Chapter 4: Races of Vandris Arisvar



Once a peaceful race of soaring avians, a degenerative disease wracked the Arisvar and killed thousands, leaving the survivors and their offspring flightless and frail. Not long after a divine being brought them salvation and aided them in the discovery of ancient knowledge, uplifting them into a fervently religious caste society where the worthy reside on flying cities and the rest toil the lands below in servitude to the holy orders that rule. Their god has since disappeared, but the majority of Arisvar believe he has simply ascended from his mortal form and watches over them. In current Arisvaran society, their people have been selectively bred to such an extent that they have formed three distinct variations, one for each of their castes.



Arisvar Traits All Arisvar have these abilities in common. Ability Score Increase. Your Dexterity score increases by 1, and your Wisdom score increases by 1.

Your Dexterity score increases by 1, and your Wisdom score increases by 1. Age. Arisvar mature at age 10 and age relatively fast, living no more than 60 years.

Arisvar mature at age 10 and age relatively fast, living no more than 60 years. Alignment. Due to their culture Arisvar tend to be very lawful, living in orderly, if not slightly strict communities. Their alignments vary drastically between peaceful holy priests and xenophobic villainous lords.

Due to their culture Arisvar tend to be very lawful, living in orderly, if not slightly strict communities. Their alignments vary drastically between peaceful holy priests and xenophobic villainous lords. Size. Arisvar stand at about 6 feet tall and have lithe builds.

Arisvar stand at about 6 feet tall and have lithe builds. Speed. Your base movement speed is 35 feet.

Your base movement speed is 35 feet. Eagle Eyes. You have proficiency in the Perception skill.

You have proficiency in the Perception skill. Glide. If unarmed and in light or no armor, you can fall as if affected by Featherfall.

If unarmed and in light or no armor, you can fall as if affected by Featherfall. By Beak and Claw. You can use your beak (piercing) and claws (slashing) as a natural light weapon, each dealing 1d4 damage, and perform a second attack with your claws as a bonus action.

You can use your beak (piercing) and claws (slashing) as a natural light weapon, each dealing 1d4 damage, and perform a second attack with your claws as a bonus action. Subraces. Three major subraces of Arisvar are found amongst the world of Vandris: The sky caste, war caste, and land caste. Choose one of these subraces. Sky Caste

Ability Score Increase. Your Intelligence score increases by 1.

Holy Culture. You have proficiency in the History and Religion skills. War Caste

Ability Score Increase. Your Dexterity score increases by 1.

Soldier of the Sky. You can use your race's Glide Feature even while wearing Medium armor. Land Caste

Ability Score Increase. Your Strength score increases by 1.

Born to Serve. You have proficiency in the Athletics skill and you may pick a tool proficiency.

Contara "Don't trust them metal buckets. Woke up after what, a thousand years, and last thing they remember is us fleshies whipping them into the dirt. Now they want'a join society all nice like, sure. I tell you by Veneri's shining bosom you'll find a knife in your back the night you let 'em in." - Citizen of the Golden City Slums



Appearing as armored constructs, the Contara were servants and slaves to an ancient secluded mountain kingdom of men who had denounced the Ancients, the supposed bringers of life. The first Contara were the product of mad inventors, who used magic and mechanical knowledge without boundary to enslave their own people and other unfortunate souls, confining their spirits inside metallic bodies. While wild use of magic eventually led to a cataclysm signalling the downfall of their masters, many Contara survived due to their artificial bodies, but they were left in a state of statis. They mysteriously reactivated some time around the Starfall and began emerging from the mountains, spreading slowly into the world. Certain circles and individuals, upon learning of these beings, even attempted to create new Contara with varied results and ethical responses. In current times they are generally accepted in most societies, integrating into them in whatever way they wish. Some Contara cannot understand or remember their original design however, and take to wandering the land aimlessly as adventurers or travellers, seeking this fleeting purpose.



Contara Names Generally Contara are given a name by their creator, and thus can vary greatly from a name of a particular race or a name denoting the specific purpose you were constructed for.





















































Contara Traits As a Contara you come with these abilities and features. Ability Score Increase. One ability score of your choice increases by 1, and your Intelligence ability score increases by 1.

One ability score of your choice increases by 1, and your Intelligence ability score increases by 1. Age. As constructs the Contara do not age naturally as organic races do but their bodies can deteriorate over time, although this can take many years. If kept in magical stasis they can survive for thousands of years.

As constructs the Contara do not age naturally as organic races do but their bodies can deteriorate over time, although this can take many years. If kept in magical stasis they can survive for thousands of years. Alignment. Contara are created and brought into the world by their master or creator, so they tend to be of lawful alignment.

Contara are created and brought into the world by their master or creator, so they tend to be of lawful alignment. Size. Contara can vary in size depending on the race or even person that created them, but are most commonly around 5 feet tall. Your size is Medium.

Contara can vary in size depending on the race or even person that created them, but are most commonly around 5 feet tall. Your size is Medium. Speed. Your base movement speed is 30 feet.

Your base movement speed is 30 feet. Living Construct. Even though your body is inorganic, you have a living soul. You do not need to eat or breathe, but you can ingest food and drink if you wish. You still require sleep, but only need 4 hours of sleep to have a long rest. Unlike most artificial creatures, you still dream.

Even though your body is inorganic, you have a living soul. You do not need to eat or breathe, but you can ingest food and drink if you wish. You still require sleep, but only need 4 hours of sleep to have a long rest. Unlike most artificial creatures, you still dream. Stabilizers. You are proficient in Death Saving Throws.

Awakened Soul. Ancient magic allows you to reach out beyond the confines of your body for a short time. You can use your action to seperate your spirit from your body, which appears within 5 feet of you. You can remain in this form for up to 1 hour. While you remain in it you gain invisibility, telepathy with a range of 5 feet, and can take no actions or bonus actions save interacting with unattended objects or using an action to return to your body. Your physical body is incapacitated, blinded and deafened during this time. If you move further than 60 feet from your body or take damage, you are returned to your body and the effect ends. You can use this ability once per short rest.

Ancient magic allows you to reach out beyond the confines of your body for a short time. You can use your action to seperate your spirit from your body, which appears within 5 feet of you. You can remain in this form for up to 1 hour. While you remain in it you gain invisibility, telepathy with a range of 5 feet, and can take no actions or bonus actions save interacting with unattended objects or using an action to return to your body. Your physical body is incapacitated, blinded and deafened during this time. If you move further than 60 feet from your body or take damage, you are returned to your body and the effect ends. You can use this ability once per short rest. Runemarked. You have magical runes carved into your body which enhance the power of your soul. As a bonus action you can focus the runes to disperse part of your essence around your body, gaining the effects of blur for the duration of 1 minute. You can use this ability once per long rest.

Gal'Roth







His pitch black skin blending into the night and looming several feet above those around, Tael marched through the streets with unhindered purpose towards the supposed wizard's hut near the town's outskirts, pushing through the gathering crowd his innate sense for the arcane directing him towards the door. Stooping under yet another human sized doorway and into the small hovel he was met with a grizzled scene of blood, gore and the charred still smoking remains of the town magician, the foul lingering power of magic seeping through the air. One of his mentors from the Order was already there, searching through dusty scrolls. “When will they learn, this power will only undo them and this world. If ever your faith is shaken in our cause” He raised the dead man's smoldering skull up towards Taels face “remember this night.” - Tales of the Night Ones



The Gal’Roth are large and strange beings fleeing from a dark homeworld that was torn apart by an overuse of magic. Their coming is referred to now as the starfall due to it’s appearance, which devastated the region in which they landed. On top of this and their fiendish appearance, many compare them to demons and monsters. Some took a different perspective and worshipped them as the coming of a new race of gods and the fullfillment of ancient prophecy, forming magical and religious cults in their name, much to the disapproval of most Gal’Roth. They are now trying to find a place in a new world most having dedicated themselves to save it from the fate their home suffered by warning others of the atrocious potential of magic, control and stop its occurrence. Some see this as highly hypocritical or as a desire to hoard magic for their race alone, as they are innately magical in various ways.















































Gal'Roth Traits Gal'Roth are similar in abilities in these ways. Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.

Age. Gal’Roth are slow to mature but live incredibly long, being able to live for over 1000 years.

Alignment. The Gal’Roth tend to be lawful, desiring control and order over that which might harm themselves and the world they have joined. The way in which different Gal’Roth go about this can differ. Some wish to eradicate creatures or races that supposedly abuse magic, while others wish to counsel and guide those that would listen into a safer land.

Size. The Gal’Roth are easily the largest race, as they never stop growing. On average a mature Gal'Roth stands 8 feet tall with longer arms than normal. Your size is Medium.

Speed. Your base movement speed is 30 feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Strong Darkvision. You have Darkvision out to a range of 120 feet.

Unnatural Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Arcane Blood. You may choose 1 cantrip from the Wizard spell list. At level 7 you may choose an additional cantrip. Constitution is your spellcasting ability for these spells.

Harsh Homeworld. You have resistance to cold damage. Also, you have disadvantage on saving throws to resist the effects of hot environments.

Magical Cunning. You have advantage on Intelligence, Wisdom, and Charisma saving throws against Magic.



Alternate Gal'Roth Traits If you would like to play an older Gal'Roth who has survived to the point where they have grown to a considerable size, you may use these traits instead. Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.

Your Wisdom score increases by 2, and your Intelligence score increases by 1. Age. You must be at least 500 years old.

You must be at least 500 years old. Size. You have lived for so long that you tower over your younger kin. Your size is Large.

All other features remain the same.

Slythi under revision

T'Krix



The insectoid creatures that comprise the many Hives are normally aggressive on sight to anything but their own hive and die if separated from it. There are some, though, that seem to ‘malfunction’, becoming an individual organism. They are normally hunted down by the hive and eradicated but some manage to escape and integrate with other races, slowly adapting to their society and customs if accepted.



T'Krix Traits As one of the T'Krix you have the following abilities. Ability Score Increase. Your Constitution score increases by 1.

Age. T’Krix have generally short lifespans, maturing very rapidly at the age of 3, living no longer than 40 years at most.

Alignment. Civilisation is still an alien concept to the T'Krix and this causes them to be viewed as rather chaotic by other races, and they certainly no longer have any love for being controlled. Some T’Krix feel driven to become better than the mindless drones of their homelands, tending to be of good alignment. There are others, however, who have a taste for ruling themselves, and can be found leading bands of outlaws and evil monsters.

Size. Depending on their brood T’Krix can vary in height and build, Soldier broodlings being around 7 feet tall and 240 pounds and Forager broodlings being around 5 feet tall and 120 pounds. Your size is Medium.

Speed. Your base movement speed is 30 feet.

Natural Carapace. You gain a +1 bonus to your Natural Armor.

Vestigial Limbs. You have tiny arms below your main ones and they can hold and manipulate small objects, but cannot use weapons of any kind.

Unfaltering. You have advantage to saving throws against being frightened.

Subraces. Two sentient subraces of the T’Krix are found amongst the world of Vandris: Those from a soldier brood and those from a forager brood. Choose one of these subraces.

Soldier Brood

Ability Score Increase. Your Strength score increases by 2.

Strengthened Carapace. You gain an additional +1 bonus to your Natural Armor.

Bred for War. If you land a critical hit with a melee attack weapon, you can roll one of the weapon’s attack dice an additional time and add it to the total critical damage. Forager Brood

Ability Score Increase. Your Dexterity score increases by 2.

Dashing Leap. When using an action to Dash, you can leap over objects of 5 ft vertical or across spaces 15 ft horizontally or less.

Sense Prey. Your passive perception increases by 2.