Tialthine Races

1 Tialthine Races Long ago, the giants raged against the Primal Gods, and conflict forged the three original dwarven chulan, or clans. Longer still, when the world was only newborn, the Old Elves lost the war against the fey, scattering their peoples to the wind, spreading them far across the corners of all Tialth. The people of Tialth are diverse, and as such, you may choose from the following alternate subraces to better represent your character as a citizen of such a land. The Elves Before the modern cultures of elves appeared on the continent, there was a singular elven people, united in dialect, tradition, and a loose political state. But the ambition of these Old Elves clashed against the terrible pride of the Dryads, and ultimately, the victory fell at the feet of the fey. This ancient defeat led to the collapse and scattering of the elven nation, across tundra, desert, and ocean. When creating an elf character, you gain the features as normal, but the Fey Ancestry and Trance features are replaced with the following traits. Additionally, the lifespan of a Tialthine elf if different to that of those among other fantasy settings. Ability Score Increase. Your Dexterity score increases by 2. Age. Most elves in Tialth can expect to live to around 250, but lucky ones who live lives of health can sometimes expect double that, although rarely. Innate Spellcasting. You know the dancing lights cantrip. Superior Darkvision. Born of gods who's home is the night, you have superior vision in dark and dim Conditions. You can see in dim light within 120 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. Elves usually reach from 5-7 feet tall, regardless of your height, you size is medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write your racial language, (sethic for the sether, vestarri for the vestarri, and arcon for the arcononar), and one other language of your choice. Elven Language Family The three languages of the elves are somewhat mutually intelligible. By knowing one, you can speak broken versions of the other. You cannot read the others script, but you know enough to get by in casual conversation. Subrace. Three subraces are available to you when creating an elf character. Choose one from Sether, Vestarri, and Arcononar. Sether - The Sea Elves Fierce and beautiful, the Sether elves are a race of seafarers and slavers, reavers and plunderers. They scourge human and dwarven settlements along coasts, taking and raping what they please, and their sea witches are famed and feared among mercenary sailors and traders alike. Their settlements are located in the hilly and forested Sethic Isles, places with idyllic scenery often plagued with hill giants. Ability Score Increase. Your Constitution score increases by 1. Sethic Upbringing. More often than not, whether urchin or noble-born, a sether child is brought up near and on a reaving ship. You gain proficiency in navigator's tools, and you have proficiency in vehicles (water). Sether Weapon Training. You gain proficiency with whips, longswords, battleaxes, and glaives. Sea Elf. You have a swim speed equal to 30 ft. Vestarri - The River Elves River elves are an enigmatic people. They live alongside the lush floodplains of the deserts of the Far East, preferring friendly trade rather than war and enmity with the "lesser" races. At home along rivers or traversing the desert, Vestarri are famed animal tamers and caravaners. Shorter than the other elves, with a hint more human blood running through their veins, Vestarri are a tan skinned, dark haired people. Although often happy to trade, Vestarri nations go to war frequently with each other and the Ari that live east of them. A river elf, when riled, is an enemy for life. Ability Score Increase. Your Charisma score increases by 1. Desert Acclimatisation. You are naturally adapted to hot environments, as described in chapter 5 of the Dungeon Master's Guide, and you can endure them far better than another being. Exhaustion gained while traversing a desert counts as one level less for you.

Vestarri Weapon Training. You are proficient in one set of artisan's tools, (your choice), or the navigator's tools. You also gain proficiency with the scimitar, whip, and halberd. The Long Road. While not every Vestarri is an acclaimed merchant, you've learned some tricks to help you get by. You are proficient in the Persuasion skill, and it takes you half as much time to find a merchant for magic items, as described in chapter 6 of the Dungeon Master's Guide. You also have advantage on the Investigation check made to decide whether you successfully find one. 2 Arcononar - Ice Elves The ice elves are a reclusive, nomadic people that dwell in the far reaches of Tialth's north. Often times, they come into conflict with the Sea Dwarves who lay claim to the land they roam, but they also trade with them goods like ivory, furs, and other luxuries. The arcononar travel seasonally, going as far north as the land allows during the summer months to experience the never-ending sunlight, and south for winter to escape the harshest of the cold environment. Clan shaman usually serve as the heads of groups, and their mystic links to spirits are almost a complete mystery to the other races of Tialth. Ability Score Increase. Your Wisdom score increases by 1. Arctic Acclimatisation. You are naturally adapted to cold environments, as described in chapter 5 of the Dungeon Master's Guide, and you can endure them far better than another being. Exhaustion gained while traversing a tundra or icefield counts as one level less for you. Arcononar Weapon Training. You are proficient with the pike, trident, net, and shortbow. Cold Winds Blow. You know the shape water cantrip, and you may cast ice knife as a 1st level spell once per long rest. Your spellcasting ability for it is Wisdom. The Dwarves The origin of the different cultures of dwarves in Tialth is foggy and conflicting stories often cause violent disagreements between the chulan, or clans. The two most widely believed stories come from the mountain and sea dwarves respectively. The mountain dwarves say they came from stone chiseled by the Primal Gods themselves, and the sea dwarves vehemently denounce this, instead decrying their origin from the race of storm giants. Regardless, the three original chulan spread across the northern hills, mountains, and fjords, today forming countless nations. When creating a dwarven character in Tialth, you may choose either the hill dwarf or mountain dwarf subraces in the Player's Handbook to represent the Anglh-sa and Okbarin chulan respectively, or the Valkenrar subrace listed below. Valkenrar - Sea Dwarves The sea dwarves are a race of proud, zealous, and ferocious sea raiders and reavers. They often pillage and destroy the settlements of their cousins the Anglh-sa in coming-of-age or treasure missions. Ability Score Increase. Your Strength score increases by 1. Beserkers. If you would be reduced to 0 HP, you may choose to drop to 1 instead. You must complete a long rest before you can use this ability again. Tieflings "Tieflings" are not a common race in Tialth, and their origin is very different. "Tiefling" as a word is not used in Tialth, and instead they are often called "spawn" or "changeling" depending on their origin. The most common of this very rare race come from two sources, the Fey, or minor daemons. When creating a Tiefling character in Tialth, you choose their origin. This affects their features and traits. You may choose Changeling or Spawn. Some Tiefling features change in Tialth. Your characters Age, Size, and speed is the same as the other half of their bloodline. For instance, a human born changeling's speed is 30, size is medium, and they can expect to live upwards of 70-90 years. Hellish Resistance, Infernal Legacy, and the languages known by your character are replaced by the subraces. Ability Score Improvement. Your Charisma Score Increases by 1. Age. Your life expectancy is equal to your non-unnatural parent's race. Size. Your size is equal to your non-unnatural parent's race. Speed. Your speed is equal to your non-unnatural parent's race. Changelings Changelings are a race born when the blood of younger races mixes with that of the fey. Perhaps a minor dryad was seduced by a travelling bard, and nine months later the same bard found a child in place of his instrument, or perhaps a bathing maid was chanced upon by a charismatic satyr. Regardless, your traits change as follows. Ability Score Increase. Your Charisma and Wisdom scores increase by 1 each. Fey Ancestry. You have advantage against being charmed, and magic can't put you to sleep. Trance. Changelings don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The more common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Feyling's Wit. You know the friends cantrip. When you reach 3rd level, you can cast disguise self once per long rest. When you reach 5th level, you may cast alter self once per long rest. Charisma is your spellcasting ability for these spells. Languages. You know Dryadic and one other language of your choice.

Spawn Every now and again, cults of daemon worship spring up in obscure places, and when they gain enough influence, even infiltrate cities that hold the most holy of churches. A spawn tiefling is a half daemon, a mixture of blood from the realms of hell and that from the material plane. You gain the following traits. 3 Ability Score Increase. Your Strength score increases by 2. Devil Ancestry. Your demonic heritage grants you a hide that can more easily shrug off the effects of magic. When you take damage from a spell, you may use your reaction to reduce the damage you take by 1d12 + your Constitution modifier + your Strength modifier. You must complete a short or long rest before you can use this feature again. Flame Affinity. You know the produce flame cantrip. Charisma is your spellcasting ability for it. Hellfog. Once per short rest, you may invoke the power of hell that resides in your soul, to cloud an enemies vision with images of your ancestral homeland. As a reaction when targeted by a melee attack, you may impose disadvantage on that roll. Language. You know Geesturik, (devilspeak), and one other language of your choice. Tells Tieflings in Tialth are not necessarily tall, horned, red skinned, obviously inhuman beings, nor shifting, faerie, winged feylings. Generally, you look like the other half of your blood. However, when creating your tiefling character, choose or roll on the following table for 3 "tells", a feature of your character's physical appearance that is... odd. Choose 1d4 + 1 of the following tells, or think of your own. Your eyes reflect light in the dark, you have a pair of sleek horns similar to an animals of your choosing, you have small nubs or spikes along your back, you're unsettlingly pretty, your voice is unnaturally melodic, you have a tail of an appearance of your choosing between 1 and 4 feet long, your reflection in water is strangely warped, your skin appears red, green, or another colour if viewed under the light of twilight, your fingernails are unnaturally elongated and hard, you either love or hate telling lies, etc. A good tell is something a person can easily hide, and many do, because not all are at ease with those born of daemons or fey in civilised society. The Ogrestraani The ogrestraani are a race of lithe, blue skinned, animal marked artisans and warriors. It's often said that no craftsman alive could rival an ogrestraani guildsman in any of the "higher" crafts, such as gemcutting, enchantment, smithing, or architecture, and the Epell and Orc tribes can attest to their effectiveness in battle, whether a common legion or a spellguard. Descended from the animalistic Korazhya and the refined Ogrest, ogrestraani have gained the best of best of both worlds concerning their bloodline. The ogrestraani cities are well organised and planned, their codified laws are respected, and they are one of the only sets of nations to have democratic systems of government outnumber kingdoms or other such autocratic ways of governing. As an ogrestraani, you have access to the following traits. Ability Score Increase. Your Intelligence score increases by 1. Age. Ogrestraani mature at about the same rate as humans, but are not considered adult until they win their first battle, usually around age 25. They can reach as old as 200, but usually their health falters around 150. Alignment. While all kinds of ogrestraani exist within and without their traditional homeland, the majority tend to reflect their nations and follow a lawful alignment. Personal and societal codes are important to an ogrestraani, and militaries tend to emphasise duty, honor, and loyalty. Size. Ogrestraani tend to be around 7-8 feet tall and have toned if slim builds. Your size is medium. Speed. Your base walking speed is 30 feet. Korazhyan Claws. Your unarmed strikes do 1d4 slashing damage. You may apply poison or other weapon oils to your claws as if they were a normal weapon. Languages. You can speak, read, and write Ogrest, as well as your choice of Orcish or Epellic, and one other language of your choice. Darkvision. From your primal blood, you have superior vision in dark and dim Conditions. You can see in dim light within 30 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. Ogrest Lore. The lost ogrest people's legacy lives on in the ogrestraani, granting them a fragment of ancient lore. You may cast the detect magic spell once every long rest.

Conscription. Almost every ogrestraani nation has a system of the draft. As such, you have spent a minimum of 6 years fighting and serving with a century of 80 soldiers. You gain proficiency in the shortswords and pikes, as well as shields and the Medicine skill. Choose on subrace from the legionary, sagittarii, and divinos. Ogrestraani Subraces One should note when creating an ogrestraani character, that the subraces are based not on any cultural or racial differences, but the type of century an ogrestraani character served with during the 6 or more years they were in their nations military. Sagittarii As part of an archer based century, your skills were centered on raining death from above upon the enemy, whether that be crossbow bolts, operating ballistae, or simply shooting arrows, you were essential to anything larger than a small skirmish. Additionally, ogrestraani archery units often pursue innovation among weaponry, and have pushed the bounds of warfare through technological insight. Ability Score Increase. Your Dexterity score increases by 1. Weaponised Fascination. You have proficiency in tinker's tools. 4 Barrage. When you take the attack action and attack with a ranged weapon with the ammunition property on your turn, you can use a bonus action to make an additional attack with the weapon. You must complete a short or long rest before using this feature again. Archer's Toolkit. You gain proficiency with the light crossbow and shortbow. Legionary As part of a heavy infantry century, you have had the skills required of you beaten into you by either an enemy soldier or drill sergeant. Your role on the battlefield was often as cannon fodder, and surviving for as long as you have has likely left you scarred, but toughened. Ability Score Increase. Your Constitution score increases by 1. Legionary's Kit. As a legionary, your kit was your life. As such, you have proficiency in light armor, and you have advantage on Acrobatics or Athletics rolls made to resist being disarmed. Marching Expert. You have proficiency in the drum. Additionally, you and your party, (maximum 8 people), can muster a travel pace twice as fast as normal. You cannot travel stealthily this way. Divinos A divinos is a military unit who has trained to augment their fighting capacity with the arcane. Ogrestraani are renowned for their battle-clerics, war mages, and other such casters, but while you have certainly earned your name as a Divinos, you have not necessarily attained that status. Ability Score Increase. Your Intelligence score increases by 1. War Magic. You know either the spare the dying or blade ward cantrip. At 3rd level, you may cast thunderwave at it's lowest level once per long rest. At 5th level, you may cast the augury spell once per long rest. The Epel Epel are a race of monkeylike humanoids who inhabit the densely jungled valleys and mountains of the inner South Continent. They stay largely to themselves, but the various incursions of ogrestraani into their land via slash and burn tactics has roused their wrath over generations. Tending to live high upon terraced mountainsides or along the rainforest floor in expansive village complexes, epel venerate various deities and the largest of the epel nations, Kitchi-Tchak, proclaims it's divine right to rule over the entire jungled land by right of their own ruler, whom they call Arakanat, or "Sun-King". To epel, their home is their weapon, with their most favoured spellcasting derived from twisting the natural dangers of the land into deadly forces of rage. Another quirk of the epel people, is that over millenia of infrequent war with the ogrestraani, they have turned to what the other Young Races would call unsavoury magics, meaning necromancy and haemomancy. For the epel, being reanimated is seen as an honour or duty. In fact, with every new ascension of a Sun-King, three of the best warriors in his capital are sacrificed on the altars of his palace, only to be raised as again as the ideal bodyguards, unsleeping, undying, unwavering soldiers with loyalty. Epel Traits Your epel character has certain traits and characteristics in common with other epel. Ability Score Increase. Your Dexterity score increases by 2. Age. Epel mature and age at about the same rates as humans. Size. Epel come from about 5 to 8 feet tall. Your size is medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Epellic and one other language of your choice. Animalistic Senses. You are considered proficient in Investigation and Survival when making checks related to tracking, scents, or hearing. Climbing Affinity. You have advantage on checks related to climbing, and you gain proficiency in Athletics. Subrace. Three subraces of Epel are available to players: Alchi, Tcham, and Otelid.

Alchi Among the largest and most physically intimidating of the epel, are the Alchi, meaning, fittingly, "deafening". Usually coated in dark brown or black fur, the alchi are strong, big boned, and dangerous when angered. Often serving as the epel equivalent of infantry in ground skirmishes, the alchi can hold their own well against a race like the ogrestraani. Ability Score Increase. Your Strength score increases by 1. Howl. The great lungs of the alchi are famed among friend and foe alike, and for good reason, for their battlecry is destructive if heard too closely. As a bonus action, you may let out a bloodcurdling scream, causing everyone within a 10 foot radius of you to make a Constitution saving throw, taking 1d8 + your Constitution modifier in thunder damage, or half that on a successful save. The DC for this effect is 8 + your proficiency modifier + your Constitution modifier. You regain the use of this ability after a short or long rest. Big and Scary. You have proficiency in Intimidation. Tcham Lithe and graceful, the tcham are leonine in appearance, a crest of bright yellow gold or white fur around their head immediately catches the eye as it bursts from their brown or black coats. Often serving as diplomats or found in the courts of important people, tcham are famed by their people for having resemblance to a deity of the sun, and as such many move on to become powerful vukku, or shaman. 5 Ability Score Increase. Your Wisdom score increases by 1. Sun-Child. You may cast the healing word spell once per short rest at it's lowest level. Additionally, you know the hand of radiance cantrip. Wisdom is your spellcasting modifier for these abilities. Inborn Truth. You have proficiency in the Insight skill. Otelid Where the tcham are lithe, otelid are lanky, and where the alchi are intimidating, the otelid are scorned. Often found in the lower classes of the epel social ladder, the otelid are shunned because of their resemblance to the deity of pestilence. Of epel leaving their homeland, otelid are the most likely to abandon tradition for the life of an adventurer. While not seen as auspicious inside epel territory, the otelid are a charming and pleasant people outside it, tending to want to experience the most of the outside world as they can. Ability Score Increase. Your Charisma score increases by 1. Long Legged. Your base walking speed increases to 35 feet. Pestilential. While their resemblance to the epellic deities of disease and pestilence may be unfair, the otelid have not exactly done much to clear themselves of that reputation. You know the infestation cantrip. The DC for this cantrip is 8 + your Charisma modifier + your proficiency bonus. Innate Curiosity. You have proficiency with one artisan's tools of your choice, and know one extra language. The Ari Ari come in two variants, the winged and the earthbound. A race of avian, haughty, and crafty warriors, the Ari only came into the wonders of civilisation by conquest. They fight with the many nations along the eastern sides of the river elven controlled Far East, battling for control of vital resources like water, food, and minerals. Ari have taken well to the fruits of sophistication, however, and have learnt the ways of masonry and architecture from river elven cities. Their nests are stone, and beautiful, with the winged Ari residing among the tallest mesas in complexes of a single carved rock. Ari Traits As an ari, you have certain traits in common with others of your kind. Ability Score Increase. Your Intelligence score increases by 1. Age. Ari fully mature by age 14-16. Old age for an ari is considered 50-60. Alignment. Ari tend to favour loyalty among their people, so a lawful alignment may be appropriate. However, often adventuring ari seek fame and fortune, and aren't too fussed with the possible hindrances that may cause, also allowing for a chaotic alignment. Size. Winged ari can reach 5 feet, and wingless are slightly more, at about 6. Your size is medium. Speed. Your base walking speed is 30 feet. Keen Sight. You have proficiency in the Investigation skill, and darkvision for 30 feet. Languages. You can speak, read, and write Ari, and one other language of your choice. Subrace. Choose a subrace from the choices below. Winged Ari Your blood is the blood of the ari nobility. Wings are your badge, the sky your jurisdiction. Ari society scorns the wingless, and often abandon a hatchling who is born without wings. Often with white, brown, or dusky coloured feathers, winged ari never wear anything that might slow them, and often preen their feathers when not occupied by another task. Jewellery is of high demand in places with a high winged ari population. Ability Score Increase. Your Dexterity score increases by 2. Flight. You have a flying speed of 40 feet. You can't wear medium or heavy armor to keep this feature.

Wingless Ari Wingless ari are among the lowest in the social classes. Without wings, ari are viewed as almost no better than animals. Often serving as servants or brute labour, wingless ari have a more muscled physique naturally, and this tends to lead them down the paths of certain crafts. Ability Score Increase. Your Strength score increases by 2. Strong Craftsmen. Choose one artisan's tools from the following: carpenter's tools, mason's tools, smith's tools. You have proficiency in the chosen tools. Iron Featherdown. Your AC is 12 + your Dexterity modifier when unarmored. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. On the Genetics of Ari Wingless and winged ari are not mutually exclusive. A winged ari may be born to a clutch of wingless ari, and vice versa. Depending on the family, this can be seen as a great stain on social status, or a great boon. Wingless ari born to a family of winged ari are lucky to survive their infancy, with the quiet dispatchment of such hatchlings common among the highborn of ari society. If they do live, they are often outcasts, of less social status than a bastard. Winged ari born to the wingless are often lauded as a sign from the gods. The society they are born into is one little better than the slave class, but they are often the favoured child, sometimes to the detriment of other children of the same clutch, as they are often fed the most and cared for more tenderly. They can sometimes rise into the highborn society, though are scorned if their parentage is discovered. 6 The Gnomes Pygmies Deep in the densely jungles valleys of the epellic highlands, hundreds of small, vibrant tribes of puny humanoids build secret villages into anything from holes to leafy canopies. These tribes are often ignored by the epel as insignificant. Indeed, the pygmies are not a warlike people, but foragers and spiritwalkers, in tune to the needs of the land around them. Pygmy villages often revolve around a chief shaman, both the spiritual and political head. Their avoidance of war does not make them unsuspecting of it, however, and so over centuries they have developed ways to combat the occasional hostile epel raiding party. A pygmy who has left their tribe has embarked on a great journey, for the world is an even larger and scarier place to them than it is to their neighbours. Your pygmy character has certain characteristics in common with all other pygmies. Ability Score Increase. Your Intelligence score increases by 1 ,and your Dexterity scores increases by 2. Age. Pygmies mature rather quickly, reaching adulthood by 12, and they usually live about 50 years. Alignment. Most pygmies tend towards a good alignment by virtue of their naturalistic culture. Size. Pygmies range from about 3 to 4 feet. Your size is small. Speed. Your base walking speed is 25 feet. Darkvision. After centuries in the dimly lit undergrowth of the epellic jungles, pygmies have developed superior vision. You have darkvision to a range of 30 feet. You cannot discern color in darkness, only shades of gray. Pygmy Spirit. Your size does not diminish your attitude, even in the face of grave danger. You have advantage on saving throws made against being frightened. Jungle Floor. You know the thorn whip cantrip. At 3rd level, you can cast the purify food and drink spell once per long rest. Intelligence is your spellcasting ability for these spells. Adaptable. You have lived in the deep jungles of epel for your whole life. It's a testament to your survivability that you're still alive. You have proficiency in the Nature and Survival skills, and when foraging for food and drink, you find twice as much. Eyes of Capricorn. Your vision is not impaired by heavy precipitation as described in chapter 5 of the Dungeon Master's Guide. Languages. You can speak, read, and write pygmic. The Dragonborn Dragons in Tialth are the first of the celestial races, beings as old as the world and directly descended from the starry sky. Dragonborn are what happens when dragons delve into mortal society. To a dragon, it is almost incomprehensible how civilisations of such short lived and puny creatures can rise, fall, and rise again, and act out their lives without fear of the ways of nature, predator and prey. The existence of a dragon is not a crowded one, and occasionally a dragon may assume the form of a mortal and live out many lifetimes in their vibrant world. Dragonkind can, and usually, if living their life as a mortal, do mate with the mortals who live around them. This can result in children, or even a clutch. Without delving into the intricacies of dragon and mortal physiology, a dragonborn is a mortal born with a fair amount of dragon blood. Several generations removed from their draconic ancestor, a dragonborn may have lived in a large family home full of extended relatives, or a backstreet hovel with unsuspecting parents. Usually, a dragon will look after it's immediate relatives whether they are dragon or half-mortal, but this instinct fades the further removed a family member becomes, and dragons assume their own children were born with their own innate protective instincts. But as is the way with mortals, people tend to choose different paths. Either way, the draconic blood within you is strong, granting you several physical differences that are usually kept hidden for fear of persecution by misunderstanding society. Your heritage grants you traits that you share with other dragonborn.

Mortality. While a mortal, a dragonborn is somewhat removed from the ordinary cycle. Choose another race. Your size and speed are the same as the chosen race's. Additionally, your life expectancy can be estimated to be double that own race's, though you mature at the same rate. Ability Score Increase. A dragon is a master of versatility and a bastion of strength. You have inherited part of that innate mastery. Your Charisma score increases by 1, and another ability score of your choice does also. Alignment. Dragonborn generally perceive themselves to be outsiders, though they may live in a warm and welcoming culture. This draws them towards chaotic or neutral alignments. Draconic Aspect. Dragons in Tialth do not have a colour as they do in standard D&D worlds. Instead, the heritage of a dragonborn manifests itself in a more abstract sense. When you create your dragonborn character, choose subrace from Hide, Maw, and Soul. You gain features depending on your choice. languages. You can speak, read, and write the racial language of your mortal heritage. Hide You have inherited the fabled skin of your forebears. You can shrug off what other mortals can not, and your stamina is unnatural. You skin, however, is leathery and tinted with a dark colour, something you can pass off as too much time spent in the sun or an obscure condition, but it is strange to see. Damage Resistance. Choose one from cold, fire, acid, or poison. You have resistance to the chosen damage. Endurance Unfaltering. The first time you would be reduced to 0 hitpoints per long rest, you may instead drop to 1 instead. You must complete a long rest before you can use this feature again. Draconic Stamina. You treat exhaustion as one level less, (gaining a "7th" level of exhaustion will still kill you). 7 Maw The legacy bestowed upon you is the one of the dragon's mouth. You smile is unnerving, your teeth perfectly straight and white, if somewhat sharpened... The gift of the dragon's maw is not only one of pretty teeth. Given the right circumstances, a dragonborn of maw may release bursts of energy, or release a primal scream of rage. What Big Teeth You Have. You have advantage in Intimidation checks made against creatures that can see you. Dragonburst. You may use your action to exhale destructive energy. Roll a d4 to determine the type of energy that you expel. Dragonburst Result Damage and Area 1 Lightning, 5 by 30 ft. line 2 Fire, 15 ft. cone 3 Cold, 15 ft. cone 4 Acid, 5 by 30 ft. line Every creature in the area of effect produced by this ability must roll a Dexterity saving throw, taking 2d6 of the appropriate damage on a failed save, or half that on a successful one. The DC for this throw is 8 + your Constitution modifier + your proficiency bonus. You must complete a short or long rest before you can use this feature again. Dragonscream. You may use a bonus action to scream with primal fury once per short or long rest. Every creature in a 15 ft. cone in front of you must roll a Constitution saving throw against a DC of 8 + your Constitution modifier + your proficiency bonus, taking 1d8 thunder damage on a failed save and half damage on a successful one. this damage increases to 2d8 at 4th level, 3d8 at 10th level, and 4d8 at 16th level. Soul Your spirit is of a near perfect resemblance to a dragon. You have inherited the vast resolve, mental agility, and innate magic of the dragons, and this is visible to others, though not clear. Your eyes hold some sort of strange quality, whether it be almost incandescent irises, star shaped pupils, or a bleeding appearance between the colors, like paint in water. Draconic Spirit. You know the thaumaturgy cantrip. At 3rd level, you may cast sanctuary once per long rest. At 5th level, you may cast levitate once per long rest. Grounding Rod. Your body is infused with the spirit of dragonkind, gifting you with an enhanced ability to channel magic. When damaged by a spell, you may use your reaction to absorb the damage, granting your next successful attack 1d4 additional damage of the same type. You may use this ability a number of times equal to your Constitution modifier. You regain all expended uses of this ability when you finish a long rest. Spirit Wings. When you critically hit an enemy, you may infuse yourself with the exhulatant energy around you. You gain a flying speed of 30 ft. for the rest of your turn. If you have already used your movement for this turn, you may move again. The Grekikker Dwelling near river or lakeside villages, or deep inside jungle boughs, the grekikker are a diverse race of froglike humanoids spread across several continents. With many different systems of government and cultural practices differing extremely depending on the subrace of the grekikker, it is a debated topic to lump them together in one overarching race among scholars who have close contact with them. Regardless, there are physical similarities between all people who fall under the grekikker racial group. Ability Score Increase. Your Dexterity score and one other score of your choice increase by 1. Age. Grekikker mature physically after roughly 6 years, and live about 40. Alignment. Grekikker value tradition, tending towards lawful alignments. However, they tend to disrespect other cultural norms, and a chaotic alignment could be fitting. Size. With one exception among the subraces, grekikker range from about 4-5 feet. Your size is medium. Speed. Your base walking speed is 30 feet.

Amphibious. Grekikker can breathe air and water. Memories of a Tadpole. You have a swim speed equal to your walking speed. Languages. You can speak, read, and write grekken and one other language of your choice. Tongue. You have a long, sticky tongue that counts as a natural weapon that deals 1d6 bludgeoning damage, has the finesse property, and has a reach of 5 ft. You are always proficient with your tongue. Powerful Legs. You have advantage on Athletics and Acrobatics checks that involve jumping. Subrace. Choose one of the following subraces, from padderkik, ranaba, kaerikk, or bena. Bena The bena subrace of the grekkiker are a warlike people who dwell in the outskirts of the orc controlled grasslands in the southern continent, along rivers and water holes. They viciously defend their homes and resources from anyone who would try to take them. While often belligerent and quick to anger, bena are not a malicious people, and will not push back into enemy territory when gaining the upper hand. The streams hold an almost religious respect to the bena. Bena are generally coloured in the darker greens of the grassland, and lack the webbed toes and fingers of the other grekkiker. Ability Score Increase. Your Strength score increases by 1. Bena Weapon Training. You are proficient in the trident, spear, net, and sling. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the damage of the attack. 8 Padderkik The padderkik are often an enigma to outsiders, with seemingly endless rituals and ceremonies and superstitions carried out daily by almost everyone. They dwell among the islands of the coral sea, and are much more friendly to outsiders than any of their kin, welcoming travellers and traders into villages, showering them with gifts and food. They are usually coloured with sandy hues, and splotches of blues or greens dot their bodies. Ability Score Increase. Your Wisdom score increases by 1. Superstition. You can spend 10 minutes performing superstitious rituals. If you do so, you feel at ease in the world, more in control. You have advantage on rolls against being charmed or frightened, but only if you complete your rituals at least twice a day. Gift of Padderkon. Most padderkik revere Padderkon as a chief deity in their pantheon, and many gain natural abilities attributed to him. You know the light cantrip. At 3rd level, you can cast animal friendship once a long rest. At 5th level, you can cast calm emotions once a long rest. Wisdom is your spellcasting ability for these spells. Kaerikk Kaerikk are what's regarded as the most civilised of the grekkiker subraces. They build cities, nations, hold common codes of law, have developed their own writing, and even trade, though fitfully, with the outside races. At home in the northern deltas of the riverlands, kaerikk cities are not the grandest, nor the largest, by any means, but they have a beauty to them, a charm no other race would admit to envy, but they do. Kaerikk are coloured in quite vibrant hues, sometimes augmenting them with dyes. Ability Score Increase. Your Intelligence score increases by 1. Civilised. You gain another language of your choice, and one tool proficiency. Kaerikk Superiority. You have proficiency with shortbows, pikes, longswords, and light armour. Ranaba Deep in the jungled and forested areas of Tialth, secluded tribes of the ranaba grekkiker hunt, fish, and lead lives of what the more civilised races would call savagery. However, ranaba are often satisfied with this lifestyle. Only the rare few adventure outward, discontent with their lot. Kaerikk are often the muted colours of the undergrowth, except for their sky blue or firery red bellies. Ability Score Increase. Your Dexterity score increases by 1. Size. The ranaba are smaller than their kin, only reaching a maximum height of just over 3 feet. Your size is small. Toxic. Your skin secretes a toxin that can be applied to weapons. Once per long rest, you can harvest three applications of a poison from yourself that can be applied to weapons that do piercing or slashing damage. When an enemy is hit with a weapon which has had the toxin applied to it, they take an extra 1d4 poison damage. Nimble Escape. You may take the disengage or hide action as a bonus action.

Jaunari The jaunari, or orcs to some people, are a race of tall, perhaps brutishly built, rough featured and green skinned horse lords. They live among the steppe and plains of the southern continent, getting into frequent skirmishes with the bena and the ogrestraani. Centuries upon the plains among nothing but sky and grass has rendered an appreciation for the elements in jaunari culture, shamanism and animism key features of daily life, which is retained in the few permanently settled orcish nations. Their monstrous behi mounts, great, woolly, bull-like, horned horses are one of the toughest and most enduring steeds of all Tialth, and serve as one of the greatest aspects of jaunari society. They are the lifeblood of the orcish peoples, a food resource for either milk or meat, a method of war, and a source of clothing. You jaunari character has the following traits. Ability Score Increase. Your Strength score increases by 2, and one other score of your choice by 1. Age. Jaunari live lifespans comparable to humans. Alignment. Orcs are often stylised in human and elven cultures as brutes who pillage and rape and steal and kill as their only way of life, but that is simply not true. Orcs can have alignments just as diverse as humans, but they tend towards chaotic ones simply because of the cultural differences between the settled races and them. Size. Jaunari range from 6-7 feet tall, and weigh 230-280 pounds, almost exclusively muscle. Your size is medium. Speed. Your base walking speed is 30 feet. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Steppecraft. You have proficiency in spears and shortbows, and your range for these weapons doubles while you are mounted. Plainslord. You have proficiency in one of the following skills from Nature, Animal Handling, or Survival. Languages. You can speak, read, and write Orcish and one other language of your choice. Oromest The nomadic oromic peoples dwell in the tundra and plains to the west of the dwarven nations. They travel seasonally, taking their huge herds of riding bulls, or aurain, to graze upon the greenest grass available. The physical differences between male and women of the oromest are quite minimal beyond what you would expect, with similar bone density, muscle mass, and natural intelligence, leading to a culture of somewhat enigmatic equality. One example of this is the tradition of a fight to the death between a deceased chiefs children, to determine their successor. Male or female, no child is exempt. Beyond their out of place height and similarities between men and women, oromest look quite similar to humans, only given away by their wildly red, hair colours and greyer skin tones. Your oromest character has certain traits in common with other members of the race. 9 Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Age. Oromest have lifespans comparable to humans. Alignment. Oromest tend towards lawful good alignments, as brotherhood and unity are emphasised among the harsh climes they roam upon, in order to survive. Size. Oromest stand from 7 to 8 feet tall, sometimes, (rarely), 9, and weigh between 280 to 340 pounds. Your size is Medium. Speed. Your base walking speed is 35 feet. Plainsrunner. You have proficiency in either Athletics or Animal Handling. Blood of Giants. You can draw upon your inherent endurance to occaisionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage taken by the result. You must complete a short or long rest before you can do this again. Powerful Build. You could as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Hardy. You're damn tough. When you would roll a death saving throw and fail, you may choose to suceed instead. You must complete a long rest before you can do this again. Languages. You can speak, read, and write Oromic and one other language of your choice.

10 Feats These feats are an expansion on some aspects of certain racial features, but most are available to any race. Sea Legs Prerequisites: Dexterity score of 13 You have spent enough time on the open ocean and the deck of a ship to apply the balancing skills you've learnt there on solid ground. Increase your Dexterity score by 1.

When an effect would knock you prone, you may instead choose to remain standing. You may only choose this a number of times equal to your Dexterity modifier every short or long rest.

When you are grappled, you can spend 5 feet of movement to end the condition.

You have a climbing speed equal to your walking speed when climbing rope. Caravanserai Prerequisites: Proficiency in Persuasion Your time spent among merchants and caravans has rubbed off on you. Increase your Charisma score by 1.

You may double your proficiency modifier on checks made when haggling, and double your proficiency modifier on Persuasion checks always.

You know when you are being overcharged, and you know when someone is undervaluing items you are trying to sell. Well Versed Traveller Prerequisites: Proficiency in Survival You have lived and adapted in the wilds for many years, learning skills that are invaluable outside of civilisation. Your Constitution score increases by 1.

As long as you can see the stars or sun, you always know which way is north.

You ignore the detrimental effects of one weather condition of your choice, as described in the Dungeon Master's Guide.

You can cast create or destroy water once using this feat, but only utilising the create function. You regain expended usues of this feature after completing a long rest.

When foraging for food, you collect twice as much. Beserker Prerequisites: 4th level You have developed a bit of an anger issue. You gain one use of the Rage feature, following all the normal Barbarian rules. You gain all expended uses of this feature after completing a long rest.

When a melee attack's damage would reduce you below half your hitpoints, you may use your reaction to make a melee attack towards the source of the damage.

12 Backgrounds As it says in the Player's Handbook, every story has a beginning. In Tialth, there are perhaps more specialised beginnings to be had. Throughout the continents there exist a vast array of professions and occupations that might not exactly be covered by those presented in the Player's Handbook, though all of those are still viable choices. Outlined below are several new backgrounds for discerning Tialthine adventurers. Caravaneer You have spent a large portion of your life on the backs of, or alongside, travelling merchant caravans. You have perhaps owned one yourself, and experienced the journey that your goods have taken from buyer to buyer, firsthand. Because of this world knowledge, you've learned to deal with your own company in extreme cases, or only the company of a few for many months at a time. You have an appreciation for the finer things of life, and tend to make the most of your time spent in the luxury of cities. Perhaps this is why you spent so long travelling from place to place, buying and selling and never moving forward? Skill Proficiencies. Persuasion, Insight Languages. One of your choice. Tool Proficiencies. Navigator's tools, and either woodcarver's tools or weaver's tools. Equipment. A headscarf or covering, (to obscure sand or insects), traveller's clothes, weaver's/woodcarver's tools, a memento from a caravan trip, (jar of spice, inventory, arrow from a raid), and a belt pouch containing your last remaining pay, 10gp. Feature: The Silk Road You know the details of almost any place's trade. Where it comes from, what goods they produce, what is imported and relied upon, the wealth of nearby merchants, the most common routes taken by caravans, whether they are often heavily guarded or not. Also, you can earn a modest living while in downtime, often by hawking goods for a higher price than you bought them. Your DM may rule that you have merchant friends or aquaintances in your hometown or another significant location to your character, who could put you into contact with just about any other merchant. The quality of these contacts, and their integrity, is never sure however, so be warned. Suggested Characteristics Caravaners are not much above the common citizen or guild merchant, meaning that they are generally rather ordinary people, perhaps content to satisfy their wanderlust with the travel between cities to sell their goods. They understand the plights and dreams of common people, for they were once a part of them, until they took up the life of an adventurer.