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Razas de Thay

This document introduces four new character races from the regions of Thay and Rashemen for use in Dungeons & Dragons games: Gnolls, Hagspawn, Spirit Folk, and Taer. It provides background on each race and lists their traits, including ability score increases and languages spoken.

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Darío Ruiz
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100% found this document useful (1 vote)
248 views8 pages

Razas de Thay

This document introduces four new character races from the regions of Thay and Rashemen for use in Dungeons & Dragons games: Gnolls, Hagspawn, Spirit Folk, and Taer. It provides background on each race and lists their traits, including ability score increases and languages spoken.

Uploaded by

Darío Ruiz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Races from

Thay & Rashemen


Five New Races, One Subrace Option,
and Racial Feats from the Unapproachable East

Use unique new character races from beyond the Sword Coast and expand the options your
players have!
by Andy Hatton

Not for resale. Permission granted to print or photocopy this document for personal use only. Races from Thay & Rashemen 1
Gnolls
Oh by the gods he is covered in blood...why is he laughing? Rampage. When you reduce a creature to 0 hit
WHY IS HE LAUGHING?! points with an attack, you may take a bonus action to
—Sir Roland, Halfling Knight Captain move up to half your speed and make a bite attack.
Languages. You can speak Gnoll (it has no written

Butchers Among Us
components) and read, speak, and write Common.

Gnolls are a race of cruel, bloodthirsty hyena folk. They are


found in hordes in Thay and provide the Red Wizards with
fearsome and cunning warriors. Gnolls are devoted to the
Demon Lord of Savagery, Yeenoghu and are Abyss-driven
creatures of hunger and destruction. More on Gnolls can be
found in Volo’s Guide to Monsters.
Male Gnoll Names. Dagnyr, Dhyrn, Doryc, Ghyrryn, Gnasc,
Gnoryc, Gnyrn, Hyrn, Lhoryn, Lhyr, Mognyr, Sorgnyn,
Thyrn, Toryc, Yrgnyn, Yrych
Female Gnoll Names. Dagnyra, Gnara, Gnora, Gnyrl, Hyra,
Hyrgna, Lhyra, Lhyrl, Malgna, Myrl,
Sargna, Shyrla, Tarnyra, Yrgna
Gnoll Traits
Ability Score Increase. Your Constitution score in-
creases by 2, and your Strength score increases by 1.
Age. Gnolls enter adolescence by about age 2 and
rarely live past 35.
Alignment. Gnolls tend toward evil, they are fierce
hunters and their worship of their Demon Lord Yeenoghu
leads them to value cruelty and bloodshed above almost
anything else.
Size. Gnolls are between 7 and 7 and a half feet tall.
They tend to weigh between 280 and 320 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.
Bite. Your fanged snout 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 un-
armed strike.
Keen Hunter. You have proficiency in the Percep-
tion skill and your choice of one of the following skills: In-
timidation, Stealth, or Survival.
Pack Attack. You deal extra damage equal to your
Wisdom modifier against a creature if at least one of your
allies is within 5 feet of the creature and the ally isn’t inca-
pacitated.

Not for resale. Permission granted to print or photocopy this document for personal use only. Races from Thay & Rashemen 2
Hagspawn
Languages. You can read, speak, and write Com-
mon and Giant.
Yeah, and you thought your mom was a monster.
—Nate Soryn, Harper Spymaster

Resentful Children
Hagspawn are the offspring of hags and humans. Though
these children have the chance to turn into hags themselves,
those that don’t become these half-human outcasts. They
are often hated and feared by humans and simple disap-
pointments to their hag mothers. Hagspawn in many ways
resemeble someone with giant blood, long limbs and a
hunched postrue, their faces had rough and heavy features
and their skin color was determined by the type of hag their
mother was. In lands where hags are not present they might
be mistaken for some sort of orc, goblin, or ogre.
Many hagspawn seek to overcome initial prejudices
to themselves or hags and work toward peace and accep-
tance with their human neighbors and family. And of course
great deeds and adventures call to this sentiment. In the
East they are found in Rashemen due to their higher hag
population.
Hagspawn often take simple human names and ei-
ther their father’s surname or something which embraces
their heritage such as Hagson. More on Hags can be found
in Volo’s Guide to Monsters.
Hagspawn Traits
Ability Score Increase. Your Strength and Constitu-
tion each score increase by 2.
Age. Hagspawn have an average human life span.
Alignment. If a hagspawn embraces their mali-
cious mother their alignment tends to match, if they rebel
and strive for good or neutrality; they don’t tend toward
lawful.
Size. Hagspawn are tall, between 6 and 7 feet tall.
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.
Monstrous Humanoid. You are not subject to spells
that affect only humanoids, such as charm person or hold
person.
Natural Armor. You have thick, tough skin. 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.

Not for resale. Permission granted to print or photocopy this document for personal use only. Races from Thay & Rashemen 3
Spirit Folk
Some might mistake the spirit folk for elves…and they are too Mountain Spirit Folk
polite to correct the misnomer. Ability Score Increase. Your Constitution score in-
—Nalre Vask, An Essay on the East creases by 2.
Climb Speed. You gain a climb speed of 20 feet.

Serene and Beautiful Feathered Friends. You can cast speak with animals
at will, but only if the beast has a fly speed.
The descendants of humans and spirits of nature the Spirit Balancing Act. You have advantage on saving
Folk are rare all across Toril. If one were to seek them out throws versus being knocked prone or pushed back.
though, they would have better luck in Rashemen or Kara-
Tur. They look human, though with fine, exquisite features
and their skin tone shares all the breadth of humanity. They
lack facial or body hair but have thick and full hair atop
their heads.
Spirit folk share a connection to their surroundings
which tends to make them serene and calm. They love and
have a great connectivity to the spirit world, though don’t
seek to affect it with magic. Because of their ties to nature
and spirits they look to worship the nature gods, favoring
Silvanus, Mielikki, and Selune. They get along well with hu-
mans and typically integrate into human society. Their pen-
chant for love and unbridled joy makes them idealized and
often looked up to as town elders or “wise ones.” They don’t
stay in one location for more than a human generation.
They have excellent relationships with elves and fey crea-
tures as well. Spirit folk have names common to other
Rashemi. River Spirit Folk
Ability Score Increase. Your Dexterity score in-
Spirit Folk Traits creases by 2.
Ability Score Increase. Your Wisdom score in- Swim Speed. You gain a swim speed of 30 feet.
creases by 1. Amphibious. You can breathe air and water.
Age. Spirit folk may live to be up to 350 years old Fishy Friends. You can cast speak with animals at
Alignment. Because they seek a balance of ex- will, but only if the beast has a swim speed.
tremes most spirit folk are neutral good. Waterborn. You have advantage on saving throws
Size. Their build can be as varied as humans. Your against spells that have water in the name, and against all
size is medium. spells while underwater.
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. Unlike most races, you can discern color in dark-
ness.
Languages. You can read, speak, and write Com-
mon and Sylvan and one of the following languages of
your choice: Aquan, Aurran, Giant, Goblin.
Subrace. Spirit folk lineage divides them into two
main subraces, the Mountain spirit folk and River spirit
folk.

Not for resale. Permission granted to print or photocopy this document for personal use only. Races from Thay & Rashemen 4
Taer
Speed. Your base walking speed is 30 feet and you
have a climb speed of 30 feet.
Cold Resistance. You have resistance to cold
I wouldn’t stare...Taer are known to rip people’s arms out of
damage.
their sockets when they are upset. And then they want to talk
Fire Vulnerability. You are vulnerable to fire
to you about it. It’s...weird.
damage.
—Kerra Moltova, A Friendly Warning
Taer Toughness. Your hit point maximum in-
creases by 1, and it increases by 1 every time you gain a
Primal Hunters level.
Taer Weapon Familiarity. You have proficiency
Physically powerful with tendencies toward cruelty and sav-
with the greatclub and spear.
agery, the Taers are found in the Giantspire or Icerim Moun-
Darkvision. You can see in dim light within 60 feet
tains are not a well liked people and share a similar reputa-
of you as if it were bright light, and in darkness as if it were
tion as orcs to those familiar with them. However, outsiders
dim light. You can’t discern color in darkness, only shades
might be surprised to learn of the complex oral history of
of gray.
the Taers and their intricate legal code based entirely on
Natural Armor. You have tough skin and a thick
clan. The Taers often use metaphor and analogy to relate
furry hide. When you aren’t wearing armor, your AC is 12 +
events to their mythic legends. Taers are simply the current
your Dexterity modifier. You can use your natural armor to
characters in an ages old story that will continue long after
determine your AC if the armor you wear would leave you
their deaths. In addition whenever a Taer flies into a rage
with a lower AC. A shield’s benefits apply as normal while
they must spend days after the experience in contemplation
you use your natural armor.
to understand and comprehend what they have done. Their
pantheon is complex and deep but Auril, Loviatar, Grolna-
tor, and Thrym are referenced often.
Taers see others outside their clan as enemies (or
meals) but those who leave and seek adventure often adopt
their companions as their new clan which sparks a devoted
loyalty. They begin folding their new clan into the ongoing
and ever expanding mythos of their culture.
Taers are physically large and resemble white
furred gorillas, and walk in a similar crouch. While
crouched in this way they may only appear 5 or 6 feet tall,
but if they were to stand fully upright many would easily be
7 feet tall.
For names, Taers put their clan first followed by a
name for a landmark or natural phenomenon: Mult Open
Fault, Lask Rolling Boulder, Hrusk Mountain Thunder, or
Chark Smoking Sky.

Taer Traits
Ability Score Increase. Your Constitution and
Strength score each increases by 2.
Age. Taer rarely live past 60 years old.
Alignment. Taers are of two minds, they rely on a
series of intricate laws, but seek the freedom of the wilds.
Within clans they could be considered evil for their ruth-
lessness. Once they leave adventuring Taers find a neutral
alignment suits them.
Languages. You can read, speak, and write Com-
mon and Giant.
Size. Taers are stocky and heavy. Your size is
medium.

Not for resale. Permission granted to print or photocopy this document for personal use only. Races from Thay & Rashemen 5
Volodni
Languages. You can read, speak, and write Com-
mon and Sylvan.
Size. Volodni are tall, lean, and broad shouldered.
Ah yes. The Pine-Folk. Sold their souls to trees or something.
Your size is medium.
Don’t even know how that situation would come up really.
Speed. Your base walking speed is 30 feet.
—Zephyros, Cloud Giant Wizard
Plant-like. You have resistance to poison damage
and advantage on saving throws against poisons. You may
The Pine Folk not be magically put to sleep
Darkvision. You can see in dim light within 60 feet
In ages past, there was a terrible war between Narfell and
of you as if it were bright light, and in darkness as if it were
Raumathar. Seeking refuge from the demons and magical
dim light. You can’t discern color in darkness, only shades
disasters that ravaged his land, a Nar lord sought shelter in a
of gray.
dense wood with a group of his subjects. Before they could
Sustenance. You only require 2 hours of sleep per
settle however they were confronted by a power of the an-
day to be fully rested, however spellcasters still need peri-
cient wood. It is lost to time who or what, perhaps an elder
ods of 8 hours to restore spellslots. You also only require
treant or dryad, perhaps Silvanus himself. The power de-
one-quarter the normal food and water other humanoids
manded the Nar abandon their demon-summoning ways
need as you can absorb nutrients from your environment.
and instead “take the forest’s blood as their own.” The lord
(This ability can be interrupted by harsh or alien environs.
saw no other option and agreed. They were granted sanctu-
See the Dungeon Master’s Guide’s Extreme Wilderness sec-
ary at the cost of their humanity and became the first of the
tion for examples.)
Volodni, the Pine Folk.
Volodni are humanoid treefolk who protect the
woods with endless resolve. They also seek to grow their
wooded empires and expand into new lands and forests.
Some hardliners among them believe “warm folk” are a dan-
ger to the forests and should be dealt with, others believe
peace and cooperation is a more tenable goal. They get along
well with other sylvan creatures and revere treants. Druids,
unsurprisingly, are respected and any person who treats the
forest with respect and care is admired. Those who see the
forest as an untapped timber resource are unlikely to be
welcomed by Volodni. And of course Silvanus, the Oak Fa-
ther is worshiped with a deep reverence.
Volodni superficially resemble humans. However,
their skin ranges in color from ruddy shades of bark to the
deep green of pine needles, clear sap runs through their
veins and their hair is tough and chunky like bark. Their
eyes are a shining, pupil-less black.
Their names tend to be simple and plain with a first
name (often human or elven) and a location of favor or im-
portance to them. Nieve of the Deep Grove, Kairi of the Old
Wood, Noa of the Shattered Pines.

Volodni Traits
Ability Score Increase. Your Constitution score in-
creases by 2 and your Wisdom score increases by 1.
Age. Volodni can live to be well over 100 years old.
Alignment. Volodni are often considered cold by
outsiders. They are not evil, but they are not kind either.
They believe an individual may do whatever is in their best
interest or whatever they see fit, as such they tend to be
Chaotic.

Not for resale. Permission granted to print or photocopy this document for personal use only. Races from Thay & Rashemen 6
Star Elves Racial Feats
Yes I know where they are technically from, its just a lot harder Long-Limbed
to say than Feywild Prerequisite: Gnoll
—Volo, Famous Individual You use your naturally long arms to extend the reach of

Refugees of the Sildeyuir normal melee weapons.You gain the following benefits:
• Increase your Dexterity, Strength, or Wisdom score
If you have ever found odd, powerfully magic stone circles by 1, to a maximum of 20.
in the Yuirwood you have seen one of the few remnants of • When you make a melee attack on your turn, your
the Star Elves left on the Prime Material Plane. But the star reach for it is 5 feet greater than normal.
elves are being driven from their home, a demiplane of the Battle Jump
Feywild known as the Sildeyuir, and back into the Yuir-
Prerequisite: Taer
wood. They have been gone for 2000 years, and now must
You have learned to execute a charge simply by dropping
attempt to reintegrate into modern society.
on enemies from above. You gain the following benefits:
Star elves love the arts, and they are deeply valued
• Increase your Strength or Dexterity score by 1, to a
in their culture, but they are unlikely to share their gifts
maximum of 20.
with strangers. They can come across as cold, judgemental
• If you drop 5 or more feet onto an enemy, you may
and aloof, even for elves, but once they warm to you, it can
use the Shove action as a bonus action and with-
be an intense bond. Star elves resemble moon elves in most
out replacing an attack.
ways.
Woodwise
Star Elf Traits Prerequisite: Volodni
Ability Score Increase. Your Charisma score in- You are used to traversing thick wood and tangled under-
creases by 1. growth. You gain the following benefits:
Ghost Touch. Your weapons ignore the damage re- • Increase your Dexterity or Wisdom score by 1, to a
sistances of creatures with incorporeal movement. maximum of 20.
Cantrip. You learn a Bard cantrip of your choice. • You move at normal speed through difficult terrain
Charisma is your casting ability for this spell. in forests or difficult terrain created by magical ef-
Extra Language. You can speak, read, and write fects.
Sylvan. Star Elf Magic
Prerequisite: Elf (star)
You have learned some spells common among the Star
Elves. You learn an additional Bard cantrip of your choice.
You may cast detect magic and enthrall without expending a
spell slot. You regain this ability after completing a long
rest. Charisma is your casting ability for these spells.
Cliff Racer
Prerequisite: Spirit Folk (mountain)
You were born to climb and you laugh at the notion of fall-
ing from such heights. You may use a bonus action on your
turn to dash while using your climb speed. Once a day you
may cast feather fall without expending a spell slot or need-
ing material components.
Swift Swimmer
Prerequisite: Spirit Folk (river)
Water is a part of your soul. You may use a bonus action on
your turn to dash while using your swim speed. Once a day
you may cast create or destroy water without expending a
spell slot or needing material components.

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Witch Blood
Prerequisite: Hagspawn
Perhaps you inheriated more from your mother than you’d
like to admit. You gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to
a maximum of 20.
• If you increased your Intelligence score you learn
one wizard cantrip of your choice. Intelligence is
your spellcasting ability for this spell.
• If you increased your Wisdom score you learn one
druid cantrip of your choice. Intelligence is your
spellcasting ability for this spell.
• You can select this feat multiple times, but when
you do you may increase each attribute only once.

Credits and Notes


• Designed by Andy Hatton
• These races and feats were inspired by the Unap-
proachable East sourcebook
• Page Backgrounds by Darrin Scott (inspired by
Dungeons & Dragons products).
• All Artwork is from the Wizards of the Coast Dun-
geon Masters Guild Creator Resource packs.
• I would like to thank my wife, cats, and players!
• You can check out my other Dungeon Masters
Guild products including Thank Torm It’s
Tormsday, Domain of Dread: Celdon, and
Domain of Dread: Timbergorge.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon
ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries. All characters and
their distinctive likenesses are property of Wizards of the Coast. This material is protected
under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA


98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Eu-
rope, 4 The Square, Stockley Park, Uxbridge, Middlesex,
UB11 1ET, UK.

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