HB CompendiumofRaces
HB CompendiumofRaces
HB CompendiumofRaces
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.
```
```
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.
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.
\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>
\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' />
\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.
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.
***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.
***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.
***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' />
\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.
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.
Your Alf character shares a number of traits with all other Alfs.
***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.
***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 have no naming system of their own, and will use the names of the culture
they live in.
Your Alloy character has a number of traits in common with all other Alloy.
***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.
***Size.*** Alloy are relatively massive in size, typically standing between 6 and
7 feet tall. Your size is Medium.
***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.
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.
***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' />
\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.
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.
Your Antediluvian character has a number of traits in common with all other
Antediluvians.
***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.
***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.
***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 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.
***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 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.
***Seeker of the Void.*** Umbral Antediluvians are intimately intertwined with the
void between worlds. You have resistance to necrotic damage.
<img
src='https://cdn.discordapp.com/attachments/512385072729554957/723761980103589948/
Antediluvian_1_Edit.png'
style='position:absolute;bottom:40px;left:540px;width:230px' />
\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.
___
* **Male Names:** Akakios, Erotas, Nikos, Stavros, Zaharias.
* **Female Names:** Antigone, Irini, Lia, Nomiki, Sappho.
* **Surnames:** Castellanelis, Glaridius, Markides, Politidis, Zurlidis.
Your Aráchni character has a number of traits in common with all other Aráchni.
***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.
***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.
***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.
***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' />
\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.
***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.
#### 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.
***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' />
\page
## Araiguma no Kokumin
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.
Your Araiguma no Kokumin character shrares a number of traits with all other
Araiguma no Kokumin.
***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.
***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.
***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.
***Natural Climber.*** Araiguma no Kokumin can are skilled at climbing both trees
and buildings. You have a climbing speed of 30 feet.
***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' />
\page
## Awakened Doll
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.
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.
***Size.*** Awakened Dolls can be constructed to look like most races. Your size is
based off of this race.
***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.
* 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' />
\page
## Awakened Machine
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.
Your Awakened Machine character shares a number of traits with all other Awakened
Machines.
***Age.*** Awakened Machines do not age, maintaining the maturity they were created
with, and therefore do not die of old age.
***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.
***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.
* 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.
***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' />
\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 Skeletons often use the name they had in life, although some may choose to
change their name in death.
Your Awakened Skeleton character has a number of traits in common with all other
Awakened Skeltetons.
***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' />
\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 Zombies often use the name they had in life, although some may choose to
change their name in death.
Your Awakened Zombie character has a number of traits in common with all other
Awakened Zombies.
***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.
***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' />
\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.
___
* **Male Names:** Chivo, Homoeus, Neles, Varias, Zidnanes.
* **Female Names:** Chrezore, Despa, Nirrela, Rixurde, Xiva.
Your Azmiri character has a number of traits in common with all Azmiri.
***Age.*** Azmiri mature around age 20 and typically live for around 400 years.
***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.
***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.
***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.
#### 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.
***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' />
\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 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.
Your Báisè character has a number of traits it shares with all other Báisè.
***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.
***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' />
\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.
___
* **Male Names:** Arsi, Chulgetei, Ked-Buqa, Tayang, Xangai.
* **Female Names:** Altani, Cota, Ergene, Odval, Sechen.
Your Bardam Zan character has a number of traits it shares with all other Bardam
Zan.
***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.
***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.
***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' />
\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.
___
* **Male Names:** Adam, Edwarde, Gerard, Joseph, Roger.
* **Female Names:** Ann, Cicely, Helen, Lucy, Priscilla.
* **Surnames:** Crane, Holt, Pecke, Ramsey, Wiseman.
Your Centaur character has a number of traits in common with all other Centaur.
***Size.*** Centaurs stand fairly tall due to their horse body, they are typically
6 feet to 7 feet tall. Your size is Medium.
***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' />
\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.
Chimeras can be born into almost any culture, and make use of that culture’s names.
Your Chimera character shares a number of traits with all other Chimera.
***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.
***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.
***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' />
\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.
***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.
***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.
***Mountain Born.*** You have resistance to cold damage. Additionally, you ignore
the effects of extreme altitude.
***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.
***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' />
\page
## 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 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.
Your Çöl İnsanları character shares a number of traits with all other Çöl
İnsanları.
***Age.*** Çöl İnsanları mature by age 18 and tend to live for less than a century.
***Size.*** Çöl İnsanları range from just around 2 and a half feet tall to just
over 3 feet tall. Your size is Small.
***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
***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'
/>
\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 have no home of their own, and often live within other cultures, making use
of their naming system.
Your Cyclops character has a number of traits in common with all other Cyclops.
***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.
***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' />
\page
## 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.
___
* **Male Names:** Amico, Candido, Iginio, Quirino, Zena.
* **Female Names:** Carina, Emilia, Norina, Palmira, Silvana.
* **Surnames:** Astorino, Brogna, Marcellino, Romito Scardino.
Your Delrani character shares a number of traits with all other Delrani.
***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.
***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' />
\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 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.
Your Déntro charcter shares a number of traits with all other Déntro.
***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.
***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.
***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.
***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' />
\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.
___
* **Male Names:** Ashwin, Ekaraj, Milan, Rishik, Veekshan.
* **Female Names:** Basabi, Divija, Madira, Tasha, Zohra.
* **Surnames:** Aari, Chikka, Instala, Maruvada, Veluri.
Your Deva character shares a number of traits with all other Deva.
***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.
***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' />
\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.
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.
Your Doppelganger character has a number of traits in common with all other
Doppelgangers.
***Age.*** Doppelgangers mature by age 20, although their true lifespan is unknown,
as no one has ever witnessed one die of old age.
***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.
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.
***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'
/>
\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.
___
* **Male Names:** Balcrath, Dralin, Faervull, Vorxan, Zorfras.
* **Female Names:** Bidrish, Fenxora, Loracys, Qivys, Rashimeila.
* **Surnames:** Carned, Gombun, Kapesh, Thiankuar, Yommerenduath.
Your Dragonewt character has a number of traits in common with all other Dragonewt.
***Age.*** Dragonewts mature around age 20, and live for around 400 years.
***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.
***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.
```
```
***Ancestral Tendency.*** Your heritage grants you boons from the common lairs and
habits of your draconic ancestors.
<img
src='https://cdn.discordapp.com/attachments/585749690965032960/719127074388049991/
Dragonewt_Ryujin_Edit.png'
style='position:absolute;bottom:30px;left:505px;width:250px' />
\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.
***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.
<img
src='https://cdn.discordapp.com/attachments/585749690965032960/709349749756657745/
Dragonewt.png' style='position:absolute;bottom:35px;left:305px;width:500px' />
\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.
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.
Your Dryad character has a number of traits in common with all other Dryads.
***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.
***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.
***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.
***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' />
## 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.
Dullahans have no naming system of their own, and will use the names of the culture
they live in.
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.
***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' />
\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.
___
* **Male Names:** Alexios, Emilios, Haris, Mathaios, Prokopis.
* **Female Names:** Athena, Emilia, Pinelope, Sofia, Thalia.
* **Surnames:** Lambrellis, Milatos, Petroglou, Sallas, Zografalli.
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.
***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.
***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' />
\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
___
* **Male Names:** Akakios, Erotas, Nikos, Stavros, Zaharias.
* **Female Names:** Antigone, Irini, Lia, Nomiki, Sappho.
* **Surnames:** Castellanelis, Glaridius, Markides, Politidis, Zurlidis.
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.
***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.
***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.
___
* **Male Names:** Coacotzin, Ixtli, Necacatl, Quiauhnolli, Xinya.
* **Female Names:** Azcalxochitzin, Cuicatl, Ixtzin, Mazatl, Uetzia.
Your Eztli character shares a number of traits with all other Eztli.
***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.
***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.
***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' />
\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.
Your Faun character has a number of traits in common with all other Faun.
***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.
***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.
***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.
***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' />
\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.
Your Feyfolk character shares a number of traits with all other Feyfolk.
***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
***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.
***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.
***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' />
\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.
___
* **Male Names:** Byr, Cialx, Gerk, Slagsets, Wehkaact.
* **Female Names:** Bhilx, Klegbink, Oglatha, Qamzessea, Swiebanx.
Your Havět’ character shares a number of traits with all other Havět’.
***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.
***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.
***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.
***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' />
\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.
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.
Your Hebi no Kokumin character shares a number of traits with all other Hebi no
Kokumin.
***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.
***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.
***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' />
\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.
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.
Your Hēisè charcter shares a number of traits with all other Hēisè.
***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.
***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' />
## 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.
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.
Your Hinotori no Kokumin character shares a number of traits with all other
Hinotori no Kokumin.
***Age.*** Hinotori mature by age 18 and tend to live for around 250 years.
***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.
***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.
***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' />
\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.
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.
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.
***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.
***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.
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.
***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' />
\page
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.
<img
src='https://cdn.discordapp.com/attachments/585749690965032960/718718926208368650/
Hiryuu_Male_1_Edit.png'
style='position:absolute;bottom:20px;left:300px;width:490px' />
\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.
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.
Your Hitokage no Kokumin character shares a number of traits with all other
Hitokage no Kokumin.
***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.
***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.
***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' />
\page
## Homunculus
Homunculi are often given names by their creator that match their own race,
although some are named for their purpose.
***Age.*** Homunculi do not age, maintaining the maturity they were created with,
and therefore do not die of old age.
***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.
***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'
/>
\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.
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.
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.
***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.
***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.
<img
src='https://cdn.discordapp.com/attachments/585749690965032960/691804729830932551/
Human_1_Edit.png' style='position:absolute;bottom:20px;left:435px;width:390px' />
\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.
***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.
***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' />
\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
___
* **Male Names:** ‘Alaneo, Ka’eo, Loe, Malu, Nu’uanu.
* **Female Names:** ‘Ailani, Hali’imaile, Kapule, Maka, Wainani.
* **Surnames:** Alana, Edena, Hina, Liko, Nana.
Your Ika character shares a number of traits with all other Ika.
***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.
***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' />
\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.
___
* **Male Names:** Arbogasto, Ezkati, Iraitz, Laureano, Pitagoras.
* **Female Names:** Atalanta, Karemele, Jone, Leza, Usune.
* **Surnames:** Arizola, Bisquey, Garbi, Vizcargoenaga, Zubiarte.
Your Indartsua Iratxo character has a number of traits in common with all other
Indartsua Iratxo.
***Age.*** Indartsua Iratxo mature by age 18 and live for around a century.
***Size.*** Indartsua Iratxo are about the same size as humans, ranging from about
5 to over 6 feet tall. Your size is Medium.
***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.
***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' />
\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.
___
* **Male Names:** Arbogasto, Ezkati, Iraitz, Laureano, Pitagoras.
* **Female Names:** Atalanta, Karemele, Jone, Leza, Usune.
* **Surnames:** Arizola, Bisquey, Garbi, Vizcargoenaga, Zubiarte.
Your Iratxo character has a number of traits in common with all other Iratxo.
***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.
***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.
***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.
*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.
#### 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.
***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 have no naming system of their own, and will use the names of the culture
they live in.
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.
***Born of Rock.*** Jewel are composed mostly of stone, and have no biological
components. This grants you several boons over those composed of flesh.
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.
```
```
***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' />
\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.
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.
Your Kavics character shares a number of traits with all other Kavics.
***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.
***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' />
\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.
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.
Your Kawazu no Kokumin character shares a number of traits with all other Kawazu no
Kokumin.
***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.
***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.
***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' />
\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.
Your Kedi character shares a number of traits with all other Kedi.
***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.
***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.
***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' />
\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.
***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.
***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.
***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' />
\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.
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.
Your Kitsune no Kokumin character shares a number of traits with all other Kitsune
no Kokumin.
***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.
***Size.*** Kitsune no Kokumin tend to be very short, ranging from around 4 feet to
just over 5 feet tall. Your size is Medium.
***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.
***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' />
\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.
___
* **Male Names:** Aksit, Elci, Ozker, Taha, Yalim.
* **Female Names:** Asli, Bati, Nuray, Oylum, Yasemin.
* **Surnames:** Bahadir, Kaba, Metin, Pocan, Sezgin.
Your Köstebek character shares a number of traits with all other Köstebek.
***Size.*** Köstebek are short statured, typically standing between 4 and 5 feet.
Your size is Medium.
***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.
***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.
***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' />
\page
## 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.
___
* **Male Names:** Akakios, Erotas, Nikos, Stavros, Zaharias.
* **Female Names:** Antigone, Irini, Lia, Nomiki, Sappho.
* **Surnames:** Castellanelis, Glaridius, Markides, Politidis, Zurlidis.
***Age.*** Kounoúpi mature by age 20, and live for about 400 years.
***Size.*** Kounoúpi tend to be shorter than humans, ranging from about 4 to 5 and
a half feet tall. Your size is Medium.
***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' />
\page
## 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.
___
* **Male Names:** Cipac, Ichli, Nochehuatl, Teinoch, Xiomina.
* **Female Names:** Atl, Ixtli, Nenetl, Quauhzoc, Zuma.
Your Kuetspalin character shares a number of traits with all other Kuetspalin.
***Alignment.*** Kuetspalin are often part of nomadic tribes, leading them to lean
towards chaos. Kuetspalin do not inherently lean toward either good or evil.
***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.
#### 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.
***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.
<img
src='https://cdn.discordapp.com/attachments/585749690965032960/690990958938161212/
Kuetspalin_1_Edit.png' style='position:absolute;bottom:20px;left:440px;width:390px'
/>
\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.
___
* **Male Names:** Calros, Filrith, Ryld, Toloton, Urlor.
* **Female Names:** Akoraste, Elvanriina, Imlass, Trial, Xullrae.
* **Surnames:** Abbylan, Eilsep, Killyl, Tlin’ith, Zauviir.
***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.
***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.
***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' />
\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.
___
* **Male Names:** Alexios, Emilios, Haris, Mathaios, Prokopis.
* **Female Names:** Athena, Emilia, Pinelope, Sofia, Thalia.
* **Surnames:** Lambrellis, Milatos, Petroglou, Sallas, Zografalli.
Your Lamia character shares a number of traits with all other Lamia.
***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.
***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 .
***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' />
\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.
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.
Your Lángol character shares a number of traits with all other Lángol.
***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.
***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.
***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' />
\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.
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.
Your Lehelet character shares a number of traits with all other Lehelet.
***Age.*** Lehelet reach maturity around age 18 and live for about 130 years.
***Size.*** Lehelet are a decent amount taller than humans, ranging from just under
6 feet to 7 feet tall. Your size is Medium.
***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' />
\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.
___
* **Male Names:** Hugo, Levi, Rory, Shay, Tom.
* **Female Names:** Alice, Lily, Phoebe, Rosie, Tessa.
* **Surnames:** Cormick, Griffith, Lennon, O’Duff, Whelan.
Your Leprechaun character shares a number of traits with all other Leprechauns.
***Age.*** Leprechauns mature by age 20 and tend to live for around 500 years.
***Size.*** Leprechauns typically stand between 2 and a half to 3 and a half feet
tall. Your size is Small.
***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.
***Nimbleness.*** You can move through the space of any creature that is of a size
larger than yours.
***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' />
\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.
___
* **Male Names:** Aindreas, Cormac, Frangan, Horas, Torcull.
* **Female Names:** Ailis, Bearnas, Caitlin, Lili, Una.
* **Surnames:** Creag, Dalais, Greumach, MacSuain, Sùdrach.
Your Luchd-dìon Nàdur character shares a number of traits with all other Luchd-dìon
Nàdur.
***Age.*** Luchd-dìon Nàdur mature around age 20 and live for about 300 years.
***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.
***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.
***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' />
\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.
***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.
***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.
***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' />
\page
## 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.
___
* **Male Names:** Alanus, Demipho, Firminus, Phygia, Saturio.
* **Female Names:** Cosconia, Isidora, Lucia, Olcinia, Theodora.
* **Surnames:** Arruntius, Balduinus, Iacomus, Terenteius, Ventor.
Your Lupus character shares a number of traits with all other Lupus.
***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.
***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.
***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' />
\page
## Medved'
Medved’ appear as hulking bipedal bears. Their exact appearance varies a great deal
depending on the subrace.
___
* **Male Names:** Borislav, Dragi, Miros, Strahil, Zelik.
* **Female Names:** Alina, Dragoslava, Mila, Tanya, Yaroslava.
* **Surnames:** Bogdan, Chernov, Lededev, Nikolic, Slovatzky.
Your Medved' character shares a number of traits with all other Medved'.
***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.
***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.
***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.
***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.
***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' />
\page
## 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.
___
* **Male Names:** Akakios, Erotas, Nikos, Stavros, Zaharias.
* **Female Names:** Antigone, Irini, Lia, Nomiki, Sappho.
* **Surnames:** Castellanelis, Glaridius, Markides, Politidis, Zurlidis.
Your Mélissa character has a number of traits in common with all other Mélissa.
***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.
***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.
***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' />
\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.
___
* **Male Names:** Alexios, Emilios, Haris, Mathaios, Prokopis.
* **Female Names:** Athena, Emilia, Pinelope, Sofia, Thalia.
* **Surnames:** Lambrellis, Milatos, Petroglou, Sallas, Zografalli.
Your Melusine character has a number of traits in common with all other Melusine.
***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.
***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' />
\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.
___
* **Male Names:** Antoine, Constantin, Gaylord, Laurent, Phil.
* **Female Names:** Bernadette, Isabelle, Marie, Roxane, Simonne.
* **Surnames:** Aveline, Dubois, Héroux, Saunier, Veil.
Your Merfolk character has a number of traits in common with all other Merfolk.
***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.
***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.
***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 generally closer resemble tropical fish. Their scales and hair tend to
be brighter colors, with pinks and blues being very common.
***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.
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' />
\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.
___
* **Male Names:** Abraham, Ferran, Leo, Mateo, Samuel.
* **Female Names:** Ariadna, Cristina, Lina, Silvia, Veronica.
* **Surnames:** Aisa. Ferrer, Hidalgo, Madrid, Rivera.
Your Minotaur character has a number of traits in common with all other Minotaur.
***Age.*** Minotaurs mature by age 20, and live for around 400 years.
***Size.*** Minotaurs often have towering frames, ranging from over 6 feet to about
8 feet tall. Your size is Medium.
***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.
***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' />
\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 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.
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.
***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.
***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' />
\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.
___
* **Male Names:** Alex, Jakab, Martin, Norbert, Rudolf.
* **Female Names:** Beatrix, Daniella, Kata, Liliána, Veronika.
* **Surnames:** Barna, Fekete, Miksa, Somogyi, Vass.
Your Nedves character shares a number of traits with all other Nedves.
***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.
***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' />
\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.
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.
Your Neko no Kokumin character shares a number of traits with all other Neko no
Kokumin.
***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.
***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.
***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.
<img
src='https://cdn.discordapp.com/attachments/585749690965032960/686461410557165588/
Neko_Edit.png' style='position:absolute;bottom:50px;left:440px;width:340px' />
\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.
___
* **Male Names:** Adrius, Citro, Erotium, Felicius, Sycophanta.
* **Female Names:** Avidia, Lucia, Maria, Petra, Verginia.
* **Surnames:** Ancus, Geta, Ivmarus, Narcissus, Sita.
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.
***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' />
\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.
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.
Your Nezumi no Kokumin character shares a number of traits with all other Nezumi no
Kokumin.
***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.
***Size.*** Nezumi no Kokumin are fairly short, ranging from around 3 to 4 feet
tall. Your size is Small.
***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.
***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' />
\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.
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.
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.
***Size.*** Nibelung are relatively short and stout, ranging from around 4 feet to
a little over 5 feet tall. Your size is Medium.
***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.
***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' />
\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.
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.
Your Okami no Kokumin character has a number of traits in common with all other
Okami no Kokumin.
***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.
***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' />
\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.
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.
Your Oni no Kokumin character has a number of traits in common with all other Oni
no Kokumin.
***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.
***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' />
\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.
___
* **Male Names:**
* **Female Names:**
* **Surnames:**
Your Orc character has a number of traits it shares with all other Orcs.
***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.
***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.
***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' />
\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.
___
* **Male Names:** Calidorus, Demiphones, Harpax, Stadius, Virgo.
* **Female Names:** Auria, Aurelia, Lollia, Nepia, Vesuvia.
* **Surnames:** Cico, Eugenus, Petri, Quintilius, Senna.
Your Partim Daemonium character shares a number of traits with all other Partim
Daemonium.
***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.
***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.
***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.
***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' />
\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.
___
* **Male Names:** Calidorus, Demiphones, Harpax, Stadius, Virgo.
* **Female Names:** Auria, Aurelia, Lollia, Nepia, Vesuvia.
* **Surnames:** Cico, Eugenus, Petri, Quintilius, Senna.
Your Parvus Diabolus character shares a number of traits with all other Parvus
Diabolus.
***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.
***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.
***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' />
\page
## 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.
___
* **Male Names:** Erkki, Kari, Klaus, Tatu, Valde.
* **Female Names:** Alisa, Elina, Riitta, Siiri, Unelma.
* **Surnames:** Arola, Laine, Siimes, Talo, Vesa.
Your Pieni Kissa character shares a number of traits with all other Pieni Kissa.
***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.
***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' />
\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.
___
* **Male Names:** Alvaro, Emiliano, Juan, Luis, Orlando.
* **Female Names:** Andrea, Elizabeth, Maria, Romina, Valerie.
* **Surnames:** Atenas, Cavallaría, Fraga, Montenegro, Ros.
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.
***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' />
\page
## 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.
Shellbacks often make use of the names of the culture they are living within.
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.
***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' />
\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
___
* **Male Names:** Akakios, Erotas, Nikos, Stavros, Zaharias.
* **Female Names:** Antigone, Irini, Lia, Nomiki, Sappho.
* **Surnames:** Castellanelis, Glaridius, Markides, Politidis, Zurlidis.
Your Skathári character has a number of traits in common with all other Skathári.
***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.
***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' />
\page
## Slime
Slimes have no naming system of their own, and will use the names of the culture
they live in.
Your Slime character shares a number of traits wtih all other Slimes.
***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.
***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.
***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 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.
***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' />
\page
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.
***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 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.
***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' />
\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.
___
* **Male Names:** Apap, Chuma, Nehara, Sebak, Unsu.
* **Female Names:** Apu, Ebony, Kesi, Masika, Suma.
Your Sobki character shares a number of traits with all other Sobki.
***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.
***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.
***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' />
\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.
___
* **Male Names:**
* **Female Names:**
* **Surnames:**
Your Tapaya character shares a number of traits with all other Tapaya.
***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.
***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.
***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.
***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' />
\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.
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.
Your Tori no Kokumin character has a number of traits in common with all other Tori
no Kokumin.
***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.
***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.
***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' />
\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.
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.
Your Unagi no Kokumin character has a number of traits in common with all other
Unagi no Kokumin.
***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.
***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' />
\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.
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.
Your Usagi no Kokumin character shares a number of traits with all other Usagi no
Kokumin.
***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.
***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.
***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' />
\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.
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.
Your Valkyrja character shares a number of traits with all other Valkyrja.
***Age.*** Valkyrja mature by age 20 and tend to live for around 400 years.
***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.
***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' />
\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.
Your Vargheist character shares a number of traits with all other Vargheist.
***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.
***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' />
\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.
___
* **Male Names:** Erkki, Kari, Klaus, Tatu, Valde.
* **Female Names:** Alisa, Elina, Riitta, Siiri, Unelma.
* **Surnames:** Arola, Laine, Siimes, Talo, Vesa.
Your Wèilán character shares a number of traits with all other Wèilán.
***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.
***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' />
\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.
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.
Your Wèilán character shares a number of traits with all other Wèilán.
***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' />
\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.
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.
Your Yoru no Kokumin character has a number of traits in common with all other Yoru
no Kokumin.
***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.
***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.
***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.
***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' />
\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.
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.
Your Yuki no Kokumin character has a number of traits in common with all other Yuki
no Kokumin.
***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.
***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.
***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' />
\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.
___
* **Male Names:** Ekin, Farlas, Malek, Naim, Vala.
* **Female Names:** Adalet, Elika, Jala, Sheeva, Yosun.
* **Surnames:** Ahmadani, Jafari, Lakhani, Shar, Umrani.
Your Zahif Alsahra' character shares a number of traits with all other Zahif
Alsahra'.
***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.
***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.
***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.
***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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## 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.
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.
Your Zhūhóng character shares a number of traits with all other Zhūhóng.
***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.
***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' />
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<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>
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<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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## 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.