Mingled Mortals A Guide and Compendium of Alternate Character Race Options

Tight-Knit Bloodlines Many settings in Dungeons and Dragons feature a broad spectrum of sentient races, ranging from grounded and realistic ethnicities to bizarre beastfolk and constructs given consciousness. These racial options give players a large selection of unique and interesting races, each different and special in their own way. However, this sometimes bloats the worldbuilding and diminishes the importance of a sapient species when countless others exist in the same setting. This compendium provides alternate options to the playable races of Dungeons and Dragons, which dungeon masters may employ to provide a tighter and more centralized group of races. Though most of the race options featured in this guide already exist in the core rules, this compendium strives to strengthen the connection between these races, grounding them and justifying each of their existences alongside one another in a campaign setting. Some races even become repurposed in this compendium, having aspects of them changed to fill a niche that some other races do not. While there are suggestions for changing these races slightly to strengthen the bonds between each other, players and dungeon masters planning to implement this race re-tweak are free to use existing versions of these races, or other races entirely as replacements. They can also be used both in place of, or in addition to other races that aren't detailed here (such as dragonborn or tieflings). This compendium is not meant to rebalance existing races. The intent is to provide an interesting option for campaign settings and the races inhabiting it, allowing for more interesting interactions between races, layered heritage-based backstories, and intriguing racial politics. Purity and Heritage This race guide provides five core races. However, each of these races can produce children with one another. This creates a set of half-breed races to widen the spectrum of playable races, while also providing extra complexity to the core races. Any full mortal race can breed with another, creating a half-breed. A half-breed is incapable of reproducing with any other race besides their own half-race. Not only does this reduce the clutter of having infinite combinations of half-breeds, but it also provides interesting story motivations for half-breed characters. How does a half-breed character establish a legacy? Find another person like them in the world? Begin adventuring? Adopt another family? These possibilities open up a new well of interesting lore and background options to flesh out the motivations of characters in your world. This guide paints a setting with closely-intertwined cultures and races. Because of this, each section on each race covers the race's interactions with others. Are they allies? Enemies? Are they capable of working together? Do they share the same goals? These details will help you create a setting full of interwoven cultures, complex racial politics, and powerful themes of identity to enrich and give life to the settings you create. Race Overview The five core races of this compendium are staple races of most fantasy settings, and (outside of a few tweaks and differences) already exist in most campaign settings. These five are Dwarf, Elf, Giant, Human, and Orc. Later sections will go into more detail about the role these core races play in the worlds they inhabit. But to be brief, each of these five races are a platform for interesting mixes of races, many of which are also existing fantasy races already provided in the core rules of Dungeons and Dragons. Having these races as half-breeds recontextualizes their existence. Rather than existing as simply another race, these half-breeds rely on their heritage from two other races to give them purpose and identity. In brief, these cross-bred offspring races are: Bugbear, half dwarf and half giant

Firbolg, half elf and half giant

Ghoul, half elf and half orc

Gnome, half dwarf and half elf

Goblin, half dwarf and half orc

Goliath, half giant and half human

Halfling, half dwarf and half human

Hobgoblin, half human and half orc

Nymph, half elf and half human

Ogre, half giant and half orc Altogether, these ten half-breeds in conjunction with the five full races should provide an interesting and interconnected lore to shape intrigue and conflict in your campaign setting. 1

Full Races Ten of the fifteen races in this compendium are considered the full races. These races are a force all their own, and can breed with any other full race to make a half-bred "offspring" race. Each member of a full race can have a child of any other full race, but reproducing with a half race is impossible. Thusly, full races are usually more numerous than their offspring races. Dwarf Dwarves are already well-established in most fantasy settings, so their inclusion is practically expected. However, as with many of the races in this interwoven setting, their role in the community becomes recontextualized as one of the parent full races. Other Full Races As one of five full races, dwarves should be one of the major powers in your setting, and should have established relations with the other full races. Elves. Dwarven relations with elves are often well-established in most settings. They are starkly contrasted races that don't often get along because of their vast differences. Industrial and gruff dwarves rarely find common ground with the traditional and gentle elves, but as one of the full races, they both should exist as strong forces in a setting. Giants. There will be more information on playable race giants later, but briefly, they are comparable to giants in the Dungeons and Dragons Monster Manual, at least in culture. In size, they are more comparable to goliaths in other Dungeons and Dragons texts. Giants are in tune with the land they inhabit, living mostly solitary lifestyles in the thick of nature. Much like with elves, this puts them at odds with dwarves. While dwarves are used to utilizing resources in their environment, giants find this exploitation of nature distasteful. Their massive size difference is also usually a point of contention and distrust. Humans. As humans typically get along with other races in their settings, dwarf and human relations are typically amicable. Since dwarves and humans both excel at building societies, it's easy to find what traits dwarves and humans could both admire. Loyalty, industriousness, and determination are all such traits both race might share. Orcs. In most settings, orcs exist as the black sheep of the sentient races. This does not always have to be the case, and the conflict-prone nature of orcs does not always have to revert them to a barbaric tribal race. Thus, dwarves and orcs might hold respect for one another as strong warrior races. Of course, the option always remains to make orcs an enemy of the "civilized" races in your setting. However, making orcs one of the parent full races presents the opportunity to present orcs in a more positive light, perhaps as a loyal warrior caste, allied with dwarven clans and serving in their armies on occasion. Offspring Races Amongst the five full races, dwarves constitute the shortest members. Unfortunately, most half-breeds derived from dwarves inherit their short height, but not their stout builds. Thus, half-breeds spawned from dwarves tend towards the smaller of the races. Bugbears. Born from both large and smaller folk, bugbears often find themselves not belonging in many societies. Dwarven societies are usually among these, as many bugbears tend to be lazy and sneaky, traits not usually favored by dwarves. Many dwarves say that the only thing they share with bugbears is their hairiness. Bugbears might become an outcast race much like most orcs, goblins, and hobgoblins. As such, bugbear tribes will likely not meddle in the affairs of dwarven kingdoms, and vice versa. Gnomes. This half-race inherits industriousness and a shorter frame from their dwarven parents. However, their cunning and nimbleness is a reminder of their elven heritage, and might prove to rub some dwarves the wrong way. Being spawned from polar opposite dwarven and elven parents, gnomes might be a rarer race, but this is not always the case. Goblins. Like orcs in most settings, goblins are often an outcast race. But if one makes good on the potential allying of orcs and dwarves, goblins might be a common occurrence, and employed as nimbler scouts amongst both dwarves and orcs. However, goblins' signature cowardice might be a result of growing up in the presence of imposing dwarves and orcs. Goblins can also easily take the role of bloodthirsty misers or money-grubbing mercenaries, pursuing dwarven greed with orcish ferocity. Halflings. Good relations between dwarves and humans should make halflings a common occurence. Halflings tend to take more after their human parents, being a sociable and laid-back race. However, legendary dwarven merrimaking, bravery, and family values can be easily seen in most halflings. Dwarf Lore, Names, and Traits Dwarven lore, names, and traits can easily still be those already presented in the Dungeons and Dragons official rulebooks, including all subraces and the duergar. 2

Elf Elves are a classic fantasy race, and should not be difficult to include in most settings. Their high-and-mighty attitude might possibly make elves place themselves above the other races in this interwoven web of races, especially as a full parent race. Other Full Races Elves can easily serve as a more elitist full race, endeavoring to look after their offspring races and keep their fellow parent races in check. This doesn't always lead to strained relationships with other races, but the alternative might make for more interesting conflict in some settings. While perhaps holding themselves to higher standards than some races, this can also make elves more patient to the tendencies of other races. Dwarves. The classic dwarves vs. elves rivalry may certainly arise. As the longest-lived of the mortal races, elves can tend to try to baby other races, and the self-sufficient and often isolationist dwarves would likely oppose this behavior. However, as both races often exist as major powers in their worlds, it is often imperative that these races put their differences aside for the greater good. Giants. As a long-lived race deeply attached to the land, elves and giants can easily see eye-to-eye. However, giants, as a less organized force, often take a more passive rule in the grand scheme of things. While these races often share the same goals, it might take some coercion from the elves to get the complacent giants to act in the world. Humans. Humans are often in awe and wonder of elves, and this should not have to be any different in this tight-knit community of races. Typical elven snobbiness might bother some humans, and this can even be amplified to make humans and elves outright enemies in some settings. However, this might only be for those wanting to shake up the normally friendly relations between elves and humans, as both typically are allied in striving for peace across the realms. Orcs. Usually, elves and orcs in most settings could not be any more different. While this may still ring true, this doesn't require that elves and orcs be in open war. If one goes more for the overly-protective parent race role of the elves, orcs might even be one of the races elves are more inclined to keep in check and even protect. Elves might see them as a childlike, primitive race in dire need of guidance, or perhaps even containment. The extreme contrast between the peaceful, beautiful elves and ugly, warlike orcs provides opportunities for intriguing racial dichotomies. Offspring Races Elves are often a contradictory, if enigmatic race. They might preach of peaceful uninvolvement, but in the same breath can conspire their involvement in all matters of other races. As such, elves are both protectful and disdainful of their offspring races. Some might see them as thinning of their superior elven bloodlines, or as spawns of those with less patience than most elves. Elves might either shelter these offspring races or turn them away from their hidden and pristine communities. One interesting note to make of elven offspring races is slight oddities to distinguish them as being unique. Firbolgs sport an oddly colored hairy body and a bright red nose. Ghouls have tightly stretched, near corpselike skin. Gnomes are known for their odd childlike proportions and physical meekness. Nymphs are born with distinct markings on their skin. Some say that these are curses inherent in elven blood, impurities placed purposely to discourage having children outside their "elite" race. Firbolgs. The nature-focused and fey-related flavor of the firbolg makes commonalities with elves very apparent. Elves might often see firbolgs as allied protectors of woodland realms, or as another more primitive race to be babied. Either way, firbolgs and elves have little reason to be driven to conflict. Ghouls. With the blatant differences between elves and orcs, ghouls should likely be a very rare occurence. Their frightening appearance and bloodthirsty nature make them typically unwelcome in most elven societies (however, they might surprisingly find homes among drow). The elves' standing with orcs in the setting should define how ghouls are treated by their parent races. For the most part, ghouls are likely outcasts at birth, quite possibly born from unwilling couplings. Gnomes. Rivalries between dwarves and elves put gnomes in a curious spot. While elven cunning and dwarven determination is often found in most gnomes, this does not mean they might be easily welcomed into the societies of either. However, elves might respect their tenacity and affinity for magic. Nymphs. Half-elves are common in most settings, but nymphs have a slightly different flavor of being "branded" at birth. Being born with a distinct marking could either be considered a unique trait to represent onesself, or a brand of impurity amongst elvenkind. Either option provides unique storytelling opportunities. Other than this, they often function the same as half-elves in other settings, serving as a bridge between the worlds of elves and humans. Elf Lore, Names, and Traits Elven lore, names, and traits are best expressed in the Dungeons and Dragons official rulebooks, and can easily be used in conjunction with the other races. Elven subraces, including drow, are also completely acceptable. 3

Giant Also a mainstay in most fantasy settings, giants often make up one of the major powers of a world. However, their enormous size usually makes them a standout among the other races. For the sake of balance and consistency in this compendium, the giants presented here are different than those found in Dungeons and Dragons rulebooks. They may be employed in a world in place of or alongside such giants, being called lesser giants, jotunlings, giantlings, or other such names, making a connection with giants found in the Monster Manual. Other Full Races Giants exist on the opposite end of the height spectrum from dwarves. As such, they tower above the other full races, and their offspring races are likewise larger than most other races. Dwarves. Surface differences between dwarves and giants are often the tip of the iceberg. The lost societies of giants have long been surpassed by the always-advancing dwarven kingdoms. However, it is sometimes said that giants have very different goals, but similar methods to achieving said goals. For example, some dwarves may find common ground with giants in craftsmanship and stonework, but disagree about the purpose of such handiwork. Elves. As inheritors of ancient societies and proclaimed affinity for the forces of nature, elves and giants do not usually need to look far to see similarities in one another. The dichotomy between giants and elves is in some ways opposite to that between giants and dwarves. Giants and elves typically share similar goals, but pursue these goals with vastly different methods. Elven subtlety and giants' lack thereof make this very clear. Humans. It's quite easy for giants to appear somewhat alien to humans. Very tall beings from ancient origins with vastly different goals than most humans. This does not mean they do not get along. Rather, the goals of human and giant societies rarely cross over. It might take significant happenings to force humans and giants to be either allies or enemies. However, the vast variety of humans might lead to some mingling with the affairs of giants. Orcs. Both giants and orcs share the trait of not being unified as a people. The concerns of the individuals are generally not the concerns of the group in either society. This may be part of both races' tendencies toward brutal efficiency. Giants and orcs don't often have political reasons to war or ally with one another. But it is not uncommon to find orcs in a giant lord's warband, or giant mercenaries fighting for an orcish warlord. Offspring Races The mixed races spawned from giants are all large and strong compared to most other races. As such, their inherited large size is often augmented by the other unique features the other parent race might have. Bugbears. As a rarer mixed race, most bugbears exist only together in tribes outside other societies. Because of this, they might take up homes in the harsher biomes of nature much like their giant parent race. However, they would likely steer clear of giant homes, and instead reside in densely forested regions. However, seeing hill giants and bugbears working in unison might not be an uncommon sight. No matter how they live, the brutal simplicity of giants is easy to see in these hairy half breeds. Firbolgs. Firbolgs can easily be seen as a sort of forest giant, allowing them to easily conform to giant goals and societies. A firbolg has no reason to be turned away from any giant society, as long as the firbolg is respectful, which they almost always are. Goliaths. Though they inherit large size from their giant parents, goliaths tend to share more in common with humans. That being said, a goliath's natural drive to compete and improve creates a few individuals who can impress even giants and carve a way out in their society. Goliaths forming tribes of their own most often follow trends of giants, most often stone giants. In most other cases, goliaths tend to happily coexist amongst humans. Ogres. Much like firbolgs, ogres are easily seen as a different type of giant. However, their voilent orcish tendencies often put them odds with other giants. Giants who are looking to do battle have more in common with ogres. Thus, they are common sights in both giant and orcish war parties. Otherwise, they are often outcasts, living alone in caves or swamps. Giant Names and Lore For giant names and lore about giant society, consult either the Monster Manual or Volo's Guide to Monsters for their respective sections on giants. If one intends to use this playable race of giants in addition to the giants in the monster manual, this playable race can still fit in with one of a few adjustments. Ordning of Their Own. These smaller giants might exist in their own ordning, below all of the other greater giants. As such, these lesser giants would be in an ordning of service, meant to do the bidding of all the other giants in higher ordnings. This would put these lesser giants in a position of being ambassadors of sorts to the small folk, sent to the giant's smaller allies to act in the best interest of all parties involved. Concurrent Ordnings. The lesser giants may simply be a certain subtype within the already existing ordnings of the greater giants. For example, as a member of the highest ordning of storm giants, a lesser storm giant might have a higher status than even a greater cloud giant. However, these lesser giants would likely still be considered lower than their greater counterparts. A lesser fire giant might be above all other frost giants, but they would still have to answer to greater fire giants. 4

Giant Traits All giants, despite ordning, share the following traits. Ability Score Increase. Your Strength score increases by 1, and your Constitution score increases by 1. Age. Giant offspring reach maturity around 50 years. Most giants have a life expectancy between 300 and 400 years. Alignment. Giant alignment typically depends on the ordning of the individual. Cloud giants, frost giants, and stone giants all tend toward neutral alignments. Hill giants and storm giants most often are chaotically aligned. Fire giants usually are the most lawful of the giants. Size. Giants are between 7 and 9 feet tall and can weigh anywhere between 240 and 420 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Languages. You can speak, read, and write Common and Giant. Subrace. Six subraces of giant exist, all based on different giant ordnings. These subraces are cloud giant, fire giant, frost giant, hill giant, stone giant, and storm giant. Cloud Giant Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue. Ability Score Increase. Your Charisma score increases by 1. Cloud Magic. You can cast the detect magic and fog cloud with this trait, using Charisma as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a long rest. You cannot cast a spell higher than 1st level with this trait. Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell. Speed of the Wind. Your base walking speed is 35 feet. Fire Giant Master crafters and organized warriors, fire giants dwell among volcanoes, lava floes, and rocky mountains. they are ruthless militaristic brutes whose mastery of metalwork is legendary. Ability Score Increase. Your Strength score increases by 1. Fire Resistance. You have resistance to fire damage. Giant Armor Training. You have proficiency in light and medium armor. Metalworker. You have proficiency in smith's tools. Frost Giant Large reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging. They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies. Ability Score Increase. Your Constitution score increases by 1. Beastmaster. You have proficiency in the Animal Handling skill. Frost Resistance. You have resistance to cold damage. Natural Athlete. You have proficiency in the Athletics skill. Hill Giant Hill giants are selfish brutes that hunt, forage, and raid in constant search for food. They blunder through the hills and forests devouring what they can, sometimes bullying smaller creatures into feeding them. Their laziness and dullness would long ago have spelled their end if not for their formidable size and strength. Ability Score Increase. Your Constitution score increases by 1. Invigorating Appetite. You may reduce a level of exhaustion by eating during a short rest. Resilient Stomach. You have advantage on saving throws against poison, and you have resistance against poison damage. Rock Thrower. You have proficiency in thrown weapons. You may reroll any 1s on damage rolls for thrown weapon attacks you make. You must use the second roll. Stone Giant Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, guant featres, and black, sunken eyes endow stone giants with a stern countenance. Some consider them primitive, as they hide their lives and art away from the world. Ability Score Increase. Your Strength score increases by 1. Darkvision. Accustomed to life in dark caves, 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 cannot discern color in darkness, only shades of gray. Stone's Endurance. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the total number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest. Stone Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Stonecarver. You have proficiency in mason's tools. Storm Giant Storm giants are contemplative seers that live in places far removed from mortal civilization. Most have pale purple-gray skin and hair, and glittering emerald eyes. Some rare storm giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple eyes. They are benevolent and wise unless angered. Ability Score Increase. Your Wisdom score increases by 1. Amphibious. You can breathe air and water. Natural Swimmer. You have a swimming speed equal to your walking speed. Storm Resistance. You have resistance to both lightning and thunder damage. 5

Human With a few bizarre exceptions, humans are always a part of every setting, fantasy or not. Their ubiquity makes them a great middle ground between most every race. As such, they are often the glue keeping these races together, be it in peacetime or war. Other Full Races Humans are at home most everywhere on the material plane, and even on some seperate planes of existence. Their rapid expansion and propensity for assimilation allow them to incorporate the ideas of others into their own cultures as well, allowing them to mesh with some of their neighbor pure races. Dwarves. Though dwarves sometimes prefer isolation, a sociable lot of humans can crack them open and partake in a bout of dwarven merrimaking. Humans and dwarves often share profound respect for one another on the battlefield, and often share the same goals and ideals. However, it may take some convincing from a human to get a stubborn dwarf to be of any assistance. Elves. Humans have always had a sort of admiration for elves, but this admiration also comes with a bit of disdain for elven haughty attitudes. Nontheless, when both are threatened, humans and elves are quick to become allies, as they often share common enemies. Despite this, the disparity in lifespans sometimes prevents these two races seeing eye to eye. Humans sometimes grow impatient with the methodical subtlety of elves, and elves often scoff at the quick and impulsive actions of humans. Giants. In some ways, humans remind giants of what they once were. Their fallen kingdoms look every bit like the ones humans continue to build and expand. Humans sometimes fear giants for this reason, as these now-scattered folk serve as a warning of what they might become if they let their legacies fade away. On an individual basis however, most humans are awestruck by the enormity and raw force that most giants have to offer, and are usually respectful when it comes to such matters. Orcs. Though they might not like to admit it, humans might give orcs a run for their money as the most conflict-prone race. Almost the opposite of giants, sometimes humans distrust orcs for reminding them of themselves. Humans like to believe that they are done fighting and spilling blood, but this is hardly ever the case. If you decide to make orcs a proud warrior race in your setting, humans and orcs might even be strong allies in a time of crisis and war. Offspring Races The offspring races of humans often take the most unique traits from other races and, like most of their cultural assimilation, adapt these traits to better fit with their societies. With how widespread humans typically are, these offspring races could easily outnumber most other ones. Goliaths. Though some rare cases of goliaths suggest a more giant-like individual with a watered-down bloodline, most goliaths exist in human societies doing heavy-lifting jobs and other tasks most humans can't. Goliaths are prone to be driven competitors, and as such like to show off their giant abilities when amongst humans. Though some goliaths do create their own giant-inspired societies, many are content living alongside humans. Halflings. If humans are allies halflings just as commonly as dwarves and elves, if not more. Humans often defend halfling lands, and the humans get a share of the halfling's goods in return. This is almost always a pleasant contract for both sides involved. The inherent human instinct for socializing and banding together drives many halflings to find one another, often having children and starting families, which leads to many a halfling settlement. Sadly, human ambition and drive to explore is sometimes overshadowed by isolationism and stubbornness from their half-dwarven blood. Hobgoblins. It is easy to understand why hobgoblins might be a force to be feared, considering their heritage. Orcish combat prowess on top of human ambition and expansion is a recipe for organized conquering armies. Hobgoblins more inclined to their human side might find themselves serving as expert fighters or even generals amongst humans. Other times, hobgoblins are either serving as the more academically inclined among orcs, or banding together to form their own armies. Nymphs. Nymphs come from two almost completely different worlds. The bustling, instinctual life of humans and the quiet, contemplative existence of elves are two very different lifestyles. Nymphs tend to approach interactions with humans as an elf might, but with more understanding of human plights. Nymphs rarely form their own societies, as obligations from both humans and elves are often too demanding to allow one's own ambitions to take hold. Because of this, nymphs often use human and elven societies and allies to further their own goals. Human Lore, Names, and Traits The lore, names, and traits for humans are best reflected by those in existing Dungeons and Dragons rulebooks. Variant human traits also work just fine. 6

Orc Often cast as the villianous race, orcs are always a warlike race, prone to violence and conflict. This can make them servants of evil powers, or their tendencies for bloodshed might be redirected for nobler purposes. Orcs may always be a more primitive, brutal race, but there is still room for honor and loyalty amongst these traits. Other Full Races Amongst the other full races, it's easy to see why orcs might be outcasts or enemies of the other races. While this is commonly found in most settings, it is worth considering making more amicable relations between orcs and other races in order to mix up tired old fantasy tropes. Dwarves. Orcs have plenty of reason to fight dwarves. Mostly to take their stuff. Orcish raids to take a mountain fortress or steal a horde of treasure are always a possibility and can provide interesting conflict. However, if dwarves see orcs as a powerful military force, there is the possibility that dwarves might willingly give these resources to orcs in exchange for their martial service. Of course, most dwarves might not like someone else to do their fighting for them, but if threats to dwarven security were dire enough, a dwarven lord might feel more comfortable with a handful of orcs in his regiments. Elves. Most settings have orcs and elves locked in eternal conflict. The elves preserve beauty and nature while the orcs endeavor to destroy all of it. However, it might occur to either of them that they can coexist in the same world, albeit far from one another. Though elves and orcs may never approach one another openly in hope for an ally, it's not impossible that one of each might stand side by side, united in the same goal. Giants. Long ago, giants ruled the lands, subjugating others under their mighty rule. Now that these lands have been freed, some of them are swarming with orcs. Any number of things might occur when these two forces meet. Orcs might fight for the little land they have, while giants vow to take these lands back from the other mortals. Inherently, these races both want what they do not have, and it is often the same thing. Either they can do battle and be in constant conflict over these lands and resources, or the peacekeepers among them can form mighty orc and giant alliances. Humans. If orcs and elves are complete polar opposites, humans are right in the middle of that spectrum. In this case, it comes down to the individuals interacting between races. Those allied with elves in preserving nature and beauty might find orcs repulsive, while those who strive for power and conquest might make quick friends with an orc. Orcs and humans are both numerous and ambitious. The biggest difference is that orcs don't often have the means to achieve these ambitions, at least not on a grand scale. An orc on his own might be able to conquer his own tribe. An orc with human allies might be able to conquer entire kingdoms. Offspring Races The violent outsider nature of the orc is carried over to all their offspring races. The temperament of these races varies on the other parent race, but no matter what, the drive for conflict and destruction is always present. Ghouls. When an innate love for creation meets the innate love for destruction, conflict arises. Much more so if both loves exist within a single person. Ghouls often have a very creative approach to causing destruction. Their elven patience and perfectionism combined with orcish fury causes them to be devious plotters and sometimes evil masterminds. If orcs get their hands on a ghoul, they can sometimes end up indoctrinating the individual as a dark spellcaster in service of their war party. Since orcs are usually the only ones willing to let ghouls indulge in their violent tendencies, it's usually an easy sell for them. Goblins. Intelligent orcs will recognize the importance of goblins. Having smaller scouts to sneak around is a massive boon when your army consist of large lumbering orcs. Thus, orcs try to find as many goblins to fill their ranks as they can. As goblins have the instincts from both dwarves and orcs to band together and form a group, goblins will either find each other and breed wildly fast, or find big and strong friends to protect them and allow them to satisfy their orcish bloodlust. Hobgoblins. Orcish fury supplemented by human organization is a powerful combination. Orcs that can afford to line their ranks with hobgoblins gain intelligent tacticians or wise spellcasters. Hobgoblin generals can discipline orcish rabbles into regimented armies with enough time. However, the presence of hobgoblins sometimes leads to power struggles amongst orcs. While some wish to support the strong orc warchief, the hobgoblin general might be more cunning and more likely to lead the tribe to victory. Ogres. Ogres are too violent and impatient to exist in most giant societies, so they either live alone, or are recruited by orcish fighting forces. Ogre shock troops are the stuff of most orc chiefs' bloody dreams. Giantish indifference to the affairs of the small folk is quite the combination with orcish warmongering. The ogre usually doesn't care who gave them their weapon, as long as they get to use it. Thus, warlords from every race like to claim ogre troops, but orcs usually get first claim to them. Orc Lore, Names, and Traits For the lore on orcs, that which is already presented in Dungeons and Dragons manuals suffices. As for names, either orc or half-orc names are suitable. When it comes to traits, the half-orc playable race is the best fit for this guide. 7

Half Races Unlike many of the full races, half races typically don't have as great a presence in their worlds. Though full races can breed with any other full race, half races are restricted to only having children with their own kind. For rarer half races, this makes them incredibly uncommon, as they rely on full breeds to supply their population. However, those willing to band together can start up populations of their own, becoming a force to be reckoned with, even amongst full races. Bugbear In most settings, bugbears are related to goblins and hobgoblins. However, as a half breed of dwarves and giants, bugbears can easily find themselves with these other outcast races. Some say that the beast-like features of bugbears are mutations, a built-in genetic proof that the coupling of dwarves and giants was not meant to be. As such a shunned race, they live life in the wilderness, away from large cities and organized civilization. Half Race Inheritance From their dwarven blood, bugbears inherit a hairy and stocky body. Bugbears are even hairier than their dwarven parents, growing hair all over their bodies like a beast. As giant blood tends to make offspring races grow in size, so does it to bugbears. However, this conflicts against the stunted features of dwarves, leading to some strange beastlike proportions. Dwarven distrust and xenophobia is clear in bugbears, as they tend to hide away from other races and go out on their own. They have a propensity for caves and dark places much like dwarves, but share none of their love of craft and metalwork. Their tendency to hide out in nature is most likely from their giant heritage. Now-abandoned environments that once housed giant ancestors are common places to find squabbles of brooding bugbears. As giants have grown complacent as of late, so too have their bugbear offspring. Because of this, many bugbears are known as lazy and complacent, perhaps also due in part to their dwarven stubbornness. However, when provoked, bugbears let both dwarven and giant combat prowess take over, crushing foes with impressive might. Bugbear Lore As a half-race, bugbears may no longer be a goblinoid race as in most lore. However, they may often ally with goblins and hobgoblins as other outcast races. For example, the Goblin language could very well be a shared language between these outcast races, created to allow them to communicate with one another without others knowing. Their gods and creation can be explained as their gods "adopting" the bugbears and becoming their patrons, rather than these gods being considered their creators. Other than their origins, bugbear lore on their behavior and society is clearly outlined in other Dungeons and Dragons rulebooks, and can be used to supplement their origins and behaviors in this compendium. Bugbear Names Bugbear naming conventions follow those already established for bugbears in other settings. They may also adopt dwarven or giant names. Bugbear Traits Your bugbear character has the following traits. Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1. Age. Despite the longevity of their parent races, the malformities of bugbears somewhat decreases their survivability. They reach adulthood around age 16 and live up to 80 years. Alignment. Bugbears endure a harsh existence that demands each of them remain self-sufficient, no matter the cost. They tend toward chaotic alignments. Size. Bugbears are between 5 and 7 feet tall and weight between 250 and 350 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. 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 color in darkness, only shades of gray. Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Sneaky. Bugbears are accustomed to life hidden away from others. You are proficient in the Stealth skill. Languages. You can speak, read, and write Common and one other language (choose from Dwarvish, Giant, and Goblin). 8

Firbolg Elves and giants are both ancient and bound to the forces of nature, and their offspring are unified in these traits. Firbolg tribes cloiter in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidible skills with weapons and druidic magic. Half Race Inheritance The signature pointed ears of elves make a trademark appearance on these giant-kin. However, as far as appearances go, that's about all they share with elves. The "blood curse" of elven half-breeds has distanced their appearances far from elves, giving them more giant-esque squared features, bluish grey skin, and very hairy bodies. However, of the giant half-breeds, firbolgs are definitely the most slender. Their elven patience and affinity for nature is quite clear, as elven fey ancestry is passed on down to firbolgs. Giant size and physical features are also seen, but so is their complacency. For the most part, their inherent traits inherited from both parent races serve to amplify one another, making firbolgs more attuned to nature than either elves or giants. Firbolg Lore, Names, and Traits Some lore of firbolgs is found in a few existing Dungeons and Dragons books. Most all of it is compatible with this compendium. Naming conventions are likewise able to be imported from existing texts. However, firbolgs can also use giant names. The firbolg racial traits found in Volo's Guide to Monsters work well for this version of the firbolg. 9

Ghoul One of the more shocking of the half-breeds, ghouls are given the namesake of a type of undead. The innate elven curse of "unique" half-breeds hits this offspring race rather hard, giving them a gaunt, corpselike visage. The general disgust shown towards them, their orcish bloodthirst, and their elven cunning can make ghouls a wisely-feared force. Half Race Inheritance Physically, ghouls inherit slender forms, pointed ears, and a cursed corpselike skin. Orcish blood grants them greenish skin, and more beastial features. These inheritances go further than skin-deep, however. Ghouls posess elven patience, tenacity, and affinity for magic. They also posess orcish rage, ambition, and will to destroy. Elves and orcs that breed with one another often unintentionally create villians. However, the more diabolical ones might purposefully do this. This is sadly more common than a willing coupling of elf and orc to have a child to raise lovingly. Ghoul Lore The behavior and history of ghouls is not reflected by most things found in existing Dungeons and Dragons. Certainly not the undead monsters already given the name of "ghoul," as such creatures are the inspirational namesake of this half race. There is much already existing about half races such as half-orcs and half-ogres that describe what these individuals being born of two wildly different worlds might be like. However, the pairing of elves and orcs is perhaps a little more extreme than these other races, only if a little. For this reason, it is plausable that ghouls in most settings would be rare and antisocial, going off on their own. Many might live up to the stereotype of brooding villian hidden away to plot their revenge. Others still might band together and accomplish even more as a group. Ghoul Names As ghouls have no established society, they are not often given names. If the parent cares enough, they might give the ghoul either an elvish or orcish name. Those who go off to plot on their own might learn legends of other secluded and troubled individuals, adopting their names. Thus, many ghouls might share names with famous tyrants, evil sorcerers, legendary liches, or other great villains of the world they inhabit. Ghoul Traits Though few and far between, all ghouls share the following traits. Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1. Your Charisma score decreases by 1. Age. Ghouls mature as orcs do, reaching maturity around age 14. However, they age slowly after this, and can live up to 300 years. Alignment. The free nature of both elves and orcs makes ghouls tend towards more chaotic alignments. As a half-orc race often shunned by others, ghouls often set bloody goals of vengeance, making them evil more often than not. Size. Ghouls have a frame and size comparable to elves. Your size is Medium. Speed. Your base walking speed is 30 feet. 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 color in darkness, only shades of gray. Keen Senses. You gain proficiency in the Perception skill. Menacing. You gain proficiency in the Intimidation skill. Trance. Luckily for ghouls, they have inherited the elven meditative state that negates their need for sleep. Rather than sleeping, ghouls meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream in the form of mental exercises that have become reflexive through years of practice. For most ghouls, these "dreams" are usually living out their violent plans of vengeance, day after day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Vengeful Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Languages. You can speak, read, and write Common, Elvish, and Orc. 10

Goblin In most settings, goblins are known for their cowardice. This might seem strange for something part dwarf and part orc. Perhaps this might spawn from being raised amongst the hardy dwarves and orcs. They might be brave in their presence, but when their big strong allies disappear in a fight, their classical cowardice might begin to show. Half Race Inheritance From their dwarven blood, goblins inherit a short stature. They often lair in caves, abandoned mines, despoiled dungeons, and other poor versions of dwarven habitations. Goblins are also infamous for their malicious mockery. Some say this is their dwarven propensity for celebration tainted by orcish malice. Their innate greed can also be attributed to dwarven blood, as they always strive for more and more power. This strife for power is also very indicative of their orcish blood as well. Goblins often form orc-like tribes and clans, and form a violence-based caste system where the strongest rule. As such, many goblins become victims to this system, whether it be formed by their own kind or if they are inducted into existing orc tribes. However, those who rise to the top of these heirarchies become much like the strongest of orcs and dwarves, ruling over empires of wealth and military might. Goblins raised amongst dwarves might become more reserved and wise, learning to amass wealth and hold onto it tightly. Those raised amongst orcs might learn to utilize their short stature and their numbers to their advantage in combat. Goblin Lore The phenomenon of goblinoids becomes a bit tricky when goblins are considered a half-race. However, goblins' association with hobgoblins and bugbears can be simply out of necessity, as outcast half races band together to survive in the wilderness. The Goblin language might even be a shared language between these outcast races, created to allow discreet communication with one another. Goblin gods might not have created goblins, but might have adopted them, becoming their patrons, rather than being considered their creators. Other than their origins, goblin lore on their behavior and society is clearly outlined in other Dungeons and Dragons rulebooks, and can be used to supplement their origins and behaviors in this compendium. Goblin Names Goblin names can follow similar naming conventions to those already established in most Dungeons and Dragons settings. Likewise, they can adopt dwarvish or orcish names, depending on who raises the individual. Goblin Traits Your goblin character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Age. Goblins follow more orcish aging trends, but seem to age even faster. Most reach adulthood at age 8 and live up to 60 years. Alignment. Goblins are typically neutral, as they care mostly for their own needs, and don't usually care for the methods of how they fulfill said needs. Size. Goblins are between 3 and 5 feet tall and weigh between 50 and 90 pounds. Your size is Small. Speed. Your base walking speed is 30 feet. 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 color in darkness, only shades of gray. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Languages. You can speak, read, and write Common and one other language (choose from Dwarvish, Goblin, or Orc). 11

Gnome The gnome is the culmination of elven intelligence and curiosity augmented by dwarven ingenuity and vigor. Gnomes often pursue elf-like goals with dwarven methods, but their small size gives them a tendency towards a more trickster-like attitude. Half Race Inheritance As with most half-dwarves, gnomes are quite short. With an elven slim form in addition, gnomes are extremely small in comparison to most every other race. Dwarven ingenuity plays a large part in gnomish culture. Tinkering and building are important to them, as they strive towards progress. They sometimes wind up living in similar environments to dwarves as well. Gnomes also inherit elven propensity for freedom and nature. Their gentle demeanor is mostly from elves, but it is somewhat warped by dwarven ruggedness. As such, they are known for being playful and somewhat whimsical. Gnomes are also sometimes found in elven habitats as well. Dwarven work ethic and elven love for language has made the gnomish language an inevitability. Gnomes created it long ago to give themselves more identity, using both Dwarvish and Elvish language conventions. Gnome Lore, Names, and Traits Most all established lore in Dungeons and Dragons about gnomes is compatible with this compendium. Bear in mind that being a half race should recontextualize some points of gnome lore, but most things should remain the same. Deep gnomes might be explained as half drow or half duergar. The Player's Handbook has details of gnomish naming conventions. However, gnomes might also use dwarven or elven names. Gnome racial traits already found in Dungeons and Dragons texts suffice for this version of the gnome. 12

Goliath Goliaths stand as a halfway point between humans in giants in more ways than one. Most obviously, their appearance is the closest to human, but with the massive frame of a giant. As such, most humans view goliaths as giants and most giants view them as humans. Their human versatility in combination with natural giant abilities allows them to fill a variety of roles, even with their enormous size. This version of a goliath is somewhat different from those presented in most Dungeons and Dragons lore, and might be used to replace goliaths in other settings. Half Race Inheritance As expected from giantish offspring, goliaths inherit a large size and powerful build. When forming societies of their own, goliaths are known to follow trends of stone giants, living in rocky areas and forming similar tribes. However, they usually do not live life as peaceful and complacently as stone giants. Their human blood inspires them with a form of ambition and makes goliaths inherently competitive. This human tenacity is somewhat put in check by a sense of fair play and even odds. This may be somewhat inspired by ideas of the giant's ordning and its rigid rules and structure. Either way, goliaths raised amongst humans often are allowed to flex their abilities so to speak, and put their natural athletic prowess to use. Meanwhile, goliaths living amongst giants have to constantly compete to prove themselves in the presence of literal giants. Goliath Lore While some lore on the goliaths is compatible with other settings, more often than not, goliaths detailed here won't mesh with existing descriptions of goliaths. Their societies and behavior is mostly the same, but their origins and appearance is the most notable difference. Most of these half breed goliaths are similar to humans in appearance, but are more similar to giants in frame and build. They have human skin tones, hair, and eye colors. However, they are very tall and broad like most giants. Goliath Names Goliaths forming their own tribes can follow naming conventions already put forth in existing Dungeons and Dragons lore. However, some might adopt human or giant names, depending on which culture they identify with the most. Goliath Traits Goliaths share a number of traits in common with each other. Ability Score Increase. Your Strength score increases by 1, your Constitution score increases by 1, and two other ability scores of your choice increase by 1. Age. Goliaths have lifespans slightly longer than humans. They enter adulthood in their early twenties and never live more than two centuries. Alignment. Goliath are as diverse as their human and giant parent races, and as such, can have a wide variety of alignments. However, the goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes many toward neutrality. Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Competitive Advantage. Whenever you must make a contested skill check (such as with a grapple check), you may add your proficiency bonus to the check. If you are already proficient in the skill check, you may add your proficiency bonus a second time. Skill Versatility. You gain proficiency in two skills of your choice. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Languages. You can speak, read, and write Common and Giant. 13

Halfling Sometimes considered an essential fantasy race, repurposing halflings as a half breed race tends to give them another layer of complexity. Their blood ties to other races might complicate their loyalties, and their usually mysterious origins become clear. Not too much needs to change about halflings should they be used as a half race, but their origins can be accounted for and used to add to their lore. Half Race Inheritance Much like dwarves, halflings prefer living in more isolated communities with focus on family and celebration, and are fiercely brave in the face of danger. Though they are quite small, some stout halflings show some true dwarven heritage. Though not inheriting ambition from either dwarves or humans, they do have a very sociable human quality, and are quick to make friends. Their incredible luck is said to be a human trait, as well as their occasional wanderlust. Their knack for building settlements and societies has made it essential to have their own language to communicate with one another. Thus, many speak halfling in their own communities. Halflings forming societies of their own is a common thing. This is perhaps the only form of ambition they derive from their parent races. They find one another, start families and build homes under hills (often considered a dwarven environment). However, once these homes are built and settlements and farms established, halflings long for the simplicity of staying put in the quaint lodgings they make for themselves. Halfling Lore, Names, and Traits Nearly all existing halfling lore is compatible with this guide. Often, the origins of halflings are never brought to attention, and as such, this alternate origin for halflings might shed some light on the subject and add complexity to halfling lore. Existing Dungeons and Dragons texts have details of halfling naming conventions. However, halflings are likely to use dwarven or human names as well. Already established halfling traits are compatible with this compendium. However, it might prove more consistent with other races to make halflings slightly larger than most gnomes, but certainly not larger than any dwarves. 14

Hobgoblin When the martial fury of orcs meets the civilized organization of humankind, a race bred for conquering is born. Known for their armies and discipline, hobgoblins are a fearsome and warlike race. Their talent for destruction is honed by discipline and tenacity. Half Race Inheritance The orcish traits of hobgoblins are clear at a first glance. They have a more beastlike appearance than most races, and are built broad and strong. Their orcish heritage goes further than skin-deep though, and is apparent in their attitudes towards warfare. Most hobgoblins believe it is their right to take what they want by force, to conquer and to rule through strength. As such, cowardice is considered the greates crime to a hobgoblin. These sometimes repugnant qualities are given a sort of refinement through human heritage. A more refined sense of order and law often makes hobgoblins achieve their goals through more civilized means. However, organized armies are often considered civilized, and hobgoblin armies are not an uncommon occurrence. Hobgoblins that go out on their own develop a sort of brutal civility. They farm, build, and practice arts, but it all is a thin veil over their plans for war. Hobgoblins living amongst humans often undertake the martial roles in society, becoming soldiers, guards, and even accomplished battle commanders and generals. Amongst orcs, hobgoblins might be considered wisemen, focused sages, and strict administators and law enforcers. Hobgoblin Lore Goblinoids such as goblins, hobgoblins, and bugbears take on different roles when using the rules of this compendium. However, goblins and bugbears can easily be other outcast races recruited into hobgoblins armies. The Goblin language might even be a shared language created by hobgoblins to discreetly communicate military orders. Hobgoblin gods, are likely ones that have adopted this race, rather than playing a role in their creation. Other than their origins, hobgoblin lore on their behavior and society is already outlined in other Dungeons and Dragons rulebooks, and can be used to supplement their origins and behaviors in this compendium. Hobgoblin Names The names of hobgoblins can follow existing hobgoblin naming conventions. Alternatively, they might adopt human, orcish, or half-orc names from existing lore. Hobgoblins Traits Your hobgoblin character has the following traits. Ability Score Increase. Your Strength score increases by 2, and two other ability scores of your choice increase by 1. Age. Hobgoblins mature at the same rate as humans and have lifespans similar in lengths to theirs. Alignment. Hobgoblins, like their human parent race, can have a wide variety of alignments. However, their tendency towards discipline gives them an inclination towards lawful alignments. Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. 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 color in darkness, only shades of gray. Martial Training. You are proficient with two martial weapons of your choice and with light armor. Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the rol equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest. Languages. You can speak, read, and write Common, Orc, and Goblin. 15

Nymph The half-elf is an occurrence in most fantasy settings. However firbolgs, ghouls, and gnomes are also technically half-elves if one chooses to implement this guide. Because of this, the name nymph suffices for a more specific name when referring to a half human and half elf. Nymphs need not change from established half-elves, but there are a few additions which might give them more complexity. This guides suggests giving nymphs natural markings, unique to each individual. This is an optional racial feature and may be omitted at a DM's leisure. Half Race Inheritance Since nymphs are of both elven and human worlds, they exhibit the traits of both, but also exist slightly outside of both. However, as most half elven offspring races have odd physical features (firbolgs' hairy bodies, ghouls' deathlike appearance, and the diminutive size of gnomes) nymphs exhibit an odd marker as well. This mark upon their skin, known as their brand, is unique to the individual. Some may say that these brands are gifted by the fey as a marker of destiny. A future cleric might have their god's symbol emblazoned upon them at birth. A legendary nymph craftsman might be born with building implements tattooed upon their back. A nymph destined to die by being struck by lightning might have lightning bolt marks upon their face. Whatever the purpose of these brands, some haughty elves might consider it a mark to discourage interbreeding. However, humans might see these as prophetic markings, designating nymphs for greatness. A brand does not always fulfill a purpose, however. Because of this, nymphs may try to keep them hidden away. Others still might bear them with pride and even adopt nicknames based on their brand. Nymph Lore Names and Traits The lore of nymphs should be practically identical to that of existing information on half-elves. If one chooses to include brands onto their nymph characters, bear in mind the impact that might have on them. Also note that these nymphs are capable of reproducing with one another, and might establish families and societies of their own. As with established lore, nymphs use half-elf naming conventions, taking both elven and human names. Nymphs use the traits of half-elves from established Dungeons and Dragons rules. 16