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HB CompendiumofRaces

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# Compendium of Races

There are a large variety of races within the world. Some of them resemble humans,
some are barely recognizable as humanoids. There exist races that fall on the side
of good, and those that fall on the side of evil. Those that uphold the rules of
law, those that would see the world fall to chaos. There are seventy races within
this compendium, with many having different subraces.

### Preface

This compendium features the races created by myself and my players for use in our
homebrew campaign. Our primary goal in creating these races was to create an
extremely diversified world. The main pieces included herein are the core aspects
of the races, as to allow for them to be supplanted into any other campaign without
restricting their culture overly much. Many of the races within this compendium
make use of pre-existing abilities within *Dungeons and Dragons* as to simplify
their creation. These races are intended to all exist within a single world,
wherein no official *Dungeons and Dragons* races exist, however it is perfectly
acceptable to make use of any one race within a separate campaign with official
races. All of the races in this compendium are balanced with the goal of being
comparable to the races within the *Dungeon and Dragons Player’s Handbook*, with
the notable exclusion of any race that receives a Feat at 1st level. There is
however, a major deviation from the official races, as many races in this
compendium feature multiple options for their ability score increases. This was
done in the hope of preventing races from being overly restricted in what classes
they can play optimally, as it is never enjoyable to feel locked out of playing a
race because they do not receive a single useful bonus for the class one would like
to play. Additionally, we do not use Common in our games, instead replacing Common
with the racial language and giving all races at least one language of their
choice, if you make use of Common in your game I would suggest altering the
language portion to fit your game. Also, I am aware that several of the races
within this race fall into the same category as the *Unearthed Arcana* Centaur
race, as they by all logic should by a Large race. However, for the purpose of
balance, a Large player race is near impossible within *Dungeons and Dragons*, as
even just adventuring would be impossible for them if a situation arose that
required a Medium creature to squeeze. I welcome anyone to make use of anything
they find within this compendium, be it a single race or the whole list.

```
```

### Note on Balance

The races within this compendium make use of a balancing chart that can be found
[here](https://www.reddit.com/r/dndnext/comments/53pf0j/detect_balance_an_improved_
scale_for_measuring_5e/). Following this system, the races in this compendium fall
between twenty-four and thirty points (there are three exceptions, Dullahan, which
can technically fall as low as twenty-three points, Awakened Skeleton, and Awakened
Zombie, which can both reach thirty-four points, although it should be noted that
only a few combinations result in this, and all of these races should be used
sparringly as it is). As previously mentioned, no race within this compendium
receives a Feat at 1st level, this is due to the possibility of Feats incentivizing
one race over others, as a choice of a Feat at 1st level is simply too strong of an
incentive to pick that race. I should mention however, that I did buff Humans to
make up for the removal of Variant Human. Any questions regarding balance can be
directed at Reddit, u/Yui_Mori.

### Note on Source Material


Many of these races are either based off of, or borrow heavily from, races from
other pieces of media. I do not own any of these materials, and have listed any
that I have intentionally made use of here. This compendium is not for sale in any
location, and is purely intended for personal use and enjoyment. With the exception
of the source material, this compendium was created by u/Yui_Mori.

*Dungeons and Dragons*, Wizards of the Coast.

*Durarara!!*, Ryohgo Narita.

*Final Fantasy XIV: A Realm Reborn*, Square Enix.

*Monster Hunter World*, Capcom.

*Monster Musume*, Okayado.

*Overlord*, Kugane Maruyama.

*Pathfinder*, Paizo Publishing.

*RWBY*, Rooster Teeth.

*That Time I Got Reincarnated as a Slime*, Fuse.

*The Lord of the Rings*, J.R.R. Tolkein.

*Warhammer*, Games Workshop.

### Note on Artwork

Each race within this compendium features a piece of art to aid in visualizing
their appearance. I do not own any of this art. A full list of art credits is
included at the end of this compendium. If you see any of your own artwork within
this compendium and would like it removed, please contact me via Reddit,
u/Yui_Mori. For final clarification, I do not own any of the artwork used in this
compendium, nor is this compendium for sale in any location, it is merely meant for
personal use and enjoyment.

<div class='pageNumber auto'></div>

\page

<div class='toc'>

- [Akekumaneko no Kokumin](#p4)
- [Alf](#p5)
- [Alloy](#p6)
- [Antediluvian](#p7)
- [Aráchni](#p8)
- [Araiguma no Kokumin](#p10)
- [Awakened Doll](#p11)
- [Awakened Machine](#p12)
- [Awakened Skeleton](#p13)
- [Awakened Zombie](#p14)
- [Azmiri](#p15)
- [Báisè](#p16)
- [Bardam Zan](#p17)
- [Centaur](#p18)
- [Chimera](#p19)
- [Çöl İnsanları](#p21)
- [Cyclops](#p22)
- [Delrani](#p23)
- [Déntro](#p24)
- [Deva](#p25)
- [Doppelganger](#p26)
- [Dragonewt](#p27)
- [Dryad](#p29)
- [Dullahan](#p30)
- [Echidna](#p31)
- [Entomo](#p32)
- [Eztli](#p33)
- [Faun](#p34)
- [Feyfolk](#p35)
- [Havět’](#p36)
- [Hebi no Kokumin](#p37)
- [Hēisè](#p38)
- [Hinotori no Kokumin](#p39)
- [Hiryuu no Kokumin](#p40)
- [Hitokage no Kokumin](#p42)
- [Homunculus](#p43)
- [Human](#p44)
- [Ika](#p46)
- [Indartsua Iratxo](#p47)
- [Iratxo](#p48)
- [Jewel](#p49)
- [Kavics](#p50)
- [Kawazu no Kokumin](#p51)
- [Kedi](#p52)
- [Kitsune no Kokumin](#p54)
- [Köstebek](#p55)
- [Kounoúpi](#p56)
- [Kuetspalin](#p57)
- [Ku'nal](#p58)
- [Lángol](#p59)
- [Lamia](#p60)
- [Lehelet](#p61)
- [Leprechaun](#p62)
- [Luchd-dìon Nàdur](#p63)
- [Lupus](#p65)
- [Medved'](#p66)
- [Mélissa](#p67)
- [Melusine](#p68)
- [Merfolk](#p69)
- [Minotaur](#p70)
- [Mýkites](#p71)
- [Nedves](#p72)
- [Neko no Kokumin](#p73)
- [Nephilim](#p74)
- [Nezumi no Kokumin](#p75)
- [Nibelung](#p76)
- [Okami no Kokumin](#p77)
- [Oni no Kokumin](#p78)
- [Orc](#p79)
- [Partim Daemonium](#p80)
- [Parvus Diabolus](#p81)
- [Pieni Kissa](#p82)
- [Pulpo](#p83)
- [Shellback](#p84)
- [Skathári](#p85)
- [Slime](#p86)

</div>

<div class='pageNumber auto'></div>

\page

<div class='toc'>

- [Sobki](#p88)
- [Tapaya](#p89)
- [Tori no Kokumin](#p90)
- [Unagi no Kokumin](#p91)
- [Usagi no Kokumin](#p92)
- [Valkyrja](#p93)
- [Vargheist](#p94)
- [Vavha Kissa](#p95)
- [Wèilán](#p96)
- [Yoru no Kokumin](#p97)
- [Yuki no Kokumin](#p98)
- [Zahif Alsahra'](#p99)
- [Zhūhóng](#p100)
- [Height and Weight Chart](#p101)

</div>

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787777564223340544/
Hiryuu_Female_6_Edit.png'
style='position:absolute;bottom:10px;left:350px;width:500px' />

<div class='pageNumber auto'></div>

\page

## Akekumaneko no Kokumin

Akekumaneko no Kokumin are one of the many races that follow the minor deities of
the Hiryuu no Kokumin. The Akekumaneko no Kokumin generally resemble humans in
their appearance. The ears of the Akekumaneko no Kokumin are replaced with the ears
of a red panda, which are slightly rounded and stick out from the head slightly.
They also have large, ringed tails like that of a red panda. The insides of their
ears are quite often white regardless of the color of their hair. The Akekumaneko
have vertically-slitted pupils. Their eyes are typically a dark orange or brown.
The hair of the Akekumaneko is typically red, brown, black, or white.

### Akekumaneko no Kokumin Names

The surnames of the Akekumaneko no Kokumin are often placed before their given
names. Akekumaneko no Kokumin make use of the Japanese namebase.

___
* **Male Names:** Goro, Hiroshige, Motoichi, Shiki, Yuichi.
* **Female Names:** Etsu, Futaba, Haru, Sakura, Yuki.
* **Surnames:** Arima, Fujiwara, Iwakiri, Matsumoto, Shibuya.
### Akekumaneko no Kokumin Traits

Your Akekumaneko no Kokumin character has a number of traits in common with all
other Akekumaneko no Kokumin.

***Ability Score Increase.*** Your Charisma score increases by 2. Your choice of


either your Dexterity or Intelligence score increases by 1.

***Age.*** Akekumaneko no Kokumin mature by age 18 and tend to live for about 250
years. However, it is said that very rarely there are Akekumaneko no Kokumin may be
born with twin tails, which typically indicates that that particular Akekumaneko no
Kokumin will live for much longer, although there are few records for how long they
can live.

***Alignment.*** Akekumaneko no Kokumin have no inclinations toward any alignment


and there exist Akekumaneko no Kokumin at all points on the spectrum.

***Size.*** Akekumaneko no Kokumin tend to be around the same height as humans,


ranging from around 5 feet to just over 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 35 feet.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can not discern color in
darkness, only shades of grey.

***Sensitive Ears.*** Akekumaneko no Kokumin have extremely sensitive ears. You are
proficient in the Perception skill. Additionally, you have advantage on Perception
checks that rely on hearing.

***Claws.*** Akekumaneko no Kokumin have claws at the ends of their fingers. These
serve as natural weapons, which you can use to make unarmed strikes. If you hit
with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead
of the bludgeoning damage normal for an unarmed strike.

***Natural Climber.*** You have a climb speed equal to your movement speed.

***Keeper of the Peace.*** Akekumaneko share their patron's, Ataikoujou, god of


peace and hospitality, love for peace. You have proficiency in the Persuasion
skill. Additionally, you have advantage on Charisma (Persuasion) checks to persuade
someone against violence.

***Language.*** You can speak, read, and write Hiryuu no Kokumin and one additional
language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/684998931310051328/
Akekumaneko_Edit.png'
style='position:absolute;bottom:0px;left:350px;width:500px' />

<div class='pageNumber auto'></div>

\page

## Alf

Alfs could easily be mistaken for humans. The primary feature that sets them apart
is their long pointed ears, which have some variation, as some stick straight out,
while others are pointed back a ways, as well as some in between. Alfs also
typically have lithe frames, and no one has ever seen an overweight Alf. Their skin
is generally pale. Their hair is most often blonde or brown, although most colors
are possible. Alfs generally have blue or green eyes, but other colors are not
uncommon.

### Alf Names

The Alf make use of the Norse namebase. Alf make use of no actual surname, instead
having names denoting their parent of the same sex. Hence, males have names ending
in -sson, and females have names ending in -dottir.

___
* **Male Names:** Anlaf, Gaut, Kisping, Nefstein, Skurfa, Vigi.
* **Female Names:** Asvor, Grimhild, Helga, Thora, Yngvild.

### Alf Traits

Your Alf character shares a number of traits with all other Alfs.

***Ability Score Increase.*** Your choice of your Intelligence or Charisma score


increases by 2. Your Dexterity score increases by 1.

***Age.*** Alf mature by age 20 and tend to live for around 400 years.

***Alignment.*** Alf enjoy and amount of freedom, and tend to act based on their
emotions, leading them to lean towards chaos. They tend to desire to bring joy to
people, leading more to be good than not.

***Size.*** Alfs are typically shorter than humans, ranging from about 4 and a half
to under 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Alfs can see through even the deepest shadow. 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 not discern color in darkness, only shades of grey.

***Alf Magic.*** Alfs have a strong affinity for magic. You know the *minor
illusion* cantrip. When you reach 3rd level, you can cast *illusory script* 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 *arcane lock* 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.

***Song of the Mother.*** Alfs often fill the world with song. You have proficiency
in the Performance skill, as well as one instrument of your choice.

***Learned Artisan.*** Alfs also practice written art. You have proficiency with
calligrapher's tools.

***Skill Versatility.*** Alfs are a fairly varied people. You have profiency in one
skill of your choice.

***Languages.*** You can speak, read, and write Valkyrja and two additinal
languages of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787363487868911616/
Alf_3_Edit.png' style='position:absolute;bottom:0px;left:380px;width:440px' />
<div class='pageNumber auto'></div>

\page
## Alloy

Alloy are primarily comprised of stone, although they possess crystal cores. Alloy
look almost as though they are stone golems, although this is merely a
misconception, as they are not created by a wielder of the arcane arts. Alloy are
mostly comprised of metal ore, most often iron, copper, or tin, although gold and
silver are not uncommon. The eyes of the Alloy resemble glowing orbs, and are
typically a color resembling the metal they are composed of.

### Alloy Names

Alloy have no naming system of their own, and will use the names of the culture
they live in.

### Alloy Traits

Your Alloy character has a number of traits in common with all other Alloy.

***Ability Score Increase.*** Your Intelligence score increases by 2. You may


increase any ability score of your choice by 1.

***Age.*** Alloy are born fully formed. They mature mentally relatively quickly,
typically by age 10, and typically live for thousands of years before they degrade.

***Alignment.*** Alloy have no inclination towards any alignment in particular, and


are most often neutral.

***Size.*** Alloy are relatively massive in size, typically standing between 6 and
7 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 25 feet.

***Darkvision.*** The energy within them helps Alloy to see in dark places. 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 not discern color in darkness, only shades of
grey.

***Born of Rock.*** Alloy are composed mostly of stone, and have no biological
components. This grants you several boons over those composed of flesh.

* You do not need to eat or drink


* You do not need to breathe.
* You are immune to disease.
* You do not need to sleep, and magic can not put you to sleep.

Additionally, when you take a long rest, you must spend at least six hours in an
inactive, motionless state, rather than sleeping. In this state, you appear inert,
but it does not render you unconcious, and you can see and hear as normal.

***Posistive/Negative Discharge.*** Alloy are comprised of highly conductive


materials. You can expend this charge in order to unleash it on your enemies. As an
action, all creatures in a 20 foot sphere within 30 feet must make a Dexterity
save, taking 2d6 + your proficiency bonus lightning damage on a failed save, or
half as much on a successful one. This damage increases to 3d6 at 5th level, 4d6 at
11th level, and 5d6 at 17th level. Once you use this ability, you can not use it
again until finishing a short or long rest.

Lightning DC = 8 + Proficiency Bonus + Intelligence Modifier

***Grounded.*** The metal in your body helps to redirect electricty through you.
You have resistance to lightning damage.

***Languages.*** You can speak, read, and write the language of the country you
were born in, as well as one additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/685008041611231252/
Alloy.jpg' style='position:absolute;bottom:50px;left:400px;width:400px' />

<div class='pageNumber auto'></div>

\page

## Antediluvian

A mostly extinct race with few remaining ties to the material world, or even
evidence of their existence. Antediluvians vary a fair amount depending on which
subrace they belong to, however they have several consistent traits. Antediluvians
always have long, pointed ears, often going back from their heads. They often have
incredibly smooth skin, almost appearing flawless. Their figures are often tall and
lithe.

### Antediluvian Names

The civilization of the Antediluvians is long extinct, and any survivors live
within other nations. As such, Antediluvians often make use of the names of those
nations.

### Antediluvian Traits

Your Antediluvian character has a number of traits in common with all other
Antediluvians.

***Ability Score Increase.*** Your Constitution score increases by 1. Your


Intelligence score increases by 1.

***Age.*** Antediluvians mature by age 20, and do not die from old age.

***Alignment.*** Antediluvians tend to have a strong love for freedom, and could
often be described as being aloof, giving them a strong inclination towards chaos.
Antediluvians do not have a base inclination towards good or evil, although the
fear from those that know of their past often drives many to evil.

***Size.*** Antediluvians have a slightly wider range than humans, ranging from
about 4 and a half feet tall to a little over 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Antediluvians are accustomed to wandering under the night sky.


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 not discern color in darkness, only
shades of grey.

***Antediluvian Magic.*** Antediluvians are closely attuned with the heavens, and
often call on them for magic. You know the *thaumaturgy* cantrip. When you reach
3rd level, you can cast *detect magic* 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
*augury* 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.

***Keepers of Records.*** Antediluvians are an ancient race, and keep intimate


records of their past. You have proficiency in the History skill.

***Languages.*** You can speak, read, and write Antediluvian, the language of the
country you live in, and one additional language.

***Subrace.*** The two main kinds of Antediluvian: Astral and Umbral, differ based
on the aspect of the heavens they are linked to. Choose one of these subraces.

```
```

#### Astral Antediluvian

Astral Antediluvian are closely aligned with the stars, and have appearances that
reflect this. Their skin is often incredibly pale, occasionally even taking a
slightly blue tint. Their hair is most often white, silver, or a light blue,
although black occurs rarely. Their eyes appear as though they are filled with
stars.

***Ability Score Increase.*** Your Wisdom score increases by 2.

***Seeker of the Stars.*** Astral Antediluvians are intimately intertwined with


celestial bodies. You have resistance to radiant damage.

***Watcher of the Stars.*** Astral Antediluvians often keep incredibly good track
of the stars. You have proficiency in the Survival skill. Additionally, you have
advantage on checks made to navigate by the stars.

#### Umbral Antediluvian

Umbral Antediluvian are closely aligned with the void, and have appearances that
reflect this. Their skin is often incredibly dark, often having obsidian or dark
purple skin. Their hair is most often black or purple, although white occurs
rarely. Their eyes appear as voids, seeming to be black orbs.

***Ability Score Increase.*** Your Charisma score increases by 2.

***Seeker of the Void.*** Umbral Antediluvians are intimately intertwined with the
void between worlds. You have resistance to necrotic damage.

***Sowers of Strife.*** Umbral Antediluvians are quick to threaten those people


into submission. You have proficiency in the Intimidation skill. Additionally, you
have advantage on checks made to prevent people from sharing information.

<img
src='https://cdn.discordapp.com/attachments/512385072729554957/723761980103589948/
Antediluvian_1_Edit.png'
style='position:absolute;bottom:40px;left:540px;width:230px' />

<div class='pageNumber auto'></div>

\page
## Aráchni

Aráchni appear as a hybrid of humans and spiders. Their upper bodies resemble
humans, while their lower body is that of a spider. The exact nature of their
spider body depends upon which subrace they belong to. However, their spider
portion always has eight legs, a spinneret, and two fangs at the front, which are
positioned in such a way to almost appear as though they should be human legs if
the Aráchni possessed them. As for the human body, it begins at the hips, extending
out from their spider half. Their skin tends to be pale. Their hair is typically
black, white, or silver, although other colors are not impossible. The hands of the
Aráchni are well suited to handling silk thread, and are covered in a hard carapace
resembling their spider body, which are accompanied by sharp, pointed fingers. This
carapace covers their hands and arms up to the middle of their biceps. Aráchni tend
to have more than just two eyes, the exact number is not static across the race,
although they always have an even number, and no more than eight eyes. The most
common amount of eyes for an Aráchni to have is six. Their eyes are solid in color,
as they have no pupil or iris. The color also varies wildly, covering most of the
spectrum, however the most common colors are red and black. The teeth of the
Aráchni are all sharp and pointed, denoting them as powerful predators.

### Aráchni Names

Aráchni make use of the Greek namebase.

___
* **Male Names:** Akakios, Erotas, Nikos, Stavros, Zaharias.
* **Female Names:** Antigone, Irini, Lia, Nomiki, Sappho.
* **Surnames:** Castellanelis, Glaridius, Markides, Politidis, Zurlidis.

### Aráchni Traits

Your Aráchni character has a number of traits in common with all other Aráchni.

***Ability Score Increase.*** Your Constitution score increases by 1.

***Age.*** The body of an Aráchni matures by age 20, however they are not
considered adults until reaching 100 years of age. Aráchni typically live around
1000 years.

***Alignment.*** Many Aráchni enjoy freedom and the ability to act on a whim,
resulting in them having a strong inclination towards chaos. Aráchni are not
innately evil, however many of those that interact with other races find themselves
being driven towards evil due to how they are treated for their appearance.

***Size.*** The upper body of an Aráchni is about the same size as that of a human.
However, their lower half is that of a spider. Araneida tend to stand slightly
taller than humans, often reaching heights of over 6 feet, although there is some
size discrepancy between the Dilitírio and Malliá. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Superior Darkvision.*** Years of living in the dark recesses that the Aráchni
often call home has resulted in them being well suited to operating in the dark.
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 not discern color in darkness, only
shades of grey.

***Sunlight Sensitivity.*** The Aráchni often live underground, resulting in many


of them having difficulty while under the light of the sun. You have disadvantage
on attack rolls and Wisdom (Perception) checks that rely on sight while in direct
sunlight.

***Venomous Hunters.*** Aráchni possess an innate aptitude for poison. You gain
resistance to poison damage as well as advantage on saves to avoid being poisoned.

***Web Walker.*** Aráchni often spin their own webs. They can produce a silk thread
that can support them. You can produce 50 feet of silken rope during a short or
long rest. You ignore difficult terrain caused by webbing. Additionally, you can
move along vertical surfaces and ceilings without making an ability check or using
additional movement.

***Natural Weaver.*** You gain proficiency with weaver’s tools.

***Languages.*** You can speak, read, and write Éntomo and one other language of
your choice.

***Subrace.*** The two main kinds of Aráchni: Dilitírio and Malliá, differ
slightly. Choose one of these subraces.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/685012131178872852/
Araneida_Edit.png' style='position:absolute;bottom:40px;left:400px;width:420px' />

<div class='pageNumber auto'></div>

\page

#### Dilitírio

Dilitírio are the more lithe of the two subraces of Aráchni. They most closely
resemble black widows. The spider portion of an Dilitírio is often incredibly
smooth. Their bodies are typically black, although there are some with brown or
white bodies. Dilitírio often have a large tattoo in the middle of their abdomen.

***Ability Score Increase.*** Your Dexterity or Charisma score increases by 2.

***Deadly Poisoner.*** The Dilitírio have a strong affinity for poison. You can
attempt to attack a grappled creature using your fangs and poison it. Make a melee
attack against the creature, on a hit the creature must succeed a Constitution
saving throw against your poison DC, as shown below. On a failure, the creature is
paralyzed for 1 minute. The creature can repeat the save at the end of each of
their turns, ending the condition on a success. Creatures that are immune to poison
are immune to this. Once this ability has been used, it can not be used again until
finishing a long rest.

Poison DC = 8 + Proficiency Bonus + Constitution Modifier

#### Malliá

Malliá are the bulkier of the two subraces of Aráchni. They most closely resemble
tarantulas. The spider portion of a Malliá is often covered in fine hairs. The
coloring of their spider body is typicality black or brown, although they often
have colorful patterns in the hair, with the most common being stripes. The colors
of these stripes varies, although orange and white are common.

***Ability Score Increase.*** Your Strength or Wisdom score increases by 2.

***Irritating Hairs.*** Your spider body is covered in small hairs. These are
irritating to the skin of many creatures. You have advantage on ability checks made
to resist or escape being grappled. Additionally, you have proficiency in the
Athletics skill.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/719130845516005416/
Araneida_3_Edit.png'
style='position:absolute;bottom:40px;left:200px;width:700px' />

<div class='pageNumber auto'></div>

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## Araiguma no Kokumin

Araiguma no Kokumin generally resemble humans, with several notable differences.


Their ears resemble those of a raccoon, and are generally fairly rounded and near
the top of their heads. They have tails like those of raccoons, which are often
striped, but not always. Few among them have a black band across their face around
their eyes. Their skin is generally pale to a light tan. The hair of the Araiguma
no Kokumin is most often brown, grey, or black, although white occurs from time to
time. Their eyes are most often black or brown, although other colors are possible.

### Araiguma no Kokumin Names

The surnames of the Araiguma no Kokumin are often placed before their given names.
Araiguma no Kokumin make use of the Japanese namebase.

___
* **Male Names:** Goro, Hiroshige, Motoichi, Shiki, Yuichi.
* **Female Names:** Etsu, Futaba, Haru, Sakura, Yuki.
* **Surnames:** Arima, Fujiwara, Iwakiri, Matsumoto, Shibuya.

### Araiguma no Kokumin Traits

Your Araiguma no Kokumin character shrares a number of traits with all other
Araiguma no Kokumin.

***Ability Score Increase.*** Your Dexterity score increases by 2. Your choice of


your Intelligence or Wisdom score increases by 1.

***Age.*** Araiguma no Kokumin mature by age 18 and tend to live for about 250
years. However, it is said that very rarely there are Araiguma no Kokumin may be
born with twin tails, which typically indicates that that particular Araiguma no
Kokumin will live for much longer, although there are few records for how long they
can live.

***Alignment.*** Araiguma tend to do as they please, leading many towards chaos,


although there are some among them that follow strict codes and are lawful. Given
the nature of their patron, many end up becoming evil.

***Size.*** Araiguma no Kokumin tend to be shorter than humans, ranging from above
4 to about 5 and a half feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Araiguma no Kokumin often live in darker places, and have a habit
of perusing the underworld. 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 not discern
color in darkness, only shades of grey.

***Claws.*** Araiguma no Kokumin have claws at the ends of their fingers. These
serve as natural weapons, which you can use to make unarmed strikes. If you hit
with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead
of the bludgeoning damage normal for an unarmed strike.

***Sensitive Ears.*** Araiguma no Kokumin have extremely sensitive ears. You are
proficient in the Perception skill. Additionally, you have advantage on Perception
checks that rely on hearing.

***Children of the Thief.*** The patron of the Araiguma no Kokumin is Shikakuzoku,


the god of assassins and thieves. You have proficiency with disguise kits.
Additionally, you have proficiency in your choice of the Stealth or Sleight of Hand
skill.

***Natural Climber.*** Araiguma no Kokumin can are skilled at climbing both trees
and buildings. You have a climbing speed of 30 feet.

***Araiguma Magic.*** Araiguma no Kokumin practice various magic to aid in their


mischief. You know the *mage hand* cantrip. When you reach 3rd level, you can cast
*disguise self* 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 *locate object* once
with this trait and regain the ability to do so when you finish a long rest. The
ability score you selected to increase from your other racial traits, either
Intelligence or Wisdom, is your spellcasting ability for these spells.

***Languages.*** You can speak, read, and write Hiryuu no Kokumin and one
additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787419670122070046/
Araiguma_1_Edit.png'
style='position:absolute;bottom:50px;left:400px;width:400px' />

<div class='pageNumber auto'></div>

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## Awakened Doll

Awakened Dolls could be mistaken for humans at a glance if constructed in such a


way, but upon closer inspection it would be clear that they are not what they seem.
Awakened Dolls can be made to look like almost any race, although they are
generally only made of bipedal races with two arms, and more often than not they
look human. They are generally constructed of wood, porcelain, glass, or other
materials. Their coloration can be almost any color due to the nature of their
creation.

### Awakened Doll Names

Awakened Dolls are often given a name by their creator to match the race they are
from, although sometimes they are given names to denote their purpose.

### Awakened Doll Traits

Your Awakened Doll character shares a number of traits with all other Awakened
Dolls.
***Ability Score Increase.*** Your Charisma score increases by 2. Your choice of
your Strength or Dexterity score increases by 1.

***Age.*** Awakened Dolls do not age, maintaining the maturity they were created
with, and therefore do not die of old age.

***Alignment.*** Awakened Dolls have no inclination towards any alignment, and


there exist Awakened Dolls at all points on the spectrum.

***Size.*** Awakened Dolls can be constructed to look like most races. Your size is
based off of this race.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Awakened Dolls have been created with enchanced 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 not discern color in darkness, only shades of
grey.

***Constructed Reslience.*** Awakened Dolls are composed of various materials. This


grants you several boons over those composed of flesh.

* You have advantage on saving throws against poison and resistance to poison
damage.
* You do not need to eat or drink
* You do not need to breathe.
* You are immune to disease.
* You do not need to sleep, and magic can not put you to sleep.

Additionally, when you take a long rest, you must spend at least six hours in an
inactive, motionless state, rather than sleeping. In this state, you appear inert,
but it does not render you unconcious, and you can see and hear as normal.

***Puppet Master.*** Awakened Dolls are familiar with how to pull strings. When you
roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can
reroll the die and must use the new roll.

***Tiny Dancer.*** Awakened Dolls are often created for entertainment. You have
proficiency in the Perfomance skill and one instrument of your choice.

***Languages.*** You can speak, read, and write the language of your creator and
one additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787427744849854494/
Awakened_Doll_1_Edit.png'
style='position:absolute;bottom:20px;left:430px;width:400px' />

<div class='pageNumber auto'></div>

\page

## Awakened Machine

Awakened Machines could be mistaken for humans at a glance if constructed in such a


way, but upon closer inspection it would be clear that they are not what they seem.
Awakened Machines have a generally human body build. They are generally constructed
of metal, and will often have features that do not even resemble humans, instead
looking very clearly like a metal creation. Their eyes will generally emit light,
which can be almost any color.

### Awakened Machine Names

Awakened Machines are often given a name by their creator, although it is not
uncommon for them to be referred to by a number or designation.

### Awakened Machine Traits

Your Awakened Machine character shares a number of traits with all other Awakened
Machines.

***Ability Score Increase.*** Your Strength or Intelligence score increases by 2.


Your Constitution score increases by 1.

***Age.*** Awakened Machines do not age, maintaining the maturity they were created
with, and therefore do not die of old age.

***Alignment.*** Awakened Machines are generally created for a specific purpose,


and are most often lawful. They tend to be neutral more often than not.

***Size.*** Awakened Machines are about the same size as humans, ranging from a
little under 5 to over 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Awakened Machines have been created with enchanced 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 not discern color in darkness, only
shades of grey.

***Constructed Reslience.*** Awakened Machines are composed of machinery and metal.


This grants you several boons over those composed of flesh.

* You have advantage on saving throws against poison and resistance to poison
damage.
* You do not need to eat or drink
* You do not need to breathe.
* You are immune to disease.
* You do not need to sleep, and magic can not put you to sleep.

Additionally, when you take a long rest, you must spend at least six hours in an
inactive, motionless state, rather than sleeping. In this state, you appear inert,
but it does not render you unconcious, and you can see and hear as normal.

***Machine Magic.*** Awakened Machines are often imbued with magic. You know the
*mending* cantrip. When you reach 3rd level, you can cast *comprehend languages*
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 *mirror* 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.

***Skill Versatility.*** Awakened Machines are created to be incredibly versatile.


You have proficiency in one skill of your choice.

***Languages.*** You can speak, read, and write the language of your creator and
one additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787442818137980928/
Awakened_Machine_2_Edit.png'
style='position:absolute;bottom:60px;left:400px;width:400px' />

<div class='pageNumber auto'></div>

\page

## Awakened Skeleton

Awakened Skeletons are, as one might surmise, the reanimated skeletons of creatures
long dead. The exact circumstances that result in the birth of an Awakened Skeleton
are not precise, however it is not uncommon for them to be the result of necromancy
or an extreme concentration of death. Unlike the more average Skeletons, Awakened
Skeletons retain their memories from life, as well as their sense of self and
intelligence. Awakened Skeletons can be born from almost any race, and as such can
vary wildly in appearance. There are only a couple common traits of Awakened
Skeletons. One, is that their bones are often varying degrees of white, although
even this is not guaranteed, as there exist Awakened Skeletons with charred bones.
The other is that their eye sockets contain glowing orbs that serve as their eyes,
although these orbs can be almost any color, red is the most common.

### Awakened Skeleton Names

Awakened Skeletons often use the name they had in life, although some may choose to
change their name in death.

### Awakened Skeleton Traits

Your Awakened Skeleton character has a number of traits in common with all other
Awakened Skeltetons.

***Ability Score Increase.*** Your choice of either your Dexterity or Intelligence


score increases by 2. Your choice of either your Constitution or Wisdom score
increases by 1.

***Age.*** Being already dead, Awakened Skeletons do not age.

***Alignment.*** Awakened Skeletons have no inclination towards any alignment.


However, given how many see them they often turn to evil.

***Size.*** Your size is determined by the race you were in life.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Awakened Skeletons often hide themselves away from prying eyes,
sometimes in deep crypts. 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 not discern
color in darkness, only shades of grey.

***Not Quite Dead.*** Awakened Skeletons share many qualities with their fully
undead brethren, but are relatively different. You do not need to eat or drink, nor
do you need to breathe. You do not need sleep, and can fill a long rest with light
activity instead of sleeping.

***But Mostly Dead.*** Due to the nature of Awakened Skeleton’s bodies, they can
avoid some things which plagued them in life. You have resistance to poison damage
as well as advantage on saves to avoid being poisoned.
***Languages.*** You can speak, read, and write the language of your race and one
additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/709351907726065735/
Awakened_Skeleton_Edit.png'
style='position:absolute;bottom:50px;left:365px;width:445px' />

<div class='pageNumber auto'></div>

\page

## Awakened Zombie

Awakened Zombies are, as one might surmise, the reanimated bodies of creatures long
dead. The exact circumstances that result in the birth of an Awakened Zombie are
not precise, however it is not uncommon for them to be the result of necromancy, a
horrid experiment, or an extreme concentration of death. Unlike the more average
Zombies, Awakened Zombies retain their memories from life, as well as their sense
of self and intelligence. Awakened Zombies can be born from almost any race, and as
such can vary wildly in appearance. The only common trait among them is that they
often have stitches covering much of their body from sewing themselves back
together.

### Awakened Zombie Names

Awakened Zombies often use the name they had in life, although some may choose to
change their name in death.

### Awakened Zombie Traits

Your Awakened Zombie character has a number of traits in common with all other
Awakened Zombies.

***Ability Score Increase.*** Your Constitution score increases by 2. Your choice


of either your Strength or Dexterity score increases by 1.

***Age.*** Being already dead, Awakened Zombies do not age.

***Alignment.*** Awakened Zombies have no inclination towards any alignment.


However, given how many see them, they often turn to evil.

***Size.*** Your size is determined by the race you were in life.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Awakened Zombies often hide themselves away from prying eyes,
sometimes in deep crypts. 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 not discern
color in darkness, only shades of grey.

***Patch Job.*** Awakened Zombies are often the result of a twisted experiment
involving the combination of a myriad of corpses. You can attempt to exchange part
of your body for the body of another, possibly giving you an ability associated
with that race.

***Relentless Endurance.*** Awakened Zombies share the persistent nature of


Zombies. When an attack would lower your HP to 0, but does not kill you outright,
you can instead choose to drop to 1 HP instead. Once this ability has been used, it
can not be used again until finishing a long rest.

***Circumstance of Death.*** Because Awakened Zombies can arise in almost any race,
they tend to be extremely varied in nature. You may select one trait from your race
that you inherit as an Awakened Zombie. This trait needs to be approved by your DM.

***Languages.*** You can speak, read, and write the language of your race and one
additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/709351654226395146/
Zombie_Edit.png' style='position:absolute;bottom:10px;left:300px;width:600px' />

<div class='pageNumber auto'></div>

\page

## Azmiri

Azmiri generally resemble humans in appearance, although there are several key
differences which make them unmistakably different. Much of their bodies are
covered in scales, although they are not completely scaled. The exact amounts of
the body covered by the scales varies from Azmiri to Azmiri. These scales vary in
color depending on the subrace of the Azmiri. Their eyes have slitted pupils, and
are often green, yellow, orange, or red. Azmiri hair tends to be darker, most often
black or dark brown.

### Azmiri Names

Azmiri make use of the Serpent (Gorgon) namebase.

___
* **Male Names:** Chivo, Homoeus, Neles, Varias, Zidnanes.
* **Female Names:** Chrezore, Despa, Nirrela, Rixurde, Xiva.

### Azmiri Traits

Your Azmiri character has a number of traits in common with all Azmiri.

***Ability Score Increase.*** Your Constitution score increases by 1.

***Age.*** Azmiri mature around age 20 and typically live for around 400 years.

***Alignment.*** Azmiri tend towards no alignment in particular, although they are


most often neutral.

***Size.*** Azmiri tend to be slightly smaller than humans, ranging from a little
under 5 feet to a little under 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Azmiri possess the heightened sight of serpents. 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 not discern color in darkness, only shades of grey.

***Venomous Nature.*** Azmiri are accustomed to the venom of snakes. You have
advantage on saving throws against poison, and you have resistance against poison
damage.
***Languages.*** You can speak, read, and write Azmiri and one additional language
of your choice.

***Subraces.*** The two main kinds of Azmiri, Naja and Ophidia, have a few minor
differences, each being more akin to a different grouping of snake. Choose one of
these subraces.

#### Naja

The Naja are the Azmiri that tend to be more closely attuned with the venomous
nature of snakes. They typically have brighter scales than other Azmiri, as well as
are typically a bit smaller.

***Ability Score Increase.*** Your choice of either your Dexterity or Charisma


score increases by 2.

***Poison Blood.*** Naja possess blood that is poisonous to many creatures. You are
capable of applying this poison to your weapon as a bonus action as long as you are
below your health point maximum. If you attempt to use this ability while at full
health, you must deal 1 damage to yourself before you can apply the poison, you can
do this as part of the same bonus action. This poison is expended upon a hit. A
creature hit with the poison must make a Constitution save against your poison DC,
detailed below, taking 2d6 poison damage on a failed save, or half as much on a
successful one. You may apply this poison a number of times equal to double your
constitution modifier (minimum 2), regaining all uses upon completing a long rest.

Poison DC = 8 + Proficiency Bonus + Constitution Modifier

#### Ophidia

The Ophidia are the Azmiri that tend to be more closely attuned with the
restrictive nature of snakes. They typically have duller scales than other Azmiri,
as well as are typically a bit larger.

***Ability Score Increase.*** Your Strength score increases by 2.

***Treeborn.*** You have a climb speed of 30 feet. Additionally, you have


proficiency in the Athletics skill.

***Ophidia Weapon Training.*** Ophidia train with a great many weapons to protect
their home. You have proficiency with the scimitar, shortsword, battleaxe, and
longbow.

***Powerful Build.*** Ophidia possess the strong muscles of restrictive snakes. You
count as one size larger for determining carry, push, pull, and drag weight.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/685227780463788120/
Azmiri_Edit.png' style='position:absolute;bottom:45px;left:450px;width:260px' />

<div class='pageNumber auto'></div>

\page

## Báisè

One of the Kōngxiăng, Báisè are almost indistinguishable from humans. They
generally have skin ranging from exceptionally pale to a moderate tan. Báisè claim
to be descended from Jian Bing, The White Tiger, and as such have some features
related to this heritage. Their hair and eyes often reflect this, and are often
shades of white. Báisè also, as with the other Kōngxiăng, always have a mark on
their bodies that displays their relation to Jian Bing.

### Báisè Names

Báisè make use of the Chinese namebase. The surnames of the Báisè are often placed
before their given names.

___
* **Male Names:** Chin, Fu, Song, Tian, Xia.
* **Female Names:** Delan, Hai, Kun, Shu, Xuefeng.
* **Surnames:** Cai, Li, Ren, Wei, Xiang.

### Báisè Traits

Your Báisè character has a number of traits it shares with all other Báisè.

***Ability Score Increase.*** Your Strength score increases by 2. Your Dexterity


score increases by 1.

***Age.*** Báisè bodies mature by around age 20, although they are not fully
considered adults until reaching 100. Báisè typically live for around 500 years,
however there are those among them that live much longer due to having an extremely
close connection with their deities.

***Alignment.*** Báisè typically lean more toward the side of chaos than the side
of law. They have no inclination towards good or evil and are most often neutral.

***Size.*** Báisè tend to be slightly taller than humans, ranging from around 5
feet tall to about 6 and a half feet tall. Your size is Medium.

***Speed.*** Your base walking speed 35 speed.

***Darkvision.*** Báisè, as with their progenitor Jian Bing, possess the ability to
see in the dark like a cat. 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 not discern
color in darkness, only shades of grey.

***Claws.*** Báisè are capable of manifesting spectral claws in order to rend the
flesh of their enemies. These serve as 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 bludgeoning damage normal for an unarmed strike.

***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 critical hit.

***Powerful Build.*** Báisè possess the strength of Jian Bing. You count as one
size larger for determining carry, push, pull, and drag weight.

***Strong of Body.*** You have proficiency with the Athletics skill. Additionally,
you have proficiency with Smith's tools.

***Languages.*** You can speak, read, and write Kōngxiăng and one additional
language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/719210772772683906/
Baise_1.png' style='position:absolute;bottom:20px;left:400px;width:400px' />

<div class='pageNumber auto'></div>

\page

## Bardam Zan

Bardam Zan appear as though they are bipedal hyenas. Their faces possess a snout
filled with sharp teeth, as well as a rather large nose. Their ears are often
rounded and stand mostly straight up near the top of their heads. The eyes of the
Bardam Zan are often brown or black. Their bodies are covered in fur, which ranges
from a light tan to black, although it is common for their fur to be patterned with
spots or stripes. Bardam Zan are digitigrades, meaning they walk on their toes and
their legs resemble those of a dog or cat. The hair of the Bardam Zan more closely
resembles a mane than actual hair, and is typically either a darker color than the
pelt of the Bardam Zan, or occasionally a reddish color. Bardam Zan also possesses
a tail which resembles that of a hyena.

### Bardam Zan Names

Bardam Zan make use of the Mongolian namebase.

___
* **Male Names:** Arsi, Chulgetei, Ked-Buqa, Tayang, Xangai.
* **Female Names:** Altani, Cota, Ergene, Odval, Sechen.

### Bardam Zan Traits

Your Bardam Zan character has a number of traits it shares with all other Bardam
Zan.

***Ability Score Increase.*** Your Strength score increases by 2. Your choice of


either your Dexterity or Wisdom score increases by 1.

***Age.*** Bardam Zan mature by age 18 and typically live less than a century.

***Alignment.*** Bardam Zan tend to live in nomadic tribes, and are most often
chaotic. Their culture is generally frowned upon by most other cultures, leading
them to typically be neutral or evil.

***Size.*** Bardam Zan have a wide range in their height, ranging from a little
under 5 feet to around 6 and a half feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 35 feet.

***Nomadic Tribes.*** The Bardam Zan live in nomadic tribes, therefore they must be
adept at living off the land. You have proficiency in your choice of either
Survival or Animal Handling. Additionally, you have proficiency in Leatherworker's
and Woodcarver's tools.

***Sensitive Nose.*** You have proficiency with the Perception skill.

***Bardam Zan Weapon Training.*** Bardam Zan tend to prefer capturing enemies
rather than killing them outright, and every member of the tribe is expected to be
capable of wielding weapons for this purpose. You have proficiency with the flail,
warhammer, longbow, and net.
***Bardam Zan Armor Training.*** Bardam Zan must be capable of maintaining their
agility even while wearing armor, therefore they all train in armor from a young
age. You have proficiency with light and medium armor.

***Languages.*** You can speak, read, and write Bardam Zan and one additional
language of your choice

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/685285017101795338/
Bardam_Zan_Edit.png'
style='position:absolute;bottom:50px;left:380px;width:420px' />

<div class='pageNumber auto'></div>

\page

## Centaur

Centaurs appear to be a cross between a human and a horse. Their upper body is that
of a human, with smooth skin that is often pale to a light tan. The only difference
between the upper body of a Centaur and a human is that Centaur’s ears resemble
those of a horse, coming straight out of their head, and are wide and flat. The
lower body of a Centaur is that of a horse. Their hair is often brown, black, or
blonde, although red is not terribly uncommon. The fur on their body that resembles
a horse can be as varied as horses themselves. Their eyes are often brown, blue, or
green.

### Centaur Names

Centaurs make use of the Elizabethan namebase.

___
* **Male Names:** Adam, Edwarde, Gerard, Joseph, Roger.
* **Female Names:** Ann, Cicely, Helen, Lucy, Priscilla.
* **Surnames:** Crane, Holt, Pecke, Ramsey, Wiseman.

### Centaur Traits

Your Centaur character has a number of traits in common with all other Centaur.

***Ability Score Increase.*** Your choice of either your Strength or Dexterity


score increases by 2. Your Constitution score increases by 1.

***Age.*** Centaurs mature by age 18 and live less than a century.

***Alignment.*** Centaurs abide by an excruciatingly strict moral code, and are


almost always lawful. Centaurs do not have any inclinations towards good or evil,
and there exist Centaurs on all points of the spectrum.

***Size.*** Centaurs stand fairly tall due to their horse body, they are typically
6 feet to 7 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 40 feet.

***Charge.*** If you move at least 20 feet straight towards a target and then hit
it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice
and add them together. Once you use this ability, you can not use it again until
you finish a short or long rest.
***Trained from Birth.*** Centaurs endure rigorous training. You have proficiency
in the Athletics and Survival skills.

***Centaur Weapon Training.*** Centaurs are a proud people and are trained to use a
variety of weapons. You have proficiency with the halberd, lance, longsword, and
longbow.

***Equine Build.*** Centaurs are a strong people. You count as one size larger for
determining carry, push, pull, and drag weight.

In addition, any climb that requires hands and feet is especially difficult for you
because of your hooves. When you make such a climb, each foot of movement costs you
4 extra feet, instead of the normal 1 extra foot.

Finally, a medium or smaller creature can ride your equine back if you allow it. In
such a situation, you continue to act independently, not as a controlled mount.

***Languages.*** You can speak, read, and write Evecrosian and one additional
language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/709351044739760168/
Centaur_Edit.png' style='position:absolute;bottom:45px;left:380px;width:420px' />

<div class='pageNumber auto'></div>

\page

## Chimera

Chimeras are a strange race, as they do not come about by two members of their race
reproducing. Instead, Chimeras occur when the bloodlines of a great many races have
been mixed, often over several close generations, with these races typically being
more beastly in nature. Rarely, this mixture of blood results in a strange magical
reaction, causing the child to be born as an amalgamation of their ancestors. This
results in the exact appearance of Chimera being quite varied. However, there are
several traits that manifest themselves regardless of the exact mixture of races.
Chimera always have horns of some variety. They always possess claws, although the
exact nature of these claws varies wildly. Their feet are often akin to the hooves
of a ram, although this is not the case for all Chimera. Chimera also have some
sort of tail, often being scaled in nature. Other than this, they can possess a
great number of various appearances depending on their ancestry. Given this nature,
their skin, hair, and eyes can be essentially any color.

### Chimera Names

Chimeras can be born into almost any culture, and make use of that culture’s names.

### Chimera Traits

Your Chimera character shares a number of traits with all other Chimera.

***Ability Score Increase.*** Your Constitution score increases by 1.

***Age.*** Chimeras mature by age 20, although the exact lifespan of Chimeras is
not well documented due to their rarity and variance of ancestry, although it is
commonly believed they live for at least several hundred years.

***Alignment.*** Chimeras have no inclination towards any alignment, although many


turn to evil due to being reviled for their existence.

***Size.*** Chimeras have a large amount of variation in their height, ranging from
barely 4 feet tall to almost 7 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Chimeras have enhanced vision thanks to their various ancestry.


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 not discern color in darkness, only
shades of grey.

***Chimera Breath.*** You can use your action to exhale destructive energy. Your
subrace determines the damage type of this exhalation.

When you use your breath weapon, each creature in a 15 foot cone must make a saving
throw, the type of which is determined by your subrace. A creature takes 2d6 + your
proficiency bonus damage on a failed save, and half as much damage on a successful
one. The damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th
level.

After you use your breath weapon, you can not use it again until you complete a
short or long rest.

***Claws.*** Chimeras have sharp claws on their hands. These serve as natural
weapons, which you can use to make unarmed strikes. If you hit with them, you deal
slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning
damage normal for an unarmed strike.

***Languages.*** You can speak, read, and write the language of your birth nation
and one additional language.

***Subraces.*** The four main kinds of Chimera: Dragon, Lion, Ram, and Snake,
differ mainly due to which ancestry is strongest. Choose one of these subraces.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/724508623417638912/
Chimera_1_Edit.png' style='position:absolute;bottom:35px;left:400px;width:400px' />

<div class='pageNumber auto'></div>

\page

#### Dragon

Dragon Chimeras often exhibit a closer relation to their more draconic ancestors.
They often feature scales over much of their bodies, which can be of just about any
color, although shades of red or purple is most common. Their claws typically
resemble those of a dragon. Their eyes feature slitted pupils.

***Ability Score Increase.*** Your Charisma score increases by 2.

***Draconic Lightning.*** You have resistance to lightning damage.

***Natural Armor.*** Much of your body is covered in tough scales. When you are not
wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural
armor to determine your AC if the armor you wear would leave you with a lower AC. A
shield’s benefits apply as normal while you use your natural armor.
***Dragon's Breath.*** Your Chimera Breath deals lightning damage and requires a
Dexterity saving throw.

#### Lion

Lion Chimeras often exhibit a closer relation to their more beastial ancestors.
They often have ears like those of a cat instead of humanoid ears. It is common for
their claws to resemble those of a cat, as well as for their limbs to be covered in
a degree of fur. Their eyes have slitted pupils.

***Ability Score Increase.*** Your Dexterity score increases by 2.

***Beastial Speed.*** Your walking speed increases to 35 feet.

***Inner Fire.*** You have resistance to fire damage.

***Lion's Breath.*** Your Chimera Breath deals fire damage and requires a Dexterity
saving throw.

#### Ram

Ram Chimeras often exhibit a closer relation to their more mountainous ancestors.
They often have large horns resembling those of a ram. Their feet are often hooves,
and they are unguligrades. They have square pupils like those of a goat.

***Ability Score Increase.*** Your Strength score increases by 2.

***Mountain Born.*** You have resistance to cold damage. Additionally, you ignore
the effects of extreme altitude.

***Rock Climber.*** You have a climbing speed of 30 feet.

***Ram's Breath.*** Your Chimera Breath deals cold damage and requires a
Constitution saving throw.

#### Snake

Snake Chimeras often exhibit a closer relation to their serpentine ancestors. They
often possess longer tongues, as well as scaled tales that seem to end with the
mouth of a serpent. They also often have longer fangs. Their eyes have slitted
pupils.

***Ability Score Increase.*** Your Wisdom score increases by 2.

***Serpent's Nature.*** You have advantage on saving throws against poison and
resistance to poison damage.

***Snake Song.*** You have proficiency with one instrument of your choice.

***Snake's Breath.*** Your Chimera Breath deals poison damage and requires a
Constitution saving throw.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/724508306894356561/
Chimera_4_Edit.png' style='position:absolute;bottom:35px;left:440px;width:400px' />

<div class='pageNumber auto'></div>

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## Çöl İnsanları

Çöl İnsanları are an extremely short race that often dwells in large cities within
the desert. The skin of the Çöl İnsanları ranges from a pale white to a dark tan.
They have pointed ears that tend to extend out from their head, albeit the exact
angle varies among the populace. The eyes of the Çöl İnsanları have pupiless eyes
in which the iris fills the center of their eye entirely in a near solid color.
These colors vary wildly, with the most common colors being brown, purple, and
green, although nearly any color is possible. Their hair is often brown or blonde,
although black is not uncommon.

### Çöl İnsanları Names

Çöl İnsanları have a rather strange naming system, in that all of their names
follow a set rhyming scheme. This varies slightly depending on where the Çöl
İnsanları was born, with those born in the cities and those born in rural areas
having different patterns. Most Çöl İnsanları do not have a surname, with royalty
being the only among them to have one. The surname is added before the second part
of their name. Each letter indicates a syllable or pair of syllables.

___
* **Male City Names:** AAB - CCB; Cicisicha Ninisicha, Hehepaga Gigipaga, Nonogisi
Hahagisi, Titilushi Bobolushi, Yiyiduse Tataduse.
* **Female City Names:** AAB - AB; Babayu Bayu, Dadati Dati, Susuwo Suwo, Wewefo
Wefo, Yeyema Yema.
* **Male Rural Names:** AB - CB; Afol Fafol, Budadi Yidadi, Erelo Forelo, Gusis
Shisis, Ituki Ducetuki, Wenda Yoloda.
* **Female Rural Names:** ABB - AB; Bupapa Pupa, Hididi Hidi, Qesisi Qesi, Tutiti
Tuti, Ukulele Uke.

### Çöl İnsanları Traits

Your Çöl İnsanları character shares a number of traits with all other Çöl
İnsanları.

***Ability Score Increase.*** Your choice of your Intelligence or Charisma score


increases by 2. Your Constitution score increases by 1.

***Age.*** Çöl İnsanları mature by age 18 and tend to live for less than a century.

***Alignment.*** Çöl İnsanları tend toward no alignment in particular, there exist


Çöl İnsanları at all points on the spectrum.

***Size.*** Çöl İnsanları range from just around 2 and a half feet tall to just
over 3 feet tall. Your size is Small.

***Speed.*** Your base walking speed is 25 feet.

***Fury of the Small.*** Çöl İnsanları can become rather vindictive, especially
when mocked for their size. When you damage a creature with an attack or a spell
and the creature's size is larger than yours, you can cause the attack or spell to
deal extra damage to the creature. The extra damage equals your level. Once you use
this trait, you can not use it again until you finish a short or long rest.

***Natural Merchant.*** You have proficiency in both the Deception and Persuasion
skills. Additionally, for one of these skills of your choice your proficiency bonus
is doubled for any ability check you make that uses this skill.
***Nimbleness.*** Given your small size, you can move through the space of
creatures at least one size larger than you without using additional movement.

***Craftsmen.*** You gain proficiency with two sets of craftsmen’s tools of your
choice

***Desert Dweller.*** You ignore the effects of extreme heat.

***Languages.*** You can speak, read, and write Çöl İnsanları and two additional
languages of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/685294296416649237/
Col_Insalari_Edit.png' style='position:absolute;bottom:50px;left:390px;width:430px'
/>

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\page
## Cyclops

Cyclops are nearly indistinguishable from humans, with a single feature that truly
sets them apart. Their skin ranges from very pale to a light tan. Their hair is
often brown, black, or blonde, and red is not terribly uncommon, although they are
more prone to strange colors than humans. The defining feature of Cyclops is their
eye, as they possess only a single large eye in the middle of their forehead. This
eye can be nearly any color, but is most often brown, blue, or green.

### Cyclops Names

Cyclops have no home of their own, and often live within other cultures, making use
of their naming system.

### Cyclops Traits

Your Cyclops character has a number of traits in common with all other Cyclops.

***Ability Score Increase.*** Your choice of your Strength or Dexterity score


increases by 2. Your choice of your Intelligence, Wisdom, or Charisma score
increases by 1.

***Age.*** Cyclops mature by age 18, and live over 200 years.

***Alignment.*** Cyclops have no inclination towards any alignment, and there exist
Cyclops at all points on the spectrum.

***Size.*** Cyclops have a large variance in their height, ranging from under 5
feet to nearly 7 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 35 feet.

***Darkvision.*** Cyclops’ large eye allows for better vision 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 not discern color in darkness, only shades of
grey.

***Monoeye.*** Cyclops have superior vision due to their large eye. You have
proficiency in the Perception skill.
***Agile.*** Cyclops can cover ground quickly. 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 not use it again until you move 0 feet on one of your turns.

***Cyclop's Adaptability.*** Cyclops have no home of their own, and as such must
adapt to many situations. You have proficiency in one skill of your choice.

***Languages.*** You can speak, read, and write the language of the nation you were
born in and two additional languages of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/709350261923119124/
Cyclops_Edit.png' style='position:absolute;bottom:20px;left:495px;width:300px' />

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## Delrani

Delrani generally resemble humans, with a few minor differences. Delrani have
incredibly long ears that come almost straight out of their heads, going slightly
back from their head. Their skin is typically darker, ranging from a moderate to
dark tan. Delrani typically have light colored hair, with blonde being the most
common. Their eyes are typically also light in color, with blue and lilac being the
most common.

### Delrani Names

Delrani make use of the Italian namebase.

___
* **Male Names:** Amico, Candido, Iginio, Quirino, Zena.
* **Female Names:** Carina, Emilia, Norina, Palmira, Silvana.
* **Surnames:** Astorino, Brogna, Marcellino, Romito Scardino.

### Delrani Traits

Your Delrani character shares a number of traits with all other Delrani.

***Ability Score Increase.*** Your Constitution score increases by 1. Your choice


of your Intelligence, Wisdom, or Charisma score increases by 2.

***Age.*** Delrani mature by age 20, although they are not considered adults until
age 100, and typically live for over 1000 years.

***Alignment.*** Delrani have a strict code of laws, leading to many of them being
lawful. They have no inclination towards good or evil, and are most often neutral.

***Size.*** Delrani are slightly taller than humans, ranging from slightly under 5
feet to about 6 and a half feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Delrani live in the desert, and most often operate at night. 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 not discern color in darkness, only
shades of red.
***Delrani Magic.*** You know the *light* cantrip. When you reach 3rd level, you
can cast *burning hands* 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 *scorching ray* once
with this trait and regain the ability to do so when you finish a long rest. The
ability score you selected to increase from your other racial traits, either
Intelligence, Wisdom, or Charisma, is your spellcasting ability for these spells.

***Delrani Mysticism.*** Delrani have a natural skill for magic. You have
proficiency in the Arcana skill.

***Desert Dweller.*** You ignore the effects of extreme heat and you have
resistance to fire damage.

***Languages.*** You can speak, read, and write Delrani and one additional language
of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/719497797312839690/
Delrani_1_Edit.png' style='position:absolute;bottom:50px;left:380px;width:440px' />

<div class='pageNumber auto'></div>

\page

## Déntro

Déntro look as though they are sentient trees that have gained the ability to walk.
Their bodies look as though they are made of bark. Their limbs look as though they
are gnarled branches that have been twisted to look like arms and legs. Their
bodies have moss and leaves growing out of them at various points. The mouth of a
Déntro looks like a crack in a great log. Déntro eyes look like part of them has
been hollowed out and eyes put in the sockets. Their eyes are often green or
yellow.

### Déntro Names

Déntro make use of the Greek namebase. However, it is not uncommon for a Déntro to
make its home in a distant forest, often taking a name from the surrounding people.

___
* **Male Names:** Akakios, Erotas, Nikos, Stavros, Zaharias.
* **Female Names:** Antigone, Irini, Lia, Nomiki, Sappho.
* **Surnames:** Castellanelis, Glaridius, Markides, Politidis, Zurlidis.

### Déntro Traits

Your Déntro charcter shares a number of traits with all other Déntro.

***Ability Score Increase.*** Your Constitution score increases by 1.

***Age.*** Déntro mature by age 100 and tend to live for over 2000 years.

***Alignment.*** Déntro do not typically care much about laws or anything of the
sort, and are typically neutral. Déntro are more often good than evil, enjoying the
beauty of nature and protecting it from those that would see it harmed.

***Size.*** Déntro are quite tall, typically ranging from over 6 feet tall to 8
feet tall. Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.

***Strong Roots.*** You have advantage against being moved against your will by
physical means.

***Just a Tree.*** You have proficiency in the Stealth skill. Additionally, you
have advantage on Dexterity (Stealth) checks while attempting to hide in forests or
near trees or foliage.

***Natural Armor.*** Déntro are covered in a thick bark that is difficult to


penetrate. When you are not wearing armor, your AC is 13 + your Dexterity modifier.
You can use your natural armor to determine your AC if the armor you wear would
leave you with a lower AC. A shield’s benefits apply as normal while you use your
natural armor.

***Languages.*** You can speak, read, and write Dryad and one additional language
of your choice.

***Subraces.*** The two main kinds of Déntro: Drys and Itiá, are fairly similar,
each being closer to a different type of tree.

#### Drys

Drys tend to resemble oaks more than other trees. They tend to be thicker than
other Déntro and often have fewer leaves.

***Ability Score Increase.*** Your Strength score increases by 2.

***Large Canopy.*** When you make a melee attack on your turn, your reach for it is
5 feet greater than normal.

#### Itiá

Itiá tend to resemble willows more than other trees. They often have wide canopies
at the top of their heads with long tendrils that hang down around them.

***Ability Score Increase.*** Your Wisdom score increases by 2.

***Liễu Cây Magic.*** Itiá are closely attuned with nature. You know the
*druidcraft* cantrip. When you reach 3rd level, you can cast *entangle* 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 *pass without trace* 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.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/719214391030972526/
Cay_1_Edit.png' style='position:absolute;bottom:30px;left:400px;width:420px' />

<div class='pageNumber auto'></div>

\page

## Deva

Deva generally resemble humans, with one major difference, they possess a third eye
in the middle of their foreheads, which closes horizontally. Their skin ranges from
a pale white to a dark tan. The eyes of the Deva can be a wide variety of colors,
although blue, gold, and green are common. Their hair is often black or white,
although gold and silver are not uncommon.

### Deva Names

Deva make use of the Indian (Telugu) namebase.

___
* **Male Names:** Ashwin, Ekaraj, Milan, Rishik, Veekshan.
* **Female Names:** Basabi, Divija, Madira, Tasha, Zohra.
* **Surnames:** Aari, Chikka, Instala, Maruvada, Veluri.

### Deva Traits

Your Deva character shares a number of traits with all other Deva.

***Ability Score Increase.*** Your choice of your Strength or Charisma score


increases by 2. Your choice of your Dexterity or Wisdom score increases by 1.

***Age.*** Deva tend to mature by age 20, although they are not regarded as adults
until around age 100, however they typically live for over 1000 years.

***Alignment.*** Deva are almost always lawful. They do not have much inclination
towards good or evil, and are most often neutral.

***Size.*** Deva tend to be a good amount taller than humans, ranging from a little
over 5 feet tall to about 6 and a half feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Deva Magic.*** Deva are closely attuned with the wrath of storms, as well as
adept with their third eye. You know the *shocking grasp* cantrip. When you reach
3rd level, you can cast *thunderwave* 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 *see
invisibility* once with this trait and regain the ability to do so when you finish
a long rest. The ability score you selected to increase from your other racial
traits, either Intelligence, Wisdom, or Charisma, is your spellcasting ability for
these spells.

***Stormborn.*** Deva are used to the tempetous nature of storms. You have
resistance to lightning and thunder damage.

***Third Eye.*** Deva possess a third eye, granting them more acute vision than
many races. You have proficiency in the Perception skill. Additionally, your
proficiency bonus is doubled for any ability check you make that uses this skill.

***Languages.*** You can speak, read, and write Deva and one additional language of
your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/685315183878602765/
Deva_Edit.png' style='position:absolute;bottom:50px;left:250px;width:570px' />

<div class='pageNumber auto'></div>

\page

## Doppelganger
Doppelgangers are a feared race to many, as there is a good reason they are known
as the ‘people of a thousand faces.’ Doppelgangers’ true forms loosely resemble
humans, although upon closer inspection there are several major differences. They
have smooth, featureless faces, with their eyes and mouth appearing as black voids.
Their skin is typically pale or slightly off-white, almost an eggshell. Their hands
have four fingers, which are all incredibly long and could be confused for claws.
However, a Doppelganger is very rarely ever seen in their true form given the
nature of their race.

### Doppelganger Names

Doppelgangers rarely go by the same name for very long, and often use a name that
fits in the nation they are embedded within. However, Doppelgangers typically claim
a true name for themselves, and rarely reveal this to anyone.

### Doppelganger Traits

Your Doppelganger character has a number of traits in common with all other
Doppelgangers.

***Ability Score Increase.*** Your choice of your Dexterity, Intelligence, or


Charisma score increases by 2. Your Constitution score increases by 1.

***Age.*** Doppelgangers mature by age 20, although their true lifespan is unknown,
as no one has ever witnessed one die of old age.

***Alignment.*** Doppelgangers have no inclination towards any alignment, and there


exist Doppelgangers at all points on the spectrum.

***Size.*** Doppelgangers’ true forms are a little shorter than humans, ranging
from about 4 and a half feet to 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Due to their nature, Doppelgangers often resort to hiding in hard


to find places. 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 not discern color in
darkness, only shades of grey.

***Thousand Faces.*** Doppelgangers enjoy the ability to naturally alter their


appearance to match things that they have seen. As an action, you can alter your
appearance or revert to your true form. You can not mimic the appearance of a
creature you have never seen, and you revert to your true form if you die.

The alterations can include height, weight, facial features, sex, and any other
distinguishing characteristics. You can transform to appear as another small or
medium humanoid, however none of your game statistics change. There are few
restrictions on the races you can change into, as the race does not have to be the
same size as you, nor does it have to be bipedal like your true form. The only
requirement is that the race you transform into must be humanoid. Additionally,
none of your clothing or equipment changes with you.

Your transformation is indistinguishable from the real thing. If you are


transformed to appear as a specific person, those familiar with the real person may
see through your ruse, but almost everyone else will be fooled.

***Silvered Tongue.*** Doppelgangers often embed themselves deep within cities,


where none are the wiser to their true identity. You have proficiency in your
choice of the Deception or Persuasion skill. Additionally, your proficiency bonus
is doubled for any ability check you make that uses this skill.

***Languages.*** You can speak, read, and write the language of the country you
live in and two languages of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/709350006351593552/
Doppelganger_Edit.png' style='position:absolute;bottom:30px;left:395px;width:400px'
/>

<div class='pageNumber auto'></div>

\page

## Dragonewt

Dragonewts are the proud descendants of true dragons. Dragonewts vaguely resemble
humans, although it would be difficult to confuse them for one. Dragonewts have
scales over large portions of their bodies, whose general color is determined by
their draconic ancestry. These scales cover varying amounts of their arms and
hands, as well as their feet and ankles, and much of their backs. They sport wings
on their backs, although they are vestigial in nature and are too small to allow
them to fly. Dragonewts have powerful tails which are typically quite long. Their
ears almost resemble small horns, and come out of their head straight and are
covered in scales. Dragonewts have some scales on their face between their ears and
underneath their eyes. Some Dragonewts have horns on their head in various arrays.
The hair of a Dragonewt can be almost any color. Their eyes have vertically-slit
pupils, and can be almost any color.

### Dragonewt Names

Dragonewts make use of the Draconic namebase.

___
* **Male Names:** Balcrath, Dralin, Faervull, Vorxan, Zorfras.
* **Female Names:** Bidrish, Fenxora, Loracys, Qivys, Rashimeila.
* **Surnames:** Carned, Gombun, Kapesh, Thiankuar, Yommerenduath.

### Dragonewt Traits

Your Dragonewt character has a number of traits in common with all other Dragonewt.

***Ability Score Increase.*** Your choice of your Strength, Intelligence, or


Charisma score increases by 2. Your Dexterity score increases by 1.

***Age.*** Dragonewts mature around age 20, and live for around 400 years.

***Alignment.*** Dragonewts have no inclination towards any alignment, and there


exists Dragonewts at all points on the spectrum. However, some tend towards the
alignments of their draconic ancestors.

***Size.*** Dragonewts have a large range of sizes, ranging from around 4 and a
half feet, to about 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Dragonewts share the enhanced vision of true dragons. 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 not discern color in darkness, only shades of grey.
***Dragon's Tongue.*** Dragonewts share the sharp tongue of dragon's. You have
proficiency in the Persuasion skill.

***Tail.*** Dragonewts have powerful tails. This serves as a natural weapon, which
you can use to make unarmed strikes. If you hit with it, you deal bludgeoning
damage equal to 1d4 + your Strength modifier.

***Draconic Ancestry.*** Dragonewts are descended from true dragons, and you share
a number of traits with them. Select an ancestor from the table below. Your
ancestral tendency, breath weapon, and damage resistance are determined by the
dragon type, as shown in the Draconic Ancestry table.

```
```

##### Draconic Ancestry


| Dragon | Damage Type | Breath Weapon |
|:-------:|:-------------|:------------|
| Black | Acid | 5 by 30 ft. line (Dex. Save)
| Blue | Lightning | 5 by 30 ft. line (Dex. Save)
| Brass | Fire | 5 by 30 ft. line (Dex. Save)
| Bronze | Lightning | 5 by 30 ft. line (Dex. Save)
| Copper | Acid | 5 by 30 ft. line (Dex. Save)
| Gold | Fire | 15 ft. cone (Dex. Save)
| Green | Poison | 15 ft. cone (Con. Save)
| Platinum | Radiant | 5 by 30 ft. line (Dex. Save)
| Red | Fire | 15 ft. cone (Dex. Save)
| Shadow | Necrotic | 15 ft. cone (Con. Save)
| Silver | Cold | 15 ft. cone (Con. Save)
| White | Cold | 15 ft. cone (Con. Save)

***Ancestral Tendency.*** Your heritage grants you boons from the common lairs and
habits of your draconic ancestors.

* *Black.* You have advantage on checks to resist disease.


* *Blue.* You ignore the effects of extreme heat.
* *Brass.* You can not be magically put to sleep.
* *Bronze.* You ignore the effects of extreme depths.
* *Copper.* You gain proficiency in one tool or instrument of your choice.
* *Gold.* You can communicate with small beasts.
* *Green.* You have advantage on saving throws against poison.
* *Platinum.* You learn one additional language of your choice.
* *Red.* You ignore the effects of high altitude.
* *Shadow.* Your darkvision has a radius of 120 feet.
* *Silver.* You ignore the effects of high altitude.
* *White.* You ignore non-magical difficult terrain caused by ice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/719127074388049991/
Dragonewt_Ryujin_Edit.png'
style='position:absolute;bottom:30px;left:505px;width:250px' />

<div class='pageNumber auto'></div>

\page

***Breath Weapon.*** You can use your action to exhale destructive energy. Your
draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must
make a saving throw, the type of which is determined by your draconic ancestry. A
creature takes 2d6 + your proficiency bonus damage on a failed save, and half as
much damage on a successful one. The damage increases to 3d6 at 5th level, 4d6 at
11th level, and 5d6 at 17th level.

After you use your breath weapon, you can not use it again until you complete a
short or long rest.

Breath Weapon DC = 8 + Constitution Modifier + Proficiency Bonus

***Damage Resistance.*** You have resistance to the damage type associated with
your draconic ancestry.

***Languages.*** You can speak, read, and write Dragonewt and one additional
language of your choice.

> ##### Dragonewt Variant: Ryu-jin


> Ryu-jin are incredibly similar to most Dragonewts, however they have a few key
differences. Ryu-jin do not have wings on their backs. They also feature horns on
their heads that resemble those of a deer. The tails of the Ryu-jin also often have
tufts of hair
at their tip.
>
> ***Ability Score Increase.*** You may choose to increase your Constitution score
by 2 instead of Strength, Intelligence, or Charisma.
>
> ***Age.*** Ryu-jin mature around age 20, and can live for over 1000 years.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/709349749756657745/
Dragonewt.png' style='position:absolute;bottom:35px;left:305px;width:500px' />

<div class='pageNumber auto'></div>

\page

## Dryad

Dryads appear very similar to humans, although they have several major differences.
Much of their bodies are covered in bark, with the exact nature of the bark being
about as varied as the bark of trees. This bark is varied in exactly where it
covers, and the Dryads have a fair amount of control over it, however it most often
covers their limbs, including their hands and feet. They also do not have any hair
on their bodies, instead having leaves and vines. These leaves can be of any shape
and color, with the Dryads possessing an amount of control over this. Given the
nature of their bodies, Dryads do not often wear clothing, and often alter their
bodies to better blend into civilization if they are required to venture out of
their forests. The skin of the Dryads is incredibly varied, varying from a pale
white to a dark ebony, although shades of green are not unheard of. The eyes of the
Dryads are most often blue or green, although any color is possible.

### Dryad Names

Dryads make use of the Greek namebase. However, it is not uncommon for a Dryad to
make its home in a distant forest, often taking a name from the surrounding people.

___
* **Male Names:** Akakios, Erotas, Nikos, Stavros, Zaharias.
* **Female Names:** Antigone, Irini, Lia, Nomiki, Sappho.
* **Surnames:** Castellanelis, Glaridius, Markides, Politidis, Zurlidis.

### Dryad Traits

Your Dryad character has a number of traits in common with all other Dryads.

***Ability Score Increase.*** Your choice of your Constitution or Wisdom score


increases by 2. Your choice of your Strength or Dexterity score increases by 1.

***Age.*** Dryads mature by age 20, and often live for over 2000 years.

***Alignment.*** Dryads care deeply for nature, and do not often give much regard
to the laws of civilization, and are most often neutral. Dryads are kind hearted
more often than not, and are most often good.

***Size.*** Dryads have a wide range of height, and often shift height depending on
how well nourished they are, ranging from barely 4 feet tall to about 6 feet tall.
Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Dryads often live in the depths of the forest, under the shadows
of ancient trees. 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 not discern color in
darkness, only shades of grey.

***Seasonal Growth.*** Many Dryads have some alterations to their appearance with
the changing of the seasons. As an action, you can alter the portions of your body
that consist of flora. These changes could be the color of the leaves, or the exact
parts of your body that are covered in bark and foliage.

***Nature's Blessing.*** Dryads live in the deepest recesses of ancient forests.


You have proficiency in the Nature skill.

***Dryad Magic.*** The Dryads are incredibly attuned to nature. You know the
*druidcraft* cantrip. When you reach 3rd level, you can cast *entangle* once with
this trait and regain the ability to do so after finishing a long rest. Wisdom is
your spellcasting ability for these spells.

***Natural Armor.*** Much of a Dryad’s body is covered in bark. When you are not
wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural
armor to determine your AC if the armor you wear would leave you with a lower AC. A
shield’s benefits apply as normal while you use your natural armor.

***Hardiness.*** Dryads are a wellspring of vitality thanks to their attunement


with nature. Your hit point maximum increases by 1, and it increases by 1 every
time you gain a level.

***Languages.*** You can speak, read, and write Dryad and one additional language
of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/717288364302270464/
Alaya_1.png' style='position:absolute;bottom:0px;left:380px;width:440px' />

<div class='pageNumber auto'></div>


\page

## Dullahan

Dullahans are a strange race. Dullahans can be born when a pregnancy or birth is
highly influenced by Fey magic, which may transform the child and cause it to be
born as a Dullahan. This results in the ability for Dullahans to appear in any race
that can sexually reproduce. The defining feature of a Dullahan is that its head is
not attached to its body, instead appearing as though it has been beheaded. The
neck on the head appears as though the skin has grown over where it should be
attached, while the neck on the body typically emanates an otherworldly flame that
varies wildly in color, although this flame can usually be controlled by the
Dullahan. There are several other features of Dullahans that set them apart from
the race they are born into. One of these is that their skin is often either
deathly pale, or occasionally a very pale blue. Another is that their hair is often
either black as night, or white as snow. The final alteration is that the eyes of a
Dullahan can appear extremely otherworldly and can be almost any color, with even
their scleras being black on occasion.

### Dullahan Names

Dullahans have no naming system of their own, and will use the names of the culture
they live in.

### Dullahan Traits

Your Dullahan character shares a number of traits with all other Dullahans.

***Ability Score Increase.*** Your choice of either your Wisdom or Charisma score
increases by 2. Your Constitution score increases by 1.

***Age.*** Due to the nature of how a Dullahan is born, there is not a set age when
they reach maturity, as it varies based upon which race they were born into.
However, a Dullahan rarely lives for less than a thousand years, although reports
of Dullahans dying of old age are sparse, leading many to believe they can not die.

***Alignment.*** Dullahans do not innately lean toward any particular alignment.


They do however tend to be treated harshly and with fear by those that discover
what they are, leading many Dullahans to become evil.

***Size.*** Your size is determined by the race you were born into.

***Speed.*** Your base walking speed is determined by the race you were born into.

***Darkvision.*** Dullahan’s have enhanced vision due to their link with the Fey.
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 not discern color in darkness, only
shades of grey.

***Headless.*** The defining feature of a Dullahan is that their head and body are
separate. As such, you can not be beheaded. You also do not require food or water.
Due to the nature of being in two separate parts, there is the inherent risk that
your head and body become separated. A Dullahan’s head has control over its body as
long as it is within 5 miles of it. During this time the body is incapable of
acting on its own. If the head and body become separated by more than 5 miles, the
consciousness of the Dullahan is split, with both the head and body retaining the
same memories up until the point of the split. A Dullahan that is split is
functionally two separate people, and as such can develop different memories and
grow to be different people if appart for long enough. In order for a Dullahan to
fuse the two halves together again, the head must be touched by the body, at which
points the consciousnesses fuse into a single being, retaining the memories of
each. The body of a Dullahan gains the ability to see as though it had a head in
the proper place, the same is true for their ability to hear. A Dullahan’s body can
also speak, however its voice will sound like it is echoing within the heads of
everyone that can hear it.

***Harbinger of Death.*** Dullahan’s have a natural ability for darker magic due to
their nature. You know the *toll the dead* cantrip. When you reach 3rd level, you
can cast *cause fear* 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 *shadow blade* once with
this trait and regain the ability to do so when you finish a long rest. The ability
score you selected to increase from your other racial traits, either Wisdom or
Charisma, is your spellcasting ability for these spells.

***Circumstance of Birth.*** Because Dullahans can be born into almost any race,
they tend to be extremely varied in nature. You may select one trait from your race
that you inherit as a Dullahan. This trait needs to be approved by your DM.

***Languages.*** You can speak, read, and write the language of your birth race and
one additional language.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/691427506691244062/
Dullahan_1_Edit.png'
style='position:absolute;bottom:40px;left:370px;width:440px' />

<div class='pageNumber auto'></div>

\page

## Echidna

One of the Fidi, Echidna have upper bodies that mostly resemble humans, although
less so than their kin, and lower bodies like that of a snake. Their lower body,
akin to the tail of a snake, is covered in scales. Their arms are also covered in
scales, and their fingers end in claws. The ears of the Echidna are also scaled,
and stick out of their heads mostly straight out. They often have some scales on
their face as well, most often between their ears and eyes. All of these scales are
often similar in color, which are most often earthy tones, although their tails
often feature some sort of pattern on them, like those of a viper. Echidna also
possess fairly pronounced fangs. Their skin is often pale to a dark tan. The hair
of the Echidna is often blonde, black, or brown, although other colors are
possible. Their eyes feature slitted pupils, and are most often yellow or orange,
although other colors are possible.

### Echidna Names

Echidna make use of the Greek namebase.

___
* **Male Names:** Alexios, Emilios, Haris, Mathaios, Prokopis.
* **Female Names:** Athena, Emilia, Pinelope, Sofia, Thalia.
* **Surnames:** Lambrellis, Milatos, Petroglou, Sallas, Zografalli.

### Echidna Traits

Your Echidna character shares a number of traits with all other Echidna.
***Ability Score Increase.*** Your Strength score increases by 2. Your choice of
your Dexterity or Constitution score increases by 1.

***Age.*** Echidna mature by age 20, and live for around 300 years.

***Alignment.*** Echidna value raw strength and free will, and are most often
chaotic. Their pursuit of strength leads many to become evil.

***Size.*** Echidna are quite long given their serpent nature, ranging from around
12 to 18 feet long, however they can only support roughly one-third of their length
in order to stand upright. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Echidna share the enhanced vision of serpents. 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 not discern color in darkness, only shades of grey.

***Fangs.*** Echidna have two large fangs, with which they can inject venom into
their prey. These serve as natural weapons, which you can use to make unarmed
strikes. If you hit with it, you deal poison damage equal to 1d6 + your Strength
modifier, instead of the bludgeoning damage normal for an unarmed strike.

***Sand Trap.*** Echidna often ambush their prey. You have proficiency in the
Stealth skill. Additionally, you have advantage on Dexterity (Stealth) checks made
to hide in sand and ignore difficult terrain caused by sand.

***Venomous Creatures.*** Echidna naturally create venom, and are acclimated to


dealing with poisons. You have advantage on saving throws against being poisoned
and resistance to poison damage.

***Desert Dweller.*** You ignore the effects of extreme heat.

***Languages.*** You can speak, read, and write Fidi and one additional language of
your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/723766027392909422/
Echidna_1_Edit.png' style='position:absolute;bottom:10px;left:400px;width:430px' />

<div class='pageNumber auto'></div>

\page

## Entomo

Éntomo resemble bipedal bugs. Their entire bodies are covered in a hard carapace.
They typically have four large eyes and four smaller eyes, all pupiless and of the
same color. The most common colors are red and black, although blue and green are
not uncommon. Éntomo have large mouths with sharp teeth around them in a circle.
The hair of the Éntomo is actually made of segmented appendages that can either lie
down and appear as hair, or extend outward and appear almost as a crown. The Éntomo
have two antennas at the top of their head. The arms of the Éntomo are thin and
have many flexible joints. The Éntomo often make use of other bugs in order to
augment their own bodies, with the two most common uses being a type of shell bug
which covers their face and makes it appear more human, and a strange bug that
enables the voice of an Éntomo to closer resemble a normal voice, albeit through
dark means.
### Entomo Names

Éntomo make use of the Greek namebase.

___
* **Male Names:** Akakios, Erotas, Nikos, Stavros, Zaharias.
* **Female Names:** Antigone, Irini, Lia, Nomiki, Sappho.
* **Surnames:** Castellanelis, Glaridius, Markides, Politidis, Zurlidis.

### Entomo Traits

Your Éntomo character shares a number of traits with all other Éntomo.

***Ability Score Increase.*** Your choice of either your Strength or Charisma score
increases by 2. Your choice of either your Dexterity or Constitution score
increases by 1.

***Age.*** Éntomo mature by age 20 and live for around 400 years.

***Alignment.*** Éntomo are carnivorous in nature and have few qualms about eating
humanoids. This results in many seeing them as evil. Éntomo do not have a strong
inclination toward law or chaos, and there exist Éntomo on all points on the
spectrum.

***Size.*** Éntomo are smaller than humans, ranging from a little over 4 feet tall
to about 5 and a half feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Éntomo have fairly acute vision given the nature of their eyes.
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 not discern color in darkness, only
shades of grey.

***Natural Entomancer.*** Éntomo commonly make use of various bugs in order to both
augment their bodies as well as make it easier for them to interact with other
people. You are in possession of a shell bug that serves as your face. You are also
capable of using a lip bug. In order to summon another bug to serve you, you must
conduct a ritual which lasts for 1 hour and uses 25gp worth of supplies, mainly in
the form of chalk and incense, and an item which you would like for the bug to
replicate, such as a sword or shield. Additionally, you know the *infestation*
cantrip. Charisma is your spell casting ability for this spell.

***Deceitful by Nature.*** You have proficiency in the Deception skill.

***Sensitive Antena.*** You have proficiency in the Perception skill.

***Natural Armor.*** You have a tough outer carapace covering your body. When you
are not wearing armor, your AC is 13 + your Dexterity modifier. You can use your
natural armor to determine your AC if the armor you wear would leave you with a
lower AC. A shield’s benefits apply as normal while you use your natural armor.

***Languages.*** You can speak, read, and write Éntomo and one additional language
of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/685342393565708303/
Entomo_Edit.png' style='position:absolute;bottom:50px;left:420px;width:400px' />
<div class='pageNumber auto'></div>

\page

## Eztli

Eztli generally resemble humans, and could be mistaken for them at a quick glance.
However, upon closer inspection there are several distinct differences. Eztli have
almost no pigmentation. Their skin is always a pale white, almost appearing
translucent. Their eyes have no pupils or iris, resulting in them looking like
milky white orbs. Eztli hair is almost always either a stark white or a wispy
silver, and is generally kept long. The final distinction, is that all Etzli are
the same gender, and they all possess slim frames and figures. To most, all Eztli
seem to be females.

### Eztli Names

Eztli make use of the Aztec (Nahuatl) namebase.

___
* **Male Names:** Coacotzin, Ixtli, Necacatl, Quiauhnolli, Xinya.
* **Female Names:** Azcalxochitzin, Cuicatl, Ixtzin, Mazatl, Uetzia.

### Eztli Traits

Your Eztli character shares a number of traits with all other Eztli.

***Ability Score Increase.*** Your Constitution score increases by 2. One other


ability score of your choice increases by 1.

***Age.*** Eztli reach maturity around age 20 and live for about 180 years.

***Alignment.*** Eztli do not have an inclination towards law or chaos, and are
most often neutral. They are more often good than not.

***Size.*** Etzli are typically slightly shorter than humans, ranging from a little
below 5 feet to 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Eztli often visit subterranean caverns for their rituals. 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 not discern color in darkness, only shades of
grey.

***Adaptive Nature.*** Eztli can survive in a wide variety of environments. You


ignore the effects of extreme heat and extreme cold.

***Acute Senses.*** Eztli have incredibly sensitive senses. You have proficiency in
the Perception and Insight Skills.

***Eztli Versatility.*** Eztli can adapt to most situations. You gain proficiency
in one skill of your choice.

***Mimicry.*** You can mimic sounds you have heard, including voices. A creature
that hears the sounds you make can tell they are imitations with a successful
Wisdom (Insight) check opposed by your Charisma (Deception) check.
***Languages.*** You can speak, read, and write Eztli and three additional
languages of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/685342693689262112/
Eztli.jpg' style='position:absolute;bottom:50px;left:440px;width:370px' />

<div class='pageNumber auto'></div>

\page

## Faun

Fauns loosely resemble humans, although there are a few major differences. Fauns
have horns on their head, often resembling the horns of a ram. Their ears are also
wide and flat, coming straight out of their head and resembling those of a sheep.
Fauns’ legs resemble those of a sheep, and are covered in wool and end in hooves.
Due to this, Fauns are unguligrades. Fauns’ bodies are also mostly covered in wool,
although many shear the majority of their body. Their pupils are also square like
those of a goat. Fauns also have a small tail that is covered in wool. The skin of
Fauns is often pale to a light tan. Their hair can be many colors, but is most
often white, brown, or black. Their eyes can similarly be almost any color, however
brown, blue, and gold are most common.

### Faun Names

Fauns make use of the Spanish namebase.

* **Male Names:** Abraham, Ferran, Leo, Mateo, Samuel.


* **Female Names:** Ariadna, Cristina, Lina, Silvia, Veronica.
* **Surnames:** Aisa, Ferrer, Hidalgo, Madrid, Rivera.

### Faun Traits

Your Faun character has a number of traits in common with all other Faun.

***Ability Score Increase.*** Your choice of your Strength or Dexterity score


increases by 1.

***Age.*** Faun mature by age 20, and live for around 400 years.

***Alignment.*** Fauns do not have any inclination towards law or chaos, and are
most often neutral. Fauns often care deeply for nature and life, and are most often
good.

***Size.*** Fauns are typically shorter than humans, ranging from about 4 feet to a
little over 5 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Due to the nature of their pupils, and their likeness to goats,
Fauns can see rather well in dark places. 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
not discern color in darkness, only shades of grey.

***One with Nature.*** Fauns often live in plains or forests. You have proficiency
in the Nature and Animal Handling skills. Additionally, you have proficiency with
Weaver's tools.
***Languages.*** You can speak, read, and write Rebaño and one additional language
of your choice.

***Subraces.*** The two main kind of Faun: Pan and Satyr, differ very little in
appearance. Choose one of these subraces.

#### Pan

Pan Fauns tend to be more timid than other Fauns. Their skin is generally pale to a
light tan, and their wool is most often white.

***Ability Score Increase.*** Your choice of your Intelligence or Wisdom score


increases by 2.

***Sheepish Nature.*** Pan Fauns tend to be rather timid, and do not enjoy direct
contact often. You can take the Disengage or Hide action as a bonus action on each
of your turns.

```
```

#### Satyr

Satyr Fauns tend to be more rambunctious than other Fauns. Their skn is generally a
light to dark tan, and their wool can occassionally be a brown instead of white.

***Ability Score Increase.*** Your Charisma score increases by 2.

***Satyr Magic.*** Satyr Fauns often make use of magic to toy with others. You know
the *friends* cantrip. When you reach 3rd level, you can cast *sleep* once with
this trait and regain the ability to do so after finishing a long rest. When you
reach 5th level, you can cast *suggestion* once with this trait and regain the
ability to do so after finishing a long rest. Charisma is your spellcasting ability
for these spells.

***Satyr Song.*** Satyr Fauns enjoy putting on spectacles. You have proficiency in
the Performance skill. Additionally, you have proficiency with one instrument of
your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/709348753173250059/
Faun_Edit.png' style='position:absolute;bottom:45px;left:365px;width:500px' />

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\page

## Feyfolk

Feyfolk generally resemble humans, except for two differences. Their ears are
pointed, although the length and direction vary wildly. Feyfolk also possess a pair
of wings, although they are generally too small to grant them flight. The shape of
these wings varies a great deal depending on the type of Feyfolk. Their skin is
generally very pale.

### Feyfolk Names

The Fey Folk make use of the Celtic namebase.


___
* **Male Names:**
* **Female Names:**
* **Surnames:**

### Feyfolk Traits

Your Feyfolk character shares a number of traits with all other Feyfolk.

***Ability Score Increase.*** Your Charisma score increases by 2.

***Age.*** Fey Folk mature by age 20, and rarely die of old age.

***Alignment.*** Feyfolk have a near obsession with freedom, and are almost always
chaotic. They tend to be neutral more often than not, although many of those in the
Seelie Court become evil.

***Size.*** Feyfolk tend to be a good deal shorter than humans, ranging from about
4 to just over 5 feet tall. Your size is Medium

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Blessed with Fey magic, the Feyfolk can see well in even the
darkest places. 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 not discern color in
darkness, only shades of grey.

***Fey Tricks.*** Feyfolk have a penchant for tricking people. You have proficiency
in the Deception skill. Additionally, your proficiency bonus is doubled for any
ability check you make that uses this skill.

***Mimicry.*** You can mimic sounds you have heard, including voices. A creature
that hears the sounds you make can tell they are imitations with a successful
Wisdom (Insight) check opposed by your Charisma (Deception) check.

***Languages.*** You can speak, read, and write Fey and one additional language of
your choice.

***Subraces.*** The two main kinds of Feyfolk: Seelie and Unseelie, differ in which
court they belong to. Choose on of these subraces.

#### Seelie

Seelie Feyfolk have a closer connection to the Seelie Court. Their wings tend to
more closely resemble those of butterflies or dragonflies, although some also have
faint wings that seem to be made of light. The coloration of their wings is
typically bright, with blue and orange being fairly common. Their hair tends to be
bright colors, such as orange or blonde, although most colors are possible. The
eyes of the Seelie Feyfolk are generally blue or green, but other colors are not
uncommon.

***Ability Score Increase.*** Your Dexterity score increases by 1.

***Seelie Magic.*** Seelie Feyfolk have an affinity with light. You know the
*dancing lights* cantrip. When you reach 3rd level, you can cast *faerie fire* once
with this trait and regain the ability to do so after finishing a long rest. When
you reach 5th level, you can cast *invisbility* once with this trait and regain the
ability to do so after finishing a long rest. Charisma is your spellcasting ability
for these spells.
#### Unseelie

Unseelie Feyfolk have a closer connection to the Unseelie Court. Their wings tend
to more closely resemble those of crows or moths, although some have faint wings
that seem to be made of shadow. The coloration of their wings is typically dark,
with black and purple being fairly common. Their hair tends to be darker colors,
with most having black hair. The eyes of the Unseelie Feyfolk are generally purple
or a dark blue, but other colors are not uncommon.

***Ability Score Increase.*** Your Strength score increases by 1.

***Unseelie Magic.*** Unseelie Feyfolk have an affinity with shadow. You know the
*minor illusion* cantrip. When you reach 3rd level, you can cast *Tasha's hideous
laughter* once with this trait and regain the ability to do so after finishing a
long rest. When you reach 5th level, you can cast *darkness* once with this trait
and regain the ability to do so after finishing a long rest. Charisma is your
spellcasting ability for these spells.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787633659599519754/
Fey_Folk_4_Edit.png'
style='position:absolute;bottom:30px;left:390px;width:450px' />

<div class='pageNumber auto'></div>

\page

## Havět’

Havět’ appear as though they are bipedal rats. They possess long snouts with sharp
teeth, and often have quite large front teeth. They typically have pointed ears.
Their eyes often appear rather small and beady, and are most often black, although
they are occasionally red. Their bodies are covered in fur, which ranges from light
brown to black, or very rarely white. Havět’ are digitigrades, meaning they walk on
their toes, such as a dog or cat. Their hands and feet both end with sharp claws.
Havět’ also possess long tails which resemble the tails of rats.

### Havět’ Names

The Havět’ make use of the Goblin namebase.

___
* **Male Names:** Byr, Cialx, Gerk, Slagsets, Wehkaact.
* **Female Names:** Bhilx, Klegbink, Oglatha, Qamzessea, Swiebanx.

### Havět’ Traits

Your Havět’ character shares a number of traits with all other Havět’.

***Ability Score Increase.*** Your Dexterity score increases by 2. Your


Intelligence score increases by 1.

***Age.*** Havět’ mature around age 12 and typically live less than 70 years.

***Alignment.*** Havět’ are most often chaotic, doing anything they can to bring
destruction. Due to this tendency, they are almost always evil.

***Size.*** Havět’ are quite stout, typically standing between 4 and 5 feet tall.
Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Havět’ are most at home 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 not discern color in darkness, only shades of grey.

***Naturally Stealthy.*** You have proficiency in the Stealth skill. Additionally,


your proficiency bonus is doubled for any ability check you make that uses this
skill.

***Natural Weapons.*** Your sharp claws are enough to rend the flesh from many
creatures. These serve as natural weapons, which you can use to make unarmed
strikes. If you hit with them, you deal slashing damage equal to 1d4 + your
Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Additionally, Havět’ possess sharp fangs that serve as natural weapons, which you
can use to make unarmed strikes. If you hit with them, you deal piercing damage
equal to 1d4 + your Strength modifier.

***Plague Bearer.*** You have advantage on checks made to resist diseases.

***Aggressive.*** As a bonus action, you can move up to your speed toward an enemy
of your choice that you can see or hear. You must end this move closer to the enemy
than you started.

***Languages.*** You can speak, read, and write Havěť and one additional language
of your choice.

<img
src='https://media.discordapp.net/attachments/585749690965032960/685351325453910080
/Havet_Edit.png' style='position:absolute;bottom:50px;left:360px;width:470px' />

<div class='pageNumber auto'></div>

\page

## Hebi no Kokumin

Hebi no Kokumin appear to be a mix of a human and a snake, although there is a wide
degree of variation between them. Their upper body resembles that of a human,
although some among them have scaled arms. Their ears are generally fairly hard and
stick straight out of their heads. Very few are said to grow a pair of horns, which
generally resemble the antlers of a deer. Their skin ranges from pale to a moderate
tan. The lower bodies of the Hebi no Kokumin resemble those of a snake, with long
winding tails that stretch out behind them. Few among them have a ridge that runs
the length of their tail. Their scales can be almost any color, although green or
brown are most common. Their hair is most often white, black, or brown, although
most colors are possible. The eyes of the Hebi no Kokumin have vertically-slitted
pupils, and can be almost any color. While their tongues are generally much longer
than other races, they are not forked like the tongue of a snake.

### Hebi no Kokumin Names

The Hebi no Kokumin make use of the Japanese namebase. The surnames of the Hebi no
Kokumin are often placed before their given names.

___
* **Male Names:** Goro, Hiroshige, Motoichi, Shiki, Yuichi.
* **Female Names:** Etsu, Futaba, Haru, Sakura, Yuki.
* **Surnames:** Arima, Fujiwara, Iwakiri, Matsumoto, Shibuya.

### Hebi no Kokumin Traits

Your Hebi no Kokumin character shares a number of traits with all other Hebi no
Kokumin.

***Ability Score Increase.*** Your Dexterity score increases by 2. Your choice of


your Wisdom or Charisma score increases by 1.

***Age.*** Hebi no Kokumin mature by age 18 and tend to live for around 250 years.

***Alignment.*** Hebi no Kokumin follow the deceptive path of their patron, and
tend towards chaos. Their willingness to follow the river like their patron leads
many to being neutral.

***Size.*** Lamia are quite long given their serpent nature, ranging from around 12
to 18 feet long, however they can only support roughly one-third of their length in
order to stand upright. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Hebi no Kokumin share the enhanced vision of serpents. 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 not discern color in darkness, only shades of
grey.

***Tree Climber.*** Hebi no Kokumin are at home in the forests. You have a climbing
speed of 30 feet.

***Hidden Creatures.*** Hebi no Kokumin often lurk in the shadows. You have
proficiency in the Stealth skill. Additionally, You can attempt to hide even when
you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other
natural phenomena.

***Hebi Magic.*** Hebi no Kokumin have a strong connection to Kawakyugi, the


goddess of rivers and deception. You know the *shape water* cantrip. When you reach
3rd level, you can cast *charm person* once with this trait and regain the ability
to do so after finishing a long rest. When you reach 5th level, you can cast *zone
of truth* once with this trait and regain the ability to do so after finishing a
long rest. The ability score you selected to increase from your other racial
traits, either Wisdom or Charisma, is your spellcasting ability for these spells.

***Languages.*** You can speak, read, and write Hiryuu no Kokumin and one other
language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787330528910901248/
Hebi_3_Edit.png' style='position:absolute;bottom:20px;left:390px;width:430px' />

<div class='pageNumber auto'></div>

\page

## Hēisè

One of the Kōngxiăng, Hēisè are almost indistinguishable from humans. They
generally have skin ranging from exceptionally pale to a moderate tan. Hēisè claim
to be descended from Zhi Ming, The Black Tortoise, and as such have some features
related to this heritage. Their hair and eyes often reflect this, and are often
shades of black. Hēisè also, as with the other Kōngxiăng, always have a mark on
their bodies that displays their relation to Zhi Ming.

### Hēisè Names

The Hēisè make use of the Chinese namebase. The surnames of the Hēisè are often
placed before their given names.

___
* **Male Names:** Chin, Fu, Song, Tian, Xia.
* **Female Names:** Delan, Hai, Kun, Shu, Xuefeng.
* **Surnames:** Cai, Li, Ren, Wei, Xiang.

### Hēisè Traits

Your Hēisè charcter shares a number of traits with all other Hēisè.

***Ability Score Increase.*** Your Wisdom score increases by 2. Your Constitution


score increases by 1.

***Age.*** Hēisè bodies mature by around age 20, although they are not fully
considered adults until reaching 100. Hēisè typically live for around 500 years,
however there are those among them that live much longer due to having an extremely
close connection with their deities.

***Alignment.*** Hēisè typically lean more toward the side of law than the side of
chaos. They have no inclination towards good or evil and are most often neutral.

***Size.*** Hēisè tend to be slightly taller than humans, ranging from around 5
feet tall to about 6 and a half feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Hēisè spend a fair amount of time deep 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 not discern color in darkness, only shades of grey.

***Natural Divers.*** Hēisè often swim in great swaths of water. You have a
swimming speed of 30 feet. Additionally, you can breathe both air and water.

***Delver of the Depths.*** It is not uncommon for Hēisè to delve into the depths
of the ocean. You have resistance to cold damage, as well as ignore the effects of
extreme depths.

***Constitution of the Black.*** Hēisè are hardier than most, a trait they
attribute to their relation to Zhi Ming. Your hit point maximum increases by 1, and
it increases by 1 every time you gain a level.

***Languages.*** You can speak, read, and write Kōngxiăng and one additional
language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/719210807048667187/
Heise_1_Edit.png' style='position:absolute;bottom:15px;left:430px;width:420px' />

<div class='pageNumber auto'></div>


\page

## Hinotori no Kokumin

Hinotori no Kokumin are one of the many races that follow the minor deities of the
Hiryuu no Kokumin. They generally resemble humans in appearance, although there are
some differences. The most notable of these differences is that their ears are
shaped like upwards curving wings, and are much longer than human ears. Their skin
is typically a pale white, although it is not terribly uncommon for Hinotori no
Kokumin to have skin the color of light ash. Their hair and eyes are typically the
color of flames, covering almost every color of fire, and tend to both be the same
color. In addition, their ears are often tinted a similar color to their hair near
the edges.

### Hinotori no Kokumin Names

The Hinotori no Kokumin make use of the Japanese namebase. The surnames of the
Hinotori no Kokumin are often placed before their given names.

___
* **Male Names:** Goro, Hiroshige, Motoichi, Shiki, Yuichi.
* **Female Names:** Etsu, Futaba, Haru, Sakura, Yuki.
* **Surnames:** Arima, Fujiwara, Iwakiri, Matsumoto, Shibuya.

### Hinotori no Kokumin Traits

Your Hinotori no Kokumin character shares a number of traits with all other
Hinotori no Kokumin.

***Ability Score Increase.*** Your Charisma score increases by 2.

***Age.*** Hinotori mature by age 18 and tend to live for around 250 years.

***Alignment.*** Hinotori no Kokumin are most often lawful, typically adhering to


their peoples’ strict codes. They have no inclination towards good or evil, and are
most often neutral.

***Size.*** Hinotori no Kokumin tend to be slightly shorter than humans, as well as


always have a light frame no matter how muscular they are. They typically range
from a little under 5 feet tall to around 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** The fire within them assists in allowing them to peer through
darkness. You can see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can not discern color in
darkness, only shades of grey.

***Born of Fire.*** Hinotori no Kokumin have adapted to survive even in the depths
of a volcano. You gain resistance to fire damage.

***Songbird.*** Hinotori are renowned for their singing voices. You have
proficiency in the Performance skill. Additionally, you have proficiency with one
instrument of your choice.

***Languages.*** You can speak, read, and write Hiryuu no Kokumin and two
additional languages of your choice.

***Subraces.*** The two main kinds of Hinotori no Kokumin: Hikari and Jinsoku,
differ very little. Choose one of these subraces.

#### Hikari

The Hikari tend to take after their goddess’s perseverance, and as such are often
larger than other Hinotori no Kokumin.

***Ability Score Increase.*** Your choice of either your Strength or Constitution


Score Increases by 1.

***Consumed by the Inferno.*** Starting at 3rd level, you can use your action to
unleash the fiery energy within yourself, causing your body to become wreathed in
brilliant flames.

Your transformation lasts for 1 minute or until you end it as a bonus action.
During it, you shed bright light in a 10-foot radius and dim light for an
additional 10 feet, and at the end of each of your turns, you and each creature
within 10 feet of you take fire damage equal to half your level (rounded up). In
addition, once on each of your turns, you can deal extra fire damage to one target
when you deal damage to it with an attack or a spell. The extra fire damage equals
your level.

Once you use this trait, you can not use it again until you finish a long rest.

#### Jinsoku

The Jinsoku tend to take after their goddess’s nimbleness, and as such are often
more petite than other Hinotori no Kokumin.

***Ability Score Increase.*** Your choice of either your Dexterity or Constitution


Score Increases by 1.

***Soul of the Phoenix.*** Starting at 3rd level, you can use your action to
unleash the fiery energy within yourself, causing your eyes to glow with fire, and
two fiery wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action.
During it, you have a flying speed of 30 feet, and once on each of your turns, you
can deal extra fire damage to one target when you deal damage to it with an attack
or a spell. The extra fire damage equals your level.

Once you use this trait, you can not use it again until you finish a long rest.

<img
src='https://cdn.discordapp.com/attachments/545438308583604244/685379911678296080/
Hinotori_Edit.png' style='position:absolute;bottom:45px;left:440px;width:340px' />

<div class='pageNumber auto'></div>

\page

## Hiryuu no Kokumin

Hiryuu no Kokumin claim to be descended from their gods, many of whom have forms
which resemble great wyrms. As such, the Hiryuu no Kokumin have a relatively
draconic appearance despite having no relation to true dragons, a point they will
make very clear to you if you ever mistake one for being related to a dragon. The
ears of the Hiryuu no Kokumin are replaced with horns, which come in a wide variety
of shapes and sizes. They also sport tails which come in many shapes and sizes,
however they tend to be long and narrow more than anything else. There are also
scales over large portions of their bodies, often forming flowing patterns on their
skin. Their scales typically cover the following portions of their bodies: ankles,
calves, wrists, part of the biceps, waist, neck, and portions of the face. The
color of their horns, tail, and scales varies wildly, with them spanning just about
the full spectrum, although an individual Hiryuu no Kokumin always has only one
color for all of their scaly features. Their skin ranges from snow white to a
moderate tan, although there are some among them that have skin of an almost
obsidian color or tints of blue. The Hiryuu no Kokumin also feature a wide variety
of eye colors, also covering much of the spectrum. Many Hiryuu no Kokumin have
strange rings around their irises, which tend to be a much lighter color than their
iris, although cases of darker rings exist. Males of the Hiryuu no Kokumin
sometimes have black scleras. The hair of the Hiryuu no Kokumin can be almost any
color, although it is most often black or white. Hiryuu no Kokumin have no body or
facial hair, the only hair they have is on their heads, as well as eyebrows and
eyelashes.

### Hiryuu no Kokumin Names

The Hiryuu no Kokumin make use of the Japanese namebase. The surnames of the Hiryuu
no Kokumin are often placed before their given names.

___
* **Male Names:** Goro, Hiroshige, Motoichi, Shiki, Yuichi.
* **Female Names:** Etsu, Futaba, Haru, Sakura, Yuki.
* **Surnames:** Arima, Fujiwara, Iwakiri, Matsumoto, Shibuya.

### Hiryuu no Kokumin Traits

Your Hiryuu no Kokumin character shares a number of traits with all other Hiryuu no
Kokumin.

***Age.*** Hiryuu no Kokumin reach maturity around age 18, and they tend to live
for around 250 years.

***Size.*** There is extreme sexual dimorphism between the size of male and female
Hiryuu no Kokumin. Males tend to be extremely tall, ranging from around 6 and a
half feet to well over 7 feet tall. Females tend to be much shorter, ranging from 4
and a half, to slightly below 5 and a half feet. Hiryuu no Kokumin tend to have
lithe builds, even those with a large amount of muscle. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Hiryuu no Kokumin are blessed with enhanced vision by their gods.
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 not discern color in darkness, only
shades of grey.

***Devout Followers.*** Hiryuu no Kokumin claim a close relation to their gods, and
endeavor to familiarize themselves with many rites. You have proficiency in the
Religion skill.

***Sensitive Horns.*** You have proficiency in the Perception skill.

***Languages.*** You can speak, read, and write Hiryuu no Kokumin and one
additional language of your choice.

***Subraces.*** The two main kinds of Hiryuu no Kokumin: the Sora no Kodane and the
Tsuchi no Kodane, live as a unified people, but are still fairly distinct. Choose
one of these subraces.

#### Sora no Kodane

The Sora no Kodane claim to have a closer connection to the gods of the heavens,
and as such consider themselves a more enlightened race. They tend to have scales
in brighter colors than the Tsuchi no Kodane, however there are still those among
them with darker or duller colors.

***Ability Score Increase.*** Your Intelligence, Wisdom, or Charisma score


increases by 2. Your Strength, Dexterity, or Constitution score increases by 1.

***Alignment.*** The Sora no Kodane are an incredibly proud people that follow a
strict code of law, resulting in most of them being lawful. They have no real
inclination towards good or evil, as there exist Sora no Kodane at all points of
the spectrum

***Sora no Kodane Magic.*** Many Sora no Kodane make use of magic, as such most of
them tend to make themselves aware of magic to at least a small degree. You know
the *create bonfire* cantrip. When you reach 3rd level, you can cast *detect magic*
once with this trait and regain the ability to do so after finishing a long rest.
When you reach 5th level, you can cast *mind spike* once with this trait and regain
the ability to do so after finishing a long rest. The ability score you selected to
increase from your other racial traits, either Intelligence, Wisdom, or Charisma,
is your spellcasting ability for these spells.

***Extra Languages.*** Sora no Kodane tend to be a more learned people. You learn
two additional languages of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/718718940183789568/
Hiryuu_Couple_Edit.png'
style='position:absolute;bottom:30px;left:415px;width:400px' />

<div class='pageNumber auto'></div>

\page

#### Tsuchi no Kodane

The Tsuchi no Kodane claim to have a close connection to the gods in the earth, and
as such consider themselves a stronger race. They tend to have scales in darker
colors than the Sora no Kodane, however there are still those among them with
brighter or vibrant colors.

***Ability Score Increase.*** Your Strength, Dexterity, or Constitution score


increases by 2. Your Intelligence, Wisdom, or Charisma score increases by 1.

***Alignment.*** The Tsuchi no Kodane tend to value strength of body over


everything else, this craving for power results in them having a stronger
inclination towards evil. Despite many of them being considered borderline barbaric
by the Sora no Kodane, the Tsuchi no Kodane do tend to adhere to a strict code of
law, resulting in them tending towards lawful. However, there are still some clans
that fully embrace the pursuit of power, members of these clans are typically
chaotic.

***Powerful Build.*** Tsuchi no Kodane are forced to strengthen their bodies


regardless of their profession, as such they tend to be fairly strong. You count as
one size larger for determining carry, push, pull, and drag weight.
***Tsuchi no Kodane Weapon Training.*** All Tsuchi no Kodane learn to wield weapons
from a young age. You have proficiency with the battleaxe, glaive, greataxe, and
halberd.

***Relentless Endurance.*** Tsuchi no Kodane are used to rigorous training and


often serve as skilled protectors. When an attack would lower your HP to 0, but
does not kill you outright, you can instead choose to drop to 1 HP instead. Once
this ability has been used, it can not be used again until finishing a long rest.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/718718926208368650/
Hiryuu_Male_1_Edit.png'
style='position:absolute;bottom:20px;left:300px;width:490px' />

<div class='pageNumber auto'></div>

\page

## Hitokage no Kokumin

Hitokage no Kokumin generally resemble humans, although they have several major
differences. Their ears are hard and scaly, sticking straight out from their heads.
The Hitokage no Kokumin have two horns that grow from their temples, as well as a
long tail, all of which often have a small flame burning at the end. Much of their
bodies are covered in scales, with their forearms and lower legs being completely
covered, both of which end in claws as well. Parts of their backs are also
generally covered in scales, typically stretching from their tails up their spines
to the back of their heads. The scales of the Hitokage no Kokumin are generally
brown, red, orange, or black, although other colors are not impossible. Their skin
ranges from pale to an incredibly dark tan, and is more often darker than lighter.
The hair of the Hitokage no Kokumin is most often black, white, or red, although
other colors are not uncommon. Their eyes are often red or yellow, and more often
than not feature black scleras, although most colors are possible.

### Hitokage no Kokumin Names

The Hitokage no Kokumin make use of the Japanese namebase. The surnames of the
Hitokage no Kokumin are often placed before their given names.

___
* **Male Names:** Goro, Hiroshige, Motoichi, Shiki, Yuichi.
* **Female Names:** Etsu, Futaba, Haru, Sakura, Yuki.
* **Surnames:** Arima, Fujiwara, Iwakiri, Matsumoto, Shibuya.

### Hitokage no Kokumin Traits

Your Hitokage no Kokumin character shares a number of traits with all other
Hitokage no Kokumin.

***Ability Score Increase.*** Your choice of your Strength or Wisdom score


increases by 2. Your choice of your Dexterity or Constitution score increases by 1.

***Age.*** Hitokage no Kokumin reach maturity around age 18, and they tend to live
for around 250 years.

***Alignment.*** Hitokage no Kokumin tend to have the temperment of fire, and are
more often chaotic. Their skill at healing leads them to be good more often than
not.
***Size.*** Hitokage no Kokumin are generally slightly shorter than humans, ranging
from a little over 4 feet to under 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Hitokage no Kokumin can traverse even the darkest nights or


caverns. 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 not discern color in darkness,
only shades of grey.

***Claws.*** Hitokage no Kokumin have sharp claws on their hands. These serve as
natural weapons, which you can use to make unarmed strikes. If you hit with them,
you deal slashing damage equal to 1d4 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.

***Imbued with Fire.*** The patron god of the Hitokage no Kokumin is Kouseikari,
the god of regeneration and hunting, child of Kasaigijutsu, the goddess of fire and
craft. You have resistance to fire damage. Additionally, as an action, you can
ignite or estinguish the flames on your horns or tail. While ignited they shed
bright light for 10 feet, and dim light for an additional 10 feet.

***Hitokage Magic.*** Hitokage no Kokumin have an innate connection to fire and


healing. You know the *fire bolt* cantrip. When you reach 3rd level, you can cast
*burning hands* once with this trait and regain the ability to do so after
finishing a long rest. When you reach 5th level, you can cast *prayer of healing*
once with this trait and regain the ability to do so after finishing a long rest.
Wisdom is your spellcasting ability for these spells.

***Regenerative.*** The connection the Hitokage no Kokumin share with their patron
grants them incredible regenerative properties. By resting for a week you can
regenerate any lost limb or similar body part.

***Languages.*** You can speak, read, and write Hiryuu no Kokumin and one
additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787319198371151892/
Hitokage_1_Edit.png'
style='position:absolute;bottom:30px;left:340px;width:490px' />

<div class='pageNumber auto'></div>

\page

## Homunculus

Homunculi are practically indistinguishable from humans. Their skin is typically


incredibly pale, and features little to no blemishes. Their hair is generally
white, although some may use dyes to hide this. The eyes of a Homunculus are always
an unnatural color, but are most often red.

### Homunculus Names

Homunculi are often given names by their creator that match their own race,
although some are named for their purpose.

### Homunculus Traits


Your Homunculus character shares a number of traits with all other Homunculi.

***Ability Score Increase.*** Your Intelligence score increases by 2. Your Charisma


score increases by 1. Your Constitution score increases by 1.

***Age.*** Homunculi do not age, maintaining the maturity they were created with,
and therefore do not die of old age.

***Alignment.*** Homunculi are created to be obedient, and are almost always


lawful. They are typically calculcating individuals, and are most often neutral.

***Size.*** Homunculi tend to be slightly smaller than humans, ranging from about 4
and a half to almost 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Homunculi have enhanced vision due to the magic that created
them. 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 not discern color in darkness,
only shades of grey.

***Created by Magic.*** Homunculi are created using various magics, and have an
innate connection with the arcane. You have proficiency in the Arcana skill.

***Homunculus Magic.*** Homunculi are incredibly entwined with magic due to their
creation. You know the *message* cantrip. When you reach 3rd level, you can cast
*detect magic* once with this trait and regain the ability to do so after finishing
a long rest. When you reach 5th level, you can cast *detect thoughts* once with
this trait and regain the ability to do so after finishing a long rest.
Intelligence is your spellcasting ability for these spells.

***Skill Versatility.*** Homunculi are created for a variety of purposes. You have
proficiency in one skill of your choice.

***Languages.*** You can speak, read, and write the language of your creator and
one additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787638523259125769/
Homunculus_2_Edit.png' style='position:absolute;bottom:40px;left:400px;width:400px'
/>

<div class='pageNumber auto'></div>

\page

## Human

Humans are generally smooth skinned, with this skin typically ranging from pale to
a dark ebony. Their hair is often brown, blonde, or black, although red is known to
occur at times. Their eyes are most often brown, although blue and green are not
terribly uncommon.

### Human Names

There are two groupings of humans, each making use of different names. Those of
Evecrosia make use of the Elizabethan namebase. Those of Utenheim make use of the
German namebase.
___
* **Male Evecrosia Names:** Adam, Edwarde, Gerard, Joseph, Roger.
* **Female Evecrosia Names:** Ann, Cicely, Helen, Lucy, Priscilla.
* **Evecrosia Surnames:** Crane, Holt, Pecke, Ramsey, Wiseman
* **Male Utenheim Names:** Eric, Kilian, Leon, Louis, Sven.
* **Female Utenheim Names:** Astrid, Emilie, Fiona, Irene, Sigrid.
* **Utenheim Surnames:** Ackner, Augenstein, Blanke, Rosengart, Stuhr.

### Human Traits

Your Human character shares a number of traits with all other Humans.

***Ability Score Increase.*** Your choice of two ability scores 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.

***Human Versatility.*** You gain proficiency in two skills of your choice. You
also gain one tool proficiency of your choice.

***Languages.*** You can speak, read, and write the language of your culture and
two other languages of your choice.

***Subraces.*** The four main kinds of Humans: Farmer, Merchant, Noble, and Priest,
differ in background. Choose one of these subraces.

#### Farmer

Farmers make up most of the population of Humans. They live off the land, helping
to provide food for the rest of their people.

***Ability Score Increase.*** Your Constitution score increases by 1.

***Conscripted Weapon Training.*** Farmers are often conscripted to fight in wars.


You have proficiency with the longsword, pike, war pick, and heavy crossbow.

***One with the Land.*** Farmers spend much of their time working the land. You
have proficiency in the Nature skill. Additionally, you have advantage on
Intelligence (Nature) checks to learn information about crops.

#### Merchant

Merchants often travel the world in the persuit of places to sell their goods, as
well as new goods to bring with them when they return home. They are vital to the
exchange of goods from one people to another.

***Ability Score Increase.*** Your Charisma score increases by 1.

***Trade Partners.*** You have proficiency in the Persuasion skill. Additionally,


you have advantage on Persuasion checks made to convince someone to initiate a
trade with you.
***Extra Language.*** Merchants often travel afar in search of trade. You learn two
additional languages of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/691804729830932551/
Human_1_Edit.png' style='position:absolute;bottom:20px;left:435px;width:390px' />

<div class='pageNumber auto'></div>

\page

#### Noble

Nobles make up the ruling class of Humans, and come in a variety of packages. Some
surround themselves in luxury at the expense of the commonfolk, while others do
everything in their power to give everyone a fair life.

***Ability Score Increase.*** Your Intelligence score increases by 1.

***Noble Weapon Training.*** Nobles often train with master swordsmen. You have
proficiency with the greatsword, longsword, rapier, and longbow.

***Learned Personage.*** Nobles often attend lessons in some manor during their
childhood to learn about their people. You have proficiency in the History skill.
Additionally, you have advantage on Intelligence (History) checks to recall
information about your home.

#### Priest

Priests seek to teach people their religion and aid them in their time of need.
They often travel to spread word of their religion.

***Ability Score Increase.*** Your Wisdom score increases by 1.

***Heavenly Knowledge.*** You have proficiency in the Religion skill. Additionally,


you have advantage on Religion checks made to determine the origin and subject of
religious rites.

***Extra Language.*** Priests often make pilgramages to far away lands. You learn
two additional languages of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787760197291475004/
Human_3_Edit.png' style='position:absolute;bottom:-10px;left:435px;width:390px' />

<div class='pageNumber auto'></div>

\page

## Ika

The Ika resemble bipedal fish. Their heads generally look like that of a fish, such
as a tuna or sea bass. The arms and legs of the Ika are generally quite thin, and
end in webbed hands and feet. Their bodies are typically relatively plump, making
their limbs appear even more misshapen. Ika also have a tail like that of a fish,
which nearly drags along the ground. Ika’s scales are typically blue, grey, silver,
or black, although other colors, such as gold, are not uncommon. Their eyes are
most often yellow or gold.
### Ika Names

The Ika makes use of the Hawaiian namebase.

___
* **Male Names:** ‘Alaneo, Ka’eo, Loe, Malu, Nu’uanu.
* **Female Names:** ‘Ailani, Hali’imaile, Kapule, Maka, Wainani.
* **Surnames:** Alana, Edena, Hina, Liko, Nana.

### Ika Traits

Your Ika character shares a number of traits with all other Ika.

***Ability Score Increase.*** Your Wisdom score increases by 2. Your Dexterity


score increases by 1.

***Age.*** Ika mature rapidly within a year, and live for about 60 years.

***Alignment.*** Ika have a strong inclination to protect nature, however they have
no tendency towards law or chaos. They are good more often than not.

***Size.*** Ika are fairly short and stout, standing between 2 to 3 feet tall. Your
size is Small.

***Speed.*** Your base walking speed is 25 feet.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can not discern color in
darkness, only shades of grey.

***Natural Swimmer.*** Ika are amphibious by nature. You can breathe both air and
water. Additionally, you have a swimming speed equal to your movement speed.

***Protector of the Small.*** Ika have a deep respect for the creatures of the sea,
and often protect those them from those that would do them harm. This has resulted
in them developing the ability to communicate simple meanings to small sea
creatures. Through the use of sounds and gestures, you can communicate simple ideas
with small and smaller beasts. Additionally, you have proficiency in the Animal
Handling skill.

***Ika Sea Magic.*** Ika are closely attuned with the sea. You know the *shape
water* cantrip. When you reach 3rd level, you can cast *create or destroy water*
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 *warding wind* 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 Ika and one additional language of
your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/691711013040423002/
Ika_1_Edit.png' style='position:absolute;bottom:50px;left:390px;width:430px' />

<div class='pageNumber auto'></div>

\page

## Indartsua Iratxo
Indartsua Iratxo have a loose resemblance to humans, although one would be pressed
to mistake the two. Their skin is generally a shade green or grey. Their ears tend
to face downwards and stick straight out of their heads, although they are
generally not very long. Indartsua Iratxo typically have two teeth protruding from
their lower jaws. Their noses are generally quite large and pronounced. Their hair
is most often white, although other colors are not uncommon, with grey being seen
fairly often. The eyes of the Indartsua Iratxo are generally brown or green,
although other colors are possible.

### Indartsua Iratxo Names

Indartsua Iratxo make use of the Basque namebase.

___
* **Male Names:** Arbogasto, Ezkati, Iraitz, Laureano, Pitagoras.
* **Female Names:** Atalanta, Karemele, Jone, Leza, Usune.
* **Surnames:** Arizola, Bisquey, Garbi, Vizcargoenaga, Zubiarte.

### Indartsua Iratxo Traits

Your Indartsua Iratxo character has a number of traits in common with all other
Indartsua Iratxo.

***Ability Score Increase.*** Your Strength score increases by 2. Your choice of


your Dexterity or Constitution score increases by 1.

***Age.*** Indartsua Iratxo mature by age 18 and live for around a century.

***Alignment.*** Indartsua Iratxo tend to maitain a semblance of order in their


villages, leading many to be lawful. They do not have an inclination towards good
or evil, and there exist Indartsua Iratxo at all points on the spectrum.

***Size.*** Indartsua Iratxo are about the same size as humans, ranging from about
5 to over 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Rugged Endurance.*** Indartsua Iratxo are accustomed to hardship. 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 by that total. After you use this trait,
you can not use it again until you finish a short or long rest.

***Stalwart People.*** Indartsua Iratxo often live in the wilderness. You have
proficiency in the Survival skill. Additionally, you have proficiency with one tool
of your choice.

***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 critical hit.

***Indartsua Weapon Training.*** Inartsua Iratxo train with a variety of weapons.


You have proficiency with the maul, warhammer, heavy crossbow, and longbow.

***Powerful Build.*** Inartsua Iratxo are a strong people. You count as one size
larger for determining carry, push, pull, and drag weight.

***Languages.*** You can speak, read, and write Iratxo and one additional language
of your choice.
<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787299550229823488/
Indartsua_Iraxto_1.png'
style='position:absolute;bottom:50px;left:440px;width:350px' />

<div class='pageNumber auto'></div>

\page

## Iratxo

Iratxo are a short race that tend to have relatively lanky limbs. They typically
have skin of either a shade of green or grey. Their ears are extremely large and
extend straight out from their heads, drooping slightly downwards. The eyes of the
Iratxo are often yellow, although there are some with green or brown eyes. Their
faces have a slight snout to them, with a couple of their lower teeth protruding
out of their mouth. Their hair is only at the very top of their head, and is often
black or white.

### Iratxo Names

Iratxo make use of the Basque namebase.

___
* **Male Names:** Arbogasto, Ezkati, Iraitz, Laureano, Pitagoras.
* **Female Names:** Atalanta, Karemele, Jone, Leza, Usune.
* **Surnames:** Arizola, Bisquey, Garbi, Vizcargoenaga, Zubiarte.

### Iratxo Traits

Your Iratxo character has a number of traits in common with all other Iratxo.

***Ability Score Increase.*** Your Dexterity score increases by 1.

***Age.*** Iratxo mature by about 18 and live for around a century.

***Alignment.*** Iratxo tend towards the side of chaos more often than not, as they
enjoy a degree of freedom. They do not have any inclination toward good or evil,
there exist Iratxo at all points of the spectrum.

***Size.*** Iratxo are typically around 2 and a half to 3 and a half feet tall.
Your size is Small.

***Speed.*** Your base walking speed is 25 feet.

***Curious Creatures.*** Iratxo are naturally curious, and often seek to sate their
curiosity. You have proficiency in the Investigation skill.

***Nimble Escape.*** You can take the Disengage or Hide action as a bonus action on
each of your turns.

***Languages.*** You can speak, read, and write Iratxo and one additional language
of your choice.

***Subraces.*** The two main kinds of Iratxo: Artisaua and Maltzurrak, differ
greatly in their world views. Choose one of these subraces.

#### Artisaua
The Artisaua are the Iratxo that tend to focus on tinkering and crafting more than
anything. They are obsessed with unraveling the secrets of the world and creating
new things. The faces of the Artisaua are rarely seen, as they typically where gas
masks due to their sensitive noses becoming irritated easily.

***Ability Score Increase.*** Your Intelligence score increases by 2.

***Tinker.*** You have proficiency with Tinker’s Tools. Using those tools, you can
spend 1 hour and 10gp worth of materials to construct a Tiny clockwork device (AC
5, 1HP). The device ceases function after 24 hours (unless you spend 1 hour
repairing it to keep the device functioning), or when you use your action to
dismantle it: at that time, you can reclaim the materials used to create it. You
can have up to three such devices active at a time.

When you create a device, choose one of the following options:

*Clockwork Toy.* This toy is a clockwork animal, monster, or person, such as a


frog, mouse, bird, dragon, or soldier. When placed on the ground the toy moves 5
feet across the ground on each of your turns in a random direction. It makes noises
as appropriate for the creature it represents.

*Fire Starter.* The device produces a miniature flame, which you can use to light a
candle, torch, or campfire. Using the device requires your action.

*Music Box.* When opened, this music box plays a simple song at a moderate
volume. The box stops playing when it reaches the song’s end or when it is closed.

***Tinkerer's Magic.*** Artisaua are adept at manipulating material objects by


means of magic. You know the *mending* cantrip. When you reach 3rd level, you can
cast *snare* 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 *continual flamel* 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.

#### Maltzurrak

The Maltzurrak are the Iraxto that tend to be more ruthless. They hvae little care
for other people and tend to antagonize many that they come into contact with. It
is not uncommon for them to live as bandits in the wilderness.

***Ability Score Increase.*** Your Strength score increases by 2.

***Fleet of Foot.*** Your base walking speed increases to 30 feet.

***Armor Training.*** Maltzurrak are trained in various armors to better survive in


the wilderness. You have proficiency with light and medium armor.

***Maltzurrak Weapon Training.*** Maltzurrak train to make use of many weapons. You
have proficiency with the battleaxe, shortword, war pick, and net.

***Sneaky Creatures.*** Maltzurrak often remain undetected in the wild. You have
profiency in the Stealth skill.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/685009995339005987/
Altairuzko_Jendea_Edit.png' style='position:absolute;bottom:-
10px;left:440px;width:350px' />
<div class='pageNumber auto'></div>

\page

## Jewel

Jewel are primarily comprised of stone, although they possess crystal cores. Jewel
look almost as though they are stone golems, although this is merely a
misconception, as they are not created by a wielder of the arcane arts. Jewel are
primarily composed of stone with large deposits of crystals in it. The type of
crystal varies wildly, however they almost almost protrude out from the back of the
Jewel, appearing almost as giant spikes. The eyes of the Desoxyn appear as glowing
orbs, and are typically the same color as the gem they are composed of.

### Jewel Names

Jewel have no naming system of their own, and will use the names of the culture
they live in.

### Jewel Traits

Your Jewel character shares a number of traits with all other Jewel.

***Ability Score Increase.*** Your Charisma score increases by 2. One other ability
score of your choice increases by 1.

***Age.*** Jewel are born fully formed. They mature mentally relatively quickly,
typically by age 10, and typically live for thousands of years before they degrade.

***Alignment.*** Jewel tend to adhere to self imposed codes, leading to them often
being lawful. Jewel have no inclination towards good or evil, and are most often
neutral.

***Size.*** Jewel are relatively massive in size, typically standing between 6 and
7 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Born of Rock.*** Jewel are composed mostly of stone, and have no biological
components. This grants you several boons over those composed of flesh.

* You do not need to eat or drink


* You do not need to breathe.
* You are immune to disease.
* You do not need to sleep, and magic can not put you to sleep.

Additionally, when you take a long rest, you must spend at least six hours in an
inactive, motionless state, rather than sleeping. In this state, you appear inert,
but it does not render you unconcious, and you can see and hear as normal.

***Diamond in the Rough.*** Jewel can make due in just about any environment and
make it out just fine. You have proficiency in one skill of your choice.
Additionally, you learn one cantrip of your choice. Charisma is your spellcasting
ability for this spell.

```
```

***Gemstone Defense.*** Jewel can be composed of various crystals, depending on the


crystal you are composed of you gain a resistance to a particular damage type. You
may select a crystal or roll on the chart below

| d10 | Crystal Type | Resistance |


|:----:|:---------|:--------|
| 1 | Ruby | Fire |
| 2 | Amethyst | Poison |
| 3 | Sapphire | Cold |
| 4 | Aquamarine | Lightning |
| 5 | Onyx | Necrotic |
| 6 | Emerald | Acid |
| 7 | Diamond | Radiant |
| 8 | Quartz | Force |
| 9 | Topaz | Psychic |
| 10| Citrine | Thunder |

***Languages.*** You can speak, read, and write the language of the country you
were born in, as well as one additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/685313259989106708/
Desoxyn_Edit.png' style='position:absolute;bottom:50px;left:370px;width:470px' />

<div class='pageNumber auto'></div>

\page

## Kavics

One of the Elemi, Kavics generally resemble humans, with a few minor differences.
Their skin is often the color of the earth, ranging from a light to moderate tan.
Their hair is typically either brown, black, or rarely green. Their eyes are
typically brown, yellow, or green, although they are sometimes gold.

### Kavics Names

The Kavics make use of the Hungarian namebase. The surnames of the Kavics are often
placed before their given names.

___
* **Male Names:** Alex, Jakab, Martin, Norbert, Rudolf.
* **Female Names:** Beatrix, Daniella, Kata, Liliána, Veronika.
* **Surnames:** Barna, Fekete, Miksa, Somogyi, Vass.

### Kavics Traits

Your Kavics character shares a number of traits with all other Kavics.

***Ability Score Increase.*** Your Strength score increases by 2. Your Constitution


score increases by 2.

***Age.*** Kavics reach maturity around age 18 and live for about 130 years.

***Alignment.*** Kavics are as unmoving as the earth, and have little care for law
or chaos. They are most often neutral.

***Size.*** Kavics are slightly shorter than humans, ranging between 4 and a half
to a little under 6 feet tall. Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.

***Stonefist.*** Kavics fists are as hard as the earth. These serve as natural
weapons, which you can use to make unarmed strikes. If you hit with them, you deal
bludgeoning damage equal to 1d6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike. .

***Kavics Magic.*** Kavics have a natural affinity for earth magic. You know the
*magic stone* cantrip. When you reach 3rd level, you can cast *entangle* once with
this trait and regain the ability to do so after finishing a long rest. When you
reach 5th level, you can cast *barkskin* once with this trait and regain the
ability to do so after finishing a long rest. Wisdom is your spellcasting ability
for these spells.

***Relentless Endurance.*** Kavics are incredibly tough creatures. When an attack


would lower your HP to 0, but does not kill you outright, you can instead choose to
drop to 1 HP instead. Once this ability has been used, it can not be used again
until finishing a long rest.

***Languages.*** You can speak, read, and write Elemi and one additional language
of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/685707876005576758/
Kavics_Edit.png' style='position:absolute;bottom:50px;left:400px;width:540px' />

<div class='pageNumber auto'></div>

\page

## Kawazu no Kokumin

Kawazu no Kokumin very loosely resemble humans, although their differences are
quite noticeable. Kawazu no Kokumin share many features with frogs. Their arms and
legs are covered in a skin like that of a frog, and they produce a large amount of
mucus from it. This skin can be nearly any color, coming in the same variety as
frogs themselves. Their hands and feet also resemble those of frogs, granting them
a fair amount of mobility. The rest of their skin is often pale to a light tan.
Their hair can be almost any color, although green, red, and blue are most common.
The eyes of the Kawazu no Kokumin are mostly solid in color, with no whites, and
can be just about any color. Their pupils resemble those of a frog.

### Kawazu no Kokumin Names

The Kawazu no Kokumin make use of the Japanese namebase. The surnames of the Hiryuu
no Kokumin are often placed before their given names.

___
* **Male Names:** Goro, Hiroshige, Motoichi, Shiki, Yuichi.
* **Female Names:** Etsu, Futaba, Haru, Sakura, Yuki.
* **Surnames:** Arima, Fujiwara, Iwakiri, Matsumoto, Shibuya.

### Kawazu no Kokumin Traits

Your Kawazu no Kokumin character shares a number of traits with all other Kawazu no
Kokumin.

***Ability Score Increase.*** Your choice of your Strength or Dexterity score


increases by 2. Your choice of your Wisdom or Charisma score increases by 1.

***Age.*** Kawazu no Kokumin mature by age 20, and live for around 250 years.

***Alignment.*** Kawazu no Kokumin highly value their freedom, and are most often
chaotic. They value the protection of their home and their people, and tend towards
good more often than not.

***Size.*** Kawazu no Kokumin tend to be fairly short, ranging from barely 4 feet
tall to a little over 5 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Kawazu no Kokumin live deep within their sacred forests. 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 not discern color in darkness, only shades of
grey.

***Amphibious.*** Kawazu no Kokumin often live incredibly close to water, and spend
much of their time in it. You can breathe both air and water.

***Frog Legs.*** Your long jump is up to 25 feet and your high jump is up to 15
feet, with or without a running start.

***Naturally Poisonous.*** Kawazu no Kokumin have naturally adapted to avoid the


poisons in their environment, and often carry trace amounts of this poison in their
mucus. You have advantage on saving throws against poison, and you have resistance
to poison damage.

***Slimy Skin.*** Kawazu no Kokumin are coated in a layer of mucus. You have
advantage on checks made to resist or escape being grappled.

***Sticky Fingers.*** You have a climb speed of 30 feet. Additionally, you have
proficiency in the Sleight of Hand skill.

***Languages.*** You can speak, read, and write Hiryuu no Kokumin and one
additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/723767620561797130/
Kawazu_3_Edit.png' style='position:absolute;bottom:25px;left:420px;width:360px' />

<div class='pageNumber auto'></div>

\page

## Kedi

Kedi generally resemble humans, however they have several noticeable differences.
Their ears resemble those of a cat rather than a human, and are often long and
pointed, running towards the back of their head. They also have tails like that of
a cat, with most of them being fairly long and narrow. Kedi’s eyes also have
slitted-pupils, which are typically blue, green, or yellow, although other colors
are not impossible.

### Kedi Names

The Kedi make use of the German namebase.


___
* **Male Names:** Alexander, Finn, Hans, Victor, Wendelin.
* **Female Names:** Anni, Erika, Luna, Monika, Tanya.
* **Surnames:** Blocher, Degurechaff, Kachel, Rosen, Stoltenberg.

### Kedi Traits

Your Kedi character shares a number of traits with all other Kedi.

***Ability Score Increase.*** Your Intelligence score increases by 1.

***Age.*** Kedi mature by age 18 and live around 500 years.

***Alignment.*** Kedi typically live in nature, and are most often lawful. They
have no inclination towards good or evil, and there exist Kedi at all points on the
spectrum.

***Size.*** Kedi are a good deal shorter than humans, ranging from 4 feet to a
little over 5 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can not discern color in
darkness, only shades of grey.

***Clever Creatures.*** Kedi are natural hunters and are very skilled at keeping
their presence a secret. You have proficiency in the Stealth and Survival skills.

***Claws.*** Kedi have claws at the ends of their fingers. These serve as natural
weapons, which you can use to make unarmed strikes. If you hit with them, you deal
slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning
damage normal for an unarmed strike.

***Languages.*** You can speak, read, and write Kedi and one additional language of
your choice.

***Subraces.*** The three main kinds of Kedi: Avcilar, Akani, and Sakin, primarily
differ due to their surroundings. Choose one of these subraces.

```
```

#### Avcilar

Avcilar are the Kedi that often live in the forest. Their skin tends to be light,
ranging from a pale white to a light tan. Their hair is often relatively dark, with
brown and red being the most common.

***Ability Score Increase.*** Your Dexterity score increases by 2.

***Fleet of Foot.*** Your walking speed increases to 35 feet.

***Fury of the Forest.*** Avcilar are skilled hunters and are trained to take down
their prey in a single strike. When you damage a creature with an attack or a spell
you can choose to deal extra damage to the creature. The extra damage equals your
level. Once you use this trait, you can not use it again until you finish a short
or long rest.
***Avcilar Weapon Training.*** All Avcilar are trained in a variety of weapons from
a young age. You have proficiency with the glaive, pike, shortsword, and longbow.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787775110500974592/
Kedi_1_Edit.png' style='position:absolute;bottom:35px;left:460px;width:340px' />

<div class='pageNumber auto'></div>

\page

#### Akani

Akani are the Kedi that often live on the sea. Their skin tends to be darker,
ranging from a light to dark tan. Their hair is also dark more often than not, with
black and dark brown being the most common.

***Ability Score Increase.*** Your Constitution score increases by 2.

***Born to the Sea.*** Akani survive off of the sea. You have a swimming speed of
30 feet. Additionally, you can hold your breath for up to 15 minutes at a time.

***Natural Sailors.*** All Akani learn how to sail from a young age. You have
proficiency with sea vehicles. Additionally, you have advantage on checks made to
navigate waterways.

***Akani Weapon Training.*** All Akani are trained in a variety of weapons from a
young age. You have proficiency with the greataxe, rapier, trident, and net.

#### Sakin

Sakin are the Kedi that often live in the desert. Their skin tends to be quite
dark, ranging from a light tan to an incredibly dark tan. Their hair on the
contrary, is often light, with white and blonde being the most common colors.

***Ability Score Increase.*** Your Strength score increases by 2.

***Fleet Footwork.*** Sakin are incredibly adept at avoiding strikes. When you are
not wearing armor, your AC is 13 + your Dexterity modifier. You can use your
natural armor to determine your AC if the armor you wear would leave you with a
lower AC. A shield’s benefits apply as normal while you use your natural armor.

***Desert Dweller.*** You ignore the effects of extreme heat.

***Sakin Weapon Training.*** All Sakin are trained in a variety of weapons from a
young age. You have proficiency with the flail, warhammer, scimitar, and heavy
crossbow.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787772123145306112/
Kedi_2_Edit.png' style='position:absolute;bottom:30px;left:350px;width:450px' />

<div class='pageNumber auto'></div>

\page

## Kitsune no Kokumin

Kitsune no Kokumin are one of the many races that follow the minor deities of the
Hiryuu no Kokumin. Kitsune no Kokumin generally resemble humans in appearance. The
ears of the Kitsune no Kokumin are replaced with the ears of a fox, which tend to
point straight up. They also possess large fox tails. Both of these features tend
to be the same color as the hair of the Kitsune no Kokumin, although it is not
uncommon for the tips of each to be a different color, typically black or white.
The pupils of the Kitsune no Kokumin are vertically-slit. Their eyes tend to be
yellow, orange, or blue, although other colors are not impossible. The hair of a
Kitsune no Kokumin is typically red, black, orange, blonde, or white.

### Kitsune no Kokumin Names

The Kitsune no Kokumin make use of the Japanese namebase. The surnames of the
Kitsune no Kokumin are often placed before their given names.

___
* **Male Names:** Goro, Hiroshige, Motoichi, Shiki, Yuichi.
* **Female Names:** Etsu, Futaba, Haru, Sakura, Yuki.
* **Surnames:** Arima, Fujiwara, Iwakiri, Matsumoto, Shibuya.

### Kitsune no Kokumin Traits

Your Kitsune no Kokumin character shares a number of traits with all other Kitsune
no Kokumin.

***Ability Score Increase.*** Your Wisdom score increases by 2. Your choice of


either your Dexterity or Constitution score increases by 1.

***Age.*** Kitsune no Kokumin mature by age 18 and tend to live for about 250
years. However, it is said that very rarely there a Kitsune no Kokumin may be born
with twin tails, which typically indicates that that particular Kitsune no Kokumin
will live for much longer, although there are few records for how long they can
live.

***Alignment.*** Kitsune no Kokumin have no inclinations toward any alignment and


there exist Kitsune no Kokumin at all points on the spectrum.

***Size.*** Kitsune no Kokumin tend to be very short, ranging from around 4 feet to
just over 5 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can not discern color in
darkness, only shades of grey.

***Sensitive Ears.*** Kitsune no Kokumin have extremely sensitive ears. You are
proficient in the Perception skill. Additionally, you have advantage on Perception
checks that rely on hearing.

***Claws.*** Kitsune no Kokumin have claws at the ends of their fingers. These
serve as natural weapons, which you can use to make unarmed strikes. If you hit
with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead
of the bludgeoning damage normal for an unarmed strike.

***Kitsune Magic.*** Kitsune no Kokumin have a strong affinity for magic,


especially magic involving lights. You know the *dancing lights* cantrip, although
it must always appear as orbs of light. When you reach 3rd level, you can cast
*faerie fire* once with this trait and regain the ability to do so after finishing
a long rest. When you reach 5th level, you can cast *moonbeam* once with this trait
and regain the ability to do so after finishing a long rest. Wisdom is your
spellcasting ability for these spells.

***Shrine Keepers.*** Kitsune no Kokumin often serve at various shrines and keep
good relations with them. You have proficiency in the Religion skill.

***Languages.*** You can speak, read, and write Hiryuu no Kokumin and one
additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/718721319776026704/
Kitsune_3_Edit.png' style='position:absolute;bottom:0px;left:340px;width:520px' />

<div class='pageNumber auto'></div>

\page

## Köstebek

Köstebek resemble bipedal moles. They are covered in thick fur, which is often
black or brown, altough white occurs rarely. This fur also often features patterns
that are typically a sort of red in color. Köstebek have long claws on the the ends
of their fingers and toes. They have snouts that are lined with sharp teeth, as
well as fairly large noses. The eyes of the Köstebek are often quite small, and are
typically black, although other colors occur rarely.

### Köstebek Names

The Köstebek make use of the Turkish namebase.

___
* **Male Names:** Aksit, Elci, Ozker, Taha, Yalim.
* **Female Names:** Asli, Bati, Nuray, Oylum, Yasemin.
* **Surnames:** Bahadir, Kaba, Metin, Pocan, Sezgin.

### Köstebek Traits

Your Köstebek character shares a number of traits with all other Köstebek.

***Ability Score Increase.*** Your Wisdom score increases by 2. Your choice of


either your Strength or Dexterity score increases by 1.

***Age.*** Köstebek mature by age 18 and live less than a century.

***Alignment.*** Köstebek have no inclination towards any alignment, there exist


Köstebek at all points on the spectrum.

***Size.*** Köstebek are short statured, typically standing between 4 and 5 feet.
Your size is Medium.

***Speed.*** Your base walking speed is 25 feet.

***Superior Darkvision.*** 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 not discern
color in darkness, only shades of grey.

***Sunlight Sensitivity.*** The Köstebek often live underground, resulting in many


of them having difficulty while under the light of the sun. You have disadvantage
on attack rolls and Wisdom (Perception) checks that rely on sight while in direct
sunlight.

***Claws.*** Your sharp claws are enough to rend the flesh from many creatures.
These serve as natural weapons, which you can use to make unarmed strikes. If you
hit with them, you deal slashing damage equal to 1d4 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed strike.

***Tunneling Adept.*** You have a burrowing speed of 15ft.

***Stealthy Tunneler.*** You are proficient with the Stealth skill. Additionally,
you have advantage on Dexterity (Stealth) rolls while you are underground.

***Köstebek Magic.*** Köstebek are closely attuned with the earth. You know the
*mold earth* cantrip. When you reach 3rd level, you can cast *earth tremor* 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 *earthbind* 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.

***Natural Armor.*** Köstebek are covered in a thick fur as tough as steel. When
you are not wearing armor, your AC is 13 + your Dexterity modifier. You can use
your natural armor to determine your AC if the armor you wear would leave you with
a lower AC. A shield’s benefits apply as normal while you use your natural armor.

***Languages.*** You can speak, read, and write Köstebek and one additional
language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/726354375491977256/
Kostebek_2.png' style='position:absolute;bottom:-45px;left:390px;width:440px' />

<div class='pageNumber auto'></div>

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## Kounoúpi

Kounoúpi loosely resemble humans, although they have several large differences.
Kounoúpi generally resemble mosquitoes. They have two antennae on their heads,
which are in addition to more human-like ears. Kounoúpi have four arms, with their
second set sitting underneath their primary set of arms and being substantially
weaker. Most of their arms and legs are covered in a carapace, which is generally
black or brown. They also have a second abdomen on their backs, which a pair of
wings like those of mosquitoes sit atop. Their skin ranges from pale to a dark tan.
Their hair is generally black, white, or brown, although other colors can occur.
The eyes of the Kounoúpi are generally yellow or red, and generally feature black
scleras.

### Kounoúpi Names

Kounoúpi makes use of the Greek namebase.

___
* **Male Names:** Akakios, Erotas, Nikos, Stavros, Zaharias.
* **Female Names:** Antigone, Irini, Lia, Nomiki, Sappho.
* **Surnames:** Castellanelis, Glaridius, Markides, Politidis, Zurlidis.

### Kounoúpi Traits


Your Kounoúpi character shares a number of traits with all other Kounoúpi.

***Ability Score Increase.*** Your Dexterity score increases by 2. Your choice of


your Constitution or Charisma score increases by 1.

***Age.*** Kounoúpi mature by age 20, and live for about 400 years.

***Alignment.*** Kounoúpi tend to seek out trouble, leading many to be chaotic.


Most only look out for themselves, leading many to being neutral.

***Size.*** Kounoúpi tend to be shorter than humans, ranging from about 4 to 5 and
a half feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Fledgling Wings.*** Your wings grant you a flying speed of 30 feet. However,
they are not currently strong enough to carry you wheresoever you desire. You may
fly a number of rounds equal to double your Constitution modifier (minimum 1). If
you do not land by the end of your last available turn of flying, you fall to the
ground. You regain the ability to take flight after finishing a short rest.

***Powerful Wings.*** When you reach 5th level, your wings have gained strength and
are now capable of carrying you great distances. You gain a flying speed of 30
feet.

***Extra Arms.*** Kounoúpi have an extra, weaker, set of arms beneath their normal
set. These arms can carry items normally and allow you to interact with one extra
object for free on your turn. These arms are too weak to wield a weapon without the
light property. Both arms on one side must be used to brace a shield.

***Proboscis.*** Kounoúpi have a sharp proboscis inside of their mouth. This serves
as a natural weapon, which you can use to make unarmed strikes. If you hit with it,
you deal piercing damage equal to 1d4 + your Dexterity modifier, instead of the
bludgeoning damage normal for an unarmed strike.

***Blood Drain.*** If you hit with your bite attack on a humanoid creature that is
willing, unconscious, stunned, grappled, paralyzed, restrained, incapacitated, or
charmed, you can choose to drink their blood, dealing an additional 1d6 necrotic
damage, and you regain hit points equal to the necrotic damage dealt.

The damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Once you use this feature, you can not use it again until you finish a short or
long rest.

***Languages.*** You can speak, read, and write Éntomo and one additional language
of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787640938448289842/
Kounoupi_1_Edit.png' style='position:absolute;bottom:0px;left:478px;width:340px' />

<div class='pageNumber auto'></div>

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## Kuetspalin

The Kuetspalin appear almost as bipedal lizards. Their bodies are covered in
scales. They possess long, strong tails which vary from relatively narrow, to
fairly thick and with ridges. They have long snouts and mouths filled with sharp
teeth. The tongues of the Kuetspalin are not forked. Their hands and feet are
tipped with razor sharp claws, leading to them having a fairly imposing appearance.
Their scales are most often a dark green, brown, or black, although other colors
occur rarely. Their eyes are often blue, green, brown, or yellow.

### Kuetspalin Names

The Kuetspalin make use of the Aztec (Nahuatl) namebase.

___
* **Male Names:** Cipac, Ichli, Nochehuatl, Teinoch, Xiomina.
* **Female Names:** Atl, Ixtli, Nenetl, Quauhzoc, Zuma.

### Kuetspalin Traits

Your Kuetspalin character shares a number of traits with all other Kuetspalin.

***Ability Score Increase.*** Your Constitution score increases by 1.

***Age.*** Kuetspalin mature by age 18 and live less than a century.

***Alignment.*** Kuetspalin are often part of nomadic tribes, leading them to lean
towards chaos. Kuetspalin do not inherently lean toward either good or evil.

***Size.*** Kuetspalin tend to be slightly taller than humans, ranging from a


little over 5 feet tall to over 6 and a half feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Natural Armor.*** Kuetspalin are covered in resilient scales that serve as


natural armor. When you are not wearing armor, your AC is 13 + your Dexterity
modifier. You can use your natural armor to determine your AC if the armor you wear
would leave you with a lower AC. A shield’s benefits apply as normal while you use
your natural armor.

***Claws.*** Your sharp claws are enough to rend the flesh from many creatures.
These serve as natural weapons, which you can use to make unarmed strikes. If you
hit with them, you deal slashing damage equal to 1d4 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed strike.

***Swamp Dwellers.*** Kuetspalin often make their homes in wet swamps. You have a
swimming speed of 30 feet and you can hold your breath for up to 15 minutes at a
time. Additionally, you have resistance to acid damage.

***Languages.*** You can speak, read, and write Kuetspalin and one additional
language of your choice.

***Subraces.*** The two main kinds of Kuetspalin, Nawāli and Teyaochiuani, are more
akin to the primary roles within the tribe. Choose one of these subraces.

#### Nawāli

Nawāli tend to serve as the shamans of the tribe and are more attuned to nature
than other members. They are typically more lithe than their brethren.

***Ability Score Increase.*** Your Wisdom score increases by 2.


***Nawāli Magic.*** Nawāli are avid shamans and must know magic to benefit the
tribe. You know the *thorn whip* cantrip. When you reach 3rd level, you can cast
*purify food and drink* 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 *lesser restoration*
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.

#### Teyaochiuani

Teyaochiuani are the warriors of the tribe and are trained from an early age in the
arts of protecting and providing for the tribe. They tend to be larger and have
thicker scales than their brethren.

***Ability Score Increase.*** Your choice of either your Strength or Dexterity


score increases by 2.

***Powerful Build.*** Teyaochiuani are expected to provide physical labor for the
tribe. You count as one size larger for determining carry, push, pull, and drag
weight.

***Relentless Endurance.*** Teyaochiuani serve as the warriors of the tribe, and as


such are required to protect its members. When an attack would lower your HP to 0,
but does not kill you outright, you can instead choose to drop to 1 HP instead.
Once this ability has been used, it can not be used again until finishing a long
rest.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/690990958938161212/
Kuetspalin_1_Edit.png' style='position:absolute;bottom:20px;left:440px;width:390px'
/>

<div class='pageNumber auto'></div>

\page

## Ku'nal

The upper body of the Ku’nal generally resembles a human to a slight degree. Their
skin is often tinted blue or purple, or rarely obsidian. Ku’nal eyes possess black
scleras, and their irises are often yellow, orange, or red. Their ears extend
straight out from their heads, and almost cause their heads to resemble that of a
squid. The lower body of a Ku’nal is unmistakable, as it is composed of a mass of
tentacles. Instead of legs they possess tentacles that are relatively fused
together until reaching the ground, at which point they typically separate into
four clearly defined tentacles. These tentacles are most often black, purple, or a
very dark blue. They occasionally possess small portions that almost seem to glow
and are often the same color as the eyes of the Ku’nal if they possess this
feature.

### Ku'nal Names

The Ku'nal make use of the Dark Elven namebase.

___
* **Male Names:** Calros, Filrith, Ryld, Toloton, Urlor.
* **Female Names:** Akoraste, Elvanriina, Imlass, Trial, Xullrae.
* **Surnames:** Abbylan, Eilsep, Killyl, Tlin’ith, Zauviir.

### Ku'nal Traits


Your Ku'nal character shares a number of traits with all other Ku'nal.

***Ability Score Increase.*** Your Constitution score increases by 1. Your choice


of either your Intelligence, Wisdom, or Charisma score increases by 2.

***Age.*** Ku’nal mature by age 20 and typically live for around 700 years,
although those that develop a strong connection with their deity can live for
upwards of 1000 years.

***Alignment.*** Ku’nal have a strong affinity for chaos. They tend to exercise the
will of their dark god. These traits result in Ku’nal almost always being evil.

***Size.*** Ku’nal have a fairly wide range for their height, ranging from a little
under 5 feet tall to nearly 7 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Superior Darkvision.*** 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 not discern
color in darkness, only shades of grey.

***Sunlight Sensitivity.*** The Ku’nal often live underground or deep underwater,


resulting in many of them having difficulty while under the light of the sun. You
have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight
while in direct sunlight.

***Amphibious.*** You can breathe both air and water. Additionally, you have a
swimming speed of 30 feet.

***Deep Dweller.*** Ku’nal are well adapted to surviving in the depths of the
ocean. You have resistance to cold damage as well as ignore the effects of deep,
underwater environments.

***Ku'nal Magic.*** Ku’nal can attribute their magic abilities to their dark god.
You know the *chill touch* cantrip. When you reach 3rd level, you can cast *cause
fear* 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 *mind spike* once with this trait and
regain the ability to do so when you finish a long rest. The ability score you
selected to increase from your other racial traits, either Intelligence, Wisdom or
Charisma, is your spellcasting ability for these spells.

***Languages.*** You can speak, read, and write Ku’nal and one additional language
of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/690681170941181952/
Kunal_1_Edit.png' style='position:absolute;bottom:50px;left:400px;width:440px' />

<div class='pageNumber auto'></div>

\page

## Lamia

One of the Fidi, Lamia appear as a combination of humans and serpents, with the
upper portion of their body seeming mostly human while their lower half is that of
a snake. This tail is often quite long in order for them to support holding
themselves up at a height comparable to other races. The color of their scales vary
wildly, although shades of red or green are incredibly common. Their ears extend
straight out from their head and are relatively hard. Their eyes have vertically-
slitted pupils, and can be almost any color. Their skin is typically a pale white
or a light tan. The hair, ears, and scales of the Lamia are often naturally all the
same general color. Their tongues are typically much longer than most races,
although they are not forked as a serpent’s is.

### Lamia Names

Lamia make use of the Greek namebase.

___
* **Male Names:** Alexios, Emilios, Haris, Mathaios, Prokopis.
* **Female Names:** Athena, Emilia, Pinelope, Sofia, Thalia.
* **Surnames:** Lambrellis, Milatos, Petroglou, Sallas, Zografalli.

### Lamia Traits

Your Lamia character shares a number of traits with all other Lamia.

***Ability Score Increase.*** Your choice of either your Strength or Dexterity


score increases by 2. Your choice of your Wisdom or Charisma score increases by 1.

***Age.*** Lamia mature by age 20 and tend to live for around 300 years.

***Alignment.*** Lamia have no inclination toward any alignment, there exist Lamia
at all points on the spectrum.

***Size.*** Lamia are quite long given their serpent nature, ranging from around 12
to 18 feet long, however they can only support roughly one-third of their length in
order to stand upright. Your size is Medium.

***Speed.*** Your base walking speed is 35 feet.

***Darkvision.*** Lamia share the enhanced vision of serpents. 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 not discern color in darkness, only shades of grey.

***Constrictive Nature.*** Your snake body is fairly powerful. You may attempt to
restrain a creature of Medium size or smaller that you have grappled. Restraining a
creature in this way gives the creature three-quarters cover .

***Natural Climbers.*** You have a climb speed of 30 feet.

***Snake Charmer.*** You have proficiency in the Persuasion skill.

***Desert Dweller.*** You ignore the effects of extreme heat.

***Languages.*** You can speak, read, and write Fidi and one additional language of
your choice.

<img
src='https://cdn.discordapp.com/attachments/558571023327428618/685349396002373664/
Fidi_Edit.png' style='position:absolute;bottom:50px;left:370px;width:470px' />

<div class='pageNumber auto'></div>

\page
## Lángol

One of the Elemi, Lángol generally resemble humans, with a few minor differences.
Their skin is often the color of ash. Their hair is typically either grey, silver,
or occasionally the color of flames. Their eyes are typically orange, yellow, or
red, although they are sometimes gold.

### Lángol Names

The Lángol make use of the Hunagrian namebase. The surnames of the Lángol are often
placed before their given names.

___
* **Male Names:** Alex, Jakab, Martin, Norbert, Rudolf.
* **Female Names:** Beatrix, Daniella, Kata, Liliána, Veronika.
* **Surnames:** Barna, Fekete, Miksa, Somogyi, Vass.

### Lángol Traits

Your Lángol character shares a number of traits with all other Lángol.

***Ability Score Incresae.*** Your Dexterity score increases by 2. Your Charisma


score increases by 1.

***Age.*** Lángol reach maturity around age 18 and live for about 130 years.

***Alignment.*** Lángol tend to share the temperment of fire, and are most often
chaotic. They do not have a tendency towards good or evil, and there exist Lángol
at all points of the spectrum.

***Size.*** Lángol are often slightly taller than humans, ranging from a little
over 5 feet to nearly 7 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Heart of Fire.*** Lángol can survive even in the depths of a volcano. You ignore
the effects of extreme heat and you have resistance to fire damage.

***Controller of Flames.*** Lángol can unleash the fiery energy within themselves
as a swirl of flame. As an action, you can exhale a breath attack. All creatures in
a 15 foot cone must make a Dexterity saving throw, taking 2d6 + your proficiency
bonus fire damage on a failed save, and half as much on a success. The damage
increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. Once you
use this ability, you can not use it again until finishing a short or long rest.

Fire DC = 8 + Proficiency Bonus + Charisma Modifier.

***Lángol Magic.*** Lángol have a natural affinity for fire magic. You know the
*fire bolt* cantrip. When you reach 3rd level, you can cast *burning hands* once
with this trait and regain the ability to do so after finishing a long rest. When
you reach 5th level, you can cast *pyrotechnics* once with this trait and regain
the ability to do so after finishing a long rest. Charisma is your spellcasting
ability for these spells.

***Languages.*** You can speak, read, and write Elemi and one additional language
of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/686403073698037760/
Langol_Edit.png' style='position:absolute;bottom:50px;left:340px;width:540px' />

<div class='pageNumber auto'></div>

\page

## Lehelet

One of the Elemi, Lehelet generally resemble humans, with a few minor differences.
Their skin is often a pale white, appearing nearly translucent. Their hair is
typically either white, silver, or rarely black. Their eyes are typically light
blue, lilac, or pink, although they are sometimes silver.

### Lehelet Names

The Lehelet make use of the Hungarian namebase. The surnames of the Lehelet are
often placed before their given names.

___
* **Male Names:** Alex, Jakab, Martin, Norbert, Rudolf.
* **Female Names:** Beatrix, Daniella, Kata, Liliána, Veronika.
* **Surnames:** Barna, Fekete, Miksa, Somogyi, Vass.

### Lehelet Traits

Your Lehelet character shares a number of traits with all other Lehelet.

***Ability Score Increase.*** Your Dexterity score increases by 2. Your


Constitution score increases by 1.

***Age.*** Lehelet reach maturity around age 18 and live for about 130 years.

***Alignment.*** Lehelet have no inclination towards law or chaos. They have a


strong urge to aid those in need, and are most often good.

***Size.*** Lehelet are a decent amount taller than humans, ranging from just under
6 feet to 7 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 40 feet.

***Lehelet Flight.*** Lehelet are incredibly nimble, as well as having a natural


affinity for air magic. You have a flying speed of 30 feet, however, you must land
at the end of your turn or begin falling. Additionally, you are always under the
effects of the *feather fall* spell.

***Unending Breath.*** Lehelet can make do with very little air. You can breathe
even in a vacuum or poison while not incapacitated.

***Languages.*** You can speak, read, and write Elemi and one additional language
of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/690677830022987816/
Lehelet_1_Edit.png' style='position:absolute;bottom:50px;left:350px;width:470px' />

<div class='pageNumber auto'></div>

\page
## Leprechaun

Leprechauns generally resemble humans in appearance, although they are quite a good
bit shorter. Their skin is almost always very pale. Their hair is often orange,
red, or brown. Their eyes are typically green or blue, although gold is not
uncommon.

### Leprechaun Names

The Leprechauns make use of the Irish namebase.

___
* **Male Names:** Hugo, Levi, Rory, Shay, Tom.
* **Female Names:** Alice, Lily, Phoebe, Rosie, Tessa.
* **Surnames:** Cormick, Griffith, Lennon, O’Duff, Whelan.

### Leprechaun Traits

Your Leprechaun character shares a number of traits with all other Leprechauns.

***Ability Score Increase.*** Your Dexterity score increases by 1. Your choice of


either your Intelligence or Charisma score increases by 2.

***Age.*** Leprechauns mature by age 20 and tend to live for around 500 years.

***Alignment.*** Leprechauns are mischievous by nature, causing them to fall almost


exclusively on the side of chaos. While many are not inherently good or evil, and
simply enjoy being a general nuisance, there are those among them that seek to
cause harm to others with their tricks that are evil.

***Size.*** Leprechauns typically stand between 2 and a half to 3 and a half feet
tall. Your size is Small.

***Speed.*** Your base walking speed is 25 feet.

***Leprechaun's Luck.*** When you roll a 1 on the d20 for an attack roll, ability
check, or saving throw, you can reroll the die and must use the new roll.

***Leprechaun's Tongue.*** You have proficiency with the Deception skill.


Additionally, you have advantage on checks made to convince someone you are telling
the truth.

***Nimbleness.*** You can move through the space of any creature that is of a size
larger than yours.

***Leprechaun Magic.*** Leprechaun’s are tricksters by nature, and as such enjoy


the use of magic to toy with other people. You know the *vicious mockery* cantrip.
When you reach 3rd level, you can cast *Tasha’s hideous laughter* 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 *invisibility* once with this trait and regain the ability
to do so when you finish a long rest. The ability score you selected to increase
from your other racial traits, either Intelligence or Charisma, is your
spellcasting ability for these spells.

***Languages.*** You can speak, read, and write Leprechaun as well as one
additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/686403672510562354/
Leprechaun_Edit.png'
style='position:absolute;bottom:50px;left:360px;width:450px' />

<div class='pageNumber auto'></div>

\page

## Luchd-dìon Nàdur

The Luchd-dìon Nàdur serve as protectors of nature and are often incredibly hostile
towards anyone who would harm nature. They tend to operate in the depths of nature
and rarely allow themselves to be seen by outsiders. Oftentimes, an individual who
finds themselves in the territory of the Luchd-dìon Nàdur will be warned to leave
their land before the Luchd-dìon Nàdur resort to violence. A majority of the
instances where someone lays eyes on the Luchd-dìon Nàdur’s own territory will not
live to tell the tale. There are some accounts from small villages that report
seeing the Luchd-dìon Nàdur, as they will occasionally show themselves to small
villages on the edge of the wilderness, especially if they have discovered anything
nearby that could be considered a threat to the village. The Luchd-dìon Nàdur have
developed into several distinct subraces, therefore there is not a way to
adequately describe the entire race’s appearance, although they generally resemble
humans for the most part. However, all Luchd-dìon Nàdur possess some form of horns
that resemble antlers, as well as ears that are often eexceptionally long and
pointed mostly straight out, although rarely a Luchd-dìon Nàdur is born with ears
that resemble a deer.

### Luchd-dìon Nàdur Names

The Luchd-dìon Nàdur make use of the Gaelic namebase.

___
* **Male Names:** Aindreas, Cormac, Frangan, Horas, Torcull.
* **Female Names:** Ailis, Bearnas, Caitlin, Lili, Una.
* **Surnames:** Creag, Dalais, Greumach, MacSuain, Sùdrach.

### Luchd-dìon Nàdur Traits

Your Luchd-dìon Nàdur character shares a number of traits with all other Luchd-dìon
Nàdur.

***Ability Score Increase.*** Your Wisdom score increases by 1.

***Age.*** Luchd-dìon Nàdur mature around age 20 and live for about 300 years.

***Alignment.*** Luchd-dìon Nàdur have a very strong connection to nature and do


not have much love for large cities. They tend to be neutral more often than not,
and are more inclined to be good than evil.

***Size.*** The exact size of the Luchd-dìon Nàdur varies based on their subrace.
They range from 4 to 7 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 35 feet.

***Darkvision.*** Luchd-dìon Nàdur keep a forever vigil over nature, and must be
able to protect it even in the dead of night or the shade of trees and mountains.
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 not discern color in darkness, only
shades of grey.
***Luchd-dìon Nàdur Weapon Training.*** Luchd-dìon Nàdur are trained to protect the
areas of nature they inhabit. You have proficiency with the glaive, longsword,
shortsword, and longbow.

***Protector of the Land.*** Due to how the Luchd-dìon Nàdur, they often must have
knowledge of the most remote parts of nature. You gain proficiency in the Nature
skill.

***Concealed by Nature.*** The Luchd-dìon Nàdur rarely reveal themselves to


outsiders, often hiding in nature while attempting to drive away those that would
encroach on their land. You can attempt to hide even if you are only lightly
obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

***Languages.*** You can speak, read, and write Luchd-dìon Nàdur and one additional
language of your choice.

***Subraces.*** The three main kinds of Luchd-dìon Nàdur, Coille, Deigh, and
Fàsach, which mainly differ from the environment they live in. Choose one of these
subraces.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/718371140111827024/
Luchd-dion_Nadur_2_Edit.png'
style='position:absolute;bottom:10px;left:430px;width:390px' />

<div class='pageNumber auto'></div>

\page

#### Coille

The Coille are the Luchd-dìon Nàdur that live in the forests. Their horns resemble
the antlers of an elk. Their skin typically ranges from a pale white to a light
tan. Their hair is often a shade of brown or black, or occasionally red. The eyes
of the Coille are typically green, brown, or gold.

***Ability Score Increase.*** Your Dexterity score increases by 2.

***Coille Magic.*** The Coille are often the Luchd-dìon Nàdur that most often
interact with other races. This has led them to take it upon themselves to be at
least capable of magic in order to better complete their duty. You know the
*druidcraft* and *mending* cantrips.

#### Deigh

The Deigh are the Luchd-dìon Nàdur that live in the tundra. Their horns resemble
the antlers of a moose. Their skin is typically a pale white. Their hair is often
dark brown, black, or white, although it is occasionally silver. The eyes of the
Deigh are typically blue or silver, although purple is not uncommon.

***Ability Score Increase.*** Your Strength score increases by 2.

***Frigid Environment.*** Deigh often live in areas inundated with snow. You ignore
the effects of extreme cold and gain resistance to cold damage.

#### Fàsach

The Fàsach are the Luchd-dìon Nàdur that live in the desert. Their horns resemble
the antlers of an antelope. Their skin ranges from a pale white to a dark tan.
Their hair is often a light brown or blonde. The eyes of the Fàsach are typically
yellow, brown, red, or occasionally gold.

***Ability Score Increase.*** Your Constitution score increases by 2.

***Arid Environment.*** Fàsach often live deep in the desert. You ignore the
effects of extreme heat and gain resistance to fire damage.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/719218447359279254/
Luchd-dion_Nadur_3_Edit.png'
style='position:absolute;bottom:20px;left:430px;width:390px' />

<div class='pageNumber auto'></div>

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## Lupus

Lupus resemble large bipedal wolves. They possess the long snouts of wolves as well
as mouths filled with sharp teeth. They have long pointed ears that tend to stick
straight up. They have long tails that tend to be rather large. Their fur tends to
be grey, red, black, or white. Their eyes are often blue or yellow.

### Lupus Names

The Lupus make use of the Latin namebase.

___
* **Male Names:** Alanus, Demipho, Firminus, Phygia, Saturio.
* **Female Names:** Cosconia, Isidora, Lucia, Olcinia, Theodora.
* **Surnames:** Arruntius, Balduinus, Iacomus, Terenteius, Ventor.

### Lupus Traits

Your Lupus character shares a number of traits with all other Lupus.

***Ability Score Increase.*** Your choice of your Strength or Dexterity score


increases by 2. Your Intelligence score increases by 1.

***Age.*** Lupus mature by age 18 and typically live less than a century.

***Alignment.*** Lupus are often Lawful, as the abide by fairly strict laws and
codes. Lupus do not inherently lean one way towards good or evil, although they are
more often good than evil.

***Size.*** Lupus are moderately taller than humans, typically standing between
just under 6 feet tall to nearly 7 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 35 feet.

***Darkvision.*** Lupus share the eyes of wolves. 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 not discern color in darkness, only shades of grey.

***Lupus Weapon Training.*** Lupus are trained in the art of war from a young age.
You are proficient with the halberd, longsword, pike, and longbow.

***Claws.*** Your sharp claws are enough to rend the flesh from many creatures.
These serve as 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 bludgeoning damage normal for an unarmed strike.

***Lupus Versatility.*** Lupus tend to be highly adaptable. You gain proficiency in


two skills and one tool of your choice.

***Languages.*** You can speak, read, and write Lupus and two additional languages
of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/694675009620410368/
Lupus_Edit.png' style='position:absolute;bottom:20px;left:400px;width:400px' />

<div class='pageNumber auto'></div>

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## Medved'

Medved’ appear as hulking bipedal bears. Their exact appearance varies a great deal
depending on the subrace.

### Medved' Names

The Medved' make use of the Ruthenian (Slavic) namebase.

___
* **Male Names:** Borislav, Dragi, Miros, Strahil, Zelik.
* **Female Names:** Alina, Dragoslava, Mila, Tanya, Yaroslava.
* **Surnames:** Bogdan, Chernov, Lededev, Nikolic, Slovatzky.

### Medved' Traits

Your Medved' character shares a number of traits with all other Medved'.

***Ability Score Increase.*** Your Constitution score increases by 1.

***Age.*** Medved’ mature by age 18 and tend to live less than a century.

***Alignment.*** Medved’ tend to abide by tribal laws and are most often lawful.
They do not have much inclination toward good or evil, and are most often neutral.

***Size.*** Medved’ have some variance between subraces on height, however they
typically stand between 6 and 8 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Medved' Endurance.*** You can focus yourself to occasionally 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 by that total.
After you use this trait, you can not use it again until you finish a short or long
rest.

***Powerful Build.*** You count as one size larger for determining your carrying
capacity and weight you can push, drag, or lift.

***Languages.*** You can speak, read, and write Medved’ and one additional language
of your choice.
***Subraces.*** The three main kinds of Medved', Led, Les, and Trava, vary quite
drastically due to their environment. Choose one of these subraces.

#### Led

Led most resemble polar bears. Their fur is a bright white that can appear almost
clear upon close inspection. Their eyes are typically blue.

***Ability Score Increase.*** Your Strength score increases by 2.

***Arctic Survivor.*** Led typically live on arctic coasts. You have proficiency in
the Survival skill. Additionally, you have a swimming speed of 30 feet.

***Polar Home.*** Led are used to living in the frigid cold. You have resistance to
cold damage.

#### Les

Les most resemble black bears. Their fur is almost always a black or dark brown.
Their eyes are typically yellow or brown. They tend to be moderate in size compared
to their relatives.

***Ability Score Increase.*** Your Dexterity score increases by 2.

***Aggressive.*** As a bonus action, you can move up to your speed toward an enemy
of your choice that you can see or hear. You must end this move closer to the enemy
than you started. Additionally, you have proficiency in the Intimidation skill.

***Tree Climber.*** Les often climb trees in their pursuit of survival. You have a
climbing speed of 30 feet.

#### Trava

Trava most resemble panda bears. Their fur is either black, brown, or red, mixed
with white. Their eyes are typically brown.

***Ability Score Increase.*** Your Wisdom score increases by 2.

***Trava Magic.*** Trava are fairly attuned with nature and are often incredibly
peaceful beings. You know the *magic stone* cantrip. When you reach 3rd level, you
can cast *goodberry* 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 *calm emotions* 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.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/690991850965696522/
Medved_1_Edit.png' style='position:absolute;bottom:-20px;left:380px;width:460px' />

<div class='pageNumber auto'></div>

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## Mélissa

Mélissa have a passing resemblance to humans, although there are several stark
differences. Mélissa generally resemble bees. They have two antennae on their
heads, which are in addition to more human-like ears. Mélissa possess four arms,
although their second set that sits under their primary set are markedly weaker
than their main arms. These arms generally resemble those of a bee, in that they
are covered in a carapace and are often black and yellow. The Mélissa also have a
second abdomen, akin to that of a bee, that attaches at their lower back. This
abdomen is often covered in a similar carapace to their arms, although it is
sometimes covered in something similar to fur. Their abdomen features a stinger,
however this is rarely used by the Mélissa, even though they do not share the trait
with bees of dying upon its use. Mélissa also have a pair of wings on their back
like those of a bee, although these wings are too small and weak to allow them to
fly. Their skin is often pale, although it will often have a slightly yellow tint
to it. Their hair is most often blonde or black, but other colors are possible. The
eyes of the Mélissa are solid colored, and are most often red or black.

### Mélissa Names

Mélissa makes use of the Greek namebase.

___
* **Male Names:** Akakios, Erotas, Nikos, Stavros, Zaharias.
* **Female Names:** Antigone, Irini, Lia, Nomiki, Sappho.
* **Surnames:** Castellanelis, Glaridius, Markides, Politidis, Zurlidis.

### Mélissa Traits

Your Mélissa character has a number of traits in common with all other Mélissa.

***Ability Score Increase.*** Your Charisma score increases by 2. Your choice of


your Strength or Dexterity score increases by 1.

***Age.*** Mélissa mature by age 20, and live for about 400 years.

***Alignment.*** Mélissa serve their hive, and are almost always lawful. They value
the survival of the hive and their fellow people, and are good more often than not.

***Size.*** Mélissa are often quite short, ranging from 4 feet to about 5 feet
tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Often living in dark, hive-like structures, Mélissa are adapted


to darkness. You can see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can not discern color in
darkness, only shades of grey.

***Extra Arms.*** Mélissa have an extra, weaker, set of arms beneath their normal
set. These arms can carry items normally and allow you to interact with one extra
object for free on your turn. These arms are too weak to wield a weapon without the
light property. Both arms on one side must be used to brace a shield.

***Hive Mind.*** Mélissa appear to outsiders to be in sync to such a degree that


they seem to be of one mind. You can communicate telepathically with creatures
within 30 feet of you. A creature must understand a language you speak to
understand you.

***Royal Envoy.*** Mélissa often represent their queen. You have proficiency in the
Persuasion skill.

***Stinger.*** Mélissa are able to make use of their stinger, although many
consider it shameful. This serves as a natural weapon, which you can use to make
unarmed strikes. If you hit with it, you deal poison damage equal to 1d6 + your
Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

***Languages.*** You can speak, read, and write Éntomo and two additional languages
of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/723768056941379654/
Melissa_1_Edit.png' style='position:absolute;bottom:35px;left:370px;width:500px' />

<div class='pageNumber auto'></div>

\page

## Melusine

One of the Fidi, Melusine have upper bodies that mostly resemble humans, and lower
bodies like that of a snake. Their lower body, akin to the tail of a snake, is
covered in scales. The ears of the Melusine are also scaled, and stick out of their
heads mostly straight out. They often have some scales on their face as well, most
often between their ears and eyes. Melusine also possess a pair of wings,
resembling those of a dragon, although they are too small and weak to provide any
use to their long snake body. The scales and wings of the Melusine are typically
similar in color, and are most often shades of blues and purples, although most
colors are possible. Melusine also often possess a small pair of horns on the sides
of their heads. Their skin is often pale to a moderate tan. Their hair is typically
white, blue, or purple, although other colors are possible. Melusine eyes have
slitted pupils, and their eyes can be just about any color, with red being fairly
common.

### Melusine Names

Melusine make use of the Greek namebase.

___
* **Male Names:** Alexios, Emilios, Haris, Mathaios, Prokopis.
* **Female Names:** Athena, Emilia, Pinelope, Sofia, Thalia.
* **Surnames:** Lambrellis, Milatos, Petroglou, Sallas, Zografalli.

### Melusine Traits

Your Melusine character has a number of traits in common with all other Melusine.

***Ability Score Increase.*** Your Charisma score increases by 2. Your Dexterity


score increases by 1.

***Age.*** Melusine mature by age 20, and live for around 300 years.

***Alignment.*** Melusine will honor any agreement they make, and are almost always
lawful. They tend to look out for themselves more than anything, and are neutral
more often than not.

***Size.*** Melusine are quite long given their serpent nature, ranging from around
12 to 18 feet long, however they can only support roughly one-third of their length
in order to stand upright. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Melusine share the enhanced vision of serpents. 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 not discern color in darkness, only shades of grey.

***Amphibious.*** Melusine often live on coastal shores. You can breathe air and
water. Additionally, you have a swimming speed of 30 feet.

***Melusine Magic.*** Melusine often make use of magic to assist in their secluded
coastal lives. You know the *shape water* cantrip. When you reach 3rd level, you
can cast *charm person* once with this trait and regain the ability to do so after
finishing a long rest. When you reach 5th level, you can cast *warding wind* once
with this trait and regain the ability to do so after finishing a long rest.
Charisma is your spellcasting ability for these spells.

***Private Creatures.*** Melusine highly value their privacy, and often become
enraged when it is intruded upon. You have proficiency in the Stealth and
Intimidation skills.

***Languages.*** You can speak, read, and write Fidi and one additional language of
your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/723768324948885564/
Melusine_1_Edit.png'
style='position:absolute;bottom:15px;left:365px;width:450px' />

<div class='pageNumber auto'></div>

\page

## Merfolk

Merfolk appear as though they are a combination of a human and a large fish. Their
upper body is akin to that of a human, with smooth skin that is pale to a moderate
tan, although they possess gills on the sides of their chest. Their hands are
webbed. Merfolk ears appear to be fins, and are often of a similar color to the
rest of their body. The lower body of a merfolk resembles that of a fish. They do
not have legs, instead possessing a large tail tale covered in scales, that ends
with a tail fin. Their scales can be just about any color, having a similar color
variety as actual fish. Merfolk’s hair can be almost any color, although it is
quite common for it to be a similar color to their scales. Their eyes similarly can
be most colors, although blue is quite common.

### Merfolk Names

Merfolk make use of the French namebase.

___
* **Male Names:** Antoine, Constantin, Gaylord, Laurent, Phil.
* **Female Names:** Bernadette, Isabelle, Marie, Roxane, Simonne.
* **Surnames:** Aveline, Dubois, Héroux, Saunier, Veil.

### Merfolk Traits

Your Merfolk character has a number of traits in common with all other Merfolk.

***Ability Score Increase.*** Your choice of your Constitution or Wisdom score


increases by 1.

***Age.*** Merfolk mature around age 20, and live for about 300 years.
***Alignment.*** Merfolk have no inclination towards any alignment, and there exist
Mermaids at all points on the spectrum.

***Size.*** Merfolk are typically shorter than humans, ranging from about 5 feet to
about 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Merfolk live deep underwater, where light does not reach. 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 not discern color in darkness, only shades of
grey.

***Aquatic.*** Merfolk live underwater. You have a swimming speed of 40 feet.


Additionally, you can breathe both air and water.

***Deep Sea.*** Merfolk often delve down to the depths of the ocean. You ignore the
effects of extreme depths.

***Longing.*** Many Merfolk are consigned to the sea, as their tails make traveling
on land extremely difficult. However, some have learned magic that allows them to
alter their bodies and swap their tails for legs. You are one such Merfolk. As an
action, you can swap between having your tail or your legs. Your walking speed is
halved while you have your tail. Your swimming speed is halved while you have your
legs.

***Languages.*** You can speak, read, and write Merfolk and one additional language
of your choice.

***Subraces.*** The two main kinds of Merfolk: Fish and Shark, differ in appearance
and behavior. Choose one of these subraces.

```
```

#### Fish Merfolk

Fish Merfolk generally closer resemble tropical fish. Their scales and hair tend to
be brighter colors, with pinks and blues being very common.

***Ability Score Increase.*** Your Charisma score increases by 2.

***Merfolk Magic.*** Fish Merfolk often make use of magic, typically to control
their surroundings or lure people to their doom. You know the *shape water*
cantrip. When you reach 3rd level, you can cast *charm person* once with this trait
and regain the ability to do so after finishing a long rest. When you reach 5th
level, you can cast *shatter* once with this trait and regain the ability to do so
after finishing a long rest. Charisma is your spellcasting ability for these
spells.

***Sirensong.*** You have proficiency in the Performance skill.

#### Shark Merfolk

Shark Merfolk generally closer resemble sharks. Their lower bodies are covered in
what appears almost as a tough skin, although it feels like sandpaper to the touch.
They are often more muted colors, with blues and grey being the most common.
***Ability Score Increase.*** Your choice of your Strength or Dexterity score
increases by 2.

***Jaws.*** Shark Merfolk have powerful jaws. These serve as a natural weapon,
which you can use to make unarmed strikes. If you hit with it, you deal piercing
damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage
normal for an unarmed strike.

***Keen Smell.*** Shark Merfolk have incredibly sensitive senses of smell. You have
proficiency in the Perception skill. Additionally, you have advantage on Wisdom
(Perception) checks that rely on smell.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/709346589080289381/
Mermaid_Edit.png' style='position:absolute;bottom:30px;left:420px;width:360px' />

<div class='pageNumber auto'></div>

\page

## Minotaur

Minotaurs generally resemble humans, although they have some major differences.
Minotaurs have a pair of horns on the side of their heads that can be rather varied
in appearance, sometimes sticking straight up, sometimes expanding out to the side
of their heads. Their ears stick straight out from their heads and are quite long.
Minotaurs have legs that resemble those of a cow, and are unguligrades, with their
legs covered in fur and ending with hooves. Minotaurs also possess long tails that
often have a tuft of hair at the end. The skin of a Minotaur ranges from pale to a
dark tan, although the fur on their legs can be incredibly varied, with a similar
color range to cows. Their hair is most often brown, black, or blonde. Their eyes
are typically brown or black, although other colors are not impossible.

### Minotaur Names

Minotaurs make use of the Spanish namebase.

___
* **Male Names:** Abraham, Ferran, Leo, Mateo, Samuel.
* **Female Names:** Ariadna, Cristina, Lina, Silvia, Veronica.
* **Surnames:** Aisa. Ferrer, Hidalgo, Madrid, Rivera.

### Minotaur Traits

Your Minotaur character has a number of traits in common with all other Minotaur.

***Ability Score Increase.*** Your Strength score increases by 2. Your Constitution


score increases by 1.

***Age.*** Minotaurs mature by age 20, and live for around 400 years.

***Alignment.*** Minotaurs place a high value on strength, and tend to be neutral.


Their pursuit of strength leads many to become evil, although most are neutral.

***Size.*** Minotaurs often have towering frames, ranging from over 6 feet to about
8 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.


***Darkvision.*** Due to their bovine nature, Minotaurs can see rather well 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 not discern color in darkness,
only shades of grey.

***Rush.*** When you move at least 20 feet in a straight line towards a creature
and hit them with a melee attack in a single turn, you can force the creature to
make a Strength save against your charge DC or be knocked prone. Once you use this
ability, you can not use it again until finishing a short or long rest.

Charge DC = 8 + Proficiency Bonus + Strength Modifier

***Hard Labor.*** Minotaurs are used to performing hard labor. You have proficiency
in the Athletics skill.

***Powerful Build.*** Minotaurs have imposing muscular frames. You count as one
size larger for determining carry, push, pull, and drag weight.

***Languages.*** You can speak, read, and write Rebaño and one additional language
of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/709346094269595788/
Minotaur_Edit.png' style='position:absolute;bottom:40px;left:455px;width:300px' />

<div class='pageNumber auto'></div>

\page

## Mýkites

Mýkites loosely resemble humans, but are very clearly distinct from them. Mýkites
appear to almost be walking mushrooms that have taken on a humanoid appearance.
They have a large cap on the top of their head that resembles a mushroom, and this
cap can be as varied as mushrooms themselves. Mýkites do not have hair, instead
having organs that grow from underneath their caps that loosely resemble
dreadlocks. These are often a similar color to their caps, which can be a variety
of colors, but are most often white, brown, or red. Their skin is often pale.
Mýkites have legs that look similar to the stalks of a mushroom, and are often of
similar color and pattern to their cap. Mýkites also possess frills over much of
their bodies, which to the unsuspecting onlooker might resemble clothing, these
frills are typically the same color as their cap. Their eyes are strange in that
their pupils can be unusual shapes, and can be any color, although red is fairly
common.

### Mýkites Names

Mýkites make use of the Greek namebase. However, it is not uncommon for a Mýkites
to make its home in a distant forest, often taking a name from the surrounding
people.

___
* **Male Names:** Akakios, Erotas, Nikos, Stavros, Zaharias.
* **Female Names:** Antigone, Irini, Lia, Nomiki, Sappho.
* **Surnames:** Castellanelis, Glaridius, Markides, Politidis, Zurlidis.

### Mýkites Traits

Your Mýkites charater shares a number of traits with all other Mýkites.
***Ability Score Increase.*** Your choice of your Constitution or Charisma score
increases by 2. Your choice of your Dexterity or Wisdom score increases by 1.

***Age.*** Mýkites mature by age 20, and often live for over 2000 years.

***Alignment.*** Mýkites tend to be fairly reclusive, and do not care much for the
laws of civilization, leading many to be true neutral.

***Size.*** Mýkites tend to be quite short, ranging from about 2 and a half to 4
feet tall. Your size is Small.

***Speed.*** Your base walking speed is 25 feet.

***Darkvision.*** Mýkites often live in dark and damp places. 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 not discern color in darkness, only shades of grey.

***Naturally Poisonous.*** Mýkites generate toxins themselves. You have advantage


on saving throws against being poisoned and resistance to poison damage.

***Concentrated Herbalist.*** Mýkites are brilliant herbalists. You have


proficiency in the Nature skill, herbalist kits, and poisoner kits.

***Mýkites Magic.*** Mýkites are closely attuned with nature. You know the *poison
spray* cantrip. When you reach 3rd level, you can cast *fog cloud* once with this
trait and regain the ability to do so after finishing a long rest. When you reach
5th level, you can cast *hold person* once with this trait and regain the ability
to do so after finishing a long rest. You select either Wisdom or Charisma as your
spellcasting ability for these spells, however once chosen, the ability can not be
changed, and the same ability is used for all of these spells.

***Frills.*** Mýkites are covered in clothing like frills. As an action, you can
cause the pattern of the frills on your body to change.

***Deep Roots.*** Mýkites are closely related to mushrooms. If you spend at least 6
hours of a long rest with your feet in fertile soil you do not require food or
water until after your next long rest.

***Languages.*** You can speak, read, and write Alaya and one additional language
of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787648325381652480/
Mykites_3_Edit.png' style='position:absolute;bottom:30px;left:455px;width:500px' />

<div class='pageNumber auto'></div>

\page

## Nedves

One of the Elemi, Nedves generally resemble humans, with a few minor differences.
Their skin is often light blue. Their hair is typically either a shade of blue or
green. Their eyes are typically blue, green, or purple, although they are sometimes
silver.

### Nedves Names


The Nedves make use of the Hungarian namebase. The surnames of the Nedves are often
placed before their given names.

___
* **Male Names:** Alex, Jakab, Martin, Norbert, Rudolf.
* **Female Names:** Beatrix, Daniella, Kata, Liliána, Veronika.
* **Surnames:** Barna, Fekete, Miksa, Somogyi, Vass.

### Nedves Traits

Your Nedves character shares a number of traits with all other Nedves.

***Ability Score Increase.*** Your Constitution score increases by 2. Your Wisdom


score increases by 1.

***Age.*** Nedves reach maturity around age 18 and live for about 130 years.

***Alignment.*** Nedves are about as consistent as the tides, and are most often
lawful. They have no inclination towards good or evil, with Nedves existing at all
points on the spectrum.

***Size.*** Nedves are about the same size as humans, ranging from just under 5
feet to over 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Amphibious.*** Nedves generally live near the sea. You have a swimming speed of
30 feet. Additionally, you can breathe both air and water.

***Natural Sailor's.*** Nedves often live on the water. You have proficiency with
sea vehicles.

***Nedves Fluidity.*** Nedves have movements resembling flowing water, and can move
with ease through places others might have difficulty. You can move through
occupied spaces without costing additional movement.

***Nedves Magic.*** Nedves have a natural affinity for water magic. You know the
*shape water* cantrip. When you reach 3rd level, you can cast *create or destroy
water* once with this trait and regain the ability to do so after finishing a long
rest. When you reach 5th level, you can cast *mirror image* once with this trait
and regain the ability to do so after finishing a long rest. Wisdom is your
spellcasting ability for these spells.

***Languages.*** You can speak, read, and write Elemi and one additional language
of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/690678842054017054/
Nedves_1_Edit.png' style='position:absolute;bottom:20px;left:420px;width:400px' />

<div class='pageNumber auto'></div>

\page

## Neko no Kokumin

Neko no Kokumin are one of the many races that follow the minor deities of the
Hiryuu no Kokumin. Neko no Kokumin generally resemble humans, although they have
several major differences. The first difference is that they have ears which
resemble those of a cat rather than human ears. These ears come in the same variety
as actual cat ears. They are naturally the same color as the hair of the Neko no
Kokumin. Another difference is that the Neko no Kokumin have cat like tails. These
tails come in about the same variety as actual cat tails. The pupils of the Neko no
Kokumin are also slitted. Their eyes are generally blue, yellow, or green, although
there are some with silver or purple eyes, and other colors are not impossible. The
hair of a Neko no Kokumin is usually brown, black, blonde, or white.

### Neko no Kokumin Names

The Neko no Kokumin make use of the Japanese namebase. The surnames of the Neko no
Kokumin are often placed before their given names.

___
* **Male Names:** Goro, Hiroshige, Motoichi, Shiki, Yuichi.
* **Female Names:** Etsu, Futaba, Haru, Sakura, Yuki.
* **Surnames:** Arima, Fujiwara, Iwakiri, Matsumoto, Shibuya.

### Neko no Kokumin Traits

Your Neko no Kokumin character shares a number of traits with all other Neko no
Kokumin.

***Ability Score Increase.*** Your Dexterity score increases by 2. Your choice of


either your Strength or Wisdom score increases by 1.

***Age.*** Neko no Kokumin mature by age 18 and tend to live for about 250 years.
However, it is said that very rarely that a Neko no Kokumin may be born with twin
tails, which typically indicates that that particular Neko no Kokumin will live for
much longer, although there are few records for how long they can live.

***Alignment.*** Neko no Kokumin have no inclinations toward any alignment and


there exist Neko no Kokumin at all points on the spectrum.

***Size.*** Neko no Kokumin are typically a little shorter than humans, ranging
from just under 5 feet to 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 35 feet.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can not discern color in
darkness, only shades of grey.

***Sensitive Ears.*** Neko no Kokumin have extremely sensitive ears. You are
proficient in the Perception skill. Additionally, you have advantage on Perception
checks that rely on hearing.

***Claws.*** Neko no Kokumin have claws at the ends of their fingers. These serve
as natural weapons, which you can use to make unarmed strikes. If you hit with
them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of
the bludgeoning damage normal for an unarmed strike.

***Natural Hunter.*** You can attempt to hide even when you are only lightly
obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

***Weaver's Children.*** The patron goddess of the Neko no Kokumin is Orikokika,


goddess of weavers and curiosity. You have proficiency in Weaver's tools and the
Insight skill.
***Languages.*** You can speak, read, and write Hiryuu no Kokumin and one
additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/686461410557165588/
Neko_Edit.png' style='position:absolute;bottom:50px;left:440px;width:340px' />

<div class='pageNumber auto'></div>

\page

## Nephilim

Nephilim are almost indistinguishable from humans in most cases. However it is not
uncommon for them to have a feature linked to their angelic heritage. This may
manifest in a faint halo around their head, or vestigial wings, or any other such
feature. Nephilim tend to be quite pale. Their eyes are often brown, blue, green,
or occasionally gold or silver. Their hair is often black, brown, blonde, or rarely
gold or silver.

### Nephilim Names

The Nephilim make us of the Latin namebase.

___
* **Male Names:** Adrius, Citro, Erotium, Felicius, Sycophanta.
* **Female Names:** Avidia, Lucia, Maria, Petra, Verginia.
* **Surnames:** Ancus, Geta, Ivmarus, Narcissus, Sita.

### Nephilim Traits

Your Nephilim character shares a number of traits with all other Nephilim.

***Ability Score Increase.*** Your choice of either your Wisdom or Charisma score
increases by 2. Your choice of either your Strength or Dexterity score increases by
1.

***Age.*** Nephilim mature by age 20 and tend to live for around 200 years,
although there are those among them that have made pacts with Angels to live for
millenia.

***Alignment.*** Nephilim tend toward the more extreme alignments, and are more
often good than evil.

***Size.*** Nephilim are typically slightly taller than humans, ranging from a
little over 5 feet tall to around 6 and a half feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Nephilim’s eyes can pierce through darkness. You can see in dim
light within 60 feet of you as if it were bright light, and in darkness as if it
were dim light. You can not discern color in darkness, only shades of grey.

***Angelic Grace.*** Nephilim do not possess the ability of flight from their
angelic heritage, but have managed to emulate this ability to a certain degree. You
are always under the effects of the *feather fall* spell.

***Celestial Born.*** Nephilim are accustomed to dealing with the light of the
heavens. You have resistance to radiant damage.
***Divine Knowledge.*** You have proficiency with the Religion skill.

***Celestial Magic.*** Nephilim have a strong affinity for divine magic given their
nature. You know the *sacred flame* cantrip. When you reach 3rd level, you can cast
*bless* 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 *prayer of healing* once with this
trait and regain the ability to do so when you finish a long rest. The ability
score you selected to increase from your other racial traits, either Wisdom or
Charisma, is your spellcasting ability for these spells.

***Languages.*** You can speak, read, and write both Nephilim and Celestial, as
well as one additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/686464015160836097/
Nephilim_Edit.png' style='position:absolute;bottom:50px;left:400px;width:400px' />

<div class='pageNumber auto'></div>

\page

## Nezumi no Kokumin

Nezumi no Kokumin generally resemble humans, although they have a few major
differences. Their ears resemble the ears of a mouse and are located higher on
their head. They also have tails like those of a mouse. Their skin is generally
pale to a light tan. Their hair and fur are generally the same color, and are most
often white, black, grey, or brown, although other colors are not impossible. The
eyes of the Nezumi no Kokumin are typically blue, black, brown, or occasionally
red, although other colors are possible.

### Nezumi no Kokumin Names

The Nezumi no Kokumin make use of the Japanese namebase. The surnames of the Nezemi
no Kokumin are often placed before their given names.

___
* **Male Names:** Goro, Hiroshige, Motoichi, Shiki, Yuichi.
* **Female Names:** Etsu, Futaba, Haru, Sakura, Yuki.
* **Surnames:** Arima, Fujiwara, Iwakiri, Matsumoto, Shibuya.

### Nezumi no Kokumin Traits

Your Nezumi no Kokumin character shares a number of traits with all other Nezumi no
Kokumin.

***Ability Score Increase.*** Your choice of your Intelligence or Charisma score


increases by 2. Your Dexterity score increases by 1.

***Age.*** Nezumi no Kokumin mature by age 18 and tend to live for about 250 years.
However, it is said that very rarely that a Nezumi no Kokumin may be born with twin
tails, which typically indicates that that particular Nezmumi no Kokumin will live
for much longer, although there are few records for how long they can live.

***Alignment.*** Nezumi no Kokumin have a penchant for poetry, leading many to be


true neutral, going with whatever makes for the most poetic event.

***Size.*** Nezumi no Kokumin are fairly short, ranging from around 3 to 4 feet
tall. Your size is Small.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Nezumi no Kokumin often reside in dark places. 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 not discern color in darkness, only shades of grey.

***Claws.*** Nezumi no Kokumin have claws at the ends of their fingers. These serve
as natural weapons, which you can use to make unarmed strikes. If you hit with
them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of
the bludgeoning damage normal for an unarmed strike.

***Sensitive Ears.*** Nezumi no Kokumin have extremely sensitive ears. You are
proficient in the Perception skill. Additionally, you have advantage on Perception
checks that rely on hearing.

***Timid Creatures.*** Nezumi no Kokumin tend to to be incredibly timid and avoid


hostilities. You can take the Disengage or Hide action as bonus action on each of
your turns.

***Poetic Lives.*** The patron of the Nezumi no Kokumin is Inbuninbi, the god of
poetry and mystery. You have proficiency with calligrapher's tools.

***Languages.*** You can speak, read, and write Hiryuu no Kokumin and one other
language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787339608143953960/
Nezumi_1_Edit.png' style='position:absolute;bottom:50px;left:400px;width:400px' />

<div class='pageNumber auto'></div>

\page

## Nibelung

Nibelung look incredibly similar to humans, and have few features that truly set
them apart. They are often fairly short and stout, which would be the biggest
difference between the two’s appearance. Their skin is often pale to a moderate
tan, and often fairly thick. Their hair is often black, brown, blonde, or red,
although other colors such as silver occur at times. The eyes of the Nibelung can
be a bit strange in color, with black, brown, red, and blue being the most common,
although they can be the color of just about any gemstone. Male Nibelung often keep
large beards, which come in all shapes and sizes.

### Nibelung Names

The Nibelung make use of the Norse namebase. Nibelung make use of no actual
surname, instead having names denoting their parent of the same sex. Hence, males
have names ending in -sson, and females have names ending in -dottir.

___
* **Male Names:** Anlaf, Gaut, Kisping, Nefstein, Skurfa, Vigi.
* **Female Names:** Asvor, Grimhild, Helga, Thora, Yngvild.

### Nibelung Traits

Your Nibelung character shares a number of traits with all other Nibelung.
***Ability Score Increase.*** Your choice of your Strength or Dexterity score
increases by 2. Your choice of your Intelligence or Wisdom score increases by 1.

***Age.*** Nibelung mature by age 20, and often live for around 400 years.

***Alignment.*** Nibelung attempt to preserve many records, and as such tend to be


lawful more often than not. They are most often neutral, although many of them fall
to greed and become evil.

***Size.*** Nibelung are relatively short and stout, ranging from around 4 feet to
a little over 5 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 25 feet.

***Darkvision.*** Nibelung often sneak into dark places seeking lost knowledge, as
well as delve deep into mines for rare ores for their crafts. 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 not discern color in darkness, only shades of grey.

***Focused Chroniclers.*** Nibelung often spend much of their time keeping detailed
records of the past. You have proficiency in two of these skills of your choice:
Arcana, History, Nature, or Religion. Additionally, you have proficiency in the
Stealth skill.

***Nibelung Magic.*** You know the *mending* cantrip. When you reach 3rd level, you
can cast *fog cloud* once with this trait and regain the ability to do so after
finishing a long rest. When you reach 5th level, you can cast *invisibility* once
with this trait and regain the ability to do so after finishing a long rest. The
ability score you selected to increase from your other racial traits, either
Intelligence or Wisdom, is your spellcasting ability for these spells.

***Nibelung Weapon Training.*** Nibelung are not only skilled in the creation of
weapons, but also their use. You have proficiency with the flail, maul, shortsword,
and warhammer.

***Skilled Craftsmen.*** Nibelung are master craftsmen, especially when it comes to


structures and weapons. You have proficiency with mason’s and smith’s tools.

***Languages.*** You can speak, read, and write Valkyrja and one additional
language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/723770911735545876/
Nibelung_1_Edit.png' style='position:absolute;bottom:-
70px;left:380px;width:500px' />

<div class='pageNumber auto'></div>

\page

## Okami no Kokumin

Okami no Kokumin generally resemble humans, with several key differences. Their
ears resemble those of a wolf, and often stand straight up on their heads. Okami no
Kokumin also possess large tails like that of a wolf. These features are often the
same color as their hair. The skin of the Okami no Kokumin ranges from pale to a
light tan. Their eyes are most often brown, gold, or blue, although other colors
are possible. The hair of the Okami no Kokumin is typically black, brown, blonde,
white, or occasionally silver, although other colors are possible.

### Okami no Kokumin Names

The Okami no Kokumin make use of the Japanese namebase. The surnames of the Okami
no Kokumin are often placed before their given names.

___
* **Male Names:** Goro, Hiroshige, Motoichi, Shiki, Yuichi.
* **Female Names:** Etsu, Futaba, Haru, Sakura, Yuki.
* **Surnames:** Arima, Fujiwara, Iwakiri, Matsumoto, Shibuya.

### Okami no Kokumin Traits

Your Okami no Kokumin character has a number of traits in common with all other
Okami no Kokumin.

***Abiility Score Increase.*** Your choice of your Intelligence or Wisdom score


increases by 2. Your choice of your Strength or Dexterity score increases by 1.

***Age.*** Okami no Kokumin mature by age 20, and live for around 250 years.
However, it is said that very rarely there a Okami no Kokumin may be born with twin
tails, which typically indicates that that particular Okami no Kokumin will live
for much longer, although there are few records for how long they can live.

***Alignment.*** Okami no Kokumin tend to be deathly loyal and seek out the truth
in everything, leading them to be lawful more often than not. Okami no Kokumin have
no inclination towards good or evil, and are most often neutral.

***Size.*** Okami no Kokumin are often a bit shorter than humans, ranging from
about 4 and a half to 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 35 feet.

***Darkvision.*** Okami no Kokumin are adjusted to wander dark paths. 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 not discern color in darkness, only shades of grey.

***Claws.*** Okami no Kokumin have sharp claws on their fingers. These serve as
natural weapons, which you can use to make unarmed strikes. If you hit with them,
you deal slashing damage equal to 1d4 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.

***Okami Magic.*** Okami no Kokumin are closely attuned to their deity, and often
seek out truth. You know the *guidance* cantrip. When you reach 3rd level, you can
cast *longstrider* once with this trait and regain the ability to do so after
finishing a long rest. When you reach 5th level, you can cast *zone of truth* once
with this trait and regain the ability to do so after finishing a long rest. The
ability score you selected to increase from your other racial traits, either
Intelligence or Wisdom, is your spellcasting ability for these spells.

***Seekers of Truth.*** Okami no Kokumin possess sharp senses and the means to
sniff out lies. You have proficiency in the Insight and Perception skills.
Additionally, you have advantage on Perception checks that rely on hearing.

***Languages.*** You can speak, read, and write Hiryuu no Kokumin and two other
languages of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/731259043771056248/
Okami_1.png' style='position:absolute;bottom:25px;left:283px;width:650px' />

<div class='pageNumber auto'></div>

\page
## Oni no Kokumin

Oni no Kokumin generally resemble humans, with only a few differences. Oni no
Kokumin have either one or two horns on their forehead, although they can be quite
varied. Some have a single large horn in the middle of their forehead, while others
have two narrow horns closer to above their eyes. Additionally, Oni no Kokumin
often have slightly pointed ears. Other than these features, Oni no Kokumin
resemble humans. They have smooth skin that is typically pale to a moderate tan.
Their hair is often brown, black, or blonde, although most colors are possible, and
strange colors are not uncommon. Their eyes can be almost any color, although
brown, blue, and red are the most common.

### Oni no Kokumin Names

The Oni no Kokumin make use of the Japanese namebase. The surnames of the Oni no
Kokumin are often placed before their given names.

___
* **Male Names:** Goro, Hiroshige, Motoichi, Shiki, Yuichi.
* **Female Names:** Etsu, Futaba, Haru, Sakura, Yuki.
* **Surnames:** Arima, Fujiwara, Iwakiri, Matsumoto, Shibuya.

### Oni no Kokumin Traits

Your Oni no Kokumin character has a number of traits in common with all other Oni
no Kokumin.

***Ability Score Increase.*** Your choice of your Strength or Dexterity score


increases by 2. Your choice of your Constitution or Charisma skill increases by 1.

***Age.*** Oni no Kokumin mature by age 20, and live for about 250 years.

***Alignment.*** Oni no Kokumin often live in clans that maintain a fair distance
from others. Despite this, they often tend towards the more extreme alignments,
although there exist Oni no Kokumin at all points on the spectrum.

***Size.*** Oni no Kokumin have massive disparity in their heights, ranging from
those that are 4 feet tall to those that are close to 8 feet tall. Your size is
Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Oni no Kokumin are often forced to live in secluded locations.


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 not discern color in darkness, only
shades of grey.

***Oni Magic.*** Oni no Kokumin use magic to make their survival easier. You know
the *minor illusion* cantrip. When you reach 3rd level, you can cast *jump* once
with this trait and regain the ability to do so after finishing a long rest. When
you reach 5th level, you can cast *magic weapon* once with this trait and regain
the ability to do so after finishing a long rest. Charisma is your spellcasting
ability for these spells.
***Oni Endurance.*** Oni no Kokumin are a hardy people. 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 by that total. After you use this trait, you can not
use it again until you finish a short or long rest.

***Powerful Build.*** Oni no Kokumin often live a difficult life. You count as one
size larger for determining carry, push, pull, and drag weight.

***Languages.*** You can speak, read, and write Hiryuu no Kokumin and one
additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/709345474376761466/
Oni.png' style='position:absolute;bottom:40px;left:405px;width:400px' />

<div class='pageNumber auto'></div>

\page

## Orc

Orcs generally resemble large bipedal pigs. The majority of Orcs have a very large
build, regardless of how much body fat they have. Their bodies are covered in a
thick skin that is often light tan, brown, or black. Their ears are like those of a
pig, and are located near the top of their heads, generally sticking out straight
to the side. Orcs have large noses that resemble the snout of a pig. They generally
have two large tusks that protrude from their lower jaw. Orcs have large, rough
nails on their hands. Their hair often only grows from between their ears, and is
generally blonde, brown, or black, although white is not uncommon. The eyes of Orcs
are generally deep set and small compared to their large heads. Their eyes are
typically black or brown.

### Orc Names

Orcs make use of the \[Insert\] namebase.

___
* **Male Names:**
* **Female Names:**
* **Surnames:**

### Orc Traits

Your Orc character has a number of traits it shares with all other Orcs.

***Ability Score Increase.*** Your Constitution score increases by 2. Your Strength


score increases by 1.

***Age.*** Orcs mature by age 18 and tend to live for less than a century.

***Alignment.*** Orcs do not have any inclination towards law or chaos, or good or
evil, and there exist Orcs at all points on the spectrum.

***Size.*** Orcs tend to have large figures, ranging from over 5 to nearly 7 feet
tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.


***Hardy Body.*** Orcs are capable of consuming nearly anything. You have advantage
on saving throws against being poisoned and resistance to poison damage.
Additionally, you have advantage on checks made to resist disease.

***Regeneration.*** Orcs rapidly recover from wounds. As an action, you can regain
a number of hit points equal to your level. Once you use this ability, you can not
use it again until you finish a long rest.

***Intimidating Presence.*** Orcs strike hulking figures. You have proficiency in


the Intimidation skill.

***Voracious Creatures.*** Orcs can find edible food in most creatures. You have
proficiency in the Survival skill. Additionally, you have advantage on Wisdom
(Survival) checks made to carve creatures.

***Powerful Build.*** Orcs have incredibly strong bodies. You count as one size
larger for determining carry, push, pull, and drag weight.

***Languages.*** You can speak, read, and write Orcish and one other language of
your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787306410022141952/
Orc_1_Edit.png' style='position:absolute;bottom:40px;left:405px;width:400px' />

<div class='pageNumber auto'></div>

\page

## Partim Daemonium

Partim Daemonium could be mistaken for humans, although many of them are very
clearly not human. Partim Daemonium always have at least one feature that clearly
displays their demonic heritage. This may take the form of large, curling horns, it
may be vestigial wings, or it may be as simple as slit pupils. The appearance that
these demonic features might take are as varied as demons themselves. The skin of
Partim Daemonium is also incredibly varied, as it may be pale as snow, black as
coal, or even a vibrant shade of red. The possibilities for their skin color are
nigh endless. There is no way to adequately summarize the eyes of the Partim
Daemonium, as they are highly prone to being influenced by their demonic heritage.
Their eyes may look relatively human-like, or they may be solid black orbs, or even
appear as burning embers, again, the possibilities are vast. The hair of Partim
Daemonium is most often black, but it is possible for it to be almost any color.

### Partim Daemonium Names

The Partim Daemonium make use of the Latin namebase.

___
* **Male Names:** Calidorus, Demiphones, Harpax, Stadius, Virgo.
* **Female Names:** Auria, Aurelia, Lollia, Nepia, Vesuvia.
* **Surnames:** Cico, Eugenus, Petri, Quintilius, Senna.

### Partim Daemonium Traits

Your Partim Daemonium character shares a number of traits with all other Partim
Daemonium.

***Ability Score Increase.*** Your Constitution score increases by 1.


***Age.*** Pars Daemonium mature by age 20 and tend to live for around 200 years,
although there are those among them that have made pacts with Demons and Devils to
live for millenia.

***Alignment.*** Partim Daemonium tend toward the more extreme alignments, and are
more often evil than not.

***Size.*** There is a massive size variation in the Partim Daemonium, ranging from
not quite 5 feet tall to nearly 8 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Partim Daemonium have enhanced vision due to their connection to


fiends. 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 not discern color in darkness,
only shades of grey.

***Devilish Tongue.*** Partim Daemonium have inherited the black tongue of their
demonic heritage. You have proficiency in your choice of either the Deception or
Persuasion skill.

***Hellborn.*** Partim Daemonium are accustomed to the fiery pits of hell due to
their demonic heritage. You have resistance to fire damage.

***Languages.*** You can speak, read, and write Partim Daemonium and Infernal, as
well as one additional language of your choice.

***Subraces.*** The two main kinds of Partim Daemonium: Animo and Corporis, are
each more closely related to a different grouping of demons. Choose one of these
subraces.

```
```

#### Animo

Animo tend to more closely resemble caster demons. They are typically smaller than
other Partim Daemonium, as well as being more prone to demonic traits such as
curling horns, vestigial wings, or barbed tails.

***Ability Score Increase.*** Your choice of either your Intelligence or Charisma


score increases by 2.

***Animo Magic.*** Animo are typically more skilled in magic than other Partim
Daemonium. You know the *friends* cantrip. When you reach 3rd level, you can cast
*charm person* once with this trait and regain the ability to do so after finishing
a long rest. When you reach 5th level, you can cast *suggestion* once with this
trait and regain the ability to do so after finishing a long rest. The ability
score you selected to increase from your other racial traits, either Intelligence
or Charisma, is your spellcasting ability for these spells.

#### Corporis

Corporis tend to more closely resemble warrior demons. They are typically larger
than other Partim Daemonium, as well as being more prone to demonic traits such as
large horns, burning eyes, or goat legs.

***Ability Score Increase.*** Your choice of either your Strength or Dexterity


score increases by 2.

***Infernal Constitution.*** You are aware of the despair that awaits in the pits
of hell and are not keen to arrive there. Your hit point maximum increases by 1,
and it increases by 1 every time you gain a level.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/716071847166476349/
Partim_Daemonium_3_Edit.png'
style='position:absolute;bottom:20px;left:325px;width:490px' />

<div class='pageNumber auto'></div>

\page

## Parvus Diabolus

Parvus Diabolus look as though they are simply Imps that have found their way over
to the material plane, however this is not completely accurate. Parvus Diabolus
have the same demonic appearance as an Imp, with skin that is typically red,
although can be a variety of colors. They often have large ears that resemble those
of a bat. They have large horns that generally look like those of an antelope or a
ram. They have large, leathery wings that feature sharp claws at the thumb. They
have long, thin tails. Their feet only possess three toes, all of which feature
sharp claws. Their hands have long fingers with sharp claws. Their eyes are
typically a solid color, although the color can vary wildly.

### Parvus Diabolus Names

The Parvus Diabolus make use of the Latin namebase.

___
* **Male Names:** Calidorus, Demiphones, Harpax, Stadius, Virgo.
* **Female Names:** Auria, Aurelia, Lollia, Nepia, Vesuvia.
* **Surnames:** Cico, Eugenus, Petri, Quintilius, Senna.

### Parvus Diabolus Traits

Your Parvus Diabolus character shares a number of traits with all other Parvus
Diabolus.

***Ability Score Increase.*** Your Dexterity score increases by 2. Your choice of


either your Constitution or Charisma score increases by 1.

***Age.*** Parvus Diabolus mature by age 20 and live about 200 years.

***Alignment.*** Parvus Diabolus tend to serve powerful masters, and are almost
always lawful in this case. However, a Parvus Diabolus that has no master will
likely fall to trickery to entertain itself, leading it to a life of chaos. Parvus
Diabolus tend to be evil more often than not.

***Size.*** Parvus Diabolus are fairly short, ranging from around 2 and a half to 3
and a half feet tall. Your size is Small.

***Speed.*** Your base walking speed is 25 feet.

***Darkvision.*** Parvus Diabolus have enhanced vision due to their connection to


fiends. 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 not discern color in darkness,
only shades of grey.

***Fledgling Wings.*** Your wings grant you a flying speed of 30 feet. However,
they are not currently strong enough to carry you wheresoever you desire. You may
fly a number of rounds equal to double your Constitution modifier (minimum 1). If
you do not land by the end of your last available turn of flying, you fall to the
ground. You regain the ability to take flight after finishing a short rest.

***Powerful Wings.*** When you reach 5th level, your wings have gained strength and
are now capable of carrying you great distances. You gain a flying speed of 30
feet.

***Diabolus Magic.*** You know the *mage hand* cantrip.

***Languages.*** You can speak, read, and write Partim Daemonium and Infernal, as
well as one additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/558571023327428618/686466136392335360/
Parvus_Diabolus_Edit.png'
style='position:absolute;bottom:50px;left:400px;width:390px' />

<div class='pageNumber auto'></div>

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## Pieni Kissa

The Pieni Kissa have the appearance of small bipedal cats. They are covered in fur
that often has patterns within it, varying from simply different colors at their
ears and paws, to stripes or spots. The color of their pelts covers the full range
of possibilities for cat pelts. Their ears have several shapes they can take, from
relatively flat and running towards the back of the head, to tall and pointed, or
even short and rounded. The tails of the Pieni Kissa are similarly varied, ranging
from short bob tails, to long and fluffy tails. Their eyes are typically either
blue, green, or yellow, although other colors occasionally occur.

### Pieni Kissa Names

The Pieni Kissa make use of the Finnish namebase.

___
* **Male Names:** Erkki, Kari, Klaus, Tatu, Valde.
* **Female Names:** Alisa, Elina, Riitta, Siiri, Unelma.
* **Surnames:** Arola, Laine, Siimes, Talo, Vesa.

### Pieni Kissa Traits

Your Pieni Kissa character shares a number of traits with all other Pieni Kissa.

***Ability Score Increase.*** Your Dexterity score Increases by 2. Your choice of


either your Strength or Intelligence score increases by 1.

***Age.*** Pieni Kissa mature by about age 18 and live for around a century.

***Alignment.*** Pieni Kissa tend to be deathly loyal, and as such are often
lawful. They tend to be good more often than not.

***Size.*** Pieni Kissa range from around 2 feet tall to around 3 feet tall. Your
size is Small.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Similar to cats, Pieni Kissa have little difficulty seeing 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 not discern color in darkness,
only shades of grey.

***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 not use it again until you move 0
feet on one of your turns.

***Feline Nimbleness.*** You can move through the spaces of any creature that is a
size larger than yours.

***Cat's Claws.*** Because of your claws, you have a climbing speed of 30 feet. In
addition, your claws are natural weapons, which you can use to make unarmed
strikes. If you hit with them, you deal slashing damage equal to 1d4+ your Strength
modifier, instead of the bludgeoning damage normal for an unarmed strike.

***Nosy Creatures.*** You have proficiency in the Stealth and Investigation skills.

***Languages.*** You can speak, read, and write Kissa and one additional language.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/685711293772070923/
Kissan_Imhiset_Edit.png'
style='position:absolute;bottom:50px;left:380px;width:440px' />

<div class='pageNumber auto'></div>

\page

## Pulpo

Pulpo slightly resemble humans, with several major differences. Their skin is
typically a shade of blue or purple, ranging from a light blue to nearly indigo.
The strangest part of the Pulpo, is that their lower bodies are akin to that of a
kraken or squid, with eight tentacles that serve as their legs, and two additional
tentacles that can behave almost akin to arms. Their hair is typically black,
although dark blue is not uncommon. Pulpo eyes are often shades of blue or green.

### Pulpo Names

The Pulpo make use of the Castillian (Spanish) namebase.

___
* **Male Names:** Alvaro, Emiliano, Juan, Luis, Orlando.
* **Female Names:** Andrea, Elizabeth, Maria, Romina, Valerie.
* **Surnames:** Atenas, Cavallaría, Fraga, Montenegro, Ros.

### Pulpo Traits

Your Pulpo character shares a number of traits with all other Pulpo.

***Ability Score Increase.*** Your choice of either your Strength or Wisdom score
increases by 2. Your Constitution score increases by 1.
***Age.*** Pulpo mature by age 18 and live for less than a century.

***Alignment.*** Pulpo do not tend one way or the other towards law or chaos. Pulpo
tend to terrorize those that come near their land, and are most often evil.

***Size.*** Pulpo sit in the middle of the human height range, ranging from around
5 to 6 feet. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Pulpo are used to spending time in the dark depths of the sea.
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 not discern color in darkness, only
shades of grey.

***Born of the Sea.*** Pulpo live on the sea, and spend much of their days in the
water. You have a swimming speed of 30 feet. Additionally, you can breathe both air
and water, as well as ignore the effects of the deep ocean.

***Kraken Lightning.*** Pulpo worship krakens, and have been granted a boon for
their piety. You have resistance to lightning damage.

***Tentacled.*** Your tentacles can lash out at enemies. These serve as natural
weapons, which you can use to make unarmed strikes. If you hit with them, you deal
bludgeoning damage equal to 1d6 + your Strength modifier. Additionally, you have
proficiency in the Athletics skill.

***Languages.*** You can speak, read, and write Pulpo and two additional languages
of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/697378694695747624/
Pulpo_1_Edit.png' style='position:absolute;bottom:40px;left:410px;width:400px' />

<div class='pageNumber auto'></div>

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## Shellback

Shellbacks generally resemble bipedal turtles. Their bodies are covered in thick
scales, which are often black, grey, brown, or green in color. As their name
suggests, they possess large shells on their back, resembling those of turtles.
Their hands have three fingers, and end in large claws. Their feet have only two
clawed toes. The faces of Shellbacks are often covered in thick, brighter colored
scales, often green, blue, or red, which causes their faces to be far less emotive
than most races. This makes the Shellbacks incredibly difficult to read for most
other races. Shellbacks have no hair. Their eyes are relatively small, and are
often entirely black.

### Shellback Names

Shellbacks often make use of the names of the culture they are living within.

### Shellback Traits

Your Shellback character has a number of traits in common with all other Shellback.
***Ability Score Increase.*** Your choice of your Strength or Wisdom score
increases by 2. Your choice of your Dexterity or Charisma score increases by 1.

***Age.*** Shellbacks mature by age 20, and often live to see 300.

***Alignment.*** Shellbacks value protections to their ways of life, and are most
often lawful. They attempt to be open to trade with anyone, and are neutral more
often than not.

***Size.*** Shellbacks tend to be ever so slightly shorter than humans, ranging


from about 5 feet to about 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Shellbacks often venture deep underwater, where light rarely


reaches. 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 not discern color in darkness,
only shades of grey.

***Amphibious.*** Shellbacks often live in coastal cities, and even more often
travel the oceans, often living underwater. You can breathe both air and water.
Additionally, you have a swimming speed of 30 feet.

***Claws.*** Shellbacks have large claws at the ends of their fingers. These serve
as natural weapons, which you can use to make unarmed strikes. If you hit with
them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of
the bludgeoning damage normal for an unarmed strike.

***Natural Armor.*** Your shell and thick scales serve as a natural armor. When you
are not wearing armor, your AC is 13 + your Dexterity modifier. You can use your
natural armor to determine your AC if the armor you wear would leave you with a
lower AC. A shield’s benefits apply as normal while you use your natural armor.

***Striker of Deals.*** Shellbacks have trader enclaves in many cities. You have
proficiency in the Persuasion skill. Additionally, you have proficiency with water
vehicles.

***Languages.*** You can speak, read, and write the language of the country you
live in, as well as two additional languages of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/723771215134851072/
Shellback_1_Edit.png'
style='position:absolute;bottom:25px;left:400px;width:800px' />

<div class='pageNumber auto'></div>

\page

## Skathári

Skathári generally resemble hulking bipedal bugs, and are a relative of the Éntomo.
Skathári are covered in an incredibly hard carapace that is often more vibrantly
colored than the Éntomo, with this carapace most often being red or blue. Skathári
also possess four arms, with one set being under the other, and each hand possesses
three fingers. They have large mandibles. Skathári have long, segmented tails that
are often covered in spikes. Skathári have six eyes, three on each side of their
head, which are often red or blue.
### Skathári Names

Skathári makes use of the Greek namebase.

___
* **Male Names:** Akakios, Erotas, Nikos, Stavros, Zaharias.
* **Female Names:** Antigone, Irini, Lia, Nomiki, Sappho.
* **Surnames:** Castellanelis, Glaridius, Markides, Politidis, Zurlidis.

### Skathári Traits

Your Skathári character has a number of traits in common with all other Skathári.

***Ability Score Increase.*** Your Strength score increases by 2. Your choice of


your Dexterity or Constitution score increases by 1.

***Age.*** Éntomo mature by age 20 and live for around 400 years.

***Alignment.*** Skathári are carnivorous in nature and have few qualms about
eating humanoids. This results in many seeing them as evil. Skathári have a
stronger inclination towards law than their brethren, and are most often lawful.

***Size.*** Skathári possess hulking frames, often standing between 7 and 8 feet
tall. Your size is Medium.

***Speed.*** Your base walking speed is 25 feet.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can not discern color in
darkness, only shades of grey.

***Four Arms.*** Skathári possess four arms, with which they can wield a plethora
of weapons. You may use both of your arms on one side to wield a two-handed weapon,
with the exception of bows and weapons with the heavy property, but you may only
wield one weapon in this way. Additionally, it requires both of your arms on one
side to brace a shield.

***Spiked Tail.*** Skathári have long, spiked tails. This serves as a natural
weapon, which you can use to make unarmed strikes, which also possess the reach
property. If you hit with it, you deal piercing damage equal to 1d6 + your Strength
modifier, instead of the bludgeoning damage normal for an unarmed strike.

***Saving Face.*** Skathári are proud warriors and fear making mistakes in front of
their allies. If you miss with an attack roll or fail an ability check or a saving
throw, you can gain a bonus to the roll equal to the number of allies you can see
within 30 feet of you (maximum bonus of +5). Once you use this trait, you can not
use it again until you finish a short or long rest.

***Natural Armor.*** You have a tough outer carapace covering your body. When you
are not wearing armor, your AC is 13 + your Dexterity modifier. You can use your
natural armor to determine your AC if the armor you wear would leave you with a
lower AC. A shield’s benefits apply as normal while you use your natural armor.

***Powerful Build.*** Skathári are often seen as the strongest of their brethren.
You count as one size larger for determining carry, push, pull, and drag weight.

***Languages.*** You can speak, read, and write Éntomo and one additional language
of your choice.
<img
src='https://cdn.discordapp.com/attachments/585749690965032960/709345226715824149/
Skathari.png' style='position:absolute;bottom:40px;left:405px;width:400px' />

<div class='pageNumber auto'></div>

\page

## Slime

At a distance, Slimes are indistinguishable from humans. However, if someone were


to attempt to touch them they would quickly discover that the body of a Slime
consists of slime and as such is non-solid. Slimes possess the ability to alter
their appearance slightly as to better acclimate to their surroundings. This
generally means that a Slime can alter the color of their skin, eyes, or hair in
order to better fit in. The true color of a Slime varies based on their subrace.
Slimes also tend to become bloated should they consume too much at one time.

### Slime Names

Slimes have no naming system of their own, and will use the names of the culture
they live in.

### Slime Traits

Your Slime character shares a number of traits wtih all other Slimes.

***Ability Score Increase.*** Your Constitution score increases by 1.

***Age.*** Slimes mature around 18 and live about 200 years, although few have ever
witnessed a Predator Slime die to old age, resulting in few believing they can.

***Alignment.*** Slimes tend towards chaos, as they enjoy the freedom of acting of
their own volition in all things. However, they have been known to serve powerful
masters loyally, therefore a lawful Slime is not unheard of. Some Slimes are
carnivorous by nature, contributing to a craving for flesh, resulting in them
almost becoming evil.

***Size.*** Slimes are a little shorter than humans, ranging from around 4 and a
half to 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Slimes are natural predators, and as such they are well suited to
stalking their prey even in darkness. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were dim light. You can
not discern color in darkness, only shades of grey.

***Non-Solid Bodies.*** The body of a Slime is not completely solid. As such, any
severed body part can simply be reattached using an action. If a severed body part
is destroyed, it is regenerated after 1 week of rest. Additionally, you do not need
the breath.

***Languages.*** You can speak, read, and write the language of your native culture
and one additional language of your choice.

***Subraces.*** The four main kinds of Slimes: Black, Blue, Green, and Pink, differ
in their exact composition and color.
#### Black Slime

Black Slimes are primarily composed of an acidic substance and often dissolve
things they come into contact with. Their true forms feature slime that is black
and murky in color.

***Ability Score Increase.*** Your Dexterity score increases by 2.

***Acidic Nature.*** Black Slimes are naturally acidic. You have resistance to acid
damage.

***Black Slime Magic.*** Given the acidic nature of Black Slimes, many of them are
naturally capable of using some acid magic. You know the *acid splash* cantrip.
When you reach 3rd level, you can cast *Tasha's caustic brew* 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 *Melf’s acid arrow* with this trait and regain the ability to
do so when you finish a long rest. Charisma is your spellcasting ability for these
spells.

#### Blue Slime

Blue Slimes are primarily composed of a watery substance and often clense things
they come into contact with. Their true forms feature slime that is blue and clear.

***Ability Score Increase.*** Your Wisdom score increases by 2.

***Watery Nature.*** Blue Slimes are primarily water based. You have resistance to
fire damage.

***Blue Slime Magic.*** Given the watery nature of Blue Slimes, many of them are
naturally capable of using some water magic. You know the *shape water* cantrip.
When you reach 3rd level, you can cast *create or destroy water* 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 *lesser restoration* with this trait and regain the ability
to do so when you finish a long rest. Wisdom is your spellcasting ability for these
spells.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/686467257936642048/
Predator_Slime_Edit.png'
style='position:absolute;bottom:30px;left:400px;width:440px' />

<div class='pageNumber auto'></div>

\page

#### Green Slime

Green Slimes are primarily composed of a poisonous substance and often poison
things they come into contact with. Their true forms feature slime that is green
and bubbly.

***Ability Score Increase.*** Your Intelligence score increases by 2.

***Poisonous Nature.*** Green Slimes are naturally poisonous. You have resistance
to poison damage.

***Green Slime Magic.*** Given the poisonous nature of Green Slimes, many of them
are naturally capable of using some poison magic. You know the *poison spray*
cantrip. When you reach 3rd level, you can cast *detect poison and disease* 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 *ray of enfeeblement* with this trait and regain
the ability to do so when you finish a long rest. Intelligence is your spellcasting
ability for these spells.

#### Pink Slime

Pink Slimes are primarily composed of an aphrodisiac substance and often cause
problems anywhere they go. Their true forms feature slime that is pink and cloudy.

***Ablity Score Increase.*** Your Charisma score increases by 2.

***Natural Lovers.*** Pink Slimes enjoy toying with people. You have proficiency in
the Persuasion skill. Additionally, you have advantage on Charisma (Persuasion)
checks made to seduce someone.

***Pink Slime Magic.*** Given the charming nature of Pink Slimes, many of them are
naturally capable of using some magic. You know the *friends* cantrip. When you
reach 3rd level, you can cast *charm person* 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 *suggestion* with this trait and regain the ability to do so when you finish a
long rest. Intelligence is your spellcasting ability for these spells.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787714924075548703/
Slime_3_Edit.png' style='position:absolute;bottom:30px;left:340px;width:480px' />

<div class='pageNumber auto'></div>

\page

## Sobki

Sobki look as though they are bipedal crocodiles. They have very long jaws with
rows of sharp teeth protruding out of them. Their entire bodies are covered in
rough, hard scales. These scales are typically a dull green, tan, or black. They
possess long and powerful tails. Their hands and feet end with large, sharp claws.
Their eyes are typically brown, green, or yellow.

### Sobki Names

The Sobki make use of the Egyptian namebase.

___
* **Male Names:** Apap, Chuma, Nehara, Sebak, Unsu.
* **Female Names:** Apu, Ebony, Kesi, Masika, Suma.

### Sobki Traits

Your Sobki character shares a number of traits with all other Sobki.

***Ability Score Increase.*** Your Strength score increases by 2. Your choice of


either your Wisdom or Constitution score increases by 1.
***Age.*** Sobki mature around age 18 and live less than a century.

***Alignment.*** Sobki are often religious, and as such they tend to be lawful more
often than not. Sobki have no inclination towards good or evil, and there exist
Sobki at all points on the spectrum.

***Size.*** Sobki tend to be rather large, ranging from around 5 and a half feet to
over 7 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Natural Armor.*** Your tough scales act as natural armor. When you are not
wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural
armor to determine your AC if the armor you wear would leave you with a lower AC. A
shield’s benefits apply as normal while you use your natural armor.

***Bite.*** Your sharp teeth are enough to tear the flesh from many creatures.
These serve as natural weapons, which you can use to make unarmed strikes. If you
hit with them, you deal piercing damage equal to 1d6 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed strike.

***Natural Swimmers.*** Sobki are at home in the water. You have a swimming speed
of 30 feet. Additionally, you can hold your breath for up to 15 minutes at a time.

***Sobki Magic.*** Sobki survive in the brutal desert, and have learned magic to
aid in their survival. You know the *shape water* cantrip. When you reach 3rd
level, you can cast *purify food and drink* 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 *dust devil* 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.

***Desert Dweller.*** You ignore the effects of extreme heat.

***Languages.*** You can speak, read, and write Sobki and one additional language
of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/690993287883915274/
Sobki_1_Edit.png' style='position:absolute;bottom:40px;left:400px;width:440px' />

<div class='pageNumber auto'></div>

\page

## Tapaya

Tapaya generally resemble large bipedal horned lizards. Their bodies are covered in
rough scales that are generally a sandy color, although darker colors are fairly
common. There are also ridges that resemble spikes covering much of their bodies.
They have a crown of horns on the back of their heads. Tapaya have fairly wide
heads, with mouths that reach across them. They also possess tails. Their eyes are
fairly small, and are almost always black or a dark brown.

### Tapaya Names

Tapaya make use of the Spanish namebase.

___
* **Male Names:**
* **Female Names:**
* **Surnames:**

### Tapaya Traits

Your Tapaya character shares a number of traits with all other Tapaya.

***Ability Score Increase.*** Your choice of your Strength or Dexterity score


increases by 2. Your Constitution score increases by 1.

***Age.*** Tapaya mature by 18, and tend to live for less than a century.

***Alignment.*** Tapaya tend to live with nature, and are most often neutral. They
are more often good than not.

***Size.*** Tapaya tend to be fairly short with large bodies, ranging from about 4
to 5 and a half feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Natural Armor.*** Tapaya are covered in rough scales, which serve as a natural
armor. When you are not wearing armor, your AC is 13 + your Dexterity modifier. You
can use your natural armor to determine your AC if the armor you wear would leave
you with a lower AC. A shield’s benefits apply as normal while you use your natural
armor.

***Blood Spray.*** Tapaya can spray blood from their eyes when threatened. As an
action, you can spray blood at the face of a creature within 10 feet of you. The
creature must make a Constitution saving throw or be blinded until the beginning of
your next turn. A creature that does not need eyes to see is immune to this. Once
you use this feature, you can not use it again until finishing a short or long
rest.

Blood Spray DC = 8 + Constitution Modifier + Proficiency Bonus

***Lie Low.*** Tapaya often hide when faced with a threat. You have proficiency in
the Stealth skill. Additionally, you have advantage on Dexterity (Stealth) checks
made to hide in sand.

***Run Away.*** Tapaya know when to flee from danger. When an enemy enters a space
within 5 feet of you, you can use your reaction to move up to half your speed
without provoking opportunity attacks.

***Desert Dweller.*** You ignore the effects of extreme heat.

***Languages.*** You can speak, read, and write Tapaya and one other language.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/787343051881840720/
Tapaya_2_Edit.png' style='position:absolute;bottom:30px;left:380px;width:430px' />

<div class='pageNumber auto'></div>

\page
## Tori no Kokumin

Tori no Kokumin slightly resemble humans, although they have some extreme
differences. Tori no Kokumin do not have arms, instead they have wings which have a
portion that loosely functions as a hand. Their feathers are incredibly varied in
color, and can be nearly any color. Their legs resemble those of birds, and are
covered in scales, with feet that feature three clawed toes. Due to this, they are
also digitigrades. Their scales are often tan in color, although grey and black are
not uncommon. Additionally, Tori no Kokumin are almost always incredibly small and
thin, as they would not be capable of flight otherwise. Other than these features,
they mostly resemble humans. Tori no Kokumin’ skin is often smooth and pale to a
moderate tan. Their hair is often brown, blonde, or black, however it is not
uncommon for it to be a similar color to their feathers. The eyes of a Tori no
Kokumin can be almost any color, although brown and gold are most common.

### Tori no Kokumin Names

The Tori no Kokumin make use of the Japanese namebase. The surnames of the Tori no
Kokumin are often placed before their given names.

___
* **Male Names:** Goro, Hiroshige, Motoichi, Shiki, Yuichi.
* **Female Names:** Etsu, Futaba, Haru, Sakura, Yuki.
* **Surnames:** Arima, Fujiwara, Iwakiri, Matsumoto, Shibuya.

### Tori no Kokumin Traits

Your Tori no Kokumin character has a number of traits in common with all other Tori
no Kokumin.

***Ability Score Increase.*** Your Dexterity score increases by 2. Your choice of


your Wisdom or Charisma score increases by 1.

***Age.*** Harpies mature by age 20, and live for around 250 years.

***Alignment.*** Tori no Kokumin highly value freedom, and are most often chaotic.
Tori no Kokumin do not have any inclination towards good or evil, and there exist
Tori no Kokumin at all points on the spectrum.

***Size.*** Tori no Kokumin are typically quite short and lithe, ranging from
around 4 feet to a little over 5 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 25 feet.

***Wings.*** Tori no Kokumin have wings in place of arms. You have a flying speed
of 50 feet. You can not use your hands while flying.

***Talons.*** Tori no Kokumin have sharp talons on their feet. These serve as
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
bludgeoning damage normal for an unarmed strike.

***Fatal Allure.*** You have proficiency in the Persuasion skill.

***Languages.*** You can speak, read, and write Tori no Kokumin and one additional
language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/709344928269991977/
Tori.png' style='position:absolute;bottom:30px;left:390px;width:420px' />

<div class='pageNumber auto'></div>

\page
## Unagi no Kokumin

Unagi no Kokumin appear to be the combination of a human and an eel. Their upper
bodies appear human, with skin that is smooth and often pale to a light tan.
However, the lower bodies of the Unagi no Kokumin resemble those of an eel, with a
long flowing body covered in thick, leathery skin coated with mucus. There is a
long fin running along the length of this entire body. Additionally, they have
small fins on either side of their hips. The skin on this portion of the Unagi no
Kokumin is typically a dark color, often black, brown, or green, although other
colors are not impossible. The ears of the Unagi no Kokumin almost resemble fins
coming straight out of their heads. Unagi no Kokumin also possess gills which they
use to breathe, they can still breathe fine on land so long as they are wet. The
hair of the Unagi no Kokumin can be almost any color, although black is the most
common color. Their eyes can be just about any color, but brown, yellow, and blue
are the most common.

### Unagi no Kokumin Names

The Unagi no Kokumin make use of the Japanese namebase. The surnames of the Unagi
no Kokumin are often placed before their given names.

___
* **Male Names:** Goro, Hiroshige, Motoichi, Shiki, Yuichi.
* **Female Names:** Etsu, Futaba, Haru, Sakura, Yuki.
* **Surnames:** Arima, Fujiwara, Iwakiri, Matsumoto, Shibuya.

### Unagi no Kokumin Traits

Your Unagi no Kokumin character has a number of traits in common with all other
Unagi no Kokumin.

***Ability Score Increase.*** Your choice of your Dexterity or Charisma score


increases by 2. Your choice of your Strength or Wisdom score increases by 1.

***Age.*** Unagi no Kokumin mature by age 20, and typically live for around 250
years.

***Alignment.*** Unagi no Kokumin do not have any inclination towards law or chaos.
Unagi no Kokumin do not innately lean towards good or evil, although given their
nature, they are often reviled, leading many to become evil.

***Size.*** Unagi no Kokumin are quite long given their eel nature, ranging from
around 12 to 18 feet long, however they can only support roughly one-third of their
length in order to stand upright. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Unagi no Kokumin often live deep 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 not discern color in darkness, only shades of grey.

***Aquatic.*** Unagi no Kokumin often live underwater. You have a swimming speed of
30 feet. Additionally, you can breathe both air and water.

***Deep Dweller.*** Unagi no Kokumin are well adapted to surviving in the depths of
the ocean. You have resistance to cold damage as well as ignore the effects of
deep, underwater environments.
***Slimy Skin.*** Unagi no Kokumin are coated in a layer of mucus. You have
advantage on ability checks made to resist or escape being grappled.

***Bite.*** Unagi no Kokumin have sharp teeth, and can get sustenance from blood.
This serves as a natural weapon, which you can use to make unarmed strikes. If you
hit with it, you deal piercing damage equal to 1d4 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed strike.

***Lamprey.*** If you hit with your bite attack on a humanoid creature that is
willing, unconscious, stunned, grappled, paralyzed, restrained, incapacitated, or
charmed, you can choose to drink their blood, dealing an additional 1d6 necrotic
damage, and you regain hit points equal to the necrotic damage dealt.

The damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Once you use this feature, you can not use it again until you finish a short or
long rest.

***Languages.*** You can speak, read, and write Hiryuu no Kokumin and one
additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/709344616704507914/
Unagi_Edit.png' style='position:absolute;bottom:30px;left:400px;width:420px' />

<div class='pageNumber auto'></div>

\page

## Usagi no Kokumin

Usagi no Kokumin are one of the many races that follow the minor deities of the
Hiryuu no Kokumin. The Usagi no Kokumin generally resemble humans in their
appearance. The ears of the Usagi no Kokumin are replaced with the ears of a
rabbit, which vary from extremely tall and sturdy ears that stand up straight, to
wide and floppy ears that fall loosely. They also have rabbit tails that tend to be
white. They have circular pupils and their eyes tend to be blue, brown, or red. The
hair of the Usagi no Kokumin is often black, white, brown, or blonde.

### Usagi no Kokumin Names

The Usagi no Kokumin make use of the Japanese namebase. The surnames of the Usagi
no Kokumin are often placed before their given names.

___
* **Male Names:** Goro, Hiroshige, Motoichi, Shiki, Yuichi.
* **Female Names:** Etsu, Futaba, Haru, Sakura, Yuki.
* **Surnames:** Arima, Fujiwara, Iwakiri, Matsumoto, Shibuya.

### Usagi no Kokumin Traits

Your Usagi no Kokumin character shares a number of traits with all other Usagi no
Kokumin.

***Ability Score Increase.*** Your Strength score increases by 2. Your choice of


either your Dexterity or Charisma score increases by 1.

***Age.*** Usagi no Kokumin mature by age 18 and tend to live for about 250 years.
Usagi no Kokumin possess a similar trait to the races similar to them of possibly
being born with a longer lifespan, however they do not display the same trait of
having multiple tails in this case, and show no outward sign of this change.

***Alignment.*** Usagi no Kokumin have no inclinations toward any alignment and


there exist Usagi no Kokumin at all points on the spectrum.

***Size.*** Usagi no Kokumin tend to be slightly taller than humans, ranging from a
little over 5 feet tall to nearly 7 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 40 feet.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can not discern color in
darkness, only shades of grey.

***Sensitive Ears.*** Usagi no Kokumin have extremely sensitive ears. You are
proficient in the Perception skill. Additionally, you have advantage on Perception
checks that rely on hearing.

***Usagi Weapon Training.*** Usagi no Kokumin can be a fairly vicious race, and are
trained to use a variety of weapons. You have proficiency with the greataxe,
glaive, maul, and warhammer.

***Rabbit Feet.*** Your long jump is up to 25 feet and your high jump is up to 15
feet, with or without a running start.

***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 critical hit.

***Languages.*** You can speak, read, and write Hiryuu no Kokumin and one
additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/696970187336843294/
Usagi_1_Edit.png' style='position:absolute;bottom:10px;left:400px;width:400px' />

<div class='pageNumber auto'></div>

\page

## Valkyrja

Valkyrja generally resemble humans, although they have the distinct difference of
having large wings on their backs. These wings resemble those of great birds, such
as eagles or falcons, and typically have the coloring of those wings. The skin of
the Valkyrja is almost always a very pale white. Their hair is often brown, blonde,
or black, although there are occasionally those among them with red hair. The eyes
of the Valkyrja are often blue, green or brown, however there are cases where
Valkyrja have gold or silver eyes.

### Valkyrja Names

The Valkyrja make use of the Norse namebase. Valkyrja make use of no actual
surname, instead having names denoting their parent of the same sex. Hence, males
have names ending in -sson, and females have names ending in -dottir.

___
* **Male Names:** Anlaf, Gaut, Kisping, Nefstein, Skurfa, Vigi.
* **Female Names:** Asvor, Grimhild, Helga, Thora, Yngvild.

### Valkyrja Traits

Your Valkyrja character shares a number of traits with all other Valkyrja.

***Ability Score Increase.*** Your choice of either your Strength or Dexterity


score increases by 2. Your Wisdom score increases by 1.

***Age.*** Valkyrja mature by age 20 and tend to live for around 400 years.

***Alignment.*** Valkyrja are accustomed to upholding a strict moral code. This


results in them almost always being lawful. Valkyrja do not naturally lean more
towards good or evil and are more commonly neutral than not.

***Size.*** Valkyrja are typically a good deal taller than humans, ranging from 5
and a half feet to nearly 7 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Fledgling Wings.*** Your wings grant you a flying speed of 30 feet. However,
they are not currently strong enough to carry you wheresoever you desire. You may
fly a number of rounds equal to double your Constitution modifier (minimum 1). If
you do not land by the end of your last available turn of flying, you fall to the
ground. You regain the ability to take flight after finishing a short rest.

***Powerful Wings.*** When you reach 5th level, your wings have gained strength and
are now capable of carrying you great distances. You gain a flying speed of 30
feet.

***Deny the Father.*** You know the *spare the dying* cantrip.

***Devout Followers.*** Valkyrja are a very religious people. You have proficiency
in the Religion skill.

***Languages.*** You can speak, read, and write Valkyrja and one additional
language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/692227301030756362/
Valkyrja_1_Edit.png'
style='position:absolute;bottom:50px;left:370px;width:440px' />

<div class='pageNumber auto'></div>

\page

## Vargheist

Vargheist can easily be mistaken for humans, although upon closer inspection there
are a few key differences. Vargheist are typically extremely pale, to the point
that they could be confused for a corpse. They also possess visibly larger canines.
The eyes of Vargheist are typically red or yellow, although most colors are
possible. Their hair is often black, white, blonde, or silver.

### Vargheist Names

The Vargheist make use of the German namebase.


___
* **Male Names:** Arnold, Eckhart, Heinz, Simon, Wulf.
* **Female Names:** Caroline, Helene, Iris, Melissa, Valentina.
* **Surnames:** Beck, Eichwald, Hauke, Leitner, Nussbaum.

### Vargheist Traits

Your Vargheist character shares a number of traits with all other Vargheist.

***Ability Score Increase.*** Your Constitution score increases by 1. Your choice


of either your Strength, Dexterity, or Charisma score increases by 2.

***Age.*** Vargheist mature around age 20 and typically live for around 600 years,
at which point they experience a transformation that either results in them gaining
power or succumbing to it and becoming feral beasts.

***Alignment.*** Vargheist abide by strict codes, and are most often lawful. Due to
the nature of their society, they are almost always evil.

***Size.*** Vargheist are typically a substantial amount taller than humans,


ranging from around 5 and a half to 7 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 35 feet.

***Superior Darkvision.*** 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 not discern
color in darkness, only shades of grey.

***Sunlight Sensitivity.*** The Vargheist often live underground and operate only
under the cover of night, resulting in many of them having difficulty while under
the light of the sun. You have disadvantage on attack rolls and Wisdom (Perception)
checks that rely on sight while in direct sunlight.

***Born to the Sea.*** Vargheist are natural born sea dwellers. You have
proficiency with sea vehicles. Additionally, the Vargheist have adapted to be apex
predators on the high seas, you do not breathe.

***Bite.*** Vargheist possess sharp fangs that serve as natural weapons. This
serves as a natural weapon, which you can use to make unarmed strikes. If you hit
with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of
the bludgeoning damage normal for an unarmed strike.

***Blood Drain.*** If you hit with your bite attack on a humanoid creature that is
willing, unconscious, stunned, grappled, paralyzed, restrained, incapacitated, or
charmed, you can choose to drink their blood, dealing an additional 1d6 necrotic
damage, and you regain hit points equal to the necrotic damage dealt.

The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.

Once you use this feature, you can not use it again until you finish a short or
long rest.

***Traveler of the Sea.*** Vargheist often travel to many parts of the world, and
experience many different peoples. You gain proficiency with one skill of your
choice.

***Languages.*** You can speak, read, and write Vargheist and two additional
languages of your choice.
<img
src='https://cdn.discordapp.com/attachments/585749690965032960/691416637693231174/
Vampire_3.png' style='position:absolute;bottom:50px;left:400px;width:400px' />

<div class='pageNumber auto'></div>

\page

## Vavha Kissa

Vavha Kissa generally resemble large bipedal cats. Their bodies are covered in fur,
which is often black, white, grey, or brown, although other colors are known to
happen at times. Their fur also often sports various patterns, most often spots or
stripes. Their ears resemble those of a cat, and come in about the same variety of
shapes. Occasionally, a Vavha Kissa is born with a horn in the middle of their
head, although this is fairly rare. It is not uncommon for their canine teeth to
protrude out of their mouth over their lower lip. Their fingers and toes end in
sharp claws. Vavha Kissa are digitigrades, meaning they walk on their toes like a
cat. Vavha Kissa also have tails resembling that of a cat, and these often end in
tufts of fur. The hair of the Vavha Kissa often resembles a mane to some degree,
and is most often black, white, grey or brown, although other colors are possible.
Their eyes feature slitted pupils like a cat, and can be just about any color, with
blue and yellow being the most common.

### Vavha Kissa Names

The Vavha Kissa make use of the Finnish namebase.

___
* **Male Names:** Erkki, Kari, Klaus, Tatu, Valde.
* **Female Names:** Alisa, Elina, Riitta, Siiri, Unelma.
* **Surnames:** Arola, Laine, Siimes, Talo, Vesa.

### Vavha Kissa Traits

Your Wèilán character shares a number of traits with all other Wèilán.

***Ability Score Increase.*** Your Strength or Dexterity score increases by 2. Your


Charisma score increases by 1.

***Age.*** Vavha Kissa mature by about age 18 and live for less than a century.

***Alignment.*** Vavha Kissa are often fiercely loyal, and are most often lawful.
They tend to care for survival over anything else, and are most often neutral.

***Size.*** Vavha Kissa have imposing and bulky frames, ranging from about 6 feet
tall to nearly 7 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Vavha Kissa share the enhanced vision of cats. 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 not discern color in darkness, only shades of grey.

***Cat's Claws.*** Because of your claws, you have a climbing speed of 30 feet. In
addition, your claws are natural weapons, which you can use to make unarmed
strikes. If you hit with them, you deal slashing damage equal to 1d4+ your Strength
modifier, instead of the bludgeoning damage normal for an unarmed strike.
***Hardy Soul.*** Vavha Kissa have experienced many hardships in their lives. Your
hit point maximum increases by 1, and it increases by 1 every time you gain a
level.

***Strong Presence.*** Vavha Kissa are imposing to look upon. You have proficiency
in the Athletics and Intimidation skills.

***Powerful Build.*** Vavha Kissa often serve as the labor for their cities. You
count as one size larger for determining carry, push, pull, and drag weight.

***Languages.*** You can speak, read, and write Kissa and one additional language
of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/723772045053394995/
Vavha_Kissa_1_Edit.png'
style='position:absolute;bottom:25px;left:350px;width:500px' />

<div class='pageNumber auto'></div>

\page

## Wèilán

One of the Kōngxiăng, Wèilán are almost indistinguishable from humans. They
generally have skin ranging from exceptionally pale to a moderate tan. Wèilán claim
to be descended from Meng Zhang, The Azure Dragon, and as such have some features
related to this heritage. Their hair and eyes often reflect this, and are often
shades of blue. Wèilán also, as with the other Kōngxiăng, always have a mark on
their bodies that displays their relation to Meng Zhang.

### Wèilán Names

The Wèilán make use of the Chinese namebase. The surnames of the Wèilán are often
placed before their given names.

___
* **Male Names:** Chin, Fu, Song, Tian, Xia.
* **Female Names:** Delan, Hai, Kun, Shu, Xuefeng.
* **Surnames:** Cai, Li, Ren, Wei, Xiang.

### Wèilán Traits

Your Wèilán character shares a number of traits with all other Wèilán.

***Ability Score Increase.*** Your Dexterity score increases by 2. Your


Intelligence score increases by 1.

***Age.*** Wèilán bodies mature by around age 20, although they are not fully
considered adults until reaching 100. Wèilán typically live for around 500 years,
however there are those among them that live much longer due to having an extremely
close connection with their deities.

***Alignment.*** Wèilán typically lean more toward the side of chaos than the side
of law. They have no inclination towards good or evil and are most often neutral.

***Size.*** Wèilán tend to be slightly taller than humans, ranging from around 5
feet tall to about 6 and a half feet tall. Your size is Medium.
***Speed.*** Your base walking speed is 40 feet.

***Strong of Leg.*** Wèilán possess an amount of Meng Zhang power of flight, albeit
to a lesser degree. You have a flying speed of 40 feet. However, you must land at
the end of your turn or begin falling.

***Light of Foot.*** Wèilán enjoy a strong command over the sky, and as such are
adept at avoiding damage from falling. You are always under the effects of the
*feather fall* spell.

***Languages.*** You can speak, read, and write Kōngxiăng and one additional
language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/692475991427383406/
Weilan_2_Edit.png' style='position:absolute;bottom:50px;left:460px;width:440px' />

<div class='pageNumber auto'></div>

\page

## Yoru no Kokumin

Yoru no Kokumin loosely resemble humans, although one would struggle to mistake
them for one. The arms of the Yoru no Kokumin are replaced by giant wings that
resemble those of a bat. They make use of the fingers on these wings, as well as a
thumb, for their hands. The way the membranes of these wings attach to their bodies
can make finding clothes incredibly frustrating for the Yoru no Kokumin. Their
wings are often black or brown. The feet of the Yoru no Kokumin are often covered
in skin similar to the membranes of their wings, and possess clawed toes. The skin
of the Yoru no Kokumin is almost always deathly pale. Yoru no Kokumin have pointed
ears. Their hair is often black, brown, or white, although other colors are not
impossible. The eyes of the Yoru no Kokumin are often red or yellow, although they
can be just about any color. Their eyes also have vertically slit pupils, and often
have black scleras.

### Yoru no Kokumin Names

The Yoru no Kokumin make use of the Japanese namebase. The surnames of the Yoru no
Kokumin are often placed before their given names.

___
* **Male Names:** Goro, Hiroshige, Motoichi, Shiki, Yuichi.
* **Female Names:** Etsu, Futaba, Haru, Sakura, Yuki.
* **Surnames:** Arima, Fujiwara, Iwakiri, Matsumoto, Shibuya.

### Yoru no Kokumin Traits

Your Yoru no Kokumin character has a number of traits in common with all other Yoru
no Kokumin.

***Ability Score Increase.*** Your choice of your Dexterity or Charisma score


increases by 2. Your choice of your Strength or Wisdom score increases by 1.

***Age.*** Yoru no Kokumin mature by age 20, and live for around 250 years.

***Alignment.*** Yoru no Kokumin tend to care primarily for their own protection,
and are most often neutral. Due to their nature as those capable of receiving
sustenance from blood, many Yoru no Kokumin that leave their home turn to evil.
***Size.*** Yoru no Kokumin are often shorter, ranging from about 4 and a half feet
tall to almost 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Superior Darkvision.*** Yoru no Kokumin often live in dark caves. 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 not discern color in darkness, only shades of grey.

***Sunlight Sensitivity.*** Due to Yoru no Kokumin often living deep underground,


many of them have difficulty while under the light of the sun. You have
disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight
while in direct sunlight.

***Bite.*** Yoru no Kokumin have sharp teeth, and can get sustenance from blood.
This serves as a natural weapon, which you can use to make unarmed strikes. If you
hit with it, you deal piercing damage equal to 1d4 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed strike.

***Blood Drain.*** If you hit with your bite attack on a humanoid creature that is
willing, unconscious, stunned, grappled, paralyzed, restrained, incapacitated, or
charmed, you can choose to drink their blood, dealing an additional 1d6 necrotic
damage, and you regain hit points equal to the necrotic damage dealt.

The damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Once you use this feature, you can not use it again until you finish a short or
long rest.

***Child of Shadow.*** The patron goddess of the Yoru no Kokumin is Hikagekioku,


goddess of shadows and memories. You have proficiency in the Stealth skill.

***Sensitive Ears.*** Yoru no Kokumin have incredibly sensitive ears. You have
proficiency in the Perception skill. Additionally, you have advantage on Perception
checks that rely on hearing.

***Wings.*** Yoru no Kokumin have wings in place of arms. You have a flying speed
of 30 feet. You can not use your hands while flying.

***Languages.*** You can speak, read, and write Hiryuu no Kokumin and one
additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/723772396925878331/
Yoru_1_Edit.png' style='position:absolute;bottom:35px;left:400px;width:400px' />

<div class='pageNumber auto'></div>

\page

## Yuki no Kokumin

Yuki no Kokumin generally resemble humans, with only a few minor differences that
set them apart. Yuki no Kokumin always have portions of their body that appear to
be encrusted with snow or ice, such as frozen eyelashes, or a seemingly decorative
piece of ice in their hair, this can change at the will of the Yuki no Kokumin.
Additionally, no matter the temperature, the breath of the Yuki no Kokumin is
always visible. Their skin is always incredibly pale, although occasionally has a
slight blue tint to it. Their hair is most often white, or less often black or a
shade of blue. The eyes of the Yuki no Kokumin are most often a shade of blue,
although silver and black are not uncommon.

### Yuki no Kokumin Names

The Yuki no Kokumin make use of the Japanese namebase. The surnames of the Yuki no
Kokumin are often placed before their given names.

___
* **Male Names:** Goro, Hiroshige, Motoichi, Shiki, Yuichi.
* **Female Names:** Etsu, Futaba, Haru, Sakura, Yuki.
* **Surnames:** Arima, Fujiwara, Iwakiri, Matsumoto, Shibuya.

### Yuki no Kokumin Traits

Your Yuki no Kokumin character has a number of traits in common with all other Yuki
no Kokumin.

***Ability Score Increase.*** Your choice of your Constitution or Charisma score


increases by 2. Your choice of your Dexterity or your Wisdom score increases by 1.

***Age.*** Yuki no Kokumin reach maturity at around age 18, and they tend to live
for around 250 years.

***Alignment.*** Yuki no Kokumin often are incredibly cold to people, and typically
follow fairly strict codes of conduct, and as such are most often lawful. Given
their cold nature, they are most often neutral.

***Size.*** Yuki no Kokumin are slightly shorter than humans, ranging from a little
under 5 feet to nearly 6 feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Yuki no Kokumin often spend much of their time in places that
receive little sunlight. 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 not discern
color in darkness, only shades of grey.

***Skin of Ice.*** The bodies of Yuki no Kokumin are eternally cold. You have
resistance to cold damage. Additionally, you ignore non-magical difficult terrain
caused by ice or snow.

***Coldsnap.*** Yuki no Kokumin can make use of their icy aura to affect the area
around them. As an action you can choose one of the following options.

* Noticeably lower the temperature of the area around you.


* Create a small flurry of snow in your hand.
* Alter the ice patterns frozen on your body.
* Freeze a small container of water.

***Ice Claws.*** Yuki no Kokumin can form ice on their fingers to resememble claws.
These serve as natural weapons, which you can use to make unarmed strikes. If you
hit with them, you deal cold damage equal to 1d4 + your Strength modifier, instead
of the bludgeoning damage normal for an unarmed strike.

***Yuki Magic.*** The Yuki no Kokumin are incredibly attuned to ice, and as such
often make use of ice magic. You know the *frostbite* cantrip. When you reach 3rd
level, you can cast *fog cloud* once with this trait and regain the ability to do
so after finishing a long rest. When you reach 5th level, you can cast *Snilloc’s
snowball swarm* once with this trait and regain the ability to do so after
finishing a long rest. You select either Wisdom or Charisma as your spellcasting
ability for these spells, however once chosen, the ability can not be changed, and
the same ability is used for all of these spells.

***Languages.*** You can speak, read, and write Hiryuu no Kokumin and one
additional language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/709344165229625434/
Yuki_Edit.png' style='position:absolute;bottom:35px;left:540px;width:200px' />

<div class='pageNumber auto'></div>

\page

## Zahif Alsahra'

Zahif Alsahra’ generally resemble humans, although they have one major difference.
Zahif Alsahra’ have tails which resemble that of a scorpion, being multi-segmented
and tipped with a sharp barb. This tail is most often black, but occasionally will
be brown or white. The skin of the Zahif Alsahra’ ranges from pale to a dark tan,
primarily varying based on where they live. Their eyes are often black or brown,
although there are some which have blue or green eyes, and very rarely yellow. The
hair of the Zahif Alsahra’ is most often black, although blond is not overly
uncommon.

### Zahif Alsahra' Names

Zahif Alsahra' make use of the Pakistani namebase.

___
* **Male Names:** Ekin, Farlas, Malek, Naim, Vala.
* **Female Names:** Adalet, Elika, Jala, Sheeva, Yosun.
* **Surnames:** Ahmadani, Jafari, Lakhani, Shar, Umrani.

### Zahif Alsahra' Traits

Your Zahif Alsahra' character shares a number of traits with all other Zahif
Alsahra'.

***Ability Score Increase.*** Your Dexterity score increases by 2. Your choice of


either your Constitution or Wisdom score increases by 1.

***Age.*** Zahif Alsahra’ mature in their mid teens and live less than a century.

***Alignment.*** The Zahif Alsahra’ often live in nomadic tribes, resulting in them
highly valuing their freedom. This results in them having a strong affinity for
chaos. Zahif Alsahra’ do not lean strongly towards either good or evil, with them
often being neutral.

***Size.*** Zahif Alsahra’ tend to be slightly smaller than humans, ranging from a
little under 5 feet to almost 6 feet in height. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Zahif Alsahra’ are commonly active during the night in order to
avoid the sweltering heat of the desert sun. 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 not discern color in darkness, only shades of grey.

***Sensitive Senses.*** Accustomed to hunting creatures in the desert, Zahif


Alsahra’ are unusually perceptive. You have proficiency in the Perception skill.

***Desert Dweller.*** You ignore the effects of extreme heat.

***Barbed Tail.*** Zahif Alsahra’ have a tail akin to a scorpion. This serves as a
natural weapon, which you can use to make unarmed strikes, it has the finesse
property. If you hit with them, you deal piercing damage equal to 1d4 + Dexterity
modifier, instead of the bludgeoning damage normal for unarmed strikes. This weapon
does not suffer disadvantage while grappled. Additionally, when you hit an enemy
with this attack, you can choose to inject poison into them. The target must make a
Constitution saving throw against your poison DC, as shown below, or be poisoned
until the start of your next turn. You can use this ability a number of times equal
to your Constitution modifier (minimum 1). You regain all uses after finishing a
long rest.

Poison DC: 8 + Proficiency Bonus + Constitution Score

***Languages.*** You can speak, read, and write Zahif Alsahra’ and one other
language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/691265960241266688/
Zahif_Alsahra_1_Edit.png'
style='position:absolute;bottom:0px;left:400px;width:400px' />

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\page

## Zhūhóng

One of the Kōngxiăng, Zhūhóng are almost indistinguishable from humans. They
generally have skin ranging from exceptionally pale to a moderate tan. Zhūhóng
claim to be descended from Ling Guang, The Vermillion Bird, and as such have some
features related to this heritage. Their hair and eyes often reflect this, and are
often shades of red. Zhūhóng also, as with the other Kōngxiăng, always have a mark
on their bodies that displays their relation to Ling Guang.

### Zhūhóng Names

The Zhūhóng make use of the Chinese namebase. The surnames of the Zhūhóng are often
placed before their given names.

___
* **Male Names:** Chin, Fu, Song, Tian, Xia.
* **Female Names:** Delan, Hai, Kun, Shu, Xuefeng.
* **Surnames:** Cai, Li, Ren, Wei, Xiang.

### Zhūhóng Traits

Your Zhūhóng character shares a number of traits with all other Zhūhóng.

***Ability Score Increase.*** Your Charisma score increases by 2. Your Dexterity


score increases by 1.
***Age.*** Zhūhóng bodies mature by around age 20, although they are not fully
considered adults until reaching 100. Zhūhóng typically live for around 500 years,
however there are those among them that live much longer due to having an extremely
close connection with their deities.

***Alignment.*** Zhūhóng typically lean more toward the side of law than the side
of chaos. They have no inclination towards good or evil, and are most often
neutral.

***Size.*** Zhūhóng tend to be slightly taller than humans, ranging from around 5
feet tall to about 6 and a half feet tall. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Born of Fire.*** Zhūhóng claim descendence from Ling Guang. You have resistance
to fire damage.

***Firestarter.*** Zhūhóng are closely attuned to Ling Guang, and enjoy an affinity
for flames. As an action, you can magically ignite a flammable object you touch
with your hand, as long as that object is not being worn or carried.

***Relentless Endurance.*** Zhūhóng do not leave a fight easily, and enjoy the
ability to come back from the brink with renewed vigor. When an attack would lower
your HP to 0, but does not kill you outright, you can instead choose to drop to 1
HP instead. Once this ability has been used, it can not be used again until
finishing a long rest.

***Zhūhóng Magic.*** Zhūhóng have a natural affinity for fire magic. You know the
*control flames* cantrip. When you reach 3rd level, you can cast *burning hands* as
a 1st level spell once with this trait and regain the ability to do so after
finishing a long rest. When you reach 5th level, you can cast *pyrotechnics* as a
2nd-level spell once with this trait and regain the ability to do so after
finishing a long rest. You select either Wisdom or Charisma as your spellcasting
ability for these spells, however once chosen, the ability can not be changed, and
the same ability is used for all of these spells.

***Languages.*** You can speak, read, and write Kōngxiăng and one additional
language of your choice.

<img
src='https://cdn.discordapp.com/attachments/585749690965032960/692473333706522684/
Zhuhong_2_Edit.png' style='position:absolute;bottom:20px;left:350px;width:540px' />

<div class='pageNumber auto'></div>

\page

<div class='wide'>
##### Random Height And Weight
| Race| Base Height | Height Modifier | Base Weight | Weight Modifier|
|:----:|:------|:--------|:--------|:-------|
| Akekumaneko no Kokumin | 4'8" | +2d10 | 100lb. | x (2d4) lb. |
| Alf | 4'4" | +2d10 | 70lb. | x (1d4) lb. |
| Alloy | 5'10" | +2d8 | 250lb. | x (2d4) lb. |
| Antediluvian | 4'4" | +2d12 | 80lb. | x (2d4) lb. |
| Aráchni (Dilitírio) | 5'2" | +2d8 | 120lb. | x (1d6) lb. |
| Aráchni (Malliá) | 5'6" | +2d10 | 150lb. | x (2d4) lb. |
| Araiguma no Kokumin | 4'2" | +2d8 | 70lb | x (1d6) lb. |
| Awakened Machine | 4'8" | +2d10 | 180lb. | x (2d4) lb. |
| Azmiri | 4'6" | +2d8 | 90lb. | x (2d4) lb. |
| Bardam Zan | 4'8" | +3d8 | 100lb. | x (2d4) lb. |
| Centaur | 5'8" | +2d10 | 180lb. | x (2d4) lb. |
| Chimera | 4'0" | +3d10 | 90lb. | x (2d4) lb. |
| Çöl İnsanları | 2'4" | +2d6 | 40lb. | x (1d4) lb. |
| Cyclops | 4'7" | +3d10 | 100lb. | x (2d4) lb. |
| Delrani | 4'10" | +2d10 | 100lb. | x (2d4) lb. |
| Déntro | 6'2" | +2d10 | 180lb. | x (2d4) lb. |
| Deva | 5'0" | +2d10 | 120lb. | x (2d4) lb. |
| Doppelganger | 4'4" | +2d10 | 80lb. | x (2d4) lb. |
| Dragonewt | 4'2" | +2d10 | 90lb. | x (2d4) lb. |
| Dryad | 3'10" | +2d12 | 70lb. | x (2d4) lb. |
| Éntomo | 3'10" | +2d8 | 70lb. | x (1d6) lb. |
| Etzli | 4'4" | +2d10 | 90lb. | x (1d6) lb. |
| Faun | 3'10" | +2d8 | 70lb. | x (1d6) lb. |
| Feyfolk | 3'10" | +2d8 | 50lb. | x(1d4) lb. |
| Fidi | 11'0" | +1d6' + 2d6" | 170lb. | x (2d4) lb. |
| Havět'| 3'10" | +2d6 | 80lb. | x (1d6) lb. |
| Hebi no Kokumin | 11'0" | +1d6' + 2d6" | 170lb. | x (2d4) lb. |
| Hinotori no Kokumin | 4'6" | +2d8 | 75lb. | x (1d6) lb. |
| Hiryuu no Kokumin (Female) | 4'4" | +2d6 | 75lb. | x (1d6) lb. |
| Hiryuu no Kokumin (Male) | 6'4" | +2d8 | 150lb. | x (2d4) lb. |
| Hitokage no Kokumin | 4'2" | +2d10 | 80lb. | x (1d6) lb. |
| Homunculus | 4'4" | +2d8 | 70lb. | x (2d4) lb. |
| Human | 4'8" | +2d10 | 110lb. | x (2d4) lb. |
| Ika | 1'10" | +2d6 | 25lb. | x (1d4) lb. |
| Indartsua Iratxo | 4'8" | +2d10 | 110lb. | x (2d4) lb. |
| Iratxo | 2'4" | +2d8 | 50lb. | x (1d6) lb. |
| Jewel | 5'10" | +2d8 | 200lb. | x (2d4) lb. |
| Kavics | 4'4" | +2d8 | 100lb. | x (2d4) lb. |
| Kawazu no Kokumin | 3'10" | +2d8 | 70lb. | x (1d6) lb. |
| Kedi | 3'10" | +2d8 | 80lb. | x (1d6) lb. |
| Kitsune no Kokumin | 4'0" | +2d8 | 60lb. | x (1d6) lb. |
| Kōngxiăng | 4'10" | +2d10 | 115lb. | x (2d4) lb. |
| Köstebek | 3'10" | +2d6 | 80lb. | x (2d4) lb. |
| Kounoúpi | 4'0" | +2d8 | 50lb. | x (1d4) lb. |

</div>

<div class='pageNumber auto'></div>

\page

<div class='wide'>
##### Random Height And Weight
| Race| Base Height | Height Modifier | Base Weight | Weight Modifier|
|:----:|:------|:--------|:--------|:-------|
| Kuetspalin | 5'0" | +2d10 | 130lb. | x (2d4) lb. |
| Ku'nal | 4'6" | +3d10 | 90lb. | x (2d4) lb. |
| Lángol | 5'0" | +2d10 | 120lb. | x (2d4) lb. |
| Lehelet | 5'6" | +2d10 | 100lb. | x (2d4) lb. |
| Leprechaun | 2'4" | +2d6 | 30lb. | x (1d4) lb. |
| Luchd-dìon Nàdur (Coille) | 4'10" | +2d10 | 90lb. | x (2d4) lb. |
| Luchd-dìon Nàdur (Deigh) | 5'4" | +2d10 | 120lb. | x (2d4) lb. |
| Luchd-dìon Nàdur (Fàsach) | 4'2" | +2d8 | 75lb. | x (1d6) lb. |
| Lupus | 5'6" | +2d10 | 130lb. | x (2d4) lb. |
| Medved' (Led) | 6'2" | +2d10 | 200lb. | x (2d4) lb. |
| Medved' (Les) | 5'10" | +2d10 | 175lb. | x (2d4) lb. |
| Medved' (Trava) | 5'2" | +2d10 | 150lb. | x (2d4) lb. |
| Mélissa | 3'10" | +2d8 | 80lb. | x (1d6) lb. |
| Merfolk | 4'4" | +2d8 | 100lb. | x (2d4) lb. |
| Minotaur | 6'4" | +2d10 | 170lb. | x (2d4) lb. |
| Mýkites | 2'4" | 2d10 | 40lb. | x (1d4) lb. |
| Nedves | 4'10" | +2d10 | 110lb . | x (2d4) lb. |
| Neko no Kokumin | 4'6" | +2d8 | 75lb. | x (1d6) lb. |
| Nephilim | 5'0" | +2d10 | 110lb. | x (2d4) lb. |
| Nezumi no Kokumin | 2'8" | +2d8 | 50lb. | x (1d4) lb. |
| Nibelung | 4'0" | +2d8 | 100lb. | x (2d4) lb. |
| Okami no Kokumin | 4'4" | +2d8 | 90lb. | x (1d6) lb. |
| Oni no Kokumin (Large) | 6'0" | +2d10 | 150lb. | x (2d4) lb. |
| Oni no Kokumin (Small) | 3'8" | +2d8 | 70lb. | x (1d6) lb. |
| Orc | 5'2" | +2d10 | 180lb. | x (2d4) lb. |
| Partim Daemonium (Large) | 6'0" | +2d10 | 150lb. | x (2d4) lb. |
| Partim Daemonium (Small) | 4'4" | +2d8 | 75lb. | x (1d6) lb. |
| Parvus Diabolus | 2'4" | +2d6 | 45lb. | x (1d4) lb. |
| Pieni Kissa | 1'8" | +2d6 | 20lb. | x (1d4) lb. |
| Pulpo | 4'6" | +2d8 | 110lb. | x (1d4) lb. |
| Shellback | 4'10" | +2d6 | 120lb. | x (2d4) lb. |
| Skathári | 7'0" | 2d6 | 200lb. | x (2d4) lb. |
| Slime | 4'4" | +2d10 | 60lb. | x (1d6) lb. |
| Sobki | 5'6" | +2d10 | 160lb. | x (2d4) lb. |
| Tapaya | 4'0" | +2d8 | 130lb. | x (2d4) lb. |
| Tori no Kokumin | 4'0" | +2d8 | 50lb. | x (1d6) lb. |
| Unagi no Kokumin | 11'0" | +1d6' + 2d6" | 170lb. | x (2d4) lb. |
| Usagi no Kokumin | 5'0" | +2d10 | 100lb. | x (2d4) lb. |
| Valkyrja | 5'4" | +2d10 | 100lb. | x (2d4) lb. |
| Vargheist | 5'4" | +2d10 | 130lb. | x (2d4) lb. |
| Vavha Kissa | 5'8" | +2d8 | 130lb. | x (2d4) lb. |
| Yoru no Koukumin | 4'4" | +2d8 | 80lb. | x (1d4) lb. |
| Yuki no Kokumin | 4'6" | +2d8 | 100lb. | x (2d4) lb. |
| Zahif Alsahra' | 4'6" | +2d8 | 90lb. | x (1d6) lb. |

</div>

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\page

## Art Credits

I own no art which is in this compendium, nor is this compendium for sale in any
location. I have endeavored to give credit to the artist for all art used. If I
have made a mistake with an art credit, please contact me at Reddit u/Yui_Mori.

Akekumaneko: Astral-Chan on DeviantArt

Alaya: Paizo Publishing

Altairuzko Jendea: Sdych on DeviantArt

Araneida: Katharine Grunwalk on Pinterest

Azmiri: Paizo Publishing

Awakened Skeleton: Joel Lagerwall on DeviantArt

Awakened Zombie: Zombieland Saga Wiki, Yugiri


Baise: Invincible Conqueror Wiki, Lin Xiaoying

Bardam Zan: Daemons and Deathrays

Cay: moonxels on DeviantArt

Centaur: Monster Musume Wiki, Centorea Shianus

Col Insalari: FFXIV Wiki, White Mage

Cyclops: Monster Musume Wiki, Cyclops

Curie: Wizards of the Coast

Delrani: VeCaPArtist on Twitter

Desoxyn: Paizo Publishing

Doppelganger: akensnest on Twitter

Dragonewt: Monster Musume Wiki, Dragon

Dullahan: iso50 on favpng

Entomo: Pixiv Id 16800437 on zerochan

Eztli: Starlight_Sylph on Twitter

Fidi: Agoto on Art Station

Faun: grub_art on Twitter

Havet: Paizo Publishing

Heise: Invincible Conqueror Wiki, Shi Xiaofei

Hinotori: whispwill on Twitter

Hiryuu Female: Shion on zerochan

Hiryuu Male: Senano on zerochan

Human: Dongho Kang on Art Station

Hwan-Gol-Tae-Tae: Magnus Noren on Art Station

Igneous: Kobold Press

Ika: DeiXIV on Deviant Art

Kavics: Marko-Djurdjevic on DeviantArt

Kedi: Momoco on e-shuushuu

Kissan Ihmiset: Capcom

Kitsune: Nukesnipe on Imgur

Kostebek: Manuel Castañón on Art Station


Kuetspalin: Paizo Publishing

Ku’nal: Monster Girl Encyclopedia, Shoggoth

Langol: Nat Martin on Art Station

Lehelet: bluedotdenizen on reddit

Leprechaun: Bejbi on pngitem

Luchd-dion Nadur: MrPeacewalkerxx on Imgur

Lupus: tachon21 on DeviantArt

Medved’: BryanSyme on DeviantArt

Merfolk: Monster Musume Wiki, Meroune Lorelei

Minotaur: DarkGenesis327 on DeviantArt

Nedves: Misanthropester on DDOCentral

Neko: Momoko on zerochan

Nephilim: yuchenghong on DeviantArt

Nyeri: GianlucaRolli on DeviantArt

Oleum: Rukkits on DeviantArt

Oni: That Time I Got Reincarnated as a Slime Wiki, Benimaru

Partim Daemonium: Hyuckjune Jeon on Art Station

Parvus Diabolus: Sigil: City of Doors NWN2 PW Wiki, Imp

Predator Slime: luviantree on Danbooru

Pulpo: Monster Girl Encyclopedia Wiki, Kraken

Skarthi: Overlord Wiki, Cocytus

Sobki: Beastjager on DeviantArt

Taurus: Riot Games

Tori: Monster Musume Wiki, Harpy

Unagi: Monster Girl Encyclopedia Wiki, Unagi Joro

Usagi: Twitter user Distrbeachboy

Valkyrja: Clarice Bruckman on DoItBeforeMe

Vargheist: SINoALICE Wiki, Snow White

Weilan: Ibuki Satsuki


Yuki: Montser Musume Wiki, Yukio

Zahif Asahra’: Rooster Teeth

Zehong: Asian Beauty, pngkey (no artist listed)

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