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Catullus64
2023-12-10, 07:28 PM
For an upcoming West Marches game, in which people may go through many characters and there may be many characters swapping in and out of the game, I wanted to rework and refine a set of racial options to feel bespoke to the setting, as well as give replacement feature to my old bugbear, Darkvision. Some changes are significant, others are minor or just re-namings. Let me know where you think they could be improved or balanced with one another, and how well the abilities fit the stated fiction.

Regardless of race, all characters receive ability score adjustments at 1st level. You may choose to increase one ability score by 2 and another ability score by 1, or you may increase three different ability scores by 1.

Mortal Races
Humans and halflings together make up the constituent peoples of the kingdom of Glenwyr. Though possessed of short lifespan, they are tenacious and curious, and so have expanded to rule most of the land between the Glenwyr Bay and the Mountains of Morn.

The humans of Glenwyr belong to one of eight major tribes, who all speak regional dialects of a single common language. The tribes were united into one kingdom centuries ago by the first king, Ynyr, who has ascended to the exalted position of the kingdom’s chief god. Other neighboring human kingdoms are the large mercantile empire of Barzein and the steppe-dwelling nomads called the Sungan. Humans are expansionist and warlike by nature, and regardless of their calling possess an ambition which other races view as bordering upon madness.

Size: Your size is Medium.
Speed: Your walking speed is 30 feet.
Culture: Choose from what culture your character hails. This will grant your character proficiency with certain tools, weapons, skills, and languages.

North Glenwyr. Languages: Common and one other language of your choice. Choose one skill from Religion or Intimidation. Choose one tool from Mason’ Tools, Smith’s Tools, or Flute. You are proficient with the Longsword and the Greataxe.
South Glenwyr. Languages: Common and one other language of your choice. Choose one skill from Nature or Athletics. Choose one tool from Carpenter’s Tools, Herbalism Kit, or Harp. You are proficient with the Pike and the Longbow.
Othria. Languages: Common and Othrian. Choose one skill from Persuasion or History. Choose one tool from Water Vehicles, Weaver’s Tools, or Lute. You are proficient with the Spear and the Heavy Crossbow.
Sungan. Languages: Common and Sungan. Choose one skill from Animal Handling or Survival. Choose one tool from Leatherworker’s Tools, Land Vehicles, or Fiddle. You are proficient with the Lance and the Shortbow.

Warlike: You gain a +1 bonus to all attack and damage rolls.
Specialized: Choose one skill with which you are proficient. Your proficiency bonus is doubled for ability checks using that skill.
Fated: When you fail a saving throw, you may re-roll with a bonus equal to your level. Once you have used this feature once, you cannot use it again until you have finished a long rest.


Halflings make up the ninth tribe of Glenwyr. They have inhabited their native territory around Gilglan since before any human settlers came to the area; they are believed to be a kind of primordial man. Their country possesses rich farmland, which they have defended against many aggressors throughout the centuries. That said, they do not enjoy conflict and excitement, preferring good meals and pleasant conversation.

Size: Your size is Small.
Speed: Your speed is 25 feet.
Languages: You speak Common and Halfling.
Affable: You are proficient with the use of Cook’s Utensils, and with your choice of the Deception or Persuasion skill.
Brave: You have advantage on saving throws against the Frightened condition.
Lucky: Whenever you roll a natural 1 on an attack roll, ability check, or saving throw, you may re-roll it, accepting the new result.
Nimbleness: You can move through the space of any creature at least one size larger than you. Whenever you move through a creature's space on your turn, that creature has disadvantage on opportunity attacks it makes against you that turn.
Natural Stealth: You can attempt to hide whenever you are obscured by a creature at least one size larger than you.


Elemental Races
Glenwyri philosophy teaches that the world is the intersection of three spheres: Earth, Sea, and Sky. Humans are made up of a mixture of these three substances, but there are also peoples who partake of only one: Dwarves from the Earth, Elves from the Sky, and Gnomes from the Sea. These ancient and ineffable races are much longer-lived than humans. They possess ancient knowledge and strange powers humans can only guess at, but their singular nature has also brought ruin to their civilizations in all cases, when they failed to adapt to changing times.


Dwarves are the small and stocky folk of the earth. They resemble short humans with skin ranging from pale to dark grey, and thick beards regardless of sex. They make their homes in deep caverns or atop majestic mountain peaks. They are master gem-cutters and metal-workers, crafts that they are responsible for teaching humans. They possess a stoic and (to humans) humorless demeanor, though they do often possess a dry wit. They tend to be reclusive and clannish, giving trust most grudgingly to outsiders.

Size: Your size is Small. However, unlike other Small creatures, you can use Heavy weapons without suffering disadvantage on attack rolls.
Speed: Your walking speed is 25 feet. Your speed is never slowed by Heavy Armor.
Languages: You speak Common and Dwarven.
Tools: You are proficient with one of the following tools: Smith’s Tools, Mason’s Tools, or Jeweler’s Tools.
Weapon Training: You are proficient with the handaxe, mace, battleaxe, and warhammer.
Dwarf Toughness: You have resistance to poison damage, and advantage on saving throws against poison.
Dwarf Resilience: Your Hit Point maximum increases by 1, and increases by an additional 1 each time you gain a level.
Stonecunning: When you make an Intelligence (History) or (Investigation) check related to stonework, you are considered proficient in the relevant skill and add twice your proficiency bonus to the check. Additionally, while in contact with a surface of earth or stone, you have Tremorsense out to a distance of 10 feet.



Tall, thin, somewhat ethereal, Elves belong to the moon, stars, and sun. They can be jocund as the breeze or stern as the threatening stormcloud, but in either mood they maintain an airy aloofness. They are at home anywhere beneath the sky, be it hill, field, or forest. Elves are distrustful of humans, with whom they have fought numerous wars in the past.

Size: Your size is Medium
Speed: Your walking speed is 35 feet.
Languages: You speak Common and Elvish
Weapon Training: You are proficient with the Longsword, Longbow, Shortsword, and Shortbow
Fey Ancestry: You have advantage on saving throws against the charmed condition, and magic cannot put you to sleep.
Elf-Sight: You are proficient in the Perception skill. Additionally, you can also see well over great distances; you can see objects within 1 mile as if they were within 100 feet.
Trance: Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Airy Evanescence: Whenever you would be lightly obscured by snow, mist, rain, foliage, or other such natural phenomena, you are heavily obscured instead.



Gnomes are of the water, and like the water their nature is changeable. They can be mighty sages of ancient lore, or playful pranksters, all depending on the age. They dwell in secretive places by water: underground lakes, forest springs, and coastal islands are all favorites. Though usually friendly, they do possess a taste for mischief that causes friction with other races. As water distorts and warps a reflected image, so Gnomes delight in the illusory, the transitory.

Size: Your size is Medium.
Speed: Your walking speed is 30 feet. You have a swim speed equal to your walking speed.
Languages: You speak Common and Gnomish.
Gnome Cunning: You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Mystic Lore: You are proficient in the Arcana skill.
Speak with Small Beasts: Using sound and gesture, you can communicate simple ideas with any beast that is Small or Tiny.
Watery Illusions: You know the Minor Illusion cantrip. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability for this trait. Starting at 3rd level, you can cast the Disguise Self spell with this trait. Starting at 5th level, you can cast Invisibility. Once you have cast one of these spells using this trait, you cannot cast that spell again until you finish a long rest.


Advanced Races
These peoples exist on the periphery of the Kingdom of Glenwyr. All three of these races possess unique and powerful abilities, but also come with distinct challenges for roleplaying and adventuring. New players are not advised to use these races for their characters, and you should talk with the DM about what to expect from playing a character of one of these races. All of them are restricted in what character classes they may use.


Orcs are short humanoids with pig-like heads and sallow grey-green skin. Once, they were a conquering kingdom of humans whose ambitions led them to bargain with dark powers from beyond the stars. Over time, they were warped body and mind into the spiteful creatures they are today, as their empire collapsed into madness and infighting. The various orc tribes that persist today are engaged in near-constant warfare with their human and dwarven neighbors, as well as with each other.

Orcs make difficult player characters, since they are bitter enemies with most other peoples and will find it difficult to gain acceptance. An Orc has little incentive to perform heroic deeds on behalf of others. Consider what circumstances made your Orc a cast-off from his or her own tribe, and brought them into an unlikely heroic role.

Available Classes: Barbarian, Fighter, Rogue, Sorcerer, Warlock, Wizard

Size: Your size is Medium
Speed: Your speed is 30 feet.
Darkvision: You can see normally in non-magical darkness out to a distance of 120 feet. You have disadvantage on attack rolls and Wisdom (Perception) checks while in direct sunlight.
Bully: You are proficient with the Intimidation skill.
Gang Up: You have advantage on attack rolls against any creature that has one of your allies within 5 feet, and which has none of its own allies within 5 feet. To count as an ally for this feature, a creature cannot be incapacitated.
Flee!: You may take the Disengage action as a bonus action on your turn.
You are proficient with the spear, handaxe, scimitar, and shortbow.



The race of giants makes its home in the mountain range which men call (unimaginatively) the Gianthome mountains. They stand between 9 and 11 feet tall, burly and hairy, with large curving horns like those of an ox or buffalo. Humans say that all giants are male; the more accurate thing to say is that giants have no sex, though their deep voices and thick beards give the impression of masculinity. Giants do not reproduce: every single one of them was created by the giant demi-god Bran Bar Longa long ago. With Bran, the giants are certainly doomed to extinction, which gives them a kind of warrior fatalism that pairs well with their great strength.

Giants are very powerful, but their size can make adventuring difficult, especially in tight spaces and matters of stealth. Think carefully about the implications of your size before choosing to play a giant, and check with the Dungeon Master about the rules regarding large size.

Available Classes: Barbarian, Bard, Cleric, Fighter, Monk, Ranger

Ability Score Requirements: A Giant player character must have Strength and Constitution scores of at least 15 (after your 1st-level ability score adjustments.)
Size: Your size is Large.
Speed: Your speed is 35 feet.
Horns: Your horns can be used to make unarmed strikes, dealing 2d4 piercing damage.
Unstoppable Charge: You can make a terrifying headlong charge. As an action, you move up to your speed in a straight line. All Medium or smaller creatures in your path are automatically pushed out of your way and suffer bludgeoning damage equal to your Strength modifier; all such creatures must also make a Strength saving throw (DC = 8 + your Strength modifier + your Proficiency bonus) or be knocked prone. Once you have made an Unstoppable Charge, you cannot make another until you have finished a short or long rest.
Giant Appetite: You require three times as much food and water as a normal man to stay healthy.



Millennia ago, the cults of the Great Serpents made all kinds of creatures to serve their needs. The Lizardmen, designed to be menial servitors, were clever enough to escape their oppressive masters, and hid within the warm swamps to the west of Glenwyr bay. They have hidden there centuries still, as the Great Serpents and the civilizations they ruled have fallen into dust, little caring for the changes of the outside world. They are a harsh and practical people, hostile to outsiders, but not malicious or aggressive in the same fashion as orcs.

Lizardmen lack many of the key emotions of other humanoid characters, and tend to be cold and logical. They also lack significant sexual dimorphism and gender roles based on sex; it does not occur to them to divide labor and social roles based on who lays the eggs and who fertilizes them.

Available Classes: Barbarian, Cleric, Druid, Fighter, Monk, Ranger, Rogue, Sorcerer

Size: Your size is Medium.
Speed: Your walking speed is 30 feet. You have a swim speed equal to your walking speed.
Languages: You speak Common and Draconic, though your reptilian mouth makes your non-draconic speech sound distinctly strange.
Aquatic: You can breathe both air and water.
Scaly Skin: Your Armor Class, when not wearing armor, is 13 + your Dexterity modifier.
Keen Smell: You are proficient in the Perception skill, and double your proficiency bonus for the purposes of calculating your Passive Perception.
Lizard Jaws: You can make special unarmed strikes using your bite, which deal 1d6 piercing damage. Immediately after hitting a creature with an unarmed strike with your jaws on your turn, you may use a bonus action to attempt to grapple said creature.
Devour: If you spend 1 minute feasting upon the raw flesh of a Small or larger humanoid or beast that died within the last hour, you gain temporary Hit Points equal to your level + your Constitution modifier (minimum temporary HP of 2).
Weakness to the Cold: You have disadvantage on saving throws against effects that deal cold damage, or to resist the effects of cold temperatures. Whenever you would suffer a level of exhaustion from cold temperatures, you suffer 2 levels instead.