⚆ Rules
⚈ Basics⚈ Combat
⚈ Magic
⚈ Divinity
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One of the most important parts of making a character is figuring out just what sort of folk they happen to be! Many folk from vastly different walks of life walk the world, and are shaped by both their origins and their surroundings. From long-lived Elves with societies that are steeped in magic, to the Dwarves that live in underground caves, and to tough and resilient Humans, all folk carry a unique gift of their people and a diverse culture. As such, which folk your character belongs to and who they were raised by will affect who they are to some extent. Many of these peoples are detailed here, but hundreds (if not thousands) more exist. |
Catfolk are Sublunarians with catlike features. They have no known homeland to speak of, but seem to show up everywhere. You can find them on the road, in cities, and everywhere you’d least expect to run into a stranger.
Choose one ability score to receive a +2, and another to receive a +1. Catfolk tend to be much more dexterous than most, with at least one of these bonuses in Dexterity.
Catfolk physically mature rapidly, growing to full-size around the age of 5 (though they are still considered children until they are around the age of 20, as with most Sublunarians). They tend to live an average lifespan, dying of natural causes around 120-150 years of age.
Catfolk tend to be a bit smaller than Humans, standing around five feet tall. As a catfolk, your size is medium.
As a Catfolk, your base speed is 30 feet, and due to your sharp claws, you have a climbing speed of 20 feet.
You can see up to 60 feet in darkness as if it were dim light. You cannot discern colors, however, as your vision is much rougher than in daylight.
When you move on your turn in combat, you can choose to double your speed for that turn. Once you use this ability, you can’t use it again until you have not moved at all on one of your subsequent turns.
You have a sharp set of teeth that can be used to easily shred flesh. Your bite is a natural weapon which inflicts 1d4 + your Strength or Dexterity modifier slashing damage.
You gain proficiency in Perception and Acrobatics.
You have a +2 bonus to Stealth checks made to reamin unheard by something.
When squeezing through small spaces or moving through other character’s squares on a map, Catfolk treat themselves as being one size smaller.
* Half-Folk Notes: All Catfolk abilities except Squishy are applicable for use when making a half-Catfolk character.
Changelings are rare Sublunarian creatures with the ability to shift their appearance to assume the forms of other Sublunarian creatures. While all Changelings have a “true form” they were born in, most don’t tend to present themselves that way, often opting to appear as a more common kind of creature. Often, Changelings will have distinct personas tied to the different forms in which they present themselves - sometimes these personas might even be their own “people” entirely, independent of any central identity.
Choose one ability score to receive a +2, and another to receive a +1. Alternatively, choose any three unique ability scores to receive a +1. Most Changelings have one of these ability score increases in Charisma, as swapping between personas comes naturally to them.
Changelings have a natural lifespan similar to Humans, if a bit shorter. They reach adulthood at 20 years of age, and almost never live past ninety years.
Changelings are medium-sized, but vary massively in how they choose to present themselves aside from this.
As a Changeling, your base speed is 30 feet.
As an action, you can alter your appearance and voice, taking on the appearance of any Sublunarian creature you can imagine as long as they are also of the same size as you. You control all aspects of these changes, from the length of your hair, to the color of your eyes, to the prints on your fingers. Your equipment, clothing, and abilities do not change based on the appearance you assume - for example, you do not gain access to the Resilient ability if you choose to appear as a Human - however, you do gain one ability of your choice based on how you choose to present yourself.
You may only benefit from one of these bonuses at any time, and may swap one ability for another in this list at the end of each long rest.
You are able to easily notice and copy the mannerisms and speech patterns of other people. After observing any Sublunarian creature for one hour, you can use your Shapechange ability to copy their appearance so perfectly that you are nearly indistinguishable.
Additionally, you are able to closely imitate their body language and speech mannerisms, provided that you also speak the same language as them. You have Advantage on any checks made to tell you and the creature you copied apart. This ability does not allow you to learn a language you do not already understand, nor does it give any additional information you would not already know.
To better swap between personas and blend in, nearly all Changelings are naturally good at learning new languages. You learn one additional language of your choice.
* Half-Folk Notes: There are no “Half-Changelings.” A creature born from the union of a Changeling and another folk will, in 3 out of 4 instances, be the same kind of creature as their non-changeling parent. The rest of the time, however, these children will turn out to be a Changeling. A Changeling born like this might have some aspects of their non-changeling parent in their true form - a Changeling with an Orc father might have tusks, for example - but they will still still be a full Changeling, and not an Orc.
Colún are strangers from deep in the forest, a people much deeply tied to the land upon which they live, to the point that they are bonded with it, in some ways. Colún differ in appearance more wildly than most folk due to their ties to fae and spirits, tall, furred bodies, antlers, and gentle features come to mind for most when imagining them, but in reality there are few constants for how Colún appear. There are few constants for what one can expect from them too, but many are prone to having similar quirks to various fae creatures.
Choose one ability score to receive a +2, and another to receive a +1. They tend to be stronger and more in tune with nature than most, with at least one of these ability scores in Strength or Wisdom.
Colún mature at a much slower rate than most other Sublunarians, reaching adulthood around the age of 50. They can frequently live to about 500 years of age.
Colún are big and generally taller than most others, most often falling between 6 and 8 feet tall - though there are always outliers. As a Colún, your size is medium.
As a Colún, your base speed is 30 feet.
When determining your lift and carry weight, you count as being one size larger.
Plants and animals understand the meaning of your words, though you yourself have no means to understand them. When you speak to beasts, plants, vegetation, and monstrosities that are not hostile towards you and your allies, you have advantage on checks made to influence them. All of these things understand your words when spoken to.
As an action, you can cause seeds to sprout, flowers to bloom, and plants to bear ripe fruit. At first level, you may only target a single plant that you can touch with this ability, but at 5th level, you may use this ability to affect all plants in a ten foot radius, centered around you. You may only use this feature as an area of effect once (regaining the ability to do so again after a long rest) and you may not cause the affected plants to become so overgrown that they cause any destruction or impose difficult terrain.
As an action, you may cast the Fog Cloud spell once per long rest. When you cast the spell through this feature, creatures in the cloud are only lightly obscured from your view - you are still heavily obscured by the fog. You may also cast the spell using a spell slot, but you do not gain the additional benefits of casting it through the ability.
Choose a single Challenge Factor 0 beast without a flying, or burrowing speed. You are capable of taking on the form of this beast once, regaining the ability to do so after a long rest. While in your animal form, your Strength, Dexterity, and Constitution scores - as well as your hit point count - are replaced by the beast’s stat block, you lose any class abilities, but gain any abilities the beast might have. You cannot cast or concentrate on spells in this form, and after a number of hours equal to your proficiency bonus or when you are reduced to 0 HP in your animal form, you revert to your Sublunarian shape.
* Half-Folk Notes: Half-Colún can make use of any Colún features except Into the Mist.
Dwarves are stout folks most at home in the underground. They are diligent workers, and skilled craftspeople with strong senses of loyalty to one another. They tend to carve out mountains to build their cities within them, and the weapons and armor they forge are often known for being the best in the world. They are also infamous for holding many grudges, and recording them through generations.
Choose one ability score to receive a +2, and another to receive a +1. Dwarves are known for being stout and densely-built, and are likely to have a bonus in Constitution.
Dwarves mature at the same rate as other creatures, reaching adulthood around 20 years of age. They are fairly long-lived, often reaching upwards of 350 years of age.
Shorter and stockier than most, Dwarves stand around 4 feet on average, normally 5 feet at the tallest. As a Dwarf, your size is medium.
As a Dwarf, your base speed is 25 feet.
Dwarves rarely fall ill and are known for their ability to eat nearly anything. As a Dwarf, you have advantage on saving throws made against effects which deal poison damage or cause the poisoned condition, as well as resistance to poison damage.
Tool-making and engineering are prevalent skills in most Dwarven societies in order to support their underground homes. The time required to craft any item is halved.
Dwarves are deft with a tool in their hand. Once per long rest, choose one weapon, set of armor, or set of tools you possess. Until your next long rest, treat that piece of equipment as you would its +1 equivalent, as long as you are the one using it. Weapons do not deal magic damage when used in this manner.
You have proficiency with a set of tools of your choice. At third level, this proficiency becomes expertise.
You can see up to 60 feet in darkness as if it were dim light. You cannot discern colors, however, as your vision is much rougher than in daylight.
* Half-Folk Notes: A half-Dwarf can make use of any Dwarf features.
Elves are a people touched by magic and are among the longest-living folks known. Their immense lifespan defines many aspects of their being. What would be a lifetime for most is scarcely enough time for an Elf to reach what they consider adulthood. Because of this, Elves often keep to themselves and other longer-lived types, and their cultures tend to be deeply steeped in long-standing tradition.
Choose one ability score to receive a +2, and another to receive a +1. Elves tend to be more nimble and dexterous than most creatures, and due to their incredibly long lifespans, they often contain a wealth of knowledge as well. Most Elves would have at least one of these bonuses in Dexterity or Wisdom.
Elves have an immense natural lifespan, measuring their age in decades rather than years. While they reach adulthood physically at the same time as most other creatures (around 20 years old), most Elves would consider themselves young until they are at least a century old, and it is not unheard of for an Elf to live to see 750 years.
Elves have as much variety among them as other folks, though they tend to be on the tall side with relatively slender builds. As an Elf, your size is medium.
As an Elf, your base speed is 30 feet.
As an Elf, sleep is more of a luxury than a necessity. As opposed to falling asleep, you may instead choose to enter a sort of meditative trance, during which your mind rests and your body heals itself. You remain semi-conscious, and only need to remain in this state for 4 hours to gain the benefits of a long rest.
You can see up to 60 feet in darkness as if it were dim light. You cannot discern colors, however, as your vision is much rougher than in daylight.
You have proficency in perception.
As an Elf, you areraised among magic. It is with you all your life, and even if you don’t opt to study it, you still have some basic knowledge of how to practically apply it in your day to day life. You learn one cantrip and one first level spell of your choice from the Wizard spell list. At third level, you learn a second level spell of your choice from the Wizard spell list. You may cast a spell you know in this way once, regaining the ability to do so on a long rest. You may also cast these spells using any spell slots you have. Intelligence is your spellcasting ability for these spells.
* Half-Folk Notes: When making a half-Elf, a character may take any trait but Trance.
Elves are found nearly everywhere there is life; forests, underground, the ocean, even other planes of existence. Wherever it is possible for life to be supported, there are likely also Elves.
A Sea Elf replaces the Scion of Magic feature with these features:
You gain a swimming speed equal to your walking speed.
You have a set of gills that you can use to breathe water as well as air.
You have a sharp set of teeth that can be used to easily shred flesh. Your bite is a natural weapon that inflicts 1d4 + your Strength or Dexterity modifier piercing damage. In addition, you can chew through things other creatures might consider inedible, like bone, and weaker construction materials such as thatching or wall plaster.
* Half-Folk Notes: When making a half-Sea Elf, you may take any trait but Gills or Trance
A Wood Elf replaces Scion of Magic with these features:
As a Wood Elf, your base speed equals 35 feet.
You learn a druid cantrip of your choice. Wisdom is your spellcasting ability for this cantrip.
As part of a long rest you can harvest the hide and bones of a creature you’ve recently killed to create one of the following items: A spear, a dagger, or 5 arrows. The creature must be small sized or larger to be used in this way. With a medium or larger creature you gain the ability to make a shield, or a set of either hide or leather armor. You must use an applicable set of artisans tools or a blade of some kind to harvest the materials necessary to make these items.
* Half-Folk Notes: All Wood Elf features are available when creating a half-Wood Elf.
Halflings are a small, yet courageous folk that live in close knit communities far off from most urbanized settlements. They are known to be somewhat avoidant of change, and not fond of leaving home for long periods of time. Still, they make for fierce and loyal companions when they travel with others.
Choose three unique abilities to receive a +1.
Halflings mature at the same rate as most others, reaching adulthood around the age of 20, and living about three centuries in their natural lifespan.
Known for their small stature, most Halflings stand between 2½ and 3½ feet tall. As a Halfling, you are small sized.
A Halfling's base speed is 25 feet.
When you roll a natural one on an ability check, an attack roll, or a saving throw, you may re-roll. You must use the new roll, even if that roll is also a natural one. You may use this feature once, regaining use upon a long rest.
You have advantage on saving throws against being frightened. Additionally, once per long rest when you are frightened, you may choose to ignore the effects of the frightened condition for a number of rounds equal to your proficiency bonus, after which the effect is resumed as normal.
Halflings have learned to appreciate the little things in life. After finishing a long rest or having a good meal, you may make one attack roll, ability check, or saving throw with advantage for the next 24 hours. You may not hold more than one use of this ability at a time.
Many foes underestimate you due to your smaller stature. When a Medium or larger creature targets you with an attack or spell, that creature must make a wisdom saving throw (the DC of this save equals 10 + your proficiency bonus) if they can see any of your allies which are Medium sized or larger. On a failed save the creature must choose a new target, or lose the attack or spell. You may not use this ability against a creature which has seen you land an attack or cast a spell.
* Half-Folk Notes: All Halfling abilities are available to a half-Halfling, though “Often Overlooked” is only available to a half-folk character who is small sized.
Humans are all backbone. Tough and adaptable, they are short lived but ambitious, often going places that no one else is willing to go. They live everywhere and travel the world over, often underestimated due to their seemingly mundane nature. A Human’s strength comes primarily from their endurance and resilience; it is these driving traits that keep them going, to the eternal frustration of many.
As a Human, choose 3 unique ability scores and increase them by +1. Most Humans living dangerous or difficult lives have one of those points in Constitution.
Humans reach adulthood around the age of 20 and only live to see a century if they’re both lucky and in good physical health.
Humans vary greatly in size, with heights, weights and builds across a broad spectrum. All Humans are medium-sized.
As a human, your base speed is 30 feet.
You’re naturally inclined to show greater fortitude in the face of raw physical exhaustion than other kinds. You have advantage on any saving throws made against Exhaustion, and treat any Exhaustion levels you have as being one level lower than they are.
You regain a single hit die when you complete a short rest. This increases to 2 hit dice at 9th level, and 3 hit dice at 17th level.
When you are reduced to 0 hit points, you may choose to remain conscious with 1 hit point instead. You may use this ability once per long rest, and cannot use this ability if you take damage which would kill you outright.
You have experience dealing with all sorts of strange situations involving people who are very different from yourself. Because of this, you can loosely communicate even with those who might not speak the same languages as you. As an action, through a vague series of gesticulations, you can communicate very simple ideas with creatures with whom you do not share a language without the need for a skill check - for example, “cross that bridge over there” or “keep watch in this area.” A creature must have an intelligence score of 8 or higher to understand you in this way.
You gain proficiency with a single skill of your choice.
* Half-Folk Notes: When making a half-Human, you may take any Human trait but Skillful.
Where Humans gain their toughness from the ability to carry on and endure great punishment, Orcs gain their toughness from raw physical vigor. Of the types of people that might inhabit a world, Orcs and humans are probably the most alike one another. Both are shorter lived than some of the other folks around them, and both may at times be considered “uncivilized” by the type of Elf or Dwarf to look down their noses at those different from them. Orcs and Humans are both natural-born survivors, as well, though often in very different ways.
Choose one ability score to receive a +2, and another to receive a +1. Orcs tend to be physically stronger than other kinds, and an Orc living a dangerous or difficult life would likely have one of these bonuses given to their strength score.
Orcs age in a similar manner to Humans, reaching adulthood around age 20, and rarely (though occasionally) living to see a century.
On average, Orcs are bigger and more muscular than most. Most Orcs are between 6 and 7 feet tall. That said, they still somewhat vary in height and build. All Orcs are medium-sized.
As an Orc, your base speed is 30 feet.
You are considered one size larger when calculating your lift and carry capacity.
Tapping into all your stamina, you can push past your normal limits and move with incredible speed. You may dash as a bonus action. You may use this ability a number of times equal to your proficiency bonus, regaining uses on a long rest. Alternatively, you may expend a hit die to use this ability again when no uses remain.
Orcs are naturally capable of impressive feats of strength when they need it most. When you make a Strength saving throw or ability check using Strength, you may choose to do so with advantage. You may use this ability a number of times equal to your proficiency bonus, and regain all uses after a long rest.
You are naturally deft with a weapon in your hand. If you miss a melee attack while you have Advantage on that attack, you may still deal damage of that weapon’s type equal to your Strength modifier.
You can see up to 60 feet in darkness as if it were dim light. You cannot discern colors, however, as your vision is much rougher than in daylight.
* Half-Folk Notes: When building a character who is half-Orc, all Orc traits are applicable.
Raska are sublunarians akin to snakes. They appear almost Human, save for fangs, snakelike eyes, jaws that unhinge, and scales that creep up their arms and legs. They are the children of the World Serpent, a goddess of Truth and Destruction. They have little established society to speak of, and many of them are found as travelers on the road. They are self motivated, are stereotyped as sociopathic by those who don’t know better. They are often known to go to extreme lengths to keep promises.
Choose one ability score to receive a +2, and another to receive a +1.
Raska tend to have an average lifespan, rarely living past 150 years of age.
The Raska’s resemblance to human beings extends to their size, usually standing between 5 and 6½ feet tall. Your size is medium.
As a Raska, your base speed is 30 feet.
You can see up to 60 feet in darkness as if it were dim light. You cannot discern colors, however, as your vision is much rougher than in daylight.
You can speak to and be understood by snakes, though you are unable to understand them in return. Any snakes you interact with are treated as being charmed by you, and will follow commands you give them to the best of their ability as long as it will not obviously harm them (such as telling them to jump off of a cliff or into fire).
You have a set of fangs that produce natural venom, which you can apply to your weapons and ammunition or use as a poison on its own. Spending an action, you apply the venom to a weapon or other object (such as a food item). If ingested or applied to an open wound, the venom deals poison damage equal to a number of d8s multiplied by your proficiency bonus. When applied to a weapon, the venom only applies this damage to a single strike before it is used up. After 24 hours, the venom dries up and cannot be used anymore. You may extract your venom for this purpose once per long rest.
You have resistance to poison damage, and immunity to the poisoned condition
You have immunity to the charmed condition, and vulnerability to cold damage.
* Half-Folk Notes: A Half-Raska can take any Raska trait except for Inoculated.
People love one another regardless of their differences. Being different from your lover in some way isn’t going to stop you from loving them, and it often won’t stop the two of you from having children together. A player may want to play a character from a union of two different kinds of folks, so to do that, use the following rules:
A half-folk character may choose one ability score to receive a +2, and another to receive a +1. Alternatively, choose any three unique ability scores to receive a +1.
Lifespan for this character is determined by the average of their parents' potential lifespans. For example, a half-Human/half-Elf would likely live to be around 350 before growing old.
Size is also determined by the average between the parents’ size. The child of two medium creatures will be a medium creature. The child of two small creatures will be a small creature. The child of a small and a medium creature could be either small or medium, at the choice of the player.
Speed is also determined by the average between the parents’, rounded down to the nearest multiple of five. For example, a character who’s half-Human and half-Orc has a speed of 30. A character who’s half-Human and half-Dwarf has a speed of 25.
(Note: A character who’s half-Wood Elf/half Dwarf would have a speed of 25, but if they were to take the Fleet of Foot trait, their base speed would be 35. When building a character who uses the half-folk rules, specific rules will always take precedence over general ones!)
Choose two abilities, one from each group of folk your character’s parents belong to. When choosing these abilities, check the Half-Folk Notes associated with the abilities, to see if any of them aren’t available to a half-folk character.
Half-folk often have a unique cultural experience from having to fit into two very different cultures simultaneously. Below is a set of features unique to half-kind characters. Choose two of these when making your character:
Options
A player may wish to play a character that was adopted; born, biologically, as one folk, but raised by another, or perhaps raised outside of their typical folk’s society. In such a case, a player may swap the Culture trait that their character would normally receive from their Folk with the Culture trait of the Folk or society that they were raised in.
Bloodlines are character origin options that go beyond what manner of folk they might be, often playing into more supernatural characteristics and abilities of a character’s nature that grant them a more intense edge than ordinary folks. To claim a bloodline, a player chooses just how far they want their character to be diverged from their initial nature. A character chooses their bloodline and sacrifices their first level feat to gain one ability of those available to their bloodline. They may sacrifice one of the traits they gain from their folk to gain a second ability from their bloodline, and sacrifice a second trait from their folk to gain a third bloodline trait. A character may have no more than three bloodline traits.
As a Cambion, you are tied to devils and hell. The darker powers that linger in this world presided in some way over your birth. You are, in some part, a devil yourself (perhaps a devil entirely, or perhaps merely descended from one). This is reflected in your appearance. You may have brightly colored skin and sharp horns, thick fur, jagged teeth, empty black eyes, a long tail, or some other unsettling aspect that signifies a devilish nature. Choose three traits listed below to represent your devilish nature:
Nephilim are individuals tied to divinity, angels, demigods, chosen ones, and others of a similarly divine bent. Their appearances vary wildly, with some individuals simply being strikingly good looking, while others are more disconcerting examples of unknowable divinity (creatures with many eyes or arms, tongues of flame above them, heads of animals, and so on). Regardless, you as a creature are divine in nature, and it is through that divinity, that you gain a sort of power unknown to others. Choose three of the Nephilim traits listed below to represent your divine nature: