PhoenixPhyre
2018-11-02, 08:25 PM
I'm experimenting with adapting the races of 5e more particularly to my setting. Here, I'm giving sub-races to those races that did not have them. As part of this I'm re-jiggering the racial bonuses to make the sub-races more diverse (and some races less of an obvious choice). I need other sets of eyes on them for balance and sanity.
Note: Each race (including otherwise unchanged ones) has a new feature (Region of Origin). That lets the player pick where their character came from and grants a pair of flavorful proficiencies. The list can be found in this Google Doc (https://docs.google.com/document/d/1BVk3sALX8QbulW53pqZPaHJKcTcx2QIiocb02RYlSX8/edit?usp=sharing). Eventually I'll have descriptions of each region, but that's still a WIP. Also, alignment is missing because I've removed it entirely from the game as a house-rule.
My current WIP (Google Doc (https://docs.google.com/document/d/1QOKWKsWjBJ_wSSWQYAEIat5Ui5RBqdm0Y4NLvP7OZkU/edit?usp=sharing)) has the sub-races for humans and half-elves, I'll update this thread as I add more. I intend to also do some for Dragonborn, Orcs (really using the half-orc stat block), Hobgoblins, and Tieflings. As a note: puun ihmisia are wood elves and gwerin are high elves.
The (less-formatted) versions are also in spoilers if you can't be bothered to visit a link. Those may not get updated quite so quickly.
Known as “the devout kindred”, humans lacked the arcane power of the gwerin or the druidic might of the puun ihmisia and so were the first to turn to the gods for aid. With this divine aid they built empires that lasted for centuries, until in their hubris they turned to the arts demonic and the empires fell into civil war, the War of Souls. This war blasted the landscape with abyssal power, tainting large portions and cutting others off from the rest of the universe (blasting them out of time).
Since then, humans have adapted. Now one of the most common races, their presence is felt in most of the Federated Nations. Three major varieties of human exist in this area--they are described below.
Ability Score Increase. One score of your choice increases by 1.
Age. Humans become adults around age 16 and, if allowed to die of old age, tend to live around 80 years.
Size. This varies considerably between sub-races, but your size is Medium.
Speed. Your base walking speed is 30 feet.
Versatility. You gain a feat.
Languages. You can speak, read, and write Common.
Night’s Children
The night’s children originally lived on the high-altitude Nocthian Plateau where they were devout worshipers of Nocthis, the Goddess of Night. After the Cataclysm caused an ice volcano to erupt beneath their capital and killed their Goddess, the survivors fled south to what is now Byssia. There they mingled with the local puun ihmisia. Unique among nations, they almost uniformly reject the current Congregation of gods, preferring to venerate ancestors and spirits of nature.
Physically, night’s children are a striking race. They all have very pale skin (shades of ivory). They do not burn in the sunlight--the superstitious call it a blessing from the Nocthis. The vast majority of them have jet-black hair, usually worn pulled back or pinned up. Almost always straight and long (especially on women). Those with significant elven heritage exhibit slight mottling of greys on their hair, almost like the shadow of leaves at night. Very occasional red with black undertones. They stand tall and statuesque. Wall-builders refer to them as "living statues." The bulkiest of the human variants, they tend to develop hard curves and muscles quite well, even the women. Their eyes are slightly slanted upward and range from ice-grey to bright jewel tones (including purples and brilliant blues). At night, their eyes seem to glow slightly, like cats.
Names: Night’s children are given a name and then, later in life, a cognomen (appellation) is added at the beginning or end of the name.
Common male names include: Admitos, Damon, Adrianos, Aetos, Daphnis, Alkaios, Charklis, Herodis, Ion, Ipparchos, Savvas, and Lambros.
Common female names include: Acathi, Adriani, Danai, Daphne, Dione, Eirene, Galini, Charis, Ippodamia, Sergia, and Sotiria.
Ability Score Increase. Your Strength increases by 1.
Darkvision. As a gift from the dead goddess, night’s children 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 grey.
Region of Origin. Your region of origin is Byssia.
Size: Night's children are tall and statuesque. They range between 5'6 and 6'2" tall and average 180 pounds.
Scale-Kin
Scale-kin originate in the Jungle of Fangs, once the site of the Fanged Kingdom of aelvar; now the home of the Stone Throne. After magical engineering by the serpent-loving aelvar, centuries of isolation from the rest of humanity, and interbreeding with the remnants of those aelvar (to the point that none remain with even slightly pure blood), the scale-kin have diverged strongly from the rest of humanity.
Physically, scale-kin have light, cool-toned skin. Patterns of colored blotches (like large freckles) are common, especially on the head, neck, and upper torso and upper arms. These often flush and darken with anger or excitement. They exhibit wild variation in hair color, although it is most often a pure jewel or metallic tone--jet black, brilliant silver, golden yellow, ruby red and amethyst purple are the most common, but greens and blues are not uncommon. Most have multiple shades or streaks. They commonly have short, slender stature. Graceful movement is the default. Most individuals are between 5'0" and 5’5", with some variation outside this. Women are slightly shorter than men, but not tremendously. Obesity is very rare. The ideal of feminine beauty is minimal curves and slender lines. Strong fang-kin rarely develop much visible musculature. Their facial features are elongated oval facial features and their eyes are grey to green. Some change in the light or with mood.
Names: Being a hierarchical society, the naming conventions vary by class. The three major classes are nobles (including clergy), tradesmen (including soldiers), and commoners. Given names are similar between the three classes, but the structure of the name and the surnames vary. Nobles are formally named Isal <Family name> <Given>. Tradesmen are given the name Lai <Profession> <Given>. Commoners go by <Given> pe <Location>.
Given names are androgynous and include: Balin, Chea, Da, Dara, Leng, Narong, Nimol, Srey, Son, Bopha, Chanda, Khan, Maly, Map, Phalla, Ry, Rith, Thy, Thuy, and Vanna.
Noble family names include: Sat’psa, Hvang, Boeng, and Prei.
Ability Score Increase: Your Dexterity increases by 1.
Size. Scale-kin are shorter than most, ranging between 5’0” and 5’5”. Their weights range toward the lower end of the scale, averaging about 100 pounds.
Ophidian Ancestry. You have advantage on saving throws against being poisoned.
Regional Origin. Choose a region of origin from the Central District, the Northern District, or the Southern District.
Wall-builders
The least ancient sub-race of humans (and the most mixed in ancestry) are the wall-builders. They call the Council Lands home. Their ancestors were refugees from many pre-Cataclysm nations, forced to flee south from the site of the Battle of Acceptance and from the massive changes in the landscape that happened at the Cataclysm. Gathering around a small settlement and a newly-founded mage school/temple, they have built a very communal, highly-ordered society. It is also the home of many other races--both kinds of elves, dwarves, halflings, and the rare infernal- and celestial-touched tieflings and aasimar. They are also the most devout of the human sub-races.
A unique trait of the wall-builders (and the source of their name) is that they cluster together wherever they build settlements and always construct at least a token wall around their villages, no matter how small. Even single houses, if possible, will have a hedge or fence or wall. They don’t feel safe without one, even if there is no threat. Another oddity due to the genetic bottle-neck of the Cataclysm is that many (but not all) wall-builders are highly allergic to bee stings. Thus, they rarely work as apiarists or tend orchards, leaving that to other races.
Physically, their skin is medium-brown and warm-toned (cafe-au-lait). Darker shades are more common than lighter ones, but neither is particularly uncommon. Their hair is dark brown to black and mostly wavy or curly. While this is the most common shade, throwbacks to other ethnicities are common and unremarkable--red hair, blond hair, etc. Only hardy individuals survived, and compactness meant less bulk to feed, so they are short and stocky in stature. They tend to stand 5'2" to 5'6" tall, with women as tall as men. Taller individuals are uncommon, with 6'0" rarely reached by anyone. Obesity is becoming more common, especially among the wealthy. The fashion in attractiveness favors the well-fed and curved. Squared-off facial features with short noses and square jaws are the norm, as are dark eyes. As with hair color, there is substantial variation to all various colors, including ones not found on Earth.
Names: Humans of the Council Lands use names following the pattern <Given> <Profession>. Children are not given surnames until they are Judged and assigned a profession.
Common male names include: John, William, James, George, Charles, Henry, Robert, and Thomas.
Common female names include: Anna, Emma, Elza, Margaret, Ida, Clara, and Alice.
Ability Score Increase: Your Wisdom score increases by 1.
Devout. You gain proficiency in Religion.
Region of Origin. Choose your region of origin from Dreamshore, Moon’s Vengeance Foothills, Sea of Grass, or Southshore.
Size. Wall-builders are medium-short and stocky for humans, averaging between 5'2 and 5'6" tall and averaging 160 pounds.
Skilled. Wall-builders all practice a craft. You gain proficiency in one artisan’s tool of your choice.
Most half-elves are not truly the children of humans and elves. Instead, they are those humans with enough elven heritage that it shows markedly (or those elves with enough human heritage to be set apart from their kin). As a result, the appearance and culture of half-elves depends on which cultures they come from.
Ability Score Increase. Your Dexterity and one other score of your choice increases by 1.
Age. Half-elves age very slightly slower than humans, reaching 90 years old at most.
Size. This varies considerably between sub-races, but your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your elf blood, you have superior vision in dark and dim condition. 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 grey.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Languages. You can speak, read, and write Common and one language of your choice.
Earth-kin
Earth-kin are half-elves where the wall-builder human heritage dominates the elven side. Physically they appear to be wall-builders, although they tend to have finer features and be slightly more slender than normal wall-builders. They blend in very well, but often end up as leaders in mixed-race settings due to living in multiple worlds.
Names: Use the names indicated for wall-builders.
Ability Score Increase. Your Wisdom and Constitution scores each increase by 1.
Extra Language. You can speak, read, and write Old Imperial.
Region of Origin: Choose your region of origin from Dreamshore, Sea of Grass, or Southshore.
Skill Versatility. You gain proficiency in two skills of your choice.
Scaled
Scaled half-elves are those fang-kin whose ancient elven (aelvar) heritage is noticeably dominant. They make up around 30% of the population and are considered (very) slightly higher status than those with less elven heritage, especially by the common folk. They look like fang-kin (slender, mottled “scales” on their skin, bright hair colors) except they tend to be slightly taller with more triangular features and slightly pointed ears.
Names: Use the names indicated for fang-kin.
Ability score bonus: Your Charisma score increases by 2.
Ophidian Charm. You can cast charm person once with this trait without providing the usual components. Starting at 3rd level, you can cast animal messenger once with this trait without providing the usual components. Your ability score for these spells is Charisma. You regain expended uses of this trait when you finish a long rest.
Region of Origin. Choose your region of origin from the Central District, the Northern District, or the Southern District.
Sharp-Ear
Sharp-ears are a mix of gwerin (high elves) and wall-builder humans with the gwerin side dominant. They generally look like lower-class gwerin, although they tend to be slightly shorter and stockier, with darker skin and/or freckles and hair with less jewel tones. Culturally, they take after the gwerin strongly, often striving to prove themselves worthy of being accepted into one of the High Houses.
Names: Use the names indicated for gwerin or for wall-builders.
Ability Score Increase: Your Intelligence score and your Constitution score each increase by 1.
Arcane Aptitude. You learn a cantrip of your choice from the wizard list. Your spell-casting ability for this cantrip is Intelligence.
Extra Language. You can read, write, and speak Yonwatch (high elven).
High Elven Weapon-Training. You gain proficiency in the longbow and the rapier.
Region of Origin. Choose your region of origin from Sea of Grass or Southshore.
Traveller
Descended from puun ihmisia mixed with wall-builders (with the elven heritage dominant), travellers are misfits. Their obvious human heritage denies them the solidarity of the elven clans, but their strong elven heritage pushes them to wander and thus they feel cooped up in the walled villages of the wall-builders. Physically they are very similar to the elves they came from, although slightly stockier.
Names: Use the names indicated for wall-builders or puun ihmisia.
Ability Score Increase: Your Wisdom score and your Constitution score each increase by 1.
Extra Language. You can read, write, and speak Metsae (wood elf).
Region of Origin: Choose your region of origin from Dreamshore, Sea of Grass, or Southshore.
Survival Skills. You gain proficiency in Survival as well as with land vehicles.
Wood Elf Combat-Training. You gain proficiency in the longbow, the longsword, and light armor.
Twilight
Making up about ⅓ of the population of Byssia, twilight half-elves are the product of mixing between the local puun ihmisia elves and the night’s children humans. Physically they are a straight hybrid--shorter and more slender than the (tall and statuesque) night’s children but taller than the elves with the same jet-black hair and pale skin as the humans. Their ears are not noticeably pointed. Culturally, they’re exactly the same as the night’s children, although they’re accepted by the more settled elven tribes as well and often play the role of mediators between those groups.
Names: Use the names indicated for night’s children.
Ability Score Increase: Your Strength and your Wisdom scores each increase by 1.
Extra Language. You can read, write, and speak Metsae (wood elf).
Mediation. You gain proficiency in your choice of Insight or Persuasion.
Region of Origin: Your region of origin is Byssia.
Wood Elf Combat-Training. You gain proficiency in the longbow, the longsword, and light armor.
Created about 800 years ago by forcing fragments of draconic souls into unborn human children, dragonborn have carved out an place for themselves in the harsh terrain of the Kairen Mountains. Their culture is clan-based and warlike, as they are under constant threat from creatures of ice and winter that live on the Nocthian Plateau on the other side of the mountains. Within the last 5 years, a sizeable group of dragonborn that had been isolated in the Council Lands rejoined the remainder in the Remnant Dynasty. Divided into 6 clans (of which 5 are playable, the 6th being the royal clan and very small), each clan has specialized the training of its members. Each clan includes members of all elemental heritages (as that is an individual trait, not a family one).
Physically, dragonborn are scaled-skin humanoids standing taller than most humans (5’6” to 6’2”). They stand upright but have lizard-like tails, and their scales are different colors depending on which element their souls resonate with. While appearing reptilian, they are still mammalian, bearing live young and nursing them just like the humans they originated from. Their skins, while not as tough as the scales of dragons, are relatively insensitive and tough and so they often wear fewer clothes for incidental protection. They still wear armor as normal, with custom-made boots that leave their clawed toes free. They have hair or feather-like crests and/or horns or leathery crests.
Names: By convention, all dragonborn use names following the pattern <Given> <Status> <Clan>. The clans are described above, and the status marker is either ka for nobles or vo for the common folk.
Common male dragonborn names include: Aodh, Arthfael, Caderyn, Caomh, Cynbel, Cynwrig, Drustan, Judoc, Maedoc, Nechtan, and Seisyll.
Common female dragonborn names include: Abi, Ailsa, Beathag, Catrina, Beitris, Elspeth, Fiona, Iona, Isobel, Jean, Kenna, Lilias, Mhairi, Morven, Seona, Sheona, and Una.
Ability Score Increase. Either your Dexterity or Strength score (your choice) increases by 2.
Age. Dragonborn live about the same as humans, although the rigors of their lives mean many do not die of natural causes.
Size. Dragonborn are taller than most humans, standing between 5’8” and 6’6” and averaging between 200 and 250 lbs. Females are slightly larger on average than males. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Draconic Ancestry. See PHB table.
Breath Weapon. You can use your bonus action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 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 increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
Languages. You can speak, read, and write Common and Draconic.
Clan Syra
Syra are mostly farmers and herdsmen on the plains below the Kairen Mountains. They are notable for their relentless endurance.
Ability Score Increase. Your Constitution score increases by 1.
Region of Origin: Choose your region of origin from Baile Duchas or Safehold.
Tireless Breath. You can use your breath weapon a number of times equal to your proficiency bonus between short or long rests instead of once.
Clan Gal
The clan of fire, Gal, provides the bulk of the elite front-line soldiers who stand against the Hungering Frost. They emphasize martial vigor and leadership.
Ability Score Increase. Your Charisma score increases by 1.
Punishing Breath. Creatures who fail the saving throw against your breath weapon make all saving throws at disadvantage until the end of your next turn.
Region of Origin: Choose your region of origin from the Kairen Mountains or Safehold.
Clan Anu
Anu are the ones most affected by the Hungering Frost’s incursions as they make their homes in the harsh Kairen Mountains. They are known for being both highly devout and good trackers and scouts.
Ability Score Increase. Your Wisdom score increases by 1.
Precise Breath. You can base the saving throw of your breath weapon on Constitution or Dexterity, whichever is higher.
Region of Origin. Your region of origin is the Kairen Mountains.
Survivor. You gain proficiency in Survival.
Clan Byarsh
Byarsh are the industrialists of the Remnant Dynasty. Together with the goblins, they turn raw materials into weapons of war for use against the Frost. Inventive and progressive, they are always searching for new ways to target their opponents’ weak points..
Ability Score Increase. Your Intelligence score increases by 1.
Piercing Breath. The damage inflicted by your breath weapon ignores resistance to that damage type and treats immunity as resistance.
Region of Origin. Choose your region of origin from Byarmarsh or Safehold.
Clan Khor
Khor, are the arcanists and alchemists of the Dynasty. Renowned for being strange, they specialize in misdirecting and confusing their enemies.
Ability Score Increase. Your Charisma score increases by 1.
Confusing Breath. As an action you can use your breath weapon to confuse enemies instead of dealing damage. Creatures that fail the saving throw against your breath weapon take no damage, can’t take reactions until the start of their next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee weapon attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack. On a successful save, they suffer no ill effects.
Region of Origin. Choose your region of origin from the Baile Duchas, Byarmarsh, or the Kairen Mountains.
Note: this one's still a WIP.
When infant or unborn humans are exposed to significant amounts of fiendish anima (either as a matter of direct heritage or, more commonly, by having a parent who contracted with a devil), they often become fiend-touched, taking on aspects of the fiend responsible. To be more precise, they take on aspects of the Family to which the fiend belonged. Three of the five families are most frequently called to Quartus--the charming Mara-Deva, the brutish Chou, and the scheming Leutis.
Commonly called tieflings, the fiend-touched mostly arise in two nations--the Council Lands (from Cataclysm-era intermixing with infernals summoned to aid in that desperate hour) and in the Stone Throne (where devil-summoning is still practiced somewhat openly). They are more common in the Southern District than anywhere else. Council tieflings are mistrusted and usually given to the Church of the Seasons as infants, where they are raised as temple inquisitors and priests. Many develop sorcerous powers.
Ability Score Increase. Your Charisma score increases by 1.
Age. Tieflings age at a similar rate as humans, living slightly longer..
Size. Tieflings are similar in size to their human parents. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your infernal heritage, you have superior vision in dark or 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 grey.
Languages. You can speak, read, and write Common and Infernal.
Chou-born
The Family Chou are the most warlike of the 5 Infernal Families. They were summoned in large numbers as the Battle of Acceptance drew near. Their influence permanently altered a large number of bloodlines, and tieflings tied to Chou pop up from time to time in those bloodlines. This makes them the most common tieflings in the Council.
Ability Score Increase. Your Strength score increases by 2.
Extra Proficiency. You are proficient in Athletics.
Hellish Resistance. Choose either fire or poison. You gain resistance to the damage type you chose.
Devil’s Sight. You can see in all lighting conditions within 60 feet of you as if it were bright light.
Region of Origin. Choose your region of origin from the Northern District, the Sea of Grass, or Southshore.
Mara-born
The Family Mara-Deva is home to most of the succubi and incubi, as well as those devils who specialize in seduction, stealth, and trickery. Frequently summoned in the Stone Throne, they are not particularly war-like (although like all devils are more than capable of violence). Tieflings tied to Mara-Deva inherit unnatural charm and uncanny grace from their fiendish ancestors.
Ability Score Increase. Your Charisma and Dexterity scores each increase by 1 (for a total of +2 Charisma).
Trickster’s Charm. When you succeed on a saving throw against a spell or ability that would force you to act against your will (such as a charm spell or the madness effect of a gibbering mouther), roll a d20. On a roll of 10 or above, you reflect the effect back at the creature that originated it. They must make the saving throw, using the same modifiers as originally. If they fail, they are subject to the effect as if you were the caster. Once you reflect an effect in this way, you must complete a long rest before using this trait again.
Extra Proficiency. You are proficient in Deception.
Innate Spell-casting. You know the minor illusion cantrip. When you reach 3rd level, you can cast the Suggestion spell as a second-level spell once with this trait and regain the ability to do so once you finish a long rest. When you reach 5th level, you can cast the Hypnotic Pattern spell as a 3rd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Region of Origin. Choose your region of origin from the Sea of Grass or the Southern District.
Leutis-born
The Family Leutis are the sages and intellectuals of the devils. They are commonly summoned for their knowledge.
Ability Score Increase. Your Intelligence and Charisma scores each increase by 1 (for a total of +2 Charisma).
Mental Resistance. You have advantage on Wisdom, Intelligence, or Charisma saving throws against magic.
Extra Proficiency. You are proficient in your choice of Arcana, History, or Nature.
Innate Spell-casting. Choose a cantrip from any list. You know that cantrip and use Charisma as your spellcasting ability for it.
Region of Origin. Choose your region of origin from the Sea of Grass, the Central District, or Southshore.
Note: Each race (including otherwise unchanged ones) has a new feature (Region of Origin). That lets the player pick where their character came from and grants a pair of flavorful proficiencies. The list can be found in this Google Doc (https://docs.google.com/document/d/1BVk3sALX8QbulW53pqZPaHJKcTcx2QIiocb02RYlSX8/edit?usp=sharing). Eventually I'll have descriptions of each region, but that's still a WIP. Also, alignment is missing because I've removed it entirely from the game as a house-rule.
My current WIP (Google Doc (https://docs.google.com/document/d/1QOKWKsWjBJ_wSSWQYAEIat5Ui5RBqdm0Y4NLvP7OZkU/edit?usp=sharing)) has the sub-races for humans and half-elves, I'll update this thread as I add more. I intend to also do some for Dragonborn, Orcs (really using the half-orc stat block), Hobgoblins, and Tieflings. As a note: puun ihmisia are wood elves and gwerin are high elves.
The (less-formatted) versions are also in spoilers if you can't be bothered to visit a link. Those may not get updated quite so quickly.
Known as “the devout kindred”, humans lacked the arcane power of the gwerin or the druidic might of the puun ihmisia and so were the first to turn to the gods for aid. With this divine aid they built empires that lasted for centuries, until in their hubris they turned to the arts demonic and the empires fell into civil war, the War of Souls. This war blasted the landscape with abyssal power, tainting large portions and cutting others off from the rest of the universe (blasting them out of time).
Since then, humans have adapted. Now one of the most common races, their presence is felt in most of the Federated Nations. Three major varieties of human exist in this area--they are described below.
Ability Score Increase. One score of your choice increases by 1.
Age. Humans become adults around age 16 and, if allowed to die of old age, tend to live around 80 years.
Size. This varies considerably between sub-races, but your size is Medium.
Speed. Your base walking speed is 30 feet.
Versatility. You gain a feat.
Languages. You can speak, read, and write Common.
Night’s Children
The night’s children originally lived on the high-altitude Nocthian Plateau where they were devout worshipers of Nocthis, the Goddess of Night. After the Cataclysm caused an ice volcano to erupt beneath their capital and killed their Goddess, the survivors fled south to what is now Byssia. There they mingled with the local puun ihmisia. Unique among nations, they almost uniformly reject the current Congregation of gods, preferring to venerate ancestors and spirits of nature.
Physically, night’s children are a striking race. They all have very pale skin (shades of ivory). They do not burn in the sunlight--the superstitious call it a blessing from the Nocthis. The vast majority of them have jet-black hair, usually worn pulled back or pinned up. Almost always straight and long (especially on women). Those with significant elven heritage exhibit slight mottling of greys on their hair, almost like the shadow of leaves at night. Very occasional red with black undertones. They stand tall and statuesque. Wall-builders refer to them as "living statues." The bulkiest of the human variants, they tend to develop hard curves and muscles quite well, even the women. Their eyes are slightly slanted upward and range from ice-grey to bright jewel tones (including purples and brilliant blues). At night, their eyes seem to glow slightly, like cats.
Names: Night’s children are given a name and then, later in life, a cognomen (appellation) is added at the beginning or end of the name.
Common male names include: Admitos, Damon, Adrianos, Aetos, Daphnis, Alkaios, Charklis, Herodis, Ion, Ipparchos, Savvas, and Lambros.
Common female names include: Acathi, Adriani, Danai, Daphne, Dione, Eirene, Galini, Charis, Ippodamia, Sergia, and Sotiria.
Ability Score Increase. Your Strength increases by 1.
Darkvision. As a gift from the dead goddess, night’s children 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 grey.
Region of Origin. Your region of origin is Byssia.
Size: Night's children are tall and statuesque. They range between 5'6 and 6'2" tall and average 180 pounds.
Scale-Kin
Scale-kin originate in the Jungle of Fangs, once the site of the Fanged Kingdom of aelvar; now the home of the Stone Throne. After magical engineering by the serpent-loving aelvar, centuries of isolation from the rest of humanity, and interbreeding with the remnants of those aelvar (to the point that none remain with even slightly pure blood), the scale-kin have diverged strongly from the rest of humanity.
Physically, scale-kin have light, cool-toned skin. Patterns of colored blotches (like large freckles) are common, especially on the head, neck, and upper torso and upper arms. These often flush and darken with anger or excitement. They exhibit wild variation in hair color, although it is most often a pure jewel or metallic tone--jet black, brilliant silver, golden yellow, ruby red and amethyst purple are the most common, but greens and blues are not uncommon. Most have multiple shades or streaks. They commonly have short, slender stature. Graceful movement is the default. Most individuals are between 5'0" and 5’5", with some variation outside this. Women are slightly shorter than men, but not tremendously. Obesity is very rare. The ideal of feminine beauty is minimal curves and slender lines. Strong fang-kin rarely develop much visible musculature. Their facial features are elongated oval facial features and their eyes are grey to green. Some change in the light or with mood.
Names: Being a hierarchical society, the naming conventions vary by class. The three major classes are nobles (including clergy), tradesmen (including soldiers), and commoners. Given names are similar between the three classes, but the structure of the name and the surnames vary. Nobles are formally named Isal <Family name> <Given>. Tradesmen are given the name Lai <Profession> <Given>. Commoners go by <Given> pe <Location>.
Given names are androgynous and include: Balin, Chea, Da, Dara, Leng, Narong, Nimol, Srey, Son, Bopha, Chanda, Khan, Maly, Map, Phalla, Ry, Rith, Thy, Thuy, and Vanna.
Noble family names include: Sat’psa, Hvang, Boeng, and Prei.
Ability Score Increase: Your Dexterity increases by 1.
Size. Scale-kin are shorter than most, ranging between 5’0” and 5’5”. Their weights range toward the lower end of the scale, averaging about 100 pounds.
Ophidian Ancestry. You have advantage on saving throws against being poisoned.
Regional Origin. Choose a region of origin from the Central District, the Northern District, or the Southern District.
Wall-builders
The least ancient sub-race of humans (and the most mixed in ancestry) are the wall-builders. They call the Council Lands home. Their ancestors were refugees from many pre-Cataclysm nations, forced to flee south from the site of the Battle of Acceptance and from the massive changes in the landscape that happened at the Cataclysm. Gathering around a small settlement and a newly-founded mage school/temple, they have built a very communal, highly-ordered society. It is also the home of many other races--both kinds of elves, dwarves, halflings, and the rare infernal- and celestial-touched tieflings and aasimar. They are also the most devout of the human sub-races.
A unique trait of the wall-builders (and the source of their name) is that they cluster together wherever they build settlements and always construct at least a token wall around their villages, no matter how small. Even single houses, if possible, will have a hedge or fence or wall. They don’t feel safe without one, even if there is no threat. Another oddity due to the genetic bottle-neck of the Cataclysm is that many (but not all) wall-builders are highly allergic to bee stings. Thus, they rarely work as apiarists or tend orchards, leaving that to other races.
Physically, their skin is medium-brown and warm-toned (cafe-au-lait). Darker shades are more common than lighter ones, but neither is particularly uncommon. Their hair is dark brown to black and mostly wavy or curly. While this is the most common shade, throwbacks to other ethnicities are common and unremarkable--red hair, blond hair, etc. Only hardy individuals survived, and compactness meant less bulk to feed, so they are short and stocky in stature. They tend to stand 5'2" to 5'6" tall, with women as tall as men. Taller individuals are uncommon, with 6'0" rarely reached by anyone. Obesity is becoming more common, especially among the wealthy. The fashion in attractiveness favors the well-fed and curved. Squared-off facial features with short noses and square jaws are the norm, as are dark eyes. As with hair color, there is substantial variation to all various colors, including ones not found on Earth.
Names: Humans of the Council Lands use names following the pattern <Given> <Profession>. Children are not given surnames until they are Judged and assigned a profession.
Common male names include: John, William, James, George, Charles, Henry, Robert, and Thomas.
Common female names include: Anna, Emma, Elza, Margaret, Ida, Clara, and Alice.
Ability Score Increase: Your Wisdom score increases by 1.
Devout. You gain proficiency in Religion.
Region of Origin. Choose your region of origin from Dreamshore, Moon’s Vengeance Foothills, Sea of Grass, or Southshore.
Size. Wall-builders are medium-short and stocky for humans, averaging between 5'2 and 5'6" tall and averaging 160 pounds.
Skilled. Wall-builders all practice a craft. You gain proficiency in one artisan’s tool of your choice.
Most half-elves are not truly the children of humans and elves. Instead, they are those humans with enough elven heritage that it shows markedly (or those elves with enough human heritage to be set apart from their kin). As a result, the appearance and culture of half-elves depends on which cultures they come from.
Ability Score Increase. Your Dexterity and one other score of your choice increases by 1.
Age. Half-elves age very slightly slower than humans, reaching 90 years old at most.
Size. This varies considerably between sub-races, but your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your elf blood, you have superior vision in dark and dim condition. 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 grey.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Languages. You can speak, read, and write Common and one language of your choice.
Earth-kin
Earth-kin are half-elves where the wall-builder human heritage dominates the elven side. Physically they appear to be wall-builders, although they tend to have finer features and be slightly more slender than normal wall-builders. They blend in very well, but often end up as leaders in mixed-race settings due to living in multiple worlds.
Names: Use the names indicated for wall-builders.
Ability Score Increase. Your Wisdom and Constitution scores each increase by 1.
Extra Language. You can speak, read, and write Old Imperial.
Region of Origin: Choose your region of origin from Dreamshore, Sea of Grass, or Southshore.
Skill Versatility. You gain proficiency in two skills of your choice.
Scaled
Scaled half-elves are those fang-kin whose ancient elven (aelvar) heritage is noticeably dominant. They make up around 30% of the population and are considered (very) slightly higher status than those with less elven heritage, especially by the common folk. They look like fang-kin (slender, mottled “scales” on their skin, bright hair colors) except they tend to be slightly taller with more triangular features and slightly pointed ears.
Names: Use the names indicated for fang-kin.
Ability score bonus: Your Charisma score increases by 2.
Ophidian Charm. You can cast charm person once with this trait without providing the usual components. Starting at 3rd level, you can cast animal messenger once with this trait without providing the usual components. Your ability score for these spells is Charisma. You regain expended uses of this trait when you finish a long rest.
Region of Origin. Choose your region of origin from the Central District, the Northern District, or the Southern District.
Sharp-Ear
Sharp-ears are a mix of gwerin (high elves) and wall-builder humans with the gwerin side dominant. They generally look like lower-class gwerin, although they tend to be slightly shorter and stockier, with darker skin and/or freckles and hair with less jewel tones. Culturally, they take after the gwerin strongly, often striving to prove themselves worthy of being accepted into one of the High Houses.
Names: Use the names indicated for gwerin or for wall-builders.
Ability Score Increase: Your Intelligence score and your Constitution score each increase by 1.
Arcane Aptitude. You learn a cantrip of your choice from the wizard list. Your spell-casting ability for this cantrip is Intelligence.
Extra Language. You can read, write, and speak Yonwatch (high elven).
High Elven Weapon-Training. You gain proficiency in the longbow and the rapier.
Region of Origin. Choose your region of origin from Sea of Grass or Southshore.
Traveller
Descended from puun ihmisia mixed with wall-builders (with the elven heritage dominant), travellers are misfits. Their obvious human heritage denies them the solidarity of the elven clans, but their strong elven heritage pushes them to wander and thus they feel cooped up in the walled villages of the wall-builders. Physically they are very similar to the elves they came from, although slightly stockier.
Names: Use the names indicated for wall-builders or puun ihmisia.
Ability Score Increase: Your Wisdom score and your Constitution score each increase by 1.
Extra Language. You can read, write, and speak Metsae (wood elf).
Region of Origin: Choose your region of origin from Dreamshore, Sea of Grass, or Southshore.
Survival Skills. You gain proficiency in Survival as well as with land vehicles.
Wood Elf Combat-Training. You gain proficiency in the longbow, the longsword, and light armor.
Twilight
Making up about ⅓ of the population of Byssia, twilight half-elves are the product of mixing between the local puun ihmisia elves and the night’s children humans. Physically they are a straight hybrid--shorter and more slender than the (tall and statuesque) night’s children but taller than the elves with the same jet-black hair and pale skin as the humans. Their ears are not noticeably pointed. Culturally, they’re exactly the same as the night’s children, although they’re accepted by the more settled elven tribes as well and often play the role of mediators between those groups.
Names: Use the names indicated for night’s children.
Ability Score Increase: Your Strength and your Wisdom scores each increase by 1.
Extra Language. You can read, write, and speak Metsae (wood elf).
Mediation. You gain proficiency in your choice of Insight or Persuasion.
Region of Origin: Your region of origin is Byssia.
Wood Elf Combat-Training. You gain proficiency in the longbow, the longsword, and light armor.
Created about 800 years ago by forcing fragments of draconic souls into unborn human children, dragonborn have carved out an place for themselves in the harsh terrain of the Kairen Mountains. Their culture is clan-based and warlike, as they are under constant threat from creatures of ice and winter that live on the Nocthian Plateau on the other side of the mountains. Within the last 5 years, a sizeable group of dragonborn that had been isolated in the Council Lands rejoined the remainder in the Remnant Dynasty. Divided into 6 clans (of which 5 are playable, the 6th being the royal clan and very small), each clan has specialized the training of its members. Each clan includes members of all elemental heritages (as that is an individual trait, not a family one).
Physically, dragonborn are scaled-skin humanoids standing taller than most humans (5’6” to 6’2”). They stand upright but have lizard-like tails, and their scales are different colors depending on which element their souls resonate with. While appearing reptilian, they are still mammalian, bearing live young and nursing them just like the humans they originated from. Their skins, while not as tough as the scales of dragons, are relatively insensitive and tough and so they often wear fewer clothes for incidental protection. They still wear armor as normal, with custom-made boots that leave their clawed toes free. They have hair or feather-like crests and/or horns or leathery crests.
Names: By convention, all dragonborn use names following the pattern <Given> <Status> <Clan>. The clans are described above, and the status marker is either ka for nobles or vo for the common folk.
Common male dragonborn names include: Aodh, Arthfael, Caderyn, Caomh, Cynbel, Cynwrig, Drustan, Judoc, Maedoc, Nechtan, and Seisyll.
Common female dragonborn names include: Abi, Ailsa, Beathag, Catrina, Beitris, Elspeth, Fiona, Iona, Isobel, Jean, Kenna, Lilias, Mhairi, Morven, Seona, Sheona, and Una.
Ability Score Increase. Either your Dexterity or Strength score (your choice) increases by 2.
Age. Dragonborn live about the same as humans, although the rigors of their lives mean many do not die of natural causes.
Size. Dragonborn are taller than most humans, standing between 5’8” and 6’6” and averaging between 200 and 250 lbs. Females are slightly larger on average than males. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Draconic Ancestry. See PHB table.
Breath Weapon. You can use your bonus action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 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 increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
Languages. You can speak, read, and write Common and Draconic.
Clan Syra
Syra are mostly farmers and herdsmen on the plains below the Kairen Mountains. They are notable for their relentless endurance.
Ability Score Increase. Your Constitution score increases by 1.
Region of Origin: Choose your region of origin from Baile Duchas or Safehold.
Tireless Breath. You can use your breath weapon a number of times equal to your proficiency bonus between short or long rests instead of once.
Clan Gal
The clan of fire, Gal, provides the bulk of the elite front-line soldiers who stand against the Hungering Frost. They emphasize martial vigor and leadership.
Ability Score Increase. Your Charisma score increases by 1.
Punishing Breath. Creatures who fail the saving throw against your breath weapon make all saving throws at disadvantage until the end of your next turn.
Region of Origin: Choose your region of origin from the Kairen Mountains or Safehold.
Clan Anu
Anu are the ones most affected by the Hungering Frost’s incursions as they make their homes in the harsh Kairen Mountains. They are known for being both highly devout and good trackers and scouts.
Ability Score Increase. Your Wisdom score increases by 1.
Precise Breath. You can base the saving throw of your breath weapon on Constitution or Dexterity, whichever is higher.
Region of Origin. Your region of origin is the Kairen Mountains.
Survivor. You gain proficiency in Survival.
Clan Byarsh
Byarsh are the industrialists of the Remnant Dynasty. Together with the goblins, they turn raw materials into weapons of war for use against the Frost. Inventive and progressive, they are always searching for new ways to target their opponents’ weak points..
Ability Score Increase. Your Intelligence score increases by 1.
Piercing Breath. The damage inflicted by your breath weapon ignores resistance to that damage type and treats immunity as resistance.
Region of Origin. Choose your region of origin from Byarmarsh or Safehold.
Clan Khor
Khor, are the arcanists and alchemists of the Dynasty. Renowned for being strange, they specialize in misdirecting and confusing their enemies.
Ability Score Increase. Your Charisma score increases by 1.
Confusing Breath. As an action you can use your breath weapon to confuse enemies instead of dealing damage. Creatures that fail the saving throw against your breath weapon take no damage, can’t take reactions until the start of their next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee weapon attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack. On a successful save, they suffer no ill effects.
Region of Origin. Choose your region of origin from the Baile Duchas, Byarmarsh, or the Kairen Mountains.
Note: this one's still a WIP.
When infant or unborn humans are exposed to significant amounts of fiendish anima (either as a matter of direct heritage or, more commonly, by having a parent who contracted with a devil), they often become fiend-touched, taking on aspects of the fiend responsible. To be more precise, they take on aspects of the Family to which the fiend belonged. Three of the five families are most frequently called to Quartus--the charming Mara-Deva, the brutish Chou, and the scheming Leutis.
Commonly called tieflings, the fiend-touched mostly arise in two nations--the Council Lands (from Cataclysm-era intermixing with infernals summoned to aid in that desperate hour) and in the Stone Throne (where devil-summoning is still practiced somewhat openly). They are more common in the Southern District than anywhere else. Council tieflings are mistrusted and usually given to the Church of the Seasons as infants, where they are raised as temple inquisitors and priests. Many develop sorcerous powers.
Ability Score Increase. Your Charisma score increases by 1.
Age. Tieflings age at a similar rate as humans, living slightly longer..
Size. Tieflings are similar in size to their human parents. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your infernal heritage, you have superior vision in dark or 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 grey.
Languages. You can speak, read, and write Common and Infernal.
Chou-born
The Family Chou are the most warlike of the 5 Infernal Families. They were summoned in large numbers as the Battle of Acceptance drew near. Their influence permanently altered a large number of bloodlines, and tieflings tied to Chou pop up from time to time in those bloodlines. This makes them the most common tieflings in the Council.
Ability Score Increase. Your Strength score increases by 2.
Extra Proficiency. You are proficient in Athletics.
Hellish Resistance. Choose either fire or poison. You gain resistance to the damage type you chose.
Devil’s Sight. You can see in all lighting conditions within 60 feet of you as if it were bright light.
Region of Origin. Choose your region of origin from the Northern District, the Sea of Grass, or Southshore.
Mara-born
The Family Mara-Deva is home to most of the succubi and incubi, as well as those devils who specialize in seduction, stealth, and trickery. Frequently summoned in the Stone Throne, they are not particularly war-like (although like all devils are more than capable of violence). Tieflings tied to Mara-Deva inherit unnatural charm and uncanny grace from their fiendish ancestors.
Ability Score Increase. Your Charisma and Dexterity scores each increase by 1 (for a total of +2 Charisma).
Trickster’s Charm. When you succeed on a saving throw against a spell or ability that would force you to act against your will (such as a charm spell or the madness effect of a gibbering mouther), roll a d20. On a roll of 10 or above, you reflect the effect back at the creature that originated it. They must make the saving throw, using the same modifiers as originally. If they fail, they are subject to the effect as if you were the caster. Once you reflect an effect in this way, you must complete a long rest before using this trait again.
Extra Proficiency. You are proficient in Deception.
Innate Spell-casting. You know the minor illusion cantrip. When you reach 3rd level, you can cast the Suggestion spell as a second-level spell once with this trait and regain the ability to do so once you finish a long rest. When you reach 5th level, you can cast the Hypnotic Pattern spell as a 3rd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Region of Origin. Choose your region of origin from the Sea of Grass or the Southern District.
Leutis-born
The Family Leutis are the sages and intellectuals of the devils. They are commonly summoned for their knowledge.
Ability Score Increase. Your Intelligence and Charisma scores each increase by 1 (for a total of +2 Charisma).
Mental Resistance. You have advantage on Wisdom, Intelligence, or Charisma saving throws against magic.
Extra Proficiency. You are proficient in your choice of Arcana, History, or Nature.
Innate Spell-casting. Choose a cantrip from any list. You know that cantrip and use Charisma as your spellcasting ability for it.
Region of Origin. Choose your region of origin from the Sea of Grass, the Central District, or Southshore.