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UB Races
Aasimar are divine creations formed in the shape of men to perform the will of their Deities. When they mature, they are able to take an Angelic Form depending on their nature.
- Ability Score Increase
Charisma +2, increase 1 other score by 1 point.
- Angelic Form
When you reach 3rd level, you can choose an Angelic Form. All Angelic forms use your bonus action. Once you use this power, you cannot use it until you finish a long rest: • Angelic Flight: For one minute, once per turn, you deal additional Radiant damage equal to your proficiency bonus when you hit an enemy. You also gain flying speed equal to your movement speed. • Angelic Radiance: For one minute, once per turn, you deal additional Radiant damage equal to your proficiency bonus when you hit an enemy. On the end of each of your turn, you deal 1d4 Radiant damage to enemies 10 feat around you. This damage increases to 1d6, 1d8, 1d10, and 1d12 every four levels. • Angelic Visage: For one minute, once per turn, you deal additional Radiant damage equal to your proficiency bonus when you hit an enemy. On activation, every enemy need to roll Charisma saving throw against 8 + your proficiency bonus + Charisma modifier, or be frightened until the end of your next turn.
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Divine Resistance
You are resistant to Radiant and Necrotic damage.
- Healing Touch
You can use your Action to heal an ally you can touch. The target will regain HP equal to your character level. Once you use this power, you can't use it again until you finish a long rest.
- Languages
Common and one language of your choice.
- Move
6◎
- Aasimar Magic
You know the Light cantrip.
- Angelic Form
You may choose one of Aasimar's Angelic Forms.
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.
- 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 Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.
- Ability Scores
Dexterity +2, Intelligence, Wisdom or Charisma +1
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Flight
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.
- Languages
Common, Elvish
- Move
6◎
- Fairy Magic
You know the Word of Radiance cantrip. At 3rd level you learn Faerie Fire and at 5th level, Color Burst. Both can be used once per long rest.
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.
Filborgs are half-giants living in the frozen highlands of Solasta. They are crafty, cautious, reclusive, distrust most humanoids except elves and prefer to live far from civilization in tight-knit clans. If pressed into battle, filborgs demonstrate formidable skills with weapons and nature magic.
- Attribute Increase
Strength +1
- Attribute Increase
Wisdom +2
- Language
Common, Elvish and Giant.
- Move
6◎
- Powerful Build
You count your size as Large when determining your carrying capacity.
- Vanish
As a bonus action, you can magically turn invisible for 1 round. 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.
- Druidic Magic
You know one cantrip of your choice from the Druid spell list. Wisdom is your spellcasting ability for it.
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.
Goliaths share ancestry with the giants that live in the northern regions of Solasta.
- Attribute Increase
Strength +2
- Attribute Increase
Constitution +1
- Hot-Blooded
You have resistance to cold damage. You are immune to the effects of moderately cold weather. You are also Chilled instead of Frozen in colder weather.
- Language
Common and Giant.
- Move
6◎
- Natural Athlete
You have proficiency in the Athletics skill.
- Powerful Build
You count your size as Large when determining your carrying capacity.
- Stone's Endurance
When you are attacked, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce incoming damage by that amount. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest.
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
- 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.
- Superior Darkvision
Within the specified range, a creature with superior Darkvision can see perfectly in all lighting conditions.
- 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.
- 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.
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 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.
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.
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- 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
- Ironborn Armor Training
You have proficiency with light and medium armor.
- Languages
Common, Dwarvish
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.
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Languages
Common, Draconic.
- Move
6◎
The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and have lived on the worlds of the Material Plane since the worlds' creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard its natural wonders.
- Ability Score Increase
Use three boosts on ability scores in any combination of your choosing.
- Claws
You can use your claws to make an unarmed strike. Attacking with them deal 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Feeding Claws
You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your claws. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. 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.
- Languages
Common and one language of your choice.
- Move
6◎
- Natural Armor
When you aren't wearing armor, your base AC is 13 + your Dexterity modifier. A shield's benefits apply as normal while you use your natural armor.
- Nature's Intuition
You are proficient with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, Survival.
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.
- Languages
Common, Dwarvish, and Giant
Oni are Demon-like creatures from far eastern island kingdom of Himoto. They came to Solasta through activated major gates.
- Attribute Increase
Strength +2, Wisdom +1
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Languages
Common and one language of your choice.
- Move
6◎
- Ogre Might
You are proficient with Martial Weapons.
- Third-eye
You have proficiency with Perception skill.
- Ogre Magic
At 3rd level, you can cast Thunderous Smite once per long rest. Wisdom is your spellcasting ability for it.
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.
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◎
The battleborn are results of arcane experiments, blending flesh, alchemy and magic to create perfect battlefield soldiers. Created to serve as weapons, they must now find a purpose beyond war. A battleborn can be a loyal ally, a cold-hearted killing machine, or a wandering soul-searching for purpose and meaning.
- Ability Score Increase
Constitution +2, increase 1 other score by 1 point.
- Arcane Resilience
You were created to have remarkable fortitude, represented by the following benefits: • You gain a +1 bonus to Armor Class. • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. • You are immune to disease. • You don't need to sleep, and magic can't put you to sleep.
- Languages
Common and one language of your choice.
- Move
6◎
- Specialized Infusion
You gain one skill proficiency and one tool proficiency of your choice.
Wendigos arrived in Solasta through the rift during the Cataclysm. Stealthy despite their size, Wendigos would lunge at unsuspecting victims with their long arms.
- Attribute Increase
Strength +2
- Attribute Increase
Dexterity +1
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Language
Common and Goblin.
- Move
6◎
- Natural Lunger
Your melee attack increases by 5 feet. Should not stack with features that increase melee range.
- Powerful Build
You count your size as Large when determining your carrying capacity.
- Stalker
You have proficiency in Stealth skill.
- Sucker Punch
On the first round of combat, if you hit a creature with an attack roll, and it's initiative is lower than you, the creature takes an extra 2d6 damage.
Wildlings are offsprings of humans and tieflings that mostly inherited the tiefling parent's feral characteristics. Different in looks and nature, wildlings have spent most of their lives in forests or other less inhabited regions of Solasta as self-sufficient hunters and travelers.
- Ability Score Increase
Dexterity +2, Charisma +1
- 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.
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Expert Climber
Your climbing speed is same as your walking speed.
- Feral Agility
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
- Languages
Common and one language of your choice.
- Move
6◎
- Natural Instincts
You have proficiency in Perception and Stealth skills.
Wyrmkins are larger cousins of Dragonborns descended from another race of dragons. Unlike Dragonborns, they can see in the dark.
- Darkvision
See normally in dim light, and in natural darkness as if in dim light.
- Languages
Common, Draconic.
- 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.