General
Description
Lifespan
Statistics
Features
Subspecies
Æztrálv (High Elf)
"The High Elves... Æztrálver, the true bloodlines, the untainted, the pure. Æztrálver are elves that so far has been mostly unchanged from the form they once had in the Divine Realms. Their divine magic is the consequence of the blessings once granted by the gods to the elven tribes. The magic still surging within their blood, displaying the abilities of the respective gods."
Ability Scores
DEX PER STR CON INT WIS CHA Luck 12 12 8 8 12 12 12 12 Features
Highborn Blood
- Blessed by their gods long ago, the high elven people still retain their gifts through blood. You know one cantrip. When you reach 3rd level, you can cast one 1st level spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast one 2nd level spell once per day; you must finish a long rest in order to cast the spell again using this trait.
- Charisma is your spellcasting ability for these spells. The spells are decided by your high elven bloodline and counts as known spells for all intents and purposes of other types of spellcasting, meaning they are always prepared and can be used if a character has the spellcasting means to do so (cast a spell of that spell level).
Bloodline Cantrip 1st-level 2nd-level Døkkálv
Nattálvdancing lights faerie fire darkness Jordálv druidcraft animal friendship spike growth Ljósálv
Dagrálvlight color spray blur Mánálv minor illusion disguise self invisibility Sólálv produce flame burning hands augury Stjarnálv dancing lights detect magic misty step Svartrálv thaumaturgy cause fear phantasmal force Vatnálv shape water fog cloud calm emotions Vindálv gust jump levitate Staðrálv (City Elf)
"City elves like all elves adapt to their surroundings, but unlike their other elven brethren, their communal, joyous spirit has been twisted by the urban ways."
Ability Scores
DEX PER STR CON INT WIS CHA Luck 11 11 8 10 11 12 13 12 Features
Decadent Trance
- Decadence and desire have corrupted their mostly pure hearted nature. City elves do not possess the natural ability to go into trance, instead they may either sleep and long rest as normal for 8 hours, or they may engage in an activity which stimulates one of their intense interests or excessive desire-seeking behaviours.
- This activity is unique for each elf, however, they are usually closely aligned with their house affiliation. When engaged in an activity this way, it works as a sort of trance and over 4 hours time, you gain the same benefit as 8 hours of sleep.
Villrálv (Wild Elf)
"Shaped by the wilderness and by climate and weather, villrálver or wild elves in the common tongue, are a varied kind. They like all of their elven brethren are by their nature shaped by the nature around.
Adapting to desolate deserts births elves of golden brown skin, with bodies resistant to heat and to thirst. The arctic kind are instead pale and blue, thin and light. With feet flat and wide to traverse the snow. The oceans births elves with gills and fins, while mountainous highlands may sprout feathery wings."
Ability Scores
DEX PER STR CON INT WIS CHA Luck 13 13 12 11 9 12 10 10 Features
Dark Vision
- You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Environmental Camouflage
- You have advantage on Stealth checks in the environment related to your ancestry. For example arctic and snowy environment for Hvítrálver (snow elves).
Environmental Mobility
- Moving through nonmagical diffcult terrain in the environment related to your ancestry doesn't cost you extra movement. For example arctic and snowy environment for Hvítrálver (snow elves).
Mask of the Wild
- You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena in the environment related to your ancestry. For example arctic and snowy environment for Hvítrálver (snow elves).
General
Description
Features
Subspecies
Kobold
""
Features
Kobold Craftiness
- You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Nature.
Daft Defiance
- You have advantage on saving throws to avoid or end the frightened condition on yourself.
Draconic Sorcery
- You know one cantrip of your choice from the Arcane spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this species).
Trueblood
""
Features
Draconic Ancestry
- You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type.
Breath Weapon
- You can use your action to exhale destructive energy. Your draconic ancestry determines the damage type of the exhalation.
- When you use your breath weapon, each creature in the area of the exhalation must make a contested Fortitude check against
your Fortitude modifier + your proficiency bonus
, the type of which is determined by your draconic ancestry. A creature takes damage equal to1d6 + your Fortitude modifier per proficiency bonus
on a failed save, and half as much damage on a successful one.- The exhalation area can either be a 5 by 30 ft. line or a 15 ft. cone.
- You can use your Breath Weapon a number of times equal to
your proficiency bonus
, and you regain all expended uses when you finish a long rest.- At 9th level. The exhalation area is increased to a 5 by 60 ft. line or a 30 ft. cone. The exhalation area can also be a 10-foot radius Sphere centered within 120 ft or a 10 by 30 ft. line.
Draconic Ancestry
Dragon ASI Resistance
&
Breath Damage TypeContest Black Dexterity Acid Reflex save Blue Constitution Lightning Reflex save Brass Charisma Fire Reflex save Bronze Strength Lightning Reflex save Copper Intelligence Acid Reflex save Gold Wisdom Fire Reflex save Green Intelligence Poison Fortitude save Red Charisma Fire Reflex save Silver Charisma Cold Fortitude save White Constitution Cold Fortitude save Wyvernblood
"Wyvernbloods are a specific race of Dragonbloods that are descended from wyverns, a smaller species of dragon. They share many of the traits and characteristics of their dragonblood cousins, but also possess some unique qualities.
Wyvernbloods have a more compact and muscular build than other dragonbloods, with wings that are smaller and more bat-like in appearance. Their scales are typically a darker shade of green or brown, with a rough texture that provides added protection.
One of the most notable traits of Wyvernbloods is their enhanced agility and speed. They are able to move quickly and gracefully both on the ground and in the air, making them formidable opponents in battle. Additionally, Wyvernbloods possess a potent venom that they can deliver through their fangs or claws, making them deadly predators in their own right.
Despite their fearsome reputation, Wyvernbloods are not without their own internal struggles. Like other Dragonbloods, they have a complicated relationship with their draconic ancestors. They recognize the power and wealth that dragons can bestow upon them, but also harbor a deep-seated resentment towards them for their role in their creation. This has led to a certain level of isolation among Wyvernbloods, who often keep to themselves and maintain their own separate communities.
In terms of society and culture, Wyvernbloods tend to be more nomadic than other Dragonbloods, and often travel in small groups or family units. They are skilled hunters and trackers, and have developed a deep understanding of the natural world around them. Wyvernbloods also possess a strong sense of loyalty to their own kind, and will fiercely defend their brethren against any threat."
Features
" Knäslickare"
Features
Darkvision
- Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Gnome Cunning
- You gain proficiency in two proficiencies of your choice from the following list:
Speak with Small Beasts
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
- You gain proficiency in the Animal Handling skill.
- You can cast the speak with animals spell at will as long as the target is Small or smaller, without expending any spell points.
- You can cast the animal friendship spell once per long rest, without expending any spell points. Wisdom is your spellcasting ability for these spells.
General
Features
Homo Sapiens (Humans)
Homo Sapiens
"Sapiens are the most numerous of humans, which probably comes from an overlooked aspect of unmatched fortitude in inhospitable environments. This however is not due to their physiology and biology, but rather their adaptability and ingenuity. This could be explained by their shorter lifespan, their ambitious nature or even as superiority complex. However this came to be, they are usually the reason for tumultuous times."
Features
Feat
You gain a Feat of your choice, as long as you have the prerequisites.
Incredible Endurance
You gain advantage on all Endurance checks and gain a +2 on your passive endurance score.
Homo Alacritas (Halfling, Smallfolk)
Homo Alacritas
"Halfmen, half folk, smallfolk... halfling. Many names exist for these humans, but most or even all names come from their siblings, sapiens. Even though they still count as human, homo sapiens have in many ways taken the name 'human' for themselves.
Halfling are generally a joyous folk, but rather slow in their societal advancement. This may be because unlike their taller brethren, they enjoy a long lifespan, and are far more fortunate in the grand scheme of things. Whether this is biology or fate is however up for debate."
Features
Lucky
When you roll a 1 on an Attack roll, ability check, or contested check, you can reroll the die and must use the new roll. When you roll a 7 on an Attack roll, ability check or contested check, you can count it as a 10 instead.
Halfling Nimbleness
You can move through the space of any creature that is of a Size larger than yours.
Homo Robustus (Inwardian, Dwarves)
Homo Robustus
"Hailing inward, from the center of the flat plane, the homo robustus, or... dwarves, have a shorter stature that is in return compensated by their dense physique. Similar to sapiens in many regards, although obviously shorter, they do however possess some unique aspects. Their bones are as hard as steel and their strength and endurance outperform many creatures of a larger size.
However, even though they may resemble their sapien brethren, their origins is still shrouded in mystery. On one hand, they could have developed their physique from the increased gravitational fields in the center of the flat plane. On the other hand, this might just be coincidental, as they also exhibit features unlike the other humans; like a much more extended age span, stronger constitution against poisons and a psychologically and overall personality that tend towards a structured role-centered society, leaving little room for creative thought."
Features
Dwarven Resilience
You have advantage on saving throws against Poison, and you have resistance against poison damage.
Dwarven Toughness
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
General
Description
Lifespan
Features
Subspecies
Kidogo (Goblin)
Kidogo
"Goblins are the youngest of the Kalasharr. Born in mass and full of energy, they are the technological engine of the kalas while not always used in warfare, they're "
Features
Fury of the Small
- When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Nimble Escape
- You can take the Escape Grapple, Disengage or Hide action as a bonus action on each of your turns.
Kukua (Hobgoblin)
Kukua
""
Features
You can use these feature a number of times equal to your proficiency bonus until you need to finish a long rest.
Communal Support
- If you miss with an Attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus is equal to twice your proficiency bonus).
Watchful Kin
- As a reaction, you can utter a helpful suggestion or warning whenever a non-hostile creature that it can see within 30 feet of it makes or is the target of an attack roll or contested roll. After the roll has been made, but before a success or fail has been determined, the creature can add or subtract a d4 to the roll provided it can hear and understand you.
Kubwa (Orc)
Kubwa
""
Features
Aggressive
- As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
Powerful Build
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Relentless Endurance
- When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
- You can't use this feature again until you finish a long rest.
Kufa (Bugbear)
Kufa
"Elder "
Features
Powerful Build
- You count as one size larger when determining your Carrying Capacity and the weight you can push, drag, or lift.
Your leyline blood influence your physical being.
Lifespan
Childhood Adolesence Adulthood Old - years - years - years - years Statistics
Size Height Weight Base Speed Medium - ft. - lbs 30 ft. Ability Score
DEX PER STR CON INT WIS CHA Luck 11 11 11 11 11 11 11 11 Features
Leyline Tap
- As a reaction, when you suffer damage, gain Resistance based on your leyline influence, if the damage is reduced, gain an extra Hit dice. Any extra Hit dice are removed upon finishing a long rest.
- You may use this feature up to the number of times equal to your Proficiency bonus, you must then finish a long rest before you can use it again.
Variety (Leyline Influence)
→ Air Leyblood
Ability Score Increase
Aero Embrace
- You may float up to half a meter above the ground and may at any time cast Feather Fall on yourself, ignoring any component requirements.
- You and creatures within 1 meter of you can always breath in a non-liquid environment.
Sky Caress
- You may cast Fly on yourself.
- This feature may be used up to the number of times equal to your Proficiency bonus, you must then finish a long rest before it can be used again.
- You may spend a Hit dice to gain a use of this feature.
→ Ash Leyblood
Ability Score Increase
- Your Constitution or Wisdom increases by 1.
Name Your Poison
- When you are afflicted with the Poisoned condition, you immediately know what kind of short- and longterm effects it has.
- As a reaction, when you are afflicted with the Poisoned condition, you may use Leyline Tap to remove the effect.
- You may use Leyline Tap once this way, you must then finish a long rest before you can use it again.
→ Crystal Leyblood
Ability Score Increase
- Your Charisma, Intelligence or Perception increases by 1.
Crystal Memory
→ Earth Leyblood
Ability Score Increase
- Your Constitution or Strength increases by 1.
Earthen Vigor
- Your Hit dice is one size larger.
- When you roll a Hit dice during short rest, you may roll it with advantage.
Bulwark of Rock
- You have advantage when you are saving against being forcefully moved, as long as you are standing on solid ground.
- This feature may be used up to the number of times equal to your Proficiency bonus, you must then finish a long rest before it can be used again.
- You may spend a Hit dice to gain a use of this feature.
Soil Work
- You may cast Mold Earth.
- You are immune to the effects of Difficult terrain if its made of dirt or rocks.
→ Lightning Leyblood
Ability Score Increase
- Your Dexterity or Perception increases by 1.
Snap Reaction
- You may spend one Hit dice to regain a Reaction.
- Once you use this feature, you must finish a long rest before it can be used again.
Lightning Reflexes
- When you are attacked within melee range, you may roll a Hit dice and add the resulting value to your AL. The result cannot be lower than your Proficiency bonus.
Gotta Go Fast
- When you attempt to Dash or Sprint, if you fail the Endurance check, you may spend a Hit dice to immediately succeed instead.
- As a Quick action, you may spend a Hit dice to immediately move up to your movement speed. While using this feature, Opportunity attacks against you have disadvantage and you gain Evasive Footwork (Tier 1).
→ Metal Leyblood
Ability Score Increase
- Your Constitution or Strength increases by 1.
Born Ironclad
- You have +1 AL unless you have Heavy armor equipped.
- You do not have disadvantage on Stealth checks due to equipped armor.
Skin of Metal
- You are Proficient with shields and may spend 1 hour to absorb a shield. The shield count as always being wielded by you, but your hand is not occupied.
- You may spend 1 hour to the reverse the absorption, recreating the shield as it were.
- You can only have 1 shield absorbed at a time and you do not gain extra AL by equipping a shield while having an absorbed shield.
→ Mist Leyblood
Ability Score Increase
- Your Dexterity or Intelligence increases by 1.
Mistborn
- You can see through mists, as if your vision was normal.
- When you are inside a mist you have +2 AL and advantage against being Grappled.
- You may use Bait and Switch on an ally up to the range of 10 meters if both of you are inside a mist.
Turn To Mist
- You may cast Misty Step and Fog Cloud at its lowest levels, ignoring any component requirements.
- This feature may be used up to the number of times equal to your Proficiency bonus, you must then finish a long rest before it can be used again.
- You may spend a Hit dice to gain a use of this feature.
→ Mud Leyblood
Ability Score Increase
- Your Constitution or Wisdom increases by 1.
Slicks and Slide
- You are immune to the effects of Sticky Surface and Difficult terrain caused by mud.
- While on Sticky Surface or Difficult terrain caused by mud, movement cost is halved and you are under the effect of Disengage.
Flash Grease
- You may cast Sticky Surface at its loweset level.
- As a reaction, when you take damage, you cast Sticky Surface targeting yourself.
- This feature may be used up to the number of times equal to your Proficiency bonus, you must then finish a long rest before it can be used again.
- You may spend a Hit dice to gain a use of this feature.
Pottery Spirit
- You may cast Mold Earth and Shape Water.
- When using Mold Earth you may turn the dirt into clay.
- You may spend 1 hour to create 1 liter of water.
→ Storm Leyblood
Stormblood
- You may cast Gust of Wind and Feather Fall at its lowest level.
This feature may be used up to the number of times equal to your Proficiency bonus, you must then finish a long rest before it can be used again.- You may spend a Hit dice to gain a use of this feature.
Winds of Change
- As a reaction, when you are attacked, the attacker has disadvantage. If the attack miss, you may redirect it at a target.
- This feature may be used up to the number of times equal to your level, you must then finish a long rest before it can be used again.
- A melee attack must be within the attackers range and cannot hit itself.
- A ranged attack may target a creature within 20 meters from you.
- You may spend a Hit dice to gain a use of this feature.
→ Thunder Leyblood
Ability Score Increase
- Your Intelligence or Perception increases by 1.
Sonic Counter
- As a reaction, when you or a creature within 20 meters suffer Sonic damage, you may roll up to a number of Hit dice equal to your level, and remove the resulting value from the damage.
Loud Rebuke
- When you make an attack, you may roll up to a number of Hit dice equal to your level, add the resulting values to your damage. This added damage count as Sonic.
- This feature can be heard 50 meters away, for each used Hit dice.
Visualized Echo
- You have Darkvision up to 20 meters.
- As an action, you see the environment and detect creatures around corners up to 40 meters from you. Make a Perception (Investigation) check, roll a Hit dice and add its resulting value to the check. Creatures in hiding must succeed with a Dexterity (Stealth) against your check, or be detected by you.
→ Water Leyblood
Ability Score Increase
- Your Perception or Wisdom increases by 1.
Liquid Assets
- Your Hit dice is one size smaller than it normally is, but the number of Hit dice you have is doubled.
- You may always roll a number of Hit dice equal to your Proficiency bonus while short resting, for free.
Waterlord
- You may cast Create or Destroy Water and Purify Food and Drink at its lowest level.
- This feature may be used up to the number of times equal to your Proficiency bonus, you must then finish a long rest before it can be used again.
- You may spend a Hit dice to gain a use of this feature.
Be Water
- You may cast Shape Water.
- You may move on water as if it were normal ground, and your Movement speed is doubled while on water.
- Your swim speed is doubled and you may breath normally underwater.