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Races

The document describes various sentient races created by the Primordial of Life, Vanna, including Men, Ashari, Dwarves, Tritons, Sindari, Bruxa, Lycans, and Satyrs. Each race has unique traits, abilities, and cultural backgrounds, detailing their physical characteristics, abilities, and lifespan. The document also outlines their adaptability to different realms and the magical or combat proficiencies they possess.

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0% found this document useful (0 votes)
28 views13 pages

Races

The document describes various sentient races created by the Primordial of Life, Vanna, including Men, Ashari, Dwarves, Tritons, Sindari, Bruxa, Lycans, and Satyrs. Each race has unique traits, abilities, and cultural backgrounds, detailing their physical characteristics, abilities, and lifespan. The document also outlines their adaptability to different realms and the magical or combat proficiencies they possess.

Uploaded by

NIGHT ARROW
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Men

Also known as Humans, Men are the first sentient


race created by the Primordial of Life, Vanna. They
were created 50,000 BI. Made for the Day Realm,
humans are very adaptable to it’s different
ecosystems and climates. Men are also the most
common race of the Day Realm, at almost 80%.
They can come in many different ethnicities and
heights depending on the regions they are from.
They are also found on all areas of the alignment
scale.

Race Family. Children of Vanna. First Born

Racial Feats: Adaptable, Intelligent, Attractive,


Skilled

Age. Humans reach adulthood in their late teens


and live less than a century.

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. Depending on your class and
background you may have the ability to speak
more than one language.

Ability Score. Two different ability scores of your


choice increase by 1.

Skills. You gain proficiency in one skill of your


choice. Your class might allow you to have more
choices to pick from.

Feat. You gain one feat of your choice.

Magic Proficiency. Humans have a natural


Proficiency with Magic. Pick one cantrip of any
school of Magic to make your known cantrip. This
cannot change once picked. This is given to you
regardless of what class you are. You can cast that
said cantrip twice a day. If you are a Magic User
that has access to that cantrip you can cast it as
many times as you want, following the rules of your
class.
Ashari
Also known as the Twili, Ashari are the 2nd sentient
race created by the Primordial of Life, Vanna. They
were created 50,000 BI. Made for the Twilight
Realm, Ashari are very close to humans but are
made to adapt to a world without much light. The
Twili are not as much social creatures as Men and
as a whole, tend to look for themselves. Their skin
is made to withstand the Dark lunar energy the
Twilight realm gives off.

Race Family. Children of Vanna. Second Born

Racial Feats: Adaptable, Resilient, Attractive.

Age. Ashari reach adulthood in their late teens and


live less than a century.

Size. Ashari 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.

Ability Score. Two different ability scores of your


choice increase by 2.

Languages. You can speak, read, and write in Twili.


Depending on your class and background you may
have the ability to speak more than one language.

Superior Darkvision. Your Darkvision has a radius


of 120 feet. You can also see through Magical
Darkness as it were dim light

Shadow Skin. You are Resistant to Dark Damage.

Sunlight Sensitivity. You have disadvantage on


perception checks and attacks in direct sunlight.
Dwarves
The Dwarves are the 3rd sentient race created by
the Primordial of Life, Vanna. They were created
50,000 BI. Made for the Realm of Ash, which
houses the elements of Fire and Stone. Dwarves
were made strong and hardy to withstand the harsh
heat of the realm. They are expert craftsman and
miners. Once they migrated to the Day Realm, they
took to the underground and mined the riches the
realm had.

Race Family. Children of Vanna. Third Born

Racial Feats: Resilient, Strong.

Age. Dwarves mature at the same rate as humans,


but they're considered young until they reach the
age of 50. On average, they live about 350 years.

Size. Dwarves stand between 4 and 5 feet tall and


average about 150 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Your


speed is not reduced by wearing heavy armor.

Ability Score. Your Constitution score increases by


2. Your Prowess score increases by 1.

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.

Dwarven Resilience. You have advantage on


saving throws against poison, and you have
resistance against poison damage.

Dwarven Combat Training. You have proficiency


with the battleaxe, handaxe, and Warhammer.

Languages. You can speak, read, and write Khaza,


Level 3. Depending on your class and background
you may have the ability to speak more than one
language.

Tool Proficiency. You gain proficiency with the


artisan's tools of your choice: smith's tools, or
mason's tools.

Stonecunning. Whenever you make an Intelligence


(History) check related to the origin of stonework,
you are considered proficient in the History skill
and add double your proficiency bonus to the
check, instead of your normal proficiency bonus.
Tritons
The Aquatic race known as the Tritons are the 4th
sentient race created by the Primordial of Life,
Vanna. They were created 50,000 BI. Made for the
Realm of Mists, which is covered entirely by water.
Tritons are stout protectors of their waters and are
often known to be stubborn and very direct with
their ways of life.

Race Family. Children of Vanna. Fourth Born

Racial Feats: Swift, Athlete, Intelligent

Ability Score Increase. Your Prowess, Constitution,


and Determination scores each increase by 1

Age. Tritons reach maturity around age 15 and can


live up to 200 years.

Size. Tritons are slightly shorter than humans,


averaging about 5 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet, and you


have a swimming speed of 60 feet.

Languages. You can speak, read, and write Aquan.


Depending on your class and background you may
have the ability to speak more than one language.

Amphibious. You can breathe air and water. You


will however need to wet your skin once a day in
order to stay off a level of exhaustion.

Guardians of the Depths. Adapted to even the most


extreme ocean depths, you have resistance to cold
damage, and you ignore any of the drawbacks
caused by a deep, underwater environment.

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 discern colors in that
darkness only as shades of gray.
Sindari
Also known as the Elves are the 5th and final
sentient race created by the Primordial of Life,
Vanna. They were created 50,000 BI. Made for the
Realm known as Elysium, created to house the
souls of the sentient races who died. The Sindari
were once immortal beings but after the Great
Flooding, chose to take mortal lives by helping to
repopulate the Day Realm. They are tall, slender
and elegant beings. Sindari are slowly dying off due
to low birth rates.

Race Family. Children of Vanna. Fifth Born

Racial Feats: Swift, Vigilant

Ability Score Increase. Your Wisdom, and


Determination scores each increase by 2

Age. Sindari reach maturity around age 18 and can


live up to 900 years.

Size. Elves are taller than humans, averaging about


6’5 feet tall. Your size is Medium.

Speed. Your base walking speed is 45 feet.

Languages. You can speak, read, and write Elvish.


Depending on your class and background you may
have the ability to speak more than one language.

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 discern colors in that
darkness only as shades of gray.

Elf Weapon Training. You have proficiency with


the longsword, shortsword, shortbow, and longbow.

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.no w

Keen Senses. You have proficiency in the


Perception skill.

Elysium Ancestry. You have advantage on saving


throws against being charmed, and magic can't put
you to sleep.
Bruxa
Known to the common folk as Vampires, the Bruxa
are an old race that are still living in seclusion in
the southern kingdoms of Bralia. They seldomly are
seen in the kingdom of Wolfkrone. They indeed
drink the blood of other creatures. Some clans or
“nests” choose to feed off animals and beasts, but
others will get sustenance from mortal races. It is
possible that a bite from a Bruxa can infect
humans, turning them into Ghouls. Bruxa are
known for their white hair and crimson eyes.

Race Family. Cursed Ones. Originally being made


from Humans, Bruxa have a soul and thus can go
to Elysium when they pass on.

Racial Feats: Ferocious, Attractive,

Ability Score Increase. Your Prowess score


increases by 2 and Determination score increases
by 1

Age. Bruxa reach maturity around age 18 but can


live up to 400 years. A Bruxa that is 300 years or
older is considered an Elder.

Size. You are the size of a normal human. Your size


is Medium

We are born of the Blood. You can enjoy food and


drink as other mortals, but you will need blood to
keep your focus. Every day you go without blood
you will lose an Exhaustion point. Only getting
those points back by feeding. Feeding on sentient
humanoids such as humans will give you extra
abilities. You can harness these abilities up to 3
times a day. This is called Blood Vigor. However,
after a Blood Vigor action is taken you must roll a
DC 12 Constitution check. If you fail, your urge for
more blood takes over and you must cool down for
1 turn (6 seconds)

Speed. Your base walking speed is 30 feet, or you


can expel a Blood Vigor point to phase up to 60
feet from you. Phasing is a fast travel using
enhanced reflexes. Enemies will not be able to get
opportunity attacks on you if you phase.

Retractable Fangs. You have fangs that can be


retracted at will. A bite needs to be an action,
dealing 1d8 + Prowess. You can call upon a Blood
Vigor point to deal an extra 1d8 damage. If a
humanoid is bitten or scratched by you, the DM
will roll a d20 to see if they are infected with
Vampirism. If infected they will become feral
ghouls.

Silver Illness. Silver and silver made weapons


damage your skin to the touch. You are vulnerable
to it. This includes silver coins.

Sunlight Sensitivity. You have disadvantage on


Attack rolls and Wisdom (Perception) checks that
rely on sight when you, the target of your attack, or
whatever you are trying to perceive is in direct
sunlight. At Night however you have Darkvision up
to 60’

Strength of the Blood. You can expel a Blood Vigor


point to have advantage on Prowess Saving throws.
Must be done before the check is rolled.

Languages. You can speak, read, and write in


Bruxan. Depending on your class and background
you may have the ability to speak more than one
language.
Lycans
Thousands of years ago the first Lycans came to
Bralia from the West. They were brought here to be
slaves. Guarding wealthy business and royals from
intruders and invaders. Before long, some Lycans
escaped capture and were set lose in Bralia. Lycans
as a race are relatively peaceful if unchallenged.
However, their Lycanthropy traits can be passed
along to other races by bites or scratches. These
“infected” creatures are known as werewolves.
These feral beasts do not behave as normal Lycans
and are monsters who roam the countryside at
night searching for food.

Race Family. Cursed Ones. Originally being made


from Humans, Lycans have a soul and thus can go
to Elysium when they pass on.

Racial Feats: Athlete, Ferocious

Ability Score Increase. Your Prowess increases by


1, and Constitution score increases by 2

Age. Lycans reach maturity around age 18 and can


live up to 300 years.

Size and Speed. You are the size of a normal


human while not in wolf form. Growing to 7 feet tall
in wolf form. Your size is medium. Your base
walking speed is 30 feet in human form. In Wolf
form this increases to 50 feet with a climbing speed
of 30 as well.

Monstrous presence. While in wolf form, you are a


frightening sight to see. You have advantage on
Intimidation checks but disadvantage on
Persuasion. While in Wolf form all gear and
clothing are absorbed into you. Once you come out
of wolf form you regain these items.

Enhanced Senses. While in wolf form, you have


advantage on perception checks dealing with sense
of hearing and smell. You also have an advantage
while tracking inside forests. You also have
Darkvision of 60 feet

Unarmed Strikes. While in wolf form, you can use


your claws and fangs as weapons. They deal 1d8 +
PRW slashing damage for claws and 1d8 + PRW
piercing for your fangs. If a humanoid is bitten or
scratched by you, the DM will roll a d20 to see if
they are infected with Lycanthropy. If infected they
will become feral werewolves.

The Silver Moon. Being controlled by the power of


the moon also has some disadvantages. You are
vulnerable to Silver and Silver damage while in
wolf form and human form.

Full Moon. Lycans at early ages cannot control


their transformations. As such they will turn into
wolf at night when the moon is out. At level 7, they
can transform at will during nighttime. At level 10
they can transform at will even during the daytime.
Lycans can eat Wolf’s Bane or Drink Moon Shade
to help quell the transformation. Unless there is a
Full Moon. Nothing can stop that transformation
during a full moon. However, during that time you
get an extra 1d8 of damage to your fang and claw
attacks.

Languages. In Wolf form you can speak Vilkacis


(Level 3). Depending on your class and background
you may have the ability to speak more than one
language.
Satyrs
The race of goatmen are known as Satyrs. They
are an ancient race that once lived in harmony in
Greece and were created by the God Dionysus
After migrating they spend time living with elves, so
much that they became part of their lives and
learned they language. In Bralia however, they are
viewed as devils for their appearance. It is said lost
children will be taken away by satyrs. Once their
race was very noble and lived in harmony with
nature. In the past hundred years they have
become crueler, especially to outsiders. At birth
Satyrs are given familiars to guide them in their life.

Race Family. Forgotten Ones. Being not made of


Vanna, they have no souls and thus cannot go to
Elysium when they pass on.

Racial Feats: Lucky, Intelligent, Skilled

Ability Score Increase. Your Wisdom score


increases by 2, and your Prowess score increases
by 1.

Size. You are a size small creature

Age. Before the age of 18 you are considered a


“kid”. Satyrs can live up to 150 years

Charmed Speech. You are proficient in the


Persuasion and Deception skills

Iron Belly. Your stomach can handle all foods and


non-edible objects. You have advantage on saving
throws that are poisons you ingest

Languages. You can speak Elvish (Level 2).


Depending on your class and background you may
have the ability to speak more than one language.

Speed. Your base walking speed is 30 feet.

Familiar Friend. At birth each young satyr is giving


a familiar. This familiar is always the same animal
type. Example always an owl or a cat. You can
summon them as many times as you want. If they
are killed however, they are gone for good.

Fey Ancestry. You have advantage on saving


throws against being charmed and magic can't put
you to sleep.

Sure Footed. You have advantage on dexterity


checks for difficult terrain with your cloven hooved
feet.
Kitsune
The Kitsune are a rare race of magical females.
They tend to hide their kitsune heritage while
dealing with other races as a way to keep away
from the discrimination and hatred built up in the
legends of some of the most powerful kitsune.
There are many legends floating around the world
relating to powerful nine-tailed kitsune. They have
pink hair and pink eyes.

Race Family. Cursed Ones. Originally being made


from Humans, Kitsune have a soul and thus can go
to Elysium when they pass on.

Racial Feats: Attractive, Lucky, Swift

Ability Score Increase. Your Determination score


increases by 2. Your Wisdom score increases by 1.

Age. Kitsune reach adulthood at 18 then cease


physical aging and live to be about 300 years.

Size. Kitsune are generally on the smaller side of


most humanoids ranging from 4'7 to the tallest
being just under 6'. Weight wise kitsune are as light
and agile as they look. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Transformation. You have a kitsune form that you


can change into. At lower levels you cannot control
your transformations. They are usually triggered by
fear or anger. Eventually you can change at will up
to a few times a day.

Darkvision. Due to constantly living in the dark


magical forests you are able to see 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.

Natural instincts. You gain proficiency with two of


the following skills of your choice: Athletics,
Acrobatics, Perception, Stealth, and Survival.

Languages. You can speak, read, and write


Common Level 2. Depending on your class and
background you may have the ability to speak
more than one language.

Natural Beauty. In your female human form, you


have advantage on the persuasion checks.
Aarakocra
Sequestered in high mountains atop tall trees, the
Avian Race Aarakocra evoke fear and wonder.
They were created by the God Horus as his
followers. They eventually migrated from the Lands
of Egypt but are still a rare race in the world.
Aarakocra are tall and slender despite their ability
to fly.

Race Family. Forgotten Ones. Being not made of


Vanna, they have no souls and thus cannot go to
Elysium when they pass on.

Racial Feats: Vigilant, Swift, Nimble

Age. Aarakocra reach maturity by age 3. Compared


to humans, Aarakocra don’t usually live longer than
50 years.

Size. Aarakocra range in size depending on their


breed. Ranging from 5’5” - 6’5” feet tall. They have
long and thin lightweight bodies that weigh
between 90 and 100 pounds. Your size is Medium.

Feather Fall. Aarakocra can fly but can also slow


themselves down when falling. They takes no
falling damage and can land on their feet unless
they are wearing Medium or Heavy Armor.

Speed. Your base walking speed is 25 feet. You


have a flying speed of 50 feet. To use this speed,
you can’t be wearing medium or heavy armor.

Vision. 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. You also have advantage on
Perception in the Daytime.

Talons. You are proficient with your unarmed


strikes, which deal 1d4 slashing damage on a hit.

Languages. You speak Aarakocra Level 3.


Depending on your class and background you may
have the ability to speak more than one language.
Tabaxi
Hailing from a strange and distant land, wandering
tabaxi are catlike humanoids driven by curiosity to
collect interesting artifacts, gather tales and stories,
and lay eyes on all the world's wonders. It is said
they were created by an Egyptian Goddess. They
came to Bralia from Gwanyang.

Ability Score Increase. Your Dexterity score


increases by 2, and your Charisma score increases
by 1.

Race Family. Forgotten Ones. Being not made of


Vanna, they have no souls and thus cannot go to
Elysium when they pass on.

Racial Feats: Nimble, Vigilant, Athlete

Age. Tabaxi have lifespans equivalent to humans.

Size. Tabaxi are taller on average than humans and


relatively slender. Your size is Medium.

Speed. Your base walking speed and climbing is 30


feet

Darkvision. You have a cat's keen senses,


especially in the dark. 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.

Cat's Talent. You have proficiency in the


Perception and Stealth skills.

Forest Weapon Training. You have proficiency


with the longbow, shortbow, spear and dagger

Wild Soul. The forest is your home, and it’s bounty


is yours for the taking. If there is edible forage or
clean drinking water within a 100-foot-radius of
your current location, you know it and where to
find it. Additionally, you have advantage on
Survival checks made to identify and follow tracks
in forests.

Feline Agility. Your reflexes and agility allow you to


move with a burst of speed. When you move on
your turn in combat, you can double your speed
until the end of the turn. Once you use this trait,
you can't use it again until you move 0 feet on one
of your turns.

Cat's Claws. Your claws are natural weapons,


which you can use to make unarmed strikes
dealing 1d4 Slashing.

Languages. You speak Common Level 3.


Depending on your class and background you may
have the ability to speak more than one language.
Tengu
To be greeted with stares and whispers, to suffer
violence and insult on the street, to see mistrust
and fear in every eye: this is the lot of the Tiefling,
or Tengu in Abyssal. And to twist the knife,
Tieflings know that this is because of a demonic
ancestry in their bloodline. Their appearance and
their nature are not their fault but the result of an
ancient sin, for which could not manifest for
generations.

Ability Score Increase. Your Determination score


increases by 2. Your Prowess score increases by 1.

Race Family. Cursed Ones. Originally being made


from Humans, Tengu have a soul and thus can go
to Elysium when they pass on. However, with
Demonic Ancestry it may be difficult.

Racial Feats: Ferocious, Skilled

Age. Tengu will forever age unless they are killed.

Size. Most Tengu are Medium in height, just above


humans. In some instances, Large Tengu have
been seen.

Speed. Your base walking speed is 30 feet

Legacy of Trickery. You know the Minor Illusion


cantrip. When you reach the 3rd level, you can cast
the Disguise Self 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
Invisibility spell once with this trait and regain the
ability to do so when you finish a long rest.

Devilish Appearance. As part of your appearance,


you have advantage on Determination Checks
dealing with intimidation.

Darkvision and Devil’s Sight. 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 red.
You can also see through Magical darkness up to
30’.

Languages. You naturally understand Abyssal


Level 1. Depending on your class and background
you may have the ability to speak more than one
language.
Aasimar
Whether descended from a celestial being or
infused with heavenly power, Aasimar are mortals
who carry a spark of Angelic ancestry. Aasimar can
arise among any population of mortals even after
multiple generations. Many believe these beings to
be a sign that times are changing. Despite their
Celestial origins, their alignment can be anywhere
on the scale. Aasimar have golden hair, glowing
white eyes and an ever-present halo.

Ability Score Increase. Your Determination score


increases by 2. Your Wisdom score increases by 1.

Race Family. Cursed Ones. Originally being made


from Humans, Aasimar have a soul and thus can go
to Elysium when they pass on.

Racial Feats: Attractive, Resilient

Age. Aasimar will forever age unless they are killed.

Size. They are the size of common men. And are


size 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 discern colors in that
darkness only as shades of gray.

Celestial Resistance. You have resistance to


necrotic damage and radiant damage.

Healing Hands. As an action, you can touch a


creature and roll a number of d4s equal to your
proficiency bonus. The creature regains a number
of hit points equal to the total rolled. Once you use
this trait, you can’t use it again until you finish a
long rest.

Light Bearer. You know the Light cantrip. Charisma


is your spellcasting ability for it.

Celestial Revelation. Starting at 3rd level, you can


use your action to unleash the divine energy within
yourself, causing a searing light to radiate from you
in a 30’ radius. Any creatures that would do you
harm inside that radius take 2d6 Radiant damage.
They must also roll a Constitution save, becoming
blind for 1 round (12 seconds) on a fail.

Languages. You naturally understand Celestial


Level 1. Depending on your class and background
you may have the ability to speak more than one
language.

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