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Subraces
Interplanear experiments during the Manacalon era led to demons and other creatures being brought into the material plane. While many of these creatures were eventually contained or banished, the sneaky imps were able to hide away, secretly adapting and thriving in various pockets of the Badlands ever since. Now, some of them have decided to emerge and explore the world around them, even if those in it may not take kindly to their demonic nature.
- Ability Score Increase
Constitution +2, Intelligence +1
- Assist
As a bonus action, you may assist an ally in attacking an enemy within 5 feet of you. The ally will have an advantage on the first attack roll they make to the enemy. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest.
- Draw Inspiration
Whenever you fail an attack roll or a saving throw, you can add +3 to the roll. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest.
- Fey Ancestry
Saving throw advantage against Charm Immunity to magical sleep
- Fey Gift
Starting at 3rd level, you may choose one of the following effects whenever you use Assist:
- Hospitality: You and your ally will gain temporary HP.
- Passage: For one round, you and your ally increase movement speed by 10 feet.
- Spite: When your ally hits an assisted target, the target will have disadvantage on the first attack roll it makes within 1 minute.
- Assist - Hospitality
As a bonus action, assist an ally in attacking an enemy within 5 feet of you in one round. You and your ally will gain 1d6 + proficiency bonus of temporary HP until long rest. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest.
- Assist - Passage
As a bonus action, assist an ally in attacking an enemy within 5 feet of you in one round. You and your ally will gain 10 feet movement speed for 1 round. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest.
- Assist - Spite
As a bonus action, assist an ally in attacking an enemy within 5 feet of you in one round. If your ally hits the target, it will be mocked for 1 minute and gain disadvantage on its first attack roll. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest.
Cave Wyrmkins are wyrms that have adapted living in vast underground network of caves. They are born with strong sense of direction in order to navigate skillfully, and use their powerful claws to dig tunnels.
- Attribute Increase
Strength +2
- Attribute Increase
Constitution +1
- Cave Senses
You have advantage in Wisdom (Survival) ability checks.
- Charging Strike
If you use dash as an action, you can use unarmed strike as a bonus action.
- Powerful Claws
You can use your claws to make unarmed strike. Attacking with them deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. When you hit a target with a melee attack, you can use shove as a bonus action.
Wyrmkins are larger cousins of Dragonborns descended from another race of dragons. Unlike Dragonborns, they can see in the dark.
- Attribute Increase
Strength +2, Wisdom +1
- Crystal Defense
You can use your action to activate Crystal Defense. When Crystal Defense is active, your AC increases by +4. You are prone, your speed is 0, and you can't make any actions except to use bonus Action to deactivate Crystal Defense. A shield's benefits apply as normal while you use your crystal defense.
- Hard Scales
Your hard scales provide natural armor and weapon. When not wearing armor, your AC is 17 (your Dexterity modifier doesn't affect this number). Your unarmed strike deals 1d6 bludgeoning damage instead of the normal one.
- Innate Knowledge
You are proficient with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, Survival.
Dark elves are descendants of elves that have been changed over time by living in the inhospitable Badlands. Dark elves are largely nocturnal and have become adapted to living in ancient Badlands ruins, especially buried underground ruins. They tend to have dark skin and pale hair.
- Ability Score Increase
Charisma +1
- Dark Elf Weapon Training
You have proficiency with rapiers, short swords, and hand crossbows.
- Languages
Common, Elvish, and one language of your choice
- Light Sensitivity
You have Disadvantage on Wisdom (Perception) checks in bright light and suffers a -1d4 penalty on attack rolls.
- Move
6◎
- Dark Elf Magic
You know the Dancing Lights cantrip. At 3rd level you learn Faerie Fire and at 5th level, Darkness. Both can be used once per long rest.
Dark Kobolds are small reclusive creatures. Recently, some of the more advanced tribes of kobolds have chosen to reveal themselves and interact with other races. It is not a coincidence that this is happening at the same time as the dragonborn making themselves known, as the most advanced kobolds seem to in many ways mimic the dragonborn, even naming themselves in a similar style. They may even be more advanced than other kobolds due to intermingling with the dragonborn.
- Ability Score Increase
Dexterity + 2
- Grovel, Cower, and Beg
As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 ft of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
- Light Sensitivity
You have Disadvantage on Wisdom (Perception) checks in bright light and suffers a -1d4 penalty on attack rolls.
- Pack Tactics
A creature with Pack Tactics has advantage on an attack roll against a creature if at least one ally is within 1 cell of the creature and the ally isn't incapacitated.
Tieflings with a lineage connected to Malcanthet or other Succubi inherit a fragment of their magical ability to charm and manipulate others.
- Devil's Tongue Attribute Increase
Intelligence +1
- Devil's Tongue Magic
You know the Vicious Mockery cantrip. At 3rd level you learn Charm Person and at 5th level, Calm Emotions. Both can be used once per long rest.
Draconic Kobolds are small reclusive creatures. Recently, some of the more advanced tribes of kobolds have chosen to reveal themselves and interact with other races. It is not a coincidence that this is happening at the same time as the dragonborn making themselves known, as the most advanced kobolds seem to in many ways mimic the dragonborn, even naming themselves in a similar style. They may even be more advanced than other kobolds due to intermingling with the dragonborn.
- Ability Score Increase
Use three boosts on ability scores in any combination of your choosing.
- Draconic Cry
As a bonus action, you let out a cry at your enemies within 10 ft of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Kobold Magic
You know one cantrip of your choice from the Sorcerer spell list. Charisma is your spellcasting ability for it.
The Dragonborn came into being as the fruit of the dalliances of polymorphed dragons with humanoid lineages. Well accepted in the Manacalon Empire, they became secretive and reclusive after the Cataclysm, self-reliant but keeping to themselves.
- Ability Score Increase
Strength +2, Charisma +1
- Damage Resistance
You have resistance to the damage type associated with your draconic ancestry.
- Draconic Ancestry
Select the type of (and associated damage type) of your draconic ancestry.
- Move
6◎
- Breath Weapon
You can use your action to exhale destructive energy based on your draconic ancestry.
These tieflings display features and abilities which make them much more characteristically demonic such as a forked tail and large bat-like wings. Because of this, many feral tieflings are forced to hide to avoid scrutiny or being hunted while others embrace this fiendish nature.
- Demonic Wings
As an action, you can give yourself a flying speed equal to your walking speed. You can't use this if you're wearing medium or heavy armor.
- Mephistopheles Attribute Increase
Dexterity +1
- Feral's Magic
You know the Produce Flame cantrip. At 3rd level you learn Burning Hands. It can be used once per long rest.
Interplanear experiments during the Manacalon era led to demons and other creatures being brought into the material plane. While many of these creatures were eventually contained or banished, the sneaky imps were able to hide away, secretly adapting and thriving in various pockets of the Badlands ever since. Now, some of them have decided to emerge and explore the world around them, even if those in it may not take kindly to their demonic nature.
- Ability Score Increase
Dexterity +2, Constitution +1
- Fey Ancestry
Saving throw advantage against Charm Immunity to magical sleep
- Impish Wrath
When you damage an enemy, you can choose to deal additional damage equal to your proficiency bonus. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest.
- Innate Cunning
You use your bonus action to Disengage or Hide.
The Gray Dwarves are dwarves who have been changed after only a few generations of exposure to the mysterious magics of the Badlands. They are largely nocturnal and dwell mostly in buried ruins. Their skin color tends toward gray or even coal-black. Unlike most dwarves, they do not grow beards.
- Ability Score Increase
Strength +1
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Gray Dwarf Ancestry
Saving throw advantage against Charm, Paralyze and Illusions
- Languages
Common, Dwarvish
- Light Sensitivity
You have Disadvantage on Wisdom (Perception) checks in bright light and suffers a -1d4 penalty on attack rolls.
- Stone Strength
As a bonus action, you take on the Strength of stone for 1 minute. You have advantage on Strength checks and Strength saving throws. You also deal an extra 1d4 damage with Strength based melee weapons. Once you use this ability, you can't use it again until you finish a short or long rest.
- Invisibility
You can magically turn invisible for up to 1 minute. This invisibility breaks if you take any offensive action. Once you use this ability, you can't use it again until you finish a short or long rest.
Half-Dark elves are descendants of elves that have been changed over time by living in the inhospitable Badlands. Their human heritage made them adaptable to bright light.
- Move
6◎
- Dark Elf Magic
You know the Dancing Lights cantrip. At 3rd level you learn Faerie Fire and at 5th level, Darkness. Both can be used once per long rest.
Offspring of the human refugees from Tirmar and the Solastan elves, half-elves have the strength of their parents. Versatile, charismatic, and gifted with Darkvision and fey ancestry, they are always torn between two cultures.
- Ability Score Increase
Charisma +2, increase 2 other scores by 1 point each.
- Bonus Skills
Choose any 2 skills.
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Fey Ancestry
Saving throw advantage against Charm Immunity to magical sleep
- Languages
Common, Elvish, and one language of your choice
- Move
6◎
Offspring of the human refugees from Tirmar and the Solastan elves, half-elves have the strength of their parents. Versatile, charismatic, and gifted with Darkvision and fey ancestry, they are always torn between two cultures.
- Ability Score Increase
Charisma +2, increase 2 other scores by 1 point each.
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Fey Ancestry
Saving throw advantage against Charm Immunity to magical sleep
- Languages
Common, Elvish, and one language of your choice
Half-High elves are trained to use magic very early.
- Move
6◎
- High Elf Cantrip
Choose one Wizard cantrip, using Intelligence as the spellcasting ability.
Offspring of humans and orcs, half-orcs often have a history of violence rather than romance. Rejected by both their parent's families, they tend to rely on strength to get on in life.
- Ability Score Increase
Strength +2, Constitution +1
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Menacing
You gain proficiency in the Intimidation skill
- Move
6◎
- Relentless Endurance
When you are reduced to 0 hit points but not killed outright, you drop to 1 hit point instead. You can't benefit from this feature again until you finish a long rest.
- Savage Attacks
When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add the result to the extra damage of the critical hit
Half-Sylvan elves are trained to survive in the wilds and are particularly apt to survival. As their sylvan elf heritage, they are trained to fight with swords and bows since childhood.
- Move
7◎
High elves are the descendants of the people who ruled Solasta for centuries. They are trained to use magic very early, and have a gift for languages. They receive the traditional martial training of their people with swords and bows.
- Ability Score Increase
Intelligence + 1
- Elf Weapon Training
Proficient with Longsword,Shortsword,Shortbow,Longbow.
- Languages
Common, Elvish, and one language of your choice
- Move
6◎
- High Elf Cantrip
Choose one Wizard cantrip, using Intelligence as the spellcasting ability.
High Wyrmkins descended from a race of wyrms that have psionic abilities. Instead of dragon's breath, they can use their psionic powers to deal damage.
- Attribute Increase
Strength +1
- Attribute Increase
Intelligence +2
- Psionic Wave
You can use your action to unleash a psionic wave in a 15-foot cone. All creatures in the area must make an Intelligence saving throw (DC 8 + + you proficiency bonus + your Intelligence modifier). A creature takes 2d6 Psychic damage on a failed save, and half as much damage on a successful one. The damage increases by 1d6 when you reach 6th, 11th and 16th levels. After you use this trait, you can't use it again until you finish a short or long rest.
- Reactive Retribution
When a creature hits you with an attack, you can use your reaction to attack the creature using the weapon you are wielding if within range. Once you use this trait, you cannot use until a short or long rest.
Hill dwarves are naturally skilled miners and craftsmen, gifted with keen senses, deep intuition, and remarkable resilience. Blocky and sturdy, they are fierce warriors and keepers of their ancestral culture and traditions.
- Ability Score Increase
Wisdom + 1
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Dwarven Toughness
+1 Hit Point per level
- Languages
Common, Dwarvish
Originally born on Tirmar and brought to Solasta before the Cataclysm, humans have adapted to their new world thanks to their unique talents. Able to live anywhere and take any job, they are versatile above all else.
- Ability Score Increase
+1 to all ability scores
- Languages
Common and one language of your choice.
- Move
6◎
Interplanear experiments during the Manacalon era led to demons and other creatures being brought into the material plane. While many of these creatures were eventually contained or banished, the sneaky imps were able to hide away, secretly adapting and thriving in various pockets of the Badlands ever since. Now, some of them have decided to emerge and explore the world around them, even if those in it may not take kindly to their demonic nature.
- Ability Score Increase
Dexterity +2, Charisma +1
- Fiendish Resistance
You have resistance to Fire and Poison damage.
- Fiendish Trickster
You know the Vicious Mockery cantrip. When you reach level 3, you can cast Invisibility once every long rest. Charisma is your spellcasting ability for these spells.
Strong and hardy, the Ironborn Dwarves live among, but often apart from, their cousins the Snow Dwarves. Clannish and aloof, they nevertheless can be counted on to stand shoulder to brawny shoulder with any in the Snow Alliance.
- Ability Score Increase
Strength +2
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Ironborn Armor Training
You have proficiency with light and medium armor.
- Languages
Common, Dwarvish
Island halflings are the children of adventurous halflings who left the Northern Marshes to venture south and settle in the sunny islands. Discreet and brave, they are inclined to be affable and get along well with others.
- Ability Score Increase
Charisma + 1
- Languages
Common, Halfling, and one language of your choice
- Rope Dancing
Advantage on Dexterity checks (Acrobatics)
Marsh halflings have lived in the tradition of their ancestors, who used to move, fight, and even sleep in swamp terrain. They are particularly sturdy compared to their island cousins, while being generally less likable and certainly no less courageous.
- Ability Score Increase
Constitution + 1
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Languages
Common, Halfling
- Swamp
Areas with marshes and ponds and a humid atmosphere are considered swamp terrain.
Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.
- Mephistopheles Attribute Increase
Dexterity +1
- Mephistopheles Magic
You know the Fire Bolt cantrip. At 3rd level you learn Burning Hands and at 5th level, Flame Blade. Both can be used once per long rest.
In ages past, a group of dwarves was enslaved by fire giants as miners and craftsmen. The chaotic magic of the cataclysm imbued many of these dwarves some of the strength and resistance of their oppressors. The dwarves rebelled, won their freedom, and retreated to the Badlands. Calling themselves the Obsidian Dwarves, they have grown and prospered.
- Badlands Brawn
Strength +1
- Cradled by Fire
You have resistance to fire damage.
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Languages
Common, Dwarvish, and Giant
Living inside mountains made of rock, gnomes are hardy and inventive. They can live under the sky, but underground is home.
- Ability Score Increase
Constitution + 1
- Artificer's Lore
Whenever you make an Intelligence (History) check, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
- Tinker
You have proficiency with artisan's tools (smith's tools). Using these tools, you spend a quarter of the normal time to craft a basic item, and your proficiency bonus is doubled when making the roll to determine whether your crafting progresses.
Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies.
- Ability Score Increase
Increase one ability score
- Blessing of the Raven Queen
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
- Elf Weapon Training
Proficient with Longsword,Shortsword,Shortbow,Longbow.
- Languages
Common, Elvish, and one language of your choice
- Move
6◎
- Necrotic Resistance
You have resistance to necrotic damage.
While rock gnomes chose to settle underground, shadow gnomes used a natural ability to hide in plain sight. As such, they weathered the Cataclysm in improbable places. Seemingly shy and aloof, their talent for stealth makes them feared practical jokers.
- Ability Score Increase
Dexterity + 1
- Stealthy
You have stealth proficiency.
- Illusion Trickster
You know the Annoying Bee cantrip. Intelligence is your spellcasting ability for it.
Snow dwarves are sturdy and adventurous, adapted to harsh terrain and low temperatures. Blocky, agile, and sturdy, they are fierce warriors and keepers of their ancestral culture and traditions.
- Ability Score Increase
Dexterity + 1
- Blizzard Resistance
Immunity to the "Frozen" condition type
- Crossbow Expertise
Proficient with Heavy Crossbow.
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Languages
Common, Dwarvish
- Resistant to cold weather
Immune to the effects of moderately cold weather.
- Snow Dwarf Endurance
+2 to Constitution saving throws.
Born and raised in the eastern forests of Solasta, sylvan elves are trained to survive in the wilds and are particularly apt to survival. As their high elf cousins, they are trained to fight with swords and bows since childhood.
- Ability Score Increase
Wisdom + 1
- Elf Weapon Training
Proficient with Longsword,Shortsword,Shortbow,Longbow.
- Languages
Common, Elvish, Dwarvish, and Halfling
- Move
7◎
- Sylvan Adaptability
Proficient with Survival and Athletics. Advantage on Survival when hunting
One of their ancestors sold his soul to a fiend from the Outer Planes and now all his offspring carry the taint of fiendish blood. Their bodies reflect this inheritance, which leads many to distrust them at first sight. Because of these prejudices, most tieflings live reclusive lives in tightly knit communities.
- Ability Score Increase
Charisma + 2
- Ability Score Increase
Intelligence + 1
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Hellish Resistance
You have resistance to fire damage.
- Move
6◎
- Infernal Legacy
You know the Produce Flame cantrip. When you reach level 3, you can cast the Hellish Rebuke spell as a level 2 spell once with this trait, and regain the ability to do so again when you finish a long rest. When you reach level 5, you can cast the Darkness spell once with this trait, and regain the ability to do so again when you finish a long rest. Charisma is your spellcasting ability for these spells.
One of their ancestors sold his soul to a fiend from the Outer Planes and now all his offspring carry the taint of fiendish blood. Their bodies reflect this inheritance, which leads many to distrust them at first sight. Because of these prejudices, most tieflings live reclusive lives in tightly knit communities.
- Ability Score Increase
Charisma + 2
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Hellish Resistance
You have resistance to fire damage.
- Move
6◎
Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.
- Zariel Attribute Increase
Strength +1
- Zariel Magic
You know the Sunlit Blade cantrip. At 3rd level you learn Searing Smite and at 5th level, Branding Smite. Both can be used once per long rest.