Races

For a comprehensive look at all the races, including those in the Player’s Handbook, see this PDF .

ELF

We likes us our elves, and has some extra subraces. The PDF deals with all our extras that fall under the “High Elf” and “Wood Elf” heading. And there are a lot of those.

Avian Elf

Aloof and pretentious, these downy-winged elves look upon other, land-bound elves with pity and disdain. With cloud-white hair and sky-blue eyes, the avian elves make their homes in the mountains or other places high in their open sky.

Ability Score Increase. Your Intelligence score increases by 1.

Avian Lithe Form. You gain proficiency in the Acrobatics skill.

Wings. You have feathery wings, with a wingspan roughly equal to twice your height. They afford you a flying speed equal to your base walking speed.

Avian Elf Weapon Training. You have proficiency with rapiers, longswords, shortswords, and nets.

Noble Elf

Truly the most aloof, physically-appealing of all the races, the noble elves are identified by their long, magically-flowing blonde hair, eye color that can best be described as that of a sparkling amethyst, and a glowing physical aura to make even the vilest, most evil creature collapse and weep at the sheer beauty of it all.

Ability Score Increase. Your Charisma score increases by 1.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Aura. Your body naturally sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At character creation, choose the shade of the aura. It can be colored along the spectrum of natural heavenly light, from the warm-colored light of an evening sun to the cooler shades of a bright full moon. As a bonus action, you can change the color to any you like (any color of the rainbow), and/or change the intensity — even muting the aura entirely. Any change lasts as long as you maintain concentration. Subsequent changes can be made with another bonus action and effects can be canceled at will.

Noble Elf Magic. You know the sacred flame cantrip and one other cantrip of your choice from the Bard spell list. Charisma is your spellcasting ability for these spells.

Musically Talented. You have proficiency with one musical instrument of your choice.

Sea Elf

Although they resemble the wood elves physically, the sea elves are at home either on land or in water, being stronger of build and tending to have a sleight bluish tint to their skin. Their societies are varied, thriving either alongside the mermen below the waves, or on the coasts among the surface-dwellers.

Ability Score Increase. Your Constitution score increases by 1.

Sea Elf Weapon Training. You have proficiency with spears, tridents, and nets.

Amphibious. You are able to breathe in water or air.

Aquatic. You have a swim speed equal to your base walking speed.

Nautically Inclined. Whenever you make a Wisdom (Animal Handling) or Wisdom (Survival) check related to aquatic creatures or environments, you are considered proficient in the relevant skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

HIGHBORN

Talented in the mundane and magical arts, but often possessed of a great arrogance. The mannish people with a little extra “something,” highborn are the men of the ages, and the builders of empires.

Highborn Traits

Ability Score Increase. Your Intelligence score increases by 2.

Age. Highborn mature about the same rate as humans, but once they reach maturity, they age slowly. On average, they live about 275 years.

Alignment. Like humans, highborn tend toward no particular alignment.

Size. Highborn average between 6 to 6 and a half feet tall tending towards slender but athletic builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Fearless. You have advantage on saving throws against being frightened.

Highborn Swordsmanship. You have proficiency with the shortsword and longsword.

Mystic Aptitude. You have proficiency in the Arcana and Religion skills.

Languages. You can speak, read, and write Common and one extra language of your choice. Highborn typically learn ancient languages such as Elvish, Draconic, Orc, etc.

Subrace. Ancient divides among the highborn resulted in three main subraces: avmaneese, ékodarian, and zimbian. Choose one of these subraces.

Avmaneese

The avmaneese are a proud, strong people. Existing in relatively well-civilized areas, the avmaneese are able to pursue many areas of physical and mental training. Mostly red- or blond-haired, the fair avmaneese people have won the hearts of many a foreign traveller. Too bad about that ego problem.

Ability Score Increase. Your Charisma score increases by 1.

Magic Impedance. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Avmaneese Magic. You know the prestidigitation cantrip. When you reach 3rd level, you can cast the charm person spell once per day. When you reach 5th level, you can also cast the suggestion spell once per day. Charisma is your spellcasting ability for these spells.

Avmaneese Weapon Training. You have proficiency with shortbows and longbows.

Ékodarian

True representatives of the highborn, ékodarians (AY-koh-dahr-ee-ehnz) are the standard members of this race. Their hair is dark brown or black, their skin fair, and their eyes tend towards blue, grey, or black. Though fair like the elves (and beards do not typically grow on the males), they are taller and more muscular.

Ability Score Increase. Your Strength score increases by 1.

Sure-Footed. As long as you are conscious and on your feet, you have advantage on Strength, Dexterity, and Constitution-based saving throws — as well as contested skill checks based on those abilities — on attempts to you being pushed, pulled, tripped, knocked prone, or otherwise physically moved.

Student of the Ages. You have proficiency in the History skill.

Crafts Training. You have proficiency with an artisan tool of your choice.

Ékodarian Weapon Training. You have proficiency with greatswords.

Zimbian

The brown-haired, brown-eyed zimbians seem to, knowingly or not, “migrate” to earth nodes. Perhaps this is due to their intensely magical nature.

Ability Score Increase. Your Wisdom score increases by 1.

Magically-Minded. You have advantage when rolling to maintain concentration for your spells.

Zimbian Magic. You know the spare the dying cantrip. When you reach 3rd level, you can cast the cure wounds spell once per day. When you reach 5th level, you can cast the cure wounds spell twice per day or cast it once as a 2nd level spell. Wisdom is your spellcasting ability for these spells.

Zimbian Weapon Training. You have proficiency with scimitars.

MOUNTAIN MEN

The name pretty much says it all. These hearty, golden-eyed people exist in small, stationary tribes within the mountains. Seldom will a mountain man leave the mountains of her birth.

Mountain Men Traits

Ability Score Increase. Your Strength score increases by 2.

Age. Mountain men reach maturity at about the same time as humans and have roughly the same lifespan.

Alignment. Living in the wilds, mountain men value freedom. However, they are also aware of the harsh realities of the treacherous side of nature. Thus, as a people, they do not tend strongly towards chaos or law, but individually fierce opinions can be polarizing. Generally, they are a good people, as the environment is enemy enough — turning on one another would be overkill.

Size. Mountain men are generally built like half-orcs, being larger and bulkier than humans and ranging from 5 to well over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Survivalist. You have proficiency in the Survival skill.

Sure-Footed. As long as you are conscious and on your feet, you have advantage on Strength, Dexterity, and Constitution-based saving throws — as well as contested skill checks based on those abilities — on attempts to you being pushed, pulled, tripped, knocked prone, or otherwise physically moved.

Mountain Guide. Moving through nonmagical difficult terrain due to rocks or stone costs you no extra movement. Additionally, difficult terrain in the mountains does not slow your group’s travel, and in the mountains your group cannot become lost except by magical means.

Mountain Men Weapon Training. You have proficiency with war picks.

Languages. You can speak, read, and write Common and one extra language of your choice. Typically, this extra language is either Dwarvish, Giant, Goblin, or Orc.

Subrace. Two subraces of mountain men can be found among the peaks and valleys: the surface-dwelling mountaineers, and the cave-dwelling volton. Choose one of these subraces.

Mountaineer

Mountaineers are the hearty people of the mountains — their muses being massive rock and wide skies. They are by far the most common subrace of mountain men, with mostly light-colored hair and ruddy complexion.

Ability Score Increase. Your Constitution score increases by 1.

Cliffwalker. You have advantage when making Strength (Athletics) and Dexterity (Acrobatics) checks related to climbing and jumping.

Athletic. You gain proficiency in the Athletics skill.

Volton

Under the mountains (often in areas of volcanic activity), the dark people known as the volton dwell. Their skin is dark brown and roughly-textured. Their long, dark hair falls heavily upon their shoulders, and their almost-glowing golden eyes suggest that they once were as the surface-dwelling mountaineers before descending into the subterranean world. Many words have been used to describe the volton, but none, curiously enough, more accurate than “stubborn.”

Ability Score Increase. Your Charisma score increases by 1.

Darkvision. Accustomed to the dark caverns within the mountains, 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.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Skulker. You gain proficiency in the Stealth skill.

MYLAN

The mylan are borne of a time of myth and splendor. Their creamy, beige-toned skin is often topped by ebon black or shiny white hair, and accentuated by glacier-blue eyes. They are a calm, reflective people, but seem to mysteriously disappear as a people somewhat early in written history.

Mylan Traits

Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Mylans reach adulthood around the age of 20. On average, their lifespan is roughly 200 years.

Alignment. Mylan have a natural tendancy towards law, as a matter of reflection, study, and predeliction for greatness (as a race) would inform. As such, they also find themselves more often than not on the good side of that spectrum.

Size. Mylan are about the same size and build as humans, perhaps on the taller side, skewing the average towards the 6-feet range. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Due to genetics which reach back to when gods walked the mortal plane, 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.

Telepathy. You can communicate telepathically with any creature you can see within 10 feet of you. You must share a language with the creature for it to understand you.

Mylan Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the create or destroy water spell once per day. Once you reach 5th level, you can also cast the invisibility spell once per day. Charisma is your spellcasting ability for these spells.

Ritualist. You can cast any spell you know as a ritual if that spell has the ritual tag and you have the spell prepared.

Primordial Resistance. Choose one type of energy damage: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You have resistance to that damage type.

Languages. You can speak, read, and write Common and one extra language of your choice. Mylan typically learn ancient languages such as Elvish, Draconic, Orc, etc.


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Races

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