Aasimar
Aasimar Traits
Graceful, regal, and noble, aasimars are the distant descendants of a coupling between a human and a good-aligned outsider. While nowhere near as powerful as their celestial forebears, aasimars still retain a touch of the divine in their blood and wear it with pride. Devoted champions of good, aasimars spend their days fighting evil in whatever form it takes.
#asimars share certain racial traits as a result of their celestial blood.
In a world of violence, injustice, and and evil, aasimars are on the front lines, lending their abilities where needed. ome try to stave off evil by teaching and leading by e!ample in the fight against ignorance, prejudice, and greed. "thers present an aloof and lofty demeanor, an intimidating aura that, while noble, keeps people from trying to get too close. #mong good people, aasimars are held in high opinion as a standard by which all should live, while those of an evil nature view aasimars as self-righteous and dangerously moralistic.
Grace and Beauty #asimars appear as gloriously gloriously beautiful humans humans with some minor physical trait that reveals their celestial heritage, such as hair that shines like like metal, fair or lustrous skin skin color, color, and piercing eyes of unusual colors.. $hey might be mistaken for half-elves, or even angels, for their innate purity and inhuman glory. %ost aasimars are true to their sires and the blood that courses through their veins, being true of heart, courageous, and honest to a fault. $heir nobility and goodness are legendary. &evertheless, a few turn stag and become as untrustworthy a bunch of spivs as ever plied the cross-trade.
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Aasimar N Aasimar Naa me mess #asimars usually have names appropriate to the culture in which they were raised. #asimars living among humans will often bear a human na me, though some may adopt a celestial name to seem more regal or important. Male Celestial Names' #ritian, (eltin, )ernan, )ronwier, *ran, Ilamin, %audril, "krin, +arant, $ural, Wyran, aigan. Female Celestial Names'
#rken, #rsinoe, Davina, Drinma, Imesah, %asoi, &ijena, &iramour, "ndrea, hialla, /altyra.
Ability Score Increase. 0our )harisma score increases by 1, and your Wisdom score increases by 2. 2. Age. #asimars mature at the same rate as humans but live a few years year s longer. Alignment. #asimars are most often of good alignment, though this isn3t necessarily universal, and aasimars that have turned their back on righteousness may fall into an unfathomable abyss of depravity. Size. #asimars are about the same sie and build as humans. 0our sie is %edium. Speed. 0our base walking speed is 45 f ee eet. Darkvision. $hanks Darkvision. $hanks to your celestial heritage, heritage, you have superior vision in dark and dim conditions. 0ou can see in dim light within 65 feet of you as if it were bright light, and in darkness as if it wer e dim light. 0ou can3t discern color in darkness, only shades of gray. Keen Senses. 0ou have proficiency in the +erception skill. Celestial Resistance. 0ou have resistance to radiant damage, and advantage on saving throws against being charmed and frightened. Celestial Magic. 0ou know the light cantrip. cantrip. )harisma is your spellcasting ability for it. Languages. 0ou can speak, read, and write )ommon and )elestial.
Bariaur &ative to the rolling hills and woods of 0sgard, the centaur-like bariaurs are a combination of man and ram.
Bariaur Names # bariaur3s name is given to him by his parents. It is usually a simple, one- or two-syllable name 7the easier to be shouted across the hills of 0sgard8, Within the flock, he denotes his parentage by adding 9buck of9 his father3s name 7or 9doe of9 the mother3s name, if female8: outside the flock, he relies instead on a flock name to indicate the e!tended family to which he belongs. ;lock names typically describe the environments favored by the flock, and can change over time. Male Names. (e!,
)loverfield, Dalewatcher,
Bariaur Traits 0our bariaur character has a variet y of natural a bilities. Ability Score Increase. 0our trength score increases by 1, and your )onstitution score increases by 2. Age. (ariaurs mature at the same rate as humans do and reach adulthood around the age of 15. $hey live longer than humans, however, often e!ceeding 255 years. Alignment. #s creatures who value freedom, most bariaurs are chaotic good in alignment. ome more settled bariaurs tend toward neutrality in their approach to good, while a few stray from pure good toward neutrality. *vil bariaurs are e!tremely rare and always shunned from the flock. Size. (ariaurs are taller and heavier than humans, standing well over 6 feet tall and averaging almost 1>5 pounds. 0our sie is %e dium. Speed. 0our base walking speed is ?5 f eet. uadruped . 0our four legs give you advantage on trength and De!terity saving throws made against effects that would knock it prone. 0ou must wear bar ding 7usually made of studded leather8 instead of normal armor and cannot wear boots designed for humanoids. Darkvision. #ccustomed to twilit plains and the night sky, you have superior vision in dark and dim conditions. 0ou can see in dim light within 65 feet of you as if it were bright light, and in darkness as if it were dim light. 0ou can@t discern color in darkness, only shades of gra y. Keen Senses. 0ou have proficiency in the +erception skill. Spell Resistance. 0ou have advantage on saving throws against spells. Ramming C!arge. If you move at least 15 feet straight toward a target and then hit it with a ramming melee attack on the same turn, the target takes 1d? A your trength modifier bludgeoning damage. If the target is a creature, it must succeed on a trength check 7D) B A your trength modifier A
your proficiency bonus8 or be knocked prone. Languages. 0ou can speak, read, and write )ommon and )elestial.
Genasi Genasi are descended from elemental-related creatures, such as efreet, dao, djinn, jann, and marids, among others. %ost of them have had no direct contact with their elemental forebears, but the signs of their heritage are apparent. Genasi take great pride in their distinctive features and abilities.
)ommon. Subrace. Genasi are a varied race, being the mi!ture of human and elemental blood. #s such, they are commonly classified into four categories, each representative of one of the four elements.
Genasi Names Genasi usually have names appropr iate to the culture in which they were raised, though many rename themselves in order to seem more e!otic. #ir genasi names are often flowing names that avoid harsh consonants. *arth g enasi names tend to be contain more hard syllables than soft. ;ire genasi names tend to be short and easy to say. Water genasi tend to use just one name, which often rises and falls like waves, starting and ending with soft syllables with hard, sharp sounds in the middle. Male Names.
#lnata, (uthcal, )elbata,*mere, *t3thar, Garel-kai, Gorfni,
Genasi Traits 0our genasi character has a variety of natural abilities. Age. Genasi mature at the same rate as humans do and reach adulthood around the age of 15. $hey live much longer than humans, however, often e!ceeding 2>5 years. Alignment. Genasi share the chaotic bent of their elemental heritage. $hey value both personal fr eedom and creative e!pression, and their aloofness about anything other than themselves often leads them to being neutral. $hey chafe at rules, resent others3 demands, and sometimes prove unreliable, or at least unpredictable. Size. Genasi are about the same sie and build as humans. 0our sie is %e dium. Speed. 0our base walking speed is 45 f eet. Darkvision. $hanks to your elemental heritage, you have superior vision in dark and dim conditions. 0ou can see in dim light within 65 feet of you as if it were bright light, and in darkness as if it were dim light. 0ou can@t discern color i n darkness, only shades of gra y. Languages. 0ou can speak, read, and write
Air Genasi #ir genasi see themselves as the inheritors of the sky, the wind, and the very air of the world. $hey are most often neutral, $hey appear mostly human, with one or two unusual traits reflecting their Fuasielemental nature, such as a light blue color to their skin or hair, a slight breee in their presence at all times, or flesh that is cool to the touch. $hey care little for their appearance and tend to have windtossed hair and much-mended clothes. $heir emotions vary Fuickly between calm reserve and great intensity.
Ability Score Increase. 0our De!terity score increases by 1, and your Intelligence score increases by 2. "lemental Resistance. 0ou have resistance to lightning and thunder damage. Mingle #it! $ind. 0ou can cast the levitate spell once per day. Intelligence is your spellcasting ability for it. %reat!less. #ir genasi do not breathe, so they are immune to drowning, suffocation, and
attacks that reFuire inhalation 7such as some types of poisons8.
&rimordial Language. 0ou can speak, read, and write $e rr an .
&rimordial Language. 0ou can speak, read, and write #uran.
Earth Genasi
*arth genasi are slow to act, ponderous in thought, and set in their ways. $hey are most often neutral. $hey appear mostly human, with one or two unusual traits reflecting their Fuasielemental nature, such as earthlike skin, rough facial features, or eyes like black pits. $hey favor neutral colors and simple clothing, and while some appear to inadvertently collect dirt on their clothes, others keep a neat and polished appearance. Ability Score Increase. 0our )onstitution score increases by 1, and your trength score increases by 2. 'atural Armor. 0our tough skin gives you a A 2 bonus to #rmor )lass. "lemental Resistance. 0ou have advantage on saving throws against petrification. Merge #it! Stone. 0ou can cast the pass without trace spell once per day. )harisma is your spellcasting ability for this spell. Stonecunning. Whenever you make an Intelligence 7
Fire Genasi ;ire genasi are hot-tempered and Fuick to anger, proud and unafraid to take action. $hey are most often neutral. $hey appear mostly human, with one or two unusual traits reflecting their, Fuasi-elemental nature, such as skin the color of burnt coal, red hair that waves like flames, or eyes that glow when the genasi is angry. $hey prefer to dress simply and elegantly, although their fashions can be more flamboyant than the most outrageous trend. Ability Score Increase. 0our Intelligence score increases by 1, and your De!terity score increases by 2. "lemental Resistance. 0ou have resistance to fire damage. Reac! to t!e %laze. 0ou know the produce flame cantrip. "nce you reach 4rd level, you can cast the burning hands spell once per day as a 1nd-level spell. "nce you reach >th level, you can also cast the f laming sphere spell once per day. Intelligence is your spellcasting ability for these spells. &rimordial Language. 0ou can speak, read, and write Ignan.
Water Genasi Water genasi are patient and slow to change, preferring to wear away opposition slowly, but are capable of great violence in e!treme situations. $hey are most often neutral. #ll have one or more traits that reflect their Fuasi-elemental nature, such as lightly scaled skin, clammy flesh, blue-green skin or hair, or hair that waves as if underwater. $hey dress sparsely, preferring clothing that won3t bind when in the water and ripples like waves when dry. Ability Score Increase. 0our )onstitution score increases by 1, and your Intelligence score increases by 2. 'atural S#immer. 0ou gain a swim speed of 45 feet. A mp!ibious . 0ou can breathe air and water. "lemental Resistance. 0ou have resistance to acid and cold damage.
Call to t!e $ave. 0ou can cast the create or destroy water spell once per day as a 1nd-level spell. Intelligence is your spellcasting ability for it. &rimordial Language. 0ou can speak, read, and write #Fuan.
Githzerai $his race of mysterious humanoids now hails from the plane of imbo, but the Githerai originated on the +rime %aterial, from a place called Gith. $heir history is almost forgotten, but a t its roots is a long-standing hatred of mind flayers and their cousin race, the githyanki. "nce, the githerai and githyanki were the same people, but bloody differences sundered them into two species. $he cause of that split has long been lost, but the ageless blood-feuds and forays of revenge continue unabated.
Githzerai Names Githerai do not place much importance on family or clan, preferring to organie their society by merit. $hey have developed a wealth of traditional titles and ranks that are awarded to individuals as they become warranted, and they refer to one another by simple means in daily life. Titles.
erth, Er-erth, ;ell
$reena, $@shaa, Eweya.
Githzerai Traits 0our githerai character has a variety of natural abilities. Ability Score Increase. 0our De!terity score increases by 1, and your Wisdom score increases by 2. Age. Githerai mature at the same rate as humans, but they3re considered young until they reach the age of 45. "n average, they live about 1>5 years. Alignment. Githerai tend to be pragmatic a nd self-serving, but they are not malicious and do not look to get ahead at the e!pense of others. %ost are neutral with respect to good or evil. Size. Githerai are slightly taller and thinner than humans. 0our sie is %edium. Speed. 0our base walking speed is 45 f eet. Attuned. 0ou have proficiency in the Insight and +erception skills. Innate Spellcasting (&sionics) . 0ou can use the mage hand cantrip at will 7the hand is invisible8. "nce you reach >th level, you can cast feather fall, jump, see invisibility , and shield three times per day. #t 24th level, you can cast phantasmal killer and plane shift once per day. 0our innate spellcasting ability is Wisdom. &syc!ic De*ense. While wearing no armor and wielding no shield, you add your Wisdom modifier to your #). Languages. 0ou can speak, read, and write )ommon and Gith.
Rogue Modron %odrons are the clockwork caretakers of the gears of %echanus, virtually unthinking in their strict hierarchal order. &o beings3 minds are as focused on law, stability, repetition, and the security of harmonious regulation. (ut the multiverse isn3t perfect - not even in %echanus - and sometimes things go wrong. ometimes a modron receives conflicting orders from two or more superiors, or is confronted with incontrovertible proof that not all is orderly. ometimes a modron3s mind just snaps. $hese circumstances create rogue modrons.
Modron Names %odrons don3t have names so much as numerical designators. ince this is often confusing to others, they sometimes choose their own names or pick up the nicknames of others, out of usefulness or out of their own obscure logic. Modron Names: Enit
B, &ordom, 0lem, ?4126H1452, )ubey, #ddle-bo!
Modron Tr a i ts 0our modron character has a variety of natural abilities. Ability Score Increase. 0our )onstitution score increases by 1, and your Intelligence score increases by 2. Age. %odrons are created, not born, and thus they do not physically age. $hey e!ist until destroyed. Alignment. ogue modrons are modrons that have become defective, either through natural decay or e!p osure to chaotic forces. ogue modrons don3t act in accordance with +rimus3s wishes and directives, breaking laws, disobeying orders, and even engaging in violence. ogue modrons lose the #!iomatic %ind trait of standard modrons and can have any alignment other than lawful neutral. Size. ogue modrons stand e!actly 6 feet tall, with cubelike bodies similar to those of Fuadrone modrons. $he cubes are 4 feet on each face, adorned with two thin 4-foot-long legs, two 43foot-long arms, and a pair of small, vestigial 7nonoperational8 wings on their backs. # va guely anthropomorphic face can be found on the front cube face. $heir biarre form makes them incapable of wearing standard armor. 0our sie is %edium. Speed. 0our base walking speed is 45 f eet. Superior Darkvision. 0ou can see in dim light within 215 feet of you as if it were bright light, and in darkness as if it were dim light. 0ou can@t discern color in darkness, only shades of gra y. While standard
modrons have truesight, rogue modr ons lose the ability when their connection to +rimus is severed. +rdered mind . 0ou have advantage on saving throws against illusion spells and being charmed, and magic can3t put you to sleep. Keen Senses. 0ou have proficiency in the +erception skill. 'atural Armor. 0our metallic body grants you a A ? bonus to #rmor )lass. La ng u age s . 0ou can speak, read, and write )ommon and %odron.