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DEEP SEA SPAWN


The vast oceans of Entrellia can harbour the most enstrange creatures capable of social and civil life. Deep Sea Spawn are an example of such wonder, creatures that live at the very bottom of the depths, creating communities and trade amongst themselves. While gnarly and unappealing to the surface world in appearance, Deep Sea Spawn come in many shapes and sizes, adapting extraordinarily differently in situational scenarios.

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DEEP SEA SPAWN TRAITS

You have the following traits in common with other Sea Spawn.

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Ability Score Increase. Your Constitution score increases by 2 and your Wisdom modifier by 1.

Age. Sea Spawn age mostly at the same rate as humans and live roughly a century.

Alignment. Akin to the raging tides and lawless deep ocean floors, Sea Spawn lean towards a chaotic alignment.

Size. Sea Spawn are extremely varied in build and size, depending on the nature of their fish-like features. They can stand as short as 4 feet tall, while others can range well above 8 feet. Your size is Medium.

Speed. Your base walking speed is 30 feet and you have a swimming speed of 30 feet.

Languages.  You can speak, read and write Common and Primordial. Specifically, you also know one dialect of Primordial; Aquan.

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Amphibious. You can breathe air and water.

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Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.

 

Seafolk. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.


Depth Dweller. Adapted to even the most extreme ocean climates, you have resistance to cold damage.

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Water Dependency. If you fail to immerse yourself in water for at least 1 hour within 24 hours since your last water immerse, you suffer 1 level of exhaustion.

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Piscine Anatomy. As a creature of the deep sea, your ancestors have evolved and adapted to the climates of your origins. You can choose one Piscine Anatomy option from the list below, then a second at 3rd level.

If an Anatomy allows you to cast a spell or causes a target to make a save, Constitution is your spell casting ability, and your DC is equal to 8 + your Constitution modifier + Your proficiency bonus.

  • Angler. You have a natural bite attack which deals piercing damage equal to 1d6 + your Strength modifier. Additionally, you have a filament that extends out from your forehead. As an action, you can cause this filament to shed bright light in a 20 foot radius and dim light for an additional 20 feet. You can dismiss this light as a free action.

  • Brineskin. Massive clusters of coral, fish scales or fat blubber cover your body. While you are not wearing armour, your AC equals 13 + your Constitution modifier. A shield’s benefits apply as normal while you use your natural armour.

  • Crabhammer. You have a natural claw attack which deals bludgeoning damage equal to 1d6 + your Strength modifier. As a bonus action, if you hit with this attack, you can grapple the target, the DC to escape is against your Anatomy save.

  • Echolocator. As a bonus action, you can emit a click from your vocal cords. Until the end of your turn, you gain 10 feet of blindsight.

  • Ink Sack. As a reaction to taking damage, you can cast the Fog Cloud spell and move up to half your speed. This movement doesn’t provoke opportunity attacks. Once you use this feature, you can't use it again until you take a long rest.

  • Poison Quills. A creature that grapples you or otherwise comes into direct contact with your skin must succeed on a Constitution saving throw against your Anatomy DC or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that passes this save cannot be poisoned by this feature again for 24 hours.

  • Tentacle Limbs. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

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DRAKEKIN

 

Mighty Drakekin, a subspecies of Scaylids rumoured to be ancient kin and descendants of true dragons. They are strong, powerful and driven like their legendary ancestors before them. Exhibiting many draconic features, including a scaly hide, a muscular, humanoid body, the capacity to use natural and deadly breath weapons, and resistance to the same elemental energy they can breathe. Drakekin have a long, thick reptilian tail behind them.

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DRAKEKIN TRAITS

Your draconic identity manifests in a variety of traits you share with the remnants of true dragons, as well as unique aspects based on your colour.

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Ability Score Increase. Your Constitution score increases by 1.

Age. Drakekin grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old Human child by the age of 3, and reach adulthood by 15. They can live 350 to almost 500 years.

Alignment. Drakekin tend to extremes, with chromatic Dragonborn taking on their ancestor's cruelty and malice, while metallic Dragonborn follow ideals of benevolence and justice.

Size. Drakekin are taller and heavier than Humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Draconic.

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Darkvision. 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 colour in darkness, only shades of grey.

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Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the mechanics and damage type. Each creature in the targeted area must make a saving throw that is determined by your draconic ancestry. The DC for the saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a fail, and half as much on a success. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You can use this feature a number of times per long rest equal to half your proficiency bonus rounded down.

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DRACONIC ANCESTRY

You have draconic ancestry coursing through your blood. Choose one type of dragon from the Draconic Ancestry options. Your breath weapon and damage resistance are determined by the dragon type.


Black
You are a descendant and have the ancestry of a black dragon.

Ability Score Increase. Your Strength and Constitution scores each increase by 1.

Draconic Ancestry. Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage.

Melting Breath. Targets who failed their save against your breath weapon attack take additional acid damage equal to your Constitution modifier at the start of their next turn.

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Blue
You are a descendant and have the ancestry of a blue dragon.

Ability Score Increase. Your Dexterity score increases by 2.

Draconic Ancestry. Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage.

Conductive. Creatures targeted by your breath weapon that are wearing metal armour have disadvantage on their saving throw.

 

Brass
You are a descendant and have the ancestry of a brass dragon.

Ability Score Increase. Your Charisma score increases by 2.

Draconic Ancestry. Your breath weapon deals fire damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage.

Socially Adept. You have advantage on saving throws against being charmed and can't be put to sleep by magical means.

 

Bronze
You are a descendant and have the ancestry of a bronze dragon.

Ability Score Increase. Your Strength and Constitution scores each increase by 1.

Draconic Ancestry. Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage.

Watery Origins. You have a swim speed of 30 feet and can hold your breath underwater for up to 1 hour.

 

Copper
You are a descendant and have the ancestry of a copper dragon.

Ability Score Increase. Your Charisma score increases by 2.

Draconic Ancestry. Your breath weapon deals acid damage in a 15 foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage.

Riddler. You have proficiency in the Performance skill and one instrument of your choice.

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Gold
You are a descendant and have the ancestry of a gold dragon.

Ability Score Increase. Your Strength and Wisdom score increase by 1.

Draconic Ancestry. Your breath weapon deals fire damage in a 15 foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage.

Golden Flames. Your breath weapon's damage is radiant damage against Fiends and Undead creatures and deals an additional damage die against creatures of that type.

 

Green
You are a descendant and have the ancestry of a green dragon.

Ability Score Increase. Your Dexterity and Intelligence score increase by 1.

Draconic Ancestry. Your breath weapon deals poison damage in a 15 foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to poison damage.

Toxic Vapour. Creatures that fail their save against your breath weapon also suffer from the Poisoned condition until the end of their next turn.

 

Mercury
You are a descendant and have the ancestry of a mercury dragon.

Ability Score Increase. Your Dexterity and Charisma score increase by 1.

Draconic Ancestry. Your breath weapon deals thunder damage in a 15 foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to thunder damage.

Unrelenting Force. Creatures that fail their save against your breath weapon are also pushed back 10 feet.

 

Red
You are a descendant and have the ancestry of a red dragon.

Ability Score Increase. Your Strength score increases by 2.

Draconic Ancestry. Your breath weapon deals fire damage in a 15 foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage.

Fearful Flames. Creatures that fail their save against your breath weapon also suffer from the Frightened condition until the end of their next turn.

 

Silver
You are a descendant and have the ancestry of a silver dragon.

Ability Score Increase. Your Intelligence score increases by 2.

Draconic Ancestry. Your breath weapon deals cold damage in a 15 foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to cold damage.

Lingering Frost. Creatures that fail their save against your breath weapon also have their movement reduced by 15 feet until the end of their next turn.

 

White
You are a descendant and have the ancestry of a white dragon.

Ability Score Increase. Your Dexterity and Constitution scores each increase by 1.

Draconic Ancestry. Your breath weapon deals cold damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to cold damage.

Focus Freeze. If the first creature hit by your breath weapon fails their Dexterity saving throw, they are also restrained until the end of their next turn.

 

Yellow
You are a descendant and have the ancestry of a yellow dragon.

Ability Score Increase. Your Intelligence and Charisma scores each increase by 1.

Draconic Ancestry. Your breath weapon deals thunder damage in a 15 foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to thunder damage.

Sonic Disruption. Creatures that fail their save against your breath weapon also suffer from the Deafened condition until the end of their next turn. In addition, if they are concentrating on a spell, they make their concentration check at disadvantage.

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FAUN

 

With ancestral ties to goats and rams long lost in the Feywilds, Fauns are bouncy and springy humanoids with a human-like torso and furry lower bodies and legs that end in cloven hooves. They have curled horns and large yellow slitted eyes. Male Fauns are known as Satyrs. While female Fauns are known as Maenads. Fauns are often joyful and a little strange, being closely connected with fey magic and dreams. Most are playful and attuned to nature in their own weird and wonderful ways.

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FAUN TRAITS

Your goat-like appearance and skills are shown in a variety of traits as listed below.

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Ability Score Increase. Your Dexterity, Wisdom and Charisma scores increase by 1.

Age. Fauns are quick to age, maturing at around the age of 3. They often live to around 60 years old. 

Alignment. Surrounded with magic and lighthearted fun, Fauns tend to lean on the chaotic good side, relishing the freedom of life and enjoying the simpler things in order to find happiness in themselves.

Size. No taller than a Halfling, Fauns reach anywhere between 3 to 4 feet tall. Your size is Small.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Sylvan.

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Darkvision. 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 colour in darkness, only shades of grey.

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Fey Born. Your creature type is Fey. In addition, you have advantage on saving throws against being charmed, and magic can't put you to sleep.

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Natural Enchanter. You know the Friends cantrip and you can cast the Sleep spell once. Once you reach 3rd level, you can also cast the Suggestion spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

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Ethereal Hiding. You cannot be magically watched on or perceived through magical scrying sensors. Any attempts to scry on you automatically fail.

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Ram. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

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Reveler. You have proficiency in the Performance skill. Additionally, you also have proficiency with one musical instrument of your choice.

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Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

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GNOLLS

 

Whether firmly under their wild and maddening influences or esteemed hunters, raiders and savages, Gnolls can be best described as aggressive, feral and hungry. They can range anywhere from manic, to dogmatic, to just about any state of being you wish to describe as ‘aggressively passionate'. Surprisingly, Gnolls can channel their excitement into feats of motivation and aspiration, achieving greatness in devotion to their causes. Great war leaders, ravengers and adventurers of history have a smattering of Gnoll names written among them by others, while Gnolls themselves care little for any actual anscestry or lineage they leave behind. It is a natural instinct to be ambitious and fast paced, ode to their short lifespan.

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GNOLL TRAITS

Gnolls share certain racial traits as a result of their hyena descendance.

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Ability Score Increase. Your Strength score increases by 2 and your Dexterity score increases by 1.

Age. Gnolls reach adulthood at around 3 to 4 years and live to 30 years.

Alignment. Gnolls tend to be chaotic or neutral evil, while gnolls integrated into other communities have a broader set of morals, usually erring on the chaotic side of things.

Size. Gnolls tend to be over 7 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You speak, read, and write Common, Abyssal and Gnoll though it lacks a script or written form.

 

Darkvision. 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 colour in darkness, only shades of grey.

 

Bite. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

 

Rampage. When you reduce a creature to 0 hit points with a melee attack on your turn, you may use your reaction to move up to half your speed and make a bite attack.

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Hunter Gatherer. You have advantage on Wisdom (Survival) and Wisdom (Perception) checks made to track or smell creatures. In addition, you also have advantage on Wisdom (Medicine) or Wisdom (Survival) checks made to harvest and retrieve resources from dead creatures, such as food, weaponry or materials.

 

Scavenger's Stomach. You can safely consume raw or rotting food and have advantage on Constitution saving throws against disease and poison inflicted via consumption or ingestion.

 

Ferocious. Your feral appearance strikes fear into most. You have proficiency in the Intimidation skill.

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HALF-OGRES

 

Half-Ogres are notorious for their quick tempers inherited from their Ogre ancestry, which flare at the smallest perceived offense. Insults and name-calling can rouse a Half-Ogre’s wrath in an instant, as well as insults to their perceived lacklustre intelligence. Half-Ogres are also as lazy of mind as they are strong of body. They live by raiding, scavenging, and killing for food and pleasure when commonly expelled from society. While those who remain in civilisation are often shunned and looked down upon for being brutish, dumb and slow.

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HALF-OGRE TRAITS

Half-Ogres inherit strengths from their ancestral giant heritage.

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Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.

Age. Half-Ogres reach adulthood at around 12 years and live to 60 years.

Alignment. Half-Ogres naturally tend to violence and chaos, however, they can lean to other alignments easily if surrounded and infulenced by them.

Size. Half-Ogres tend to be well over 8 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You speak, read, and write Common and Giant.

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Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

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Sticks and Stones. You are proficient with clubs, greatclubs, javelins and improvised weapons. In addition, you can throw weapons with the thrown trait an additional 20 feet before imposing disadvantage on the attack roll.

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Brutal Smash. As a reaction, once per turn when you hit a creature with a melee weapon attack that deals bludgeoning damage, you can deal additional damage equal to your Strength modifier to creatures of your choice within 5 feet of the original target.

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Ferocious. Your monstrous appearance strikes fear into most. You have proficiency in the Intimidation skill.

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INSECTA

 

Bugs. Humanoid bugs. Insecta are a broad race of insects that have elevated themselves to an acceptable level of societies to intermingle with other civil creatures. They hail originally from the Feywild and can range from giant moth people, to ant-like critters that still uphold many of their insect traditions and way of life.

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INSECTA TRAITS

Insecta inherit peculiar features from their ancestral feywild  and bug-like heritage.

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Ability Score Increase. Your Dexterity score increases by 1.

Age. Insecta rapidly reach adulthood around the age of 10, and live on average around 60 years while on the plane of Entrellia. Their final few years see them age drastically faster. However, Insecta are known to live closer to 100 when residing in their native plane of the Feywild.

Alignment. Insecta are often neutral in nature. They tend to keep to themselves and avoid meddling unnecessarily in the business of others, choosing to be more passive, peaceful and self occupied.

Size. The average Insecta is between 3 to 4 feet in height, and between 70 and 100 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Languages. You speak, read, and write Common and Sylvan.

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Darkvision. 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 colour in darkness, only shades of grey.

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Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like primary arms, with the following exceptions:​

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  • You cannot wield a shield with a secondary arm.

  • You cannot make a weapon attack with a secondary arm.

  • You cannot grapple a creature with a secondary arm.

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You can, however, perform tasks with your secondary arms such as swim, climb, hold items, pick up items, interact with items or other mundane, easy to achieve tasks. They can also contribute towards performing somatic components when spellcasting.

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INSECTA ANCESTRY

Insecta have an array of inner species diversity. Choose one subrace from the following.

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Aerium
Aerium Insecta are a broad family of flying insectoids with humanoid bodies and minds. They can be represented as Mothlin, moth-like creatures with silky or powdery wings and soft bodies, or Apis, bee-like creatures with fuzzy fur and a single set of see-through hex patterned wings.

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Ability Score Increase. Your Dexterity and Charisma scores increase by 1.

Flight. You have a flying speed equal to your walking speed. You cannot use this flying speed if you are wearing medium or heavy armour or if you are over encumbered.

Body Powder. Your torso or wings are covered in pollen or a natural self created powder. As a reaction to taking damage, you can produce a cloud of dust in a 10 foot radius sphere centred on the space around you. The dust is considered a heavily obscured area and lasts until the start of your next turn. During your reaction, you can move up to half your movement speed away from the source of the damage. You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all uses of this feature again when you finish a short or long rest.

Instinctual Hypnotics. You have an innate urge that strongly draws you to something you desire. You may choose a certain desirable object that your character specifically fantasises about or is drawn to the most, or leave it for the DM to decide. Examples of such things could be nectar, flowers, honey, bright lights or a certain shiny object. While the object is within line of sight, you must make a Wisdom Saving Throw, the DC of which can be determined by the DM, to resist the temptations of the chosen object. On a fail, you become obsessed or mesmerised by the chosen object. You are infatuated by it and uncontrollably pursue or stare at it for the next minute. This effect ends early if you sufficiently obtain the object or it is no longer in your line of sight.

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Coleoptera

Ants and other intelligent and civilised beetle type creatures fall under the Coleoptera family of Insecta, with a hard outer shell and more ground based activities. They are tougher and more militarised in nature.

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Ability Score Increase. Your Strength and Constitution scores increases by 1.

Carapace. While you aren't wearing armour, your AC is 13 + your Dexterity modifier. You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armour.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Trail Senses. Your natural abilities to follow and recall a track or trail are extremely refined. You have proficiency in the Survival skill.

Hive Fighters. You are trained in the art of skirmishing. You have proficiency with scimitars, shortbows and glaives.

Spider Climb. You have a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Loyal Subject. When an ally targets you with a spell or a class feature that benefits you, such as Bardic Inspiration, Healing Word or Enhance Ability, you have disadvantage on Saving Throws or Insight checks made to resist charming effects or persuasive infulences from that ally until the benefiting spell or class feature ends. 

ONODRIM

 

Plant life in Entrellia can sometimes be just that, intelligent life found in plants, capable of much more than just sunlight absorption and seed spurting. These creatures, while slow moving, may have been some of the first active life across the world due to them not needing a heart or blood from Aaya. Over the Creation Periods, Onodrim numbers dwindle, becoming a very rare sight to behold, and yet, they remain the most remarkable and recognisable spectacles that roam the outskirts of civilisation. They are humble and often peaceful creatures, favouring a nature-filled and a restful life away from conflict and others.

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ONODRIM TRAITS

As ancient and native forest dwellers, Onodrim have developed long lasting natural skills that relate to their organic lifestyle.

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Ability Score Increase. Your Constitution and Wisdom scores increase by 1.

Age. Related to the forests around them, Onodrim have long lifespans and have a funny relation with age. They are said to reach adulthood at around 50, and the oldest of them can live for thousands of years, though some believe they regrow after a handful of centuries to live again or to find a new host.

Alignment. As simple people who follow the rhythm of nature, Onodrim are typically neutral and can lean to the good side of alignments.

Size. Onodrim size varies drastically depending on their subrace, described later in the Elder Lineage feature. Ent derived Onodrim are spindly, standing between 8 and 10 feet tall and weigh between 300 and 450 pounds. But despite their height, they are still rather slender. While Fungusfolk are more squat and girthier, with a varying height between 4 to 7 feet tall. Dryads take the most humanoid form, having similar weight and size to a human. Your size is Medium regardless.

Speed. Your base walking speed is 30 feet.

Languages. You speak, read, and write Common and Sylvan.


At One. You gain proficiency in the Nature skill. You also have the ability to communicate in a limited manner with plants. You can understand and sense their emotions, if they're feeling any, such as stressed, relieved, aggressive or relaxed. You also have advantage on any Charisma checks made towards plants or plant based creatures.

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Photosynthesis. You are considered a Plant type creature. Furthermore, you do not need to eat or sleep, and therefore can remain alert during rests. Instead, you must ensure you have spent at least 4 hours basking in sunlight each day. Failing to do so results in the same level of exhaustion as missing a day of sleep would cause. In addition, you cannot gain benefits from a long rest unless you have successfully spent at least 4 hours in sunlight within a 24 hour period.

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Natural Creation. You know the Druidcraft cantrip and can cast it at will.

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Nature's Blood. You have advantage on saving throws against poison, and you have resistance against poison damage.

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ELDER LINEAGE

You have a specific subrace tailored to your plant life origins, ranging from spore infecting fungi, ancient Ents or guardians of forests. Choose one of the following subraces of which you inherit features from.

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Dryad

The known protectors, Dryads are Fey-like spirits, often summoned and spawned with the purpose of guarding sacred, ancient nature in the forms of circles, forest clearings, woodland patches or to even lead groups of wildlife. Dryads far from their designated forests are often considered lost, or have outlived what they were created to protect. Many wandering Dryads often carry grave trauma or misfortune, having failed to guard their homes.

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Ability Score Increase. Your Wisdom score increase by 1.

Dryad Magic. You learn the Friends cantrip. Once you reach 3rd level, you can cast the Barkskin spell once. Once you reach 5th level, you can cast the Healing Spirit spell once. You must finish a long rest to cast these spells again with this trait. Wisdom is your spellcasting ability for these spells.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

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Ent

Ent Onodrim are awoken trees that have yet to fully find their rooting. Due to their travelling nature, Ent Onodrim are often smaller and more nimble than the more common and stationary treefolk. Their freedom and mobility hwoever allows them to be more suitable for civilised societies and grant them more flexibility when it comes to adapting to life outside of an enclosed forest, while still maintaining their ancestor's features. Ents can range from many tree species, depending on where they grew. Some with peely bark like a birch, others with tough oak. Some may have droopy leaves like a willow tree, or pine needles if they hail from colder climates.

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Ability Score Increase. Your Strength score increase by 1.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Living Greenery. Due to your natural bark and size, you are ill-suited to wearing armour and gain no benefits to your Armour Class when wearing it. Your wooden bark provides ample protection however; it gives you a base AC of 17. Your Dexterity modifier does not affect this number, but if you are using a shield, you can apply the shield's bonus as normal.
Rooted Footing. As a reaction, whenever you are forced to make a saving throw against being moved, pushed, dragged or lifted, as long as there is a floor beneath you that your feet are touching, you can gain advantage on the roll.

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Fungusfolk

A strange Onodrim being, Fungusfolk are in fact tiny microbes that inhabit an organic host, later growing, feeding and functioning like an intelligent fungi-humanoid creature. They often sprout a main mushroom-like head, equipped with eyes and a mouth and are even able to impersonate creatures similar to the likes of Myconids, with perceivable emotions, movement and more sentient-like behaviours. Many Fungusfolk dwell underground in moist caverns and dimly lit chasms, but can surface in bogs, marshes and densely filled forests.

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Ability Score Increase. Your Constitution score increases by 1.

Spore Magic. You learn the Infestation cantrip. Once you reach 3rd level, you can cast the Blindness/Deafness spell once. Once you reach 5th level, you can cast the Ray of Sickness spell once. You must finish a long rest to cast these spells again with this trait. Wisdom is your spellcasting ability for these spells.

Fungal Fever. If a creature reduces you to 0 hit points while within 5 feet of you, the creature takes poison damage equal to your level. Once you use this feature, you cannot use it again until you finish a long rest.

PLANELING


Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who carry the power of the planes in their blood. Planelings are one such people, made of pure elemental creation or in rare cases, as the offspring of genies.

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PLANELING TRAITS

You have the following traits in common with other Planelings.

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Ability Score Increase. Your Constitution score increases by 2.

Age. Planelings age mostly at the same rate as humans and live roughly a century.

Alignment. Independent and self reliant, Planelings tend toward a neutral alignment.

Size. Planelings are as varied in build but are generally alike to humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages.  You can speak, read and write Common and Primordial. Specifically, you also know one dialect of Primordial: Auran, Aquan, Ignan, or Terran depending on your related subrace.

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ELEMENTAL ORIGIN

Born with a collection of elemental affinities, Planelings are tailored to the plane they derive from. Four main subraces exist, corresponding to the four elemental planes they hail from or the types of genie they descended from. Choose one of the following subraces.


Air
As an Air Planeling, you are descended from genies known as djinn or you belong to a line of elementals in the Plane of Air. Air Planelings typically have translucent blue or white skin, pale hair, and light eyes. A faint but constant breeze can accompany them, tousling their hair and stirring their clothes. The steps and movements they take are fluent, weightless and bouncy.

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Ability Score Increase. Your Dexterity score increases by 1.

Elemental Magic. You know the Gust cantrip. Once you reach 3rd level, you can cast the Feather Fall spell once targeting yourself. Once you reach 5th level, you can also cast the Levitate spell once. You must finish a long rest to cast these spells again with this trait. Constitution is your spellcasting ability for these spells.

Melody of the Wind. You gain proficiency in the Stealth skill and with one musical instrument of your choice.

Nimbus Skin. Whenever you fail a Dexterity saving throw, as a reaction, you can choose to roll the save again. You must use the new roll. You can use this feature once and must finish a long rest before you can use this feature again.

Unending Breath. You can hold your breath indefinitely while you're not incapacitated.

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Earth

As an Earth Planeling, you are descended from dao genie or belong to a line of elementals in the rocky Plane of Earth, reveling in superior strength and solid power. Many Earth Planelings have dust, dirt, mud or rocks clinging to their bodies, with skin tones of deep browns, greys or blacks. Others are polished and coloured like gemstones or even smooth and metallic, with dull iron skin spotted with rust.

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Ability Score Increase. Your Strength score increases by 1.

Artisan of Stone. You gain proficiency with one of the following tools of your choice: Jeweler's tools, mason's tools, or potter's tools.

Darkvision. Accustomed to subterranean environments, 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 colour in darkness, only shades of grey.

Elemental Magic. You know the Mold Earth cantrip. When you reach 3rd level, you can cast the Earth Tremor spell as a 2nd-level spell once. When you reach 5th level, you can cast the Meld into Stone spell once. You must finish a long rest to cast these spells again with this trait. Constitution is your spellcasting ability for these spells.

Rock Skin. Your skin is as hard as stone, functioning as a natural armour. While you aren't wearing armour, your AC is 13 + your Dexterity modifier. You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armour.

 

Fire

As a Fire Planeling, you have inherited the volatile mood the efreeti genies or the feiry flames of the Plane of Fire. You tend toward impatience and making snap judgments. Nearly all Fire Planelings are feverishly hot as if burning inside, an impression reinforced by flaming red, coal black, or ashy grey skin tones. The more human looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing atop their head.

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Ability Score Increase. Your Intelligence score increases by 1.

Aura of Warmth. You and creatures within 5 feet of you have advantage on saving throws against the effects of extreme cold.

Darkvision. Your inner fire allows you to easily see through darkness. 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. In darkness, you perceive all colours as shades of red.

Elemental Magic. You know the Produce Flame cantrip. When you reach 3rd level, you can cast the Heat Metal spell once. When you reach 5th level, you can cast the Scorching Ray spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Constitution is your spellcasting ability for these spells.

Molten Skin. Creatures that are grappled by or are grappling you at the start of their turn take fire damage equal to your proficiency bonus modifier.

Fire Resistance. You have resistance to fire damage.

 

Water

As a Water Planeling, you are an inheritor of a marid genie or belong to a line of elementals in the Plane of Water. Most Water Planelings look as if they were made from forming water, with beads of moisture collecting on their flowing skin and hair. They often smell of fresh rain or clean water and have watery blue or green skin. A Water Genasi’s hair might float freely, swaying and waving as if underwater.

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Ability Score Increase. Your Wisdom score increases by 1.

Elemental Magic. You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 1st-level spell once. When you reach 5th level, you can cast the Blur spell once. You must finish a long rest to cast these spells again with this trait. Constitution is your spellcasting ability for these spells.

Wave Strider. You can breathe air and water, and you have a swimming speed of 30 feet. In addition, you can walk across harmless bodies of water as though you are targeted by the Water Walk spell.

Cold Resistance. You have resistance to cold damage.

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RATFOLK

 

Hailing from the north-ewstern shores of the Great Golden Waters, in a swampy bog land known as The Swallows, the Ratfolk are an exotic race, and one whose secret clans are found close to homes of many other races, if ever found at all. They are opportunists by nature, though their adaptability allows them to change their ways, should their survival be at risk. While uncommon, it is possible to see the rat people who have abandoned their homes in favour of joining a better society, often becoming messengers, traders or spies. But many stick to what they know, scurrying, thieving and gang rivalry. Ratfolk are often unpleasant to deal with, lacking manners and the ability to be selfless.

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RATFOLK TRAITS

Ratfolk shares the following traits with most other rodent creatures.

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Ability Score Increase. Your Dexterity score increases by 2.

Age. Ratfolk reach adulthood at the age of 8. Most tend to live up to no more than 40 years due to lack of hygiene and underdevelopment of society, but those who integrate into other cultures can live up to 80 years.

Alignment. Ratfolk individuals are driven by a desire to acquire interesting items and a compulsion to accumulate wealth. Small and greedy, their society is built strongly on bullying those that they deem weaker than themselves, and acting servile when defeated. Most Ratfolk are neutral evil, though those that were raised in different ways can have different alignments.

Size. A Ratfolk is roughly of the same size as a Halfling. Your size is Small.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Undercommon.

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Craven. You have disadvantage on saving throws against being frightened.

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Darkvision. Accustomed to underground environments, 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 colour in darkness, only shades of grey.

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Scurry Around. You can take the Disengage or Hide action as a bonus action on each of your turns, and you can move through the space of any creature that is of a size larger than yours.

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Expertly Skilled. You are proficient in two of the following skills (your choice). Acrobatics, Deception, Stealth or Survival.

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SUBRAT

Several subraces of Ratfolk exist. Choose one of the following subraces.

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Packling

Packlings are a variety of Ratfolk that are used to living together in large groups, excelling in working together towards a common goal. They are often the most accepted Ratfolk in society, willing to work together more oftenly than others of their kind.

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Ability Score Increase. Your Charisma score increases by 1.

Gang Up. Once per turn, when you hit a creature with a melee attack, the next melee attack against that target made by another creature other than yourself has advantage as long as you are still within 5 feet of the target.

Quick Feet. Your walking speed is increased by 5.

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Plaguebringer

While most Ratfolk recognise illness as a threat to their clans, and isolate sick individuals from the rest, sometimes a plague overcoming the pack can have more sinister consequences: a diseased Ratfolk might start hearing the whispers of Foul. If enough Ratfolk fall under the influence of the Numen of Disgust, the clan might end up venerating disease rather than avoiding it.

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Ability Score Increase. Your Wisdom score increases by 1.

Touch of Foul. You know the Poison Spray cantrip. Once you reach 3rd level, you can cast the Blindness/Deafness spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the Ray of Sickness spell; you must finish a long rest in order to cast the spell again using this trait. Wisdom is your spellcasting ability for these spells.

Carrion Eater. You have advantage on saving throws against poison and disease, and resistance to poison damage.

STUNTED TROLL

 

Trolls are creatures unkindly rejected and feared by most societies. Horrid looking, boil covered and crooked-nosed monsters with personalities that often match. They are commonly greedy and self-serving with little morals to think on, however, few Trolls sometimes do break the norms of their kin; adapting to civilisation where possible, whether that be through mercenary work, becoming hunters on the outskirts of small towns, or simply paid to lurk under bridges as toll collectors. The rare majority that find themselves following this path are rejects from their own race, deemed to be too nice, too small or too submissive to exterior sources. This banishment and exile stunts a Troll's true growth and wild powers in exchange for more welcoming civilisations and settlements.

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STUNTED TROLL TRAITS

As a Troll, you have certain features that tie you to your much larger family lineage.

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Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.

Age. Troll runts reach adulthood at the age of 8, often living no longer than 50 years.

Alignment. Trolls subject to banishment by their kin are surprisingly neutral, wanting to be accepted into society rather than rejected by it, though instincts can naturally push them to a more chaotic or evil alignment.

Size.As a Stunted Troll, you are smaller than most wild Trolls, only standing up to 8 feet tall to fit in with more civilised races. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Giant.

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Darkvision. 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 colour in darkness, only shades of grey.

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Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

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Keen Smell. You have proficiency in the Perception skill thanks to your advanced senses. You also have advantage on any Wisdom (Perception) checks that rely on smell.

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Regenerative Flesh. As a reaction, whenever you regain hit points, you can roll one of your hit die and regain additional hit points equal to the roll.

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Ferocious. Your monstrous appearance strikes fear into most. You have proficiency in the Intimidation skill.

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