Choose from the list below your Species/Race. These are located in the “Homebrew” section of DnDBeyond for ease of creation from within a linked campaign. For expanded details of the history of the Species/Race, click its name for the specific page.
All Species/Races gain a +1 to an ability score of your choice, except where noted in their descriptions with their other features.
Beastkin
- Beastkin hail from the wilds of the Arachay Jungle, the Plainslands, and the Wild Wood. But may be found roaming just about anywhere in the realm.
Name | Size | Speed | Features |
Gorkin | Medium (average 7-8ft tall, 350+ lbs) | 30ft, not affected by Heavy Armor | Powerful Build, Hardy, Big Hands |
Pankin | Medium(4.5-5ft tall, 100-150lbs) | 35ft | Sneaky, Darkvision 60ft, Feline Grace, Natural Claws 1d4+STR(slashing) |
Chekin | Medium(4.5-5ft tall, 100-150lbs) | 40ft | Speed, Darkvision 60ft, Feline Grace, Natural Claws 1d4+STR(slashing) |
Parkin | Small(2.5-3ft tall, 50-80lbs) | 20ft(Fly Speed of 40ft as long as no Med/Heavy armor) | Keen Sight, Talons 1d4+Dex(piercing) |
Eagkin | Medium(4.5-6ft tall, 100-225lbs) | 25ft(Fly Speed of 50ft as long as no Med/Heavy armor) | Keen Sight, Talons 1d6+Dex(piercing) |
Igukin | Medium(4.5-6ft tall, 100-225lbs) | 30ft | Scales, Darkvision 60ft |
Wolkin | Medium(5-6ft, 150-250lbs) | 35ft | Darkvision 60ft, Keen Scent, Keen Ears, Bite 1d6+STR(piercing) |
Bearkin | Medium(6-7ft, 300-450lbs) | 30ft, not affected by heavy armor | Hardy, Keen Scent, Bite 1d6+STR(piercing) |
DragonScion
- DragonScions hail from the Dragon Isles in the Paluna Sea but have been known to seek wider pastures than their homeland provides.
- DragonScions all have a base speed of 30ft (not affected by heavy armor), and Darkvision to 60ft.
Scion Type | Resilient Scales Ability | Special Attack |
Black | Acid | Acid Splash |
Blue | Lightning | Shocking Grasp |
Brass | Fire | Fire Bolt |
Bronze | Lightning | Shocking Grasp |
Copper | Acid | Acid Splash |
Gold | Fire | Fire Bolt |
Green | Poison | Poison Spray |
Red | Fire | Fire Bolt |
Silver | Ice/Cold | Ray of Frost |
White | Ice/Cold | Ray of Frost |
Dwarf
- Your Dwarf character has an assortment of inborn abilities as befitting their dwarven ancestry.
- Ability Score Increase:
Choose 1 Ability Score to increase by 1. - Darkvision
You have Darkvision with a range of 120 feet. - Dwarven Resilience
You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition. - Dwarven Toughness
Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level. - Stonecunning
As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Elementlings
- Your Elementling character has an assortment of inborn abilities common amongst their particular kind of spark.
- Ability Score Increase: Choose 1 Ability Score to Increase by 1.
- Age: Elementlings mature similar to humans, but their elemental spark has imbued them with a longer lifespan of roughly 100-120 years.
- Alignment: Elementlings can run the gamut of alignments, with most falling into a chaotic or neutral opinion of the world. Their outlook on good and evil tends less towards the extremes unless life circumstances has pushed them in a particular direction.
- Size: Elementlings can range in size from 4 to over 6 feet, with weights ranging from 100 to 400 lbs (Air Elementlings are generally lighter and Earth Elementlings are heavier.) Your size is still Medium.
- Speed: Your base walking speed varies per type below.
- Languages: You can speak, read, and write Common and your particular elemental language. You may also choose any number of languages equal to your Intelligence bonus. Elementlings generally learn the other elemental languages, or those of the populations they are traveling through.
Type | Fire | Air | Water | Earth | Light | Dark |
Speed | 30 | 35 | 30 | 25* | 30 | 30 |
Resistance | Fire | Lightning/ Thunder | Cold | Poison | Radiant | Necrotic |
Vulnerable | Cold | Force | Fire | Acid | Necrotic | Radiant |
Special Abilities | Darkvision | Darkvision | Darkvision | Darkvision | Darkvision | Darkvision |
Spellcasting** | Firebolt(Str) | Gust(Dex) | Ray of Frost(Wis) | Mold Earth(Con) | Light(Cha) | Thaumaturgy(Cha) |
Spellcasting** | Healing Hand(Cha) | Dark Touch(Cha) |
*Earth Elementlings – Speed is not affected by wearing heavy armor.
**Spell Casting – These abilities are available as a cantrip, spellcasting ability as noted.
Healing Hand – You can restore 1d4 + level to yourself or any one target. You can do this a number of times equal to your level /3(round down, minimum 1/rest)
Dark Touch – You can deal necrotic damage equal to 1d4 + your level on a successful melee attack. You can do this a number of times equal to your level /3(round down, minimum 1/rest)
Elves
- Your Elf character has a variety of natural abilities, the result of thousands of years of elven refinement.
- Ability Score Increase: Choose 1 Ability Score to Increase by 2, or increase two ability scores by 1.
- 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.
- Alignment: Elves crave freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
- Size: Elves range from just over 5 to over 6 feet tall and have slender builds. You are considered Medium.
- Speed: Base walking speed of 30 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, only shades of gray.
- Keen Senses: You have proficiency in Perception.
- Ancient Blood: You have advantage on saving throws against Charm, and magic can’t put you to sleep.
- Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) 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.
- (Sun and Wood Elves Only) Aether Affinity: Choose from Magic Initiate (Cleric), (Druid), or (Wizard)
- Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many Bards learn their language so they can add Elvish ballads to their repertoires.
In addition to above, Pale Elves also have additional abilities because of their homeland on the Ciarnyx Plateau.
- Ghostly Step. You have learned to pass through the world like a spirit. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. 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.
- Darkvision. You grew up in the shadowy plateau of Ciarnyx. You can see in dim light within 90 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Necrotic Resistance. Generations of fighting off the undead of the plateau have infused you with a measure of protection. You have resistance to necrotic damage.
Gnomes
- Your Gnome character has certain characteristics in common with all other gnomes.
- Ability Score Increase: Choose 1 ability score to increase by 1.
- Age: Maturing at a similar rate to humans, most gnomes who do not succumb to an extreme bout of wanderlust tend to settle down in their late 50s-60s and live to a ripe old age between 400 and 500 years.
- Alignment: Though eccentric, most gnomes tend to be good-hearted
- Size: Gnomes are between 3 feet tall and average about 40-50 pounds. Your size is Small.
- Speed: Your base walking speed is 25 feet.
- Skills: Choose one skill from the following list to have Proficiency in: Sleight of Hand, Arcana, History, Investigation, Deception, Performance, or Persuasion.
- Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
- Aether Affinity: You have an innate ability to work with the Aether around you, granting you a Wizard or Bard Cantrip of your choice at 1st level. You gain a single first level spell at 2nd level. You may cast the 1st level spell once per day without using a spell slot, or with any other appropriate spell slot you have. At 3rd level, you gain a single second level spell in the same manner.
- Languages: You can speak, read, and write Common and Gnomish. The Gnomish language is characteristic of precise lettering and often renowned in its clarity in treaties or books of instruction (especially spellbooks).
Halflings
- Your Halfling character has a number of traits in common with all other halflings.
- Ability Score Increase: Choose 1 ability score to increase by 1.
- Age: A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
- Alignment: Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
- Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
- Speed: Your base walking speed is 25 feet.
- Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- Brave: You have advantage on saving throws against being frightened.
- Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
- Naturally Stealthy: You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.
- Languages: You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
Humans
- It’s hard to make generalizations about Humans, but your human character has these traits.
- Ability Score Increase: choose two ability scores to increase by 1.
- Creature Type: Humanoid
- Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
- Speed: 30 feet
- As a Human, you have these special traits.
- Resourceful: You gain Heroic Inspiration whenever you finish a Long Rest.
- Skillful: You gain proficiency in one skill of your choice.
- Versatile: You gain an Origin feat of your choice.
Orcs
- Orcs value strength and battle prowess, this is reflected in traits almost universal amongst their kind.
- Ability Score Increase: Choose 1 ability score to increase by 2. Or Increase two ability scores by 1.
- Age: Orcs reach adulthood in their mid teens and generally live to about 80 years at most, though this is a rarity among the warlike tribes of the Western Clanlands.
- Alignment: Orcs of the Western Clanlands tend towards an evil bent, but the Eastern Clanlands Orcs (who make up the majority of adventuring orcs you will find) can be of any alignment
- Size: Orcs generally run around 7ft, with some hulking members topping closer to 8ft. Regardless, they are considered Medium.
- Speed: Used to a hard life on the move, your base speed is 40feet. This is not affected by heavy armor.
- Adrenaline Rush: You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus.
You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest. - Darkvision: You have Darkvision with a range of 120 feet.
- Relentless Endurance: When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.
- Languages: Orcs of the Eastern Clanlands learn Common as well as Orcish.
Salkier
- Your Salkier character has an assortment of inborn abilities common amongst their kind.
- Ability Score Increase: Choose one ability score to increase by 2, or choose 2 ability scores to increase by 1.
- Age: Salkier mature similar to their human ancestors, but the mineral springs of their homeland have imbued them with a longer lifespan of roughly 120 years.
- Alignment: Salkier run the gamut of alignments, with most falling into the good and neutral dispositions. Their structured life does lead many to lawful, but the chaos of the sea can often take them as well.
- Size: Salkier are tall, standing at a minimum of 6 feet tall and many ranging between 7 and 8 feet. Their mineral infused bodies are heavier, even with their lithe frames putting them in the range of 250-350lbs. Your size is still Medium.
- Speed: Your base walking speed is 30 feet. Your speed is not reduced by wearing heavy armor, due to the hardy nature of your body.
- Skills: Choose proficiency one of the following skills: Athletics, Acrobatics, Insight, Persuasion, Intimidation.
- Toughened Body: Your hardened body increases your AC by 1 regardless of armor worn.
- Languages: You can speak, read, and write Common and Salkier. You may also choose any number of languages equal to your Intelligence bonus. Salkier often learn the languages of anyone they may trade with. Their script is blocky with small flourishes on the vowels and they tend to use sailor speak in everyday conversation, even on land.