
The World of Vaale
Come explore a story--YOUR story. Vaale is a world like our own--full of life, conflict and stories. Where it differs is in its inhabitants. Many and varied are these people and equally as varied are their stories...Won't you share your tale here in Vaale?
Herein you will find the fabulous and fantastical peoples that populate the world of Vaale.Because of the variety of people within Vaale, they have been split into groups based upon shared heritage and birthrights.
Álfar
The Álfar people have a link to the Álfheimr, the source of all fey influence in the world of Vaale. These people are able to be divided into four separate groups, each embodying some inherent aspect of Álfheimr; its connections to nature, its impression upon imagination, the terror of the inhuman and immortal fey inhabitants and its ephemeral existence.
Caiste
Caiste are as diverse in appearance as they are in personality. Characterized by their close kinship to their fey ancestors, when one thinks of forest-dwelling fey-types, most often one is thinking of a Caiste. Running the gamut from
tiny, sprite-like figures to having animal extremities such as horns, tusks or even entire lower-halves complete with hooves, they tend to make themselves known on sight, for better or worse.
Traits
Ability Score Increase. Your Dexterity score increases by 2.
Age. Although Caiste reach physical maturity at about the same age as humans, their understanding of adulthood goes beyond physical growth to encompass worldly experience. An Caiste typically claims adulthood and an adult name around the age of 50 and can live to be 350 years old.
Size. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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.
Subraces
The Caiste have a number of variations with a multitude of abilities dispersed among their subraces. Choose one of these subraces.
Huldra

A group of the Caiste line that are characterized with the closest features to a human--until one notices their animal tail. This tail usually is that of a cow or fox but in all instances is too large to hide for long.
Ability Score Increase. Your Charisma score increases by 1.
Forest Song. You perform a restful song that aids in recovery. At the end of a short rest, Roll 2d8; the total is how many hit points of creatures this trait can affect. Starting with the creature that has the lowest current hit points, each creature that can hear you and that spent Hit Die to recover hit points at the end of the short rest regain hit points up to their maximum.
Subtract the amount each creature recovered from the total before moving on to the creature with the next lowest hit points.
Only creatures that can hear you and that expended hit die at the end of the short rest may benefit from this effect. Once you have used this trait, you cannot use it again until you have completed a long rest.Lure of the Forest. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the enthrall spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.
Karnon

Caiste who have been gifted hybrid bodies with animal physiology, they resemble the mythological satyr or centaur. Their powerful legs permit faster movement and can deal damaging blows when needed.
Ability Score Increase. Your Strength score increases by 1.
Hooved Speed. Your parentage grants you powerful legs to move faster than most. Your base speed is 40 feet.
Hooves or Horns. You can use your horns or your hooves to make unarmed strikes. Your hooves or horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves or horns.
Natural Understanding. You know the druidcraft cantrip.
Apperance. Your karnon might not look like other Caiste. Choose 1d4+1 of the following features: small horns; fangs or sharp teeth; have the body of a horse or deer starting at the waist; goatlike eyes; antlers; goatlike legs; cloven hoofs; three fingers; covered in coarse hair; patches of wool; eyes without pupils or iris; exude a smell of moss.
Nisse
These diminutive Caiste are the smallest of their sort, closer to pixies, sprites and the imagined image of a 'fairy'. Despite their height, they are curiously resilient.
Ability Score Increase. Your Constitution score increases by 1.
Sprite-Sized. Your parentage means you're small, normally no greater than 3 feet in height. Your size is Small.
Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
Lend a Hand. You can take the Help action as a bonus action on each of your turns. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Doqaltharl
Forges belching forth smoke and sparks as the ringing of hammers on iron rattle through shops and underground anvils--these are the sights and sounds of home for a Doqaltharl. Sometimes referred to as 'dark fey', they are a sister-race to the Caiste. While they may have at one point been related to them, their fey heritage has long since faded in exchange for a life surrounded by iron and metal-work. It is for this very reason that some scholars would say that they no longer have a true connection to the feywilds, their many generations spent working with the antithesis of that place and its people having burned out any traces long ago.
Traits
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.
Age. Doqaltharl reach physical maturity at about the same age as humans. A Doqaltharl typically claims adulthood sooner than the other fey races, being named an adult at around twenty years old and can live upwards of 200 years.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Clear Sight. You can see with clarity in conditions that obscure vision. You are not affected by natural phenomena that cause things to be lightly obscured, such as smoke or fog.
Fires of Industry. You gain resistance to fire damage.
Ceaseless Toil. The first time you gain a level of exhaustion, you may choose to ignore it instead. You may use this ability only once every 24 hours. In addition, when you take a long rest, you regain an additional hit die. Whenever your hit point maximum increases after 1st Level, your hit point maximum increases by an additional 1 hit point.
Mind for Productivity. You know the guidance cantrip. When you use the Help action, you and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.
Erlkonicht

The Erlkonicht are typified by uncanny features--longer than average digits, limbs and height along with perfect symmetry in facial features. Once a race that conquered and ruled the better part of the known world, they now reside in shadow. Their presence is chilling to some and a number of Erlkonicht have the ability to drain vitality from others with a touch.
Traits
Ability Score Increase. Your Charisma score increases by 2.
Age. Like their Caiste cousins, Erlkonicht reach physical maturity at about the same age as humans, but their notions of adulthood goes beyond physical growth to encompass worldly experience. An Erlkonicht typically claims adulthood around the age of 50 and can live to be 350 years old.
Size. Your size is Medium.
Speed. Your base walking speed is 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 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Spurn the Grave. You have advantage on death saving throws.
Unseelie Touch. You have a touch rimed in selfish shadows that allow you to take life from others. As an action, you make a melee attack against a creature within your reach--this is considered a natural attack. On a hit, the target takes 1d6 necrotic damage, and you regain hit points equal to the amount of necrotic damage dealt.
Blessings of Night. You know the thorn whip cantrip. When you reach 3rd level, you can cast the fog cloud spell 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 misty step 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.
Cowl of the Unseelie. Starting at 3rd level, you can use your action to unleash the dreadful fey power within yourself, causing your features to become horrifying. The instant you transform, all other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Gumiho
There is an old rhyme that children sing to one another in parts of Vaale. No one knows where it comes from, which of the races propagated it nor what its intent or meaning could be; they know only it's a popular song that almost every child learns at some point.This song speaks about a strange fox who comes to play tricks and brings misfortune (or good fortune). What it doesn't confirm (or deny) is whether this is just a fantasy.In fact, it is more than truthful. While they go by many names, the Gumiho are a group of fey that appear with vulpine traits--fox ears, fox legs and similar features. What they all share are fox tails which number from two to upwards of nine. They infiltrate societies, bringing good or ill fortune as their whims decide, almost always keeping their true nature a secret.
Traits
Ability Score Increase. Choose one of: (a) Choose any one score to increase +2 (b) Choose one score to increase by +1; choose any other to increase by +1.
Creature Type. You are a Fey.
Age. Gumiho do not mark age by years but by experience. You have a number of tails equal to your Proficiency bonus. The number of tails increases as your proficiency bonus increases.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Shapeshifting. 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 or until you die. In addition, you may be revealed or forced to revert to your true form if:
- You pass before a mirror or reflective surface made of metal, your true form will be seen within the reflected surface.
- When you take radiant damage, you must make a concentration check to maintain your form. Failing this check will cause you to revert to your true form and you will be unable to use this trait for 24 hours.Trickster's Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space adjacent to a creature you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
When you reach 3rd level, immediately after you use your Trickster Step, each creature of your choice that you can see within 5 feet of you takes poison damage equal to your Intelligence modifier (minimum 1).
Ebiaben
These tribes, so named for their connection (either real or imaginary) to the Father of All Monsters, Ebiasoth. While they indeed have a smattering of monstrous features and abilities related to their primal progenitor, they all are contributing forces within Vaale.
Maihes
The legacy of races that have been created by the Father of All Monsters are numerous and amongst their ranks they count the Maihes. With blood and bearing derived from the ancient sphinx, these feline progeny have grown fruitful and multiplied in the heat of the deserts and the deep jungles. Wise, insightful and inscrutable, they are remarkable tacticians and skilled combatants thanks to their cat-like builds and peerless intuition.
Traits
Ability Score Increase. You increase your Wisdom or Intelligence score by 2.
Age. Maihes reach physical maturity at about the same age as humans, but they are not considered adults until they have reached a level of matured wisdom and intellect. A maihes typically achieves adulthood around the age of 75 and can live to be around 475 years old.
Size. Maihes vary in size from 5 feet to over 6 feet tall. Your size is Medium, regardless of your height in that range.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Second-Sight. You have a perception that goes beyond the mundane for a brief period of time. As an action, you extend your vision to include things on the Ethereal plane for 1 minute. For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
You regain the use of this ability after a short or long rest.Inscrutable. Your face and mind betrays nothing, having gained the stoic resistance of your Sphinx forebears. You have advantage on saving throws against having your mind read using divination magic and you make any Deception skill checks with Advantage.
Chronal Insight. Your heritage has granted you insight into the flow of time. You always know how much time has passed, although not necessarily the time of day and you may add your Proficiency bonus to your Initiative rolls.
Starting at 5th level, your understanding of time increases. At the end of a long rest, you may designate one other willing creature. That creature may add their proficiency bonus to their initiative rolls for 24 hours or until you complete a long rest, whichever occurs first.
Medusai
With their sharp, reptilian features, longer limbs and their serpentine additions, the Medusae are without a doubt the most uncanny and monstrous looking of the races. Their heritage that traces all the way back to the direct influence of the Father of All Monsters shows through heavily even today and there is little doubt that the primal being touched them at some point.While their skin holds the same general texture and feel of other races, some have developed patches of scales while others have flesh that is more rigid and unyielding. Their skin can be any number of tones common to humans though lighter skins tend to resemble alabaster or marble coloring as opposed to lighter or fair skin tones. Their hair comes in a variety of colors and patterns, similar to any coloration a snake may have. In addition, while some medusae have hair that are living serpents, others either have a mass of what appears to be serpent tails or a combination of snake heads and tails.
Variants
Traits
Ability Score Increase. Your Intelligence score increases by 2 and your Strength score increases by 1.
Age. Medusae mature at an extended rate, and typically they claim adulthood around the age of 65. The average Medusae can live up to 250 years.
Size. Medusae can grow to an average of 5 to 6 feet with leaner builds, though some came be thicker in size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Serpent's Blessing. You cannot be poisoned and take no poison damage.
Gaze of the Medusai. Like all Medusae, your gaze has an effect on those who meet it. When you first create a Medusae you choose one of the two following gaze attacks. It is not possible for anyone, even other Medusae to know what your gaze attack is unless they have seen you perform it. You cannot change the selected gaze attack under any circumstances.
Hypnotic Gaze: Your gaze is enthralling, your eyes briefly shimmering with swirling and scintillating patterns and colors. When you are attacked by a humanoid creature within 10 feet of yourself that you can see, you may use your reaction to impose disadvantage on the attack roll and force the creature to make an Intelligence saving throw equal to 10 + your proficiency bonus. On a failed save, the attack misses automatically and the creature is effected as if by the hypnotic pattern spell. An attacker that can't be blinded is immune to this feature.
You may use this feature once per short or long rest.
Petrifying Gaze: You have a 'gentler' version of the legendary petrifying gaze of the Medusae, said to turn any creature that meets it to stone. When you are attacked by a humanoid creature within 10 feet of yourself that you can see, you may use your reaction to force it to make a Constitution saving throw equal to 10 + your proficiency. If the target fails the save, it is restrained as it begins to turn to stone. The target must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the target is petrified for a number rounds equal to half your Constitution modifier (minimum 1).
Starting at 10th level, if a creature fails the initial saving throw by 10 or more, the creature is instantly petrified.
Medusai: Naga
As opposed to their humanoid-shaped fellows, the Naga have only the upper bodies of humans and, instead of legs, have serpent tails. This is not the only physiological difference either; unlike Medusai, who may be born with either a hypnotic or petrifying gaze, Naga only exhibit the hypnotic gaze ability.
Traits
All naga share the following traits. These traits do not replace or remove the traits granted by the standard Medusae race option unless otherwise noted.
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1. Use this in place of the usual Ability Score increases given by selecting a Medusae.
Size. Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to 15 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Speed Burst. By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn.
Natural Weapons. Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes.
If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier. If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target.Hypnotic Gaze. Your heritage prevents you from having access to both forms of the Medusae gaze; instead you may only take the Hypnotic Gaze option.
Uiara
Living in both freshwater and in the briny depths, the Uiara are a fish-born race that claims to be the final 'Monstrous' offspring of the Father of All Monsters and his immediate offspring, Tehom. They are as varied as humans and evolve as they age, gaining new, natural gifts that reflect the changing form of their progenitor.

Traits
Ability Score Increase. Your Charisma score increases by 2, and one other ability score of your choice by 1.
Age. Like humans, Uiara reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, and most Uiara live to be over 100 years old.
Size. Uiara are varied in size and can range from 4 feet to 7 feet. Your size is Medium or Small.
Speed. Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.
Amphibious. You can breathe air and water.
Birthright of Tehom. As the offspring of the great being Leviathan, you have features that link you to your home beneath the water and waves. These features depend initially on whether you were born in the salt-water (Pincoya Tribe) or fresh-water (Iacus Tribe) and expand as you gain experience, shaping your appearance.
Birthright of Tehom
Starting at 1st level, you may select one Birthright trait. You may only select a trait from the list of traits that corresponds to your tribe. At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level. You are not limited to traits related to your tribe when selecting your second trait.
Birthright of Iacus
Fresh-water living Uiarans, those of the Iacus tribe adapt to the constantly-flowing waters of large rivers or the verdant lakes through unique ways.Select one trait from the list below during character creation. You may choose a second trait from this list when you reach 5th level.
Catfish Birthright. Like certain species of fish in rivers and lakes, you can create short and sharp currents of electricity to shock those that come into contact with you.
You know the cantrip Shocking Grasp and may cast it as a spell-like ability.
Constitution is your spellcasting ability for this spell.Frog Birthright. You have a long, sticky tongue that you can use to lash or grab items or other creatures. As a bonus action, you may make a melee attack on a creature that is within ten feet of you using your tongue. On a hit, the attack deals 1d4 slashing damage and a Medium or smaller creature must make a Strength save (DC 10 + STR mod) or be pulled 5 feet towards you.
Yabbie Birthright. Your skin has an almost chitinous texture, making it durable and able to withstand damage naturally. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Birthright of Pincoya
The Pincoya are characterized as living in the salt water seas of the world. As such, their traits reflect this oceanic lifestyle.Select one trait from the list below during character creation. You may choose a second trait from this list when you reach 5th level.
Angler Birthright. Your skin and fins are lined with luminescent patterns that glow varying colors in dark places and give off a faint light. You have the ability to control these lights to a degree.
You may shed bright light in a 10 foot radius around yourself and dim light for another 10 feet. In addition, you may cast Color Spray as a level 1 spell-like ability in a 15-foot radius originating from you once per long rest.Shark Birthright. You have a set of powerful jaws lined with sharp teeth that can tear through flesh, allowing you to make a bite attack. You are proficient with your bite attack. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier.
Urchin Birthright. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Creatures have disadvantage while attempting to maintain a grapple against you.
Eulmin
What we in Earth would call 'human', these peoples are either human or human-adjacent. It should be noted that a number of scholars are content to use the term 'Eulmin' to describe any group that doesn't quite fit into one of the other categories--as the scholars have seen no reason to change their outlook for over two thousand years, then neither will this resource.
Biir
The child of one of the Eulmin people and one of the Álfar races. Tragically, the offspring in such unions struggle to find a place among either group (although it should be noted that the Doqaltharl seem to be a consistent exception to this). With a history of struggling to find a place in the world, Biir have found it safer to congregate together, creating places and spaces for themselves in Vaale.While their history and identity is scattered and filled with moments of individual tragedies, they also have crafted a culture unique to themselves--one which is open to any other Biir (or anyone else) that seeks a chance to live alongside others in a community.
Traits
Ability Score Increase. Your Constitution score increases by 2, and two other ability scores of your choice increase by 1.
Age. Biir mature at the same rate as Álfar, and typically claim adulthood around the age of 65 and can live to be 250 years old.
Size. Biir are often bulky regardless of their height and of that height they may be around the size of an below-average human or standing over six feet. Your size is Medium or Small.
Speed. Your base walking speed is 30 feet.
Gift of the Álfar. All Biir take after their fey parent in some respect. Select one of the following traits to represent your Álfar parentage:
Fleet of Foot (Caiste): Your base walking speed increases to 35 feet.
Essence Extraction (Erlkonicht): As an action, you make a melee attack against a creature within your reach. This is considered a natural attack. On a hit, the target takes 1d6 necrotic damage, and you regain hit points equal to the amount of necrotic damage dealt.
Darkvision (Gumiho): You can see in dim light within 30 feet of you as if it were bright, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Ceaseless Toil (Doqaltharl): The first time you gain a level of exhaustion, you may choose to ignore it instead. You may use this ability once every 24 hours.Gift of the Eulmin. All Biir take after their Eulmin parent in some respect. Select one of the following traits to represent your Eulmin parentage:
Mortal Resiliance (Eul): Your hit point maximum increases by 2. Whenever you gain a level, your hit point maximum increases by an additional 2 hit points.
Reverie (Sefirot): You only need to sleep for 4 hours a day. You gain the same benefit that a Eul does from 8 hours of sleep.
Empowered Healing (Chelhua): Whenever you regain hit points through any means, increase the amount of healing gained by 1.
Relentless Endurance (Khagt): 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.
Eul
The First race to appear on Vaale, how they arrived is unknown. Unspecified by any record, too, is the fact that Euls became the basis for all other races on Vaale. They are one of the shortest-lived groups and by comparison lack most of the features of supernatural or preternatural powers that define the others.What they do have is untapped potential; by growing and gaining experience, they have means to transcend their limits and have proven capable of doing so time and time again.
Note: Humans within the world of Vaale are diverse and varied; they need not use the block of traits listed below and DMs and players are free to use the other human variants as outlined in the PHB.
Traits
Ability Score Increase. Select two ability scores to increase by 2.
Age. Humans reach adulthood in their late teens and tend to live less than a century.
Size. Euls vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium or Small.
Speed. Your base walking speed is 30 feet.
Naturally Skilled. You gain proficiency in two skills of your choice or one skill and one tool set of your choice.
Mortal Experience. When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your lowest ability score increases by 1. If your two lowest ability scores are equal, you may choose which of the two to increase.
Mortal Resilience. When you create your character, select one of the following traits:
- You gain proficiency in a saving throw of your choice.
- Your hit point maximum increases by 2. Whenever you gain a level, your hit point maximum increases by an additional 2 hit points.
Sefirot
Many groups and tribes have wandered the world before finally settling in some place upon the material plane, but none have wandered as the Sefirot have. Strange in appearance and touched with a curious understanding of the world and its spiritual state, they have faced many trials and obstacles as a people. Bereft of their homelands, they now wander free and rare is the settlement of Sefirot.
Ability Score Increase. Your Wisdom score increases by 2 and your Intelligence score increases by 1.
Age. Sefirot mature at the same rate as Álfar, and typically claim adulthood around the age of 50 and can live to be 350 years old.
Size. Sefirot tend to grow tall, usually a few inches or more than the average Eul. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Multiple Limbs. You have two extra hands with which to manipulate objects, make unarmed strikes, wield weapons, and cast spells. While wielding more than two weapons, you do not gain proficiency to hit on any attacks, you do not benefit from the Finesse property, and you have disadvantage to hit with any weapon that has the Heavy property. Whenever you make an offhand attack, you may make up to two additional melee weapon attacks. Additionally, you can make one additional Use an Object free action per turn.
Reverie. You enter a meditative state instead of sleeping. While you dream in this state, you have visions of previous memories and experiences that you have had in a sort of clarity that takes you out of yourself. You only need to remain in this state for 4 hours. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Wanderers of Land and Sea. Your people have known no settled place and are skilled in the means of travel--either through personal experience or being taught by an elder. Choose one of the following proficiencies: Vehicles (Water) or Vehicles (Land).
First Alphabet. Your people can claim the oldest written alphabet in all of Vaale and its influence is felt in all written languages even now. You may spend ten minutes attempting to understand any written language that you see. You must be touching the surface on which the words are written. Make an DC 20 (Intelligence) check. On a success, you translate the text. The difficulty of this check is reduced by 1 for each language you have proficiency in. It takes about 1 minute to read one page of text.
This doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.Languages. You can speak, read, and write Common and three languages of your choice.
Traits
Chelhua
The children of peoples who mated with titans or autochthons in the far distant past. They are powerful and tall and have an incredible gift of healing that has trickled down from their ancient ancestors.
Whether by some quirk of their lineage or an innate desire to preserve themselves, Chelhua tend to lead isolated and solitary lives away from the rest of the world--that is, until the spirit of adventure or need causes them to strike out and into civilization proper.
Traits
Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age. Chelhua mature at the same rate as humans, but they can live up to 150 years.
Size. While Chelhua can grow from 7 to almost 9 feet, they often do not have much bulk to them, with an average weight being around 250 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Healing Bones. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.
Positive Flow. Whenever you regain hit points through any means, increase the amount of healing gained by 1. Whenever you heal another creature using a spell or your Healing Bones trait, you may increase the amount the creature recovers by 1 hit point.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Abjure Sickness. When you take poison or necrotic damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Font of Positivity. Starting at 5th level, you can use your action to unleash the latent giant's blood within you, causing your body to grow in size and become a flowing source of energy.
You undergo the following changes while in this form:
-Your size becomes Large, unless you were larger.
-Your speed become 10 feet.
-Your reach increases by 5 feet.
-Until the effect ends, any other friendly creature within 10 feet of you is immune to being frightened and gains temporary hit points equal to double your Proficiency bonus at the start of each of its turns. Your transformation requires Concentration and lasts for 1 minute or until you end it as a bonus action.
Once you use this trait, you can't use it again until you finish a long rest.
Khagt
A group of people characterized by tusk-like incisors, with skin-tones that match nearly any color that can be found in the natural world and their vibrant, almost pastel-colored eyes. A distant cousin to the Yamanto, these large-bodied people are known for their spiritualism and strength. Enjoying forests and jungles, they are at ease anywhere the natural world mixes with civilization and their form of worship has become a hallmark of the entire continent they call home.What truly sets them apart from the other races, however, is their curious (and well-documented) capacity for reincarnation and their ability to read and utilize pedralma. It is said that a Khagt can sense the location the pedralma of their previous life and will make a point to seek it out.
Traits
Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1.
Age. Yaksha mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 60 years.
Size. Yaksha stand easily 8 feet tall, corded with powerful muscles, weighing up to 380 pounds on average. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Past Life Recollection. During character creation, select either two skills, two tool sets or one skill and one tool set with which you do not have proficiency. You can add half your proficiency bonus, rounded down to the selected skills or tool sets.
You may change the selected skills or tool sets that benefit from this trait at the end of a long rest once every seven days.Tree-Guard Spirit. Starting at 3rd level, you can use your action to unleash the natural energy within yourself, causing your body to grow in size and become tree-like in appearance, spreading vines, roots and brambles around yourself. The instant you transform, other creatures within 10 feet of you that you select must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become restrained until the end of your next turn.
You undergo the following changes while in this form:
-Your size becomes Large, unless you were larger.
-Any speed you have is halved (rounded down).
-Your reach increases by 5 feet.
-You gain a number of temporary hit points at the start of each of your turns. The number equals your proficiency bonus plus your Constitution modifier. When the form ends, you lose any temporary hit points you have from it.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, the area within 5 feet of you is considered difficult terrain.
Once you use this trait, you can't use it again until you finish a long rest.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.
Pedralma Formation. If you die, your body disappears after 1 minute leaving only your pedralma (or soul-stone) behind. This includes dying from effects or spells that destroy the body, such as the disintegrate spell. This pedralma counts as your body for the purposes of spells such as raise dead, resurrection etc.
Martuk
A rare breed of people that have dragon blood in their veins. This may remain dormant for generations before presenting itself. A Martuk can sometimes resemble humanoid dragons with dragonic heads and a body covered in scales or be more mortal in appearance with only patches of scales and perhaps horns or reptilian eyes.
A person may be born a Martuk or they may transform at some point in their life; this transformation is sudden and often violent.NOTE:
Martuk are not intended to be a race on their own but instead a state that can occur to any race in Vaale.When creating a Martuk, use the following procedure for generating your character.
Choose one of the Races for your character.
Do not add any ability modifiers.
Your movement speed becomes 30 feet. You retain any climbing or swimming speed additions.
You gain 30 ft. of Darkvision. If you had Darkvision already, the range becomes 30 feet, even if the original distance was greater.
Select One racial trait from your original Race to retain. You lose all other Racial traits.
Choose one type of dragon from the Dragon Ancestry table here. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
Traits
Ability Score Increase. Your ability scores each increase by 1.
Age. After their change, a Martuk's aging ceases but they only live perhaps a little longer than the life expectancy of the race they were before their transformation.
Size. A Martuk retains the same size and dimensions they had before their change. They grow a few inches or lose a few inches, but everything is relatively the same. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 30 feet of you as if it were bright, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Dragon Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Dragon Resistance. You have resistance to the damage type associated with your Metallic Ancestry.
Lineage of Dragons. You temporarily remember glimpses of the past,informed by the multitudinous minds and lives of previous Dragons. If you fail an ability check using a skill or tool with which you don't have proficiency, and add the number rolled to the check, potentially turning failure into success. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Dragon Type | Damage Type |
---|---|
Amethyst | Force |
Onyx | Acid |
Lapis | Lightning |
Brass | Fire |
Bronze | Lightning |
Copper | Acid |
Crystal | Radiant |
Emerald | Psychic |
Gold | Fire |
Jade | Poison |
Jasper | Fire |
Sapphire | Thunder |
Silver | Cold |
Topaz | Necrotic |
Howlite | Cold |
Púcaí
It is said that the Púcaí were not born from Euls nor came from some other realm but rather were drawn on stone by an ancient king of the woods and hills now long forgotten. Whether this is true or not, the Púcaí have 'always been here', something they hold fast too even in the face of scholars positing that Euls were the first race of Vaale.Comprised of two distinct groups--the Bauchan and the Lutin--they are numerous, known for their cleverness, cunning and enhanced senses making them both a good friend and bad enemy.One particularly insulting insinuation is that Púcaí (but especially Lutin) are nothing more than intelligent goblins; one is free to say as much to a Púcaí's face, but should be ready to face the consequences of doing so for they tend to be sharp and swift.
Bauchan
A larger member of the Púcaí tribes, the Bauchan are characterized by their strength and cunning. Living on the Isle of Mists, they are protective of their independence but have on occasions moved to help other groups and races escape the heel of oppression. Sometimes called 'Hobgoblins' as an insult, this is the fastest way to earn the eternal ire of a Bauchan.
Traits
Ability Score Increase. Your Strength score increases by 2 and your Intelligence score increases 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.
Age. Bauchan mature at the same rate as humans do, achieving adulthood at around 17 years old. On average, they live to be about 100 years old.
Size. Bauchan are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Didactic Recall. Bauchan have a powerful memory that allows them to track time, direction and information.
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.New Enemy. Your memory serves as a blessing and a curse; it is difficult to forget an insult or injury. When you receive damage from any creature, you may, as a reaction, make a Charisma (Intimidation), contested by the target's Wisdom (Insight) check.
If you succeed, your next attack roll against this target has advantage. You may use this ability a number of times equal to your proficiency bonus.
You regain all expended uses of this trait after taking a short or long rest.New Friend. You remember when someone does you a kindness and find ways to repay the debt. When you are designated to benefit from the effects of the Help action in combat by a friendly creature, you may use the Help action at the start of that creature's next turn as a reaction. You must be able to see the creature and the creature must be within 30 feet of yourself when you use this ability.
Lutin
The term used when speaking of the smaller of the two Púcaí tribes. With skin tones that range from browns to greens, and with sizeable ears and eyes, they are striking to look at and easy to spot. Their origins lie in vast numbers of disparate tribes but have, over the many centuries, spread and developed into a number of cultures, leading the way in education, art and the practical sciences.
With a unique set of sensory organs that allow them to detect minute changes in body language and even physiology, they make for excellent healers--and spies.
Traits
Ability Score Increase. Your Intelligence score increases by 2.
Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
Age. Lutin have a remarkable capacity for dying young. They achieve maturity at 15 years old and few ever live beyond 50 years old.
Size. Lutin are short in stature, never getting above 4 feet. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You are able to discern color in darkness, unlike the bulk of creatures that can see in the dark.
Nimble Dodge. You can take the Disengage or Hide action as a bonus action on each of your turns. In addition, when you take damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage).
You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.Never Underfoot. You can move through the space of any creature that is of a size larger than yours.
Mental Fortitude. You have resistance to psychic damage and advantage on Intelligence saving throws.
Extrasensory Socializing. You were born with a powerful ability to notice changes in a body as a reaction to emotional states. You have proficiency in the Insight skill. Whenever you make a Wisdom (Insight) check to determine the emotional state of a humanoid (such as if they are anxious, frightened, pleased etc.) you may double your proficiency bonus when making the check.
Qareen
Many races and people within Vaale are not directly from the land itself. Some come from beyond the material world, born from beings that were called into Vaale, or were permitted access through some means or another. These beings begot upon mortal-kind mortals of their own, or through proximity to places where the line between the material and the supernal was thinnest, the mortals there were transformed into something more.
Whatever the method for this ancient transformation, it was potent enough to leave an everlasting impact on the descendents of those early Qareen--those 'outsiders' who reflect (but are not quite) Euls.
Cambion
One of the races born after the downfall of the Architect, they were infused with the energies of the Infernal Realms, resulting in a race that is painted with features of abyssal origin. These can include horns, hooves instead of feet, multiple eyes or hair that absorbs light.
Traits
Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.
Age. Cambion mature at the same rate as humans, but they can live up to 120 years.
Size. Cambion tend to match the size and height of Euls. Your size is Medium or Small.
Speed. Your base walking speed is 30 feet.
Infernal Physiology. You have advantage on saving throws against any spell or effect that would alter your form. In addition, you may pick one of the following options when you create your character:
- Winged. You have bat-like wings sprouting from your shoulder blades. You have a flying speed equal to half your movement speed while you aren't wearing heavy armor.
- Supernatural Mobility. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.Burning Departure. Your infernal heritage permits you the ability to travel through darkness. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. The location you teleport to must be in dim light or darkness.
Starting at 3rd level, when you use your Burning Departure ability, each creature of your choice that you can see within 5 feet of you before you teleport takes fire damage equal to your Charisma modifier (minimum of 1 damage).Infernal Fortitude. You have resistance to fire damage and radiant damage.
Appearance. Your cambion might not look like other cambions. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Daimon
The steady thunder of marching feet in perfect unison. The battle cry of disciplined lines, formed into phalanxes of spears and shields. Beauteous faces shimmering with intense and determined looks to the far horizon; this is the legacy of the Daimon. A peoples born out of the infernal and the celestial bloods that struggled for a thousand years in the lands of the First Sea, the race has become synonymous with conquest, glory and the heroic ages of the past.
Traits
Ability Score Increase. Your Charisma score increases by 2, and one other ability score of your choice increases by 1.
Age. Daimon mature at the same rate as humans, but they can live up to 120 years.
Size. Daimon tend to match the size and height of larger Euls. Your size is Medium.
Speed. Your base walking speed is 30 feet. Your speed is not reduced by wearing heavy armor.
Inspiring Conqueror. When you reduce a creature's Hit Points to 0 during a combat encounter, choose up to six friendly creatures other than yourself within 30 feet of you that can see or hear you and can understand you. Each creature gains temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points in this way again until they finish a short or long rest.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear.
Rising Devil and Falling Angel. You are resistant to fire and radiant damage.
Built for Conquest. Once per day, you may add a +10 to a Constitution saving throw made during a forced march. In addition, the maximum Dexterity bonus you have while wearing Medium armor is increased by 1.
Vestiges of Flight. You are born with a pair of wings, either feathered or bat-like. These wings function but are not strong enough to keep you in flight. Your long jump distance is doubled. Beginning at 3rd level, you are able to extend your wings as a reaction while falling to slow your descent as long as you are not incapacitated or unconscious. Your rate of descent becomes 60 feet per round. You take no falling damage and land on your feet at the end of the descent.
Nephele
One of the races born after the downfall of the Architect, they were infused with the energies of the Heavenly Realms, resulting in a race that is aglow with celestial touches. These can include feathered wings concealing their faces, multiple eyes or hair that radiates with a soft light.
Traits
Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.
Age. Nepehele mature at the same rate as humans, but they can live up to 120 years.
Size. Nephele tend to match the size and height of Euls. Your size is Medium or Small.
Speed. Your base walking speed is 30 feet.
Celestial Resistance. You have resistance to lightning damage and necrotic damage.
Divine Physiology. You have advantage on saving throws against any spell or effect that would alter your form.
Riding the Light. Your divine heritage permits you the ability to travel through light. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. The location you teleport to must be illuminated by bright or dim light.
Starting at 3rd level, when you use your Riding the Light ability, each creature of your choice that you can see within 5 feet of you after you teleport takes lightning damage equal to your Wisdom modifier (minimum of 1 damage).Divine Messengers. The nepheles' progenitors were once used as divine messengers and those abilities still linger on to this day. You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Appearance. Your nephele might not look like other nephele. Rather than having the physical characteristics described in the Dungeon Master's Guide, choose 1d4+1 of the following features: glowing eyes; extra eyes; vestigial wings on your head; catlike eyes; six fingers on each hand; an intangible halo; eyes on your hands; vestigial wings on your ankles; skin that feels like marble to the touch; gold or silver skin; cast no shadow; exude a smell of incense.
Gaini
One of the races born after the downfall of the Architect, they are the offspring of the union between humans and elemental djinn from the days of yore. They have some indication of their heritage but tend to look human. Their birthright manifests instead as inborn command of the elements on some base level.
Traits
Ability Score Increase. You increase your Constitution by 1 and you may choose to increase either your Dexterity or Wisdom score by 2.
Age. Gaini mature at the same rate as humans do, achieving adulthood at around 18 years old. On average, they live to be about 140 years old.
Size. Gaini tend to match the size and height of Euls. Your size is Medium or Small.
Speed. Your base walking speed is 30 feet.
Resistant to the Elements. Your heritage has made you resistant to a certain type of climate--either hot or cold. You’re naturally adapted to either hot (desert) or cold (tundra) climates, as described in chapter 5 of the Dungeon Master’s Guide. Select one of these climates when you create your character. This cannot be changed at any time after you select it. When you are not in combat, you (and companions you lead) may travel across desert or tundra regions at a regular pace.
Divine Physiology. You are gifted with the ability to manipulate the elements for brief periods of time. You know the spell absorb elements and may cast it once per long rest. In addition, you also know the spell chromatic orb and may cast it as a 3rd level spell once per long rest.
Elemental Outpouring. Tapping into the inherent mix of elements within yourself and the Material plane, you may draw forth these latent touches in yourself. As a bonus action, you may activate this ability to make a non-magical weapon you are holding become a magic weapon. Choose one of the following damage types: acid, cold, fight or lightning. All damage dealt by the weapon is treated as if it had this damage type along with its normal damage type for a number of rounds equal to your Proficiency bonus or until you are no longer holding the weapon. You may use this ability a number of times per short rest equal to your Constitution modifier (minimum of 1).
Vegali
Whether they are studying the stars as scholars and bending the powers of the night sky to their will--or if they are dancing under them and embracing the natural flow of mystery and beauty that the starlight sheds on the lands below, the Vegali are a race tied to the heavenly bodies above them. Bound to the celestial dome of the heavens from birth, they mark their forms with the star-charts that mark the paths of their lives from start to finish. Firmly believing they arrived on the world below from one of the moons above, the race has been split neatly into two factions; the Dawkai, who cultivate a relationship with the sea and stars and the natural world--and the Duskai, who embrace the spaces between the stars and the twilit life of the heavens.
Traits
Ability Score Increase. Your Constitution score increases by 2.
Age. Vegali mature at the same rate as humans do, but aren't considered adults until around 30 years old. On average, they live to be about 200 to 250 years old.
Size. Vegali can grow to an average of 7 to almost 9 feet with the average weight being 375 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Darkvision. Blessed by the star-light and astral plane, 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.
Meteoric Mind and Body. You are always aware of the passing of days and within 5 minutes can determine which direction is north. You have advantage on any saving throws made against being petrified. While petrified, you remain aware of your immediate surroundings up to 30 feet.
24 hours after you were petrified, you may attempt to make a Constitution saving throw to end the petrification status. The DC for this saving throw is 20 - your Constitution modifier - your Proficiency Bonus.
If you fail this save, you may attempt it again every 24 hours.
Subraces
The Vegali are divided into two, distinct subraces: the Dawkai and the Duskai. Each has a unique perspective when it comes to their astral heritage and a different set of inherent abilities that relate to that perspective.
Dawkai
Members of the Dawkai tribe have an intimate understanding of the effects the stars above have on the land beneath their feet. Revering the sun, stars and sea in equal measure, they see the world around them as a glorious world of spirit and life and respect all aspects of nature as equal parts in the cycle of the heavens.
Traits
Ability Score Increase. Your Strength score increases by 1.
Pole Star. You know the dancing lights cantrip. Once you reach 3rd level, you can cast levitate as a spell-like ability on yourself. You may use this ability a number of times equal to your proficiency bonus. Wisdom is your spellcasting ability for these spells.
Duskai
The Duskai are keenly aware of the way that time moves in tandem with the astral bodies. With this understanding, they are able to detect minute possibilities within destiny and use that ability to provide guidance to others.
Traits
Ability Score Increase. Your Wisdom score increases by 1.
Transcending Stars. You know the guidance cantrip. Additionally, when you finish a long rest, roll one d20 and record the rolled number. You can replace any ability check made by you or a friendly creature that you can see with this foretelling roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. This foretelling roll can be used only once. When you finish a long rest, you lose the unused foretelling roll.
Yamanto
A race that is best known for their blue or red skin. Some confuse them for Yaksha, with whom they share a few commonalities. Yamanto have split themselves into two groups by their skin colors--Hekigan for those with blueish skin and Kobai for their reddish-skinned counterparts--and while they coexist in places together, there is an ancient rivalry that has never quite been overcome.
Traits
Ability Score Increase. Your Strength score increases by 2 and either your Dexterity, Intelligence or Wisdom score by 1.
Age. Yamanto mature at a slowed rate, and reach adulthood around the age of 50. On average, they live to be about 300 to 350 years old.
Size. Yamanto can grow to an average of 7 to 9 feet with the average weight being 325 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Steel-Sharp Claws. Your nails grow long and sharp, akin more to claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Subraces
The Yamanto are divided into two, distinct subraces: the Hekigan and the Kobai. Each has a unique perspective when it comes to their astral heritage and a different set of inherent abilities that relate to that perspective.
Hekigan
Set apart from their Kobai cousins by their reserved nature, skills in observation and blue skin, the Hekigan act as the calming foil to their fellow Yamanto.
Traits
Iron Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Contemplation. Taking a moment to assess and enemy's movements provides insight. If, on your turn, you use your Action to Defend, any creatures that begins its turn adjacent to you provokes opportunity attacks from you even if they take the Disengage action before leaving your reach until the end of their turn.
Beguiling Breath. You may use your action to exhale a 15 foot cone of potent breath that can dull the mind and emotions. Each Humanoid within range must make a Constitution saving throw equal to 10 + your proficiency bonus; a creature can choose to fail this saving throw if it wishes. If an unwilling creature fails its saving throw, it takes 1d4 psychic damage. All creatures that fail this saving throw are affected as if by the calm emotions spell.
You may perform this action a number of times equal to your Constitution modifier. You regain all charges of this ability after a long rest.
Kobai
With bodies built for rough lifestyles (and even rougher partying), Kobai tend to take risks and live louder than their reserved Hekigan cousins. Their skin reflects this with its fiery red hues, along with longer teeth, horns and claws on fingers and feet.
Traits
Hide of the Reveler. You have thick, resilient skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Raucous Revelry. You have advantage on all Strength and Constitution saving throws against magic. You have advantage on saving throws against diseases, being poisoned.
Enraging Eructation. You may use your action to exhale a 15 foot cone of potent breath that infuriates. Each Humanoid within range must make a Constitution saving throw equal to 10 + your proficiency bonus; a creature can choose to fail this saving throw if it wishes. If an unwilling creature fails its saving throw, it takes 1d4 psychic damage. Any creature affected must immediately use its reaction to move its full speed towards the closest enemy and make a single melee weapon attack. Any creature so affected cannot maintain concentration on spells and must use its Action on its turn to attempt a melee weapon attack on the closest target. This effect last for a number of rounds equal to your proficiency bonus but ends early if an affected creature is unable to make a melee attack for a full round.
You may perform this action a number of times equal to your Constitution modifier (minimum 1). You regain all charges of this ability after a long rest.
Yaksha
Yaksha have the distinction of being the largest of the various groupings in Vaale. With animal-like features but lacking in the connection to the fey wilds, they are in a league all their own. A number of stories state that they are attempts by Jubiloch to recreate Euls--a feat even his divine knowledge could not recreate.
His failure, however, does not mean that the Yaksha are mistakes--rather they are gifted with a number of talents and traits that allow them to thrive in nearly any setting or climate.
Almiraj
Whether they are wandering the open plains or dense forests as nomads and hunters or erecting towers to draw themselves closer to the moons and night skies, the Almiraj are a people unified by their belief in a singular being; Father Rabbit. With long ears, swift steps and the occasional patches of fur (and sometimes a single horn protruding from their forehead), there is no mistaking why they believe the Moon Hare to be their progenitor.
Traits
Ability Score Increase. Your Dexterity score increases by 2.
Age. Almiraj mature at the same rate as humans do, achieving adulthood at around 17 years old. On average, they live to be about 100 years old.
Size. Almiraj can grow to an average of 6 feet (not including their ears) with the average weight being 175 pounds. Your size is Medium or Small.
Speed. Your base walking speed is 35 feet.
Powerful Legs. You are able to jump farther and higher than most. The distance you may jump is double what your Ability score would normally allow.
Ever-Aware. You’re never quite unaware, even while asleep. You cannot be surprised while sleeping. This does not include sleeping while under the effects of magic.
Magics of the Moon. As a child of the Xong-Xi, Father Rabbit of the Moon, you may choose one of the following traits:
- You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Intelligence is your spellcasting ability for these spells.
- You know the spare the dying cantrip. You can also cast the cure wounds spell with this trait and you regain the ability to cast it when you finish a short or long rest. Wisdom is your spellcasting ability for these spells.
- You know the minor illusion cantrip. You can also cast the silent image spell with this trait, and you regain the ability to cast it when you finish a short or long rest. Charisma is your spellcasting ability for these spells.Natural Acclimation. When you first create your Almiraj, select one of the following terrains: forest, desert, tundra, marshland, jungle or grassland. While traveling for an hour or more in your chosen terrain, you gain the following benefits:
- Difficult Terrain doesn't slow your group's Travel.
- Your group can't become lost except by magical means, even when you are engaged in another Activity.
- While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You may gain an additional designated terrain by spending at least one week in a new terrain performing no other activities beyond exploration, after which you gain all of the listed benefits while within that new terrain. You cannot have more designated terrains benefiting from this trait than half your Wisdom modifier rounded down (minimum of 1).
Kahmoh
It was a long-held belief that the kahmoh were children of Leviathan or Kraken (and by extension the Father of all Monsters). This belief was brought about by their appearance; a humanoid shaped body with rows upon rows of sharp teeth and a build that continued to grow into perpetuity the longer they lived. This, coupled with the fact that they were just as likely to have a shark-shaped head as they were to have a more human-shaped one left many scholars believing them to be distant cousins of the uiara; if one watched how they interacted with an almost filial and clannish dislike for one another, there was little room for doubt.This was not the case however as it was later shown through the immense totems raised by the kahmoh that they have always had this appearance. It is now believed they are closer to yaksha rather than being the result of Ebiasoth's meddling.
Traits
Ability Score Increase. Your Strength score increases by 2.
Age. Kahmoh reach physical maturity at about the same age as humans, achieving adulthood at around the age of 20. They live a considerable amount of time longer than humans, the average exceeding at least 200 years of age.
Size. Kahmoh are built for swimming in the seas and so have large frames. They can reach 7 feet easily but some can almost achieve 9 feet before they stop growing. You are Medium size.
Speed. Your base walking speed is 30 feet. You have a swimming speed of 30 feet.
Amphibious. You can breathe air and water.
Darkvision.Your fearsome heritage grants you 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.
Oceanic Soldier. You have tough, shark skin, adapted to even the most extreme ocean depths and gills that permit you to stay underwater. You have resistance to cold damage and you can breath water and air. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Submerged Senses. While fully submerged underwater, you have advantage on any Investigation and Perception checks. The target or focus of these checks must also be in or under the water as well.
Hunting Ground. Beginning at 3rd level, you are able to conjure a watery territory to permit effective combat, even on dry land. As a bonus action, you create a 20-foot cube of aquatic terrain around yourself that has the following traits:
- While within this terrain, any creature with a swim speed can move freely in any direction as if swimming in water.
- Any creature may breath in this cube, even if they cannot breath underwater.
- The cube becomes difficult terrain for any medium or smaller creature that does not have a swim speed.
- A medium or smaller creature that enters the cube during its turn cannot exit in the same turn without using its Action to make a Strength (Athletics) or Dexterity (Acrobatics) check. The DC for this check is 10 + your Proficiency bonus.
This terrain exists for a number of rounds equal to double your proficiency bonus and requires you to concentrate. Any creatures suspended in air when this terrain effect ends are deposited instantly on the ground beneath them or the nearest, unoccupied space.
You may use this trait a number of times equal to half your Proficiency bonus rounded down. You regain all expended uses of this trait after a long rest.
Noor
A mountain dwelling race of half-human, half-bovine humanoids that resemble yaks. Their thick hair and horns are means to defend against the cold and the other creatures that prowl the heights of the breathtaking mountains and plateus they call home.
All noor are born with a preternatural sense, or 'third eye' as some call it, granting them a handful of uncanny ability of the mind. This allows them to communicate with thought and emotion, rather than words, while some can even move physical objects without touching them at all.
Traits
Ability Score Increase. Your Dexterity score increases by 2.
Age. Noor physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.
Size. Noor stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Noor Placidity. You have advantage on saving throws against being charmed or frightened.
Natural Armor.You have thick hair that covers the bulk of your body. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Silent Speech. You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.
Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Third Eye Opens. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast catapult once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.
Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
Otso
Isolated within their southern forests where the cold winds blow and where night and snow hold sway the bulk of the year, the otso make their homes. With some having thick fur and others having full ursine features of face, it would be easy to suppose that one had met a werebear rather than a member of an old race that has seen the comings and goings of the rest of the world for generations.
Traits
Ability Score Increase. Your Constitution score increases by 2.
Age. Otso mature at the same rate as humans do and tend to live only slightly longer than the average human--approximately 120 years on average.
Size. Otso can grow to an average of 7 feet with the average weight being 250 pounds. Your size is Medium or Small.
Speed. Your base walking speed is 30 feet.
Bear Hug. While grappling a creature, you may use your reaction to impose disadvantage on any attempts by the creature to escape the grapple. In addition, at the start of your turn, you may deal 1d4 bludgeoning damage to one creature you are currently grappling.
Keen Nose. You have advantage on all scent-based Perception checks.
Subraces
The Otso can be broken down into three separate tribes, each embodying some aspect of the ursine spirit that pervades throughout the race. Select one of the subraces below when you create your Otso.
Forest-Friend
With a deep understanding of the woods and their secrets, the Otso that grow up under this tribe sometimes develop talents and abilities that allow them to move through the wild places and communicate with its denizens with ease.
Traits
Ability Score Increase. Your Wisdom score increases by 1.
Survivalist Lore. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.
Primal Voice. You can cast the animal friendship and speak with animals spells with this trait, requiring no material component. Once you cast either spell with this trait, you can't cast that spell using this trait again until you finish a short or long rest.
Wisdom is your spellcasting ability for these spells.
Honey-Paw
Otso hospitality, once a stranger breaks through the initial wall of aloofness, is without peer. Being invited into an Otso home is always a treat but those of the Honey-Paw tribe hold themselves to a higher standard; to them, the home is the beating heart of their lives and they carry it with them wherever they go.
Traits
Ability Score Increase. Your Charisma score increases by 1.
Enduring Kindness. You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus. You may use this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Primal Voice. You have a special connection with a household spirit from your home--a domovoy. This connection grants you small magics. You know the prestidigitation cantrip. You can also cast the purify food and drink and unseen servant spells with this trait. Once you cast either spell with this trait, you can't cast that spell using this trait again until you finish a long rest.
Charisma is your spellcasting ability for these spells.
Shield-Bear
The strong arm of Otsolund, the Shield-Bear tribe know the bordering hills of their territory and its many peoples well. They are both the most likely and unlikely to become adventurers; their experience with the wider world may spark a desire to explore but their loyalty and dedication to protecting their home may douse that spark just as soon as it ignites.
Traits
Ability Score Increase. Your Strength score increases by 1.
Protector's Legacy. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a short or long rest.
Hero Ward. You have an inherent resolve that takes the form of magical effects. You know the blade ward cantrip. You can also cast the shield spell with this trait. Once you cast this spell with this trait, you can't cast it using this trait again until you finish a long rest.
Wisdom is your spellcasting ability for these spells.
Prakhai
A race with distinct, simian features including fur and always with a functioning prehensile tail. Best known for their lifestyles which keep them in the valleys, they are also the only race that openly reveres the God Stealer.
Traits
Ability Score Increase. Your Dexterity score increases by 2.
Age. Prakhai mature at the same rate as humans do and tend to live on average 150 years.
Size. Prakhai can range from 5 feet and can grow to an average of 7 feet with the average weight being 250 pounds. You are Medium or Small.
Speed. Your base walking speed is 30 feet. You have a climbing speed of 30 feet.
Inborn Daring. You have advantage on saving throws you make to avoid or end the feared or stunned condition on yourself. You can move through the space of any creature that is of a size larger than yours and you can move across non-magical difficult terrain without expending extra movement.
Prehensile Tail. All Prakhai have long, flexible tails that can be used to carry items and aid in landing after a leap. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed items carried on their person as a free action. When you make a Dexterity (Acrobatics) or Dexterity (Sleight of Hand) check, you can roll a d4 and add the number rolled to the ability check.
Veasna's Gifts. Legend holds that before his defeat, the great hero of Prakhai, Samnang Veasna, bestowed to his fellows inborn tricks to help them evade those who would do them harm. Starting at 3rd level, you can cast the enlarge/reduce spell on yourself with this trait, without requiring a material component. Starting at 5th level, you can also cast the mirror image spell on yourself with this trait, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using 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 one when you select this race during character creation).
Setzobec
Living within marshy rivers, along muddy floodplains and even in deeper oasis within deserts, the Setzobec are a tribe that resemble humanoid lizards and crocodiles. Out of all the known races, they are the last to make an effort at breaking their isolation and so seeing one beyond the borders of their homelands is odd.
Traits
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.
Age. Setzobec reach maturity at approximately 14 years old. They show no signs of aging beyond that point except for growing larger, so in theory, a setzobec could live well over a century.
Size. Setzobeck are are variable in size as Euls, and can be anywhere from 4 feet tall to 7 feet tall. You are Medium or Small.
Speed. Your base walking speed is 30 feet. You have a swim and climbing speed equal to your walking speed.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Natural Weapons. You have a fanged maw that you can use to make unarmed strikes and a powerful tail that can lash out. When you hit with your bite, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. Your tail is a Finessable weapon and deals 1d4 + your Strength or Dexterity modifier bludgeoning damage. This attack may be performed as a bonus action if you used your Action to attack this round. The target of your tail must be different from the target of your Attack.
Surface Striding. You are able to propel yourself across the surface of water with the use of webbed toes. To do so, you must be able to run at least ten feet on dry land. In addition, the water's surface cannot be moving faster than a moderate amount (ex. a slow moving river). If you stop moving for any reason while running on the surface of water, you will immediately become submerged and must swim.
Sur'tuda
The Sur'tuda are lion-headed peoples with a deep roar and natural charisma. Known for their fierce presence, they stand proud, rarely showing fear. They make for incredible guards and protectors, able to sight out those skulking in the dark and stand firm in the face of overwhelming odds.
They also command a minor understanding of the world of dreams, being the natural enemies of the Nue, a cruel monster that attacks and devours the life and dreams of living creatures. Their longstanding campaign from ages past against the invading forces of nightmare still exist to this day, granting even these descendants a means to assault on a mental level through a bite of their powerful jaws.
Traits
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age. Sur'tuda mature and age at about the same rate as Euls and they rarely live over a century.
Size. Sur'tuda are typically over 6 feet tall, with some standing over 7 feet, although outliers may be smaller than 5 feet. You are Medium or Small.
Speed. Your base walking speed is 35 feet.
Darkvision. You can see in dim light within 30 feet of you as if it were bright light and in darkness as if it were dim light. You can discern color in darkness.
Mind-Eating Lion. You have a fanged maw that you can use to make unarmed strikes; unlike a normal bite, you don't injure the body but instead the mind. When you hit with it, the strike deals 1d4 + your Intelligence modifier psychic damage, instead of the bludgeoning damage normal for an unarmed strike. In addition, the creature is left disoriented and must subtract 1d4 from the next saving throw it makes before the end of your next turn.
Nue Slayer. Your psychic presence repels nightmares while you sleep, safeguarding companions from nightmares and ensuring healthful sleep. At the end of a long rest, all friendly creatures within 30 feet of you who also completed a long rest regain an additional hit die. You do not gain the benefits of this trait yourself.
Commanding Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. All creatures within 5 feet of you become deafened until the end of their next turn. Once you use this trait, you can't use it again until you finish a short or long rest.