Races of Ydrasia V0.3 Stuff about Ydrasia.* WIP Overview These are the playable races that inhabit the land of Ydrasia. They are divided into three categories: Humanoids. These include the human races as well as the races that most closely resemble humans. Animalian. These include the races that are derived from animal species. They live closely among humans and are accepted in all cultures. Yokai. These include monstrous races from the dark recesses of the Mongana Forest. They are all outcasted by Ydrasian society, but can still live somewhat organized lives. The Document is currently sorted by the Humanoid and Animalian races first, then the Yokai races second. Quick Reference Race Ability Score Modifiers Anuran +2 Wis, +1 Con Dybbuk +2 Dex, +1 Cha Human +2 Any, +1 Any, +1 Any Lotan +2 Cha, +1 Str Urvis +2 Str, +1 Con Windsong +2 Int, +1 Dex Half-Lamia +2 Cha, +1 Dex Half-Weaver +2 Dex, +1 Wis Kabuto +2 Str, +1 Int Leshi +2 Con, +1 Wis Surglar +2 Wis, +1 Dex Anuran Anurans maintain a simple culture of raising animals and enjoying small pleasures. One who seeks excitement and adventure may dread finding their way into a city full of these desert toads. Anuran Traits Your Anuran character has the following racial traits. Ability Score Increase. Your Constitution score increases by 1, and your Wisdom score increases by 2. Age. An Anuran will reach maturity around 5 years of age. Those who reach elderhood live to just over 50 before they suffer the major effects of old age. Alignment. Most Anurans are neutral. They simply live to keep their cities functioning, and they tend to leave other peoples alone. Hold Breath. You can hold your breath for up to 1 hour at a time. Anurans aren't natural swimmers, but they can remain underwater for some time before needing to come up for air. Nature’s Ally. You are proficient in the Animal Handling skill. Powerful Legs. Anurans have strong legs perfect for jumping. You can use the disengage action as a bonus action by hopping directly out of your enemy’s range. Your maximum jumping distance and height is doubled, and you can perform a maximum distance or height jump while standing stationary. Size. Many Anurans are stout. Their heights average just above 5 feet, and their average weight is just under 200 pounds. Your size is medium. Speed. Your base walking speed is 30 feet. Sticky Tongue. Anurans keep long tongues coiled up inside their mouths. This tongue has a range of 10 feet, and can pull and item to you, or your hand if you have an open hand, of up to 5 pounds. To perform this as a free action, the target object must be completely free of restraint. Otherwise, your tongue can not retrieve it. However, you may attempt to disarm a target of your size or smaller. As a special attack action (you may forgo an attack if you can make multiple attacks in one turn), you may make a Strength check contested by the target’s Strength or Dexterity check. If you succeed, you remove a held item from the target’s hand and pull it to you, or your hand if you have an open hand. Languages. You can speak, read, and write Common, as well as Toad Tongue. Toad Tongue is the native language of the Anuran people. It being spoken sounds like a series of clicks and croaks.

Dybbuk A once thriving people who lived in vast deserts, now cursed with the one thing they feared the most: undeath. Dybbuk are often referred to as “Half Undead” as they still do contain life within them. Dybbuk Traits Your Dybbuk character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1. Age. Dybbuk were humans in their past lives. However now, after awakening, they are frozen in age. Their partial undeath means they do not age physically. You cannot be aged magically. Alignment. Dybbuk tend to be chaotic due to their solitary lifestyles. Depending on those who they encounter soon after they awaken, they are typically convinced to be good or evil. Buried Knowledge. You have advantage on Intelligence (History) checks when attempting to discern the origins of a ruined structure. Eternal Living. You do not count as undead for spells and abilities that state they do not affect undead such as the spell Cure Wounds. Additionally, you do not count as undead for spells and abilities that cause negative effects to specifically undead, such as the Cleric ability Channel Divinity: Turn Undead. However, you are considered undead for abilities and spells that reveal the presence of undead such as the Grave Domain Cleric ability Channel Divinity: Eyes of the Grave. One with Death. When you reach 5th level, you can cast Speak with Dead. You don't need material components to cast this spell with this feature. You regain the ability to cast this spell with this trait when you finish a long rest. Size. Dybbuk were humans in their past lives, so they vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Speed. Your base walking speed is 30 feet. Undead Fortitude. 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. Undead Resistance. You have resistance to necrotic damage. Languages. You can speak, read, and write Common, and one language of your choice. Human The Humans of Ydrasia, despite their wavering leadership, have always defined versatility, intuition, and powerful drive throughout their existence. Currently, two distinct civilizations reside among these lands. The Aragwaithi: a proud but reserved people who live among the wintery mountains of the Northern Peaks. And the Kharosians: a late empire that has turned its full attention to its art and culture of worshipping the sun’s power. Human Traits Your Human character has the following racial traits. Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores of your choice each increase by 1. Age. Humans reach adulthood in their late teens and live less than a century. Alignment. Humans tend toward no particular alignment. The best and the worst are found among them. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common. Subrace. Two subraces of human exist, Aragwaithi human, and Kharosian human. Aragwaithi Human Aragwaithi Humans live in the cold north of The White Peaks. They are equipped with skills to help them survive in their ruthless environment. Extra Language. You can speak, read, and write Giant. Giant is the native language of the Urvis. The Aragwaithi and Urvis live closely among The White Peaks. Human Variability. You may choose 2 traits from the following list to have. Aragwaithi Versatility. You gain proficiency in one skill of the following: Intimidation, Nature, or Survival. In addition, you gain proficiency in one artisan’s tool of your choice.

You gain proficiency in one skill of the following: Intimidation, Nature, or Survival. In addition, you gain proficiency in one artisan’s tool of your choice. Aragwaithi Weapon Training. You have proficiency with the Longsword, Shortsword, Shortbow, and Longbow.

You have proficiency with the Longsword, Shortsword, Shortbow, and Longbow. Strong Build. You are considered to have a Strength score 5 points higher for the purpose of determining carrying capacity and the weight you can push, pull and drag.

You are considered to have a Strength score 5 points higher for the purpose of determining carrying capacity and the weight you can push, pull and drag. Winter Step. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. Kharosian Human Kharosian Humans live in the fertile lands of the Southern Plains. Their long history of religious worship leaves a deep imprint on their way of life. Extra Language. You can speak, read, and write Celestial. Celestial was the main language for the old Kharosian empire. Nowadays, it is generally only used for religious purposes. Human Variability. You may choose 2 traits from the following list to have.

Effortless Conversation. You have advantage on Charisma (persuasion) checks that involve communicating with other Humans.

You have advantage on Charisma (persuasion) checks that involve communicating with other Humans. Kharosian Versatility. You gain proficiency in one skill of the following: Insight, Performance, or Religion. In addition, you gain proficiency in one musical instrument of your choice.

You gain proficiency in one skill of the following: Insight, Performance, or Religion. In addition, you gain proficiency in one musical instrument of your choice. Religious Retention. You know the Light cantrip.

You know the Light cantrip. Sun Sense. You always know which way is north. You always know the number of hours left before the next sunrise or sunset. Lotan Lotan are the spawns of the underwater dragons of Ydrasia. Their kingdom’s sprawling underwater cities show their extravagant wealth, both rich in golden decoration as well as a vibrant culture. Lotan Traits Your Lotan character has the following racial traits. Ability Score Increase. Your Strength score increases by 1, and your Charisma score increases by 2. Age. Young Lotan learn to swim instantly after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach Adulthood by 15. They live to be around 80. Alignment. Most Lotan’s alignments reflect that of their Leviathan Kings and Queens. Those from the oceans tend to be good, and those living inland and underground tend to be evil. Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. Frightful Presence. You can use your action to channel your frightening draconic aura. When you use this feature, a number of creatures equal to your Proficiency Bonus within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The DC for this saving throw equals 8 + your Charisma modifier + your Proficiency Bonus. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After using this feature, you cannot use it again until you complete a short or long rest. Speed. Your base walking speed is 30 feet. Underwater Born. You have a swimming speed equal to your walking speed. In addition, while underwater 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 Draconic. Draconic is the language of the Leviathans, as such it is the most ancient language of Ydrasia.

Urvis Urvis are descendents of Owlbears, gaining sentience through unknown events. They inherited their brute strength and short tempers from this animalistic past. Urvis Traits Your Urvis character has the following racial traits. Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Age. Urvis reach adulthood at age 12 and live up to 60 years. Alignment. Urvis live one with nature, as such they tend to be neutral. They view most of the world’s workings as the push and pull of predator and prey. Built for White Peaks. You’re acclimated to high altitude including elevations above 20,000 feet and you’re also naturally adapted to cold climates. You can move across difficult terrain as a result of hazardous snow or ice without expending extra movement. In addition, you have resistance to cold damage. Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the regular bludgeoning damage for an unarmed strike. Crushing Blows. When you damage a creature with a melee weapon attack and the creature’s size is large or smaller, you can cause the attack to deal extra damage to the creature. The extra damage equals your level. Once you use this feature, you can’t use it again until you finish a short or long rest. Keen Sight and Smell. You have advantage on Wisdom (Perception) checks that rely on sight or smell. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Size. The largest Urvis are around 8 feet tall, and weigh somewhere between 400 and 460 pounds. Your size is Medium Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Giant. Giant is the native tongue of the Urvis. Windsong When Ydrasia is threatened by powerful and unjust rule, uncontrollable evil forces, or natural catastrophe, the Windsong are there to put an end to it by any means necessary. Their laws of knowledge are above all else. Windsong Traits Your Windsong character has the following racial traits. Ability Score Increase. Your Dexterity Score increases by 1, and your Intelligence score increases by 2. Age. Windsong live for just over a millennium. They reach adulthood around 200 years, and at this time they tend to be highly skilled warriors. They are allowed to leave their community at around 120 years, at which point their fighting prowess is much less. Alignment. Windsong are bred to follow strict codes of conduct, and to respect the law above all else. As such, those raised in the typical society tend to be Lawful Neutral. Arcane Weapon Training. You have proficiency with the light spear, shortsword, smallsword, and shortbow. In addition, you can perform the somatic components of spells even when you have a weapon or a shield in one or both hands. Focused Study. You are proficient in your choice of one of the following skills: Arcana, History, Nature, or Religion. Magical Fortitude. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against spells and other magical effects. Size. Windsong as adults are shorter than humans on average, the tallest never reaching 6 feet, and your size is medium. At 120 years of age, they are typically around 4 feet tall. You are considered small. Speed. Your base walking speed is 30 feet as an adult. If you are under 200 years of age, your base walking speed is 25 feet. Windsong Magic. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it. Languages. You can speak, read, and write Common and one extra language of your choice. Windsong as Lower Level Player Characters It is standard for Windsong to become powerful fighters as they age. For this reason, if you choose to play a Windsong that is a level between 1 and 10, you may be advised to be the small variant. Other scenarios may not follow this ruling, and your DM my advise otherwise.

Half-Lamia Children often wander deep into the Mongana Forests, and meet terrible fates. Cursed by the snake-like Yokai, Lamia, they grow into their scheming and conniving natures quickly, often becoming fond of their powerful abilities. Half-Lamia Traits Your Half-Lamia character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 1, and your Charisma score increases by 2. Age. Half-Lamia were initially humans, and so their lifespans are identical to that of a human’s. Alignment. Half-Lamia are drawn to explore their chaotic natures. They care not for good or evil. Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. When Making an Attack with this feature, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier. 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. Deceitful. You gain proficiency in the Deception skill. Size. Half-Lamia were initially humans, and so their height and weight are identical to that of a human’s. Your size is Medium. Speed. Your base walking speed is 30 feet. Sylvan Spellcasting. You know the friends cantrip. When you reach 3rd level, you can cast the ray of sickness 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 suggestion 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. Venomous Maw. When you reach 5th level, you learn to utilize pheromonal venom in your fangs. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals normal damage, and the target must make a Constitution saving throw or take an additional 1d4 poison damage and have venom coursing through its body for 24 hours. The DC for this saving throw is 10 + your Constitution modifier. While the venom is present in a creature’s body, it excretes a pheromone that is strongly recognizable only to you. You have advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make to find it. Once you use this feature, you can’t use it again until you finish a long rest. Languages. You can speak, read, and write Common and Sylvan. Sylvan is the language of the Yokai. As a result of its many local dialects, it is a highly complicated language to learn to outsiders. Half-Weaver Human children, blood tainted by the spider-like Yokai, Weavers, are often outcasted by society. On their own, they must learn to master their dark skills unwillingly gifted to them. Half-Weaver Your Half-Weaver character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Age. Half-Weavers were initially humans, and so their lifespans are identical to that of a human’s. Alignment. Half-Weavers are drawn to explore their chaotic natures. They care not for good or evil. Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. When Making an Attack with this feature, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier. 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. Size. Half-Weavers were initially humans, and so their height and weight are identical to that of a human’s. Your size is Medium. Speed. Your base walking speed is 30 feet, and you have a climbing speed of 30 feet. Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You ignore movement restrictions caused by webbing. Additionally, while in contact with a web you know the exact location of any other creature in contact with the same web. Sylvan Spellcasting. You know the mending cantrip. When you reach 3rd level, you can cast the inflict wounds spell as a 1st level 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 web spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. Languages. You can speak, read, and write Common and Sylvan. Sylvan is the language of the Yokai. As a result of its many local dialects, it is a highly complicated language to learn to outsiders.

Kabuto A brute race of beetle-folk, the Kabuto use their physical strength as well as their unconditional intelligence to attempt to employ strict laws upon their societies among the Yokai. Kabuto Traits Your Kabuto character has the following racial traits. Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1. Age. Kabuto live protected lives inside their strong shells, and live long as a result. They reach full size in 6 years, they live just past their second century. Alignment. Unlike the other Yokai, the Kabuto prefer highly structured lives, tending to be lawful neutral. 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. Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your exoskeleton provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal. Size. The largest Kabuto stand at about 5 and one half feet tall, and average around 350 pounds. However some only reach 4 feet in height, and are much smaller in stature. Regardless, your size is Medium. Speed. You have a base walking speed of 30 feet. Sylvan Spellcasting. You know the thunderclap cantrip. When you reach 3rd level, you can cast the shield 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 shatter spell as a 2nd level spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. Languages. You can speak, read, and write Common and Sylvan. Sylvan is the language of the Yokai. As a result of its many local dialects, it is a highly complicated language to learn to outsiders. Leshi Thousands being born every day throughout the Mongana Forest, Leshi are grown among the layers of fungus on the forest floor. From the moment they are born, they take on a joyous outlook on life, enjoying every moment before their brief lives are over. Leshi Traits Your Leshi character has the following racial traits. Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1. Age. Leshi have no perception of children or adults, as when they are born they are the exact size and shape they will be for the rest of their lives. The smaller breeds may live for only 16 to 20 years, whereas the larger breeds live up to 25 years. Alignment. Leshi are naturally drawn to helping one another, as well as helping any who cross their strange winding paths. They are even known to settle down and work alongside an individual for their entire lives. They tend to be neutral good or chaotic good, never lawful. 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. Poison Resistance. You have resistance to poison damage, and have advantage on saving throws against poison. Rapid Regeneration. Your body is designed to reform itself if damaged. As an action, you can heal yourself for 1d10 + your Constitution modifier. This feature’s healing increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 16th level. Once you use this feature, you can’t use it again until you finish a short or long rest. Size. Leshi range greatly in height from being as short as 2 feet tall to as tall as above 7 feet tall. The smaller breeds range from 50 to 120 pounds, and the larger sizes range from 120 to up to 250 pounds. If you are under 3 and a half feet tall, your size is Small. Otherwise, your size is Medium. Speed. If your size is Small, your base walking speed is 25 feet. If your size is Medium, your base walking speed is 30 feet. Sylvan Spellcasting. You know the poison spray cantrip. When you reach 3rd level, you can cast the fog cloud spell as a 1st level 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 enlarge/reduce spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. Languages. You can speak, read, and write Common and Sylvan. Sylvan is the language of the Yokai. As a result of its many local dialects, it is a highly complicated language to learn to outsiders.

Surglar Surglar are small fuzzy moth-folk who are burdened by their constant perceptiveness. They are quickly scared by any possible threat, some are too afraid to ever leave their homes. Others, however, find a small amount of courage to fight so that others may not have a need to feel their fear. Surglar Traits Your Surglar character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 1, and your Wisdom score increases by 2. Age. Surglar typically live scared and stressful lives. They reach full size in 6 years, and live until they are around 50 years of age. Alignment. Surglar despise chaos. Many are neutral, trying to stay out of harm's way. Some tend to be good, however, as they see evil as the main source of chaos. 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. Fearful Alertness. You can't be surprised while you are conscious. Flight. With enough experience, Surglar can learn to use their moth wings to fly. When you reach 5th level, you have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. Perceptive. You gain proficiency in the Perception skill. Size. Surglar average about 3 feet tall, and weigh about 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Sylvan Spellcasting. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell as a 1st level 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 moonbeam spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. Languages. You can speak, read, and write Common and Sylvan. Sylvan is the language of the Yokai. As a result of its many local dialects, it is a highly complicated language to learn to outsiders.