Naughty D&D 5e Race Options Credits 3 Revisions 3 Preface 4 Races 4 Centaur 4 Lore 4 Stats 4 Subrace 5 Plains Centaur 5 Woodland Centaur 5 Mountainous Centaur 5 Blessed Centaur 6 Nightmare Centaur 6 Draconic Centaur 6 Pseudo Lamia 7 Feats 7 Subrace Racial feats 7 Sure Footed 7 Unearthly Gallop 7 Dhampir 7 Lore 7 Stats 8 Feats 8 Beastial Blood 8 Noble Blood 9 Occult Glamour 9 Unbound Dryad 9 Lore 9 Stats 9 Dryad Magic Table 10 Feats 11 Plantstride 11 Blemished Fey Charm 11 Elf-Orc 12 Lore 12 Stats 12 Feats 12
S u b r a c e R a cial f e a t s 1 2 F a u n a n d S a t y r 1 3 L o r e 1 3 S t a t s 1 3 F e a t s 1 3 Pip e r’s C h a r m 1 3 S u r e H o o v e d 1 3 H alfH a r p y 1 3 L o r e 1 3 S t a t s 1 4 F e a t s 1 4 L u rin g S o n g 1 4 C olle c t o r 1 4 A n cie n t E n v y 1 5 Intelligent Ooze 15 Lore 15 Stats 15 Feats 15 Humanoid Mimicry 15 Acidic 16 Sticky 16 Sprite 16 Lore 16 Stats 16 Feats 17 Pixie Blood 17 Soulbound Succubus/Incubus 17 Lore 17 Stats 17 Feats 18 Gentle Kiss 18 Cambion Presence 18 Lost Strengths 18 S u b r a c e s 1 9 A ff e c tio n A a sim a r 1 9 L o r e 1 9 S t a t s 1 9 O t h e r D h a m pir s 1 9 L o r e 1 9 D w a rf D h a m pir S t a t s 1 9 Elf D h a m pir S t a t s 1 9
Halfling Dhampir Stats 20 Gnome Dhampir Stats 20 Feats 20 Subrace Racial feats 20 Half-Dwarf 20 Lore 20 Stats 21 Feats 21 Subrace Racial feats 21 Fey’ri 21 Lore 21 Stats 21 Feats 22 Subrace Racial feats 22 Tallfellow 22 Lore 22 Stats 22 Feats 22 Subrace Racial feats 22 Half-Tanarukk 22 Lore 22 Stats 22 Feats 23 Subrace Racial feats 23 Malcanthet Tiefling (alternative Lilith Tiefling) 23 Lore 23 Stats 23 Credits ● N666 - https://twitter.com/n6six6 - Design and writing ● R4 - https://twitter.com/R4sdraws - Early review, general feedback, aid in spreading the word ● Various anonymous people - - Spellchecking and grammar Revisions ● Rev. 1.0 - Initial release
Preface The content of this module is aiming to provide sexualy flavored race options, while not impeding regular play or forcing the addition of rules for combat or character interaction. The provided race options still require playtesting, feedback and adjustments. Races Centaur Lore Centaurs are, as the Monster Manual describes, reclusive wanderers living in a hunter gatherer culture. But on the rare occasion that one is unable to follow its tribe, they might reluctantly take residence amongst other races, often at frontier settlements or with elves. Stats Your centaur character has a variety of inborn talents and abilities. Ability Score Increase. Your strength and constitution scores increase by 1. Age. Centaurs mature quickly and tend to live longer than humans. Alignment. Centaurs are bound by tribal law but live a life of freedom, balancing in a neutral alignment often leaning towards good. Speed. Your walking speed is 50ft. Custom Fit. Armor has to be custom made for your special anatomy, which triples its price and doubles its weight but includes a saddle. Magical armors require a long rest to attune and fit your body. Hooves. You can use your hooves as an unarmed strike you are proficient in. You can trample your foes and If you hit with these natural weapons you deal bludgeoning damage equal to 1d6 + your Strength Modifier. Large Appetite. You can eat and need twice as much rations to feel satiated and your lifestyle costs are doubled. Monstrosity. You count as humanoid and monstrosity in regards to spells and features. Mountable. You can act as a mount for a creature one size category smaller than you, but your movement speed is reduced by 20ft. Quadrupedal. Due to the form of your body you suffer disadvantage on climbing checks on steep surfaces and you require twice as much movement to stand up from being prone. Tribal Lore. You gain proficiency in the Survival and Nature skills. Languages. You can speak, read and write Sylvan. Additionally you also know how to speak, read and write either Common or Elvish depending from where you hail.
Subrace Plains Centaur You are one of the most common centaurs, blending an equine and a human half. Ability Score Increase. Your Wisdom score increases by 1. Size. You are a creature of large size, with an average height between 7 and 9 feet. Traveler. You always know where north is. Skills. You gain proficiency in one skill or tool of your choice Weapon Proficiency. You gain Proficiency in the Longbow and Pike. Armor Proficiency. You gain Proficiency in Light Armor. Woodland Centaur You are a less common centaur, blending an elven and deer or elk half. Ability Score Increase. Your Dexterity score increases by 1. Size. You are either a creature of large size, with the body of an elk and an average height between 7 and 9 feet, or of medium size, with the body of a deer and an average height of 5 to 7 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, onIy shades of gray. Keen Senses. You have proficiency in the Perception skill. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves don't need to sleep and you don’t either. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Mountainous Centaur You are a rare centaur of dwarven blood, your lower half resembles that of a goat. Ability Score Increase. Your Constitution score increases by 1. Size. Your size is medium, ranging between 4 ½ and 6 feet. Darkvision. Your dwarven blood made you accustomed to the dark, you have superior vision in dark and dim conditions and can see 60ft as if it were brighter. You can’t discern colors in the dark, only shades of grey. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Toughness. Your hit point maximum increases by 1 and it increases by 1 whenever you gain a level.
Blessed Centaur You are an almost unique centaur, blending a unicorn and human body of celestial or aasimar decent. Ability Score Increase. Your Charisma score increases by 1. Size. You are a creature of large size, with an average height between 7 and 9 feet. Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Celestial Resistance. You have resistance to necrotic damage and radiant damage. Nightmare Centaur You are fiendish but almost unique centaur, blending the tortured body of a nightmare and a tiefling. Ability Score Increase. Your Charisma score increases by 1. Size. You are a creature of large size, with an average height between 7 and 9 feet. Darkvision. Thanks to your infernal heritage, 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. Hellish Resistance. You have resistance to fire damage. Confer Resistances. You can grant anyone riding on your back the same resistances you posses. Infernal Legacy. You know the Thaumaturgy cantrip. Draconic Centaur You are an unique breed of Centaur. Blending the body of a dragonborn with that of a large reptile. Ability Score Increase. Your Strength score increases by 1. Size. You are a creature of large size, with an average height between 8 and 9 ½ feet. Slow but Strong. Your walking speed is only 30ft but two creatures can ride on your back and you're not slowed by your Mountable trait. Scales and Claws. Your Hooves trait deals slashing damage instead of bludgeoning damage. It’s damage die becomes a d8 should you gain the Dragon Hide feat. Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table (Player’s Handbook p34). Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. As described in the Player’s Handbook (p34). Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
Pseudo Lamia You are a highly uncommon breed of centaur, blending a tabaxi body with that of a great cat. Sadly your kind is often mistaken and shunned for the chaotic evil lamias. Ability Score Increase. Your Dexterity score increases by 1. Size. You are taller on average than humans and relatively slender. Your size is Medium. Darkvision. You have a cat's keen senses, especially in the dark. 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. Feline Agility. You can temporary double your speed as described in Volo’s Guide (p115) and regain use of this trait if you don’t move for a turn. Feline Reflexes. You have resistance to falling damage. Feats Subrace Racial feats You are allowed to pick from the Racial Feats list (Xanathar’s Guide to Everything p73-75, UA) that correspond with your subrace, for example Plains Centaur - Human racial feats, Nightmare Centaur - Tiefling racial feats. Sure Footed Prerequisite: Centaur Running through various environments has trained you well to take care of your steps. ● Your Wisdom score increases by 1. ● You have advantage on checks or saving throws against being knocked prone. ● You aren’t slowed down by nonmagical difficult terrain. ● You can ignore the strength requirement of heavy armor. Unearthly Gallop Prerequisite: Blessed Centaur, Nightmare Centaur or Draconic Centaur Your magical heritage allows you to step beyond the limitations of the material world. For a number of minutes equal to 10 times your Constitution modifier (a minimum of 10 minutes) you gain a flying speed equal to your walking speed. The minutes don’t have to be consecutive and you regain the expended time of this feat after a long rest. Dhampir Lore A Dhampir is a living creature which inherits the cursed blood of a vampire. Either conceived by the union fo a mortal and such undead, dhampir parents or the turning of a pregnant woman can cause a dhampir child. The abilities of dhampir may lie dormant for years, but once awoken they show more physical resistance, unnatural charm and other vampire-like
abilities. A thirst for blood also awakes with these abilities, but it can be ignored fairly easy and isn’t required to be quenched to go on living. Stats Walking the line between life and undeath has bestowed dark powers onto you. Ability Score Increase. Your constitution and charisma scores increase by 1. Age. You mature as any other human does but your ageing slows to a crawl once you reach adulthood. Your tainted blood lets you outlive most humans, you live between 200 and 700 years. Alignment. Dhampir lean to no particular alignment but often strive to oppose their dark ancestry. Size. You size varies as for any other a human, it is medium. Speed. Your walking speed is 30ft. Superior Darkvision. Your darkvision has a range of 120 ft. You can only discern shades of grey in darkness. Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, your target or what you intend to perceive are in direct sunlight. Night’s Gift. You know the Prestidigitation cantrip. When you reach 3rd level, you can cast the Charm Person spell once per day at its lowest level. Once you reach 5th level you can also cast the Blur spell once per day. Charisma is your spellcasting ability for these spells. Tolerance. You can ignore your Sunlight Sensitivity trait a number of minutes equal to your constitution modifier between short or long rests. Thirst. As a bonus action, you can make an attack roll at the range of touch against a target you have restrained, paralyzed or grappled. The target can’t be a construct or undead. On a hit you deal 1 piercing damage and 1d4 necrotic damage. You regain hit points equal to the necrotic damage dealt. Languages. You can read, write and speak Common and one additional language. Feats Beastial Blood Prerequisite: Dhampir Your vampiric blood comes from a bestial bloodline, granting you more unnatural boons. ● You have advantage on Wisdom (Perception) checks that rely on hearing or smell. ● As an action you can polymorph into a beast according to your level or those of previous levels. You retain your mental ability scores, personality, alignment and replace the beast’s current and maximum hit points with your own. You return to your original form if you use an action to do so or drop to 0 hit points, fall unconscious or die. ● Additionally the damage die of your Thirst trait increases at certain levels. Character Level Beastial Shape Thirst Die
Taking the Feat Wolf (MM p341) 1d8 8th Bat (MM p318) 2d8 12th Dire Wolf (MM p321) 3d8 16th Swarm of Bats (MM p327) 4d8 Noble Blood Prerequisite: Dhampir Your vampiric blood comes from a manipulative bloodline, allowing you to coax other to do your bidding. ● You gain proficiency in the Persuasion and Deception skills or double the bonus if you are already proficient in the skill. ● The damage die of your Thirst trait increases to a 1d6 ● You can cast use your Night’s Gift trait to cast the Suggestion spell instead of Blur. Occult Glamour Prerequisite: Dhampir Through training and understanding you managed to extract more magical abilities from your bloodline. ● You can use your Night’s Gift trait to also cast the following spells: Command, Gaseous Form and Spider Climb according to the spell levels. ● You can use your Night’s Gift trait to cast a spell of 1st and 2nd level twice per day. ● You learn and can cast the following spells as rituals: Alarm and Unseen Servant. Unbound Dryad Lore Unlike any other Dryad, which the Monster Manual describes, an unbound one had the connection to their tree shattered whilst remaining sane. Decades and centuries have imprinted attributes of their home tree upon them, adjusting their physical and magical capabilities. While weakened, they can once again freely roam the world. But the main question remains, what will one do with their freedom - continue to protect the wild, see the material plane, return to the feywild or bind themselves again but at their own conditions. Stats The tree you were bound to has left an imprint on your fey powers. Ability Score Increase. Your wisdom score is increased by 1 and your charisma scores increase by 2. Age. A regular dryad stays young and lives as long as their tree is healthy, but with your unbound state you will be affected by the passage of time. You can expect to live as long as an elf, about 750 years.
Alignment. Dryads generall lean towards neutrality, defending the wilds surrounding their tree. The unbound state pushes you towards chaos. Size. Dryads range from under 6 to over 10 feet tall and have slender builds. Your size is medium. Speed. Your walking speed is 30ft. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, onIy shades of gray. Fey. Thanks to your unbound state you count as humanoid and fey for the purpose of spells and features. Should you be banished to the Feywild, you return 24h later to the material plane. Diminished Magic Resistance. You have advantage on Wisdom, Intelligence and Charisma saving throws against spells or other magical effects. Speak with Beast and Plant. You can communicate with plants and beasts as if you’d share a language. Languages. You can speak read and write Elvish and Sylvan. Dryad Magic. You know certain spells based on the type of tree you were bound to. You can find these in the table below. You know a cantrip. When you reach 3rd level, you can cast a 1st level spell once per day at its lowest level. Once you reach 5th level you can also cast a 2nd level spell once per day. Charisma is your spellcasting ability for these spells. Tree Trait. You have adapted based on the type of tree you were bound to. You gain a feature as described on the table below. Dryad Magic Table Type of Tree Cantrip 1st level spell 2st level spell Feature Generic Tree Druidcraft Goodberry Barkskin Mask of the Wild Birch Shape Water Purify Food and Drink Protection from Poison Mask of the Wild Blighted tree Poison Spray Entangle Ray of Enfeeblement Of Blight Burned tree Control Flames Faerie Fire Continual Flame Charred Bark Cedrus Thorn Whip Grease Barkskin Mask of the Wild Fir Druidcraft Shield of Faith Spike Growth Mask of the Wild Frozen tree Frostbite Shield of Faith Gust of Wind Overfrozen Ginkgo Druidcraft Goodberry Lesser Restoration Trance Lightning struck tree Shocking Grasp Thunderwave Silence Statically Charged
Oak Shillelagh Goodberry Barkskin Powerful Build Palm tree Shillelagh Goodberry Blur Ball Roots Pine Druidcraft Goodberry Spike Growth Mask of the Wild Willow Thorn Whip Purify Food and Drink Lesser Restoration Mask of the Wild Ball Roots. You ignore nonmagical difficult terrain made of sand or mud. Charred Bark. You have resistance to Fire damage. Of Blight. You have resistance to Poison damage and the Poisoned condition. Overfrozen. You have resistance to Cold damage. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Statically Charged. You have resistance to Lightning damage and can cause sparks to fly between your fingers. You may use this feature to light a candle or similar things. Trance. You do not need to sleep, you can enter a meditative state for 4h a day to gain the same benefits as a human does from 8h of sleep. During this time you can dream after a fashion. Feats Plantstride Prerequisite: Unbound Dryad You might have lost your bindings but not your connection to plantlife. You can spend 10ft of movement to step into medium or larger plant and step out of other medium or larger plant within 60ft of the original one. You appear in an unoccupied space within 5ft of the second plant. If the plant is of large size or a tree, you must succeed against a DC 16 Charisma saving throw or bound to it for the next 24h. While bound you can’t move further than 150ft away from the plant. Blemished Fey Charm Prerequisite: Unbound Dryad Bound or not, your presence can still allure man and beast alike. You can use your action to force a humanoid or beast you can see within 60ft to make a Wisdom saving throw (the spell save DC is based on your charisma). On a fail you do not gain control of the creature, but it takes any of your requests in the most favorable way for the next 12h. On a success it is immune to this charm for the next 24h. You can use this feat a number of times equal to your charisma modifier and regain expended uses after a short or long rest. You can only affect 1 human and 1 beast at the same time.
Elf-Orc Lore An Elf-Orc is the rare union between these enemy races, blending the might of the orcs with the wits and grace of elves. The most “common” occurrence for these crossbreeds would be between half-orc and half-elven parents. Whilst shunned by both, an Elf-Orc can still still manage to become a tribal warchief in orc society or highly ranked soldier in elven society. Stats Your mixed ancestry grants you grace and might among other benefits. Ability Score Increase. Your strength and dexterity scores increase by 1. Age. Your mixed blood lets you mature rather quickly, reaching adulthood at a similar age as humans and allowing you to live longer than 250 years. Alignment. Good, evil or neutral, Elf-Orcs always lean to chaos. Size. Elf-Orcs range easily from 5 feet to over 6 feet. Your size is medium. Speed. Your walking speed is 30ft. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, onIy shades of gray. Fey Ancestry. You have advantage on saving throws against being charmed and magic can’t put you to sleep. Keen Senses. You have proficiency in the Perception skill. Hard Life. You have proficiency in either the Disguise Kit or one skill of the following: Athletics, Intimidation, Stealth or Survival. Relentless Endurance. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. You can’t use this feature again until you finish a long rest. Trance. You do not need to sleep, you can enter a meditative state for 4h a day to gain the same benefits as a human does from 8h of sleep. During this time you can dream after a fashion. Languages. You can speak read and write Common, Elvish and Orcish. Feats Subrace Racial feats You are allowed to pick from the Racial Feats list (Xanathar’s Guide to Everything p73-75, UA) that are meant for half-elves and half-orcs.
Faun and Satyr Lore Faun and Satyrs aren’t the same species of fey but have a lot in common. Both are, as the Monster Manual describes Satyrs, hedonistic revelers that love to live life at its fullest. While Satyrs posses the the horns and legs of a goat, a Faun shows those of a deer with rather short horns. Stats You might have more in common with drunken dwarfs than other fey. Ability Score Increase. Your dexterity and charisma scores increase by 1. Age. As many other fey you only age outside the feywilds but you reach adulthood at the age of 50 and live up to 500 years. Alignment. You only care for your own pleasure, leaning towards a chaotic neutral alignment. Size. Fauns and Satyrs tend to be larger than 5 feet but rarely pass 6 feet. Your size is medium. Speed. Your walking speed is 35ft. Fey. Your hedonistic ways leave you to be considered humanoid and fey for the purpose of spells and features. Magic Resistance. You have advantage on Wisdom, Intelligence and Charisma saving throws against spells or other magical effects. Performer. You gain proficiency in the Performance skill and one Musical Instrument of your choice. Languages. You can speak read and write Common and Sylvan. Feats Piper’s Charm Prerequisite: Faun/Satyr Your have learned to infuse your voice and performance with your fey charm. You gain proficiency in the Persuasion skill. You also learn either the Vicious Mockery or Friends cantrip. When you reach 3rd level, you can choose between the Charm Person or Cause Fear spell and can cast it once per day at its lowest level. Once you reach 5th level you can also cast the Sleep as a 3rd level spell once per day. Charisma is your spellcasting ability for these spells. Sure Hooved Prerequisite: Faun/Satyr Running through various environments has trained you well to take care of your steps. ● You have advantage on checks or saving throws against being knocked prone. ● You're not slowed by nonmagical difficult terrain.
● Your walking speed increases by 10ft. Half-Harpy Lore Half-Harpies are an almost unique offspring of a regular Harpy, as we know from the Monster Manual, Harpys tend to only have Harpy offsprings. Less sadistic, less vicious and sometimes even male, they rarely manage to leave the roost. But if one is so fortunate, they seek to live a life away from their mothers even if they can’t fully escape their love for shiny things. And of course they are prone to become jealous. Stats You have much in common with your mothers and sisters, lucky for you, not everything. Ability Score Increase. Your dexterity and charisma scores increase by 1. Age. Half-Harpies reach adulthood fairly early around the age of 5 and rarely make it past 75 years. Alignment. Your ancestry lets you easily fall to evil. But even if not, you’re always aligned with chaos. Size. Half-Harpies grow about as large as humans but remain fairly light. Your size is medium. Speed. Your walking speed is 25ft. Flight. You have a flying speed of 40 feet. To use this speed, you can’t be wearing heavy armor. Claws. Your hands and feet spot sharp claws. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Languages. You can speak read and write Common. Siren’s Lure. You know the Friends cantrip. When you reach 3rd level, you can cast the Dissonant Whispers spell once per day at its lowest level. Once you reach 5th level you can also cast the Enthrall spell once per day. Charisma is your spellcasting ability for these spells. Feats Luring Song Prerequisite: Half-Harpy The song of beauty and seduction that was taught to your ancestors still radiates within you. As an action to can begin to sing, any creature in a 200ft radius must make a Wisdom saving throw against your charisma spellcasting ability or be charmed until song ends. While charmed, a creature can’t use its reaction and must move towards your character. It avoids obvious deadly terrain but not opportunity attacks. You can use a bonus action to continue the song on your turn.
Collector Prerequisite: Half-Harpy As all your sisters, you have an eye for anything shiny. You have advantage on checks made to determine the value of an object. And you can cast the Detect Magic and Identify spells as rituals. Ancient Envy Prerequisite: Half-Harpy The ancient elven curse still lingers in your blood. You have advantage on saving throws to end the charmed condition on yourself. Whenever the effect of the charmed condition ends on yourself, you are allowed to immediately take the attack action. Intelligent Ooze Lore Of all the strange things, an Intelligent Ooze is something special. Unlike any other ooze that the Monster Manual describes, they have clear thoughts. Unlike their regular relatives and psychic infused ones, they can control their actions and hunger. The bigger question is how they came to be. Possible sources are magically infused items, experiments and the like, freak accidents, miscast spells or the action of an otherworldly being. Stats You share a lot with other oozes, luckily not your intellect. Ability Score Increase. Your strength score is increased by 1 and your constitution score is increased by 2. Age. Intelligent Oozes, as their brethren, do not age. Alignment. Your actions are your own, you aren’t inclined to any alignment. Size. Intelligent Oozes need to maintain a certain mass to remain sapient. Your size is medium. Speed. Your walking speed is 25ft. Ooze. You are considered to be an ooze for the purpose of spells and features. Amorphous. Your liquid body allows you to pass through spaces small enough for tiny creatures. Larger equipment you wear might need to be left behind. Blind. You are immune to the blinded condition. Blindsight. You can feel tremors in the ground and the air flowing to movement. You have blindsight for 60ft aroundyou, beyond this point you cannot see. Liquid Body. You have resistance to Poison and Acid damage. Languages. You cannot speak, only read and write. Limited Telepathy. You can project your thoughts to creatures within 30ft of you as if you were speaking to them.
Feats Humanoid Mimicry Prerequisite: Intelligent Ooze Your travels among the humanoid races allows you to mimic them rather well. You can cast the Alter Self spell at will but you are limited to the Change Appearance option. While concentrating on this spell you can also speak. Acidic Prerequisite: Intelligent Ooze, 8th Character Level Your body has become rather acidic. When you are struck by a nonmagical weapon you corrode it, permanently reducing its damage by -1. You can produce a thin layer of non-acidic ooze to keep your items from corroding. You also gain proficiency in your unarmed strikes which deal 1d4 acid damage. Sticky Prerequisite: Intelligent Ooze Traveling the world your body has taken on a stickiness. You are considered to be permanently under the effect of the Spiders Climb spell and have advantage on maintaining a grapple hold. Sprite Lore Sprites are, as the Monster Manual describes, are hardy but good-hearted warriors that protect the woods they reside in. They know how to brew various poisons and antitoxins and can easily see into people’s hearts, determining if they are good or evil. Sprites leaving their territory is a rather uncommon event and rarely happens without reason. Stats All sprite have certain traits in common, so do you Ability Score Increase. Your strength score is decreased by 2 due to your size, but your dexterity score is increased by 2 and your intelligence score is increased by 1. Age. Sprites can live to be about 150 and reach maturity around 20. Alignment. Sprites are generally good and rarely stray towards law or chaos. Size. Sprites are hardly seen forest spirits. Your size is tiny. Speed. Your walking speed is 10ft. Flight. You have a flying speed of 30 feet. But your armor must be custom made, doubling its price. Fey. You’re considered fey for the purpose of spells and features. Heartsight. You can use an action to touch a creature, it must make a Charisma saving throw against 8 + your Intelligence Modifier + your proficiency bonus. On a success nothing
happens. On a fail you learn the creature’s alignment and current mood. Celestials, Fiends and Undead automatically fail the saving throw. Naturally Stealthy. Vou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. Poison Brewers. You have proficiency in the Poisoner’s kit. Sprite Weapon Training. You have proficiency with the Rapier, Shortsword and Shortbow. Vanish. Once per long rest, you and equipment you wear can become invisible as if you’ve cast the Invisibility spell on yourself. You need to concentrate on this effect as if it was a spell. Languages. You can speak read and write Common and Sylvan. Feats Pixie Blood Prerequisite: Sprite One of your parents or ancestors was a Pixie and you have begun to understand the magic that flows through your veins and the magical dust on your wings. ● Your Intelligence score increases by 1. ● You learn the Druidcraft and Dancing Lights cantrips. ● Once you reach 3rd level, you can cast the Entangle and Detect Evil and Good spells once per day. ● Once you reach 5th level you can cast the Phantasmal Force spell once per day. ● Intelligence is your spellcasting ability for these spells and you do not need material components for these spells. Soulbound Succubus/Incubus Lore While all the Monster Manual describes is true of your kind, you are a rare exception. A Wish spell, godly intervention or another event has bound a soul to your fiendish essence, draining you of a part of your power and giving you a conscience. As a soulbound Succubus or Incubus you have to forge your own way, embracing good, survive, enjoy the pleasures of life or corrupt your own soul. Stats Your kind is as diverse as humans, but you still have as much in common. Ability Score Increase. Your charisma score increases by 2 and two other ability scores of your choice increase by 1. Age. Succubi and Incubi do not age but choose their physical appearance. The soul within you doesn’t change that. Alignment. Your kind is generally evil but the soul bound to your essence leaves you to flow towards any alignment. Size. Succubi and Incubi have a humanoid form and so do you. Your size is medium.
Speed. Your walking speed is 30ft. Fiend. Thanks to your newfound soul you count as humanoid and fiend for the purpose of spells and features. Should you be banished to the Abyss or Nine Hells, you return 24h later to the material plane. Darkvision. Thanks to your fiendish heritage, 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. Shapechange. You can use an action to polymorph into a humanoid of medium size to hide your fiendish features, or to revert back to your true form. Your statistics and facial features remain the same and any equipment you wear isn’t transformed. You revert to your true form if you die. While you shapechange from or to your true form, you can choose to be male, female or anything in between. Draining Kiss. As an action you can kiss a charmed or willing creature. The creature must make a Constitution saving throw against 8 + your Charisma Modifier + your proficiency bonus. On a failed save it takes your character level times d6 psychic damage and its Hit Point maximum is reduced by the damage dealt until it finishes a long rest. On a successful save it only takes half damage. You can use the trait a number of times equal to your charisma modifier (a minimum of once) and regain the uses of this trait after you finish a long rest. Languages. You can speak read and write Abyssal, Common and Infernal. Feats Gentle Kiss Prerequisite: Soulbound Succubus/Incubus The soul bound to you allows you to turn your deadly kiss into something beneficial to others. You can expend a use of your Draining Kiss trait to heal another willing creature for your character level times d8. You can also fuel this ability by expending a number of your hit dice and healing for an equal amount of dice times d8. Additionally you have advantage on saving throws or skill checks that specifically target you for being a fiend. Cambion Presence Prerequisite: Soulbound Succubus/Incubus The abhorrence between your fiendish essence and your soul causes your true form to become more sinister. ● You gain proficiency in the Intimidation skill. ● You can use your Charisma modifier instead of your Dexterity modifier when determining your AC. Lost Strengths Prerequisite: Soulbound Succubus/Incubus Through your journeys you have regained some of your unearthly strengths. ● You have a flying speed of 30ft while in your true form. ● You gain proficiency in your unarmed strikes while in your true form, they deal 1d6 + your ability modifier slashing damage and have the finesse property.
● You can cast the Etherealness spell once per long rest. You can only target yourself. Subraces Affection Aasimar Lore Affection aasimar are suffused with gentle and motherly divine energy. Wherever they go they seek to spread acceptance, joy and love. This lets them easily enter professions that let them interact and comfort other people such as healers, caretakers or even courtiers. Stats Ability Score Increase. Your charisma scores increase by 1. Parental Insight. You have proficiency in the Insight skill. Blessed Warmth. Starting at 3rd level, you can use an action to unleash the divine energy within yourself, causing you to glow with a gentle warmth. For 1 minute or until you end your transformation as a bonus action, every friendly creature within 10 feet of you (including yourself) can add half your level to any healing it causes or receives (the bonus can’t be applied twice to the same healing effect). Additional during this effect, any damage you take is reduced by your charisma modifier. Once you use this trait, you can't use it again until you finish a long rest. Other Dhampirs Lore Refer to the text above. Dwarf Dhampir Stats Ability Score Increase. Your wisdom scores increase by 1. Superior Darkvision. Your darkvision has a range of 120 ft. You can only discern shades of grey in darkness. Thirst. As a bonus action, you can make an attack roll at the range of touch against a target you have restrained, paralyzed or grappled. The target can’t be a construct or undead. On a hit you deal 1 piercing damage and 1d4 necrotic damage. You regain hit points equal to the necrotic damage dealt. Elf Dhampir Stats Ability Score Increase. Your constitution scores increase by 1. Superior Darkvision. Your darkvision has a range of 120 ft. You can only discern shades of grey in darkness.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, your target or what you intend to perceive are in direct sunlight. Tolerance. You can ignore your Sunlight Sensitivity trait a number of minutes equal to your constitution modifier between short or long rests. Thirst. As a bonus action, you can make an attack roll at the range of touch against a target you have restrained, paralyzed or grappled. The target can’t be a construct or undead. On a hit you deal 1 piercing damage and 1d4 necrotic damage. You regain hit points equal to the necrotic damage dealt. Cantrip. You know the Prestidigitation cantrip. Halfling Dhampir Stats Ability Score Increase. Your constitution and charisma scores increase by 1. Superior Darkvision. Your darkvision has a range of 120 ft. You can only discern shades of grey in darkness. Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, your target or what you intend to perceive are in direct sunlight. Tolerance. You can ignore your Sunlight Sensitivity trait a number of minutes equal to your constitution modifier between short or long rests. Thirst. As a bonus action, you can make an attack roll at the range of touch against a target you have restrained, paralyzed or grappled. The target can’t be a construct or undead. On a hit you deal 1 piercing damage and 1d4 necrotic damage. You regain hit points equal to the necrotic damage dealt. Gnome Dhampir Stats Ability Score Increase. Your charisma scores increase by 1. Superior Darkvision. Your darkvision has a range of 120 ft. You can only discern shades of grey in darkness. Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, your target or what you intend to perceive are in direct sunlight. Tolerance. You can ignore your Sunlight Sensitivity trait a number of minutes equal to your constitution modifier between short or long rests. Thirst. As a bonus action, you can make an attack roll at the range of touch against a target you have restrained, paralyzed or grappled. The target can’t be a construct or undead. On a hit you deal 1 piercing damage and 1d4 necrotic damage. You regain hit points equal to the necrotic damage dealt. Feats Subrace Racial feats Besides the Racial Feats (Xanathar’s Guide to Everything p73-75, UA), you are allowed to choose from the feats described above.
Half-Dwarf Lore Half Dwarfs, who in some Regions are called Mul, are the offsprings of Humans and Dwarfs. These broad and stout human looking crossbreeds are sometimes conceived by magical means rather than naturally. Half-Dwarfs hardly tire while performing exhausting physical tasks but also excel at most craftsmanships. Stats As dwarf subrace: Ability Score Increase. One ability scores of your choice increases by 1. Age. You age at the same rate as humans and are considered adult around 30 years. You outlive most humans, living about 200 years. Size. You are taller than the average dwarf and just a bit shorter than the average human. Your size is medium. Speed. Your walking speed is 30 feet. Skilled. You gain proficiency in one skill of your choice. Tireless. You gain the same benefit from sleeping only 6 hours as a human does from 8 hours of sleep. Additionally you gain no ill effects from staying awake for 3 days. Feats Subrace Racial feats You are allowed to pick from the Racial Feats list (Xanathar’s Guide to Everything p73-75, UA) that are meant for dwarfs and humans. Fey’ri Lore Fey’ri are to elves what tieflings are to humans, but they generally reject any notion of resemblance as offensive. Fey’ri spot similar physical attributes as tieflings such as horns, tails, forked tongues and sometimes even wings or multiple arms. But in some cases they show no sign of that, resembling a normal elf. Stats As elven subrace: Ability Score Increase. Your intelligence or charisma score increases by 1. Fiendish Magic. You know the Produce Flame cantrip. When you reach 3rd level, you can cast the Command spell once per day at its lowest level. Once you reach 5th level you can also cast the Alter Self spell once per day. Choose between Intelligence and Charisma as your spellcasting ability for these spells.
Hellish Resistance. You have resistance to Fire damage. Bonus Languages. You can also speak, read and write Abyssal. Feats Subrace Racial feats You are allowed to pick from the Racial Feats list (Xanathar’s Guide to Everything p73-75, UA) that are meant for elves and tieflings. Tallfellow Lore Tallfellows are the offspring of elves and halflings, towering over their relatives while still being mistaken for elven children. As their halfling ancestors they usually are practical, curios and enjoy the simple pleasures of life. Tallfellows are generally uncommonly light and slender compared to either of their ancestors. Stats As halfling subrace: Ability Score Increase. Your wisdom score increases by 1. Age. You age slower than the average halfling and are considered adult around 40 years. You outlive most halflings, living about 400 years. Size. You just as tall as the average dwarf. Your size is medium. Speed. Your walking speed is 30 feet. Fey Ancestry. You have advantage on saving throws against being charmed and magic can’t put you to sleep. Feats Subrace Racial feats You are allowed to pick from the Racial Feats list (Xanathar’s Guide to Everything p73-75, UA) that are meant for elves and halflings. Half-Tanarukk Lore Half-Tanarukks are a rare sight and can be seen as lesser form of the orcish and demonic crossbreed that are Tanarukks. While obviously closer related to tieflings or half-orcs they still possess their relative’s spikey look and affinity for fire.
Stats Replace the Ability Score Increase, Menacing and Savage Attack traits of the Half-Orc race described in the Player’s Handbook with the following: Ability Score Increase. Your strength, constitution and charisma scores increase by 1. Burning Legacy. You know the Control Flames cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell once per day at its lowest level. Once you reach 5th level you can also cast the Flame Blade spell once per day. Choose between Constitution and Charisma as your spellcasting ability for these spells. Bonus Languages. You can also speak, read and write Abyssal. Feats Subrace Racial feats You are allowed to pick from the Racial Feats list (Xanathar’s Guide to Everything p73-75, UA) that are meant for half-orcs and tieflings. Malcanthet Tiefling (alternative Lilith Tiefling) Lore This bloodline runs back to the Succubus Queen Malcanthet or rather to one of the offsprings she had with demon lords and princes. It “blesses” tieflings with a similar beauty she possesses and grants them magically abilities of charm and intrigue. Stats Replace the Ability Score Increase and Infernal Legacy traits of the Tiefling race described in the Player’s Handbook with the following: Ability Score Increase. Your wisdom score increases by 1 and your charisma score increases by 2. Legacy of Shendilavri. You know the Vicious Mockery cantrip. When you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Alter Self spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.