Survival of the Fittest Birth Names:
Among goliaths, any adult who can't contribute to the tribe is
expelled, A lone goliath has little chance of survival, especially Aukan, Eglath, Gae-Al, Gauthak, Ilikan, Keothi, Kuori, Lo-
an older or weaker one. Goliaths have little pity for adults Kag, Manneo, Maveith, Nalla, Orilo, Paavu, Pethani, Thalai,
who can't take care of themselves, though a sick or injured Thotham, Uthal, Vaunea, Vimak
individual is treated, as a result of the goliath concept of fair
play. Nicknames:
A permanently injured goliath is still expected to pull his or Bearkiller, Dawncaller, Fearless, Flintfinder, Horncarver,
her weight in the tribe. Typically, such a goliath dies Keeneye, Lonehunter, Longleaper, Rootsmasher, Skywatcher,
attempting to keep up, or the goliath slips away in the night to Steadyhand, Threadtwister, Twice-Oprhaned, Tiwstedlimb,
seek the cold will of fate. Wordpainter
In some ways, the goliath drive to outdo themselves feeds Clan Names:
into the grim inevitability of their decline and death. A goliath
would much rather die in battle, at the peak of strength and Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-
skill, than endure the slow decay of old age. Few folk have Olavi, Kolae-Gileana, Ogalokanu, Thuliaga, Thunukalathi,
ever met an elderly goliath, and even those goliaths who have Vaimei-Laga
left their people grapple with the urge to give up their lives as
their physical skills decay. Goliath Features
Ability Score Increases. Your Strength score increases by 2,
Because of their risk-taking, goliath tribes suffer from a
chronic lack of the experience offered by long-term leaders. and your Constitution score increases by 1.
They hope for innate wisdom in their leadership, for they can Age. Goliaths have lifespans comparable to humans. They
rarely count on a wisdom grown with age.
enter adulthood in their late teens and usually live less
Goliath Names than a century.
Every goliath has three names: a birth name assigned by the Alignment. Goliath society, with its clear roles and tasks, has
newborn's mother and father, a nickname assigned by the a strong lawful bent. The goliath sense of fairness,
tribal chief, and a family or clan name. A birth name is up to balanced with an emphasis on self-sufficiency and personal
three syllables long. Clan names are five syllables or more accountability, pushes them toward neutrality.
and end in a vowel. Size. Goliaths are between 7 and 8 feet tall and weigh
between 280 and 340 pounds. Your size is Medium.
Birth names are rarely linked to gender. Goliaths see Speed. Your base walking speed is 30 feet.
females and males as equal in all things, and they find Natural Athlete. You have proficiency in the Athletics skill.
societies with roles divided by gender to be puzzling or Stone's Endurance. You can focus yourself to occasionally
worthy of mockery. To a goliath, the person who is best at a shrug off injury. When you take damage, you can use your
job should be the one tasked with doing it. reaction to roll a d12. Add your Constitution modifier to the
number rolled, and reduce the damage by that total. After
A goliath's nickname is a description that can change on you use this trait, you can’t use it again until you finish a
the whim of the chieftain or tribal elder. It refers to a notable short or long rest.
deed, either a success or failure, committed by the goliath. Powerful Build. You count as one size larger when
Goliaths assign and use nicknames with their friends of other determining your carrying capacity and the weight you can
races, and change them to refer to an individual's notable push, drag, or lift.
deeds. Mountain Born. You’re acclimated to high altitude, including
elevations above 20,000 feet. You’re also naturally adapted
Goliaths present all three names when identifying to cold climates.
themselves, in the order of birth name, nickname, and clan Spiritual Relations. Goliaths are a very spiritual people by
name. In casual conversation, they use their nickname. nature, and have great respect for the spirits of the spirit
world. You have advantage on charisma (persuasion)
checks when dealing with mountain and earth spirits.
Languages. You can speak, read, and write Common and the
Stone Giant language.
Jotun Enslaved Heritage
"A people destined for enslavement by their own ancestors, Of all the giant kin races, the jotnar have the
strong but beaten, spirited but chained, passionate but hardest relationship with their frost giant
broken. This was once the legacy of these frozen natives, a ancestors. The jotnar at first were loved by the frost
legacy that kept them chained by their heritage and their lack giants, but as the jarls of the north began to
of will. Many began to see a way past the tyranny, and rose up become more cruel and malevolent, they enslaved
against their giant ancestors, breaking their icy chains and their descendants. Using them as shock troop
wielding their steel, they broke free of the frost giants, making soldiers with no value, or laborers from their giant
their own path, their own destiny, the jotnar had been freed lodges and fortresses.
from their prison, and they will never go back."
The jotnar despise most frost giants. However,
----Arcturis, The Racial Codex, Vol. V the frost giant clan of Kartheus is allied with the
Hailing from the frigid ravines and frozen spires of the north capital city of the Water Tribe in the south. Many
and south poles, the jotun are a strong and powerful people. jotnar migrate to and are welcomed there by the
Descendant from the frost giants, the jotun have large, last remaining clan of frost giants who truly care for
muscular builds with icy blue skin and either white or blue them.
hair. Keeping to themselves in multiple different clans, just as
many or allied and against the clans of the xuěling elves, Each clan had a jarl, and with that jarl, a different set of
sharing similar ideals and passions. values and outlook on life's meaning. Some clans become no
better than their frost giant ancestors, raiding and pillaging
Bending History the lands and seas of the north and south. Other clans seek
Known to be the descendants of the frost giants, the jotnar nothing more than to simply be left alone from the rest of the
are best known for their mixed use of earth and water world. Surviving on their own accord and with their own free
bending within their clans. Never known for air or fire will.
bending as a whole, but sometimes there are instances where
this does occur, but depending on the clan they hail from, Lastly, there are few clans that ally themselves with the
they are banished from the clan if they practice any other Water Tribe, providing powerful warriors in case of war time
than earth or water bending. and strong laborers in times of construction and expansion.
Particularly master of the ice bending arts, they use these
abilities to bend the lands to their will so that they may build
their clans upon high glacial cliffsides.
Powerful Clans
If anything was to be seen as a similarity between the jotnar
and the frost giants, it was their clan like societies. The jotnar
settle in multiple clans that range across the north and south
poles of the world, often serving as allies, enemies, or neutral
parties to the Water Tribe.
Icelandic Quarels and Alliances Clan Names:
Although these icelandic regions are quite vast, the jotnar
often find themselves at odds or in perfect harmony with the Arnsson, Eyvaldsson, Gudrikdottir, Hvitserksson, Jorundottir,
xuěling elves. Many of the xuěling clans are giant hunters, Karedottir, Kormakdottir, Naddodsson, Nafnidottir,
particularly that of frost giants, especially the one who raid Sorlidottir, Thialfidottir, Thorredsson
and attack their lands. The xuěling of this nature will often
not find any difference between the frost giants and the Jotun Features
jotnar, leading to small battles and clan wars. Ability Score Increases. Your Strength score increases by 2,
However, there are certain jotnar and xuěling clans who and your Wisdom score increases by 1.
are quite diplomatic with each other, and have strong Age. Jotnar have lifespans comparable to humans. They enter
alliances with each other. Paired together, if anyone or
anything were to attack either side of this alliance, they would adulthood in their late teens and usually live less than two
be met with the full force and ferocity of the two most centuries.
powerful humanoids of the icelands. Alignment. Jotnar are divided amongst different clans under
a single jarl in each. This leads them towards both Chaotic
Jotun Names and Lawful alignments depending on their clan's ideals.
The jotnar have a very similar naming culture as that of their The same goes for when determining an Evil or Good
goliath kin. Every jotnar has three names: a birth name alignment as well.
assigned by the newborn's mother and father, a nickname Size. Jotnar stand between 7 and even 9 feet tall and weigh
assigned by the clan jarl, and a family or clan name. between 320 and 440 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Birth names are rarely linked to gender. Unlike their Water Blizzard Born. You have a natural resistance to cold damage
Tribe neighbors, where they divide gender for specific roles and are acclimated to environments with temperatures
and tasks in their society, the jotnar see males and females as below zero. You also don't suffer from hypothermia from
equals in all things. To a jotnar, any and all have the chance ice cold waters of the north and south.
and right to prove themselves capable of their clan name. Raiders and Pillagers. You gain proficiency with the
Survival, Animal handling, and Intimidation skills.
A jotun's nickname is a description that can change on the Powerful Build. You count as one size larger when
whim of the jarl or clan elders. It refers to a notable deed, determining your carrying capacity and the weight you can
either a success or failure, committed by the jotun, much like push, drag, or lift.
the goliaths. Jotnar assign and use nicknames with their Spiritual Relations. Jotnar are not particularly interested in
friends of other races, and change them to refer to an the spirit world, but try to avoid offending them as well. You
individual's notable deeds. have neither advantage or disadvantage with charisma
(persuasion) checks when dealing with spirits of all kinds.
Unlike the goliaths, the jotnar only present all three names Languages. You can speak, read, and write Common and the
to identify themselves once they have come to believe that Frost Giant language.
those they travel with are truly their friends or allies, and are
worthy of learning their full title. They usually refer to
themselves by their birth name in casual conversation.
Birth Names:
Asmund, Authketill, Drufi, Estrid, Geirlaug, Gudfrid, Hafr,
Hjalti, Lini, Ljufa, Olvir, Rodmar, Salbjorg, Sighadd, Siv,
Skjod, Thidrik, Thordis, Thorgaerd, Thorhall, Thorkatla,
Thorlaug, Tonna, Tumi, Ulheif, Uni, Vidkunn
Nicknames:
Bearkiller, Broadaxe, Giantslayer, Iceborn, Icewalker,
Siggrun, Tundrahunter, Whalescrag, Wormhunter,
Wyrmslayer
Proud Heritage
When it comes to the relationships between giants
of the ordning and their giant kin descendants, the
imperions and the fire giants have the strongest
bond. Imperions are welcomed with open arms and
with all the love that the fire giants can give. Seeing
them as if they were their own children, many
imperions one not born and raised into their own
imperion households, they will be raised by fire
giants.
As such, when imperions come of age, they will
generally be tutored by a fire giant master smith in
their basic, advanced, and smithing education. Fire
giants and imperions fight on the battlefield as true
equals, and would live and die for one another.
Imperion Bending History
As the proud descendants of the fire giants, imperions
Dwelling within the calderas of volcanoes alongside their inherently have affinity towards fire bending. Some lead
ancestors, or residing within the Fire Nation areas, the down the path of earth bending on occasion, but this seems
imperions are a proud people of honor and smithing. to be fairly rare among the imperions. Most imperions
Descendant from fire giants, the imperions take much after especially have a knack for the use of lava bending, using it to
their customs, and are generally accepted amongst them as form the obsidian strongholds of volcanoes and caverns they
one and the same. Imperions generally stand tall and call home, alongside their fire giant ancestors.
muscular with grey-like skin and crimson or orange fiery hair.
Given much of the talents of the Fire Giants, the Imperions Honorbound Society
have also been considered masters of the forges across the Bravery and honor were the two main values that the
lands. imperions held dear. To break your word or to tarnish your
honor is considered one of the worst acts that one could
An interesting trait amongst the imperions is the fact that commit. Imperions didn't have their own kingdom, but were
both the males and females appear to grow small tusks from members of the Fire Giant Empire, allied with the Fire
their bottom jaw. Fire giants naturally have small tusks in Nation. The imperions served under the same rule as the fire
comparison as well, the same goes for their slightly pointed, giants did: under the rule of the seven lava lords, one for each
cupped ears. These are all traits that are represented within active volcano within the Fire Nation controlled by the
an imperion's physical features. empire.
In addition to this unique ruling system, each lava lord
often had an imperion representative, a speaker that would
speak on their behalf at diplomatic retreats with the small
folk as they call most other races. The fire giants are a
powerful people, but don't have the best capabilities when it
comes to speech and diplomacy, which is where the
imperions fill this societal gap, creating a strong and unified
people.
Prideful Craftsmen Family Names:
Another aspect that is both a part of imperion and fire giant
culture, is their exquisite craftsmanship and smithing Ashenar, Conflagri, Crimsonheart, Fireblood, Hotenow,
prowess. The dwarves craft strong and jewel filled weapons Karundax, Moltari, Moltensoul, Varnaic, Volcaicson
and armor, the elves make elegant and artistic goods, but the
imperions are known to be one of the finest craftsmen people Imperion Features
and even are said to surpass the skill of the dwarves and Ability Score Increases. Your Strength score increases by 2,
elves alike.
and your Charisma score increases by 1.
One caveat of this pride, is their ambition to craft their own Age. Imperions have life spans more comparable to elves.
gear. As adventurers, you won't find many imperions going to
smiths to purchase commonly made gear, rather buying the They enter adulthood in their late teens and usually live a
materials and crafting the same items at a better quality for little past three centuries.
themselves. Every imperion's armor and weaponry are Alignment. The Fire Giant Empire, allied with the Fire
designed specifically for them, engraved with their family Nation is naturally Lawful Good. The imperions as a people
name and fit their specific build. The chances of another generally are a part of the very same empire and stand
individual or even another imperion being able to wear or use alongside its ideals. Though some seek different paths in
the same equipment as the imperion who crafted it is quite life and travel the world, leading to Neutral alignments as
low. well.
Size. Imperions stand at a towering 7 to 9 feet tall and weigh
Imperion Names between 300 and 440 pounds. Your size is Medium.
Imperions have a very similar naming culture as that of their Speed. Your base walking speed is 30 feet.
other giant kin. Every imperion has three names: a birth Craftsman. You have proficiency in smithing and masonry
name assigned by the newborn's mother and father, a tools.
nickname assigned by the house patriarch and is generally Darkvision. Accustomed to the calderas of volcanoes,
used as a middle name, and a family or house name. sometimes with limited light, you have adapted to the
Imperion names are generally reused from a previous hero of dimness. You have a darkvision of 60 feet, and you see in
their culture or a master smith this way with shades of grey and faint shades of red.
Volcanic Born. You are naturally accustomed to volcanic
An imperion's middle name is often the first name of the areas, and have a natural resistance to fire. As an added
imperion's household patriarch. This name holds a special benefit of having fire giant blood flow through your body,
significance across generations, often keeping the legacy of you can stride through lava much like your ancestors.
each family patriarch alive forever. Though you can only do it for a certain amount of time
before it eventually starts to negatively affect you.
Imperions will present all three of their names when Powerful Build. You count as one size larger when
identifying themselves as a point of pride and honor. Letting determining your carrying capacity and the weight you can
all know who they are and where they hail from is a way to push, drag, or lift.
build one's own legacy for all to remember. Spiritual Relations. Imperions are very proud, but are not
without respect for the spirit world, some believing that it is
Male Names: the fire spirits that give them their skill with forging. You
advantage on charisma (persuasion) checks when dealing
Brigan, Britkos, Cegbar, Clithos, Crislog, Dingrog, Dloflos, with spirits of fire.
Ekaos, Fromlas, Gibvar, Grenus, Kiwnir, Klabdius, Lodnas, Languages. You can speak, read, and write Common and the
Moxvir, Munsor, Zlogrog, Zlolor Fire Giant language.
Female Names:
Alewbrog, Brixdus, Cufnas, Femir, Gilzar, Glicfius, Hothema,
Iwar, Julos, Knowar, Rawlas, Rimsor, Srufur, Stretbog,
Ticdus, Vukos, Yuom
Kor Bending History
Many believe that they are the descendants of the cloud
"Deeply reverent of the world and its sacred sites, the giants, the kor know this to be true. This is where their
nomadic kor live a sparse existence defined by their constant affinity for air bending originates. Just the same, others
travels. Masters of ropes and hooks, they scale sheer cliffs believe that since they were not openly welcomed amongst
and cross yawning chasms with such skill and agility that their ancestors within the clouds, the ancient kor chose to
they sometimes seem almost to take flight. Perhaps because attempt to prove them wrong, and climbed the mountains
of their chaotic lifestyle, kor society places value on order and and peaks to their level, possibly gaining their affinity for
community. They emphasize a structured, harmonious earth bending as well. In any case, the kor are quite an
community with strong traditions binding its members amazing and mysterious people.
together." Nomadic Lifestyle
Kor live a sparse existence, traveling mercilessly light,
----Arcturis, The Racial Codex, Vol. III carrying with them only the essentials. They value the
portability of individual skill and strength of character over
The climbers of peaks beyond the clouds, the travelers of the more static virtues. A common kor proverb is "We were not
world, the bastard descendants of the cloud giants, the kor meant to put down roots. The heart is a moving organ". Kor
roam this world as they please. It is truly unclear if they are in know to be the descendants of the cloud giants, though there
fact the descendants of cloud giants, but it is commonly is very little connection between them other than the more
thought that they are, due to the fact that they climb to the lithe statures among the other giants and their small, but
points above the clouds possibly in the hopes of reaching notable fangs. These fangs have no real use, other than being
where they might truly belong. very prominent canines.
The kor are tall, slender humanoids with light hair and gray, Unacknowledged Heritage
blue-gray, or ivory skin. All kor have slightly pointed ears, and
males have short, fleshy barbels on their chins. They paint Though the kor are the bastard descendants of the
softly glowing geometric patterns on their faces and bodies. cloud giants, the giants above make very little
Their clothing tends to leave their arms and shoulders free to acknowledgement of their existence and often
facilitate climbing, and they keep most of their gear in deny their relation. The kor see this as a minor
pouches and slings at their waists. The kor have a nonverbal insult, for they have come to realize that it does
language of hand signs and gestures that allows not matter that their giant ancestors care for them
communication despite significant distance. They also use or not, the kor need only care for their close friends
this sign language among themselves when they wish to and each other.
avoid being overheard, giving rise to misguided rumors that
they are incapable of speech. When they do speak, they
typically use as few words as possible to convey their
meaning.
To Go Where No One Can Kor Features
Despite their constant motion, kor revere locations in a deep Ability Score Increases. Your Dexterity score increases by 2,
sense. They travel in small bands along one of several
pilgrimage routes, visiting dozens of sacred sites across the and your Intelligence score by 1.
world. Each pilgrimage circuit takes decades, and many are Age. Kor mature at the same rate as humans and live about
lost to the world's constant dangers along the way.
as long as two to three centuries.
Kor are masters of ropes and hooks, using them to travel Alignment. Most kor are neutral good, with a strong
and to hunt, and incorporating them into their spirituality.
They rarely use unreliable devices such as crossbows to dedication to community and the traditions of their
propel their grappling hooks onto cliff faces or flying game, ancestors.
relying instead on simple, sturdy rope and the skill of the Size. Kor stand between 6 and 8 feet tall, but have much
arm. A hooked line is also a social and sacred symbol for the more slender bodies than that of their cousins. Your size is
kor, representing their connection to each other and to the Medium
world around them. Speed. Your base walking speed is 30 feet. You also have a
climbing speed of 30 feet as long as you are not
It is said that the ancient and spiritual art of chain fighting encumbered or wearing heavy armor.
was developed and mastered by the ancient kor elders, in the Kor Climbing. You have proficiency in the Athletics and
hopes of defending themselves and their people from dangers Acrobatics skills.
that common fighting methods could not withstand. Lucky. When you roll a 1 on the d20 for an ability check or
saving throw, you can reroll the die and must use the new
Because of their wandering nature, kor naturally tend roll.
towards exploration and adventuring. They make natural Spiritual Relations. Kor are on average a spiritual people,
wardens and chainfighters. A few kor find their way as both respecting the earth and air alike for their climbing
templars or monks, usually in the worship or guidance of skills. You have advantage on charisma (persuasion) check
Raava, in the case of the latter. when dealing with spirits of air and earth alike.
Languages. You can read, speak, and write Common, Cloud
Kor Names Giant and can communicate in the silent Kor Speech.
Kor find very little use for physical and verbal naming in this
way, using their kor speech to communicate with each other.
But for the sake of other races whom which they often come
across, they will have given themselves names that translate
to the common tongue of the rest of the world
These names are often related to other kor elders and
heroes of their culture, sometimes of heroes of other races
whom the kor have had great relations with, such as humans.
Male Names:
An, Aoth, Chen, Chi, Ehput-Ki, Fai, Jiang, Jun, Kethoth, Lao,
Lian, Ling, Long, Meng, Mumed, On, Pin, Ramas, Shan, Shin,
Shui, So-Kehur, Tan, Wan, Wen
Female Names:
Arizima, Bai, Chao, Chathi, Chien, Huang, Jia, Kao, Lei, Mei,
Murithi, Nephis, Nulara, Qiao, Sefris, Shui, Sum, Tai, Thola,
Umara
Genasi Heirs to Elemental Power
Genasi inherit something from both sides of their dual
"Those who think of other planse at all consider them nature. They resemble humans but have unusual skin color
remote, distant realms, but planar influences can be felt (red, green, blue, gray, or icy pigments), and there is
throughout the world. It sometimes manifests in beings who, something odd about them. The elemental blood flowing
through and accidental or intentional birth, carry the power through their veins manifests differently in each genasi, often
of the elements in their blood. The genasi are these beings, as physical adaptations to the elements.
the offspring of genies and mortals."
Seen in silhouette, a genasi can usually pass for human.
----Arcturis, The Racial Codex, Vol. II Those of earth, water, or ice descent tend to be heavier, while
Emtari is the plane of existence that holds the four elemental those of air, fire, or shadow tend to be lighter. A given genasi
realms, the elemental balance, and the elemental chaos. might have some features reminiscent of the mortal parent
These realms are often inhospitable to natives of the (pointed ears from an elf, a stockier frame and thick hair from
material; crushing earth, searing flames, boundless skies, a dwarf, small hands and feet from a halfling, exceedingly
and endless seas make visiting these places dangerous for large eyes from a gnome, and so on).
even a short time. The powerful genies, however, don't face
such troubles when venturing into the mortal world. They Genasi almost never have contact with their elemental
adapt well to the mingled elements of the material plane, and parents. Genies seldom have interest in their mortal
they sometimes visit, whether of their own volition or offspring, seeing them as accidents. Many feel nothing for
compelled by mystical powers. Some genies can adopt mortal their genasi children at all. On rare occasions, some genies
guises and travel incognito. leave their homes in Emtari, and raise their offspring with
their mortal parents.
During these visits, a mortal might catch a genie's eye,
Friendship forms, romance blooms, and sometimes children Some genasi live as outcasts, driven into exile for their
result. These children are genasi; individuals with ties to two unsettling appearance, or assuming leadership of savage
worlds, yet belonging to neither. Some genasi are born of humanoids and weird cults in untamed lands. Others gain
moral-genie unions, others have two genasi as parents, and a positions of great influence, especially where elemental
rare few have a genie further up their family tree, manifesting beings are revered. For example, the current royal family
an elemental heritage that's lain dormant for generations. bloodline as the Fire Lord are fire genasi. A few genasi leave
the material plan to find refuge in the households of their
Occasionally, genasi result from exposure to a surge of genie parents.
elemental power, through phenomena such as an eruption or
disruption of the elemental balance. The largest group of Wild and Confident
unparented genasi to exist were those who formed from the Genasi rarely lack confidence, seeing themselves as equal to
last harmonic convergence. Elemental energy saturates any almost any challenge in their path. This certainty might
creatures in the area and might alter their nature enough that manifest as graceful self-assurance in one genasi and as
their offspring with other mortals are born as genasi. arrogance in another. Such self-confidence can sometimes
build genasi to risk, and their great plans often get them and
Bending History others into trouble.
All genasi are bending capable, but only awaken the ability of
their nature. For example, fire genasi more likely than not Too much failure can chip away at even a genasi's sense of
will become fire benders. No genasi can have the bending self, so they constantly push themselves to improve, honing
style that bears the element opposite to their nature. If one their talents and perfecting their craft.
does, then their life span will be significantly shorter or they
will deteriorate from the elemental stress.
Genasi Backgrounds Genasi Names
Genasi use the naming conventions of the people among
Each genasi subrace has its own temperament, whom they were raised. They might later assume distinctive
which might make some backgrounds more names to capture their heritage, such as Flame, Ember,
suitable than others. Icespire, Wave, Onyx, and so on.
Air Genasi are proud of their heritage, sometimes Genasi Traits
to the point of haughtiness. They can be Your genasi character has certain characteristics in common
flamboyant, and are keen to have an audience. They with all other genasi.
rarely stay in one place for long, always looking for
a new sky to see and breathe. Air genasi who don't Ability Score Increase. Your Constitution score increases by
live in cities favor open lands such as plains, 1.
deserts, and high mountains. Fitting backgrounds
include artist, charlatan, and courtier. Age. Genasi mature at about the same rate as humans and
reach adulthood in their late teens. They live somewhat
Earth Genasi are more withdrawn, and their longer than humans do, up to 120 years.
connection to the earth keeps them from being
comfortable in most cities. Their uncommon size Alignment. Independent and self-reliant, genasi tend toward
and strength makes them natural soldiers, though, a neutral alignment.
and with their stoic demeanor, they can encourage
others and become great leaders. Some earth Size. Genasi are as varied as their mortal parents but are
genasi live underground, where they can be in their generally built like humans, standing anywhere from 5 feet
favored element. When they emerge from their to over 6 feet tall. Your size is Medium
caves, they might roam the hills and mountains or
lay claim to old ruins. Appropriate backgrounds for Speed. Your base walking speed is 30 feet.
earth genasi include hermit, outlander, and soldier. Languages. You can speak, read, and write Oriental
Fire Genasi often get themselves into difficulty Common and the elemental language of your genasi type.
with their fiery tempers. Like their air genasi Subraces. Sixe major subraces of genasi are found across
cousins, they sometimes flaunt their perceived
superiority over common folk. But they also want the world: air genasi, earth genasi, fire genasi, ice genasi,
others to share their high opinion of themselves, shadow genasi, and water genasi. Choose one of these
so they constantly seek to enhance their subraces.
reputation. Likely backgrounds for a fire genasi
include criminal, folk hero, and noble.
Ice Genasi are often a strange case when it
comes to their lifestyles. They often share similar
tenets of their air and water genasi cousins. Some
being proud of their heritage and preferring
solitude in life. Many have been known to live
among the people of the Water Tribe, following
some of the same aspects of their culture.
Appropriate backgrounds for an ice genasi would
be acolyte, archaeologist, or sage.
Shadow Genasi are often quiet and withdrawn,
preferring to remain outside of the public eye.
Shadow genasi have no qualms about getting
involved with current events but prefer to do so
from the background. This behavior has given the
shadow genasi a reputation for being sneaky and
deceitful manipulators when in truth they only wish
to contribute what they can in the manner that
best suits them; from the shadows. Common
backgrounds for shadow genasi are faceless,
outlander, or urchin.
Water Genasi almost all have some experience
aboard or around sea vessels. They make excellent
mariners and fishers. Like earth genasi, though,
water genasi prefer quiet and solitude; the wide
shores are their natural homes. They go where they
want, do what they want, and rarely feel bound to
anything. Good backgrounds for water genasi
include hermit and sailor.
Air Genasi
As an air genasi, you are descended from the djinn. As
changeable as the weather, your moods shift from calm to
wild and violent with little warning, but these storms rarely
last long.
Air genasi typically have light blue skin, hair, and eyes. A
faint but constant breeze accompanies them, trousling the
hair and stirring the clothing. Some air genasi speak with
breathy voices, marked by a faint echo. A few display odd
patterns in their flesh or grow crystals from their scalps.
Gustful Chi
Due to the relation of their people to the djinn, the air genasi
have the strongest affinity for air bending. It is almost
impossible for an air genasi to use any other element of
bending without strictly going against their nature. Though
on occasion, some are found to be decent fire benders, but
generally have a shorter lifespan due to the strain on their
spirit. A fate that is neither their fault, nor can they avoid.
Nomadic Relations
The air genasi over the many centuries of their existence,
have built great relationships with the Air Nation as a whole.
Often welcomed with open arms, whether or not you follow
their customs, the Air Nomads will always provide shelter to
all in need and often trust the word of an air genasi.
Air Genasi Features
Ability Score Increases. Your Dexterity and Intelligence
scores are increased by 1.
Swift Wind. Your base walking speed is 35 feet.
Low Gravity. You can jump twice as high and far as the
average human.
Unending Breath. You can hold your breath indefinitely
while you’re not incapacitated. This ability does not work
very well while underwater.
Naturally Acquainted. You have proficiency in the Nature
and History skills.
Nomadic Training. You have proficiency with the Bostaff &
Kamas.
Spiritual Relations. Air genasi are very spiritual by nature.
You have advantage on charisma (persuasion) checks when
dealing with spirits of air.
Elemental Languages. You can speak, read, and write
Auran.
Earth Genasi
As an earth genasi, you are descended from the cruel and
greedy dao, though you aren't necessarily evil. You have
inherited some measure of control over earth, reveling in
superior strength and solid power. You tend to avoid rash
decisions, pausing long enough to consider your options
before taking action.
Elemental earth manifests differently from one individual
to the next. Some earth genasi always have bits of dust falling
from their bodies and mud clinging to their clothes, never
getting clean no matter how often they bathe. Others are as
shiny and polished as gemstones, with skin tones of deep
brown or black, eye sparkling like agates. Earth genasi can
also have smooth metallic flesh, dull iron skin spotted with
rust, a pebbled and rough hide, or even a coating of tiny
embedded crystals. The most arresting have fissures in their
flesh, from which faint light shines.
Earthen Chi
Due to the relation of their people to the dao, the earth genasi
have the strongest affinity for earth bending. It is almost
impossible for an earth genasi to use any other element of
bending without strictly going against their nature. Though
on occasion, some are found to be decent water benders, but
generally have a shorter lifespan due to the strain on their
spirit. A fate that is neither their fault, nor can they avoid.
Kingdom Relations
The earth genasi have made a name for themselves amongst
the Earth Kingdom. They seem to have great status when
within the Earth Kingdom and are treated with a high
amount of respect. In Fact, a good majority of the Earth
King's personal guard are composed of earth genasi.
Earth Genasi Features
Ability Score Increases. Your Strength score is increased by
2.
Earth Walk. While moving across solid earth, you movement
speed is increased by 5 feet.
Stone Skinned. Your skin is much like the earth itself. You
gain an extra +1 to your AC, even when wearing armor.
Merge with Stone. You have advantage on Dexterity (stealth)
checks to hide in rocky terrain.
Military Training. You have proficiency with the Mallet &
Warpick.
Spiritual Relations. Earth genasi are not particularly
spiritual, but they don't show much disrespect for the spirit
world either. You have neither advantage or disadvantage
on charisma (persuasion) checks when dealing with spirits
of all kinds.
Elemental Languages. You can speak, read, and write
Terran.
Fire Genasi
As a fire genasi, you have inherited the volatile mood and
keen mind of the efreet. You tend toward impatience and
making snap judgements. Rather than hide your distinctive
appearance, you exult in it.
Nearly all fire genasi are feverishly hot as if burning inside,
an impression reinforced by flaming red, coal-black, or ash-
grey skin tones. The more human-looking have fiery red hair
that writhes under extreme emotion, while more exotic
specimens sport actual flames dancing on their heads. Fire
genasi voices might sound like crackling flames, and their
eyes flare when angered. Some are accompanied by the faint
scent of brimstone.
Blazing Chi
Due to the relation of their people to the efreet, the fire
genasi have the strongest affinity for fire bending. It is almost
impossible for a fire genasi to use any other element of
bending without strictly going against their nature. Though
on occasion, some are found to be decent air benders, but
generally have a shorter lifespan due to the strain on their
spirit. A fate that is neither their fault, nor can they avoid.
Imperial Relations
Most fire genasi tend to start their lives within the Fire
Nation, leading to many opportunities to serve the nation.
Many become valuable warriors of the Fire Nation armies.
Some even become the personal guard and assassins of the
Fire Lord.
Fire Genasi Features
Ability Score Increases. Your Dexterity and Charisma
scores are increased by 1.
Darkvision. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim
light. Your ties to the Elemental Plane of Fire make your
darkvision unusual: everything you see in darkness is in a
shade of red.
Fire Resistance. You have a natural resistance to fire
damage.
Warrior Training. You have proficiency with the Rapier &
Chinese Whip.
Spiritual Relations. Fire genasi are hot-headed by nature,
and tend to not hold much respect for the spirits of the
spirit world. You have disadvantage on charisma
(persuasion) checks when dealing with spirits of all kinds.
Elemental Languages. You can speak, read, and write Ignan.
Ice Genasi
As an ice genasi, you are descended from the qorrashi, and as
such, you have inherited some measure of control over ice
and snow. You tend to avoid rash decisions, pausing long
enough to consider your options before taking action. You
value power and strength, but you also value kindness and
personal freedom.
Nearly all ice genasi are frosty cold to the touch, as if they
were frozen on the inside, an impression reinforced by snow
white and ice blue skin tones. The more human-looking have
wintry white, and glacial blue hair, while the more exotic
specimens sport actual icicles growing from their heads.
When they speak or breathe, you can see the frigid air they
expell from their mouths.
Frigid Chi
Due to the relation of their people to the qorrashi, the ice
genasi actually have an affinity towards both water and air
bending. Having traits that benefit from both. Very few ice
genasi have been known to become earth benders, while
none are capable of becoming fire benders.
Northern Relations
A large majority of existing ice genasi take residence within
the Northern Water Tribe, and are treated with just as much
respect as anyone of their people. Sometimes, some
members of the tribe will see the ice genasi as spirits
themselves, and treat them with even greater respect.
Ice Genasi Features
Ability Score Increases. Your Intelligence and Wisdom
scores are increased by 1.
Frost Walk. You can move across difficult terrain created by
ice or snow without expending extra movement. While
using your concentration, you can freeze a thin layer of
water below the soles of your feet, and walk across the
surface of water with half movement speed. The thin ice
sheets beneath your soles melt as soon as you lift your feet,
and you cannot carry anything heavier than over 5 times
your Constitution score, as the ice sheets are only just
strong enough to bear your own weight.
Cold Resistance. You have a natural resistance to cold
damage.
Northern Training. You have proficiency with the Longsword
& Spear.
Spiritual Relations. Ice genasi adopt the spiritual tendencies
of the Northern Water Tribe. You have advantage on
charisma (persuasion) checks when dealing with spirits of
water and ice.
Elemental Languages. You can speak, read, and write Auran
or Aquan.
Shadow Genasi
As a shadow genasi, you have inherited the deceptive and
reclusive tendencies of the khayal. You are often quite patient
in all actions and always attempt to take the most indirect
method of completing a task, as to not make yourself known
to others.
Shadow genasi look very much like the rest of their kind
but often possess black, dark blue or some other darkly
colored shade of skin that only seems to darken the more
light that is shone upon them. Equally dark colored patterns
often adorn their skin and these patterns mysteriously shift
and sway as shadows do in response to shifting light levels.
Umbral Chi
Due to the relation of their people to the khayal, the shadow
genasi actually have an affinity towards both air and fire
bending. Having traits that benefit from both. Very few
shadow genasi have been known to become earth or water
benders.
Introverted Relations
Unlike the rest of their cousins, the shadow genasi don't have
very powerful bonds with any race or nation. They often keep
to themselves across all nations of the world and tend not to
become involved in national quarrels or problems.
Shadow Genasi Features
Ability Score Increases. Your Dexterity and Charisma
scores are increased by 1.
Darkvision. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim
light. Your ties to the Elemental Plane of Fire make your
darkvision unusual: everything you see in darkness is in a
shade of red.
Cloaked in Shadows. While under dim or lower light levels,
you have advantage on Dexterity (stealth) checks to hide in
rocky terrain.
Darkened Spirit. Shadow genasi have strange spiritual
presences on the material plane, sometimes increasing it.
Whenever you recalculate your spirit health, you add an
extra 15 hitpoints to the new total.
Quiet Training. You have proficiency with the shortswords &
crossbows.
Spiritual Relations. Shadow genasi often don't make time to
honor the spirits, but it isn't out of hate, just out of the lack
of time. You have neither advantage or disadvantage on
charisma (persuasion) checks when dealing with spirits of
all kinds.
Elemental Languages. You can speak, read, and write
Shadovar.
Water Genasi
The lapping of waves, the spray of sea foam on the wind, the
ocean depths, all of these things call to your heart. You
wander freely and take pride in your independence, though
others might consider you selfish.
Most water genasi look as if they just finished bathing, with
beads of moisture collecting on their skin and hair. They
smell of fresh rain and clean water. Blue or green skin is
common, and most have somewhat overly large eyes, blue-
black in color. A water genasi's hair might float freely, swaying
and waving as if underwater. Some have voices with
undertones reminiscent of whale sons or trickling streams.
Oceanic Chi
Due to the relation of their people to the marid, the water
genasi have the strongest affinity for water bending. It is
almost impossible for a water genasi to use any other
element of bending without strictly going against their nature.
Though on occasion, some are found to be decent earth
benders, but generally have a shorter lifespan due to the
strain on their spirit. A fate that is neither their fault, nor can
they avoid.
Southern Relations
A large majority of ice genasi take residence within the
Southern Water Tribe, and are treated with just as much
respect as anyone of their people. Sometimes, some
members of the tribe will see the water genasi as spirits
themselves, and treat them with even greater respect.
Water Genasi Features
Ability Score Increases. Your Wisdom and Constitution
scores are increased by 1.
Acid Resistance. You have resistance to acid damage.
Amphibious. You can breathe air and water.
Swim. You have a swimming speed of 30 feet. If you gain an
ability that also gives you a swimming speed, add both
scores and that is your new swimming speed.
Southern Training. You have proficiency with the Shortbow
& Spear.
Spiritual Relations. Water genasi adopt the spiritual
tendencies of the Southern Water Tribe. You have
advantage on charisma (persuasion) checks when dealing
with spirits of water.
Elemental Languages. You can speak, read, and write
Aquan.
Kennaryn Kennaryn Society
Many would think, due to the fact of the male kennaryn's
Centuries have passed since the dragons had emerged from sheer size and martial prowess, they would be the leaders of
the spirit world and into the realm of mortals. Even more their society, but it is the other way around. Kennaryn society
passed when the dragons started to mingle with that of the is dominantly matriarchal. It is believed that the females of
lesser beings, bearing offspring. Over the course of several the kennaryn people were more connected to the Spirit
more centuries, a new race of creatures came into fruition: World and that of spirits themselves than that of the males,
The kennaryn. Living humanoid descendants of the dragons and that the males evolved the way they did in the protection
themselves, the kennaryn roamed the world with the of the females. Female kennaryn were far more frail and lithe
guidance of their draconic ancestors. than the males, so it is seen as the duty of the males to be the
strength and force of the kennaryn people, where it is the
Unfortunately, the kennaryn soon became targeted by duty of the females to lead both politically and spiritually
those who would seek value in their labor and particularly, under a Grand Matriarch. Although this is the case, the grand
their skin and blood. With highly durable skin, they were matriarch has seven council members: Three kennaryn
hunted for making light like armor from their skin, and from females and three kennaryn males. The seventh member to
the blood of some was the essence of their metallic the grand matriarch is generally either their most trusted
ancestors, bearing blood of liquid copper, silver, or gold. In advisor and protector or their mate. In the case of the current
the wake of this, the kennaryn people banned together and grand matriarch's position, they are both.
created their own society, one that they hoped would be
strong enough to keep them from most harm. The kennaryn
had lived in peace, and kept groups of hunters from attacking
them at random, but they were no match when the Hēi'àn
Empire rose from the depths of the Beneath, and took the
majority of their people back down with them. Over the
course of a century, the hēi'àn drove the kennaryn to the brink
of extinction, leaving them with no men to produce offspring,
the kennaryn people would soon be doomed. In the wake of
the events surrounding the Chosen, their actions brought the
kennaryn back from extinction, and they have never been
stronger.
No longer cursed with the lack of speech, the kennaryn can
now speak with all whom they share a language with. In
addition, their telepathic speech is still in their possession,
now having the best of both worlds when it comes to dialect.
Bending History
Much like Humans, the kennaryn can gain affinity in all forms
of bending. Descendant from masters of bending themselves,
the kennaryn can master any of the four forms with great
expertise and grace, making them a true wonder of the world.
The only distinction is that their chi is diverse not by draconic
ancestry, but by gender.
Draconic Bloodline Rare and Mysterious Bloodlines
Every kennaryn has a specific bloodline they have been
descended from. The main kennaryn bloodline categories Though the kennaryn are thriving once more since
include those of the chromatic and metallic ancestries. With the geneside event, there are some bloodlines that
the bloodline comes the color of the blood and the either did not survive or are extremely rare
pigmentation of the skin. For example, a kennaryn with the amongst their people.
silver bloodline will have blood with traces of silver and have
a silvery grey skin tone. Gem kennaryn were once a subrace of the
kennaryn species, but were extremely rare due to
Draconic Bloodlines Damage Resistance the fact that gem dragons are very seclusive and
Acid rarely made themselves known to the common
Dragon Blood & Skin Color Lightning races let alone mate with them. The kennaryn often
Black Dark Grey Fire had blood that were liquid forms of precious gems
Blue Deep Blue Acid such as ruby or emerald. Their skin often appeared
Bronze Brownish Bronze Fire to be slightly crystalized and was naturally tougher.
Copper Orangeish Copper Poison For example, kennaryn with the diamond bloodline
Gold Shining Gold Fire had liquid diamond for blood and highly durable
Green Medium Green Cold skin.
Red Red, much like humans Lightning
Silver Silvery White Cold Platinum kennaryn were considered the most
Steel Dull Silvery Grey divine of all their people. These kennaryns were
White Bright Icy White almost exclusively female except for the occasional
male that appeared every couple of centuries.
Kennaryn Names These kennaryn were considered to be destined to
Kennaryn have personal names given at birth. These names lead their people as grand matriarchs.
often reflect once great dragons to have roamed the lands.
Names such as this are generally gifted upon them either by Shadow kennaryn are a fable among the kennaryn
the mother and father or a kennaryn matriarch if one doesn't mythos. Kennaryn such as this were said not to
have the former. truly exist and were just a kennaryn child's bedtime
story. In fact, the shadow kennaryn are a real
Some kennaryn, however, might take a last name if they subrace bloodline of the kennaryn people.
were to mate with someone not of their race. The kennaryn Kennaryn such as this were often only born to
are often respectful to the cultures of other races, and serve a single purpose destined by their great
generally will take action upon that culture into their own draconic ancestors, and once completed often
personal lives. become a different kind of kennaryn.
Male Names: Kennaryn Traits
Kennaryns have differing traits depending on whether one is
Arden, Arjhan, Balasar, Bharash, Donaar, Garakas, Ghesh, male or female. However, all kennaryn share the following
Heskan, Kriv, Medrash, Mehen, Nadarr, Patrin, Pendjed, traits.
Rhogar, Shamash, Shedinn, Tannis, Tarhun, Torinn. Age. Kennaryn reach natural maturity around their thirties,
Female Names: and have very long lifespans. The average kennaryn can
live past a thousand years.
Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kareena, Alignment. In the wake of their existence, the kennaryn have
Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, been known to have all alignments, depending on how they
Thava, Uadjit look upon other races. Depending on whether they forgive
some for what they have done to their people over the
centuries, or if they hold a deep-seated anger within.
Dragon Blood. You are resistant to the damage type of your
color. Choose from the Draconic Bloodlines chart.
Dragon Skin. You are immune to the effects of piercing
damage, for your skin can rarely be pierced by normal
means, but depending on the piercing object in question, it
may count towards bludgeoning damage against you.
Dark Vulnerability. You are vulnerable to the effects of
darkness and dark spirit energy.
Spiritual Relations. The Kennaryn are descended from
spiritual creatures themselves, and have great respect for
the spirit world. You have advantage on charisma
(persuasion) checks when dealing with light spirits.
However, dragons are often disliked by dark spirits for their
purity, and this scorn carries on to the kennaryn. You have
disadvantage on charisma (persuasion) checks when
dealing with dark spirits.
Languages. You can speak, read, and write Oriental
Common, Draconic, and Kennaryn Telepathy.
Gender. The kennaryn have traits that are radically different
between males and females. When choosing a gender, use
the appropriate list of features.
Female Features
Ability Score Increases. Your Intelligence score is increased
by 2. In addition, your Charisma and Wisdom scores are
increased by 1.
Size. Kennaryn females on average stand between 5 and 6
feet tall. Females generally have more lithe builds.
Speed. Kennaryn females tend to be swifter than kennaryn
males and even most other races. Your base walking speed
is 40 feet.
Natural Linguist. You know one extra language and one
exotic language of your choice.
Elegant Movement. You are proficient in the Bladed Fans
weapons. If you don't take the Monk martial class, but use
the bladed fans, the duel wielding proficiency also applies
to this trait.
Male Features
Ability Score Increases. Your Strength score is increased by
2. In addition, your Constitution and Dexterity scores are
increased by 1.
Size. Kennaryn males can stand from 6 to 8 feet tall, some
rarely reaching 9 feet. Males generally have more muscular
builds.
Speed. Kennaryn males are often stockier in build. Your base
walking speed is 30 feet.
Bolstered Skin. In addition to your Dragon Skin feature, you
also gain a natural +2 to your AC even when you are
wearing armor.
Stalwart Build. Male kennaryns have natural proficiency in
Acrobatics and Athletics.
Fearful Might. Due to the sheer size and build of kennaryn
males, they are often perceived as quite intimidating. You
have advantage on Charisma (Intimidation) checks.
Half-Bloodshe world has existed for so long, that those of Oni Influence
other races could not stay so separated forever. Not all half-bloods are between the races of the material
Over the many centuries of existence itself, plane. The influence of the oni is one such example.
races intermingled with each other and have Sometimes through their own will or through a true act of
love, oni will sometimes consort with the races of mortals.
Tproduced offspring of a new kind. Life always The most common is the union between oni and humans or
seems to find a way for life of a new kind to elves. Sometimes the oni have offspring of this kind out of
manifest itself into the world. A force that can love, while other instances are for power. Either way, the
never be stopped by anyone or anything. result of these unions are the hakuma, a race of half-oni.
Human Catalysts Dark & Light
There are plenty of half-blood races across the lands, many Many of the half-bloods of the world are generally the result
coming from rare and exotic races pairing with such. But one of humans, but this is not always the case. A very specific
race seems to serve as a template for many of these half- union between two people is that of the hēi'àn and the
bloods: humans. Humans tend to mingle with any and all kennaryn. In the wake of the Hēi'àn Empire's enslavement of
other races in which they are closely integrated with, thus the kennaryn people, certain hainuss acts were commited,
producing multiple races of half-bloods. specifically being the raping of the male kennaryn to create a
hēi'àn-kennaryn hybrid as a weapon. Hoping to bear the traits
One such race are the half-elves. Two people that have of both powerful races, the hēi'àn were met with much
existed for as long as anyone can remember, humans and failure. One day, however, an offspring was conceived and
elves have lived with each other since the beginning, and survived, this one survivor became known as Zekyl, meaning
most likely will continue to do so. Some begin to share a weapon in the hēi'àn dialect.
bond so strong, that they produce offspring together, creating
the half-elves. No half-blood race is more common nor as
widespread as the half-elves.
Much like the elven races, dwarves have been around
humans for as long as they have existed. It was said that
humans and dwarves could not bear offspring, with most
attempts ending in failure. Come centuries past, live offspring
of humans and dwarves started to come into the world,
creating the half-dwarves. However, there has been no known
offspring between a human and a duergar, but there have
been subtle rumors that have echoed across the Beneath.
Unlike the origins of half-elves and half-dwarves, the union
between humans and hobgoblins are generally not
consensual. In the wake of a hobgoblin raid on an
unsuspecting town, it has been known for humans here and
there to be raped by a hobgoblin skirmisher, sometimes
bearing offspring. There are some instances on the other
hand, where humans and hobgoblins have truly come
together out of love, but the former is more common in this
case. Whether or not created out of love or out of opportunity,
the dejīng were born.
Half-Elf Excellent Ambassadors
Walking in two worlds but truly belonging to neither, half- Many half-elves learn at an early age to get along
elves combine what some say are the best qualities of their with everyone, defusing hostility and finding
elf and human parents: Human curiosity, inventiveness, and common ground. As a race, they have elven grace
ambitions tempered by the refined senses, spiritual aspects, without elven aloofness and human energy without
and tastes of the elven races. Some half-elves live among human boorishness. They often make excellent
humans, set apart by their emotional and physical difference, ambassadors and go-betweens (except between
watching friends and loved ones age while time barely elves and humans, since each side suspects the
touches them. Others live with the elves of their heritage, half-elf of favoring the other).
growing restless as they reach adulthood in the timeless
elven realms, while their peers continue to live as children. Diplomats or Wanderers
Many half-elves, unable to fit into either society, choose lives Half-elves have no lands of their own, though they are
of solitary wandering or join with other misfits and outcasts welcome in human cities and somewhat less welcome among
in the adventuring life. certain elven kingdoms. In large cities in regions where elves
and humans interact often, half-elves are sometimes
Bending History numerous enough to form small communities of their own.
Half-elves generally inherit the affinity to bending that their They enjoy the company of other half-elves, the only people
elven parent is accustomed to. Those with yuèliàng heritage who truly understand what it is to live between these two
have an affinity towards water bending whereas those with worlds.
the mùjīnglíng heritage tend towards forms of earth bending
and so one and so forth.
Of Two Worlds
To humans, half-elves look like elves, and to elves, they look
human. In height, they're on par with both parents, though
they're neither as slender as elves nor as broad as humans.
They range from under 5 feet to about 6 feet tall (depending
on your elven parent, you might reach 7 to 8 feet tall as well,
and from 100 to 180 pounds, with men only slightly taller
and heavier than women. Half-elf men do have facial hair, and
sometimes grow beards to mask their elven ancestry. Half-
elven coloration and features lie somewhere between their
human and elf parents, and thus show a variety even more
pronounced than that found among either race. They tend to
have the eyes of their elven parents.
In most parts of the world, though, half-elves are uncommon Tàiyáng Ancestry
enough that one might live for years without meeting another,
or not realize that they passed by each other here and there. Your parent was one of the fierce tàiyáng elves. You gain the
Some half-elves prefer to avoid company altogether, following traits:
wandering the wilds as trappers, foresters, hunters, or
adventurers and visiting civilization only rarely. Like many of Ability Score Increases. Your Charisma score is
the elven races, they are driven by the wanderlust that comes increased by 1.
of their longevity. Others, in contrast, throw themselves into
the thick of society, putting their charisma and social skills to Heat Accustomed. You are accustomed to a warmer
great use in diplomatice roles or as swindlers. environment and thusly are resistant to most forms of
exhaustion caused by an overheated environment.
Half-Elf Names
Half-elves use either human names or the elven naming Natural Fighter. You have proficiency in the warblade
conventions of their specific elven parent. As if to emphasize weapon.
that they don't really fit in to whether society, half-elves raised
among humans are often given elven names, and those raised Elven Language. You can speak, read, and write Tàiyáng
among elves often take human names. Elvish.
Half-Elf Features Yuèliàng Ancestry
Your half-elf character has some qualities unique only to
them, while they gain certain traits from their elven parents. Your parent was one of the spiritual yuèliàng elves. You gain
Ability Score Increases. One ability score of your choice is the following traits:
increased by 2 Ability Score Increases. Your Wisdom score is increased
Age. Half-elves mature at the same rate as humans do and by 1.
reach adulthood around the age of 20. They live much Darkvision. You can see in dim light within 30 feet of you
longer than humans, however, often exceeding 180 years. as if it were bright light, and in darkness as if it were dim
Alignment. Half-elves share the chaotic bent of their elven light. You can't discern color in darkness, only shades of gray.
heritage. They both value personal freedom and creative
expression, demonstrating neither love of leaders nor Cold Accustomed. You are acclimated to colder
desire for followers. They chafe at rules, resent others' environments, but can still be affected by deep freezes that
demands, and sometimes prove unreliable, or at least would be deadly to most otherwise.
unpredictable.
Size. Half-elves gain similar statures to that of their human Elven Language. You can speak, read, and write Yuèliàng
and elven parents alike. Your size is Medium. Elvish.
Speed. Your base walking speed is 30 feet.
Spiritual Relations. Most Half Elves prefer to live their own Hēi'àn Ancestry
lives, caring very little for the affairs of the spirit world, but
hold no disrespect for them either. You have neither Your parent was one of the cruel hēi'àn elves. You gain the
advantage nor disadvantage on charisma (persuasion) following traits:
checks when dealing with spirits of all kinds.
Languages. You can speak, read, and write Oriental Ability Score Increases. Your Strength score is increased
Common. by 1.
Elven Heritage. Every half-elf has unique traits passed down
to them from their specific elven parent. Choose one of the Superior Darkvision. You can see in dim light within 60
following ancestry options. 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
Mùjīnglíng Ancestry shades of gray.
Your parent was one of the forest dwelling mùjīnglíng elves. Natural Warrior. You have proficiency in the warblade
You gain the following traits: weapon.
Ability Score Increases. Your Dexterity score is increased Elven Language. You can speak, read, and write Hēi'àn
by 1. Elvish.
Darkvision. You can see in dim light within 30 feet of you Shuishēng Ancestry
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. Your parent was one of the reclusive shuishēng elves. You
gain the following traits:
Keen Senses. You have proficiency in the Perception skill.
Elven Language. You can speak, read, and write Ability Score Increases. Your Wisdom score is increased
Mùjīnglíng Elvish. by 1.
Darkvision. You can see in dim light within 30 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.
Amphibious. You can breathe air and water.
Elven Language. You can speak, read, and write
Shuishēng Elvish.
Tiānkōng Ancestry
Your parent was one of the sky dwelling tiānkōng elves. You
gain the following traits:
Ability Score Increases. Your Intelligence score is
increased by 1.
Wings. You have a pair of feathered wings that are slightly
smaller than the tiānkōng. You gain a fly speed of 20 feet.
High Mind. You have proficiency in the History skills.
Elven Language. You can speak, read, and write Tiānkōng
Elvish.
Jīngshǔing Ancestry
Your parent was one of the peaceful jīngshǔing elves. You
gain the following traits:
Ability Score Increases. Your Strength score is increased
by 1.
Wings. You are better equipped to defend against it as well.
When you are damaged by a metal bending technique you
can roll a 1d20. If you roll an 11 or higher, you take half
damage from the attack. If you roll a 10 or below, you take
damage as normal.
Charismatic Mind. You have advantage on charisma
(persuasion) checks when dealing with most humans.
Elven Language. You can speak, read, and write
Jīngshǔing Elvish.
Shīnglíng Ancestry
Your parent was one of the desert sailing shīnglíng elves. You
gain the following traits:
Ability Score Increases. Your Dexterity score is increased
by 1.
Heat Accustomed. You are accustomed to a warmer
environment and thustly are resistant to most forms of
exhaustion caused by an overheated environment.
Mirage Follower. As a reaction, you can make yourself
appear mirage like, tricking the enemy into thinking that you
aren't real. The target must make a wisdom saving throw
against a Save DC of 12 + your Dexterity Modifier. If they fail
the save, they fail the attack and you take no damage. If they
pass, they succeed on the attack but can still be affected by
this reaction if used again.
Elven Language. You can speak, read, and write Shīnglíng
Elvish.
Xuěling Ancestry
Your parent was one of the powerful xuěling elves. You gain
the following traits:
Ability Score Increases. Your Constitution score is
increased by 1.
Glacier Born. You have resistance to cold damage. You’re
also acclimated to high altitude, including elevations above
20,000 feet.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Natural Raider. You gain proficiency in Mauls and Hide
armor.
Elven Language. You can speak, read, and write Xuěling
Elvish.
Ànyǐng Ancestry
Your parent was one of the mysterious ànyǐng elves. You gain
the following traits:
Ability Score Increases. Your Dexterity score is increased
by 1.
Dark Resistance. You have a natural resistance to Dark
Spirit damage.
Skulker. You gain proficiency in the Sai and Flail weapons.
Elven Language. You can speak, read, and write Shadovar.
Military Prowess
Out of all prospects in life, a half-dwarf is often
seen in high ranking military positions in either
race's armies. Often skilled with the ambitiousness
and creativeness of humans and the harsh and
hardy outlook of the dwarves, half-dwarves tend to
be excellent trainers fro soldiers, beating them to
their limits without breaking their spirits. When
one hears of a fable of a legendary combatant
trainer, more often than not, it is a half-dwarf.
Half-Dwarf To humans, half-dwarves look like tall dwarves, and to
dwarves, they look like short humans. They typically sit in the
Be they the children of migrant humans seeking refuge in middle range of heights between their parents, although
dwarven kingdoms, or of dwarven merchants who struck rich they're a little bulkier than the average human. Half-dwarves
in the wide open world, half-dwarves come from proud and share their dwarven parent's hairiness, though some choose
ambitious races on both sides. Some say that dwarven blood to shave extensively to mask their dwarven ancestry. Half-
tempers human impatience, while others say that human dwarves can be as varied as either race, though they tend to
heritage allows them to be more flexible than the stone. have the coloration of their human parents. They are
Some half-dwarves live in human settlements, set apart by incredibly resilient, and more adaptable than their dwarven
their emotional and physical differences, watching friends parents, making half-dwarves hardy enough to survive
and loved one's age while life marches ever onward for them. extreme climates and environments.
Others live with dwarves, restless and chafing against the
strict rules of dwarven society while being treated like Bending History
children by their elders. Though half-dwarves crave stability Due to the specific union of humans and dwarves, half-
and community, they can often only find it by making a name dwarves vary in their affinity towards the bending arts, but
for themselves as adventurers, wandering and finding their more often than not, they seem to acclimate to earth bending
true families amongst other misfits and outcasts. above all others, especially metal and mineral bending, much
like their dwarven ancestors. Though on occasion, half-
dwarves have demonstrated varying chi like their human
parents, giving them more flexibility when it comes to
awakening a bending affinity.
Of Stone and Steel
Born from the union of two species, half-dwarves are never
quite at home among either race. Unlike half-elves, half-
dwarves are not actively disliked by their dwarven brethren
as dwarves still prefer the company of a half-dwarf over that
of any other race.
The outlook of half-dwarves are as varied as their human
parentage. They do tend to take after their dwarf half when it
comes to general distrust of outsiders but their exact outlook
depends largely on where and how they are raised.
Mixed Personalities Half-Dwarf Features
Half-dwarves often have unique personalities that give them a Ability Score Increases. Your Constitution score increases
better sense of identity among the half-blood races. Some
often have strange or unique quirks that help define who they by 2, and one other ability score of your choice is increased
are and who they choose to be. by 1.
Age. Half-dwarves mature at the same rate as a Human, but
When creating a half-dwarf character, you can use the live to an average of 200 years.
following table to help flesh out your character. Use this table Alignment. Half-dwarves have a small tendency towards
in addition to or in place of your background's characteristics. lawfulness
Size. Half-dwarves stand between 4 and a half to 5 and a half
Half-Dwarf Characteristics feet tall and average about 170 pounds. Your size is
Medium.
d6 Quirk Speed. Your base walking speed is 30 feet. Your speed is not
1 I enjoy alcohol as much as any dwarf, but I share with reduced when wearing heavy armor.
Darkvision. You have superior vision in dark and dim
my human heritage when it comes to how well I can conditions. You can see in dim light within 60 feet of you as
handle the drink. if it were bright light, and in darkness as if it were dim
2 I always want to believe I'm right. Even when I know light. You can’t discern color in darkness, only shades of
I'm wrong. gray.
3 While I take my time to perform any activity, I always Handy. You gain proficiency with one artisan’s tool of your
wish to add my own little flair of creative touch. choice.
4 I inhabit the best traits of both races. Dwarves need to Low Center. Whenever an effect would push you back,
keep up and humans need to stop rushing. reduce the distance by 5 feet.
5 I relate to any other half-blood creature. In this world, Dwarven Stoutness. You gain proficiency in one skill of your
we half-races need to stick together. choice.
6 My issue of self-identity leads to many jokes about my Spiritual Relations. Most half-dwarves prefer to live their
own emotional pain. own lives, caring very little for the affairs of the spirit world,
but hold little to no disrespect for them either. You have
Half-Dwarf Names neither advantage nor disadvantage on charisma
Half-dwarves use either human or dwarven naming (persuasion) checks when dealing with spirits of all kinds.
conventions. As if to emphasize that they don't really fit into Languages. You can speak, read, and write Oriental
either society, half-dwarves raised among humans are often Common and Dwarvish.
given dwarven names, and vice-versa. Half-dwarves typically
retain some attachment to their clan names.
Dejīng
"Wandering the wastes with no people or home to call their
own, shunned by those who would see them as only the
result of an attack, fighting and scavenging for their lives,
these are the common occurrences shared among the dejīng.
These are the things that they know best."
----Arcturis, The Racial Codex, Vol. V
The dejīng are the troubled offspring of humans and
hobgoblins. They bear the same physical traits of both their
parents, gaining similar builds as humans, but with orange,
desert-like skin and generally are topped with thick black
hair. Another defining feature among the dejīng are their
natural born facial tattoos. Most resemble black colored lines
that run from the bottom of the eye to the back of the neck
and over the head. Some prefer to be bald so that they may
have their tattoos open to the wind and sky, while others
grow their hair over them, trying their best to hide their
hobgoblin nature.
Bending History
By nature, hobgoblins are fire benders, but when it comes to
the case of the dejīng, they vary in all affinities due to their
human parent. Either way, the dejīng find themselves alone in
a world that hates one half and could love the other. Many
become masterful sand benders, while others become
excellent smoke benders.
Desert Wanderers
More often than not, born out of hate, the dejīng wander the
Dune Lands as lonesome nomads, doing whatever they can
to survive in this harsh world. Some dejīng, however, are born
out of love and into a loving household, sometimes turning
out to be valued warriors for their city and even sometimes,
in the Fire Nation army.
Warborn Relations
Surprisingly, not all dejīng are scorned by their
hobgoblin cousins. Sometimes, a dejīng will be
born into a hobgoblin household and instead of
being cast out, they are trained in the culture of the
hobgoblins, becoming warriors of their clan as
equals amongst the hobgoblin hoards.
However, the majority of dejīng are cast out by
hobgoblins if they happen to be born into their
household, often left up to the will of the deserts
to determine the young dejīng's fate. Many die,
while others miraculously survive and become
filled with a burning hatred for all hobgoblins.
Dejīng with this mindset often find themselves on
the footsteps of korobokuru cities, becoming
valued warriors among them and are united by a
common and single fiery hatred.
Racial Relations Female Names:
Dwarves and elves generally do not get along with dejīng due
to the fact that goblinoids are their sworn enemies. Halfings, Adrenak, Agadec, Drenkur, Endak, Guvaleg, Khad, Landan,
gnomes, and many humans aren't on good terms with dejīng Larg, Nankarz, Nurg, Oldrud, Olvrun, Orbirel, Sever, Ver,
either. The dejīng and hakuma tend to relate to each other Vezun, Vrelzac, Vukvak
since they are both half-bloods that are generally mistrusted.
Dejīng Features
Differing Beliefs Ability Score Increases. Your Strength score increases by 1,
Much like their hobgoblin cousins, the dejīng have a similar
belief in the afterlife of Acheron. Many dejīng who are born your Charisma by 2, and one other ability score of your
into hobgoblin houses are taught the same beliefs as the choice is increased by 1.
main hobgoblin religion, often following in their footsteps. Age. Dejīng mature at the same rate as a Human, but live to
an average of 160 years.
Some dejīng not born into hobgoblin households will still Alignment. Dejīng are generally loners, leading life on their
follow similar tenets of honor, hoping to prove themselves own. Most lean towards Neutrality, but it is not uncommon
worthy of their spirit traveling to Acheron to join their for some to stray to Good and Evil alike.
brothers and sisters in endless battle. Size. Dejīng have the mixed stature of Humans and
Hobgoblins, often standing between 5 & 7 feet tall with
However, many dejīng who scorn the hobgoblins scorn muscular bodies. Your size is medium.
their beliefs as well. Typically these dejīng follow no tenets of Speed. Your base walking speed is 30 feet.
honor and only follow their will to survive. Few of these Darkvision. You can see in dim light within 60 feet of you as
dejīng follow the teachings of Ubtao, but those who do often if it were bright light, and in darkness as if it were dim
become dune templars who travel the Dune Lands in search light. You can't discern color in darkness, only shades of
of dejīng whom they can help give a better life. gray.
Martial Heritage. You are proficient with two weapons of
Dejīng Names your choice from any martial class. You also are proficient
The names of the dejīng vary widely depending on where in light armor.
they were raised. The dejīng that live in areas and settlements Survivors. You gain proficiency in the Intimidation and
dominated by humans, typically take human names Deception skills.
appropriate to the culture of their human parents. In Spiritual Relations. The Dejīng are not a spiritual people
settlements like these the dejīng are often treated as an and hold little to no respect for the spirits of the spirit
outsider or downright outcast of the society. The dejīng that world, but for some odd reason, the spirits don't seem to
call the strongholds and territories controlled by hobgoblins hold any ire against them. You have neither advantage nor
home, often find a more accepting attitude from their fellows, disadvantage on charisma (persuasion) checks when
provided that they show the martial prowess which the dealing with spirits of all kinds.
hobgoblin societal virtues. Many of these dejīng descended Languages. You can speak, read, and write Arabic Common
from humanoid slaves, and as such are given names by their and Yaojing.
slave parents. If the dejīng are freed from slavery they often
choose a name suited for proper hobgoblin, casting their old
slave name aside.
Male Names:
Akol, Dunkol, Ereverg, Gaver, Gudaner, Khol, Klunkag,
Konkud, Kron, Kuvlun, Lovlor, Mekkud, Modridek, Okkod,
Ragurg, Uzrog, Vravlan, Vrokorz
Mutual Mistrust
People tend to be suspicious of most hakumas,
assuming that their jigoku heritage has left its mark
on their personality and morality, not just their
appearance. Shopkeepers keep a close eye on their
goods when hakumas enter their stores, the town
watch might follow a hakuma around for awhile,
and demagogues blame hakumas for strange
happenings. The reality, though, is that a hakuma's
bloodline doesn't affect his or her personality to
any great degree. Years of dealing with mistrust
does leave its mark on most hakuma, and they
respond to it in different ways. Some choose to live
up to the wicked stereotype, but others are
virtuous. Most are simply very aware of how people
respond to them. After dealing with this mistrust
throughout youth, a hakuma often develops the
ability to overcome prejudice through charm or
intimidation.
Hakuma Bending History
The hakuma vary from the bloodlines of elves and humans
"Something here seems foul, something here just reeks of alike, they have the ability to gain affinity in all forms of
blood and suffering. Could it be these halls are echoing of bending. The blood of an oni also amplifies this fact since the
death? In all my dreams, I see a maze of halls with bloody oni are spiritual creatures that also come in wide varieties of
walls and countless scrawls reminding me of the beast. I elements.
won't let it consume all that which is good, even if it's the last
thing that I ever do." Self-Reliant and Suspicious
Hakumas subsist in small minorities found mostly in human
----Da'ef, the Hell King's vision of the Typhon. cities or towns, often in the roughest quarters of those places,
where they grow up swindlers, thieves, or crime lords.
To be greeted with stares and whispers, to suffer violence and Sometimes they live among other minority populations in
insult on the street, to see mistrust and fear in every eye: this enclaves where they are treated with more respect.
is the lot of the hakuma. Hakuma derive from human,
sometimes elven bloodlines, and while they still resemble Lacking a true homeland, hakumas know that they have to
humans most of all, they have features that clearly resemble make their own way in the world and they have to be strong
the most prominent inhabitants of jigoku: the horrible oni. to survive. They are not quick to trust anyone who claims to
While some of their more onilike features depend on the type be a friend, but when a hakuma's companions demonstrate
of hakuma, there are other features shared by all of them: that they trust him or her, the hakuma learns to extend the
their eyes have solid colors - smokey black, fiery red, glowing same trust to them. And once a hakuma gives someone
white, or fuming green - with no visible sclera or pupil. Their loyalty, the hakuma is a firm friend or ally for life.
skin tones include various shades of brown, red, black, or
gray, while their hair color is usually black, gray or white. However, a good known majority of hakuma have been said
to migrate to the air temples of the Air Nation, seeking out a
people that would not look down upon them in any way, but
would see them only as a people walking down a murky path
with no light to see their way past the darkness. Many
hakuma have been known to become air nomads and are
well respected and loved across the Air Nation.
Jigoku Legacy Hakuma Features
Whether they like it or not, each hakuma bears the blood of Ability Score Increases. One stat of your choice increases
their oni parent. A black fluid flows through their veins, filled
with the essence of hate and evil, a dreaded liquid that if spilt by 1.
withers away all live it touches. These are the things that all Age. Hakuma mature at the same rate as humans and live a
hakuma must realize, accept, and live with if they are to make
a way of life for themselves. little past a three centuries
Alignment. Hakuma might not have an innate tendency
Hakuma vary in both physical and mental traits, depending
on which legacy they descend from. It is a common toward evil, but some of them end up there. Evil or not, an
conception that the oni who bear hakuma offspring either independent nature inclines many hakuma toward a
care very little for them or completely deny their existence. chaotic alignment.
This conception is far from being truly accurate. Most oni will Size. Hakuma are about the same size as humans. Your size
see their hakuma offspring through two perspectives: As their is Medium.
child, or as their tool. The oni are powerful, yes, but with a Speed. Your base walking speed is 30 feet.
hakuma by their side, they could create efficient soldiers that Darkvision. Thanks to your oni heritage, you have superior
gain the best of the mortal and immortal worlds. However, vision in dark and dim conditions. You can see in dim light
those who see them as truly their child, often give them their within 60 feet of you as if it were bright light, and in
love and attempt to leave the Underworld so that they may be darkness as if it were dim light. You can’t discern color in
with them and their mortal parents who bore them. darkness, only shades of gray.
Dark Spirit Resistance. You have a natural resistance to
Either way, all hakuma are noticed by their oni parents. dark spirit damage. You are vulnerable to light spirit
Whether it is an acknowledgement of love or greed is the damage.
hardest question for a hakuma to discover. Spiritual Relations. The Hakuma are more related to dark
spirits due to their oni heritage. You have advantage on
Hakuma Names charisma (persuasion) checks when dealing with dark
Hakuma names fall into three broad categories. Hakumas spirits. Unfortunately, because of your heritage, it is rare
born into another culture typically have names reflective of for you to gain the favor of a light spirit, but your oni blood
that culture. Some have names derived from the Oni makes them afraid of you. You also have advantage on
language, passed down to them from their oni parents to charisma (intimidation) checks against lesser spirits of
reflect their jigoku heritage. And some younger hakumas, light.
striving to find a place in the world, adopt a name that Manifest Darkness. You have the ability to manifest your
signifies a virtue or other concept and then try to embody that inner darkness into a somewhat humanoid figure. The
concept. For some, the chosen name is a noble quest. For figure takes your appearance, but is instead a black
others, it's a grim destiny. These names were often used as a silhouette of you with glowing red eyes. The manifestation
middle name amongst most hakuma. has an AC of 12 + Your Constitution modifier, and has
health points equal to 15 + your level. The manifestation
Male Jigoku Names: lasts for 1 minute and takes its own actions against enemy
creatures. The manifestation gains the same abilities and
Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, bending powers as yourself and gains energy equal to half
Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, your total energy for each technique tier. Once you have
Therai. used this trait, you must complete a Long Rest before you
can create your manifestation again.
Female Jigoku Names: Languages. You can read, speak, and write Oriental
Common and Oni. The Oni language is one of the few
Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, languages that can only be spoken and learned by specific
Makaria, Nemeia, Orianna, Phelaia, Reita people. This language is exclusive to the oni, hakuma, and
arch spirits and above.
"Virtue" Names:
Art, Carrion, Chant, Creed, Despair, Escellence, Fear, Glory,
Hel, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest,
Random, Reverence, Sorrow, Temerity, Torment, Weary
Subracess. Every hakuma's oni parent has coloration that The Legacy of Arcturis
depicts their nature. This is reflected upon every hakuma.
Choose one of the following jigoku legacies: Although all main jigoku legacies are listed, there is
one that is the rarest of all, mainly for the fact that
Noble Legacy the legacy belongs to one individual and one alone:
Arcturis, the White Oni. Arcturis is the only jigoku
Your jigoku parent was a red oni. Often referred to as the of his kind, created by Belial, the second Hell King
royal oni, these oni were said to be the highest ranking of the himself, he served as the main taskmaster and
jigoku, born as the true pure bloods of the Underworld. overseer of the Chosen. Once his task was
Hakumas of this legacy often sported more red skin tones complete, he went on to serve Da'ef, the third Hell
than their fellow hakuma of differing legacies. You gain the King, as one of his Undercourt advisors.
following features:
Ability Score Increases. Your Charisma score increases by There are only three hakuma to have the white
onu legacy, all being the offspring of Arcturis. Two
2. sons and one daughter stand as Arcturis' legacy,
Fire Resistance. You are resistant to fire damage. and he cares for all three just any true parent
would.
Azure Legacy
Amber Legacy
Your jigoku parent was a blue oni. These oni were said to be
the strongest of all the jigoku when it comes to pure strength Your jigoku parent was a yellow oni. Often referred to has to
and physicality. Hakumas of this legacy are often larger and night stalkers or living shadows amongst the jigoku, these oni
bulkier in stature and their skin tones had slight hints of were the lightest on their feet and the swiftest with the blade.
azure and blue colorations. You gain the following features: Very few who have ever challenged one to a one on one duel
Ability Score Increases. Your Strength and Constitution have ever survived to tell the tale. Hukama of this legacy are
often more lithe in stature and their skin tones had slight
scores are increased by 1. hints of amber and yellow colorations. You gain the following
Lightning Resistance. You are resistant to lightning damage. features:
Ability Score Increases. Your Dexterity score increases by 2.
Verdant Legacy Enhanced Swiftness. Your total movement speed is
Your jigoku parent was a green oni. The most intelligent and increased by 5 feet.
most cunning of all the jigoku. Hakumas of this legacy often Acid Resistance. You are resistant to acid damage.
sported more green skin tones than their fellow hakuma of
differing legacies. You gain the following features: Obsidian Legacy
Ability Score Increases. Your Intelligence score increases
Your jigoku parent was a black oni. Seen as the outcasts of
by 2. the jigoku, these oni were often insulted and mistreated due
Poison Resistance. You are resistant to poison damage. to the fact that they were mortals turned jigoku when it came
Naturally Inclined. You are proficient in either the Element for them to pay their dues. These oni often served as soul
collectors, a final insult to collect what was taken once from
or History skill. them. Hukama of this legacy often have darker skin tones.
You gain the following features:
Ability Score Increases. Your Strength & Wisdom scores
are increased by 1.
Force Resistance. You are resistant to force damage.
Zekyl Good within the Bad
"He was once all alone, the only one of his kind. I can relate Though most zekyl are born of these awful raping
to that. What I cannot relate to was his treatment. Born and ceremonies of the hēi'àn, not all have this
convieved for a single purpose, a dark destiny, a life as a living beginning. Zekyl was not the first to attempt to
weapon. But Zekyl was too strong hearted to be used in such free his people and his kennaryn cousins. Many
a way, he had too much of his kennaryn father's tenacity and hēi'àn who planned to leave the hēi'àn Empire as
free will within him. Just like that, he was free, free to make a renegades often attempted to smuggle out as
path, to lead a way for whom he knew very little at the time, many kennaryns that they could, some even losing
would become his own people." their lives in order to save those of the innocent.
----Arcturis, The Racial Codex, Vol. VII. In this wake, some hēi'àn and kennaryn who
Born from the experiments of hēi'àn and kennaryn breeding, escaped together often coupled together anyways,
Zekyl was born as a living weapon for the Hēi'àn Empire. achieving what the Hēi'àn Empire couldn't do
After the successful creation of Zekyl was achieved, the hēi'àn through hate, but out of true and sincere love.
attempted to raise him with their ideals, but since Zekyl
acquired the same psychic traits of his kennaryn father, he These zekyl were born into loving households
began to reject the customs of the hēi'àn. After this, Zekyl was and lived moderatly normal and casual lives among
beaten and forced to do as they commanded. After a few the kingdoms of other races.
years passed, he became one of the fabled Chosen and was
able to escape the grasp of the Hēi'àn Empire. After this, he As for their kennaryn features, most zekyl had small, short,
gave himself his own name once he found that there were curved horns, often refered to spikes for some people, that
more like him. He started to free his new found people from grew along the tops of their heads. Their hair often grew
enslavement, and the new race of the zekyl had been born. directly around these horns, sometimes allowing most zekyl
to conceal this feature from others.
Bearing physical traits of both hēi'àn and kennaryn parents,
the zekyl are strong and mighty in stature and gain similar, The zekyl also had patches of rougher and tougher skin
but less vibrant skin colors related to their kennaryn parent. throughout their body, oftwen resempling the color of texture
of kennaryn skin. Most kennaryn also sported eye colorations
Bending History of amber and yellow tints and hues.
Much like the kennaryn, the zekyl can gain affinity in all
forms of bending. In addition to their kennaryn blood, their
hēi'àn heritage has opened paths that lead some down
masterful levels of the blood bending arts.
Unique Physiology
The lay eyes on a zekyl is to lay eyes on a being of strange but
elegent features that make them walking wonders of life. All
zekyl often have facial traits similar to the hēi'àn elves,
including their tipped ears, but the most of their ears were
often less prominantly pointed than that of the hēi'àn
heritage. They also sported the same white colored hair
styles of their hēi'àn ancestors as well.
Varrying Relations Zekyl Features
The zekyl have recieved many different outlooks from other Ability Score Increases. Your Wisdom and Constitution
races over their short existance. The hēi'àn often look upon
them with ire and hate, as if they were betrayed by something scores are increased by 1 and any one stat of your choice is
of their ownb blood. Hēi'àn of the renegade factions often increased by 1.
look upon the zekyl with respect, a respect that comes from Age. Zekyl mature at the same rate as the average hēi'àn and
their common goal of true freedom from the oppression of supposedly live as long as the average kennaryn.
hēi'àn society. Alignment. In the wake of their new found freedom from the
Hēi'àn Empire, the zekyl tend towards Lawful Good
Humans, dwarves, and most of the other elven races don't alignments, acclimating to both kennaryn and human
have unified views of the zekyl. Some see them as strange societies. On the other hand, a majority of zekyl after the
abominations of two powerful races, where others see them freedom are born from the loving union of a hēi'àn &
as just the same as any other race that deserve a chance to kennaryn, and are raised by both parents in a better life,
live for themselves. The korobokuru see them with a similar resulting in the same kind of alignments.
respect as the hēi'àn renegades. Size. Zekyl are about the same size as the average hēi'àn.
Your size is Medium.
Finally, the majority of most other half-bloods see them Speed. Your base walking speed is 35 feet.
with the most respect, unified by their similar circumstances Superior Darkvision. You have superior vision in dark and
of belonging to neither of their parent's worlds, living in one dim conditions. You can see in dim light within 120 feet of
that didn't consider their existance. But under all of these you as if it were bright light, and in darkness as if it were
different circumstances, the zekyl remain a people of strong dim light. You can't discern color in darkness, only shades
will with powerful tendencies for good and lawfulness. of gray.
Half-Dragon Skin. You are resistant to the effects of piercing
Equal Features damage. You also gain an additional +1 to your AC even
Unlike the kennaryn people, zekyl features and traits are not when you are wearing armor.
so diverse through gender. Both male and female zekyl will Kennaryn Blood. You have the blood and resistance type as
have similar builds and physical traits as eachother. At the your Kennaryn parent.
same time, the zekyl do not share the same matriarichal Spiritual Relations. The zekyl follow many of the same
customs of the hēi'àn and kennaryn people. In this aspect, the customs of the kennaryn. You gain advantage on charisma
zekyl can be more compared to humans when it comes to (persuasion) checks when dealing with spirits of light and
phsyical traits divided by gender. water.
Languages. You can read, speak, and write Oriental
Zekyl Names Common, Hēi'àn Elvish, & Kennaryn Telepathy.
The zekyl use the same naming conventions of both their
hēi'àn and kennaryn lineages. When a zekyl is born within the
Hēi'àn Empire, they often are not given a name other than
zekyl, meanig weapin in the hēi'àn language, but few who
have proved their worth in the eyes of the hēi'àn high
priestess are given a proper hēi'àn name.
However, the majority of zekyl now are born into the
households of their freed parents or amongst other cultures
and races. In this case, they can bear hēi'àn names, kennaryn
names, and any other names that are appropriate to the
culture.
Skinchangershe Spirit world holds many mysterious and Doppelganger
chaotic intentions, some that bleed into the Unlike the Shifters, the spirit world has taken other
natural world and affect it in kind. Over the influences on the world. Some of which are a point of
course of existence itself, these influences constant change and mutation of oneself. A race of
humanoids were created from these mutations to such a
Thave had many strange and dark intentions degree, that they can be seen as not a race and every race at
and side effects unto the mortal world, the same time. These beings are known mainly as the
affecting the inhabitants of the world, primarily doppelgangers, a race of shapeshifters who can take the face
the humans. These influences come in many ways, while in of anyone they so please.
this case, many shapes and forms.
Lycans
Shifters More radical than the shifters and less controllable than the
Over the course of the coexistence of humans and spirits, doppelganger, these beings are not necessarily a race, but
many strange outcomes have presented themselves over the more of a curse. There are those who have shown so much
centuries. One of these many outcomes include the union of disrespect and desecration for the spirits and the Spirit
animal spirits and humanoids, creating the race of a World to such a degree, that the spirits retaliated specifically
weretouched people commonly known as the shifters, the towards them. These individuals now wander the world as
link between humans and nature itself. cursed individuals, cursed to shift into humanoid animals of
vicious and monstrous intent. Cursed, to be a lycan.
An even more unfortunate case of these cursed beings, is
that it can be passed down through their bloodlines. Some
not being cursed by the spirit world, but born cursed instead.
Shifter Beastial Reflection
Shifters, sometimes referred to as the weretouched, as many A shufter's beast within is reflected by the shifter's
believed they are the descendants of humans and lycans. subrace. Four subraces are especially common:
Though this is true in some cases, they often were the result
of union between humans and animal spirits to be more Beasthide often signifies the bear or boar: stoic,
precise. Whatever their origins, shifters have evolved into a stubborn, and thick-skinned
unique race. They are humanoids with bestial aspects; while
they can't fully change shape, they can temporarily enhance Longtooth shifters typically have lupine traits and
their animalistic features, a state they call shifting. Each prefer to run with a pack.
shifter walks on the knife's edge between the wilds and the
world around them. Do they embrace their primal instincts or Swiftride are often predatory and feline, but a
the path of civilization? swiftstride could also be a cunning rat who darts
through the shadows.
Bending History
Shifters seem to be inclined to the nature of air bending Wildhunt shifters are born from any creature that
above all other arts. Shifters have been known to use all tracks its prey, and often uses their natural
forms of bending, but none more so than air bending. As for a instincts to guide them on their hunts and
primary affinity, most shifters seem to awaken powerful skins journeys.
within the sound bending arts.
The traits of the beast within affect a shifter's appearance as
The Beast Within well. A swiftride shifter may have catlike eyes and a delicate
Early in childhood, a shifter forms a bond with a beast within, build, while a beasthide shifter might be a massive brute like
a totemic force that shapes their body and mind. Some a bear. While a shifter's appearance might remind an
shifters believe that these spirits are independent entities of onlooker of an animal, they remain clearly identifiable as
the Spirit World, guiding them down their true path. They shifters even when at their most feral.
may speak of Bear or Wolf as ancestors or guides in all
things. Most just see the beast within as a formidable
expression of their inner nature, something that emerges as
the shifter's personality takes shape. The beast within is a
pool of powerful instincts, and its influence is revealed by a
shifter's personality: a feline shifter may be cool and distant,
driven by predatory instincts, while a shifter with a lupine
spirit might be drawn to find and protect a pack. When a
shifter fully embraces this beast within they physically
transform for a short time.
Similar and Diverse
Shifters are similar to humans in height and build but are
typically more lithe and flexible. Their facial features have a
bestial cast, often with large eyes, flat noses, and pointed
ears; most shifters also have prominent canine teeth. They
grow fur-like hair on nearly every part of their bodies.
The Journey Yet to Come Darkvision. You have superior vision in dark and dim
Shifters have a strong presence in the Air Nation, but can be conditions. You can see in dim light within 30 feet of you as
found in rural areas across the Earth Kingdoms, where they if it were bright light, and in darkness as if it were dim
often live among humans. While they form powerful bonds to light. You can’t discern color in darkness, only shades of
friends and kin, shifters place great value on self-reliance and gray.
freedom. It's a shifter proverb to "always be prepared for the
journey yet to come", and most shifters strive to be ready for Shifting. As a bonus action, you can assume a more bestial
change or opportunity. appearance. This transformation lasts for 1 minute, until
you die, or until you revert to your normal appearance as a
Shifters have a natural inclination towards martial classes bonus action. When you shift, you gain temporary hit
with primal connections to nature. A shifter marauder draws points equal to your level + your Constitution modifier
their strength from the beast within. A shifter warden (minimum of 1 temporary hit point). You also gain benefits
indulges their urge to wander and hunt. A shifter monk relies that depend on your shifter subrace, described below.
on their tendency for freedom and lust for serenity in self. But
shifters can pursue any path or faith. Once you shift, you can’t do so again until you finish a short
or long rest.
Shifter Names Spirit Sense. Your vision also allows you to peer into the
Shifters have no language of their own and often live in
blended communities. Their names typically overlap with the spirit world. You can sense or see most spirits within 30
names of other cultures in their region. Many shifters prefer feet of you.
to keep their personal names for their friends and use Spiritual Relations. Shifters as a whole are not inherently
"wandering names" with strangers. These are usually tied to spiritual in belief, but some spirits of the spirit world see
a physical or personality trait. them as kindred spirits. You have advantage on charisma
(persuasion) checks when dealing with animal spirits.
Shifter Names: Languages. You can speak, read, and write Oriental
Common & Beast Speech.
Badger, Bear, Cat, fang, Grace, Grim, Moon, Rain, Red, Scar, Subrace. The beast within shapes each shifter physically and
Stripe, Swift, Talon, Wolf mentally. The four major subraces of shifter include:
beasthide, longtooth, swiftstride, and wildhunt. Choose a
Shifter Features subrace for your shifter.
Ability Score Increases. Your Intelligence score increases
Beasthide
by 2.
Age. Shifters are quick to mature both physically and Stoic and solid, a beasthide shifter draws strength and
stability from the beast within. Beasthide shifters are
emotionally, reaching young adulthood at age 10. They typically tied to the bear or the boar, but this subrace could
rarely live to be more than 110 years old. embody any creature known for its toughness.
Alignment. Shifters tend toward neutrality, being more
focused on survival than concepts of good and evil. A love Ability Score Increase. Your Constitution score increases
of personal freedom can drive shifters toward chaotic by 1.
alignments. Some even follow the tenets of the Air
Nomads. Natural Athlete. You have proficiency in the Athletics skill.
Size. Shifters range from 5 to just under 7 feet tall, Shifting Feature. Whenever you shift, you gain 4d6
depending on their subrace. Your size is Medium. additional temporary hit points, and while shifted, you have a
Speed. Your base walking speed is 30 feet. +1 bonus to your AC.
Cliffwalk
Cliff shifters are fast and nimble. Many cliffwalk shifters are
associated with the ram or mountain lion. But any beast that
has an efficient climbing ability can work appropriately as
well.
Ability Score Increase. Your Dexterity score increases by
1.
Graceful. You have proficiency in the Acrobatics skill.
Shifting Feature. While shifted, you gain a climbing speed
equal to your movement speed and have advantage on
Dexterity saving throws.
Longtooth
Longtooth shifters are fierce and aggressive, but they form
deep bonds with their friends. Many longtooth shifters have
canine traits that become more pronounced as they shift, but
they might instead draw on tigers, hyenas, or other predators.
Ability Score Increase. Your Strength score increases by
1.
Fierce. You have proficiency in the Intimidation skill.
Shifting Feature. While shifted, you can use your
elongated fangs to make an unarmed strike as a bonus
action. If you hit with your fangs, you can deal piercing
damage equal to 2d6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.
Swiftstride
Swiftstride shifters are graceful and quick. Typically feline in
nature, swiftstride shifters are often aloof and difficult to pin
down physically or socially.
Ability Score Increase. Your Dexterity score increases by
1.
Skulking. You have proficiency in the Stealth skill.
Shifting Feature. While shifted, your walking speed
increases by an additional 10 feet. Additionally, you can move
up to 10 feet as a reaction when an enemy ends its turn
within 5 feet of you. This movement doesn’t provoke
opportunity attacks.
Wildhunt
Wildhunt shifters are sharp and insightful. Many are
constantly alert, everwary for possible threats. Others focus
on their intuition, searching within. Wildhunt shifters are
excellent hunters, and they also tend to become the spiritual
leaders of shifter communities.
Ability Score Increase. Your Wisdom score increases by
1.
Natural Tracker. You have proficiency in the Survival skill.
Shifting Feature. While shifted, you have advantage on
Wisdom checks, and no creature within 30 feet of you can
make an attack roll with advantage against you, unlesss
you're incapacitated. Few abilities, such as another wildhunt
shifter, can counteract this ability.
Doppelganger Doppelgangers can shift their forms with a thought. Many
doppelgangers, also referred to as changelings, use this gift
"There was once a spirit of light who had a hundred half- as a form of artistic and emotional expression. It's also an
human children. These hybrids were scorned and loathed by invaluable tool for grifters, spies, and others who wish to
the dark spirits, and many conspired to destroy her children. deceive. This leads many people to treat doppelgangers with
Without the power to defend all her children, she fell into a suspicion.
hopeless despair. And then, on a cold, winter night, a lonely
traveler found her and took her hand. "I can give your Bending History
children the means to protect themselves from adversity. Let Doppelgangers, most likely due to their ability to change
them wander the world. They may be shunned and feared, but form, have the ability to learn any form of bending. Some
they will never be destroyed. You only have but to ask." The believe that since they were touched by the spirit world and
spirit agreed, and the traveler placed his hand upon the given the ability to manipulate their form, they can also
forehead of each of her children. Their old faces melted away manipulate their chi to a specific affinity of their choice, but
and they could be whoever they wanted to be. And so it none of this has ever been determined and might never be.
remains. Though the children are shunned by most, they will
always be protected by the stranger's gift.” A Hidden People
Wherever humans live, doppelgangers reside alos; the
----Arcturis, The Racial Codex, Vol. II. question is whether their presence is known.
Doppelgangers are born to one of three paths. A few are
raised in stable communities where doppelgangers are true
to their nature and deal openly with the people around them.
Some are orphans, raised by other races, who find their way
in the world without ever knowing another like themselves.
Others are part of nomadic doppelganger clans spread across
the lands, families who keep their true nature hidden from
the single-skins. Some clans maintain safe havens in major
cities and communities, but most prefer to wander the
unpredictable path of adventuring.
In creating a doppelganger adventurer, consider the
character's relationships with people around them. Does the
character conceal their true shape shifting nature? Do they
embrace it? Do they have connections to other doppelgangers
or are they alone and in search of companions?
Masks and Personas Alignment. Doppelgangers hate to be bound in any way, and
In their true form, doppelgangers are pale, with colorless those who follow the tenets of the spirit world believe that
eyes and silver-white hair. It is rare to see a doppelganger in chaos and change are important aspects of life. Most tend
that form, for a typical doppelganger changes their shape, toward pragmatic neutrality as opposed to being
one created on the spur of the moment, with no depth or concerned with lofty ideals. Despite common fears, few
history, called a mask. A mask can be used to express a mood doppelgangers embrace evil.
or to serve a specific purpose and then might never be used
again. However, many doppelgangers develop identities that Size. In their natural forms, doppelgangers average between
have more depth. they build and identity over time, crafting a 5 to 6 feet in height, with a slender build. Your size is
person with a history and beliefs. This focused identity helps Medium.
a doppelganger pinpoint a particular skill or emotion. A
doppelganger adventurer might have personas for many Speed. Your base walking speed is 30 feet.
situations, including negotiation, investigation, and combat. Doppelganger Instincts. You gain proficiency with two of the
Personas can be shared by multiple doppelgangers; there following skills of your choice: Deception, Insight,
might be three healers in a community, but whoever is on Intimidation, and Persuasion.
duty will adopt the persona of Tek, the kindly old medic. Spiritual Relations. Doppelgangers, while being the result
Personas can even be passed down through a family, of the spirit world's influence, don't become the most
allowing a younger doppelganger to take advantage of spiritual of people. You have neither advantage or
contacts established by the persona's previous users. disadvantage when dealing with spirits of all kinds.
Change Appearance. As an action, you can change your
Doppelganger Names appearance and your voice. You determine the specifics of
A doppelganger might use a different name for each mask the changes, including your coloration, hair length, and
and persona and adopt new names as easily as they change sex. You can also adjust your height and weight, but not so
faces. The true name of a doppelganger tends to be simple much that your size changes. You can make yourself
and monosyllabic; however, there are often accents to a appear as a member of another race, though none of your
doppelganger's name that are expressed through game statistics change. You can't duplicate the appearance
shapeshifting, something single-skins will likely miss. So, two of a creature you've never seen, and you must adopt a form
doppelgangers might have the name Jin, but one is Jin-with- that has the same basic arrangement of limbs that you
vivid-blue-eyes and one is Jin-with-golden-nails. have. Your clothing and equipment aren't changed by this
trait. You stay in the new form until you use an action to
Doppelgangers have a fluid relationship with gender, revert to your true form or until you die.
seeing it as one characteristic to change among many. Unsettling Visage. When a creature you can see makes an
Though many doppelgangers, in a true search for personal attack roll against you, you can use your reaction to impose
identity, will be dominantly one gender. disadvantage on the roll. You must use this feature before
knowing whether the attack hits or misses. Once you use
Doppelganger Names: this trait, you can’t use it again until you finish a short or
long rest.
Aunn, Bin, Cas, Dox, Fie, Hars, Jin, Lam, Lairx, Mas, Nix, Ot,
Paik, Ruz, Sim, Toox, Vil, Yug Languages. You can speak, read, and write Oriental
Common and two other languages of your choice.
Doppelganger Features
Ability Score Increases. Your Constitution Score increases
by 1, and any one stat of your choice is increased by 2.
Age. Doppelgangers mature slightly faster than humans but
share a similar lifespan – typically a century or less. While
a doppelganger can shapeshift to conceal their age, the
effects of aging still catch up to them.
Lycan Savage Citizens or Civilized Savages?
"Don't mind the noise outside the door, it's just a phantom When in their humanoid form, lycans are
nothing more. Don't give yourself a scare when you glance indistinguishable from others of their race. When
and no ones there. It's not your fault, it's not your fault, it's not in their wereform, they are almost indistinguishable
your fault," Kune says to himself, grasping the chains which from a wild beast. However, with enough mental
he forged and fastened to the wall of his prison of a home. training and meditation, a lycan can overcome this
Suddenly, a figure appears. A man wearing elegant blue savagery, and gain control over their bestial nature.
robes with silver trims. He stares at Kune, clasping the
ground in his own despair. "You are a sore sight to behold, Lycans who have completed such a feat often
aren't you cursed one?," the man said. Kune looked at the return to civilization as either seasoned warriors or
figure with both confusion and fear, not for himself, but for personal bodyguards to nobles and royalty.
the man. "Have no fear, you cannot harm me," the man spoke
once more. "I have the means to free you from your Bending History
unrightful penance, all you need but do, is heed the call when Lycans generally have no acclimation to any element of
it is sound." Kune looked upon the man, seeing him has a bending. A lycan's curse seems to diminish their chi, as much
single possibility of hope and salvation. The man frees Kune their minds and makes them more in kin to common beasts.
from his self-bound chains, bringing him to his feet. "Tell me, Some develop the arts of bending just the same, some
what does it feel like?" the man asked. "Sometimes it feels as becoming decent earth benders.
if I'm in a dream, or a nightmare? But I'm awake, and I'm
doing things, but I'm not meaning to do them. Even though On rare occasions, lycans who have managed to gain more
it's a nightmare, I feel happy inside," Kune said with a somber common ground with their civilized, humanoid self, have
tone. "Who are you?" Kune asked the man. "I am Arcturis, been able to develop their bending techniques, allowing them
and I will show you the path."* access to the same bending arts as most humanoids.
Curse of Lycanthropy
----Arcturis meeting Kune for the first time, offering him the A humanoid creature can be afflicted with the curse of
chance to make a new destiny, a destiny as one of the Chosen. lycanthropy through a multitude of ways. The most common
of which, is when an individual commits an act so heinous or
One of the most ancient and feared of all curses to be used by so disgraceful against the spirits of the Spirit World, certain
the arch spirits, lycanthropy can transform the most civilized arch spirits deam the individual unworthy of their common
humanoid into a ravening beast. In its natural humanoid life, and force them to become the savage that hides within
form, a creature cursed by lycanthropy appears as its normal their heart. However, another way, unintentional
self. Over time, however, many lycans acquire features consequences of the arch spirit's actions, is through
suggestive of their animal form. In that animal form, a lycan bloodlines. Cursing a lycan's child to soon also become a
resembles a powerful version of a normal animal. On close lycan.
inspection, its eyes show a faint spark of unnatural
intelligence and might glow red in the dark. Evil lycans hide
among normal folk, emerging in animal form at night to
spread terror and bloodshed, especially under a full moon.
Good lycans are reclusive and uncomfortable around other
civilized creatures, often living alone in wilderness areas far
from villages and towns so as not to have the means to hurt
anyone around them.
Embrace or Resist the Beast Racial Adjustments
A lycan can either resist its curse or embrace it. By resisting As a lycan, you still retain some of the same features and
the curse, a lycan retains its normal alignment and traits from your humanoid race. Choose from the list of races
personality while in humanoid form. It lives its life as it below to determine which humanoid race you were before
always has, burying deep the bestial urges raging inside it. you were afflicted with lycanthropy. If you were born with
However, when the full moon rises, the curse becomes too lycanthropy, determine which humanoid race from this list
strong to resist, transforming the individual into its beast below in which your lycan parent is a part of.
form - or into a horrible hybrid form that combines animal
and humanoid traits. When the moon wanes, the beast within Human Lycan
can be controlled once again. Especially if the cursed
creature is unaware of its condition, it might not remember As a human lycan, choose which nation you hail from. You
the events of its transformation, though those memories gain the primary stat score increase from your variant and
often haunt a lycan as bloody dreams. Some natural born the appropriate languages associated with your variant.
lycans can instinctively control their curse. Despite this
inherent mastery, they too feel the pull of the beast within Half-Elf Lycan
when the moon is fullest.
As a half-elf lycan, you gain the primary stat increases from
Some individuals see little point in fighting the curse and your appropriate elven ancestry. You also gain the
accept what they are. With time and experience, they learn to appropriate elven language from your ancestry.
master their shape changing ability and can assume beast
form or hybrid form at will. Most lycan that embrace their Half-Dwarf Lycan
bestial natures succumb to bloodlust, becoming evil,
opportunistic creatures that prey on the weak and innocent. As a half-dwarf lycan, your Constitution score is increased by
1. You only gain the Low Center and Dwarven Stoutness
Lycan Distinctiveness features, and lose all others. You also learn the Dwarvish
A common misconception among the race, especially the language.
humans, is that lycanthropy can be spread through being
bitten by one. This is inherently untrue, and is often told by Dejīng Lycan
humans as a child's bedtime story, so as to keep them from
wandering the woods at night. As a dejīng lycan, your Charisma score is increased by 1. You
only gain the Martial Heritage feature, and lose all others.
There is in fact a common aspect of all lycans: not all races You also learn the Yaojing language.
can be affected. The influence of the spirit world is strong, but
not strong enough to enact total control over any and all Eruran Lycan
races. The common humanoids afflicted with lycanthropy
often consist of humans, half-elves, half-dwarves, dejīng, and As a eruran lycan, your Strength or Constitution score is
some giant kin. All other humanoids either have a trait that increased by 1, and your Intelligence score is increased by 1.
keeps them from being afflicted or already have the presence You only gain the Iron Gut and Hill Walkers features, and
of a higher power over their race. lose all others. You also learn the Hill Giant language.
Restrictive Bending Goliath Lycan
Along with a tarnished mind comes a tarnished spirit,
meaning an unbalanced chi. Many lycans become incapable As a goliath lycan, your Strength score is increased by 1. You
of bending, but few still tend to develop these techniques, but only gain the Natural Athlete and Stone's Endurance
to a lessened extent while in their lycan form. The few lycan features, but the die for stone's endurance is a d8. You lose all
who take control of their wereform also develop the other features. You also learn the Stone Giant language.
capability of bending while in their wereform.
Lycan Names Wereform
Lycans use the same naming conventions as the humanoid
race that they belong to. Though most feral lycans don't go by As a bonus action, you can shift your form into a monstrous
names and are often seen as no more than the common wild humanoid form of a beast. You can choose which wereform
animal. you have been cursed with from the list at the end of the
page. While in in your wereform, you gain the following traits
Lycan Features in addition to whatever extra traits come with your specific
Age. Lycans mature at the same rate as whatever race they wereform:
Fearsome Facade. You have advantage on charisma
were before they were cursed, or whatever their parent
lycan's race was. (Intimidation) checks.
Alignment. Lycans have different reactions when being Chaotic Chi. While in your wereform, you are unable to
cursed. Many become Chaotic Neutral or Chaotic Evil.
There are those who, when born with it, wish to be more perform any kind of bending, for your mind is too chaotic.
than what they are, resulting in some Chaotic Good Once you reach 8th level, you can perform bending
alignments. techniques of tier 4 and below. Once you reach 15th level,
Size. Lycans are the average height of whatever race they you can perform all tiers of bending like any other
were before. Your size will always be Medium. humanoid.
Speed. Your base walking speed is 35 feet. Call of Chaos. At the start of each turn after you have turned,
Superior Darkvision. You have superior vision in dark and you must make a Wisdom saving throw, on a failed save,
dim conditions. You can see in dim light within 120 feet of you lose control over yourself for your next turn. Once the
you as if it were bright light, and in darkness as if it were turn where you are uncontrollable has concluded, you can
dim light. You can’t discern color in darkness, only shades make the save again at the end of the turn to revert back to
of gray. your humanoid state. You will remain in a chaotic state
Spiritual Relations. You have been cursed by the spirits of until you have succeeded the Wisdom saving throw after
the spirit world, and are treated as such. You have you failed it the first time.
disadvantage on charisma (persuasion) checks when You may remain in your wereform indefinitely as long as
dealing with spirits of all kinds. you pass each consecutive Wisdom save. You are thrusted out
Languages. You know Beast Speech. of your wereform once you have succeeded a Wisdom saving
throw after you failed one. Due to the strain, you can only
transform into your wereform a number of times equal to
your Constitution modifier.
At 10th level, you make the save with advantage. Once you
reach 20th level, you no longer need to make the save, and
are under almost complete control of your wereform and can
remain in that form indefinitely. Be wary, for there are still
other outside influences that can still drive you back into your
monstrous fury.
Lycan Wereforms
There are multiple wereforms of the lycan's curse, many
resulting in differing abilities when in that form. Choose your
curse, and how you choose to be perceived by it.
Werewolf Wereboar
Ability Score Increases. Your Strength score increases by 3. Ability Score Increases. Your Strength score is increased by
Claws (Wereform). Your claws are natural weapons, which
2, and your Constitution score by 1.
you can use to make unarmed strikes. If you hit with them, Tusks (Wereform). Your tusks are natural weapons, which
you can deal slashing damage equal to 2d6 + your Strength
modifier. you can use to make unarmed strikes. If you hit with them,
Bite (Wereform). You have a bite attack that you can use as you can deal piercing damage equal to 4d4 + your Strength
an extra attack on a successful strike with your claws. modifier.
Make a melee attack against the same target, on a hit, the Charge (Wereform). You use your boar-like strength to
target takes 4d6 piercing damage. completely ravage the enemy. You make a creature within
Pack Hunter (Wereform). Whenever your allies are within 30 feet of you make a Dexterity saving throw. On a failed
20 feet of you, you have advantage on all forms of attacks. save, you ram the target dealing 4d8 Bludgeoning damage.
This includes: Melee, Ranged, and Bending attacks. The target is also knocked prone.
Werebear Tough (Wereform). Your AC is increased by +2.
Ability Score Increases. Your Constitution score increases Werejackal
by 3. Ability Score Increases (Natural). Your Dexterity score is
Claws (Wereform). Your claws are natural weapons, which increased by 2, and your Constitution score by 1.
you can use to make unarmed strikes. If you hit with them, Keen Hearing and Smell. You have advantage on Wisdom
you can deal slashing damage equal to 3d8 + your Strength (Perception) checks that rely on hearing or smell.
modifier. Claws (Wereform). Your claws are natural weapons, which
Maul (Wereform). You use your bear-like strength to you can use to make unarmed strikes. If you hit with them,
completely ravage the enemy. Make a melee attack against you can deal slashing damage equal to 6d4 + your
a creature you can reach within 10 feet. On a hit, the Dexterity modifier.
creature takes 6d8 slashing damage and is knocked prone. Pack Hunter (Wereform). Whenever your allies are within
Tough (Wereform). Your AC is increased by +2. 60 feet of you, you deal an extra amount of damage on all
Wererat and any attack equal to your Constitution Modifier.
Ability Score Increases. Your Dexterity score increases by 3.
Shifty and Sneaky. You have proficiency in the Deception
and Sleight of Hand skills.
Claws (Wereform). 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 3d4 + your
Dexterity modifier.
Pack Hunter (Wereform). Whenever your allies are within
30 feet of you, you have advantage on Melee & Ranged
attacks.
Weretiger
Ability Score Increases. Your Dexterity score is increased
by 2, and your Strength score by 1.
Spry. You have proficiency in the Athletics & Acrobatics
skills.
Claws (Wereform). 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 3d6 + your
Dexterity modifier.
Bite (Wereform). You have a bite attack that you can use as
an extra attack on a successful strike with your claws.
Make a melee attack against the same target, on a hit, the
target takes 3d8 piercing damage.
Spirit Warpedelieve it or not, but the term Spirit Warped is The Dream
not meant as an insult, but as a compliment.
This title is given to the races that were touched There are many spirits that reside in the Spirit World. None
by the Spirit World and their entire race was are more infamous or more intriguing than those of the
quori, the spirits of dreams. Invading the dreams and
Bwarped and changed forever. Most were nightmares of an ancient human empire, the quori began to
influenced by specific types of spirits, and make unions with them, bearing a new race of beings, a new
forever more they were implemented into the fusion of spirits and humans: The kalashtar, a humanoid race
culture and society of these races. Many races with this title of natural psychics and peacekeepers.
are also descended from specific spirits, whether it be by
accident or intentional occurrences. Serpentine Denominations
The Quian Split Related to, but separate from the dragons, the leviathan
spirits were powerful entities that resided within the Spirit
The quian were a race of people that found ways to live under World. These spirits come in the form of all elements, bearing
the seas of the world. Building and constructing advanced different influences upon the races of the natural world. Much
architecture that allowed their people to build a culture like the quori, these spirits placed themselves into human
beneath the waves of the deepest seas, away from other civilizations, bearing offspring similar to the kalashtar, but
civilizations. Over time, the quian were influenced by the forever different. The successful union of leviathan spirits
ocean spirits and were changed forever. Impacted by the and humans created the race of people known as the yuan-ti,
same spirits, but underwent different transformations and humanoids with reptilian features and traits.
cultural ideals changed, the simics and the vedalken were
born. Two variants of the same race, but forever divided by
their differing perceptions of the world, and how they belong
into it.
Simic Return to Land
"Subject to the foul experiments of their own racial cousins, In the wake of their new found freedom from the
kept in cell-like chambers, awaiting their next sessions of vedalken, many simics believed it to be unsafe to
forced evolution and mutation. How sick can one be to continue to dwell within the depths of the sea, in
experiment on their own blood without any empathy or the fear that the vedalken would attempt to
regret? I wish to know more." capture and enslave them once again. Many simcis
decided to return to the dry land of the surface.
----Arcturis, Racial Codex, Vol. IV Simics have become quite common within the
coastal societies and the Water Tribes of the north
Simics, one half of the ancient quian race, were believed to and south. They often serve as guides to tribesmen
be the descendants of humans and ocean spirits. They are and fishermen, leading them to the fishing spots
humanoids with aquatic aspects. Whatever their origins, with the greatest abundance of fish and the safest
simics have evolved into a unique race. Simics, on the other sea routes away from hostile ocean creatures and
hand, don't have a real society, rather they adapt into the spirits alike.
societies of other races. They tend to be well acclimated and
accepted amongst the people of the Southern and Northern Bending History
Water Tribes. With the influence of the ocean spirits, and in the wake of
species heritage, simics tend towards the use of the water
Over many years of constant civil war, the simics lost to bending arts above all others. It has been known for some to
their vedalken cousins, and became subject to strange become that of other elements, but it seems to be quite rare
experimentations, combining spiritual energy and aquatic among most simics. No simic has ever been known to
marine life, the simics began to receive aquatic features. The develop fire bending techniques, though few have been
simics eventually were freed from their vedalken enslavers by rumored to develop air and earth bending techniques.
the shuishēng elves, and were able to make lives of their own Forced Mutation
both on the surface and in the depths of the sea. All are augmented with characteristics of animals, mostly
aquatic, reptillina, and amphibian creatures. A simic's
biological enhancements generally included grappling
appendages that grew on the top of their shoulder, often
resembling either crustaceous or tentacle like arms. Most
simics retained their basic physical forms, but with patches
of armored carapecs that are riddled randomly across their
bodies.
Small Communities Grappling Appendages. You have two special appendages
There are no simic kingdoms or empires, but rather only growing alongside with your arms. Choose whether they're
small communities that reside within other nations, usually both claws or tentacles. As an action, you can use one of
within the safety of the Water Tribes. Some simic them to grapple a creature. Each one is also a natural
communities are built on land, often near the coasts close to weapon, which you can use to make an unarmed strike
the open sea, while others are beneath the waves like their with. If you hit, they do 1D6 + your strength modifier
ancient quian ancestors. bludgeon damage. Immediately after hitting, you can try to
grapple the target as a bonus action. These appendages are
Some simics find the need to adventure so they can not dexterous enough to use weapons, magic weapons, and
experience a kind of freedom that was not given to them other specialized equipment.
under vedalken rule. This kind of wanderlust was often
genuine in nature and led to pairing with groups of other Carapace. Your skin in places is covered by a thick shell. You
races, making a name for themselves, traveling across the gain a +1 to your AC when not wearing heavy armour.
vast distances of the world.
Spiritual Relations. The Simics, though most have returned
Simic Names to the surface, still hold much respect and reverence for
Simics were stripped of their individual identities when the ocean spirits. You have advantage on charisma
under vedalken tyranny, which led them to a lack of naming (persuasion) checks when dealing with spirits of water.
conventions. The majority of simics took human names or
names that were appropriate to the cultures that they resided Languages. You can speak, read, and write Oriental
in. Very few simics took vedalken names, generally those who Common, Quian, and one language of your choice.
believe that they are more worthy of vedalken naming
conventions than their actual kin.
Simic Features
Ability Score Increases. Your Wisdom and Constitution
scores increase by 1, and another ability score of your
choice by 1.
Age. Simics are quick to mature both physically and
emotionally, reaching young adulthood at age 5. They rarely
live to be more than 130 years old.
Alignment. A Simic's alignment varies from group to group.
Size. Simics average around the same height as humans if
not a bit taller. Your size is Medium.
Speed. Your base walking speed is 30 feet. You also have a
swimming speed of 60 feet.
Amphibious. You can breathe both air and water.
Nimble Climber. Because of your extra limbs, you have a
climb speed equal to your walk speed.
Vedalken Vedalken Reformation
Vedalken, the self-proclaimed superior cousins of the simics, Since the defeat and fall of the precursor vedalken
are a race of aquatic folk who strive for superiority of the empire, the vedalken as a whole have reformed
ocean and life itself. Bettering themselves and their their ways and ideals in the wake of their previously
technology, trying to show and prove that they are the true committed atrocities. Unfortunately, this
denizens and rightful rulers of the seas. reformation didn't last long, for the vedalken who
rose into power began to follow their old ways,
Nothing is perfect. Vedalken not only believe this fact, they recreating the vedalken sovereignty.
rejoice in it. Every imperfection is a chance for improvement,
and progress is an endless march toward a state of perfection Many vedalken wished to rekindle a union with
that can never be reached. This viewpoint leads vedalken to their simic cousins, but now that seems all but
pursue their work with delighted enthusiasm, never deterred impossible with the new vedalken sovereignty in
by setbacks and excited by every opportunity for control of all aspects of vedalken society. Many
improvement, even to the bane of others. vedalken have been known to smuggle out
recaptured simics, and leave to the surface with
Bending History them.
With similar influences done to the simics by the ocean
spirits, vedalken tend towards the use of the water bending The vedalken are a troubled people, a people
arts above all others. It has been known for some to become always on the verge of ruin, not because of their
that of other elements, but those who do, who are discovered lack of power, but because of too much power
by the vedalken sovereignty, are generally never seen or they already have and have yet to attain.
heard from again.
Reasoning toward Perfection
Cool Rationality Their curious intellects and rational minds incline vedalken
Despite being talkative, vedalken keep their personal lives toward membership of the simic enhancement project, often
private, and they tend to engage more with ideas than with leading some to undergo the same experimentations done to
people. They form close friendships based on mutual simics, but willingly, and gaining different aspects. Whatever
interests or compelling disagreements, and their interactions their intentions, vedalken put their intelligence to use in
dwell on their thoughts about those issues rather than their crafting and improving things, whether those things are laws,
feelings about them. procedures, or mystical sciences.
To members of other races, vedalken often seem cold, even Vedalken believe that the path toward the impossible goal
emotionless. That assessment isn't exactly fair, they feel of perfection is paved with bricks of education, careful
emotion every bit as intensely as other folk do, but they are deliberation, and controlled experimentation. Some vedalken
skilled at not displaying it. Cool rationality guides their direct their energy toward perfecting themselves, whether by
actions, they make and follow careful plans, and they are means of the simic bioengineering project or through
patient enough to do nothing when the ideal outcome relies extensive study, and others concentrate on perfecting society
on such inaction. through the careful drafting and application of laws.
Vedalken Names Size. Tall and slender, vedalken stand 6 to just over 6 and a
Vedalken are given names at birth, but usually choose new half feet tall on average and usually weigh less than 200
names for themselves as part of their transition into pounds. Your size is Medium.
adulthood. They rarely use family names.
Speed. Your base walking speed is 30 feet. You also have a
Male Names: swimming speed of 30 feet.
Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Amphibious. You can breathe both air and water.
Mathvan, Modar, Nebun, Nhillosh, Nitt, Ottrovac, Ovlan, Manta Glide. You have ray-like fins that you use as wings to
Pelener, Rill, Trivaz, Uldin, Yolov, Zataz
slow your fall or allow you to glide. When you fall and are
Female Names: not incapacitated, you can subtract up to 100 feet from
your fall when calculating your fall damage and can move
Azi, Bravisa, Brazia, Direll, Fainn, Griya, Halia, Katrille, horizontally 2 feet for every 1 foot you fall.
Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Corrosive Split. As an action, you can spray acid from glands
Sestri, Triel, Uzana, Yaraghiya, Zlovol in your mouth, targeting one creature or object you can see
within 30 feet of you. The target must make a Dexterity
Vedalken Features saving throw against a DC of 8 + you proficiency bonus +
Ability Score Increases. Your Wisdom score increases by 2, your Constitution modifier. The target takes 2D10 acid
damage if they fail. The damage increases to 3D10 at 11th
and your Intelligence score is increased by 1. level and 4D10 at 17th level. You can use this up to your
Age. Vedalken mature slower than humans do, reaching Constitution modifier's worth of times per long rest.
Corrosive Resistance. Your skin is resistant to corrosive
maturity around age 40. Their life span is typically 350 effects. You have resistance to acid damage.
years, with some living to the age of 500. Spiritual Relations. The vedalken consider themselves to be
Alignment. The vedalken sovereignty has bred a society of the true favourites of the ocean spirits. You have advantage
hidden tyranny. Many vedalken who follow this society are on charisma (persuasion) checks when dealing with spirits
often Lawful Evil. However, there are those who oppose of water.
this way of life, taking more Lawful Good and Chaotic Languages. You can speak, read, and write Oriental
Good alignments. Common, Quian, and one language of your choice.
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Inspired Kalashtar
Among the purity of the kalashtar, there are those
who are subject to a darker and more sinister
purpose: The Inspired. The Inspired are kalashtar
who have been born and bred to be symbiotic
vessels for the evil nightmare quori spirits of Dal
Quor, and carry out the foul agenda of the
Dreaming Dark. When merged, the Inspired gain
supernatural abilities from the specific quori spirit
inhabiting them.
Any humanoid who can dream can volunteer to
serve as a quori vessel, but the Inspired have no
choice in the matter, as they are easily subjected to
quori possession. Physically, Inspired resemble
their kalashtar brothers and sister, possessing an
almost supernatural beauty that surrounds them, a
beauty that is just a facade for a darker horror
within them.
Kalashtar Bound to Spirits
Every kalashtar has a connection to a quori spirit that has
"I am kalashtar, born of two worlds, one of reality, and one of ascended to the light, a bond shared by other members of
dreams. Over a thousand years ago, my ancestor bound her their bloodline. Kalashtar appear human, but their spiritual
bloodline to the quori spirit Kashtai, and I am a descendant connection affects them in a variety of ways. Kalashtar have
of that union. Now, both the soul of Kashtai and the will of symmetrical, slightly angular features, and their eyes often
Raava flow through me. I hear the whisper of both voices, glow when they are focused or expressing strong emotions.
guiding me in all that I do, preparing me for what is to come.
The colliding is coming, but it will not be the end of anything, Kalashtar can't directly communicate with their quoir
it will be the beginning of everything." spirits, rather, they might experience this relationship as a
sense of instinct and inspiration, drawing on the memories of
----Avatar Auro, the first Kalashtar. the spirit when they dream. This connection grants kalashtar
The kalashtar are a compound people, created from the minor psionic abilities, as well as protection from psychic
union of humanity and renegade spirits from Dal Quor, the attacks. All of these quori dream-spirits are virtuous, but
plane of dreams. Spirits called the quori. Kalashtar are often some are warriors and others are more contemplative. Work
seen as wise, spiritual people with great compassion for together with the DM to determine the nature of your linked
others. There is an unmistakable alien quality to the spirit. Typically, a kalashtar knows the name and nature of
kalashtar, though, as they are haunted by the conflicts of their their spirit, but some may know nothing of their spirit or the
otherworldly spirits. source of their psychic gifts, such as an orphan kalashtar
raised among strangers.
Bending History
The kalashtar descend from the quori, and gain some of their Hunted by Nightmares
similar affinities towards the element of air. Many are known The virtuous spirits tied to the kalashtar fled from the dream-
for becoming that of other elements, but it appears to be realm of Dal Quor to escape evil spirits that dominate it. The
quite rare among the kalashtar, but have not been rebel quori believe that through meditation and devotion, they
documented to fully defend this theory. can change the fundamental nature of Dal Quor, shifting the
balance from darkness to light. Most kalashtar communities
focus on acts of devotion known as the Path of Light. But the
dark powers of Dal Quor have their own plans for the
material plane. Through the force known as the Dreaming
Dark, these monsters manipulate the folk of the mortal realm
to eliminate kalashtar whenever possible.
Many kalashtar defend themselves from the Dreaming Kalashtar Features
Dark by focusing on devotion to the Path of Light. Others, Ability Score Increases. Your Intelligence score increases
though, seek out the agents of the Dreaming Dark and
oppose their plans, or protect the innocent however they can. by 2, and your Wisdom score by 1.
Still other kalashtar grow up isolated, knowing nothing about Age. Kalashtar develop physically at the same rate as
Dal Quor or the Dreaming Dark. Such orphans might use
their abilities for personal gain or otherwise act against the humans do and have similar lifespans.
virtuous instincts of their quori spirits; this can cause internal Alignment. The noble spirit tied to a kalashtar drives it
conflicts and violent mood swings.
toward lawful and good behavior. Most kalashtar combine
Serenity of Self strong self-discipline with compassion for all sentient
The bond to the spirit can cause some kalashtar to display beings, but some kalashtar resist the virtuous influence of
unusual quirks. Consider rolling or selecting a trait from the their spirit. On the other hand, some are born from the
Kalashtar Quirks table. royal quori, who lead the Quori Continuum and tend to be
Chaotic and Lawful forms of Evil. These kalashtar will bear
Kalashtar Quirks similar alignments.
Size. Kalashtar are similar in build to humans, though they
d10 Quirk are typically a few inches taller. Your size is Medium.
1 You try to understand the motives and feelings of Speed. Your base walking speed is 30 feet.
your enemies. Dual Mind. You have advantage on all Intelligence saving
2 You prefer using telepathy over speaking aloud. throws.
3 You feel a strong drive to protect the innocent. Mental Discipline. You have a resistance to most creatures
4 You apply dream logic to mundane situations. that try to enter your mind against your will. You also have
5 You discuss things out loud with your quori spirit. a resistance to psychic damage.
6 You suppress your emotions and rely on logic. Mind Link. You can speak telepathically to any creature you
7 You are strongly influenced by the emotions of those can see, provided the creature is within a number of feet of
around you. you equal to 10 times your level. You don't need to share a
8 You prefer to find nonviolent solutions to problems language with the creature for it to understand your
whenever possible. telepathic utterances, but the creature must be able to
9 You are driven by a warrior spirit and will fight for any understand at least one language.
noble cause.
10 You are obsessed with the Dreaming Dark When you're using this trait to speak telepathically to a
conspiracies. creature, you can use your action to give that creature the
ability to speak telepathically with you for 1 hour or until you
Kalashtar Names end this effect as an action. To use this ability, the creature
A kalashtar name adds a personal prefix to the name of the must be able to see you and must be within this trait's range.
quori spirit within the kalashtar. Such names have no relation You can give this ability to only one creature at a time; giving
to the kalashtar's gender. it to a creature takes it away from another creature who has
it.
Kalashtar orphans are unlikely to know the name of their Severed from Dreams. Kalashtar sleep, but they don't
spirit and take names from another source.
connect to the plane of dreams as other creatures do.
Quori Names: Instead, their minds draw from the memories of their
otherworldly spirit while they sleep.
Ashana, Ashtai, Ishara, Hareth, Khad, Kosh, Melk, Nari, Tana, Spiritual Relations. Because of your descendance from the
Tari, Tash, Ulad, Vakri, Vash quori, you have an interesting influence over similar spirits.
You have advantage on charisma (persuasion) checks when
Kalashtar Names: dealing with dream spirits.
Languages. You can read and write Oriental Common,
Coratash, Dalavash, Dolishara, Halakosh, Khoratari, Quori, and one other language of your choice.
Koratanna, Lanhareth, Molavakri, Nevitash, Sorashanna,
Torashtai, Valakhad, Vishara
Yuan-ti The Old Ways
"I envy my yuan-ti brothers and sisters, for they don't know The yuan-ti of the acnient empire served one of the
what they have. Free minds and wills of their own, lives that elder evils that dwell within the endless expanse of
they can live without worrying about endless fear and the Far Realm: Dendar, the Night Serpent. She
torment. They have the proper lives that all should deserve, ruled over the yuan-ti with an iron jaw, as if she was
free of scorn and prejudice, a life like any other. I was not so their creator and their absolute master. When the
lucky. My heritage will forever haunt me, but I will make sure empire fell, so did the yuan-ti. Dendar was not
that no one else will feel that pain that I do. She will not have there for them, so many chose not to be there if
my people, not again..." she ever returned.
----Elnor, Serpent King of the South. The majority of yuan-ti now follow Ubtao,
The yuan-ti are humanoids with reptillian esque features. residing within the Dune Lands. However, many
The ancient human empire of the yuan-ti had been lost and yuan-ti still cling to the old ways, practing dark
forgotten for centuries. These humanoids are all that remain mysticism on themselves and other humanoids.
of that once great empire. Yuan-ti are the ruslt of the union Ressurecting the ancient transmuatation
between humans and the leviathon spirit of Zzarqinis, the ceremonies that turned the yuan-ti into more like
domain within the Spirit World that is home to these their reptiallian cousins, becoming malisons.
serpents.
There where two types of malisons: Yuan-ti who
Yuan-ti appear human in almost every aspect apart from a had a snake tail in the place of humanoid legss, or
few defining factors. Some yaun-ti have forked tongues, much yuan-ti who had a snake's head in place of their
like the common snake, while others might have encisor like former humanoid head. The horrid fusion of man
fangs in place of their canine teeth. Most yuan-ti often have and monster.
symmetrical patches of serpent like sacles scattered across
their bodies, but most seem to appear on their shoulders, The final creature of horrid transmutation were
center of their chest, and the peak of their back along their reffered to as Yuan-ti Abominations, yuan-ti that
neck. Yuan-ti often had skin tones similar to humans, some more resembled a giant humanoid snake with
having slight hints of vibrant colors like green, red, blue, or arms. Truly the horrifying dark powers that Dendar
orange. Yuan-ti alos had the same vareity of hair colors has can bestow, or curse.
most humans, but when a yuan-ti had black hair, it often
appeared to be a darker shade of night-like blackness that
doesn't appear often in other races. Yuan-ti were reptillian
and often had vibrant eye colors, much like the various skin
pigments that they have as well. Few yuan-ti have been known
for having slightly luminescent eyes, that glowed in dark
conditons.
Bending History
The leviathon spirits of Zzarqinis came in all forms, including
all elements. Although the majority of leviathon spirits were
often fire based, many yuan-ti have the capability of awaking
any of the four bending arts within themselves.
The Legacy of Chult Yuan-ti Names
There was said to be a large group of islands, commonly Yuan-ti names have meanings that have been passed down
referred to as the Ilses of Chult. This was said to be the through the generattions, although spellings and inflections
birthplace of the yuan-ti people, and the foot of the ancient have changed over time.
Yuan-ti Empire. Though no one has ever been able to find
these mysterious isles, it is rumored that when a yuan-ti Some yuan-ti add more sibilinats to their birth names to
reaches a certain age in their lifetime, they begin to recieve create an exaggerated hissing sound, based on one's personal
visions of the mysterious islands, and are bound to return to preference and whether an individual's anatomy can more
their beginning. This has never been proved, due to the fact easily pronounce the name in this altered form. An adopted
that no one has ever come forward to prove this fact or reveal name of this sort is recognized as a variant of the birth name,
the location of the isles. rather than a unique name unto itself. A yuan-ti might refer to
themselves by theri birth name, by their adopted name, or by
There hasn't been a large yuan-ti kingdom since the Yuan-ti a name they borrow from local cultures.
Empire, apart from the kingdom of Ouroborous, ruled by
Elnor, the son of Dendar. This kingdom is a welcome home to Yuan-ti Birth Names:
all yuan-ti, famous for being a truly fair society, especially
amongs the kingdoms of the Dune Lands. Many yuan-ti are Ashissa, Asutali, Eztli, Hessatal, Hitotee, Issahu, Itstli,
born here or imigrate to this kingdom sometime in their life, Manuya, Meztli, Nesalli, Otleh, Shalkashlah, Sisava, Sitlali,
but not all were so lucky. Soakosh, Ssimalli, Suisatal, Talash, Teoshi, Yaotal, Zihu
Some yuan-ti are born into the households of other races, Yuan-ti Features
often seen with distrust or confusion when they appear. Not Ability Score Increases. Your Charisma score increases by
fully fitting in or belongling to the societies of other
humanoids, these yuan-ti are prone to adventuring, and make 2, and one abiltiy score of your choice is increased by 1.
a name for themselves through their own accord. Age. Most yuan-ti mature at the same rate as humans and
Unique Tendencies have lifespans similar in length to theirs.
All yuan-ti develop oddly specific tendencies in comparrison Alignment. Yuan-ti contain the fiery passion of the leviathon
to other humanoids, often surfacing in varrying perssonality
traits. Consider rolling or selecting a trait from the Yuan-ti spirits, and see others as either tools to manipulate or
Personality Traits table. potential soul mates. They can come in all alignments.
Size. Yuan-ti match humans in average size and weight. Your
Yuan-ti Personalitiy Traits size is Medium.
Speed. Your base walking speed is 30 feet.
d8 Personality Trait Darkvision. You can see in dim light within 60 feet of you as
1 I see omens in every event and actions. Our spirit if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of
ancestors continue to advise us. grey.
2 I have very high standards for food, drink, and physical Poison Immunity. You are immune to poison damage and
the poisoned condition.
pleasures. Poisonous Bite. As an action, you can make a melee weapon
3 I prefer to be alone rather than among other creatures, attack with your fangs. On a hit, the creature takes 1d4
piercing damage and must make a DC 12 Constitution
including my own kind. saving throw, or take 2d8 of poison damage, or half as
4 I sometimes become consumed by philosophy. much on a passed save.
5 I believe I am superior to others of my caste. Spirit Sense. Your vision also allows you to peer into the
6 I am driven by wanderlust and want to explore lands far spirit world. You can sense or see most spirits within 30
feet of you.
from our cities. Spiritual Relations. You descend from spirits, therefore you
7 I am interested in modern human culture, even as hold some of their esteem. You have advantage on
charisma (persuasion) checks when dealing with spirits of
primitive as it may seem. your bending type.
8 I await the day when we again conquer lands by force, Languages. You can speak, read, and write Arabic Common,
Draconic, and Yuan-ti.
as we did in the old times.