0% found this document useful (0 votes)
50 views22 pages

Elvish Races in D&D: Traits & Lore

This document provides information on an elf race for a roleplaying game, including a quote, common traits, names, traits, and subraces. It describes elven society and history. The main traits give abilities like darkvision and trance. Subraces include sun elves with fire magic, wood elves with intelligence and air magic, sea elves with constitution and water breathing, and merrow and blood elves with additional adaptations.

Uploaded by

Joe Squeely
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
50 views22 pages

Elvish Races in D&D: Traits & Lore

This document provides information on an elf race for a roleplaying game, including a quote, common traits, names, traits, and subraces. It describes elven society and history. The main traits give abilities like darkvision and trance. Subraces include sun elves with fire magic, wood elves with intelligence and air magic, sea elves with constitution and water breathing, and merrow and blood elves with additional adaptations.

Uploaded by

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

[Race Name]

“[Quote from a Book]"

—[Author], [title of book]

Common Traits of the Race

Racial Flavor 1-4


Paragraphs Describing the race in Depth

How the Race views other races (for common races)


General text about how the race interacts with other races.
Dwarves. “Quote”
Elves. “Quote”
Halflings. “Quote”
Humans. “Quote”

[Race Name] Names


Flavor text
Male Names: 
Female Names: 
Clan Names: 

[Race Name] Traits


Your [race name] character has a(n) _______ of ______ abilities, due to their nature.
Ability Score Increase. Your ______ score increases by 2 [Without Subraces: and your
_____ score increases by 1].
Age. Maturation, Life Expectancy.
Alignment. Alignment tendency or lack thereof.
Size. Height and Weight. Your size is _____(usually medium).
Speed. Your base walking speed is __ feet. (Other movement information)
Nonstandard Trait name. Description of trait.
Languages. You can speak, read, and write Common and ______.
Subrace. Two main subraces of [race name] populate the worlds of D&D: ______ and
______. Choose one of these subraces.

Subrace 1
Flavor text and campaign setting references.
Ability Score Increase. Your _____ score increases by 1.
Nonstandard Trait name. Description of trait.

Subrace 2
Flavor text and campaign setting references.
Ability Score Increase. Your _____ score increases by 1.
Nonstandard Trait name. Description of trait.

Elves
“[Quote from a Book]"

—[Author], [title of book]

Common Traits of the Race

The First Race


Elves came into being at the dawn of time along with the beasts and the primal gods. For an
age they lived in tranquil peace until the Age of Dragons where the world was ravaged by
these manifestations of Elemental Chaos. At the end of this age the dragons were sealed away
in the newly divided elemental planes, dividing the elemental chaos from which the elves
drew their souls power, and forever dividing their people into those that draw their energy
from fire, water, earth, and air.
For the elves, a central quandary of existence is the dichotomy between the civilized
and the bestial. In death an elvish soul usually returns to the elemental plane from which it
drew its power in life, adding its mana back into the pool for new life to spring. The soul of
the civilized and enlightened will travel into the Dreamtime, a plane created after the age of
dragons to house those souls to whom enlightenment came through suffering. For those who
choose to obey their animal nature, and pay no need to the voice of consciousness, or worse
yet use their consciousness to pervert the natural order, the Nightmare Realm is their souls
destination.
Now, in the 9th Era, the elvish races live in the shadows of their former glory, with
few true elvish cities still standing after many ages. Most live amongst the other races, though
many small elvish communities do still exist, favouring the seclusion favoured by their long
lives, slow reproduction, and the dangerous wilds.

[Race Name] Names


Flavor text
Male Names: 
Female Names: 
Clan Names: 

Elvish Traits
Ability Score Increase. Your Dexterity score increases by 2.
Age. Elves reach adolescent at the age of 33 and become adults by 40. On average an elf will
live about 200 years, though, depending on the strength of soul, an elf can live for many
thousands of years; such individuals will typically ascend of demi-god status rather than pass
away.
Alignment. Most elves are chaotic by their nature, tending towards their animalistic instincts.
However, in many cultures to give way to their animal side is considered an evil taboo that
will lead to the degradation of their soul. Regardless, even these elves prefer to respond to
each instance uniquely based on subjective or aesthetic criteria rather than codes of law.
Size. A newly matured elf stands between 4-5ft tall, but can grow up to 7ft with advanced age
and typically weight  130‒170 lb (59‒77 kg). Lean and thin, with long arms and fingers, large
eyes, and pointed ears. Your size is medium.
Speed. Your base walking speed is 30 feet.

Darkvision: Accustomed to twilit forests and the night sky, 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.

Keen Senses: You have proficiency in the Perception skill.

Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic


can’t put you to sleep.

Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious,


for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating,
you can dream after a fashion; such dreams are actually mental exercises that have become
reflexive through years of practice. After Resting in this way, you gain the same benefit that a
human does from 8 hours of sleep.
Languages. You can speak, read, and write Common and Elvish.
Subrace. There are many subraces of elves in Discus. Choose one.

Sun Elves
The race of elves that draw their energy from the Plane of Fire. These elves value
Consciousness above all else; seeking mastery of the self as a path to all things. Rising to
prominence at the close of the 3rd Era they grew in influence and prestige to possess a mighty
empire, held together through justice and tolerance, that lasted many Ages. Now the empire
and its cities lie in ruin having been sacrificed by the citizens for the good of all elven kind.
The communities of Sun Elves are typically monastic. They are pitch black of skin, white of
hair, with eyes of red, orange, yellow, gold, or blue.
Ability Score Increase. Your Wisdom score increases by 2.
Fire Elves. You know the cantrip Control Flames.
Wood Elves
Since the 2nd Era the elves that would become the Wood Elves have lived in the shelter of the
World Tree and are the last great elvish civilization on antiquity. Only once has their city
fallen, and it was to the internal rot of hedonism and apathy of the 3rd Era. Since then these
ingenious and creative crafts people have been at the forefront of the arts and magical
sciences of the world. With a strong focus on tradition and the past these elves have spread to
the many forests and jungles of the world. They are pale of skin, with reddish hair, and eyes
of green or brown.
Ability Score Increase. Your Intellect score increases by 1.
Air Elves. Starting at 1st level you can innately cast Mending. At 3rd level you can cast Gust
of Wind; and at 5th level you can Cast Fly: each once a day using Int as the Spell Casting
Modifier.

Sea Elves
Since the 4rd Era the sea elves have lived a maritime existence at the port towns of the other
races of the world. They are usually travellers and sea gypsies with excellent knowledge of
the wider world. They possess precognitive powers of divination, yet are usually distrustful
of their accuracy due to strong cultural trauma resulting from their first and only empire
during the 3rd Era treating crimes foreseen in Divination as a crime already committed. They
are blue of skin, with green hair, and white eyed.
Ability Score Increase. Your Constitution score increases by 1.
Water Elves. You may swim at the same speed you run and may hold your breath
indefinitely.
Prophet of the Deep. You innately know how to cast the cantrip Guidance.
Port Hopper. You know one additional Language of you Choice. Additionally you have a
solid grasp of the ports of the world.

Merrow
In the 4th Era many Water Elves became lost and disillusioned following the genocides
committed by the Warforged against the mortal races for the divergence from Primus Law,
and the persecution at the hands of their own Government. Feeling a deep distrust for
everything Lawful they turned to the chaotic powers of the deep. Their worship of the
Chaotic Pantheon twisted their bodies into something other as they surrender to their animal
side. They are unpredictable, to other races, forgetting past slights and favours at a moments
notice and shifting allegiances without remorse. They are teal of skin and scaley, with frills
where hair should be, their eyes are generally purple of hue, though may be any colour.
Ability Score Increase. Your Constitution score increases by 1.
Water Elves. You may swim at the same speed you run and may hold your breath
indefinitely.
Unnatural Swiftness. Your movement speed is increased to 35 feet on land and 40 feet in
water.
Scaley. Your scales provide a natural armour. Add +1 to your AC.
Blood Elves
Following the destruction of the cities in the 4th Era many Water and Earth Elves fled to the
South-westerly swamplands, seeking to hide from the dangers of the world. Here they found
shelter under the protection of three Primal Gods: Bat, Boar, and Boa. Surrendering their
elemental souls to these protector deities, these elves began practicing blood offerings, and
sacrificial rituals to appease the appetites of their new gods. For this they were forever
changed: no longer do they draw their power from the elemental source, but from the blessing
of their gods. Bluish grey of skin, red of hair and nails, with long tusks protruding from the
corner of their mouths, and red eyes.
Ability Score Increase. Your Constitution score increases by 1.
Variant Choose One:
 Boar. Your maximum Hp is increased by 1hp for each level you have. You may
speak with pigs.
 Boa. By rapidly dislocating and relocating your bones You can move through the
space of any creature that is of a size larger than yours. Additionally, this technique
also gives your advantage or all grapple and restraint checks. You have advantage on
saving throws against poison, and you have resistance against poison damage.
 Bat. At first level, as an action, you can cause a thin ribbons of blood to erupt from a
creature that you can see within 5 feet and enter your skin. The target must succeed on
a Dexerity saving throw or take 1d8 pericing damage. Healing you for half the
damage dealt. At 3rd level this increases to 2D6 damage; at 5th level to 2D8. This has
no effect on creatures that do no have fresh blood.

Dark Elves
The Earth elves were once a nomadic people of the steps. This all changed in the 7th Era,
where following the devastation wrought by the Vampire King, the archeologist, Khanel,
returned from a Naga citadel and proceeded to comic genocide upon his own people. Over
the next 1000 years he would breed with, then selectively massacre his own kind until they
became underground dwellers know as the Dark Elves. Having achieved Godhood Khanel
retreated into history, leaving his races legacy to tread its own course. They have been
moulded into a cunning and deceitful people, mistrusted by all other races, and yet possessing
such ruthless political cunning as to offset this distrust. They possess a hatred of weakness,
and great ambition. Rather than drawing their power from the elemental earth these wretches
sustain themselves upon necromantic energies of unlife. They are alabaster of skin, with
black hair and cold blue eyes.
Ability Score Increase. Your Charisma score increases by 1.
Cruel Cunning. You have proficiency in the Deception Skill.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception)
checks that rely on sight when you, the target of your attack, or whatever you are trying to
perceive is in direct sunlight.
Dark Magic. At 3rd level you can cast Faerie Fire once a day; at 5th level you can Cast
Darkness once a day. Use charisma as your spellcasting modifier.

Moon Elves
The Earth Elves, totally destroyed by one of their own, Khanel, progenitors or the Dark
Elves, ceased to exist for a time. However, with Khanel’s retreat for the affairs of the mortal
plane his iron grip on the race has loosened. Some Dark Elves, with the help of the Moon
Goddess and patron of the Earth Elves, Lunachaa. With her blessing, and great mental and
physical fortitude a Dark Elf may starve themselves of the Necromantic energy that sustains
them, and, reattune their nature to the Elemental Earth. They are brown of skin with black
hair and ghostly white eyes.
Ability Score Increase. Your Wisdom score increases by 1, and your Constitution Score
increases by 1.
Dark Magic. At 3rd level you can cast Moonbeam once a day, using Constitution or Wisdom
as your saving throw.

Feykin
When an elf whose consciousness is strong dies they are reincarnated in the Dreamtime as a
Feykin. With only vague memories of their previous life they are affectively born anew,
though possessing supernatural talents passed on from their prior existence. The Feykin are
often aloof dreamers, obsessive in their tasks, and prone to bouts of daydreaming. Their skin
is a vibrant blue, with white or black hair, and eyes of gold or sliver.
Ability Score Increase. Your Intelligence score increases by 1.
Inherited Talent. You have proficiency in one Martial Weapon of your Choice.
Additionally, you have expertise in one skill you are trained in (Double your proficiency
bonus for this skill).
Fey Step. You can cast the misty step spell once using this trait. You regain the ability to do
so when you finish a short or long rest.

Dragonborn
“[Quote from a Book]"

—[Author], [title of book]

Common Traits of the Race

Children of Dragons
In the 2nd Era the first and mothers of all dragons caused unending catastrophe to the world
for thousands of years. Once they had been subdued and imprisoned within the elemental
planes they proceeded to birth the second generation of dragon gods, and from these 10 gods
the rest of dragonkind. Last among dragonkind were the Dragonborn.
Intelligent and strong they travelled from the Elemental Planes into the Prime Plane
during the 3rd Era and built a city the like of which has never been rivalled in all the Eras
before or since, by neither elf, or giant, man, or dwarf. Such was the scale and brilliance of
the city and its magical processes the God of Law Primus saw it as a threat to the cosmic
order and set about its destruction. While all the other civilization of the world fell before
Primus onslaught the Dragonborn megacity stood strong. Indeed, it was not by Primus’ hands
the city fell, but by their own magics did their city fall, leaving naught but shattered mountain
ranges, and the gaping eye of chaos in the heart of the Prime Plane.
Since then the Dragonborn have been divided into the 8 stable elements, each peoples
preferring to stay close to their elemental edge of the Prime Plane. Though their appearance
sometimes frightens the more secluded and backwater people, mistaking them for monsters,
most civilizations know them and the proud and strong people they are.

Draconic Names
Flavor text
Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen,
Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann,
Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon,
Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius,
Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit

Dragonborn Traits
Ability Score Increase: Your Strength score increases by 2.

Age: Young dragonborn grow quickly. They walk hours after hatching, attain the size
and Development of a 10-year-old human child by the age of 3, and reach Adulthood by 15.
They live to be around 80.

Alignment: Dragonborn tend to follow the virtues of their ancestry, though with much more
variance than True Dragons. As such these tend to speak more to the race at large, and it is
not uncommon at all to find those of totally opposite alignment, though often their reasons for
being so still align with their racial characteristics:
Red: Impulsive, ambitious, believing might makes right. They are most concerned with their
own position, possessions, and power. Chaotic Evil.
Bronze: Family and friends are important, as is freedoms, power, and uniqueness of one’s
family. Everyone else be damned! Lawful Evil.
Silver: Great travellers and seekers of knowledge, interesting stranger, and fond memories.
The memories, prosperity, and people met along the way are lifes true treasures. Chaotic
Good.
White: Personal Honour. Tribal honour. Natural Strength. Honour dictates value, and honour
is attained through strength, though even the weak may die with honour. Lawful Neutral.
Blue: Seeking to understand and move with nature, free from social constraints. They value
the laws of the wild, finding their place within it through understanding. Chaotic Neutral.
Black: Knowledge is power. Strength is Power. Subtlety is strength. With proper planning
and application of strength all ones ambitions are made possible. Neutral Evil.
Iron: Nothing is more important than family. Ones own life given for the prosperity of the
house is good. Gather knowledge and strength for the good of ones house. Lawful Neutral.
Gold: The ends justifies the means. To those with knowledge comes power. Power is best
used subtly. Make your enemies goals your goals. Lawful Good.

Size: Dragonborn are taller and heavier than Humans, standing well over 6 feet tall and
averaging almost 250 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Draconic Ancestry
Dragon Element Damage Type Breath Weapon Ability Score Increase
Black Swamp Acid 5 by 30 ft. line (Dex. save) +1 Intelligence
Silver Air Force 15 ft. cone (Dex. save) +1 Charisma
Copper Desert Lightning 5 by 30 ft. line (Dex. save) +1 Charisma
Iron Earth Force 5 by 30 ft. line (Dex. save) +1 Constitution
Gold Lava Fire 15 ft. cone (Dex. save) +1 Intelligence
Red Fire Fire 15 ft. cone (Dex. save) +1 Constitution
Blue Water Cold 15 ft. cone (Con. save) +1 Constitution
White Ice Cold 5 by 30 ft. line (Dex. save) +1 Constitution

Draconic Ancestry: You have Draconic ancestry. Choose one type of Dragon from


the Draconic Ancestry table. The colour of your scales, as well as your breath weapon and
damage Resistance are determined by the Dragon type, as shown in the table.

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. The DC for this
saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature
takes 2d6 damage on a failed save, and half as much damage on a successful one. The
damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can’t 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 Common and Draconic. Draconic is thought to


be one of the oldest Languages and is often used in the study of magic. The language sounds
harsh to most other creatures and includes numerous hard consonants and sibilants.
Warforged
“[Quote from a Book]"

—[Author], [title of book]

Common Traits of the Race

Racial Flavor 1-4


In the 3rd Era, as a counterbalance to the Cosmic Secret creating magic in the world and, by
extension, the creation of the Chaotic realm of Pandemonium, the Cosmic Preserver created
the Primus Mobius, the realm of Order. The first race of this world were extremely simple
beings called Monons. However, they could combine to create more complex beings: two
monos formed a Duon, three Duons a Trion, four Trions a Prion, ect. At the 8th iteration
consciousness is formed, and the Warforged created. This method, was far from perfect, and
with each jump in complexity there existed a greater and greater chance for corruption to set
in, and a greater distance from the voice of law. Thus, each iteration’s combination is treated
with every more scrutiny.
At the close of the 3rd Era the 10th Iteration, the God Primus, set loose the Warforged
onto a world he deemed as corrupted, societies that no longer followed their natural order,
and/or threatened the very existence of the world through their actions. The Warforged were
the squadron leaders of Primus’ forces, used to commit many drastic atrocities upon the races
of the world. However, despite the apparent cruelty and unity of their task, there were many
instances of the Warforged finding kinder alternatives to wholesale slaughter.
Though creatures of order and law, the gift that consciousness gives is to recognise
the subtleties of the world, and the complexities required to keep it in a state of order. Those
Warforged that travel to the prime plane as an individual are somewhat eccentric by their
races standards already. They may be attempting to achieve some goal in the Prime Plane, to
understand it better, or to search for another eight likeminded and compatible Warforged to
ascend to the penultimate expression of their race: the Nuition, who stand just bellow their
God, Primus.

How the Race views other races (for common races)


General text about how the race interacts with other races.
Dwarves. “Quote”
Elves. “Quote”
Halflings. “Quote”
Humans. “Quote”

[Race Name] Names


Flavor text
Male Names: 
Female Names: 
Clan Names: 
[Race Name] Traits
Ability Score Increase. Your Constitution score increases by 2 and your Intelligence score
increases by 1.
Age. The moment a Warforge is combined it is considered mature, and with proper care there
is no limit to how old they can become before corruption sets in.
Alignment. Almost entirely Lawful. Only the most corrupted Warforged would stray into the
chaotic alignment. They are mostly good, however many operate on the basis of the ends
justifying the means.
Size. Universally 6”6’ weighing 300 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet. (Other movement information)
Constructed Resilience. You were created to have remarkable fortitude, represented by the
following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to
poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.
 Sentry's Rest. 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 doesn’t render you
unconscious, and you can see and hear as normal.
Integrated Protection. Your body has built-in defensive layers, which can be enhanced with
armor.
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor, you must
incorporate it into your body over the course of 1 hour, during which you must remain in
contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest
while donning or doffing armor in this way.
- While you live, your armor can't be removed from your body against your will.
Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
Languages. You can speak, read, and write Common and one other language of your choice.

Dwarf
“[Quote from a Book]"

—[Author], [title of book]

Common Traits of the Race

Stoney Faced
During the 5th Era the First Vampire, Father of Plague, unleased his creations on the world
that would bring an end to the Age of Giants. Among these plagues was the Pox of Stone, a
deadly disease that would turn the body to stone and trap the soul within. At the close of the
5th Era, with the First Vampire repelled back to the Nightmare Realm, the Great Mother made
of these trapped soul a new race. Thus, at the dawning of the 6th Era the Dwarves came into
being.
These were subterranean folk whose commitments and lives were dedicated solely to
Oath and Duty. With extremely strong familial ties and a talent for craftmanship they quickly
rose to equal the recovering domains of elves and dragonborn. However, though committed
to duty, and bound by a promise as if carved into stone, it was their expressionless stony
faces, and total lack of personality beyond Duty and Oath that characterised them to the other
races.
This was to change in the 6th Era with the Creation of the Rock Gnomes by the
Goddess. They were to be the first to brew alcohol. With the introduction of alcohol the
Dwarven peoples cold and stony behaviour was transformed. For a whole month the great
city came to a standstill and fights broke out, grudges were replayed, and the tears expressing
the sorrow of a whole Era of pent up racial strife without outlet were let loose. By the end of
the month each Dwarf kissed all they could lay their hands on, expressing the love for their
clansmen and admiration of their rivals. Ever since alcohol has been the tool by which the
stony dwarf of duty can be transformed into a vibrant and expressive individual who can act
outside of duty and oath.
Dwarves are typically bearded, and are a stocky build. Their hair is usually earthy
colours though may also be blond or reddish, and skin is usually pale but can tan to bronze
colours. Their eyes colour will resemble the hue and sheen of a gemstone.

How the Race views other races (for common races)


General text about how the race interacts with other races.
Dwarves. “Quote”
Elves. “Quote”
Halflings. “Quote”
Humans. “Quote”

Dwarven Names
Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk,
Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik,
Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal
Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen,
Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl,
Torbera, Torgga, Vistra
Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn,
Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart

Dwarven Traits
Ability Score Increase. Your Constitution score increases by 2
Age. Dwarves Mature by the age of 24 and usually live about 300-400 years depending on
heart condition.
Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered
society. They tend toward good as well, with a strong sense of fair play and a belief that
everyone deserves to share in the benefits of a just order. To them a promise, even with ones
hated enemy, is binding, and oath-breakers are the lowest of the low.
Size. Generally averaging 4 feet tall. Your size is usually medium.
Speed. Your base walking speed is 25 feet.

Stout. Being Stocky and used to moving whist encumbered a dwarf is not slowed by wearing
heavy armour.

Undercity Dwellers. Adapted to the subterranean existence all dwarfs have Darkvision 60ft.

Smiths. You have proficiency with the light hammer, and warhammer. You gain proficiency
with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Dwarven Resilience. Advantage on all Poison saves, and Resistance to Poison Type
Damage.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of
stonework, you are considered proficient in the History skill and add double your proficiency
bonus to the check, instead of your normal proficiency bonus.

Languages. You can speak, read, and write Common and Dwaven
Subrace. Two main subraces of Dwarf populate the worlds of D&D: Hill and Mountain
Choose one of these subraces.

Mountain
Mountain Dwarves are those whose families hail from the great complex of cities know as
the Mountain Home.
Ability Score Increase. Your Strength score increases by 2.
Dwarven Armour Training. Proficiency with Light and Medium Armour.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception)
checks that rely on sight when you, the target of your attack, or whatever you are trying to
perceive is in direct sunlight.

Hill
These are the Dwarves whose ancestors have left the mountain home for many generations.
Preferring to live on, or close to, the surface, often among other races.
Ability Score Increase. Your Wisdom score increases by 1.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every
time you gain a level.

Duergar
Once a proud race of dwarves, years of slavery to mind flayers chiseled any honor or warmth
from them, as the years in the Underdark greyed their skin. They are now a race of slavers,
scavenging any material whether organic, mineral, or sentient, from the depths of the
underdark. Most of them have skin of ashen grey, their hair is usually white, and are almost
always bald including females. After generations of breathing in the air of the Underdark, the
Duergar seem to have absorbed some of it's magic allowing them to enlarge themselves into
large hulking warriors for a short time, or slip away into the darkness if the need arises.
Ability Score Increase. Your Intelligence score increases by 1.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception)
checks that rely on sight when you, the target of your attack, or whatever you are trying to
perceive is in direct sunlight.
Duergar Magic. At 3rd level you can cast the enlarge/reduce spell on yourself once (enlarge
only). At 5th level you can cast the invisibility spell on yourself once. You regain all uses of
these spells after a long rest, or a short or long rest if you are in the Underdark. Your
spellcasting ability for these spells is Intelligence.
Duergar Resilience. You have advantage on saving throws against illusions and against
being charmed or paralyzed.
Languages. You can speak and understand Deep Speech. You cannot read or write it.

Dwari-Zharr
Clann-Zharr of the Capital set out to dig deeper than any before. Using the power of bound
Efreets they dug themselves to Hell itself. To save themselves from the legions of demons
they sealed themselves inside a mountain of hell. Trapped, they soon begain to starve. The
hunger gave way to madness. The madness gave way to desperation. And in their
desperation, they gave themselves up to the Efreet, binding their souls, their children’s souls,
their peoples souls for all time. Now a cruel race of sadistic slavers, cursed with the same
wounded fragile pride of the Efreets they once enslaved. They appear much the same as any
other dwarf in their youth, except with charcoal black hair and red eyes; over time the Dwari-
Zharr’s skin begins to crack, the elemental fire within breaking through, charring their skin
black.
Ability Score Increase. Your Charisma score increases by 1.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Curse of Stone. On any D20 roll of a natural 1 causes you to take 2 point of fire damage as
your skin cracks, venting out elemental fire and hardening the scar. (Note: this is reduced to 1
damage due to Hot as Hell).
Hot as Hell. Gain resistance to fire damage.
Smog Filled Lungs. You may cast Fog Cloud innately by exhaling heavily once every short
or long rest.
Languages. You can speak, read, and write Primordial.
Gnomes
“When did they first come into existence? I’m not convinced they have ever existed!"

—[Author], [title of book]

Common Traits of the Race

A Sudden and Unexpected Apearance


Gnomes first appeared during the 6th Era, suddenly appearing in different locations across the
world. In the Dwarven Heartland the Rock Gnomes were found by miners; about the World
Tree the Wood Elves found the forest gnomes in the underbrush; it was many years before
the deep gnomes were discovered by astral travellers, on the plane of Pandemonium, as
citizens of the Orphic Egg.
To the Elves this was the age of laughter. The forest gnomes, having a knack for
comedy and the absurd, revitalised the elvish arts that had for too long been left stale by their
tradition. To the Dwarves, this was the Age of Sadness for, with the Rock Gnome invention
of alcohol, they were for the first time in an Era able to express their emotions and
individuality. To the nonsensical creatures of Pandemonium it was the Era of even more
flying cities, as with their arrival the number of flying cities in Pandemonium increased
dramatically.
They are an excitable race, especially when novelty is concerned. Rarely jaded, or
stuck in the past, their honest enthusiasm for all walks of life leave them a diverse people.
Averaging 3 feet in hight, they have a large head and facial feature that take up most of their
face, with large hands with long delicate fingers possessing and extra join. Their eyes and
hair can be any colour.

How the Race views other races (for common races)


General text about how the race interacts with other races.
Dwarves. “Quote”
Elves. “Quote”
Halflings. “Quote”
Humans. “Quote”

Gnomish Names
Flavor text
Male Names: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fonkin,
Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Sindri,
Warryn, Wrenn, Zook
Female Names: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell,
Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil,
Tana, Waywocket, Zanna
Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen,
Timbers, Turen
Gnomish Traits
Ability Score Increase. Your Intelligence score increases by 2.
Age. Gnomes are born and mature between 1 Hour or 4 Years depending on how they feel.
Alignment. Utterly curious and chaotic they are usually good but have little respect for laws
that might stop them from doing the interesting or unexpected.
Size. Standing about 2-3½ feet tall. Your size is small.
Speed. Your base walking speed is 25 feet.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving
throws against magic.
Visionary. You gain proficiency in one tool or instrument of your choice, and specialise in
new and innovative, and possible catastrophic, applications.
Languages. You can speak, read, and write Common, and one other language of your choice.
Subrace. Three main subraces of Gnome populate the worlds of D&D: the Rock, Forest, and
Deep Gnome. Choose one:

Rock
Inventors and innovators, possessing logical minds that lend themselves to mathematics and
object visualisation. They are usually greyish blue of colour.
Ability Score Increase. Your Consitution score increases by 1.
Darkvision. You have Darkvision 60ft.
Languages. You can speak, read, and write Dwarven.
Artificer’s Lore: Whenever you make an Intelligence (History) check related to Magic
Items, alchemical Objects, or technological devices, you can add twice your Proficiency
Bonus, instead of any Proficiency Bonus you normally apply.
Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can
spend 1 hour and 10 gp worth of materials to Construct a Tiny clockwork device (AC 5, 1
hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep
the device functioning), or when you use your action to dismantle it; at that time, you can
reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
 Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog,
mouse, bird, Dragon, or Soldier. When placed on the ground, the toy moves 5 feet
across the ground on each of your turns in a random direction. It makes noises as
appropriate to the creature it represents.
 Fire Starter: The device produces a miniature flame, which you can use to light
a Candle, torch, or campfire. Using the device requires your action.
 Music Box: When opened, this music box plays a single song at a moderate volume.
The box stops playing when it reaches the song’s end or when it is closed.
Forest
You are yellowish brown of skin, and skinny, with mind that is parodically good at
remembering social information. A Forest Gnome is often the life of the party, for good or ill.
Ability Score Increase. Your Charisma score increases by 1.
Natural Illusionist. You know the Minor Illusion cantrip. Intelligence is your spellcasting
modifier for it.
Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas
with Small or smaller beasts.
Musical. You are proficient with one instrument of your choice.
Languages. You can speak, read, and write Elvish.

Deep
Blackish purple of colour and with rolls of skin like a pug, the deep gnome has a strong
affinity for attempting the impossible, and a better chance that most at achieving it.
Ability Score Increase. Your Wisdom score increases by 1.
Impossibly Possible. You can innately cast Guidance at first level. At 3rd level you may cast
the spell Meld into Stone once a day.
Languages. You can speak, read, and write Deep Speech.

Human
“[Quote from a Book]"

—[Author], [title of book]

Common Traits of the Race

Racial Flavor 1-4


Paragraphs Describing the race in Depth

How the Race views other races (for common races)


General text about how the race interacts with other races.
Dwarves. “Quote”
Elves. “Quote”
Halflings. “Quote”
Humans. “Quote”

[Race Name] Names


Flavor text
Male Names: 
Female Names: 
Clan Names: 

[Race Name] Traits


Your [race name] character has a(n) _______ of ______ abilities, due to their nature.
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. Your size is medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one of your choice.
Subrace. There are many subraces of humans born from their breeding with angels and
demons.

Human
Flavor text and campaign setting references.
Ability Score Increase. All your ability score increases by 1

OR
Ability Score Increase. Two of your ability score are increased by 1.
Skilled. You are proficient in one skill of your choice.
Feat. You gain one Feat of your choice.

Aasimar
Flavor text and campaign setting references.
Ability Score Increase. Your Charisma score increases by 2.
Age. They age as other humans but can live up to 160 years.
Darkvision. Blessed with a radiant soul, your vision can easily cut 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't discern color in darkness, only shades of gray.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit
points equal to your level. Once you use this trait, you can't use it again until you finish a
long rest.
Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
Languages. You can speak, read, and write Celestial.
Subrace. There are three subraces Assimar born from their breeding with angels choose one:
• Bird Headed
Ability Score Increase. Your Wisdom score increases by 1.
Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine
energy within yourself, causing your eyes to glimmer and two luminous, incorporeal
wings to sprout from your back. For 1 minute or until you end it as a bonus action you
have a flying speed of 30 feet, and once on each of your turns, you can deal extra
radiant damage to one target when you deal damage to it with an attack or a spell. The
extra radiant damage equals your level. Once you use this trait, you can't use it again
until you finish a long rest.
• Bull Headed
Ability Score Increase. Your Constitution score increases by 1.
Radiant Consumption. Starting at 3rd level, you can use your action to unleash the
divine energy within yourself, causing a searing light to radiate from you, pour out of
your eyes and mouth, and threaten to char you. 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 radiant damage equal to half your level
(rounded up). In addition, once on each of your turns, you can deal extra radiant
damage to one target when you deal damage to it with an attack or a spell. The extra
radiant damage equals your level. Once you use this trait, you can't use it again until
you finish a long rest.
• Lioness Headed
Ability Score Increase. Your Strength score increases by 1.
Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine
energy within yourself, causing your eyes to turn into pools of darkness and two
skeletal, ghostly, flightless wings to sprout from your back. The instant you transform,
other creatures within 10 feet of you that can see you must each succeed on a
Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or
become frightened of you until the end of your next turn. Your transformation lasts
for 1 minute or until you end it as a bonus action. During it, once on each of your
turns, you can deal extra necrotic damage to one target when you deal damage to it
with an attack or a spell. The extra necrotic damage equals your level. Once you use
this trait, you can't use it again until you finish a long rest.
Teifling
The First Child of the First man, Allulu, and the demoness, Lilith, was the first of the Teifling
race. Emulating the progenitor of their race, a swordsman unmatched, the Teifling have
transformed themselves into a nomadic martial people with a strong martial tradition. Duels
to the death are common as the men and women battle for control of their people, and respect
of their peers. Though equally, there is immense reverence for age and the value of teaching.
It is not uncommon for the adolescent and strong to go out into the world, selling their swords
on a quest for combat perfection. Both males and females having rams head, though with
forward facing eyes, tails and hooves.
Ability Score Increase. Your Strength score increases by 2 and Dexterity Score increases by
1.
Sure-Footed. You have advantage on saving throws against being knocked prone.
Gore. Your horns are 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.
Herd Mentality. As long as you can see an ally within 15 feet of you, you have advantage on
saving throws against being frightened or charmed.
Charge. If you move at least 20 feet straight toward a target and then hit it with an attack on
the same turn, the target takes an extra die of damage. If the target is a creature, it must
succeed on a Strength saving throw or be knocked prone. The DC for the save is 8 + your
Strength modifier + your proficiency bonus.

Minotaur
Minotaurs fall into two separate traditions, both emerging from Moltum’s—the second child
of Lilith and Allulu—having his soul split in twain in an attempt to purify his spirit and
become the purest of all. From this emerged the sons of Atum, the Water Bringer and life
giver: gentle and wise. And the spawn of Molok: jealous, dissatisfied and violent.
Ability Score Increase. Your Constitution score increases by 2.
Age. Minotaurs develop more slowly than humans, reaching full maturity around the age of
20. A minotaur rarely lives beyond 60.
Alignment. Most minotaurs lean toward Lawful alignment.
Size. Minotaurs average over 7 feet in height, and they have strong, stocky builds. Your size
is Medium.
Speed. Your base walking speed is 30 feet.
Natural Weapon. You can use your horns as a natural weapon to make unarmed strikes. If
you hit with your horns, you deal bludgeoning damage equal to 1d6 + your Strength modifier.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can
drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Subrace. Choose one of the two traditions:
 Molok. 
Ability Score Increase. Your Strength score increases by 1.
Savage Attacker. When you score a critical hit with a melee weapon attack, you can
roll one of the weapon’s damage dice one additional time and add it to the extra
damage of the critical hit.
Menacing. You gain proficiency in the Intimidation skill.
 Atum.
Ability Score Increase. Your Wisdom score increases by 1 and Charisma score by 1.
Savage Attacker. You may cast Purify Food and Drink once every short or long rest.

Tortle
The Forth child of the demoness Lilith and the first man Allulu was the mother of the Tortle
race.
Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score
increases by 1.
Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs.
They reach adulthood by the age of 15 and live an average of 140 years.
Alignment. Tortles tend to lead orderly, ritualistic lives. They develop customs and routines,
becoming more set in their ways as they age. Most are lawful good. A few can be selfish and
greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of
chaos.
Size. Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for
roughly one-third of their weight. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Slow Life. Used to living life in the slow lane, you gain advantage on any sleep effects.
Additionally, you only need to sleep for 4 hours each day.
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural
swimmers, but they can remain underwater for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing
armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your
Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but
if you are using a shield, you can apply the shield's bonus as normal.
Shell Defence. You can withdraw into your shell as an action. Until you emerge, you gain a
+4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While
in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on
Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus
action to emerge from your shell.
Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed
survival instincts.
Leonin
Flavor text and campaign setting references.
Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score
increases by 1.
Age. Leonin mature and age at about the same rate as humans.
Alignment. Leonin tend toward good alignments. Leonin who are focused on the pride lean
toward lawful good.
Size. Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is
Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you
hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.
Hunter's Instincts. You have proficiency in one of the following skills of your choice:
Athletics, Intimidation, Perception, or Survival.
Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of
your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw
or become frightened of you until the end of your next turn. The DC of the save equals 8 +
your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it
again until you finish a short or long rest.

Centaur
Flavor text and campaign setting references.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score
increases by 1.
Alignment. Centaurs are inclined toward neutrality.
Size. Your size is Medium, yet you tower over most other humanoids.
Speed. Your base walking speed is 40 feet.
Charge. If you move at least 20 feet straight toward 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’t use it again until you finish a short or long rest.
Hooves. Your hooves are natural melee weapons, with which you’re proficient. If you hit
with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier.
Equine Build. You count as one size larger when determining your carrying capacity and the
weight you can push or drag. 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 on your equine back if you allow it. In such a situation, you
continue to act independently, not as a controlled mount.
Natures Lore. You have proficiency in Nature and Medicine.
Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be
affected by a game effect if it works on either of your creature types.

Satyr
Flavor text and campaign setting references.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score
increases by 1.
Age. Satyrs mature and age at about the same rate as humans.
Alignment. Satyrs delight in living a life free of the mantle of law. They gravitate toward
being good, but some have devious streaks and enjoy causing dismay.
Size. Satyrs range from just under 5 feet to about 6 feet in height, with generally slender
builds. Your size is medium.
Speed. Your base walking speed is 35 feet.
Fey. Your creature type is fey, rather than humanoid.
Ram. You can use your head and horns to make unarmed strikes. If you hit with them, you
deal bludgeoning damage equal to 1d4 + your Strength modifier.
Magic Resistance. You have advantage on saving throws against spells and other magical
effects.
Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the
number to the number of feet you cover, even when making a standing jump. This extra
distance costs movement as normal.
Reveler. You have proficiency in the Performance and Persuasion skills, and you have
proficiency with one musical instrument of your choice.

You might also like