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Published by goroiamanuci, 2023-03-05 17:00:22

Races of Telikos _ GM Binder

Races of Telikos _ GM Binder

Rare Races Da'kihn Elves (Dark Elves) Abandoned Underground Da'kihn Elves are High Elves who have been mutated by the Mana Sun of the Inner World and experimented on by the Mind Flayers. Their skin turned a pale blue the shade of pure magical power, their hair bleached pure white, they were abandoned by their own people - the high elves - to their fate. They are generally treated as refugees and taken in by other races, lacking a true society of their own. Psionic Power A result of their experimentation and mutation, they have gained potent psychic powers. Unfortunately, this has given them an even worse case of paranoia than their abandonment in a strange land. As such, Da'kihn elves are a dangerous combination of power and paranoia - and hold a deep-seated grudge against their former brothers and sisters. While they will react to most other races with caution, they will treat high elves with open hostility - even if their intent is to help rather than harm. Paranoid Recluses As a result of their experiences, Da'kihn Elves are paranoid around others. They come across as skittish and rude, and are even more xenophobic than High Elves. Speaking of which, as mentioned, they are openly hostile to those who they believe abandoned and betrayed them. This has led to them choosing to mostly discard elven firearms as a show of rebellion, though pistols still hold a place in the unique martial arts that the Da'kihn have developed. 50 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Da'kihn Elf Traits As a Da'kihn Elf, you have the following racial traits: Ability Score Increase. Increase your Dexterity Score by 2, and your Intelligence or Constitution Score by 1. Creature Type. You are a Humanoid. Speed. Your walking speed is 30 feet. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Darkvision. Accustomed to the dark caves of Eal'amaj, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Magic Resistance. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. This grants you the same benefits as a human who gets 8 hours of sleep. Da'kihn Training. You have proficiency with Rapiers, Shortswords, Daggers, Hand Crossbows, and Pistols. Da'kihn Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the jump spell with this trait. Starting at 5th level, you can also cast hold person with it. Once you cast jump or misty step with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait. Languages. You can speak, read, and write Common, Elvish, and Undercommon. Undercommon is a regional dialect of Common, with elvish slang thrown in. 51 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Monstrous Races Common Races Goblin (Telikos) Strength in Numbers Goblins are arguably the weakest race of the Monstrous Races. This was true before the Grand Awakening and is still true after. As such, they band together in tight-knight communities and will often form alliances with stronger people or nations for their own protection. Still, they make up for their individual weakness with raw numbers; goblin populations grow quickly, and as such they tend to have very productive societies thanks to a larger workforce. Ambush Tactics Also due to their weakness, Goblins excel at ambush tactics. Mostly used to deal with hostile outsiders or hunting for food, skins, and other materials, they can strike from the shadows using their diminutive size to hide until the time is right. After the Grand Awakening, they have started being hired on in the same way Harengan are as assassins, but their survivalist nature makes them more well-suited to assassin work than harengan. Friendly but Cautious Contrary to their beast-like nature before the Grand Awakening, Goblins on Telikos are generally friendly folk once you earn their trust. That said, the process to earning their trust isn't easy because there are still a good number of people who see them as mindless pests; old habits die hard, so they're slow to trust the other races of Telikos. Matriarchal Tribals Goblin "society" is heavily sectioned off. There are Shamans who guide the village with prophecies and divinations as well as their leader, known as a Goblin Matriarch who hold similar amounts of power. Slightly taller than her contemporaries, there is only one matriarch in a tribe at any time, and her firstborn will always be female - another matriarch to be - and raised to take on her mother’s position when she comes of age. Male Goblins tend to be warriors or laborers while female goblins tend to care for the children and cook for the tribe, with these norms rarely if ever being broken within goblin villages. Those few who venture forth into the world might instead adopt whatever cultural norms the place they venture to has however. 52 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Goblin (Telikos) Traits As a Goblin from Telikos, you have the following racial traits: Ability Score Increase. Increase your Dexterity Score by 2, and your Constitution Score by 1. Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid. Speed. Your walking speed is 30 feet. Age. Goblins reach adulthood at age 14 and live up to 65 years. Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. 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 in dim light. You discern colors in that darkness only as shades of gray. Goblin Cunning. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn. Languages. You can speak, read, and write Common and Goblin. Goblin is a language heavy with vowels and has lots of unpleasant sounds when spoken. 53 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Kobold (Telikos) Ferocious Ambition Kobolds are ambitious, ferocious, and often bite off more than they can chew. Their societies are extremely tooth and nail, and a constant struggle to be on the top of the social food chain. As such, Kobolds are surprisingly good merchants - though their dragon-like obsession with gold and jewels certainly helps in this regard. They have a society with a high degree of social mobility and an elected Council of Wise-Talkers. Their settlements are currently small villages, but already there are whispers of joining into one large empire that could rival the Naga in terms of merchant empires. Stubborn Warriors Kobolds are stubborn to a fault, and as such often pick fights way above their weight class. Thankfully, their raw ferocity makes them an actual threat in battle - though not much more of one than a goblin. In groups however, they can absolutely dominate a foe in battle using tactics and cooperation to bring down enemies twice their size. Greedy and Proud Kobolds after the Grand Awakening have adopted traits they associate with Dragons, likely from storybooks lost out in the territories they awoke in. As such, they embody avarice and pride, seeking wealth and status wherever they go. They take even the smallest of insults poorly and will absolutely seek revenge if slighted unless an apology is issued - and despite their stature it's entirely possible for them to easily get payback to devastating effect. 54 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Kobold (Telikos) Traits As a Kobold from Telikos, you have the following racial traits: Ability Score Increase. Increase your Dexterity Score by 2, and your Charisma Score by 1. Creature Type. You are a Humanoid. You are also considered a Dragon for any prerequisite or effect that requires you to be a Dragon. Speed. Your walking speed is 30 feet. Age. Kobolds reach adulthood at age 14 and can live up to 120 years. Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small. 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 in dim light. You discern colors in that darkness only as shades of gray. Draconic Cry. As a bonus action, you let out a cry at your enemies within 10 feet of you. You and your allies have advantage on the next attack roll you make against each of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Kobold Craftiness. You have proficiency in one of the following skills of your choice: Deception, Insight, Persuasion, Sleight of Hand, or Stealth. Kobold Stubbornness. You have advantage on saving throws to avoid or end the frightened condition on yourself. Languages. You can speak, read, and write Common and Goblin. Goblin is a language heavy with vowels and has lots of unpleasant sounds when spoken. 55 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Uncommon Races Ogre (Telikos) Competitive Might Ogres are large, strong, competitive sorts who value physical prowess and competition above all. The best way to get an Ogre to do something is to tell them they can't do it, and doubly so when it comes to a physical activity. This makes them useful for those who need large, heavy objects moved or nasty Wildlife slain. Power and Honor Ogres have a strange sense of honor, where the strong rule and the weak serve the strong. However, it is the duty of the strong to care for the weak; as such, if a weaker person needs help they are honor-bound to provide aid - though they appreciate compensation for their efforts. Mighty and Stupid If harpies are as smart as a sack of lead, then Ogres aren't far behind. They're gullible to a fault, lacking in intelligence (they prefer to focus on physical pursuits rather than mental), and overall kind of dumb. Still, they aren't as dumb as harpies; they can sometimes tell when they're being fooled and are capable of forming their own societies with social hierarchies. 56 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Ogre (Telikos) Traits As an Ogre from Telikos, you have the following racial traits: Ability Score Increase. Increase your Strength Score by 2, and your Constitution Score by 1. Creature Type. You are a Humanoid. You are also considered a Giant for any prerequisite or effect that requires you to be a Giant. Speed. Your walking speed is 30 feet. Age. Ogres reach adulthood at the age of 16, and live up to 250 years. Size. Ogres tower over other races at 7-9 feet, weighing up to 500 lbs. Your size is Medium. 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 in dim light. You discern colors in that darkness only as shades of gray. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Competitive Spirit. You have proficiency in the Athletics and Intimidation Skills. Show-Off. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Languages. You can speak, read, and write Common and Giant. Giant is a rougher more "casual" branch of Orcish. 57 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Oni Two-Toned Evil Even after the Grand Awakening, Oni retain much of their previous ways - only now with more cunning and intellect. Mainly inhabiting the continent of Myrrha, they have mostly joined up with Orc Exile raiding bands, offering their power and ferocity alongside that of the Orcs'. As such, it is rare for one of them to buck this trend and show a more amicable nature. Red and Blue There are two subrace of Oni: Jonetsu and Shizukeza. Jonetsu Oni are hot-blooded, physically powerful, violent and cruel individuals who seek conflict and bear two horns on their heads. They are warriors by nature, and seek to challenge themselves constantly. They have blood-red skin that marks them as Jonetsu Oni. The Shizukeza Oni are blueskinned, one-horned Oni who are cool, collected, and cruel in their own distant way. They trade physical might for raw magical prowess, favoring lightning and thunder magics over all others. They serve as shamans and diviners for the Orcish war bands they join up with and are usually able to work their way into leading said war bands. Cruel and Uncaring Most Oni are cruel, monstrous beings who - despite their newfound intellect - still choose to do evil, even continuing to partake in cannibalism of other Humanoid races at times. Oni are bad business on Myrrha, but on Kanoniko their reputation is more mixed, as certian clans of Oni there have oddly enough taken up a stance similar to normal Orcs in having a rigid society of honor and, in their case, philosophy. Still, there is a great distrust for Oni no matter where you go and so they must take caution when visiting the cities of other races. 58 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Oni Traits As an Oni, you have the following racial traits: Ability Score Increase. Increase your Constitution Score by 1. Creature Type. You are a Humanoid. You are also considered a Giant for any prerequisite or effect that requires you to be a Giant. Speed. Your walking speed is 30 feet. Age. Oni reach adulthood at the age of 16, and can live to be 300 years old. Size. Oni are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium Oni's Might. You have proficiency in the Athletics skill. Arashi Umare. You have resistance to Thunder and Lightning damage. Languages. You can speak, read, and write Common and Giant. Jonetsu Traits Those of the Jonetsu Subrace are proud, fierce, and violent warriors. They value physical might and raw strength above all else, and see the Shizukeza Oni as cowardly and weak, using magic to make up for their lacking prowess in battle. They view those who cower away from battle as not worthy of life, and will kill cowards without a second thought - though they will kill almost anyone without a thought as well. They have two horns and red skin. Ability Score Increase. Increase your Strength score by 2. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Jonetsu Weapon Training. You gain proficiency with Clubs, Greatclubs and Mauls. Jonetsu Endurance. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Shizukeza Traits Those of the Shizukeza Subrace are calm, cold and cruel mages. They a focused mind and magical power above all else, and see the Jonetsu Oni as stupid brutes, incapable of higher thought and suicidal in battle. They view those who lack control of themselves and easily succumb to their emotions as weaklings. They have one horn and blue skin. Ability Score Increase. Increase your Wisdom score by 2. Insightful. You are proficient in the Insight Skill. Shizukeza Magic. You know the shocking grasp cantrip. Starting at 3rd level, you can cast the shower of sparks (SCoC) spell with this trait. Starting at 5th level, you can also cast call lightning with it. Once you cast shower of sparks or call lightning with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). 59 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Rare Races Bitumorph (Slimefolk) Shapeshifting Rarity After the Grand Awakening, the simple blue slimes started to mimic the creatures they'd eaten in their previous life - including humanoids. In doing so, they were able to adopt flawless mimics of their previous prey - much to the horror of their prey's friends and family. As such, many Bitumorphs live in the wild and retain their behavior from before the Grand Awakening. Those who don't take on identities of their own using a combination of features or join up with other Monstrous societies. Tough to Kill Bitumorphs are naturally resistant to non-magical weapons, and as such are a pain to kill. This makes them rather overconfident in their battle ability, and furthermore makes their reputation as body-snatching threats even worse. Those who try to blend into other societies must avoid even so much as nicking themselves with a sharp object, lest their facade be revealed. Friendly and Social Despite the bad rap they get, Bitumorphs are kind and friendly sorts, preferring to solve their conflicts with words rather than violence. They would much rather simply live alongside the other races than war with them, and view it as upsetting that their species are viewed as they are. Still, not all of them are like this - some have internalized the racial hatred dealt to them and become vicious serial killers which require magic to detect. 60 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Bitumorph Traits As a Bitumorph, you have the following racial traits: Ability Score Increase. Increase your Dexterity Score by 2, and your Charisma Score by 1. Creature Type. You are a Humanoid. You are also considered an Ooze for any prerequisite or effect that requires you to be an Ooze. Speed. Your walking speed is 25 feet. Age. Bitumorphs reach maturity at the age of 14, and live to be at most 70 years of age. Size. Bitumorphs in their true, natural form are a blob of goop with a solid core in it that stand around 2 feet tall. Your size is Small. 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 in dim light. You discern colors in that darkness only as shades of gray. Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple. Slime Body. You have resistance to non-magical piercing and slashing damage. Shapeshifter. As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form, your are rendered Unconscious, or until you die. Languages. You can speak, read, and write Common and one other language of your choice. 61 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Extraplanar Races Common Races Gnome (Star-Tracker) Chatty Tinkerers Gnomes are small, chatty sorts who love to tinker. A world with stuff they haven't seen before is worth a thousand dungeons full of gold to them, and they eagerly seek out new technology to reverse-engineer. They frequently take up the role of Artificers, and their interplanar ships are some of the finest around. You can bet that if you've got a magic item, they'll want to study it. Travelers of the Stars Gnomes frequently traverse the Sea of Stars on the search for new worlds and new tech. As such, they're usually used as diplomats by the Council of Radiance (situated in the Radiant Citadel) to new worlds. This is both because of their eagerness and their good-natured personalities that make the revelation your world is but one of many less overwhelming. Builders From Toril The Gnomes of Toril - well, the version that reached out to Telikos anyway - are social tinkerers who value creativity, ingenuity, and artifice above all else. They're social folk who will butter you up with friendly chatter before asking casually to see your magic gear to analyze and understand it. Overall, Gnomes are the least-shocking visitors to Telikos from beyond the Sky-Scars. 62 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Gnome (Star-Tracker) Traits As a Gnomish Star-Tracker, you have the following racial traits: Ability Score Increase. Increase your Intelligence Score by 2, and your Constitution Score by 1. Creature Type. You are a Humanoid. Speed. Your walking speed is 25 feet. Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. 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 in dim light. You discern colors in that darkness only as shades of gray. Magic Resistance. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells. Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Starsailer. You have proficiency with Navigator's Tools, and have advantage on Skill Checks made with them while sailing the Sea of Stars in a Spelljammer. Tinker. You have proficiency with Tinker's tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed. Languages. You can speak, read, and write Common, Gnomish, and one other language of your choice. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. 63 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Uncommon Races Tortle (Starshell) Natural Adventurers What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances. When you factor in the Multiverse, this means they take naturally to travel in a Spelljammer. Interdimensional Tourists Most tortles like to see how other creatures live and discover new customs and new ways of doing things. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native world without feeling homesick. Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded human marketplace. Wisdom from Age As social creatures with long lives, Tortles gather and share information freely. They have friends all over the multiverse, and will come to their friends' aid whenever the call is put out. Tortles view Telikos as an odd place but find its unique composition with a hollow center and natural mana interesting and a joy to explore. Expect a Tortle to be a fast, close friend. 64 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Tortle (Starshell) Traits As a Starshell Tortle, you have the following racial traits: Ability Score Increase. Increase your Charisma Score by 2, and your Wisdom Score by 1. Creature Type. You are a Humanoid. Speed. Your walking speed is 30 feet. Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 16 and live an average of 290 years. Size. Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium. Claws. You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Amphibious. You have a swimming speed equal to your walking speed and can breathe air or under water. Natural Armor. Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal. Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell. If a creature behind you is targeted by an attack while you are in your shell, they gain the benefits of half-cover. Natural Instincts. You gain proficiency with one of the following skills of your choice: Animal Handling, Insight, Medicine, Nature, Perception, or Survival. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character, likely one that a close friend of yours from the wider Multiverse speaks. 65 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Rare Races Illithid (Mind Flayer) Terrors From The Stars Illithids, also called Mind Flayers, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near. Since Time Immemorial... In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as farreaching and evil as their fathomless minds can conceive. In The Aftermath With their leader dead, the remaining Illithid on Telikos have had to sneak about in shadows, hiding from those they attempted to conquer. Cut off from any central leadership, some have made deals with the criminal underworld to try and gain control of the world through pure subversion while others have simply struggled to survive. Cruel, cunning, and used to taking worlds with ease, it's not likely any of them are going to change their ways - but due to the strangeness of Telikos compared to other worlds they've conquewred and the mana around them, anything is possible - if a slim chance. 66 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Illithid Traits As an Illithid, you have the following racial traits: Ability Score Increase. Increase your Intelligence Score by 2, and your Wisdom Score by 1. Creature Type. You are an Aberration. Speed. Your walking speed is 30 feet. Age. Illithid are hatched as tadpoles, being parasitic organisms that live for 10 years and are then implanted into a host which is converted over the course of a week into an Illithid. Illithid live for another 125 years after that point. Size. Illithid range from 5 to 6 feet tall. Your size is Medium Darkvision. Accustomed to the caves of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Magic Resistance. You have advantage on saving throws against spells. Tentacles. You have tentacles, which are natural weapons that deal 1d6 bludgeoning damage and use your Intelligence modifier instead of Strength for attack and damage rolls. You are proficient with your tentacles. Telepathy. You can communicate telepathically with a willing creature as long as it understands one language you speak and is within 60 feet of you. Illithid Psionics. You know the Mind Sliver (TCE) cantrip. Starting at 3rd level, you can cast the dissonant whispers spell with this trait. Starting at 5th level, you can also cast the detect thoughts spell with it. Once you cast dissonant whispers or detect thoughts with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait. Mind Blast. When you take the Attack action on your turn, you can replace one of your attacks with a blast of psychic energy in a 15-foot cone. Each creature in that area must make an Intelligence saving throw (DC = 8 + your Intelligence modifier + your proficiency bonus). On a failed save, the creature takes 2d8 psychic damage and be incapacitated until the end of its next turn. On a successful save, it takes half as much damage and is not incapacitated. This damage increases by 1d6 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). The range of this feature increases to 30 feet at 11th level and 60 feet at 17th level. You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a Long Rest. Languages. You can speak, read, and write Common, Undercommon, and Deep Speech. Deep speech is a reverberating, echoing sound that almost sounds like Common spoken in reverse. 67 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Racial Feats The following feats are intended for use with the races listed in this document. Revised Racial Feats Dragon Fear Prerequisite(s): Half-Dragon When angered, you radiate menace. You gain the following benefits: Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20. Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Dragon Hide Prerequisite(s): Half-Dragon You manifest tougher scales and sharper claws reminiscent of your draconic ancestors. You gain the following benefits: Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20. Your scales harden. While you aren't wearing armor, you can calculate your AC as 10 + your Strength modifier + Your Charisma Modifier. You can use a shield and still gain this benefit. You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. Elven Teleportation Prerequisite(s): High Elf (Telikos) Your study of high elven lore has unlocked latent power that few other elves possess. Drawing on your inner power, you can teleport to shorten your path from one place to another. You gain the following benefits: Increase your Dexterity or Intelligence by 1, to a maximum of 20. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. You can also cast this spell using a spell slot you have of the appropriate level. The spell's spellcasting ability is intelligence. Flames of Eal'amaj Prerequisite(s): Sha'tahn You learn to call on magical flame to serve your commands. You gain the following benefits: Increase your Strength, Dexterity or Charisma by 1, to a maximum of 20. When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d6 fire damage. Infernal Constitution Prerequisite(s): Sha'tahn The power of Eal'amaj's light runs strong in you, unlocking a resilience akin to that possessed by some monsters. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. You have resistance to cold and poison damage. You have advantage on saving throws against being poisoned. Orcish Spirit Prerequisite(s): Orc (Telikos)/Half-Orc (Telikos) Your spirit burns tirelessly. You gain the following benefits: Increase your Strength or Constitution by 1, to a maximum of 20. When you hit with a melee weapon attack, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. You can use this ability a number of times equal to your proficiency bonus, and regain all expended uses at the end of a long rest. Immediately after you take damage from a critical hit dealt by a weapon attack, you can expend your reaction to make a single weapon attack. 68 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Squat Nimbleness Prerequisite(s): Small Race, Dexterity 13 or higher. You are uncommonly nimble for your race. You gain the following benefits: Increase your walking speed by 10 feet. You gain proficiency in the Acrobatics or Athletics skill (your choice). You have advantage on any Strength (Athletics) check you make to escape from being grappled. 69 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


New Racial Feats Acidic Slime Prerequisite(s): Bitumorph, Strength 13 or higher, level 4 or higher. You can create an acidic mucous when you strike a foe. As a result, you gain the following benefits: Increase your Strength score by 1, to a maximum of 20. Your Unarmed Strikes use a d8 for damage while you aren't wielding a weapon, and a d6 when you are. Your Unarmed Strikes deal Acid damage instead of Bludgeoning. If you score a Critical Hit with an Unarmed Strike, the target's AC is reduced by 1 until the start of your next turn. Blade Dancer Prerequisite(s): Naga, Proficient in the Performance skill, Dexterity 13 or higher. You have mastered the art of Blade Dancing, combining alluring movement with deadly strikes. As a result, you gain the following benefits: Increase your Dexterity or Charisma score by 1, to a maximum of 20. When targeted by an attack while engaging in TwoWeapon fighting with Light weapons, you can use your Reaction to add your Proficiency Bonus to your AC against that attack, potentially turning a hit into a miss. When you make an attack with a Light Melee Weapon, you do not provoke opportunity attacks for the rest of your turn. Blood Magic Prerequisite(s): Mas'dimah, Spellcasting or Pact Magic. You have learned to channel your lifeblood into your magic. You gain the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. When you cast a spell that requires a spell attack roll, you may expend a hit die to roll 1d6 and add the result to the spell attack roll's total. You may do so a number of times equal to your Proficiency Bonus, and regain all expended uses at the end of a Long Rest. You cannot use this feature if you have no remaining hit dice. When you fail a Saving Throw against a Spell, you may expend a hit die to roll 1d6 and add the result to that saving throw, potentially turning a failure into a success. You may do so a number of times equal to your Proficiency Bonus, and regain all expended uses at the end of a Long Rest. You cannot use this feature if you have no remaining hit dice. Blue Calm Prerequisite(s): Oni (Shizukeza), Wisdom 13 or higher. You're calm and collected. As a result, you gain the following benefits: Increase your Wisdom score by 1, to a maximum of 20. You are immune to the Frightened condition. You have advantage on saving throws to avoid or end the Charmed effect on yourself. If you fail a Constitution saving throw to maintain concentration on a spell, you may re-roll that saving throw. You must use the new result. You may only use this feature once per Long Rest. Change The Future Prerequisite(s): High Elf (Telikos), Wizard Class, School of Divination, Wisdom 13 or higher. You have heightened senses when it comes to seeing the future through your Divination magic. As a result, you gain the following benefit: When you roll the d20s for your Portent feature, you can re-roll one of the d20s once. You must use the new result, even if it is lower than the old one. Goblin Ambush Tactics Prerequisite(s): Goblin (Telikos), Dexterity 13 or higher, proficient in the Stealth skill. You're a master of ambush tactics. As a result, you gain the following benefits: Increase your Dexterity score by 1, to a maximum of 20. If you miss an Attack Roll with a Dagger or Shortsword while hidden, you may re-roll that attack once. You must use the new result. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat. Heavyweight Prerequisite(s): Centaur (Telikos), Strength 13 or higher, proficient with Heavy Armor. You’re a particularly stocky and strong sort for a Centaur. As a result, you gain the following benefits: Increase your Strength or Constitution score by 1, to a maximum of 20. While wearing Heavy Armor, that armor weighs half as much (rounded down). If you take non-magical bludgeoning, piercing, or slashing damage while wearing heavy armor, you may reduce the damage taken by your half of your constitution modifier (rounded up, minimum 1). 70 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Kin's Instincts Prerequisite(s): Beastkin Pureblood/Beastkin Mixedblood, Constitution 13 or higher. You have honed your instincts as a Beastkin. As a result, you gain the following benefits: Increase your Wisdom or Constitution score by 1, to a maximum of 20. You have advantage on Perception and Investigation Skill Checks made to track a living creature. To gain this benefit, you must have encountered this creature once before. You can forage and hunt for food with ease while traveling in the wilderness, enough to supply yourself and up to 5 other creatures with food for a day. You can eat raw meat without suffering any ill effects. Kobold Magic Prerequisite(s): Kobold, Intelligence OR Wisdom OR Charisma 13 or higher. You learn to cast spells. You gain the following benefits: Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. You learn cantrip of your choice from the Sorcerer Spell List. You also learn a 1st and 2nd level spell of your choice from the Sorcerer Spell List, each of which must be from the Evocation or Abjuration school of magic. You can cast each of these spells once without expending a spell slot. Once you cast one of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Longhorn Prerequisite(s): Minotaur (Telikos), Strength 13 or higher. Your horns are longer than normal for a Minotaur. As a result, you gain the following benefits: Increase your Strength score by 1, to a maximum of 20. Your Horns now count as Magical piercing resistance and immunity. When you use your Hammering Horns feature, you can forgo shoving an opponent 10 feet away to instead knock them prone. Masterwork Smithing Prerequisite(s): Dwarf (Telikos)/ Orc (Telikos)/ Half-Orc (Telikos)/ Gnone (Star-Tracker), Proficiency with Smith's Tools You are a master smith, capable of crafting exquisite arms and armor. You gain the following benefits: Increase your Strength or Intelligence by 1, to a maximum of 20. If you are a Dwarf, crafting armor - both magical and nonmagical - has its gold cost and time needed halved for you. If you are an Orc or Half-Orc, these benefits instead apply to crafting weapons. The cost of Silvering weapons or ammunition is halved for you. Merfolk Devout Prerequisite(s): Merfolk, proficient in the Religion skill, Wisdom or Charisma 13. You have become more devout than your peers. You gain the following benefits: Increase your Wisdom or Charisma score by 1, to a maximum of 20. You learn One Cantrip and one 1st-level spell from the Cleric or Paladin spell lists. You can cast this 1st-level spell without expending a spell slot. Once you cast that spell in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the ability increased by this feat. When you deal damage with a mace, warhammer, or a cleric cantrip, the target of that attack or spell takes an additional 1d4 Radiant damage. This damage is increased to 2d4 if the target is an undead or a fiend. Natural Necromancer Prerequisite(s): Eiz'alta, Wizard Class, Necromancer Subclass, Intelligence 13 or higher. You are naturally skilled at necromancy. You gain the following benefits: Increase your Intelligence score by 1, to a maximum of 20. When an Undead created by a Necromancy spell you cast is hit with an attack, you can use your reaction to roll 1d6 and increase its AC by the amount rolled, potentially turning a hit into a miss. All Undead you control use your Intelligence modifier for Attack and Damage rolls instead of whatever they normally would use. 71 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Ogre Brutishness Prerequisite(s): Ogre (Telikos), Strength 13 or higher. You're a brute, and as a result, you gain the following benefits: Increase your Strength score by 1, to a maximum of 20. Once per turn, when you deal damage with a melee weapon or unarmed strike, you can add half of your proficiency bonus (rounded down, minimum 1) to the damage you deal. If you take damage from a melee weapon attack or unarmed strike, you can use your reaction to roll 1d8 and add your constitution modifier to the result, reducing the damage by the total. You may use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest. Rabbit’s Escape Prerequisite(s): Harengan (Telikos), Dexterity 13. You have learned how to quickly escape from danger. You gain the following benefits: Increase your Dexterity or Intelligence by 1, to a maximum of 20. You can take the Disengage or Hide action as a Bonus Action. If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible. Red Recklessness Prerequisite(s): Oni (Jonetsu), Strength 13 or higher. You're reckless in battle. As a result, you gain the following benefits: Increase your Strength score by 1, to a maximum of 20. When you score a critical hit with a melee weapon attack, any attack made against it other than yours gain a bonus to their attack and damage rolls equal to your proficiency bonus until the end of your next turn. If you take damage from a critical hit, you can force the attacker to make a Wisdom saving throw against a DC of 8 + your Strength Modifier + your proficiency bonus. On a failure, the creature is Frightened until the end of your next turn. Speed Draw Prerequisite(s): Orc (Telikos)/ Half-Orc (Telikos), Proficiency with Longswords or Greatswords. You have mastered the quick-draw technique, letting you strike faster than others. You gain the following benefits: Increase your Dexterity score by 1, to a maximum of 20. You have advantage on Initiative checks. Once per Turn, when you take the Attack action using a Longsword or Greatsword and hit, you can force the target to make a Constitution Saving Throw. The DC for this saving throw is 8 + Your Proficiency Bonus + Your Dexterity Modifier. On a failed save, the target cannot take Reactions until the start of your next turn and has its movement speed reduced by 10 feet. Superb Wingbeats Prerequisite(s): Harpy Your wings let you move faster than other harpies and kick up gusts of wind. You gain the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. You learn the Air Burst (SCoC) cantrip. Intelligence, Wisdom, or Charisma is your spellcasting modifier for this spell. You choose which attribute to use when you take this Feat. When you use your Flying speed to take to the air from the ground, creatures within 5 feet of you must make a Strength saving throw or be pushed 5 feet away. This movement does not provoke opportunity attacks, and the DC for this saving throw is tied to the attribute used to cast the Gust cantrip you learned with this feat, adding that attribute’s modifier to 8 + Your proficiency bonus. Superior Da'Kihn Magic Prerequisite(s): Da'kihn Elf, Intelligence OR Wisdom OR Charisma 13 or higher. You learn more of the magic typical of dark elves. You gain the following benefits: Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. Once you cast levitate or dispel magic in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. 72 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Superior Venom Prerequisite(s): Etham'arjul, Proficient with Poisoner's Kit. Your venom is particularly potent. You gain the following benefits: Increase your Dexterity score by 1, to a maximum of 20. When a creature takes damage from your Mandibles, it must make a Constitution saving throw with a DC equal to 8 + your Dexterity Modifier + your proficiency bonus. On a failure, it is poisoned. A creature that succeeds on this saving throw is immune to this feature for 24 hours. You have advantage on Attack Rolls made with Unarmed Strikes or Melee Weapons if the target of that attack is poisoned. Tortle Power Prerequisite(s): Tortle, Constitution 13 or higher. You're a hero in a half shell. As a result, you gain the following benefits: Increase your Constituion score by 1, to a maximum of 20. While using your Shell Defense feature, you have resistance to non-magical bludgeoning, piercing, and slashing damage. Your Claws use a d8 for damage instead of a d6. Ulitharid Prerequisite(s): Illithid, Intelligence 15 or higher. Level 8 or higher. You have evolved, becoming a stronger Illithid breed. You gain the following benefits: Increase your Intelligence, Wisdom, or Charisma Score by 1, to a maximum of 20. When you make an attack with your Tentacles, the target must make a Strength saving throw with a DC of 8 + your Intelligence Modifier + your proficiency bonus. On a failed save, they are grappled. If you reduce a creature grappled by you to 0 hit points, you regain hit points equal to 1d8 + your intelligence modifier and the creature instantly dies as you devour its brain. You learn the Charm Monster (XGE) and Dominate Person spells. You can cast each of these spells once without expending a spell slot. Once you cast one of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Wukong's Blessing Prerequisite(s): Houzi-Wong You have been blessed by the patron saint of the Houzi-Wong, Sun Wukong. You gain the following benefits: Increase your Dexterity or Wisdom score by 1, to a maximum of 20. Your unarmed strikes now use a d8 for damage. While holding a weapon with the Reach property with which you are proficient, you can treat it as if it were a Pole of Collapsing (XGE). It cannot be used to make attacks if it is being treated as a Pole of Collapsing. You learn the Disguise Self spell and may cast it without expending a spell slot. Once you cast disguise self in this way, you can't cast disguise self in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is wisdom. 73 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Credits Art (In Order) philipp urlich byte (Grunty-hag1) kuroi susumu Sarinth nanora Me! Me! Norasuko Me! Kenkoku Cross Morry wyrmylad hijibbles vins-mousseux Ban! meolucky147 Cryphalen Me! Kenkoku Cross chichibu (Watson) x172x marceliskhaldern Official Art (Edits by me, main link dead) AlekseyBayura (Sha'tahn Art) Sape (Sha'tahn Wings) しるものしるもの lansane magician (China) Dongjun Seo Garlic Flamespitter Rakkuguy Artifedex Shardanic Matilda Fiship (Original source dead) Amanda R. Otten Sean Usyk Ancorgil Other Additions and Changes: Me, SmugCoffeeMan Fan Content Policy This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. If you enjoy my content, feel free to buy me a coffee over on Ko-Fi! It ensures I can focus on putting out content instead of worrying about paying my bills. Feel free to follow me on social media! Youtube Twitter Twitch 74 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Changelog 1.01 Harpies now can use Medium armor with flight if they are proficient and have 18 Strength or more. Added Artiforged and Sha'tahn. Added Racial Feats section 1.02 Added a slew of new races: Mas'dimah (Vampires), Eiz'alta (Skeletons), Tham'arjul (Driders), Da'kihn Elves (Dark Elves/Drow), Goblins (Telikos), Kobolds (Telikos), Ogre (Telikos), Oni (Weeb Ogres/Demons), Bitumorph (Slimes/Slimefolk), Gnome (Star-Tracker, Rock with a new proficiency and lore), Tortle (Starshell, new ASIs and tweaked abilities and languages), and Illithid (Mind Flayers). Reorganized the document into sections based on where the Races are found. Added new Racial Feats for the new races that lack them in official material (meaning all of them but Gnome). 1.02.1 Fixed more formatting errors. 75 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


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