How To Use This Supplement Setting Themed The races included in this supplement are usable for an upcoming setting book I'm working on. All of the races have a designated story within the setting, and can be used by your players within should you be interested upon the release of the setting book. Additional Options Within this supplement are 18 different races and 2 racial variants that you can use for your home games, regardless of the setting. Each race carries some of the more standard D&D lore, as well as notes as to how to adapt them into your own personal settings and games. Inspiration A lot of the races in this book were designed with certain intent, and one of the best parts about documents like these is that the creations are at your disposal to shape and change into other creations. Also, many of these races come inspired from older editions of D&D, which for one reason or another, never made their way to 5e. Improvements This supplement is currently a prototype, as I want to release this along with subclasses, adventures, spells, and a variety of other content that has been used in my games. It's the first step towards the rest of the project, and this will be my first step towards finishing that goal. (I'm also relatively new to homebrewery and hope to spice it up in the future) A Couple Notes On The Setting Before delving further, Zaegoth is host to many creatures, the races included in the document are supplementary to those that are used in the player's handbook. Zaegoth as a setting is an ancient and magical place, the races that inhabit it have as much variation as the lands they inhabit. With everything from ancient immortal beings who live secluded in wild heartland, to the great forges of the fire giants, there are many different paths that characters can come from.

Awakened Undead Death is usually the end for the living, but this is not always the case. Sometimes people are bound to the material world for a reason, whether it be due to a witch's curse, a demonic pact, immense suffering, or even a desire for immortality. These people are very different than your common zombie, which is why they are known as Awakened Undead. Awakened Undead Traits Ability Score Increase: Increase your constitution score by 2. Size: Depending on what you were before an undead, you may range from small to medium, and your height will also depend on this. It is highly suggested you choose a race and then make it undead to get this. Undead: You have two creature types: humanoid and undead. You can be affected by a game effect if it works on either of your creature types. Arcane Being: Due to the magical state of your physical form, you can still consume potions, and can ignore the effects of healing spells that normally would work against you. Undead Being: Your undead flesh makes you more resistant than the living, granting you the following effects. You are immune to poison damage and the poisoned condition.

You are immune to disease

You don't need to eat, drink, or breathe.

You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. Darkvision: As a creature of the dark, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Weakness of the Dark: You have disadvantage on saving throws against spells that deal radiant damage, and ranged spells attacks that deal radiant damage have advantage against you. Undead Fortitude: When you are reduced to 0 hit points but not killed outright, you make a DC 13 Constitution saving throw, on a successful save, you go up to 1 hp, if you fail, you become unconscious. You automatically fail this save if the last damage dealt to you was fire or radiant damage. Once you use this feature, you can’t use it again until you finish a long rest. Languages: You can speak and read common and one other language of your choice, you likely speak a language you spoke before you became an undead. Subrace: Choose one of the following subrace options. Credit: The Undead Knight by Banzz on DeviantArt Subrace: Revenant Whether it be desire for the death of others, a divine quest failed, or simply unfinished business, the revenant is a powerful humanoid. Revenants are generally motivated by failed tasks or regret, seeking to right the wrongs in their life. Ability Score Increase: Increase your Strength or Dexterity score by 1. Vengeful Presence: You are proficient in the intimidation skill. Syphoning Strike: Whenever you make a melee attack with a weapon, you can choose to gain temporary hit points equal to 1d8 + Your constitution modifier. Once you’ve used this feature, you can’t use it again until you finish a long rest. Look and Feel of Undead The subrace descriptions are purely for you to use as inspiration for your character, skeletons can and have been used for most of the subraces given, but you can modify the look of your undead to suit your perosnal needs.

Also, backstory measures can be a great way to make these characters, in fact, perhaps a dead character turns into one of these (upon DM approval)

Credit: Lich King by Rastislav Le Subrace: Dark Immortal The desire for power has always intrigued the ambitious, and those of the arcane professions are particularly fueled by their desire to grow ever more powerful. Some Dark Immortals decide that even with eternal life, they must protect themselves, and aspire to become liches and other dark evils. Dark Immortals are typically powerful undead, who use their knowledge of the arcane to extend their everlasting existences and crush all before them. Ability Score Increase: Increase your Charisma or Intelligence score by 1. Arcane Knowledge: You are proficient in the Arcana skill. Forgotten Power: You choose one cantrip from the wizard or sorcerer spell lists, you may choose charisma or intelligence as the spellcasting ability for this spell. Credit: Johann Bodin illustration -- Spectral Shepherd Subrace: Specter Like the revenant, the specter is typically drawn from regret and unfinished business, however, the specter is defined by their ghostly nature. However the specter doesn't always need to be so malaicious. Sometimes, specters are spirits of ancient forest deities, who spring forth to ward the land, and warn of dangers from long ago. Ability Score Increase: Increase your Wisdom or Dexterity score by 1. Ghostly Awareness: You are proficient in the Perception skill. Spiritwalk: You can cast the spell Misty Step without expending a spell slot. Once you use this ability, you can’t use it again until you finish a long rest. Wisdom is the spellcasting ability for this spell. Healing Spells Many healing spells in 5e have a clause that states that undead cannot be the target of them. With your DM's permission you can choose to have that be excluded when party members cast them on you. Alternatively, you can work with your DM to find an alternative to this for healing. Undead in Zaegoth There are a plethra of reasons for how you became an awakened undead; but all awakened undead on Zaegoth are bound to the will of the death god Thezzerak. Powerful undead can also be visited by images of Thezzerak as he sees them as his envoys in the material plane.

Azuuran Originally, the Azuuran were immortal fey with powers beyond that which mortals could wield. However, some sought ancient magic and great chaotic power; and in the process, they became known as seers and fierce warriors, changing them from fey into what they are now. As generations passed, they continued to strive for greatness, and they would find themselves torn between the powers of mysticism and chaos, transforming their very race into a duality of mages and power hungry warlords. Azuuran Traits Ability Score Increase: Increase your Strength and Constitution scores by 1. Alignment: Azuurans either side with mysticism or chaos, and thus are usually on the lawful side of mystic, or chaotic if chaos, good and evil are generally decided by the individual. Size: Medium, generally 5' or taller. Age: While they are no longer the powerful Leshay, Azuurans still have a lot of longevity to their lifespans. Azuurans achieve maturity at the age of 40, and can live up to 900 years old. Many do not make it to that age due to their nature. Speed: Your base walking speed is 30 feet. Darkvision: You see in any light, as well as total darkness up to 60 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Spellsurge: Azuurans can increase the power of their magic by straining their own lifeforce. When you cast a spell, you can expend one of your Hit Dice to increase the spell’s level by 1. Once you use this feature, you can't use it again until you finish a long rest. Languages: You can read, speak, and write, Common and one other language of your choice. Subrace: Choose one of the following subrace options. Azuuran on Zaegoth Originally a cornerstone of world culture, Azuuran are now spread across the world. Due to their magical nature, Azuuran are often hired as mercenearies due to primal battle magic they have. In elven nations, they are often viewed as enlightened, due to the similarities in their physical structures.

Azuuran who seek independent goals often end up in high ranking positions of office or mercantile, as they have a hunger for all things arcane. This can also be a great reason for an Azuuran to begin a life of adventure. Credit: Beyond the Dice: Your Inner Monster Subrace: Mystic Azuuran Ability Score Increase: Your intelligence score increases by 1. Arcane Mind: You know the Thaumaturgy cantrip. At 3rd level, you learn the Chromatic Orb or Detect Magic spell. You can cast the chosen spell once without expending a spell slot, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. Subrace: Crystal Azuuran Ability Score Increase: Your charisma score increases by 1. Crystal Powers: You know the Thaumaturgy cantrip. At 3rd level, you learn the Burning Hands or Charm Person spell. You can cast the chosen spell once without expending a spell slot, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Credit: Viktor Fetsch -- Legend of the Cryptids

Bellower Bellowers are the result of the brokered deal between Urix, the arcane god, and the primordial queen Shal'Kall. Bellowers are monstrous beastial creatures, able to rip men to shreds with their deafening voices. As if their very mouths weren't already threat enough, bellower bodies are gifted with blessings, resulting in throbbing heads filled with psionic power. Bellowers exist in secret conclaves, often underground in fortresses built to ward off other races. Bellower Traits Ability Score Increase: +2 intelligence or +2 Charisma, +1 Wisdom Alignment: Bellowers are almost always Lawful Evil. Most Bellowers see themselves as the gifted children of the gods, usually gathering belligerent beings around themselves as testaments to their power. However, a bellower could br brought up by kind beings, and could truly change people's image of the race. Size: Driven by passion and desire, bellowers are known to relinquish nutrition in to persue their own goals. Bellowers are medium sized creatures who range from 5 feet to 7 feet in hieght. However as they grow older, many shrink to supply bone desnity to their enourmous skulls. Age: Bellowers are born in small enclaves in the far reaches of the world, reaching adulthood at age 15, and can last a few hundred years if their pursuits do not end them sooner. Speed: 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. Psionics: You know the Mage Hand cantrip, it also is invisible as you cast it. At 3rd level, you can cast the Thunderwave spell once per long rest. At 5th level, you can cast the Levitate spell once per long rest. Intelligence or Charisma is your spellcasting ability for these spells. Claws: You have beastial claws on your hands. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. Telepathy: You can communicate telepathically with any creature within 30 ft of you that shares at least one language with you. Languages: You can read, speak, and write common and undercommon. Credit: Slugtongue Concept Art -- Warhammer Series Psionics In Your Game If your DM doesn't have/allow a psionic class such as a Psion or Mystic but you still want to stick to typical lore, you can instead simply reflavor any caster to suit a psionic feel. An example would be making a fireball spell a kinetic pulse of energy on the location instead of the fiery bomb its written as.

Furby The furbies are creatures of myth, as they are seen as good omens to villages across Zaegoth. It is believed that Furbies have inert magical powers, which may be why villages see them as good omens. Furby Traits Ability Score Effects: +2 Intelligence, +2 Charisma Age: Furbies reach maturity around age 200, and are said to live for possibly hundreds if not thousands of years. Alignment: Furbies tend towards the alignments of good, as well as neutral. They tend to be lawful creatures as they are often seen helping those in need. Size: Furbies are roughly 1 - 1.5 feet in hieght and have round, owl-shaped builds with their small arms. Your size is Small. Speed: Your base walking speed is 30 feet. Languages: You can speak, read, and write Common and two other languages of your choice Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Born of the Arcane: You are proficient in the arcana skill Mythological Powers: Furbies possess the ability to cast magic from birth. At level 1, you may choose one cantrip from the Wizard or Sorcerer Spellcasting Table. Your spellcasting ability for this spell is your choice of Charisma or Intelligence. You choose an additional cantrip at level 10, and again at level 20. It Might Be A Joke Race Before you condemn this entire document on the account of this race, the origin is fantastic. In the first game I ran, I had created a mentor character for the PCs named Obo, but I had never given him a race, as he was never meant to be more than a shadow the PC would leave. However, one of the PCs managed to remove his cloak, and on the spot I said he was a Furby, which was found hilarious by the group. It fell to me to create a race that would later be played by Obo's son, a PC.

If you find Furbies to be a demonic entity like my players first did, you can easily change this with any cute/lovable creature that comes to mind. Credit: Furby Connect World

Gnoll Gnolls are generally depicted as feral nomads who kill and pillage without warning. Their whole bodies are covered in reddish-brown fur which becomes shorter as it surrounds their faces and clawed hands to reveal grey colored skin. Their pelts vary from mono-colored to spotted and their eyes are either yellow or black. Gnoll Traits Ability Score Increase: Your strength score increases by 2. Age: Gnolls typically mature around 9 or 10 years old, reaching around 50 to 60 years of age. However, some of the stranger gnolls are said to live for up to centuries. Alignment: Despite misconceptions, many gnolls are loyal towards their circles. However, they could care less towards the views and laws of other societies. As such, tend towards neutral alignments. However, darker Gnolls tend towards chaotic evil. Size: Despite being a Medium sized creature, gnolls are usually pretty tall beings. Some stretch well over 6 - 7 feet. Darkvision: Going on the hunt well into the dark hours of the night has trained your sight well. You have Darkvision out 60 ft. Carrion Eater: Your exposure to sickly flesh and gross meats has fortified your body against plagues and filth. You gain advantage on saves vs. diseases and poisons. Bite: Your powerful jaws can snap through bones and bring foes to ruin. You are considered proficient with this attack and base damage is 1d4 piercing damage, using your Strength for attack/damage. This base damage increases to 1d6 at 6th level, 1d8 at 12th level, and 1d10 at 18th level. Feral Dash: You may drop to all fours as a free action. By doing so, your base speed increases by 5 ft. In addition, any attack not involving your natural attacks suffers disadvantage. Rules for standing up from being prone apply to this stance. Alternatively, you can use the dash action and gain a +10 ft. bonus instead. Subrace: Choose one of the following subrace options Credit: Monster Manual (SRD) D&D 5 Plains Gnoll Credit: Monster Manual (SRD) D&D 5 From hiding in tall grasses to jump prey to sneaking past larger threats, the gnolls of the plains are experts in subterfuge. Ability Score Increase. You are more agile than most of your relatives. You gain a +1 bonus to Dexterity. Brisk Runner. You gain a +5 ft. bonus to your land speed. This stacks with feral dash. Sneaky. Proficiency in Stealth skill. Gnolls As Player Characters Gnolls are usually not the smartest, but your origin can change that. Players who choose Gnoll as their race should consider what makes them different from their larger kin, and if they have overcome obstacles to be accepted in the world.

Credit: Volo's Guide to Monsters 5e Desert Gnoll Chasing meals across empty sand reaches for much of their lives; these gnolls are hardier and more ruthless in their hunting techniques. Ability Score Increase. You are much hardier than many of your other relatives, as you must face harsh climates and less supplies than more lush environments. You gain a +1 bonus to Constitution. Rampager: When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half its speed and make a bite attack. You can only use this ability once per long rest. Survivalist. Gain proficiency in the survival skill. Credit: Volo´s Guide to Monsters D&D 5 Spirit Blood Perhaps you were among those born with demon's blood, perhaps you come from a clan of oracles and shamans. Some bring forth rumors that you have the blood of gnomes in you. Ability Score Adjustment. You are more adept at the mystical arts than many others of your kind. As a result, you are more capable at both spellcraft and the art of manipulation. You gain a +1 bonus to Charisma. Cackling Mystic. You may cast Vicious Mockery and Minor Illusion (sound only) as Cantrips, going off your Charisma modifier for spell DC. Gnolls in Zaegoth Gnolls are said to be the lovechild of the death god Thezzerak and primordial queen Shal'Kall. Gnolls are often viewed through this lens of in the world, as many of them live in primal societies, however tribes containing elders of spirit blood are sometimes accepted.

Lumian Lumians are said to be descended from Celestial beings born high in the mountains that scatter the world during in full wake of the night sky. They are usually a favorable omen to villagers, and are often seen as symbols of good luck. Lumians have a knack for natural magic talent, as well as being understanding of other creatures. Lumians are pale humanoids with charming features and crystalline eyes. Lumian Traits Ability Score Increase: +2 Wisdom, +1 Dexterity Age: Lumians achieve maturity at around the age of 16, and can live for up to 400 years. Alignment: Lumians tend to be very good and caring creatures, and are usually neutral in their state of mind. Size: Lumians tend to be between 5 to 6 feet tall, 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 Moon's Blessing: You have advantage on Constitution saving throws while standing in direct moonlight. If you take a short rest in moonlight, you regain the maximum number of hit points for each Hit Die spent. At 3rd level, you can cast the spell Moonbeam once per day, Wisdom is your spellcasting modifier for this spell. Tender Nature: You have proficiency in the persuasion skill. Lunar Grace: As a bonus action you can teleport 5 feet per character level to an unoccupied space you can see. You can only teleport yourself and your gear. Once you use this ability you cannot use it again until you take a long rest. Languages: You can speak and read Common and Celestial Credit: Soratami Rainshaper -- Magic the Gathering Lumians In Other Settings Lumians are generally kind nature spirits, which means you can flavor them in other settings in any way you choose. Some examples of this are using them in a similar way to Aasimar, and instead trave their lineage to creatures of the night. Lumians On Zaegoth Children of Zeraki, the celestials of the storm, Lumians are generally calm and collected people, who are rarely seen on the material plane. Angering a Lumian is often considered terrible for farmers, as lumain druids wash away crops when angered by villagers or lords.

Orc To feel the thunder of orcish war drums outside the gate and to hear a chorus of voices growling, "Gruumsh!" is the nightmare of every civilized place in the world. For no matter how thick its walls, skilled its archers, or brave its knights, few settlements have ever withstood a full-scale onslaught of orcs. Orc Traits Age: Orcs reach adulthood at age 12 and live up to 50 years. Alignment: Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil. Size: Orcs are usually over 6 feet tall and weigh between 230 and 280 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. Languages: You can speak, read, and write Common and Orc. Subrace: Choose one of the following options. Orcs in Other Settings Orcs are general enough to place in almost any fantasy setting regardless of origin. The subraces for this Orc are more in line with lore given in 5e, but the flavoring for why your Orc turned out the way it did can be entirely up to you. Orcs on Zaegoth Orc tribes on Zaegoth are as varied as other humanoids, given the more strict caste system, Orcs usually know what path they will choose due to their physiology. Orcs who choose to break from this system may find themselves exiled, and excellent reason to pick up a life of adventure. Credit: Monster Manual (SRD) D&D 5 Mountain Orc The most common orc subrace, Mountain Orcs are known for traveling in large groups through passages and installing encampments. Mountain orcs are brutish and tough. Any orc who kills an elf in battle will cut out his eye as a symbol of worship to Gruumsh, the god of Orcs. Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1. Furious Blows: When you make a melee weapon attack with advantage, you may add your proficiency bonus to the damage dealt. Aggressive: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. Menacing: You are trained in the Intimidation skill.

Credit: Hobgoblin Warlord by BraveSirKevin on DeviantArt Orog Orog somewhat resemble smaller Orcs in appearance, but can actually be more intelligent than their kin. Orogs are a result of a divine blessing by the orc god Luthic. They are at once valued for their powers and feared by orc leaders, who know that orogs can easily usurp their place if they feel like it. Ability Score Increase: +1 Strength, +1 Constitution, +1 Intelligence Arcane Senses: You are proficient in the Arcana skill. Blessing of Luthic: You know the Booming Blade cantrip. At 3rd level, you can cast the Cause Fear spell once per long rest. At 5th level, you can cast Enlarge/Reduce , but only use it to enlarge, once per long rest. Intelligence is your spellcasting ability for these spells. Credit: Male Orc Wizard - Pathfinder Shargaas' Chosen Any orc deemed too weak to survive, but show a cunning aptitude and care for the dead are tested to see if they can join the Cult of Shargaas, the Orc god of darkness, night, stealth, thieves, and undead. Ability Score Increase: +1 Dexterity, +2 Charisma Shadow Walker: You are trained in the Stealth skill. Occulist: You know the Minor Illusion cantrip. At 3rd level, you can cast the False Life spell once per long rest. At 5th level, you can cast Ray of Sickness at 2nd level once per long rest. Charisma is your spellcasting ability for these spells.

Satyr Satyrs resemble slightly stocky humans with furry lower bodies and cloven hooves similar to that of goats. Satyrs have pointed ears similar to an elf, and horns that vary from small stubs about two inches long to large and curled ram's horns that protrude about two feet from their head. Their hair ranges from the more common brown to hues of reddish orange and the rare white. They usually sport bushy beards, or at least a goatee. Satyrs' eyes are usually blue or brown, however some satyrs have yellow eyes that resemble a goat's. They are relatively short, around 5 ft. Satyr Traits Ability Score Increase: Your Dexterity score increases by 1 and your Charisma score increases by 2. Age: Although satyrs reach physical maturity at about the same age as humans, the satyrs are well connected with nature spirits, and are attuned to the natural world. Satyrs typically achieve adulthood at the age of 20 and live to around 200 years old. Alignment: Satyrs love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. Size: Satyrs range from under 5 to about 6 feet tall and have slender builds. Your size is Medium. Speed: Your base walking speed is 30 feet. Fey: You have two creature types: Fey and Humanoid. You can be affected by a game effect if it works on either of your creature types Fey Magic Resistance: You have advantage on Saving Throws against Spells and other magical effects, and you cannot be magically put to sleep. Horns: Your set of curled horns act as a natural weapon you are proficent, dealing 1d4 bludgeoning damage on a successful hit. Strength is your modifier for this attack. Instrument: You have proficiency in one musical instrument of your choice. Charmed Speech: You are proficient in the persuasion skill. Languages: You can speak, read, and write Common and Sylvan. Credit: Monster Manual (SRD) D&D 5 Zaegoth & Other Settings Satyrs are affiliated with the fey realms, and often enter the worlds of men. They do this for a vaierty of reasons, but many of them are great reasons to pick up a life of adventure.

Shadowborn You are a being made of dark energies and flesh, your form is that of a pitch-black humanoid, your skin is black as night and your eyes shimmer a deep red. This comes with it's pros and cons. You are either gifted with the strength or speed of the abyss. Being a shadowborn gives you these traits. Shadowborn Traits Ability Score Increase: +2 Strength or +2 Dexterity, +1 Charisma Age: Most Shadowborn were once of a different race, and whether it be from a curse, a powerful item, a former soldier of the abyss, or perhaps a lust for power, Shadowborn vary by age, largely depending on who they once were. Shadowborn are generally older than 30 and can live for an untold number of years. Alignment: Shadowborn tend to be on the more chaotic and darker side of the alignment table, but some even go so far as to be remembered as great heroes. Size: Shadowborn range from 5 to 8 feet in height. Your size is medium. Speed: Your base walking speed is 30 feet. Darkvision: You see in any light, as well as total darkness up to 120 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. Weakness of the Dark: You have disadvantage on saving throws against spells that deal Radiant damage, and ranged spell attacks that deal radiant damage have advantage against you. Aura of Darkness: You have resistance to necrotic and poison damage. Body of Shadows: You are proficient in the stealth skill. Ethereal Form: Your form gives you some advanatges out in the world. You are immune to disease.

You do not need to eat or breathe, but you can ingest food and drink if you wish.

Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. Languages: You can speak and read Common and Abyssal. Credit: Monster Manual (SRD) D&D 5 Shadowborn Across Settings The origin of the shadowborn can be very important to the backstory of a character, often the result of the PC's past actions. Shadowborn are also similar enough to the demonic entities players encounter that demon centric campaigns can play into this wonderfully.

Shardmind Shardminds are crystalline creatures consisting of hundreds of small shards of translucent green, white, red, or amber crystal assembled into humanoid form and animated by a force of pure psionic energy. Shardminds choose their forms to mimic the shapes of humanoids; some take on forms that seem more masculine, while others appear more feminine. A shardmind’s animating force glows dimly from within each of its component shards, emanating most brightly from where the eyes of a natural humanoid would be. This inner light sheds dim light in a shardmind’s space, but a shardmind individual can squelch the light with an instant’s concentration—in order to hide in the dark, for example. The crystalline fragments making up a shardmind’s body are in constant, silent motion, almost like the circulation of blood. When a shardmind is stunned or unconscious, it might lose control of the tight mental reins that keep its body in humanoid form, a few shards slipping free into orbits around its body until the shardmind regains control. Shardminds are living creatures only in the loosest sense. Their crystalline bodies require no sustenance, and they don’t breathe. They don’t need sleep, though they must still rest for six hours to gain the benefits of an extended rest. They don’t have gender and don’t reproduce, but the shardminds alive today aren’t the same ones that sprang to life during the Dawn War. Shardminds say that the Living Gate shattered into countless fragments, and each time an awakened shardmind is killed, another one somewhere in the universe stirs to consciousness. Shardmind Traits Ability Score Increase: Your Intelligence score increases by 2. You may increase any other score by 1. Age: There is no limit to a shardmind's age. The average starting age for a shardmind character is 5 to 60 years which is based on the race / culture to which it has attuned itself. Alignment: Shardminds are influenced by the alignment of the race they select for their reflecting pool trait (see below) and tend towards non-chaotic alignments. In the end, like most races, they can be of any alignment Size: Always Medium but a wide range of heights and builds. One exception of note is that they are always bulkier than the race they seem to resemble due to their crystalline nature. Speed: Your base walking speed is 30 feet Mindspeak: If you can shout 200 feet in front of you anyone within a 200 ft radius will also receive the message. Beyond that distance even the most ferocious shardmind’s yell would fade to nothing. Reflecting Pool: You closely resemble a chosen race’s general physical appearance, except you are made out of living crystal. Wave upon the Rock: You have Psychic Damage Resistance Living Construct: Being constructed of crystallized astral matter has certain benefits. Though living, and being able to be damaged by normal means, you are immune to disease. You do not need to eat or breathe, but you can adsorb food and drink if you wish. Instead of sleeping, you enter a contemplative trance for 4 hours each day. You do not dream in this state but reflect upon life events and / or your existence; you are fully aware of your surroundings and notice approaching enemies and other events as normal. Observer: You proficient in the Insight skill. Languages: You can read, write, and speak Common. You also gain one additional form of communication or Language of your choice. Shard Swarm: As a bonus action, you can temporarily disassemble yourself into crystal pieces, allowing you to teleport up to half your movement speed in a direction of your choice. You reassemble at that location, giving you advantage to your attack rolls on your next turn. Once you use this ability, you can't use it again until you finish a long rest. Credit: Shardmind Monk by whitelycandf on DeviantArt Shardmind Across Settings If using a setting that has different lore than typical D&D, shardminds are great for characters who want to play a golem wizard. One concept I've seen is a wizard placing his soul into a golem body to sustain himself.

Synad Synads are alien creatures who originally came from the far realm. Synads seem unsocial to the naive. In truth, each synad is a group unto himself, composed of three fully independant minds that are fused into a cooperating whole. While most races suffer the crushing loneliness of a wholly closed-off mind, synads reap the benefits of combined thought, cooperative planning, and multiple viewpoints on each new task or topic. Synad Traits Ability Score Increase: +2 Intelligence, +1 Constitution Age: Synads are incredibly long lived, maturing at about 50 years and living several centuries. Alignment: Synads do not tend toward any particular alignment. The best and the worst are found among them. Size: Medium. Synads are similar to humans in terms of physical build. Speed. Your base walking speed is 30 feet. Aberration. You have two creature types: aberration and humanoid. You can be affected by a game effect if it works on either of your creature types. Darkvision. Your three minds work together to perceive that which others do not. You may see in dim light out to a radius of 60 feet as if it were bright light, and darkness as if it were dim light. You cannot perceive color in darkness, only shades of grey. Threefold Mind. You have advantage on saving throws against being charmed. Oracle. The part of a synad's mind known as the oracle grants him a daily precognitive edge. You may add your proficiency bonus to any attack roll, ability check, or saving throw that you make (using this ability on a saving throw requires a reaction). You regain the ability to use this feature upon finishing a long rest. Collective. The part of a synad's mind known as the collective allows him to tap into a racial network of knowledge and information. You may add your proficiency bonus to any Intelligence-based skill check that you make. If the check already includes your proficiency bonus, you add double your proficiency bonus to the check. You may use this ability again upon finishing a short or long rest. Multitask. Your three minds make it easy to do what normal humans do not. You may make any Intelligence, Charisma, or Wisdom skill check as a bonus action on your turn. You may use this ability again upon finishing a short or long rest. Languages. You may speak, read, and write Common and Synad. Synad Across Settings Synad are creatures from the far realm in D&D lore, but they could be used for everything from awakened minded humans, to former slaves of the Illithid depending on lore. On Zaegoth, Synads are born from the plane of Pandemonium, and are usually the test subjects of Mordoc, the god of Chaos. Credit: Complete Psionic, D&D 3.5e

Tanarukk Tanarukk are Orcs with a mixture of fiendish blood. Tanarukk are born when Orcs turn to Baphomet as their deity, usually in a time of need. Their figure is about same as Orc, but with bull-like horns and bonish spikes that grow from their shoulders and back of head and neck. Some Tanarukk live among Orcs, but not every clan welcomes them. Some tribes see themselves as harmed by fiends and decide to hunt Tanarukk in revenge. They are capable of natural pyromancy which they use to infuse their attacks with flames. Tanarukk Traits Ability Score Increase +2 Strength or Charisma, +1 Constitution Size: Tanarukk can grow to up to 8 feet tall. Your size is Medium. Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Speed: 30 feet Powerful Build: You count as one size larger when determining Your carrying capacity and the weight you can push, drag, or lift. Natural Armor: Tanarukk combine fiendish toughness with orc endurance. Their skin grows dense and hard. When You aren’t wearing armor, Your AC is 13 + your Dexterity modifier. Hellfire Within: As a bonus action, you can tap into your inner fire and channel it to power your attacks. The next time you hit with a melee weapon attack this turn, you can add 1d6 fire damage to it. You can use this feature a number of times equal to your constitution modifier per long rest (minimum of once). At 6th level damage increases to 2d6, 3d6 at 11th level and 4d6 at 16th level. Languages: Common, Orc and Abyssal Racial Variant: Infernal Tanarukk Some Tanarukk are born with a higher concentration of fiendish blood, warping their biology closer to that of the hellish terrors they come from. Devilish Resistance: You are resistant to Fire damage. This trait replaces Natural Armor. Credit: Volo´s Guide to Monsters D&D 5e Tanarukk Across Settings Tanarukk can fulfill many niches in your world, whther you want a demon PC, a demonic curse, orc deals with dark forces, Tanarukk are great for these kinds of games. On Zaegoth, Tanarukk lore is very similar to that of 5e.

Thri-Kreen "Thri-Kreen wander the deserts and savannas of the world, avoiding all other races." -Monster Manual D&D 5e Thri-Kreen Traits Ability Score Increase. Your Strength or Dexterity score increases by 2 and Wisdom score increases by 1. Age. Thri-kreen have short life spans and rarely reach 30 years of age. Alignment. Acting spontaneously, thri-kreen are generally unpredictable, and nearly always of chaotic alignment, showing no inclination toward good or evil. These traits make them utterly alien and inscrutable to other races, and folk unfamiliar with them might regard them as savage and brutal monsters. However, thri-kreen view themselves as noble hunters. Size. Thri-kreen range from five to seven feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Your insectoid senses give you superior vision in dark and dim conditions. You can see in dim light 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. Sleepless. Thri-kreen don't require sleep and can rest while remaining alert and performing light tasks. By spending 4 hours a day resting in this way, you gain the same benefit a human would from 8 hours of sleep. Magic can't put you to sleep. Carapace. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor Four Arms. Once per turn, you can draw or sheathe a weapon (or retrieve or stow an item stored on your person) as a free action instead of a bonus action. Poisonous Bite. You may use an action to make an attack with your bite. This attack deals 1d6 piercing damage plus your Strength modifier and you have proficiency with the attack. Creatures that take damage from your bite attack must make a Constitution save (DC = 8 + proficiency modifier + your Constitution bonus) or become poisoned for 1 minute. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. Creatures who succeed on any saving throw against your poison may not be affected by your poison attack again for 24 hours. Once you use this feature, you can't use it again until you finish a long rest. At 11th level, if the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. Claws. A thri-kreen’s unarmed damage is 1d4 slashing + Strength modifier. Languages. You can speak, read, and write Common and Thri-Kreen. The native language of the Thri-kreen consists mostly of clicks and chitters, making it nearly unpronounceable to other races. Racial Variant: Psionic Thri-kreen Unlike their counterparts, these Thri-kreen are born with inert psionic powers, making them more devious than their kin. However, these powers of the mind make them slightly smaller than their kin, making their bite not as dangerous to their foes. Ability Score Improvement: +2 Int, +1 Wis (replaces the base ASI)

Psionics: You know the Mage Hand cantrip except it is also invisible when you cast it. Once you reach 3rd level, you can cast the blur spell once. Once you reach 5th level, you can also cast the Invisibility spell once. You must finish a long rest to cast these spells again with this trait. Intelligence is your spellcasting ability for these spells. (Replaces Poisonous Bite) Credit: D&D 4e Monster Manual Thri-Kreen Across Settings Thri-kreen are an excellent race for world such as Dark Sun, and any other world that uses primarily psionic abilities. These desert dwellers can fit into pretty much any biom you'd like them to. On Zaegoth, Thri-kreen originate from the Daiaken Desert, where the nearest water is over 20 miles away.

Toadmen Toadmen are an ancient race, who originated in the plane of water. A hearty and wise race, they often stay in their villages, far away from normal society. Toadmen prefer high elevation environments and anywhere near water, such as mountain springs or islands. Although their villages are built far away and secluded, they are a kind people, willing to take in travelers whenever they come by. Toad Society is very rigid, with every toadman being determined as tadpoles what role they will fill in village life. At birth, tadpoles are placed in magic pools, that cause the tadpoles to glow if they have arcane ability, and indicate which one they have. However, tadpoles are known to not match that of the parent, so a warrior toad could give birth to a sage toad, and vice versa. It is said that the strongest warrior in the village is to become chief, his job to protect the village. Second to him is the most powerful sage, the high sage toad. To claim these village positions, the retiring or dying official reccomends a toad in the village, but any who think they are worthy of such a thing may challenge the reccomended toad through the three tests a race, both on land and water. A game of Onney-Wooney-Wunga (a game similar to chess) A duel to the submission or death. The challenges for chieftain are usually long and have quite a few competetors, but the contest for high sage is far rarer. Toadmen Features All members of the Toadman race share some features. Ability Score Increase. Your Constitution increases by 2 Age. Toadmen Reach maturity at age 40 and live till 200 Alignment. Toads tend towards the lawful side of the spectrum, with family and the village being most important. They also tends towards good, although some will deviate occasionally. Size. Toads are generally a short race, with most being under 5 feet. Speed. Your base walking speed is 30 feet, and you have a base swimming speed of 30 feet Amphibious: You can breathe air and water. Languages. You can speak, read, and write Common and Aquan. Elastic Joints: You are proficient in the acrobatics skill. Toad Oil: Once per long rest, you can spray an oil from glands in your skin in a 15 foot cone around you in a direction of your choice as an action. The oil is flammable, and dries up after 1 minute if unlit. If the oil becomes lit, any creatures that start their turn in the flaming oil or moves in it's space take 5 fire damage. The oil burns for 1 minute, then disappears. Subrace: Choose one of the following subrace options Credit: Frogman from Blade & Soul Warrior Toad The most common type of toadman, warrior toads are made to be large defenders of villages. Warrior toads are trained in combat at an early age, and generally have an inert sense of chivalry. Ability Score Increase: Your Strength increases by 1 Weapon Proficiency: You gain proficiency with 1 weapon type of your choice Armor Proficiency: You gain proficiency with light and medium armor, and shields. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Protector of the Weak: If a creature is attacked by a melee weapon within 5 feet of you, you may use your reaction to impose disadvantage on the attack roll. Once you've used this feature, you can't use it again until you finish a long rest. Toadmen Across Settings Toadmen are great for settings that have diverse groups in marshy areas. Toadmen are designed as better Bullywoags, and players can just as easily use the templates for bullwoag PCs.

Credit: Boggard -- Pathfinder Sage Toad Sage toads glow in a tadpole state, signifying their magical prowess. Most who are born sage toads school in the arts of the natural world, often becoming druids or clerics of nature gods and goddesses. However, some are born with strange symbols upon them, perhaps bloodlines of power dwell within them. Ability Score Increase: Your Charisma or Wisdom score increases by 1. Trained sage: You know the Guidance Cantrip. Hibernation: By putting themselves in a hibernation state for one hour and drawing on natural energy around them, they regain access to a spell slot of 3rd level or below. During hibernation, you are considered prone, incapacitated, and unconscious. Once you use this feature, you can't use it again until you finish a long rest. Credit: Pathfinder Male Frog Portrait Token Shadow Toad When raised in tadpole pools, shadow toads are distinguishable by their pure black tadpoles, which from birth already tend towards a stealthy nature. Shadow toads are usually the most chaotic toadman, serving as agents often for rulers far away from the humble villages of the toadmen. Ability Score Increase: Your Dexterity increases by 1. Armor Proficiency: You are proficient in light armor Lightfoot: You are proficient in the sneak skill Poison Oil: Your flammable oil is replaced with a poisonous one, which you spray in a 15 foot cone. Each creature in the area of your spray must make a dexterity saving throw. The DC for this is 8 + Dex modifier + Proficiency bonus. On a failed save, they take 2d6 poison damage, and half as much on a success.

Unkesh Unkesh originate from the elemental plane of fire. Unkesh are humanoids who stand about 5 to 6 feet tall, have fair skin with small deep cracks all along their body except for their head, and eyes ranging in color from light red to dark purple. Unkesh come to the material plane through arcane gateways and summonings, often making small colonies in the world. With clothes covering their body, most try to pass off as humans, if their strangely colored eyes are not a giveaway. Their body is considered to be magically imbued, providing them with extraordinary power. Unkesh are known for their great temperaments and destructive nature, and when angered seem to glow with their fire within. Unkesh Traits Ability Score Increase: +1 Strength, +2 Charisma Alignment: Unkesh are a short tempered race, and thus tend to be more chaotic, favoring neutrality as normal. However, some definitely fit the mold as ether heroes or villains. Size: Medium, with builds similar to humans. Age: Due to their elemental bloodline, Unkesh have an extended lifespan. They reach maturity at the age of 30 and life for up to 400 years. Speed: Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Ignan. Darkvision: The flame that burns within you gives you vast sight, even in the darkness. You see in any light, as well as total darkness up to 60 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. Eyes of Piercing Flame: Born of fire, your eyes are used to bright lights being constantly around you. You cannot be blinded Born of Fire: You have resistance to fire damage. Soul's Ignition: You can summon the flame within yourself to serve as a barrier for those who may do you harm. As an action, you can gain 1d6 temporary hit points. The temporary hp gained increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. Once you use this feature, you can't use it again until you finish a short or long rest. Credit: Archai from Pantheon MMORPG Unkesh Across Settings The unkesh are great for ancient or forgotten races, like Azuuran. Unkesh can also be changed to deity bloodlines if the setting permits it.

Ursine Ursine are not known for their calm natures. They are boisterous and loud, their minds unable to fathom nuanced emotions. They act extremely when faced with choices and can be hard, if not impossible, to convince once they have made up their minds. Their celebrations are filled with explosive passion, and their wrath is as raging as a forest fire. These extreme reactions often lead to fighting, even amongst themselves. Luckily, ursine are a hardy people and consider scars to be an honorary reminder of a battle successfully fought, and it is not unusual to see two ursine get into a bloody scuffle, only to share a cask of ale moments later. Ursine Traits Ursine are mighty and powerful. Your ursine has the following traits. Ability Score Increase. Your Strength score increases by 2. Age Due to their bear heritage the Ursine have a much shorter lifespan than other races. They reach adulthood around 14 years and typically live up to 60 years. Alignment Due to their hatred of tyranny, Lawful Evil is almost unheard of, with Lawful Neutral and Lawful Good being semi-rare. All other alignments are typical within Ursine culture. Adventurous ursine can be any alignment, due to their long term exposure of the world around them. Speed Your base walking speed is 30 feet. Size Ursine stand between 6 and 8 feet tall, weighing on average around 300 – 500 lbs. Size Med. Bear's Toughness Your hit point maximum increases by 1, and increases by 1 every time you gain a level. Bear Claws You can use your paws as natural weapons. You are proficient with your unarmed strikes, which deal 1d6 slashing damage on a hit. Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Natural Prowess You gain advantage on any Perception check that benefits your powerful sense of smell. This perception bonus is not granted to any sense other than smell. Darkvision Your ancestors have long since become used to being active in the night, becoming accustomed to little source of light. You have superior vision in dark and dim conditions. You can see up to 60 feet in dim light as if it were bright light and darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Languages You can speak, read, and write Common. In addition, you can communicate with bears, as well as bear-based creatures. Subrace The five subraces of ursine correlate to the different environments in which these ursine have created their habitat in. Some of their physical features can also differ from subrace to subrace, such as fur color. Choose one of these subraces. Credit: Bear Warrior by Rui Jin Black Ursine Black ursine have developed excellent tactics within their ranks. These ursines know their environment astoundingly well and will take every opportunity they can to gain the upperhand by utilizing it. Black ursine interact quite regularly with the common races and are actually regularly called upon during times of war for their intellect and guerrilla support. Ability Score Increase Your Intelligence score increases by 1. Mask of the Wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Ursine Across Settings Ursine are bearfolk, which means you can put them practically anywhere in a setting, and they'll do what they can to survive. Ursine also make for great player characters becuase their backgrounds are very maluable. Each of the subraces gives a strong impression of where to place them in a world, but let your imagination run wild with such a maluable race.

Credit: Guild Wars 2 Concept Art Grizzly Ursine As a grizzly ursine, you have enormous strength and can withstand many ailments, effects, and hits before needing any assistance. You stand quite strong on your own, but are only more motivated when protecting your allies. When a dangerous foe or creature threatens the livelihood of a friend, you are willing to stand your ground and protect them. Grizzly ursine are known for their rough brown fur and wide stance. They are most commonly found in forests and commonlands that have a wide range of climates. Ability Score Increase Your Constitution score increases by 1. Brave You have advantage on saving throws against being frightened. Credit: Kodan - Guild Wars 2 Polar Ursine Polar ursine tend to never want to leave their home in the frosty north. They prefer the cooler weather and have trouble living their day to day in the hotter environments. Polar ursine are known not to survive in harsh, hot environments such as deserts or the plane of fire. Polar ursine tribes often offer assistance to the common races when needed. It's not uncommon for the polar ursine to hunt in the stead of a human who cannot handle the extreme cold climates. Ability Score Increase Your Charisma score increases by 1. Arctic Resistance You have a resistance to cold damage.

Credit: Kodan - Guild Wars 2 Spotted Ursine As a spotted ursine you hail from the lands of the far east. You have colors of black and white on your fur and have trained in certain martial weapons found in your kingdom. You tend to shy away from the more intelligent races and stay hidden. You don't like to interact with large groups in large settings or in major cities. Ability Score Increase Your Dexterity score increases by 1. Eastern Weapon Training You have proficiency with the shortsword, longsword, dagger, and dart. Credit: Kobold Press - Midgard Sun-Striped Ursine Hailing from the secluded, moist jungles, the sun-striped ursine keep to themselves and will rarely interact with the more common races. Sun-striped ursine tend to have smaller familial outposts. Often times during their trials to adulthood the family will split due to young ursine wanting to establish their own family. Sun-striped ursines have little trouble traversing through jungle environments due to their natural habitat. Ability Score Increase Your Wisdom score increases by 1. Jungle Hunter Difficult Terrain in a jungle environment does not slow you or your group's travel.

Volodni The volodni resemble humans with deep olive-green skin, the color of pine-needles, whose flesh is tough and woody in consistency. Clear sap runs through their veins where a human would bear blood, their hair grows in long, thick locks that resemble the scaly bark of a tree, and their eyes are gleaming black. Volodni of both sexes tend to be tall and lean, with wide shoulders and long arms. As you'd expect of a race of militant druids, they favor leather and wood for their arms and armor, dyed in green and brown to blend in with the terrain of their forest home. Volodni Traits Ability Score Increase: Your Wisdom is increased by 2. Age: Volodni mature around the age of 5, and can live upwards of 3000 years. Size: A Volodni's height ranges from 4-7 feet in height. More often then not, Volodni resemble the tree they come from in terms of size. Alignment: Nearly all Volodni are neutral, relying on the world around them to keep order. Speed: Your base walking speed is 30. Natural Camouflage: You have advantage on stealth skill checks when in forested areas. Darkvision: You see in any light, as well as total darkness up to 60 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. Flammable Form: You have disadvantage on saving throws against spells that deal fire damage, and ranged spell attacks that deal fire damage have advantage against you. Treespeakers: You may use the Communicate with Plants spell without expending a spell slot. Druidic Origin: You know the Druidcraft cantrip, At 3rd level, you may use the Goodberry spell once per day w.thout expending a spell slot. At level 8, you can cast Barkskin once per day without expending a spell slot. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Languages: You can speak and read Common and Sylvan. Subrace: Choose one of the following subrace options. Credit: Libris Monstrum #36B: Plants Revisited Part 2 Oaken Volodni Ability Score Increase: Your constitution score increases by 1. Oaken Armor: When you have no armor on, you have an AC equal to 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Earthen Fists: Your hands have thick growths on them, making them weapons you are proficient with. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Volodni Across Settings Volodni are playable tree people that players will undoubtable have fun with. The nature of their origin can be a great place for DMs to do worldbuilding since they can come from differing forest structures, cultivating themselves in different ways. On Zaegoth, Voldoni are keepers of primal magic and ancient artifacts guarded since the first seedlings were born from the primordal queen.

Credit: Spirit Sage Blackshell Blackshell -- Chiniverse Wispwood Volodni Ability Score Increase: Your Intelligence score increases by 1. Elder's Knowledge: You have access to two cantrips from the wizard spell list, intelligence is your spellcasting modifier for those cantrips. Credit: Sylvari - Guild Wars 2 Wirewood Volodni Ability Score Increase: Your Dexterity score increases by 1. Tree Stride: Once on your turn, you can use 10 ft. of your Movement to step magically into one living tree within your reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger. After using this ability, you can't use it again until after a long rest. Credit: Monster Manual (SRD) D&D 5 Blossoming Volodni Ability Score Increase: Your Charisma score increases by 1. Fey Charm: As an action, you target one humanoid or beast that you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw or be magically Charmed. The Charmed creature regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can. Each time you or an ally do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 4 hours or until the you die, or if you end the effect as a Bonus Action. If a target's saving throw is successful, the target is immune to your Fey Charm for the next 24 hours. After using this ability, you can't use it again until after a long rest.

Vryloka The half-living children of vampires birthed by human females, Vryloka are progenies of both horror and tragedy. The circumstances of a Vryloka’s conception are often called into question but scarcely understood, as few mortal mothers survive the childbirth. Those who do often abandon their monstrous children and refuse to speak of the matter. While some speculate that Vryloka result when mortal women couple with vampires, others claim that they form when a pregnant woman suffers a vampire bite. Some particularly zealous scholars even contest Vryloka’ status as a unique race, instead viewing them as humans suffering from an unholy affliction. Indeed, this hypothesis is strengthened by Vryloka’s seeming inability to reproduce, their offspring inevitably humans. You either have unholy strength or unholy speed. Ability Score Increase: Your Strength or Dexterity increases by 2 and Charisma by 1. Age: Vryloka are long lived thanks to their vampire heritage. They reach adulthood at the same rate as a human, but can live for several hundred years. Size: Vryloka have the same range of height and weight as humans. Speed: Your base walking speed is 30 feet. Darkvision: Cursed by your vampire heritage, you can easily see through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Vampiric Resistance: You have resistance to Necrotic damage. Vampiric Magic: You know the Minor Illusion cantrip. When you reach 3rd level, you can cast the Charm Person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Bite: Your fangs are natural finesse weapons, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 piercing damage instead of the bludgeoning damage normal for an unarmed strike Blood Thirst: In the heat of battle, you can throw yourself into a bloodlust. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest. Languages: You can speak, read, and write Common and one other language of your choice. Credit: Vampire by Diana Martinez for Paizo The Vampire for a PC Vryloka are great if a player wants to satisfy a vampire itch they have for character design. These half-vampires can originate in a variety of ways, depending on the setting you use them in.

Goblin Racial Variant: Nilbog Blood Sometimes when Goblins are treated so cruelly that it stands out too much, the nameless goblin trickster deity will possess them and make them punish others for oppressing the goblin race, creating a Nilbog. You are an offspring of one such creature. Nilbog Blood Traits Ability Score Improvement: +1 Dexterity, +2 Charisma (Replaces base ASI) Tricksterous Origins: You know the Vicious Mockery cantrip. Once you reach 3rd level, you can cast the Hideous Laughter spell once. Once you reach 5th level, you can also cast the Enthrall spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells. (Replaces Fury of the Small) Lunatics and Chaotic Children While the Nilbog is a walking contraditiction, the concept of a diety dabbling in mortal lives is very common in mythology. The concept for this is that a Goblin PC can be a bard or other charisma based character, allowing for more variety in design. On Zaegoth, Nilbogs are Goblins that come from the plane of Pandemonium, and wreck as much havoc as they can before usually dieing at the hands of mortals. Breeding practices during these events cause strange occurances, as Mordoc's chaotic grip on the Nilbogs does not work on their offspring, resulting in interesting interactions in the setting. Credit: Volo´s Guide to Monsters D&D 5

Goliath Racial Variant: Half-Giant Goliaths Half-giants are widely known for their physical abilities, and for their ability to deal heavy damage to foes during combat, but they are typically shunned by many people for their hulking figures and often simplistic views on life and goals. This is not to say that half-giants are stupid, as many of them, especially storm half-giants can have great intellect, but because of their ability to muscle through problems, they typically do not worry too much about details, and feel they can just plow right on to their goals. Credit: Fire giant -- Pathfinder Fireborn Goliath Living in the hottest areas of the world, Goliath descended from Fire Giants are a stout and short tempered bunch. Many are held as captive workers for their Giant kin, but those who are desire nothing more than to kill their captors. They are often devious, and make long term plans that they will do all in their power to accomplish. Fireborn Goliath are roughly the same size as their Mountain brethren. Their hair ranges from red to orange to light brown, often reflecting the colors seen in the flames themselves. Males do not have facial hair, but some do grow their hair long. Skin tones are light brown to rusty, sometimes with hints of red. Ability Score Increase: Fireborn gain an increase to their Strength Score by 2, and their Charisma score by 1. (replaces ASI) Hot Tempered: You are very quick to anger. When you are hit with a critical attack, as a reaction you can make a melee attack against the creature that hit you, with advantage. After you use this trait, you can’t use it again until you finish a short or long rest. (replaces Stone’s Endurance) Fire in the Veins: You are born of the heat of volcanoes and lava. You have resistance to fire damage (replaces Mountain born) Credit: Norn - Guild Wars 2 Frostborn Goliath Called Shepherds of the Snow, Frostborn Goliath were the last of the sub races to be found. Living almost exclusively in the deep polar climates, these Goliath maintain small familial groups that tend to follow game. Almost impossible to see against the snow, Frostborn Goliath have skin that is pale white to light blue, with hair colors to match and eyes that are icy blue. They stand over 7 ½ feet to just over 8 feet tall, and weight between 400 and 600 pounds. Females have high status in the familial groups, often acting as the leader. Ability Score Increase: Frostborn gain an increase to their Strength Score by 2, and Intelligence score by 1. (replaces ASI) Whiteout: You have advantage on Stealth checks in areas that are snow or ice covered. (replaces Stone’s Endurance) Glacial Endurance: Your birthplace in the most frigid of lands has tempered your body against the cold. You have resistance to cold damage. (replaces Mountain born)