wisdom score by 1.
AGE
Those of the Stone-Pact reach adulthood in their late teens and live less than a century.
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.
SPEED (+0)
Though you walk hunched and with a shuffling gait, your base walking speed is 30 feet.
SERVANT’S TOOLS (+2)
Those of the Stone-Pact have taken over many of the menial tasks required to keep dwarrow society functioning, especially those tasks that need to be done outside the sheltering walls of the mountain halls. You gain proficiency vehicles (wagon, carriage) and with the artisan’s tool of your choice from the following: Carpenter’s tools, cobbler’s tools, glassblower’s tools, leatherworking tool’s, potter’s tools, weaver’s tools, or woodcarver’s tools.
BORN MERCHANT (+3)
Serving as the face of the dwarrow to the human world, many Stone-Pact humans must learn the arts of the merchant and diplomat. Your skill in negotiating is unsurpassed. You may add double your proficiency bonus to Charisma (Persuasion) rolls when haggling. When purchasing mundane or magical items, you pay 10% less than is listed (PHB, DMG) and sell any item you have created or found for 25% higher than expected.
STOIC NATURE (+2)
Those of the Stone-Pact have had to serve for centuries, at the whims of masters that value little but wealth. Through a lifetime of learning to endure insults and slights, you gain resistance to psychic damage.
BLACK POWDER FAMILIARITY (+3)
Black powder originates from the dwarrow but is processed by Stone-Pact alchemists. You are proficient with firearms and explosive devices that utilize black powder.
DIMVISION (+1)
Unlike most humans, you spend a significant amount of your life underground and have superior vision in conditions of dim lighting or shadows. You can see in dim light as if it were bright light.
LANGUAGES (+1)
You can speak Imperial Common, the Trader’s Tongue, and Khuzral (the dwarrow tongue).
LIGHT FAVORED
“Be the light that helps others see the darkness that hides in the womb of the world.”
Originating from (and mostly resembling) the commoners that makes up the majority of the population of Anarra, those of the favored claim to be blessed by their god; the one true God, the Lord of Light. Whether there is any truth or not to this claim of divine favor, it is certain that the favored have a certain amount of gifted power and a keen (if fanatical) insight.
Locked into a very controlling theocracy, the favored are very close-minded and have very little need for imagination.
PHYSICAL CHARACTERISTICS
• Height m 66” + 1d6” f 62” + 1d4”
• Weight m 160 + 2d10 lbs f 120 + 2d8 lbs <+ STR x 2 lbs>
• Hair Color any
• Eye Color any
• Skin Color any
• Unusual Characteristics none
• Physical Maturity 13 years
• Lifespan 60 - 80 years
ABILITY SCORE INCREASE (+12)
Your Wisdom score increases by 2 and your Constitution by 1.
AGE
The favored reach adulthood in their late teens and live less than a century.
SIZE
Those of the favored have an oddly uniform height and build, almost always around 5 1/2 feet tall with a medium build. Obesity or emaciation are extremely rare. Your size is Medium.
SPEED (+0)
Your base walking speed is 30 feet.
UNTRUSTING (+2)
Whenever you attempt a Wisdom (Insight) check to determine if someone is lying, you are considered proficient in the Insight skill and add your proficiency bonus to the check.
DEVOUT (+2)
You gain proficiency with the Intelligence (Religion) skill.
DIVINE GIFT (+2)
You learn the guidance or sacred flame cantrip. Wisdom is your spellcasting ability for this spell.
BLESSED SIGHT (+2)
You can cause your eyes to glow with an inner fire and, for the next minute, you have advantage on saving throws against illusions and can see in dim light and darkness as if it were bright light. Once you use this feature, you must finish a short or long rest before you can use it again.
DETECT WICKEDNESS (+4)
Many of the blessed blood are witch hunters or inquisitors and, even if not following this calling, are always on the lookout for those who use arcane magic or associate with unclean powers. When dealing with magic, aberrations, celestials, fey, and fiends you are considered to have proficiency in the Investigation skill.
You have an innate sense for the presence of the unnatural and can determine if there is an aberration, celestial, elemental, fey, fiend, undead, or the presence of magic within 30 feet of you, though you do not know where the creature or source is located. Each creature is allowed a DC 10 Charisma saving throw to hide from this sense and you must succeed on a DC 15 Wisdom check to detect magic areas.
The sense can penetrate most barriers, but it is blocked by stone, common metal, or wood and dirt.
LANGUAGES (+0)
You speak Imperial Common.
UTTIN (HALF GIANT)
“They go to war – they go – the Jotun are awoke! Carried by rushing furnace blasts, the dark pines cower as their angered breath flies past. With a martial gait they hurry on, where the fires on Thuringa glow, on the darkly beautiful sky above and the ancient rime below.” ~ Vafthrudnir, Skald of the Mjaljotun during the Blooding
“All right,’ said the young imperial legionary, laughing with the rest. ‘But what about these Uttin, these giants, as you might call them? They do say that one bigger than a tree was seen up on the imperial road not long back.” ~ from the book “Musings on my time in the legion” by Rescipio Antalle
The Uttin believe they are descendants of the Jotun, a race of legendary giants that served the First Born as smiths and artificers. Whereas in myth the Jotun are often described as dozens of feet in height, the Uttin are smaller in stature, the result of countless generations of mingling the giant bloodlines with the Táne Og tribes of humanity.
In the current age, the Uttin eschew formal settlements and are forever on the move, travelling the realms of the land in their great wagons. Setting up on the outskirts of civilization, the Uttin trade their services as smiths and tinkers, often taking bits of lore and esoteric knowledge as partial payment.
Uttin, for the most part, are reserved with a general tendency toward kindness. Most Uttin still feel the need to create and tend to excel at crafting – but the working of metal at a forge seems to be in their blood. Though a secretive people, it is evident that the Uttin are seeking something. Perhaps the answer is in the fragment of a story told by Uttin Lore Speakers:
PHYSICAL CHARACTERISTICS
• Height m 84” + 4d8” f 76” + 4d6”
• Weight m 320 + 5d10 lbs f 260 + 5d10 lbs <+ STR x 8 lbs>
• Hair Color black, brown, dark brown, dark red
• Eye Color
• Skin Color coppery
• Unusual Characteristics pelt on shoulders, upper back; long eyebrows, ear tufts
• Physical Maturity 20 years
• Lifespan 200 - 300 years
• Description: Uttin typically stand 7 to 9 feet tall, towering over most other creatures. Males are noticeably taller and heavier than female. They have broad features, their brow being very heavy and their noses wide and flat. Their hair is thick and long, sometimes forming a pelt on their shoulders and upper back. Facial hair is very common; the eyebrows and a tuft of hair at the base of the ear grow nearly as long as beards and mustaches. Most Uttin have black, dark brown, or dark red hair and deep coppery complexions. Uttin, though often poor and living in very rustic circumstances, dress in very well-crafted clothing and jewelry, preferring bronze, iron, and red gold.
ABILITY SCORE INCREASE (+12)
Your Wisdom score increases by 2 and your Strength score increases by 1.
SIZE (+12)
Uttin tower over normal people, standing 7 to 9 feet tall, and weigh around 400-500 pounds. Your size is Large.
• The races have advantage on Strength ability checks and Strength saving throws. For this reason, these races are considered to be strong and do not need to gain a Strength score bonus – they will usually role high anyway, except on attacks and damage.
• The creature takes up a 10 by 10 foot area
• To fit into a Medium area, the creature must squeeze into the space costing double its movement, disadvantage on attack rolls and Dexterity saving throws, and attack rolls against it have advantage.
• The creature’s push, drag, lift, and carrying capacity are all calculated for Large size. Push, drag, and lift are 60 times your Strength score while carrying capacity multiples your Strength score by 30 unless otherwise noted.
• The races are able to grapple and shove Huge creatures
• If you attempt to handle something very small, such as a vial of acid, the DM may call for a Dexterity check where a smaller sized creature would automatically succeed.
• You require mounts at least one size larger than you as normal.
• You require four times as much food as normal and your armor requires four times the material to be made. It is about that much more expensive, and that’s assuming you can find it. You also require larger shields, which give no bonus to AC outside the norm.
COMBAT AND WEAPON USAGE
• Normal unarmed strike damage is 2 + your Strength modifier
• Can wield weapons with the large property
• Weapons with the Large property are not very common. They cost at least twice that of normal weapon. Your starting weapons are considered to have the large weapon property unless you specifically opt for a smaller size.
• When wielding a versatile melee weapon made for a medium creature in one hand, you deal the damage listed for two hands.
• You may wield a two-handed melee weapon made for a medium creature with one hand.
• While wielding weapons sized for a medium creature, you do not benefit from the finesse property.
SPEED (-4)
Uttin, though long legged, are methodical and plodding when moving and have a base walking speed of 20 feet.
HEROIC STATURE (+4)
The physical stature of the Uttin lends itself to great strength. You have a maximum Strength of 22.
LEGENDARY SMITH (+4)
Uttin have a natural aptitude for metalworking, holding an innate familiarity with the items that they personally forge. You gain proficiency with smith’s tools and when using smith’s tools to craft metal weapons or armor, you advance 15gp per day rather than 5gp. When the item is completed, you roll a d20. On a roll of 20, the finished work is considered masterwork.
Uttin are considered to be proficient with any weapon that they create.
DM Note: Masterwork is a special weapon property. When dealing damage with this weapon, you can roll the damage dice twice and keep the higher result.
HIDDEN RAGE (+6)
Though placid and peaceful in temperament, Uttin can be roused to a terrible anger when confronted with danger to their families or friends. You can enter a state of rage that lasts for 1 minute. During this time, you add your proficiency bonus to any melee weapon damage rolls and can spend one or more Hit Dice as a reaction, up to your maximum number of Hit Dice. For each Hit Die you spend in this way, you roll the die and add your Constitution modifier. You regain hit points equal to the total.
Once you use this trait, you must finish a long rest before you can rage again.
EMOTIONAL AFFINITY (+2)
Uttin are very sensitive to the moods and emotions of others and are able to “read” their unintentional body language. Whenever you make a Wisdom (Insight) check to sense motive, you are considered proficient in the Insight skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
LANGUAGES (+0)
Uttin speak Imperial Common and the Eldarric (Eld) tongue of the Tane Og.
CLUMSY SKULKER (-2)
Uttin suffer disadvantage on all Dexterity-based Stealth checks and your movements are easily heard within a 20ft range.
DEEP EMPATHY (-4)
Uttin feel a connection to all living things, and suffer deeply when another creature dies – especially if the blow comes from their own hand. If an attack that you initiate causes a creature to die, you suffer 1d2 points of psychic damage.
In addition, whenever a close companion dies in your presence or you witness a mass loss of life (including animals or trees), you must make a successful DC 10 Constitution saving throw. If you fail the saving throw you immediately gain 1 level of exhaustion.
First, I'd like to outline a little of my design philosophy behind these races which should help focus any feedback (e.g. stave off the inevitable "too powerful" comments):
The desire was for each race to feel unique and to -- through the racial features alone -- be able to give a strong image of how the race would interact with the world
I wanted to give each human culture the same treatment as if it was a race unto itself -- even in regards to the "common blood" that makes up the bulk of each realm's population
Balance all the non-human races roughly around a score of 30 using the detect balance tool. This is achieved primarily by balancing the desired features with one or more racial flaws. It's also worth noting that, in this particular setting, non-human races are either rare (usually only seen singly or small groups in larger cities) or believed to be the stuff of legends. This very much colors the reactions of the "normal" populace when encountering a non-human.
The human "races" balanced around a detect balance score of roughly 24 but having no flaw or interaction penalties to contend with. In some cases, a human "race" has the option of selecting a racial flaw but would be awarded an additional feature.
Provide a twist or different interpretation of the typical fantasy racial tropes while still retaining some comfort/familiarity.
If I'd had more time and inspiration, I truly wanted to split each race's features into inherited and cultural traits so that one could more easily (mechanically) play, for example, a dwarf raised in elven society. In this scenario, the dwarf would have the inherited traits of the dwarf and the cultural traits of the elf.
Here's a very brief synopsis of the races...
Humans: As noted, split into separate "races" based on culture or regional origination. The lone exception being the "common" human which -- through treated as its own race -- can originate from any realm and, indeed, typically makes up the bulk of any population. Humans are the predominant race of the world and have been for a long time, even being responsible (or at least assigned blame) for the cataclysm that laid waste to the world and gave rise to the current age.
Uttin: Intended to fill the niche of the large-sized race. Pulled somewhat from the goliath and various other large race homebrew inspirations. The mechanics for “Large” size are largely inspired by Reddit user /SwordMeow’s Jotungard supplement. Inspirations include a combination of the Ogier/Way of the Leaf from WoT and a dash of Norse lore.
Dwarrow: The replacement for the dwarf and probably the least changed of the races. As envisioned, much more pragmatic and materialistic then the typical 5E dwarf (and far removed from any Scottish accents).
Sedhe: The elf of this world. The idea here was to portray a much more complicated (and certainly darker version) of the elf – to not just be a pointy eared, nature loving human. Inspiration was drawn from a lot of mythologies and folk lore (heavily from Irish/Welsh), certainly some of the "real" Grimm's fairy tales, a dash of Moorcock’s Vadhagh/Nhadragh races, and the courts from the Dresden Files. To a certain extent, the Sedhe even touch upon vampire lore and -- in this world -- are the origin of the tales of vampires. The Sedhe are not a race that is native to the world. Side note... I just discovered Ninja_Prawn's Forests & Faeries. Amazing document!
Pekri: The gnome replacement. I’ve just never liked gnomes as a race (well, as presented) which is probably colored by a player who had a gnome version of the “Travelocity Gnome” played as a reoccurring comical character spanning many a serious campaign. Grrr. The Pekri share a lot of the traditional gnomish traits of curiosity and invention, though probably a little more serious, more technology driven, and with an origin elemental based rather than fey.
Ork: I've given Ork the full race treatment (essentially replacing the half-orc). As imagined, they draw heavily on Tolkien's vision though not inherently evil. Ork (the Orkhan) are not native to this setting, having been brought to this world in the distant past as slave troops.
Took: The halfling replacement. Another race that doesn't stray too far from the source material with the exception of one of the sub-races.
Mabdan: This race is intended to be the half-elf of the world (in this case, half-sedhe). The offspring of a Sedhe and human, mabdan most closely resemble the changeling race. In fact, for most mabdan, they are a literal interpretation of the changeling... swapped at birth with a normal child and left to discover their own heritage/make their own path in the world. It's worth noting that mabdan are a sterile race, which further isolates them.
Canid: Bipedal canines. I always loved the Wolfen of Palladium and Jim Butcher's Canin from the Codex Alera...
Races presented in their full glory under the spoiler tag (humans and the Uttin for now, I'll add more as I have time). Please ignore what little fluff there is; all very specific to the setting (and sparse). I've also included my detect balance score for each feature in parenthesis. One final note... I've added a vision called dimvision which grants the ability to see in dim light as if it were bright light but not in darkness. I've always felt that darkvision was too common and this trivialized the feature (and darkness as an environment).
Formatting is a mess. I'll migrate all this to Homebrewery or GMBinder soon.
EDIT 1 (7/28/18): Added in rules being used for Large size (Uttin). Tweaks to Seaborn features and Uttin's flaw. Added the Dwarrow and Took. Did some work on formatting.
HUMAN
Humans are the predominate race on the world of Pel Therra, being both the most populous and the most visible. With life spans generally shorter than the other races, humans strive all the harder to achieve great heights in empire building, culture, and advancement of knowledge. This aggressive and inquisitive nature has driven the human nations to become the most dynamic and influential in the world.
Though all humans are part of a greater race, the material culture and physical characteristics of individual human cultures can vary wildly from region to region. Humans descended from the Itale imperial blood differ greatly from a Tane Og clansman or a those of the Stone Pact – each culture almost becoming a unique race.
COMMON BLOOD
“… the copper coin is dross and ubiquitous. Leave two of these coins in your pouch and you might find they have multiplied by a hundredfold, filling your pouch and burying the more valuable gold under a mountain of mediocrity. ” ~ attributed to an imperial noble as he gazed upon the crowds milling in the central plaza of Therra.
By far the most numerous type of human, commoners are the result of a thousand years intermixing of various human blood lines and typically make up the majority of the population of any realm.
PHYSICAL CHARACTERISTICS
• Height m 60” + 3d6” f 56” + 4d4”
• Weight m 130 + 5d10 lbs f 90 + 5d10 lbs <+ STR x 2 lbs>
• Hair Color Any
• Eye Color Any
• Skin Color Any
• Unusual Characteristics none
• Physical Maturity 13 years
• Lifespan 60 - 80 years
ABILITY SCORE INCREASE (+16)
You may increase any four ability scores by 1 point.
AGE
Commoners reach adulthood in their late teens and normally live a little more than half a century.
SIZE
Humans with the common blood can vary widely in height and build, from barely 5 feet to over 6 feet tall. Regardless of your position in that range, your size is Medium.
SPEED (+0)
Your base walking speed is 30 feet.
BORN SURVIVOR (+1)
Humans of the common blood seem to survive (and thrive) where most others fail. When making death saving throws, you do not die until you have accumulated four failures.
SKILLED LABORER (+2)
Those of the common blood generally do the bulk of a realm’s labor and become skilled with the tools of their trade. Choose two artisan tools or vehicles; you gain proficiency.
GREAT VERSATILITY (+2)
Most that belong to the common blood have an affinity for learning and are mentally flexible, able to quickly adapt and change. When multiclassing, you ignore the attribute requirements for the first class you take. If you multiclass further, you must meet the attribute requirements for any subsequent classes taken.
ADAPTED LIFESTYLE (+2)
Commoners dwell in every realm, making up the bulk of the population and are greatly affected by the environment in which they are raised. Choose one of the following options that reflect your upbringing:
• Fields. Hailing from a rural area, you are used to hard labor. Once per day, you may ignore an effect that would give you a level of exhaustion and have advantage on saving throws to resist exhaustion.
• Mountains. Born in the mountains, you are skilled at negotiating heights and precipices. You gain advantage on Athletics (Climb) checks and any Wisdom (Survival) checks in mountainous terrain.
• Sea. Raised near the sea or other large body of water, you are always drawn to it. You gain advantage on Strength (Athletics) Swim checks and any Wisdom (Survival) checks in coastal terrain.
• Slums. You have had to eke out a life in a city's slums or poor quarter and, by necessity, have advantage on Constitution saving throws against the effects of poison, disease, and intoxication.
• Snow. Reared in the snow and ice, you do not find cold as bothersome as most. You gain advantage on saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and on Wisdom (Survival) checks in cold climates.
• City. You are used to large cities and dealing with myriad different people. When you make Wisdom (Insight) checks to interact with other races you are considered proficient in the Insight skill and may add your proficiency bonus to the check.
• Desert. Born in a hot and arid area of the world, heat does not bother you. You gain advantage on saving throws against the effects of a hot climate and only need half the normal amount of water on a daily basis (1/2 gallon per day or 1 gallon if the weather is hot). You have advantage whenever you make a Wisdom (Survival) check in deserts and other arid terrain.
• Forest. You were raised in the wilds, on the fringes of civilization. You have advantage on Wisdom (Survival) checks when foraging, navigating, and tracking in wooded areas. Whenever you make a Dexterity (Stealth) check in a forest, you are considered proficient in the Stealth skill and add your proficiency bonus to the check
LANGUAGES (+0)
You can speak Imperial Common or the base language of the realm you originate from (if Imperial Common is not available).
IMPERIAL (EASTERN) BLOOD
“I came. I saw. I conquered.” ~ Imperial legion mantra
Those of the Imperial blood are well educated, proud and industrious – and certainly a bit arrogant. Descendants of the original “pureblood” families that founded the Empire, imperials are almost always of noble or privileged birth – tracing their lineage back to the fabled land of Itale and the Roman Empire. Typified by olive complexions and black or brown eyes, humans of this descent are not very numerous and known for keeping their lineages pure.
PHYSICAL CHARACTERISTICS
• Height m 56” + 3d6” f 50” + 4d4”
• Weight m 130 + 4d10 lbs f 90 + 4d10 lbs <+ STR x 2 lbs>
• Hair Color black, brown
• Eye Color black, brown
• Skin Color olive
• Unusual Characteristics none
• Physical Maturity 13 years
• Lifespan 60 - 80 years
ABILITY SCORE INCREASE (+12)
Your Intelligence score increases by 2, and your Dexterity score by 1.
AGE
Imperials reach adulthood in their late teens and live less than a century.
SIZE
Imperials vary in height and build, but are generally shorter than most humans. They range from barely 5 feet to a few inches under 6 feet. Regardless of your position in that range, your size is Medium.
SPEED (+0)
Your base walking speed is 30 feet.
IMPERIAL ENLIGHTENMENT (+2)
You can add your Intelligence modifier to any Charisma (Persuasion), Charisma (Deception) or Charisma (Intimidation) skill check. You may do this after you roll but before the results are known. Once you have used this feature, you must complete a short or long rest before you can use it again.
IMPERIAL EDUCATION (+2)
You are proficient with one of the following skills: Arcana, History or Religion.
IMPERIAL STIPEND (+1)
The imperator pays a small amount to all those descended from the Roman bloodlines. You do not have to pay to maintain a modest living while within the confines of the empire and it only costs half as much to maintain a comfortable or wealthy lifestyle.
LEGION TRADITION (+6)
Those with the imperial blood are required to serve a brief tour of duty with the legions. You have proficiency with light armor, medium armor, and shields as well as the spear and short sword.
LANGUAGES (+1)
You can speak, read, and write Imperial Common and speak High Common (Latin).
OPTIONAL FLAW (-2)
Due to centuries of arranged marriages to keep the imperial blood lines pure, many humans of imperial blood have an inherited flaw.
You may opt to have one extra flaw. If you do so, at your DMs discretion, choose a flaw of your choice or roll on the following table:
1. Hallucinations. "I see the glory of the lost empire in the form of dead people."
2. Paranoia. "Everyone is trying to kill me or usurp my position."
3. Delusions of Grandeur. "I can never fail."
4. Religious Fervor. "The gods have blessed the empire and my house."
5. Obsession. "I am obsessed with obtaining or collecting certain objects."
6. Narcissism. "I shall never do anything that does not benefit me."
7. Nerves. "I'm hesitant to throw myself into perilous situations."
8. Arrogance. "No man may question my word."
For a more mechanical approach, the flaw has its own effect as shown in the following list. When taking the mechanical portion of the flaw, you gain the Imperial Edge trait.
1. Hallucinations. You have disadvantage on all saving throws against illusions.
2. Paranoia or Grandeur or Religious Fervor. When you failed an Insight, Investigation or Perception skill check, the DM will give you information pertaining to your delusions. You believe this information to be true, and cannot be convinced otherwise.
3. Obsession. When faced with the subject of your obsession, you must succeed a Wisdom saving throw (DC 10) or be consumed by it for one hour.
4. Narcissism. When you wish to take an action that does not directly benefit you, you must succeed a Wisdom saving throw (DC 10) or you cannot take the action.
5. Nerves. You have disadvantage on saving throws against fear.
6. Arrogance. When you fail an Intimidation or Persuasion skill check, you suffer 1d4 psychic damage. You cannot be reduced below 1 hit point by this damage.
IMPERIAL EDGE (+4)
When you would fail a skill check or saving throw, you can reroll the die with advantage. Once you use this trait, you must complete a long rest to use it again.
WESTERN BLOOD
The clans of the Tane Og, known among themselves as the First Men, are the descendants of the original human inhabitants of Pel Therra. The Tane claim direct descent from the divine First Born and have many legends of serving the gods directly – each clan bound to a specific Eloyyan god-king and tied to a region. In the current age, the Tane are represented by three surviving clans, each distinct and different enough that they constitute their own sub-race.
PHYSICAL CHARACTERISTICS
• Height m 60” + 3d8” f 58” + 3d6”
• Weight m 130 + 4d12 lbs f 90 + 4d12 lbs <+ STR x 2 lbs>
• Hair Color brown, blonde, red
• Eye Color green, blue, hazel
• Skin Color caucasian
• Unusual Characteristics none
• Physical Maturity 13 years
• Lifespan 80 - 120 years
ABILITY SCORE INCREASE (+8)
Your Constitution score increases by 2.
AGE
Humans of the Tane blood reach adulthood in their late teens and have a natural lifespan that is longer than most of mankind – often living well into their hundredth year.
SIZE
The Tane tend to be taller and more robust than other human stock, women nearing 6 feet tall with the men often well over. Your size is Medium.
SPEED (+0)
Your base walking speed is 30 feet.
HALE (+5)
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level
WILD KINSHIP (+3)
The Tane have a familiarity with the natural world, able to establish powerful links to beasts and to the land around them. You have advantage on Wisdom (Animal Handling) checks involving wild and untamed animals, who recognize you as a kindred spirit, and an innate ability to communicate with these creatures.
Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, its short-term needs (like food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.
LANGUAGES (+0)
You can speak Eldorric and Imperial Common
CLAN
Tane of the current age belong to one of three surviving clans, each clan distinct and characterized by dwelling in a defined location. Select forestborn, sandborn or searborn as your clan.
FORESTBORN
The most populous of the Tane, the forestborn primarily dwell in the realm of Angddal but also have significant populations within Greyhaven and Bre Karand.
Ability Score Increase (+4)
Your Wisdom score increases by 1.
Bonded Beast (+3)
Whenever you make a Wisdom (Animal Handling) check related to natural beasts, you are considered proficient in the Animal Handling skill. If you are already proficient, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
You start with one beast that has a challenge rating of 1/4 or lower in addition to the equipment granted by your class and background. To make a beast perform tricks or act in combat requires a Wisdom (Animal Handling) check.
SANDBORN
The former Tane realm of Ulmbennar was destroyed by the legions of the Therranic empire, the people reduced to nomadic tribes dwelling in the great deserts surrounding An-Thyr.
Ability Score Increase (+4)
Your Charisma score increases by 1.
Swift Raider (+2)
When rolling initiative, a roll of 9 or lower is considered a 10 for you.
Dune Runner (+1)
You walk lightly across sandy surfaces, never sinking into soft sand or leaving tracks. You do not consider sand to be difficult terrain, when travelling across sand, you don't leave tracks. In addition, you have advantage on Constitution saves against hot weather, heat related effects, and need only one half gallon of water per day, or one gallon per day if the weather is hot.
SEABORN, SALTBORN
Making up the populations of Helvnorn and Fjalnorn.
Ability Score Increase (+4)
Your Intelligence score increases by 1.
Born Sailor (+1)
You have proficiency with navigator’s tools and vehicles (water). Any vehicle (water) that you personally pilot has its speed increased by 25%.
Seal Kin (+2)
You have a swim speed equal to one half of your land speed and can hold your breath for a number of minutes equal to 1 + two times your Constitution modifier (minimum of 1 minute).
Drowned One (+3)
Whether a communion with their god or strange connection to the seas, some Seaborn can perform a downing ritual -- filling their lungs with salt water and gaining a measure of power (though at a cost). By spending 10 minutes which requires a full waterskin of sea water, you can drown yourself. For the next hour, you can gain the ability to breathe underwater and resistance to cold, bludgeoning, piercing, and slashing damage. Your type becomes both undead and humanoid.
At the end of the hour, you violently spew up the water and must attempt a DC 12 Constitution saving throw. You take 1d8 poison damage and gain the poisoned condition for 1 hour on a failed save, or 1d4 poison damage on a successful one.
Once you use this feature, you must complete a long rest before you can use it again.
SOUTHERN BLOOD
“Tyranny has never been so subtle or creative.” ~ traveler’s comment on An-Thyr and Khoth
Those of the southern blood claim descent from the imperial legions sent to conquer the southern lands of Pel Therra, in particular the Legion of the Sand Lions whose ranks were filled with those of Numedian and Aegypta heritage. Southern humans are characterized by their mahogany skin color and dark, curly hair (if from the Numedian bloodlines) or swarthy complexion, straight black hair, black eyes, and aquiline noses (if from the Aegypta lines, also called the Children of Ra). Regardles of lineage, those of the southern blood pride themselves on their level of culture and advancements in learning and politics. As a people, they are equally cruel and passionate. Quick to react in anger, and just as quick to forgive (though not necessarily forget).
PHYSICAL CHARACTERISTICS
• Height m 60” + 3d6” f 58” + 4d4”
• Weight m 130 + 4d10 lbs f 90 + 4d10 lbs <+ STR x 2 lbs>
• Hair Color black, brown
• Eye Color black, brown
• Skin Color mahogany (dark brown) or brown
• Unusual Characteristics none
• Physical Maturity 13 years
• Lifespan 60 - 80 years
ABILITY SCORE INCREASE (+12)
Your Charisma score increases by 2, and your Strength score by 1.
AGE
Humans of the southern blood reach adulthood in their late teens and live less than a century.
SIZE
Those of the southern blood 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.
SPEED (+0)
Your base walking speed is 30 feet.
PRACTICED SCHEMER (+4)
You gain a +4 bonus to passive Insight and passive Investigation scores.
DESERT MASTERS (+4)
Well acclimated to their desert home, those of the southern blood have honed the skills (and vices) required by their sun-baked realm. You have proficiency with scimitars, whips, and short bows. When riding a horse, you are considered to be proficient with any skills required to ride the mount. Any horse that you ride has its base speed increased by 5 feet.
SUN GAZER (+1)
During daylight hours you can sense the sun's position irrespective of deep foliage, weather effects, or any other obscuring factors. This ability also works indoors or underground.
PASSIONATE SPEAKER (+3)
You are proficient with the Persuasion skill. You may choose to re-roll any use of Persuasion after it has been rolled but before the outcome has been determined and must use the new roll. You regain the use of this ability after a short or long rest.
LANGUAGES (+0)
You can speak, read, and write Low Common
KHOTHIAN BLOOD
Denizens of Khoth, humans of the Blood of the Dead claim descent from the Sons of the Black Goat; Karahsh, Komur, and – most importantly – Uhrklek, long dead Turkrik deities believed to have founded the city of Khas and the Khothian royal line.
PHYSICAL CHARACTERISTICS
• Height m 60” + 3d6” f 58” + 4d4”
• Weight m 130 + 4d10 lbs f 90 + 4d10 lbs <+ STR x 2 lbs>
• Hair Color black, brown
• Eye Color black, brown
• Skin Color brown
• Unusual Characteristics none
• Physical Maturity 13 years
• Lifespan 60 - 80 years
ABILITY SCORE INCREASE (+12)
Your Wisdom score increases by 2, and your Dexterity score by 1.
AGE
Khothian humans reach adulthood in their late teens and live less than a century.
SIZE
Khothian 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.
SPEED (+0)
Your base walking speed is 30 feet.
DEATH TOUCHED (+5)
Death and necrotic energy are central to Khothian society and the constant exposure has changed those who live there. You are very familiar with the undead and necrotic energy and have advantage on saving throws against necromancy spells and to resist the spells or special abilities of the undead. In addition, you gain resistance to necrotic damage.
JADED MIND (+2)
Life amongst the dead has changed how those of Khoth think and behave, inuring their minds to the fantastical, unnatural, and terrifying. You have advantage on saves to resist the charmed and frightened conditions.
UNNATURAL VITALITY (+4)
Fed either Blood Wine or Black Orchid Elixir from birth, your resilience is decidedly not mortal. When you are reduced to O hit point but not killed outright, you can choose to attempt a DC 10 Constitution save to drop to I hit point instead. The DC increases by 5 each time you successfully use this feature until you finish a long rest.
LANGUAGES (+1)
You can speak Imperial Common and the Tongue of the Dead (Neth-Vhodrak).
OPTIONAL FLAWS
Many in the realm of Khoth, either willingly or unwillingly, make use of blood wine and other exotic drugs. This, coupled with being in the presence of the undead and exposure to necrotic energy, changes the very being of those born and raised in this realm. As an option, you may choose to have the opiate addiction and unnatural presence flaws. If you do so, you gain the undead mastery trait in addition to those traits associated with being a human of the dark blood.
OPIATE ADDICTION (-4)
You are addicted to the exotic concoctions you have been feed your entire life. Each week you go without consuming either Blood Wine or Black Orchid Elixir, you must make a DC 10 Constitution saving throw or suffer 1 level of exhaustion. This exhaustion can only be removed by feeding your addiction and the normal required rest; rest alone will not remove the exhaustion.
UNNATURAL PRESENCE (-2)
Members of this race unnerve normal beasts. You have disadvantage on any attempts to control or ride an animal. Animals' starting attitude toward you are worse than normal and, when a natural beast makes an attack against you, it’s attacks are made with advantage.
UNDEAD MASTERY (+6)
You attempt to charm a single undead creature you can see within 30 feet that is a CR 1/4 or lower. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 1 hour or until you or your companions do anything harmful to it.
As a bonus action on each of your turns, you can command the undead you charmed if the creature is within 120 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures.
When you reach 3rd level, your mastery grows and you can influence undead that are CR 1/2 or lower. At 5th level, this mastery applies to under that are CR 1 or lower.
After you use your undead mastery, you can’t use it again until you complete a long rest.
STONE-PACT
Those of the stone blood are descendants of the humans that made pact with the dwarrow during the Age of Madness – seeking refuge from the doom of the empire and the death and destruction that accompanied it. Long subjugated by the dwarrow, these humans mirror many dwarrow traits, though they are servile (to the dwarrow at least) and perhaps even more materialistic.
Physically characterized by long hair pulled over their shoulders and tied below their chin such that it resembles a beard, stone blood humans endeavor to resemble their dwarrow masters, even to the extent of walking hunched to appear shorter.
PHYSICAL CHARACTERISTICS
• Height m 60” + 3d6” f 58” + 4d4”
• Weight m 130 + 4d10 lbs f 90 + 4d10 lbs <+ STR x 2 lbs>
• Hair Color any
• Eye Color any
• Skin Color any
• Unusual Characteristics none
• Physical Maturity 13 years
• Lifespan 60 - 80 years
ABILITY SCORE INCREASE (+12)
Your Constitution score increases by 2 and Wisdom score by 1.
AGE
Those of the Stone-Pact reach adulthood in their late teens and live less than a century.
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.
SPEED (+0)
Though you walk hunched and with a shuffling gait, your base walking speed is 30 feet.
SERVANT’S TOOLS (+2)
Those of the Stone-Pact have taken over many of the menial tasks required to keep dwarrow society functioning, especially those tasks that need to be done outside the sheltering walls of the mountain halls. You gain proficiency vehicles (wagon, carriage) and with the artisan’s tool of your choice from the following: Carpenter’s tools, cobbler’s tools, glassblower’s tools, leatherworking tool’s, potter’s tools, weaver’s tools, or woodcarver’s tools.
BORN MERCHANT (+3)
Serving as the face of the dwarrow to the human world, many Stone-Pact humans must learn the arts of the merchant and diplomat. Your skill in negotiating is unsurpassed. You may add double your proficiency bonus to Charisma (Persuasion) rolls when haggling. When purchasing mundane or magical items, you pay 10% less than is listed (PHB, DMG) and sell any item you have created or found for 25% higher than expected.
STOIC NATURE (+2)
Those of the Stone-Pact have had to serve for centuries, at the whims of masters that value little but wealth. Through a lifetime of learning to endure insults and slights, you gain resistance to psychic damage.
BLACK POWDER FAMILIARITY (+3)
Black powder originates from the dwarrow but is processed by Stone-Pact alchemists. You are proficient with firearms and explosive devices that utilize black powder.
DIMVISION (+1)
Unlike most humans, you spend a significant amount of your life underground and have superior vision in conditions of dim lighting or shadows. You can see in dim light as if it were bright light.
LANGUAGES (+1)
You can speak Imperial Common, the Trader’s Tongue, and Khuzral (the dwarrow tongue).
LIGHT FAVORED
“Be the light that helps others see the darkness that hides in the womb of the world.”
Originating from (and mostly resembling) the commoners that makes up the majority of the population of Anarra, those of the favored claim to be blessed by their god; the one true God, the Lord of Light. Whether there is any truth or not to this claim of divine favor, it is certain that the favored have a certain amount of gifted power and a keen (if fanatical) insight.
Locked into a very controlling theocracy, the favored are very close-minded and have very little need for imagination.
PHYSICAL CHARACTERISTICS
• Height m 66” + 1d6” f 62” + 1d4”
• Weight m 160 + 2d10 lbs f 120 + 2d8 lbs <+ STR x 2 lbs>
• Hair Color any
• Eye Color any
• Skin Color any
• Unusual Characteristics none
• Physical Maturity 13 years
• Lifespan 60 - 80 years
ABILITY SCORE INCREASE (+12)
Your Wisdom score increases by 2 and your Constitution by 1.
AGE
The favored reach adulthood in their late teens and live less than a century.
SIZE
Those of the favored have an oddly uniform height and build, almost always around 5 1/2 feet tall with a medium build. Obesity or emaciation are extremely rare. Your size is Medium.
SPEED (+0)
Your base walking speed is 30 feet.
UNTRUSTING (+2)
Whenever you attempt a Wisdom (Insight) check to determine if someone is lying, you are considered proficient in the Insight skill and add your proficiency bonus to the check.
DEVOUT (+2)
You gain proficiency with the Intelligence (Religion) skill.
DIVINE GIFT (+2)
You learn the guidance or sacred flame cantrip. Wisdom is your spellcasting ability for this spell.
BLESSED SIGHT (+2)
You can cause your eyes to glow with an inner fire and, for the next minute, you have advantage on saving throws against illusions and can see in dim light and darkness as if it were bright light. Once you use this feature, you must finish a short or long rest before you can use it again.
DETECT WICKEDNESS (+4)
Many of the blessed blood are witch hunters or inquisitors and, even if not following this calling, are always on the lookout for those who use arcane magic or associate with unclean powers. When dealing with magic, aberrations, celestials, fey, and fiends you are considered to have proficiency in the Investigation skill.
You have an innate sense for the presence of the unnatural and can determine if there is an aberration, celestial, elemental, fey, fiend, undead, or the presence of magic within 30 feet of you, though you do not know where the creature or source is located. Each creature is allowed a DC 10 Charisma saving throw to hide from this sense and you must succeed on a DC 15 Wisdom check to detect magic areas.
The sense can penetrate most barriers, but it is blocked by stone, common metal, or wood and dirt.
LANGUAGES (+0)
You speak Imperial Common.
UTTIN (HALF GIANT)
“They go to war – they go – the Jotun are awoke! Carried by rushing furnace blasts, the dark pines cower as their angered breath flies past. With a martial gait they hurry on, where the fires on Thuringa glow, on the darkly beautiful sky above and the ancient rime below.” ~ Vafthrudnir, Skald of the Mjaljotun during the Blooding
“All right,’ said the young imperial legionary, laughing with the rest. ‘But what about these Uttin, these giants, as you might call them? They do say that one bigger than a tree was seen up on the imperial road not long back.” ~ from the book “Musings on my time in the legion” by Rescipio Antalle
The Uttin believe they are descendants of the Jotun, a race of legendary giants that served the First Born as smiths and artificers. Whereas in myth the Jotun are often described as dozens of feet in height, the Uttin are smaller in stature, the result of countless generations of mingling the giant bloodlines with the Táne Og tribes of humanity.
In the current age, the Uttin eschew formal settlements and are forever on the move, travelling the realms of the land in their great wagons. Setting up on the outskirts of civilization, the Uttin trade their services as smiths and tinkers, often taking bits of lore and esoteric knowledge as partial payment.
Uttin, for the most part, are reserved with a general tendency toward kindness. Most Uttin still feel the need to create and tend to excel at crafting – but the working of metal at a forge seems to be in their blood. Though a secretive people, it is evident that the Uttin are seeking something. Perhaps the answer is in the fragment of a story told by Uttin Lore Speakers:
PHYSICAL CHARACTERISTICS
• Height m 84” + 4d8” f 76” + 4d6”
• Weight m 320 + 5d10 lbs f 260 + 5d10 lbs <+ STR x 8 lbs>
• Hair Color black, brown, dark brown, dark red
• Eye Color
• Skin Color coppery
• Unusual Characteristics pelt on shoulders, upper back; long eyebrows, ear tufts
• Physical Maturity 20 years
• Lifespan 200 - 300 years
• Description: Uttin typically stand 7 to 9 feet tall, towering over most other creatures. Males are noticeably taller and heavier than female. They have broad features, their brow being very heavy and their noses wide and flat. Their hair is thick and long, sometimes forming a pelt on their shoulders and upper back. Facial hair is very common; the eyebrows and a tuft of hair at the base of the ear grow nearly as long as beards and mustaches. Most Uttin have black, dark brown, or dark red hair and deep coppery complexions. Uttin, though often poor and living in very rustic circumstances, dress in very well-crafted clothing and jewelry, preferring bronze, iron, and red gold.
ABILITY SCORE INCREASE (+12)
Your Wisdom score increases by 2 and your Strength score increases by 1.
SIZE (+12)
Uttin tower over normal people, standing 7 to 9 feet tall, and weigh around 400-500 pounds. Your size is Large.
• The races have advantage on Strength ability checks and Strength saving throws. For this reason, these races are considered to be strong and do not need to gain a Strength score bonus – they will usually role high anyway, except on attacks and damage.
• The creature takes up a 10 by 10 foot area
• To fit into a Medium area, the creature must squeeze into the space costing double its movement, disadvantage on attack rolls and Dexterity saving throws, and attack rolls against it have advantage.
• The creature’s push, drag, lift, and carrying capacity are all calculated for Large size. Push, drag, and lift are 60 times your Strength score while carrying capacity multiples your Strength score by 30 unless otherwise noted.
• The races are able to grapple and shove Huge creatures
• If you attempt to handle something very small, such as a vial of acid, the DM may call for a Dexterity check where a smaller sized creature would automatically succeed.
• You require mounts at least one size larger than you as normal.
• You require four times as much food as normal and your armor requires four times the material to be made. It is about that much more expensive, and that’s assuming you can find it. You also require larger shields, which give no bonus to AC outside the norm.
COMBAT AND WEAPON USAGE
• Normal unarmed strike damage is 2 + your Strength modifier
• Can wield weapons with the large property
• Weapons with the Large property are not very common. They cost at least twice that of normal weapon. Your starting weapons are considered to have the large weapon property unless you specifically opt for a smaller size.
• When wielding a versatile melee weapon made for a medium creature in one hand, you deal the damage listed for two hands.
• You may wield a two-handed melee weapon made for a medium creature with one hand.
• While wielding weapons sized for a medium creature, you do not benefit from the finesse property.
SPEED (-4)
Uttin, though long legged, are methodical and plodding when moving and have a base walking speed of 20 feet.
HEROIC STATURE (+4)
The physical stature of the Uttin lends itself to great strength. You have a maximum Strength of 22.
LEGENDARY SMITH (+4)
Uttin have a natural aptitude for metalworking, holding an innate familiarity with the items that they personally forge. You gain proficiency with smith’s tools and when using smith’s tools to craft metal weapons or armor, you advance 15gp per day rather than 5gp. When the item is completed, you roll a d20. On a roll of 20, the finished work is considered masterwork.
Uttin are considered to be proficient with any weapon that they create.
DM Note: Masterwork is a special weapon property. When dealing damage with this weapon, you can roll the damage dice twice and keep the higher result.
HIDDEN RAGE (+6)
Though placid and peaceful in temperament, Uttin can be roused to a terrible anger when confronted with danger to their families or friends. You can enter a state of rage that lasts for 1 minute. During this time, you add your proficiency bonus to any melee weapon damage rolls and can spend one or more Hit Dice as a reaction, up to your maximum number of Hit Dice. For each Hit Die you spend in this way, you roll the die and add your Constitution modifier. You regain hit points equal to the total.
Once you use this trait, you must finish a long rest before you can rage again.
EMOTIONAL AFFINITY (+2)
Uttin are very sensitive to the moods and emotions of others and are able to “read” their unintentional body language. Whenever you make a Wisdom (Insight) check to sense motive, you are considered proficient in the Insight skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
LANGUAGES (+0)
Uttin speak Imperial Common and the Eldarric (Eld) tongue of the Tane Og.
CLUMSY SKULKER (-2)
Uttin suffer disadvantage on all Dexterity-based Stealth checks and your movements are easily heard within a 20ft range.
DEEP EMPATHY (-4)
Uttin feel a connection to all living things, and suffer deeply when another creature dies – especially if the blow comes from their own hand. If an attack that you initiate causes a creature to die, you suffer 1d2 points of psychic damage.
In addition, whenever a close companion dies in your presence or you witness a mass loss of life (including animals or trees), you must make a successful DC 10 Constitution saving throw. If you fail the saving throw you immediately gain 1 level of exhaustion.