Homebrew Races
Chiseled
The Chiseled were once perfect constructs of the Deeping, but after the Awakening, their
perfection was marred by sentience. Since then, most have left the Deeping for Mezzidia.
Carved from stone, these constructs function just like any other life, even requiring food and
water, though the reason why is not fully known. They have no hinges, but their limbs fold
jointlessly, stone creasing. The Chiseled reproduce asexually, by carving more of them from the
stone. For an unknown reason, only when one or more Chiseled join together to carve does the
stone come to life.
The Chiseled also age, their stone wearing away and weathering until they can no
longer go on, and Grimm arrives to take their souls when a rite is performed, just as any other
creature.
● Size: You are Medium or Small (choose when you select this race)
● Speed: You have a walking speed of 30 feet
● Type: You are a Construct
● Ability Score Increase: Your constitution Score increases by 2
● Magic Resistance: You have advantage on saving throws against spells.
● Subrace: Statue
○ Carved for beauty, diplomacy, and entertainment, the Statues are often often
made of pale, smooth stone and have delicately carved features.
○ Ability Score Increase: Your Charisma Score increases by 1
○ Elegantly Carved: You have proficiency in the Acrobatics and Performance skills,
and gain proficiency with one musical instrument or gaming set of your choice.
○ Arcane Stonework: You learn one cantrip from the Sorcerer spell list. Charisma is
your spellcasting ability for this spell.
● Subrace: Golem
○ Carved to work, the Golems are created for sturdiness, strength, and patience,
the Golems are often carved from rough stone and have sharp corners and
blocky features.
○ Ability Score Increase: Your Strength Score increases by 1
○ Built To Work: You have proficiency in the Athletics and Intimidation, and you gain
proficiency with one set of artisans tools of your choice.
○ Solid Build: When you take damage, you can use your reaction to gain resistance
to one type of damage dealt to you. This resistance lasts until the start of your
next turn. You can do this a number of times equal to your Constitution Modifier,
and regain the ability to do so on a Long Rest.
● Subrace: Warden
○ Made from lightweight but durable stone, the Wardens are carved for
perceptiveness and patience. Their eyes often glow just slightly.
○ Ability Score Increase: Your Wisdom score increases by 1
○ Stonework Senses: You have proficiency in Investigation and Perception, and
you have Tremorsense with a range of 10 feet and Darkvision with a range of 60
Feet.
○ You learn the Detect Magic and Comprehend Languages spell, and can cast
each of them once without expending a spell slot. You must complete a long rest
before you can cast the spell again.
Deepling
The Deeplings were once humans, but since the Deeping Migration and generations in
the tunnels, they are now something different. They are unusually spindly and pale, and have
large, bulbous eyes. The Deeplings rarely interact with any other race, so little is known about
their customs. They are known to be skittish and jumpy.
● Size: You are Medium
● Speed: You have a walking speed of 30 feet and a climbing speed equal to your walking
speed.
● Type: You are a humanoid
● Ability Score Increase: Three abilities of your choice increase by 1.
● Superior Darkvision: You have darkvision within a range of 120 Ft.
● Echolocation: You have proficiency in Perception. You can use your bonus action to give
yourself Blindsight with a range of 30 feet until the end of your turn. You can do this
once, and regain the ability to do so on a Short Rest.
Dryad
The Dryads are plants given form, a piece of the Feywild come to life. They often have
fully humanoid shapes, but their resemblance to other humanoids can vary. Some are made
entirely of leafy vines in a vaguely bipedal shape. Others appear to be ordinary elves with a
deep green pigmentation and leafy hair.
While Dryads are native to the Feywild, they can be found across all of the Chaotic
Planes and Mezzidia. They are often wandering creatures, curious and whimsical. While the
Dryads do not originate from the Awakening, they are nonetheless pieces of Vivis, and their
souls are taken by Grimm when they die. As opposed to most other races, Dryads do not
conduct funeral rituals, but instead leave the bodies to rot, as the time that the body rots
naturally is considered to be a sort of temporary afterlife and reflection period.
● Size: you are small or medium (choose when you create this character)
● Speed: you have a walking speed of 30 feet.
● Type: You are a Plant
● Ability Score Increase: Your wisdom score increases by 2 and your dexterity score
increases by 1.
● Darkvision: You have darkvision with a range of 60 feet.
● Plant Speech: You can communicate very simple ideas to plants, and understand very
simple ideas in return.
● Tree Merge: You can use your bonus action to touch a Small or larger plant, and can
then transport yourself into the plant. You vanish from your space, and become one with
the plant. While immersed in the plant, you can sense other plants within 120 feet of you.
You can remain in the plant for a number of hours equal to your proficiency bonus, after
which you reappear in a space adjacent to the plant. You can use this feature twice, and
regain the ability to do so on a long rest.
● Subrace: Brambling
○ The Bramblings are the dryads of the Hunting Grounds, gnarled and twisted,
marked most by their spiky skin and resilient nature.
○ Spiky Skin: At the end of each Short rest, you gain Temporary Hit Points equal to
your Level. While you have these temp HP, whenever a creature within 10 feet of
you deals damage to you, it takes piercing damage equal to your Proficiency
Bonus.
○ Desolate Living: You require half as much food, water, and sleep as the average
human.
● Subrace: Arboreal
○ The Arboreal Dryads are the dryads of Mezzidia and the Feywild, green and lush,
best known for their adaptability and fluidity.
○ Regrowth: The first time you take damage each round of combat, you gain Temp
HP equal to your Proficiency Bonus immediately after you apply the damage. If
you lose a limb or an organ not essential to life, it will grow back after 1d10 days.
○ Adaptive Form: You can change between being a Small and a Medium creature
at the end of each Long Rest, and gain proficiency with one skill or tool of your
choice, which lasts until the end of your next long rest.
● Subrace: Yggdrasi
○ The Yggdrasi are the dryads of the Hall of Valor, tall, stately, and warlike, with
tough skin and weapons.
○ Long Stride: Your walking speed is 35 feet.
○ Grown for Battle: At the end of each Long Rest, you can produce any one simple
melee weapon from your body (or two simple melee weapons with the Light
property). This weapon is made entirely of wood. This weapon lasts until you die
or until you create another one, at which point it withers and disintegrates. While
you’re not wearing armor, your AC equals 13 + your Dexterity Modifier.
Einherjar
The Einherjar or an oddity, almost unseen on Mezzidia. Created in direct defiance of
Grimm, the Einherjar go against the laws of death and rise again, whether by the command of
one of the Saints or by their own will, forcing themselves back into their dead flesh.
The Einherjar are easily identified, as their transparent skin and glassy bones make it
abundantly clear what they are. Most cultures shun the Einherjar, fearing that their presence will
draw Grimm’s eye.
● Size: You are Medium or Small (choose when you select this race)
● Speed: You have a walking speed of 30 Feet
● Type: You are Undead
● Deathly Resistance: You have resistance to Radiant, Poison, and Necrotic Damage.
● Ability Score Increase: Your Constitution Score increases by 1 and one other score of
your choice increases by 2.
● Former Life: You gain proficiency with any two skills, artisans tools, instruments, or
gaming sets of your choice.
● Final Chance: When you drop to 0 hit points and reach a -3 dying condition, roll 1d10.
On a 10, you return to life with half your maximum hit points and have advantage on all
ability checks, attack rolls, and saving throws until the end of your next turn. On any
other number, you die, and cannot be restored to life by any means other than a Wish or
True Resurrection spell.
Half-Dwarf
● Size: You are medium.
● Speed: You have a walking speed of 30 feet.
● Type: You are a humanoid.
● Ability Score Increase: Your Constitution Score increases by 2, and 2 other skills of your
choice increase by 1.
● Darkvision: For 60 feet, you can see in dim light as if it were bright light, and in dark light
as if it were dim light. In this range, you cannot perceive color, only shades of grey.
● Dwarven Resilience: You have advantage on saving throws against poison, and you
have resistance to poison damage.
● Skill Versatility: You gain proficiency in 2 skills of your choice.
● Tool Training: You gain proficiency with Smith’s Tools, Mason’s tools, or Brewers’
Supplies.
Jotun
The Jotuns are a tall and stately people, descended from the Giants. They stand
between seven and eight feet tall, and vary wildly in appearance, depending on their gigantic
ancestry.
The Jotuns of Jotuny have a long history of raiding culture, and the men spend years at
sea, pillaging and raiding along the coast while the women, children, and elderly maintain farms
and cities in Jotuny. The Jotuns, abandoned by Vijothar, constantly seek to gain the attention of
Hathar, and most believe that dying in battle will mean that Hathar will bring their souls to the
Hall of Valor.
● Size: you are medium
● Speed: you have a walking speed of 30 ft
● Type: you are a Giant
● Ability Score Increase: Your Strength score increases by 1
● Gigantic Resilience: Pick one saving throw with which you are proficient. You can double
your proficiency bonus when you make a saving throw of the selected type.
● Powerful Build: You are considered one size larger when calculating how much weight
you can push, pull, or carry.
● Subrace: Utgarther
○ Short and slender for Jotuns, the
Utgarthers make their home on the western coast of Jotuny,
and are best known for their connections to the Feywild.
Through some ancient ritual, the area known as Utgarth is
riddled with planar portals to the Feywild, and the mist of the
feywild constantly hovers over the land. Utgarthers can
appear to be any other type of Jotun, and the true tell to
their nature is their height. An Utgarther’s height can
increase or decrease up to a foot, depending on their mood.
○ Ability Score Increase: Your
Intelligence Score increases by 2.
○ Illusory Being: You know the Disguise
Self spell, and can cast it without expending a spell slot a
number of times equal to your proficiency bonus. At 5th
level, you learn the Enlarge/Reduce spell, and you can cast
it on yourself without expending a spell slot. Once you use
this feature to cast Enlarge/Reduce on yourself, you cannot
do so again until you complete a long rest. Additionally, you
may concentrate on both Disguise Person and
Enlarge/Reduce at the same time, but losing concentration
on one counts as losing concentration on both.
● Subrace: Muspelheimer
○ Muspelheimers are squat and burly
compared to other Jotuns, and make their homes in the
center of Jotuny, where the ashmounts constantly spew out
flame and molten stone. The Jotuns are well known for their
incredible smithwork. Often, their skin is the color of polished obsidian,
with blood that glows faintly orange. Their eyes range between bright red
and dark yellow.
○ Fire Resistance: You are resistant to Fire damage
○ Ability Score Increase: Your Charisma Score increases by 2
○ Fire Walker: You can use your bonus action to teleport to an unoccupied
space you can see within 30 feet of you. You can do this a number of
times equal to your proficiency bonus, and regain all uses on a Long
Rest. Starting at 3rd level, after you take this bonus action, the next time
within the next minute that you deal damage to a creature, it takes extra
fire damage equal to your proficiency bonus.
● Subrace: Jotunheimer
○ The Jotunheimers are the most plentiful of the Jotuns, and occupy the
most of Jotuny. They are the tallest of the Jotuns, and often have pale
skin and hair. Some of them sport stubby horns, and thick, heavy
fingernails are considered a beautiful trait, though it is not attractive to let
them grow too long.
○ Sturdiness of Stone: You can use your reaction to gain resistance to all
damage from one triggering effect. Once you use this feature, you cannot
do so again until you complete a short rest.
○ Ability Score Increase: Your Constitution Score increases by 2.
○ Giant’s Skills: You are proficient with Mason’s tools or Smith’s Tools; Light
Hammers, Maces, Mauls, and Warhammers.
● Subrace: Niflheimer
○ The Niflheimers inhabit the lands to the far north of Jotuny, and rarely
participate in the raiding culture. Instead, they spend much of their time
traveling the tundras, hunting the great mastodons that wander the ice
fields. Since Niflheimers rarely raid, they have developed an alternative
death in combat to ensure their ascension to the Hall of Valor. When a
Niflheimer grows sickly or old, they take up ritual combat with another
member of their tribe. If they defeat the other member, they spare them,
and move on to the next one, committing suicide if they have defeated
every valid member of their tribe. Niflheimers are sturdier than most other
Jotuns, and have blue skin with white patterns on it, like frost on glass.
Their eyes are often flat blue, with no pupil or iris, and they usually have
white hair.
○ Cold Resistance: You have resistance to Cold damage
○ Ability Score Increase: Your Wisdom score increases by 2.
○ Breath of Frost: As a bonus action, you can exhale a blast of icy air. When
you do so, all creatures in a 15 foot cone originating from you must make
a Dexterity Save (DC8+PB+CON) or take cold damage equal to a
number of d6’s equal to your Proficiency bonus, or half damage on a
successful save. You can use this feature once, and regain the ability to
do so on a Short Rest.
Porcosi
The Porcosi, once a pride of the Feywild, have since fallen to Mezzidia, and wander the
southern peninsulas in war bands, taking what they can to survive. The Porcosi tend to have a
very bitter culture, and their legends tell of a day that they will return to the Feywild and take it
back, capturing it for Infar Lavinia.
The Porcosi stand between three and a half and four feet tall, and are squat and sturdy,
built somewhat like dwarves. Their noses are upturned into a snout, and they have long tusks,
which are often adorned with rings and carvings. These tusks grow throughout a Porcosi’s life,
and the longer the tusks, the more respected the Porcosi. The Porcosi’s skin is often a pastel
red or orange, and they have bristly black hair.
● Size: You are Small
● Speed: You have a walking speed of 30 feet.
● Type: You are a Humanoid. You are also considered a Goblinoid for any prerequisite or
effect that requires you to be a Goblinoid.
● Ability Score Increase: Your Strength Score increases by 2 and your Constitution score
increases by 1.
● Darkvision: You have darkvision with a range of 60 Feet.
● Tusks: You have long tusks that you can use to make unarmed strikes. When you hit
with your tusks, you deal 1d6+Str Slashing damage instead of the usual 1+Str.
● Tough Skin: You have a +1 bonus to your AC.
● War-trained: You have proficiency with all simple weapons, light armor, and shields.
Modified Races
Aasimar (Revised)
● Size: You are Medium
● Speed: You have a walking speed of 30 feet.
● Type: You are a Celestial
● Ability Score Increase: Your Dexterity Score increases by 1
● Celestial Resistance: You have resistance to Radiant damage or Lightning Damage.
● Darkvision: You have darkvision with a range of 60 ft.
● Subrace: Vijotharic Aasimar
○ The Vijotharic Aasimar are most often marked by a tall stature and skin that
shimmers with a slight golden sheen. Some have scrolls of glowing celestial text
running across their bodies in places while others have no hair and odd symbols
on their heads.
○ Ability Score Increase: Your Intelligence Score increases by 2
○ Ever Vigilant: You do not need to sleep, and magic cannot put you to sleep. To
rest, you may spend 4 hours performing light activity, such as keeping watch.
○ Knowledge of the Worlds: You gain proficiency in two skills of your choice from
the following list: Arcana, History, Nature, Religion.
● Subrace: Colothian Aasimar
○ The Colothian Aasimar almost always have luminous white eyes with no pupils,
and their clothes always flow as if in a gentle breeze. Some are constantly
surrounded by the smell of home. Others seem to move with their feet a fraction
of an inch above the ground.
○ Ability Score Increase: Your Wisdom Score increases by 2
○ Touch of Respite: As an action, you can touch a willing creature and roll a
number of d6’s equal to your proficiency bonus. The creature regains hit points
equal to the number rolled. Once you use this action, you cannot do so again
until you complete a Short Rest.
● Subrace: Hatharian Aasimar
○ The Hatharian Aasimar are best identified by their feathery wings, which are
rather hard to hide in some cases. Their plumage is often bright and warm, and
sometimes seems to change depending on the time of day. Some Hatharians
have eaglelike eyes, or clawlike fingernails. Sometimes the Hatharian Aasimar
have glowing yellow tattoos of weapons and ships.
○ Ability Score Increase: Your Charisma Score increases by 2
○ Winged: You have wings sprouting from your back. These wings give you a flying
speed equal to your walking speed while you are not wearing heavy armor. You
cannot wear armor unless it is made to accommodate your wings.
Dragonborn (Revised)
● Size: you are Medium
● Speed: you have a walking speed of 30 feet
● Type: you are a Dragon
● Ability Score Increase: Your Strength Score increases by 2.
● Scaly Hide: When you are not wearing armor, your AC equals 13 + your Dexterity
Modifier.
● Damage Resistance: You have resistance to a type of damage determined by your
draconic ancestor.
○ Bronze: Fire
○ Steel: Thunder
○ Gold: Lightning
○ Black: Necrotic
○ Grey: Force
○ White: Radiant
○ Red: Fire
○ Green: Psychic
○ Yellow: Lightning
● Subrace: Metal Dragonborn (Bronze, Steel, Gold)
○ Ability Score Increase: Your Intelligence Score increases by 1
○ Breath Weapon: When you take the attack action on your turn, you can replace
one of the attacks with an exhalation of magical energy. All creatures within a 15’
Cone must make a Dexterity Saving Throw against a DC of 8 + your Constitution
Modifer + your proficiency Bonus. On a failed save, a creature takes 1d10
damage of the type your Damage Resistance makes you resistant to. On a
successful save, a creature takes half as much damage. This damage increases
by 1d10 at 5th, 11th, and 17th levels. You can use this feature a number of times
equal to your Proficiency Bonus, and regain all uses on a Long Rest.
● Subrace: Monochrome Dragonborn (Black, Grey, White)
○ Ability Score Increase: Your Wisdom Score increases by 1
○ Resistant Bond: As a bonus action, you can select a number of creatures that
you can see within 30 feet of you equal to your Constitution Modifier (minimum of
1). For the next hour, those creatures share the Damage Resistance trait with
you. You can do this once, and regain the ability to do so on a Short Rest.
● Subrace: Chromatic Dragonborn (Red, Green, Yellow)
○ Ability Score Increase: Your Charisma Score increases by 1
○ Draconic Power: You learn one cantrip and one 1st level spell of your choice from
the Sorcerer spell list. Your spellcasting ability for these spells is Charisma. You
can cast the 1st level spell once without using a spell slot, and regain the ability
to do so on a Long Rest. At 3rd level, you learn one 2nd level spell from the
Sorcerer Spell list, and can cast it once per long rest without using a Spell Slot.
Tiefling (Revised)
● Size: You are Medium
● Speed: You have a walking speed of 30 ft.
● Type: You are a Fiend
● Ability Score Increase: Your Dexterity Score Increases by 1
● Infernal Resistance: You have resistance to Fire damage or Necrotic Damage.
● Darkvision: You have darkvision with a range of 60 feet.
● Subrace: Sheleshian Tiefling
○ The Sheleshian Tieflings tend to have slightly metallic reddish skin and long,
curved black horns. More rarely, smoke will trickle from their mouths whenever
they speak, or sparks fly when they are thinking particularly hard. Some
Sheleshian Tieflings have long, pointed tails.
○ Ability Score Increase: Your Intelligence Score increases by 2
○ Unshakeable: You are immune to the Frightened condition, and have advantage
on saving throws against being Charmed.
● Subrace: Ouruborian Tiefling
○ Ouroborian Tieflings are often imposing and dark, with skin that is dark blue or
green. Their horns curl behind their ears and below the jawline, and are often a
pale, bone white. Most Oruborians have a thick, serpentine tail. Some Oruborians
constantly smell like rotting meat, or seem to shimmer like a ghost on occasion.
Rarely, an Oruborian tiefling will have patches of black scales along their skin.
○ Ability Score Increase: Your Wisdom Score increases by 2
○ Withering Touch: You can use your bonus action to make a Melee Spell Attack
using your Wisdom Modifier. If you hit, roll a number of d4’s equal to your
proficiency bonus. The creature takes necrotic damage equal to the number
rolled. You can use this ability a number of times equal to your Proficiency
Bonus, and regain the ability to do so on a Short Rest.
● Subrace: Lavinian Tiefling
○ Lavinian Tieflings are best recognized by their wings, which are wide, ridged, and
unfeathered. Their horns are often long and forked, and their skin is often a dark
orange or red, and they tend to have long, fanged teeth and long, wild hair that
defies all attempts to tame it. Other Lavinians have fur all over their bodies and
animalistic faces. Most have a long tail with bristly fur.
○ Ability Score Increase: Your Charisma Score increases by 2
○ Winged: You have wings sprouting from your back. These wings give you a flying
speed equal to your walking speed while you are not wearing heavy armor. You
cannot wear armor unless it is made to accommodate your wings.