The Changeling:
Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals. As a changeling, you have thefollowing racial traits.
Ability Score Increase: Your Dexterity and Charisma scores increase by 1.
Size: Changelings are built much like humans, but a little leaner. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Duplicity: You gain proficiency in the Deception skill.
Shapechanger: As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.
Languages: You can speak, read, and write Common and two other languages of your choice
Born of the elemental turmoil of the godswar, Genasi come in five distinct subraces. Air, Earth, Fire, Water, and Void.
Ability Score Increase: Your Constitution score increases by 2.
Age: Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
Alignment: Independent and self-reliant, genasi tend toward a neutral alignment.
Size: Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed: Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
Subraces:
Air Genasi
As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long. Air genasi
typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Earth Genasi
As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action. Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting
clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.
Ability Score Increase. Your Strength score increases by 1.
Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Fire Genasi
As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it. Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coalblack, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.
Ability Score Increase. Your Intelligence score increases by 1.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
Fire Resistance. You have resistance to fire damage.
Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Water Genasi
The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish. Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or
trickling streams.
Ability Score Increase. Your Wisdom score increases by 1.
Acid Resistance. You have resistance to acid damage.
Amphibious. You can breathe air and water. Swim. You have a swimming speed of 30 feet.
Call to the Wave. You know the shape water cantrip When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Void Genasi
Born from the entropic energy of the Forogtten One, Void Genasi have inherited a corruption from the vacuum. Those touched by the void tend to be impartial towards others, but hedonistic and selfish, taking any advantage and pleasure given to them. Void genasi have dark black, almost jet black, skin, smoky hair that seems to float of its own accord. In some rare cases, runes of black light etch their skin.
Ability Score Increase: Your Dexterity score increases by 1Empty Mind. You have advantage on saving throws against psychic attacks, and you have resistace against psychic damage.
One with Nothing: When you are dealt damage, you can use your reaction to enter the void until the beginning of your next turn. While within the Void, you cannot take any actions and cannot be targeted. At the beginning of your next turn, you return to your position before you entered the Void, or as close to it as possible. Once you use this feature, you cannot use t again until you finish a long rest.
Created from the divine fires of the godswar, the Aasimar are paragons of justice and virtue. Born almost exclusively to priests and priestesses of Sereneth and Aray, they are a newer race, and along with the dragonborn, the genasi, and the tieflings, there is much debate if this is the way the world is going.
Ability Score Increase: Your Wisdom score increases by 1, and your Charisma score increases by 2.
Age: Aasimar mature at the same rate as humans but live a few years longer.
Alignment. Due to their celestial heritage, aasimar are often good. However, some aasimar fall into evil, rejecting their heritage.
Size: Aasimar are built like well-proportioned humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Celestial Legacy. You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Celestial.
Half-Gnoll.
The vicious gnoll, the hyena headed monster of the desert and plains. Through rape, or demonic ritual they have spread their seed into human hosts, the results being the chaotic half-gnoll.
half-gnoll traits
Ability score increase: +2 strength
Alignment: a half-gnoll tends toward chaos and evil though some strive to exemplify the opposite traits
Size: half-gnolls are relatively the same size as humans if not a little differently proportioned, your size is medium
Speed: Your base walking speed is 30 feet
Darkvision: your gnoll heritage grants you 60 feet of darkvision, you see in dim light as if it is normal light and darkness as if it is dim light. in darkness you cannot dicern color
Languages: you can speak common and gnoll, gnoll is a guttural language with varied barks and noises, it is written in dwarvish script
Half-gnoll sub-races
Pack Lord Heritage
You are descended from a gnoll chieftain, this gives you increased endurance and more command in battle
Ability Score Increase: +1 constitution
You gain proficiency with martial weapons.
Fang of Yugoth Heritage
You are decended from a Chosen of Yugoth, this gives you better ability to commune with others and grants you some magical prowess
Ability Score Increase: +1 charisma
Yugoth's blessing: Yugoth's blessing on you grants one warlock cantrip of your choice,
charisma is your spellcasting ability for it.
Warforged:
Warforged Traits
Built for the job.
Ability Score Increase. Your Strength and Constitution scores increase by +1. As a Warforged, you were created for hardiness and the ability to work.
Age. A Warforged is built complete and considered fully developed after construction, therefore are built to last. The maximum age for a Warforged has not yet been determined; it depends mostly on the Warforged's lifestyle and exposure to risk.
Alignment. As constructs, Warforged are usually neutral, however they may tend towards the alignments of their creators.
Size. An average Warforged stands between 5'-6' and weigh between 225-350 lbs. Your size is medium.
Speed. Your base walking speed is 30 feet.
Living Construct. You are a Construct. In addition, you are immune to poison, sleep, fear, and disease effects. You have resistance to piercing damage. You have resistance to slashing unless the roll is a critical, hitting the wood fibers of your muscle, then you take the full critical damage. You are weak to lightning, and fire damage. You do not need to eat, sleep, or breathe, and cannot gain the magical effects from consumables, or recover HP from potions. As a Warforged you receive only 1/2 HP from recovery dice during a short or long rest and the effects of healing spells, unless a spell effect details otherwise.
Artificial Anatomy. As a Warforged you gain advantage on all death saving throws. A warforged can recover hit points through repairs using a 'Warforged repair kit', which is a set of artisans tools that are specifically designed for this purpose. The amount of HP recovered from 8 hours of work is equal to the hit points that would be gained from a long rest. The following tools may be used instead of a full Warforged repair kit at 1/2 efficiency: Jewelers, Masons, Smiths, or Tinkers tools. All Warforged's are proficient in the use of a Warforged repair kit. Work with your DM to determine the cost of Warforged repair kits, number of maximum uses, and where to find / purchase them (and cost).
Power Down. As a Warforged you go into an inert state every day at your choice. Your Warforged gains the benefits, except for restored HP, of a long rest after 4 hours of this. The time taken for repairs does not count toward this rest.
Forged for War. As a Warforged, your body is covered in a composite plating that makes you inherently armored. This plating takes the place of armor and thus cannot be worn with armor. Because of this trait, your Warforged body can be enchanted as armor. You can choose to remove your plating, or to have been constructed without it, which removes the AC bonus but frees the armor slot. The statistics including weight for your natural armor is determined by your subrace.
Languages. You can speak, read and write Common and One language based on your creator's origin
Ability Score Increase. Your Strength and Constitution scores increase by +1. As a Warforged, you were created for hardiness and the ability to work.
Age. A Warforged is built complete and considered fully developed after construction, therefore are built to last. The maximum age for a Warforged has not yet been determined; it depends mostly on the Warforged's lifestyle and exposure to risk.
Alignment. As constructs, Warforged are usually neutral, however they may tend towards the alignments of their creators.
Size. An average Warforged stands between 5'-6' and weigh between 225-350 lbs. Your size is medium.
Speed. Your base walking speed is 30 feet.
Living Construct. You are a Construct. In addition, you are immune to poison, sleep, fear, and disease effects. You have resistance to piercing damage. You have resistance to slashing unless the roll is a critical, hitting the wood fibers of your muscle, then you take the full critical damage. You are weak to lightning, and fire damage. You do not need to eat, sleep, or breathe, and cannot gain the magical effects from consumables, or recover HP from potions. As a Warforged you receive only 1/2 HP from recovery dice during a short or long rest and the effects of healing spells, unless a spell effect details otherwise.
Artificial Anatomy. As a Warforged you gain advantage on all death saving throws. A warforged can recover hit points through repairs using a 'Warforged repair kit', which is a set of artisans tools that are specifically designed for this purpose. The amount of HP recovered from 8 hours of work is equal to the hit points that would be gained from a long rest. The following tools may be used instead of a full Warforged repair kit at 1/2 efficiency: Jewelers, Masons, Smiths, or Tinkers tools. All Warforged's are proficient in the use of a Warforged repair kit. Work with your DM to determine the cost of Warforged repair kits, number of maximum uses, and where to find / purchase them (and cost).
Power Down. As a Warforged you go into an inert state every day at your choice. Your Warforged gains the benefits, except for restored HP, of a long rest after 4 hours of this. The time taken for repairs does not count toward this rest.
Forged for War. As a Warforged, your body is covered in a composite plating that makes you inherently armored. This plating takes the place of armor and thus cannot be worn with armor. Because of this trait, your Warforged body can be enchanted as armor. You can choose to remove your plating, or to have been constructed without it, which removes the AC bonus but frees the armor slot. The statistics including weight for your natural armor is determined by your subrace.
Languages. You can speak, read and write Common and One language based on your creator's origin
Warforged Sub Races
Warforged Battle Caster
Ability Score Increase. Your intelligence score increases by +1, Constitution score increased by +1.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Spell Safe Armor. A Battle Caster's natural AC is 13 plus your Dexterity modifier. In addition, you have advantage on the first spell saving throw you make during each combat.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Spell Safe Armor. A Battle Caster's natural AC is 13 plus your Dexterity modifier. In addition, you have advantage on the first spell saving throw you make during each combat.
Warforged Scout
Ability Score Increase. Your Dexterity score increases by +1, Constitution score increased by +1.
Fleet of Foot. You were built for speed and mobility over raw power; your base speed is 35ft.
Light Frame. A Warforged scout's AC is 13 plus your Dexterity modifier.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fleet of Foot. You were built for speed and mobility over raw power; your base speed is 35ft.
Light Frame. A Warforged scout's AC is 13 plus your Dexterity modifier.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Warforged Juggernaut
Ability Score Increase. Your Strength score increases by +1, Constitution score increased by +1.
Stability of Mountains. A Warforged juggernaut has advantage on saving throws against physical effects to push, pull, or knock it prone.
Heavy Plating. A Warforged Juggernaut's AC is 18. This plating is treated as heavy armor and you become proficient with heavy armor. Because of your heavy armor, you have disadvantage on all Dexterity (Stealth) checks. You do not add your Dexterity modifier to your Armor Class, but you are not penalized if your Dexterity modifier is negative.
Stability of Mountains. A Warforged juggernaut has advantage on saving throws against physical effects to push, pull, or knock it prone.
Heavy Plating. A Warforged Juggernaut's AC is 18. This plating is treated as heavy armor and you become proficient with heavy armor. Because of your heavy armor, you have disadvantage on all Dexterity (Stealth) checks. You do not add your Dexterity modifier to your Armor Class, but you are not penalized if your Dexterity modifier is negative.