Choose from the list below your Species/Race. Setting Specific Races (labeled with a -E-) 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.
Axolian-E-
- Axolian are salamander-like creatures who once served the great Platinum Dragon Tayvren. They have continued their mission to protect the lakes and rivers of Ezrahn from their home settlement in Lake Dyris.
- Age. Newborn Axolians metamorphose into their adult form in 1 year and reach full maturity after 10
- years. They typically live between 40 and 50 years.
- Languages. You can speak, read, and write Common and one other language of your choice, this is usually chosen based on the region the Axolian has traveled through.
- Size. Axolians grow quickly, reaching their full size usually within the first few years of life. Adults reach 4 feet to 5 feet tall. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Oblivious. Your mind is a simple place, the influence of outside forces washing over it like crashing
- waves over smooth sea glass. You have advantage on Wisdom saving throws.
- Slippery Skin. You have advantage on ability checks and saving throws made to avoid or end the grappled or restrained conditions on yourself.
- Adaptive Polymorphism. Each lotol’s lineage is unique, and certain traits follow clans or families, or mutate by chance in individuals. Choose two of the following adaptations. When you gain a level, you can choose to replace one of these adaptations with another when you finish your next long rest.
- Aqueous Adaptation. You gain a swimming
speed equal to your walking speed and can
breathe underwater. - Gecko Cling. You gain a climbing speed of 20
feet and you have advantage on ability checks
and saving throws made to maintain grapples
and prevent yourself from being disarmed of an
object you are holding. - Darkvision. Accustomed to life in the murky
underbrush, 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 colour in darkness, only shades of grey. - Prehensile Tongue. Your long, extendable
tongue can be used to grab Tiny objects out of
arm’s reach. As a bonus action, you can use your
tongue to grab a Tiny object within 20 feet of
you. If the object weighs less than 10 pounds,
isn’t being worn or carried, and isn’t fixed to any
surface, you pull the object back to you. - Shocking Skin. You learn the shocking grasp
cantrip. Constitution is your spellcasting ability
for this spell. When a creature within 5 feet of
you hits you with a melee attack, you can use a
reaction to cast the shocking grasp cantrip, targeting
the attacker. You can use it a number of times
equal to your proficiency bonus, and you regain
all expended uses when you finish a long rest.
- Aqueous Adaptation. You gain a swimming
Beastkin-E-
- 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) |
Scion-E- (replaces Dragonborn from PHB)
- Scions hail from the Dragon Isles in the Sardithican Ocean, and are a large portion of the Nation of Moulon, but have been known to seek wider pastures than their homeland provides.
- Scions 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.
- 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-E-(Aasimar=Lightling, Tiefling=Darkling)
- Your Elementling character has an assortment of inborn abilities common amongst their particular kind of spark.
- 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-E- The Elves of Ezrahn are different than the PHB, note differences by type
- Your Elf character has a variety of natural abilities, the result of thousands of years of elven refinement.
- 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-E- Gnomes are slightly different in the realm of Ezrahn.
- Your Gnome character has certain characteristics in common with all other gnomes.
- 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).
Goliaths
- Goliaths make up the majority population of Osirus, with Hill, Fire, and Stone being the most common in the nation. Descendants of Frost, Storm and Cloud also are common in the northwest region of the main continent in a small nation north of the Forests of Yelgor.
- Size: Medium (about 7–8 feet tall)
- Speed: 35 feetAs a goliath, you have these special traits.
- Giant Ancestry
- You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:
- Cloud’s Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.
- Fire’s Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.
- Frost’s Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.
- Hill’s Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.
- Stone’s Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
- Storm’s Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.
- Large Form
- Starting at character level 5, you can change your size to Large as a Bonus Action if you’re in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.
- Powerful Build
- You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.
Halflings
- Your Halfling character has a number of traits in common with all other halflings.
- 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.
- 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.
- 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-E-
- 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.