15 Lost Dungeons and Dragons Races
15 Lost Dungeons and Dragons Races
Table Of Contents
1 Bladeling
2 Bullywug
3 Dryad
4 Gith
5 Gnolls
6 Kalashtar
7 Kobold (Reworked)
8 Mul (Half-Dwarf)
9 Orc (Reworked)
10 Satyr
11 Shadar-Kai -
12 Shade
13 Sharmind
14 Thri-Kreen
15 Warforged
Bladeling
Bladeling Traits Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed living in the dread planes of
(Detect Balance 25-26) Gehenna you have superior vision in dark and dim
Created by the deity Bane to serve him as soldiers bladelings conditions. You can see in dim light within 60 feet of you as if
are stoic and calculating, able to focus even in the most it were bright light, and in darkness as if it were dim light.
chaotic situations. Native to the plane of Gehenna only few You can't discern color in darkness, only shades of gray.
bladelings ever cross over into the prime material plane. Made for War. You have proficiency with 2 martial
Ability Score Increase. Your Wisdom Score increases by weapons of your choice.
2 and either your Dexterity or Strength Score increases by 1. Metallic Flesh. You have resistance against acid damage.
Age. Bladelings reach adulthood at age 15 and can live up Spiked Body. Your spiked fist is a natural weapon, which
to 80 years but rarely do so. you can use to make unarmed strikes. If you hit with it, you
Alignment. Bladelings were made to be perfect soldiers, deal piercing damage equal to 1d6 + your Strength modifier
thus they are used to following orders and being in strict or Dexterity modifier (wihchever is higher) instead of the
regiments. They are almost exclusively lawful. bludgeoning damage normal for an unarmed strike. Also
Size. Bladelings usually stand at about 6 feet tall and when a creature starts its turn grappled by you, it takes 1d6
weigh nearly 350 pounds due to the almost metallic nature of piercing damage.
their flesh. Your size is Medium. Languages. You can speak, read, and write Common and
one language of your choie.
Bullywug Traits
Bullywug
Bullywug Traits Size. Bullywugs are shorter than humans usually standing
between 4 and 5 feet tall. Your size is Medium.
(Detect Balance 22) Speed. Your base walking speed is 30 feet, and you have a
Paranoid and petty. Bullywugs claim swamps as their homes swimming speed of 30 feet.
and attack and bully anyone who dares set foot on what they Amphibious. You can breathe air and water.
call their land. Speak with Frogs and Toads. You can communicate
Ability Score Increase. Your Constitution Score increases simple concepts to frogs and toads when you speak in
by 2 and your Dexterity Score increases by 1. Bullywug.
Age. Bullywugs reach adulthood by the age of 10 and can Bullywug Resilience. You have advantage on saving
live up to 40 years. throws against poison, and you have resistance against
Alignment. Bullywugs are paranoid and consider poison damage.
themselves the right and proper ruler of swamps. They love Languages. You can speak, read, and write Common and
nothing more than lording over others to get over their Bullywug.
inferiority complex. They are usually neutral evil.
Dryad
Dryad Traits Size. Dryads are tall and slender, usually standing about 6
feet tall and weighing about 120 pounds. Your size is
(Detect Balance 29) Medium.
Created when a powerful fey spirit binds another lesser fey Speed. Your base walking speed is 30 feet.
spirit to a tree either to serve as a guardian or as punishment Darkvision. Accustomed to living in nature you have
these creatures make their homes in the Feywild and the superior vision in dark and dim conditions. You can see in
deepest woods of the material plane. dim light within 60 feet of you as if it were bright light, and in
Ability Score Increase. Your Wisdom Score increases by darkness as if it were dim light. You can't discern color in
2 and your Constitution score increases by 1. darkness, only shades of gray.
Age. Dryads aren't born but created, when a powerful fey Dryad Spellcasting. You learn the druidcraft cantrip.
spirit binds a lesser fey spirit to a tree. As long as the tree When you reach 3rd level, you can cast the goodberry spell
remains unharmed they do not age. Their life expectancy is once per day. When you reach 5th level, you can also cast the
determined by the kind of tree they are bound to. barkskin spell once per day. Intelligence is your spellcasting
Female. Dryads are exclusively female. ability for these spells.
Fey Type. For the purposes of spells and class features you Magic Resistance. You have advantage on saving throws
are considered a fey creature. against spells and other magical effecs.
Alignment. Dryads act as guardians of forests and don't Languages. You can speak, read, and write Common and
involve themselves with the dealings of humanoids. Thus they Sylvan.
usually tend towards neutrality.
Gith
Gith Traits Ability Score Increase. You Wisdom Score increases by 2.
Fleet of Foot. Your base walking speed is 35 feet.
(Detect Balance 14-15) Unnatural Reflexes. You add half your proficiency bonus
The warlike githyanki and the contemplativc githzerai are a (rounded up) to your initiative rolls. You also have advantage
sundered people - two cultures that utterly despise one on Dexterity (Acrobatics) checks to avoid or reduce falling
another. Before there were githyanki or githzerai, these and falling damage.
creatures were a single race enslaved by the mind flayers.
Ability Score Increase. Your Dexterity Score increases by
1. Note to the DM: In the Monster Manual on pages
158 to 159 there is a paragraph about the silver
Age. Gith age at the same rate as humans and live for swords forged by the githyanki. A PC acquiring one
about a century. However, since most of them move to the of these greatswords could potentially be
Astral Plane or Limbo early in their lives they usually live far gamebreaking which is why I provide this variant
longer. rule:
Alignment. Most gith follow strict regiments and codes A Gith's ability to focus psionic power into a silver
and thus tend to the lawful side. sword is determined by their Level. Their attacks
Size. Gith are tall and slender, growing to about 6 and a with the silver sword become magical and gain a
half feet and on average and weighing about 120 pounds. +1 on attack and damage rolls. This becomes a +2
Your size is Medium. on 10th Level and a +3 on 15th level.
Speed. Your base walking speed is 30 feet. If you are using this variant rule I strongly advise
Darkvision. Accustomed to living in the Astral Plane or the handling the acqusition of one of these
chaotic plane of Limbo, you have superior vision in dark and greatswords like that of any other rare magical
dim conditions. You can see in dim light within 60 feet of you item. Also since an adventurer githyanki is very
as if it were bright light, and in darkness as if it were dim likely to be an outcast from their kin, you should
consider occasionally having raiding groups try and
light. You can't discern color in darkness, only shades of gray. attack the party in order to reclaim the sword.
Minor Pionics. You know the mage hand cantrip.
Intelligence or Wisdom (whichever is higher) is your
spellcasting ability for it. The hand is invisible.
Defended Mind. You have advantage on Intelligence and
Wisdom saving throws against magic and your mind cannot
be read by creatures with a lower intelligence score than your
own.
Languages. You can speak, read, and write Common and
Gith. Having developed from Deep Speech, Gith is also a
language that has no script and is mostly used telepathically.
Subrace. Two main subraces of gith live in the Astral
Plane and on the plane of Limbo respectively: Githzerai and
githyanki. Choose one of these subraces.
Githyanki (Detect Balance 27-28)
After rising up against their illithid masters under the
guidance of Gith the race separated into githzerai, who
followed the teachings of Zerthimon and githyanki who
continued following Gith. They now spend their lives on the
Astral Plane, as pirates and slavers.
Ability Score Increase. You Intelligence Score increases
by 2.
Githyanki Psionics. When you reach 3rd level, you can
cast the jump spell once per day. When you reach 5th level,
you can also cast the misty step spell once per day.
Intelligence is your spellcasting ability for these spells.
Githyanki Weapon Training. You have proficiency with
longswords and greatswords.
Githzerai (Detect Balance 27-28)
Having turned their backs on their warlike githyanki kin, the
githzerai pursue an ascetic lifestyle, living mostly in
monasteries and following the rigid order of Zerthimon's
teachings. Githzerai have withdrawn to the chaotic plane of
Limbo.
Gnolls
Gnoll Traits Speed. Your base walking speed is 30 feet.
Darkvision. Your demonic blood gives you have superior
(Detect Balance 25) vision in dark and dim conditions. You can see in dim light
When the demon lord Yeenoghu found his way to the within 60 feet of you as if it were bright light, and in darkness
Material Plane and ran amok, packs of hyenas followed him, as if it were dim light. You can't discern color in darkness,
scavenging his kills, these hyenas evolved into the first only shades of gray.
Gnolls. And even when Yeenoghu was banished back into the Bite. Your fanged maw is a natural weapon, with the
Abyss the Gnolls remained and scattered out into the wild, as finesse property, which you can use to make unarmed strikes.
a dire reminder of demonic power. If you hit with it, you deal piercing damage equal to 1d6 +
Ability Score Increase. Your Strength Score increases by your Strength modifier or Dexterity modifier (whichever is
2 and your Constitution and Dexterity Score increase by 1 higher) instead of the bludgeoning damage normal for an
each. unarmed strike.
Age. Gnolls reach maturity after about 2 years and can live Rampage. When you reduce a creature to 0 hit points with
up to 45 years but rarely do so. a melee attack on your turn, you can take a bonus action to
Alignment. Having descended from Hyenas under move up to half your speed and make a bite attack.
demonic influence, Gnolls do not follow any laws but the law Languages. You can speak, read, and write Common and
of the strongest. They are almost exclusively Chaotic Evil. Gnoll. Gnoll contains barks and growls, and sounds harsh to
Size. Most Gnolls tower over humans, standing an others. It is a debased form of Abyssal, thus very simple
imposing 7 feet tall and weighing up to 200 pounds. Your size communicaton between the two is possible.
is Medium.
Kalashtar
Kalashtar Traits Dual Soul. When you are charmed, frightened or stunned
by an effect that allows you to make a saving throw at the end
(Detect Balance 25-26) of your turn, you instead roll the saving throw at the start of
As denizens of the Plane of Dreams, the Kalashtar have your turn. If you succeed and end the effect you can take
minds as sharp as swords and as inscrutable as the dream actions and move as normal.
world they come from. Similar to how Tieflings were Languages. You can speak, read, and write Common and
conceived by humans making as pact with powerful devils, one language of your choice.
the Kalashtar stem from humans that fused their souls with
those of refugees from the dream plane, to save them from
religious and philosophical prosecution.
Ability Score Increase. Your Wisdom Score increases by
2 and your Intelligence or Charisma Score increases by 1.
Age. Kalashtar mature at the same rate as humans and live
as long as they do.
Alignment. Through the nature of their souls Kalashtar
are serene and contemplative but also prone to momentary
impulsiveness and madness. They tend towards being
Chaotic Neutral.
Size. Kalashtar come in the same size varieties as humans
do. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Hailing from an everchanging dreamscape 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.
Dream Magic. You know the message cantrip. When you
reach 3rd level, you can cast the sanctuary spell once per day.
When you reach 5th level, you can also cast the phantasmal
force spell once per day. Wisdom is your spellcasting ability
for these spells.
Kobold (Reworked)
Kobold Traits Concoction. You have proficiency with alchemist's supplies
and the poisoner's kit. Using those tools, you can spend 1
(Detect Balance 16) hours and 25gp worth of material components to create one
In my opinion Kobolds have truly gotten the short end of the vial of special Alchemist's fire. You can select one of the
stick, when Volo's Guid to Monsters made them into a PC following damage types: acid, cold, or fire. The potency of
Race. Even Goblins are much better off and their reputation your Alchemist's fire also increases to 2d6 at 5th, 3d6 at 9th,
of being pathetic idiots is just as strong as that of Kobolds. 4d6 at 13th and 5d6 at 15th level. The DC is equal to 8 your
According to Detect Balance they score as a 16, which is far proficiency + your Constitution modifier, since you can brew
below the average 23 to 27 (average 25) suggested by that stronger concoctions if you are hardier. You can also spend 2
document. Thus they are weaker than the base Aasimar and hours and 50gp worth of rare materials to create one vial of
on par with the base Gnome (without rubraces). This makes basic poison. Should you want to create other poisons such
it, by far the weakest race released by the Wizards and very as Assassin's Blood or Drow poison, work with you DM to
unattractive to play. My revision of the Kobold should remedy determine the cost and what materials to use. (DMG pg. 257)
that. Alchemist's Resilience. You have advantage on saving
Ability Score Increase. Your Dexterity Score increases by throws against poison, and you have resistance against
2. poison damage.
Age. Kobolds reach adulthood at age 6 and can live up to
120 years but rarely do so. Kobold Inventor (Detect Balance 25-26)
Alignment. Kobolds are fundamentally selfish, making Some Kobolds are ingenious when it comes to using the
them evil, but their reliance on the strength of their group resources available to them, thus when giving them access to
makes them trend toward law. Size. Kobolds are between 2 more refined materials, their resourcefulness and
and 3 feet tall and weigh between 25 and 35 pounds. Your inventiveness approaches and at time even eclipses that of
size is Small. the abhorrent Rock Gnomes.
Speed. Your base walking speed is 30 feet. Ability Score Increase. Your Intelligence Score increases
Darkvision. You can see in dim light within 60 feet of you by 1.
as if it were bright light, and in darkness as if it were dim Tinker. You have proficiency with artisan's tools (tinker's
light. You can't discern color in darkness, only shades of gray. tools). Using those tools, you can spend 1 hour and 10 gp
Grovel, Cower, and Beg. As an action on your turn, you worth of materials to construct a Tiny clockwork device (AC
can cower pathetically to distract nearby foes. Until the end 5, 1 hp). The device ceases to function after 24 hours (unless
of your next turn, your allies gain advantage on attack rolls you spend 1 hour repairing it to keep the device functioning),
against enemies within 10 feet of you that can see you. Once or when you use your action to dismantle it; at that time, you
you use this trait, you can't use it again until you finish a short can reclaim the materials used to create it. You can have up
or long rest. to three such devices active at a time. When you create a
Pack Tactics. You have advantage on an attack roll against device, choose one of the following options:
a creature if at least one of your allies is within 5 feet of the Clockwork Toy This toy is a clockwork animal, monster, or
creature and the ally isn't incapacitated. person, such as a frog, mouse, bird, dragon, or soldier. When
Sunlight Sensitivity. You have disadvantage on attack rolls placed on the ground, the toy moves 5 feet across the ground
and on Wisdom (Perception) checks that rely on sight when on each of your turns in a random direction, It makes noises
you, the target of your attack, or whatever you are trying to as appropriate to the creature it represents.
perceive is in direct sunlight. Fire Starter. The device produces a miniature flame, which
Languages. You can speak, read, and write Common and you can use to light a candle, torch, or campfire. Using the
Draconic. device requires your action.
Subrace. The are thre subraces. The fiercely brave Music Box. When opened, this music box plays a single
Dragonhearts, the dangerously curious Alchemists and the song at a moderate volume The box stops playing when it
incredibly cunning Inventors. reaches the song's end or when it is closed.
Cunning Artisan. As part of a short rest, you can harvest
Kobold Alchemist (Detect Balance 26-27) bone and hide from a slain beast, construct, dragon,
When a Kobold doesn't care much for tinkering and instead monstrosity, or plant creature of size Small or larger to create
turns to alchemy to live out its creativity can bring great one of the following items: a shield, a club, a javelin, ld4 darts
boons to those around it or can cause massive destruction, or blowgun needles or a basic trap such as a beartrap. To use
should one of its experiments go awry. this trait, you need a blade, such as a dagger, or appropriate
Ability Score Increase. Your Constitution Score increases artisan's tools, such as leatherworker's tools.
by 1. Kobold's Lore. You gain proficiency with two of the
following skills or tools of your choice: Investigation,
Medicine, Nature, Survival, Leatherworker's Tools, Mason's
Tools, Woodcarver's Tools.
Kobold Dragonheart (Detect Balance 26) Heart of the Dragon. This feature replaces Grovel, Cower
Some Kobolds strut around as though they were 10 feet tall. and Beg.
Born with a spark of nobility and pride akin to that of true If you are frightened by an effect that allows a saving throw,
dragon these Kobolds can forge even the most cowardly tribe you can use an action to repeat the saving throw and end the
into a force to be reckoned with. effect on yourself and all allies within 30 feet of you. You also
Ability Score Increase. Your Wisdom and Charisma have advantage on saving throws against being frightened.
Scores each increase by 1.
Mul (Half-Dwarf)
Mul Traits Size. Muls combine the best physical qualities of both their
dwarven and human heritage. They are usually stocky and
(Detect Balance 29) strong and grow to be 5 and a half to 6 feet tall. Your size is
Even rarer than half-elves, half-dwarves have an even worse Medium.
lot in life. While they are usually happily accepted by dwarves Speed. Your base walking speed is 30 feet.
and humans alike for their tirelessness, strength and Darkvision. Thanks to your dwarf blood, you have superior
toughness, these properties make them very valuable as vision in dark and dim conditions. You can see in dim light
slaves. As a matter of fact most muls are born into slavery at within 60 feet of you as if it were bright light, and in darkness
the hands of githyanki, duergar or drow. Only after years of as if it were dirn light. You can't discern color in darkness,
hardship and work some of them can escape slavery. only shades of gray.
Ability Score Increase. Your Constitution score increases Dwarven Ancestry. You have advantage on saving throws
by 2, and your Strength and Wisdom Scores each increase by against poison, and you have resistance against poison
1. damage.
Age. Muls mature at the same rate humans do and reach Dwarven Toughness. Your hit point maximum increases
adulthood around the age of 20. They live much longer than by 1, and it increases by 1 every time you gain a level.
humans, however, often exceeding 140 years. Languages. You can speak, read, and write Common and
Alignment. Muls share the lawful bent of their dwarven Dwarvish. Dwarvish is full of hard consonants and guttural
heritage. They try to integrate themselves well into society sounds, and those characteristics spill over into whatever
and usually steer clear of extremes tending toward neutrality. other language a dwarf might speak.
Orc (Reworked)
Orc Traits Aggressive. As a bonus action, you can move up to your
speed toward an enemy of your choice that you can see or
(Detect Balance 25) hear. You must end this move closer to the enemy than you
Same as the Kobold, the Orc scores an 18 on the Detect started.
Balance Scale and is thus far beneath the average you should Menacing. You are trained in the Intimidation skill.
aim for. I don't know why the Wizards decided to go for a Powerful Build. You count as one size larger when
malus on Ability Scores just for these two races, when the determining your carrying capacity and the weight you can
Goblins could just as well gotten a malus on Wisdom for push, drag, or lift.
being cowards and easy to intimidate. Anyways a buff to the Savage Attacks. When you score a critical hit with a melee
orcs felt like it was in order so I gave a slight buff. weapon attack, you can roll one of the weapon's damage dice
Ability Score Increase. Your Strength and Constitution one additional time and add it to the extra damage of the
Score each increase by 2 and your Intelligence Score is critical hit.
reduced by 2. Languages. You can speak, read, and write Common and
Age. Orcs reach adulthood at age 12 and live up to 50 Orc.
years.
Alignment. Orcs are vicious raiders, who believe that the
world should be theirs. They also respect strength above all
else and believe the strong must bully the weak to ensure that
weakness does not spread like a disease. They are usually
chaotic evil.
Size. Orcs are usually over 6 feet tall and weigh between
230 and 280 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.
Satyr
Satyr Traits Size. Satyrs on average stand 5 feet tall, weighing about
120 pounds. Your size is Medium.
(Detect Balance 29) Speed. Your base walking speed is 30 feet.
Satyrs care only for strong drinks, fragrant spices and Natural Entertainer. You have proficiency in the
dizzying dances, they do not concern themselves with the day- Performance skill. You also gain proficiency with panpipes
to-day struggles of other humanoids. and one additional instrument of your choice.
Ability Score Increase. Your Charisma Score increases by Fey Magic. You learn the vicious mockery cantrip. When
2 and your Dexterity Score increases by 1. you reach 3rd level, you can cast the charm person spell once
Age. Satyrs reach maturity by 30 years old and usually live per day. When you reach 5th level, you can also cast the
well into their third century. animal messenger spell once per day. Charisma is your
Male. Satyrs are exclusively male. spellcasting ability for these spells.
Fey Type. For the purposes of spells and class features you Magic Resistance. You have advantage on saving throws
are considered a fey creature. against spells and other magical effecs.
Alignment. Satyrs are curious and hedonistic. They are by Languages. You can speak, read, and write Common and
nature chaotic and tend towards being good or neutral. Sylvan
Shadar-Kai
Shadar-Kai Traits Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to living in the Shadowfell you
(Detect Balance 24) have superior vision in dark and dim conditions. You can see
The Shadar-Kai combat the gloom of their native world, the in dim light within 60 feet of you as if it were bright light, and
Shadowfell, by living passionately and fearlessly, if grimly. in darkness as if it were dim light. You can't discern color in
They burn with a fiery passion to undo the apathy that is darkness, only shades of gray.
omnipresent in their home. Shadow Resistance. You have resistance against necrotic
Ability Score Increase. Your Dexterity, Intelligence and damage.
Charisma Scores increase by 1 each. Shadow Jaunt. You can cast the misty step spell once
Age. Shadar-Kai reach maturity at the same rate as using this feature, after teleporting you are invisible until the
humans do and live as long as they do. start of your next turn. You can use this feature again after
Alignment. Shadar-Kai embraced their strongest emotions finishing a short or long rest.
and impulses to combat the depression the Shadowfell Languages. You can speak, read, and write Common and
imposes on creatures. They are by nature Chaotic. another language of your choice.
Size. Shadar-Kai are similar to humans in appearance,
being shorter and slimmer, growing to 5 and a half to 6 feet
and weighing about 110 pounds. Your size is Medium.
Shade
Shade Traits Darkvision. Accustomed to living in the darkness you have
superior vision in dark and dim conditions. You can see in
(Detect Balance 25) dim light within 60 feet of you as if it were bright light, and in
Humans have a history of making deals with creatures they darkness as if it were dim light. You can't discern color in
do not understand. In the pursuit of power some exchanged darkness, only shades of gray.
most of their lifeforce to a shadow entity and were Practiced Sneak. You have proficiency in the Stealth skill.
transformed into a shadowy form themselves. Shadow Stealth. While in dim light or darkness, you can
Ability Score Increase. Your Dexterity Score increases by take the Hide action as a bonus actìon.
2 and your Charisma Score increases by 1. Shadowy Disposition. You have resistance against poison
Age. Once a human becomes a Shade it stops aging. and necrotic damage and vulnerability to radiant damage.
Alignment. Shades are cruel and ruthless shells of their Amorphous. You can move through a space as narrow as 1
former selves. They are usually evil. inch wide without squeezing.
Size. Shades stand at an imposing 6 feet tall and weigh Sunlight Sensitivity. You have disadvantage on attack rolls
about 35 pounds since most of their form has been turned to and on Wisdom (Perception) checks that rely on sight when
shadow. Your size is Medium. you, the target ofyour attack, or whatever you are trying to
Speed. Your base walking speed is 30 feet. perceive is in direct sunlight.
Languages. You can speak, read, and write Common and
one language of your choice.
Sharmind
Shardmind Darkvision. Accustomed to living in the Astral Plane, you
have superior vision in dark and dim conditions. You can see
(Detect Balance 26) in dim light within 60 feet of you as if it were bright light, and
Shardminds are animated pieces of the Living Gate, that was in darkness as if it were dim light. You can't discern color in
destroyed during the Dawn War and separated the known darkness, only shades of gray.
world from the Far Realm. It is the calling of any Shardmind Semi-Construct. You do not need require food, water or air
to battle aberrations where they find them and restore the to survive. You are immune to exhaustion.
Living Gate, to end the threat of the Far Realm once and for Trance. Shardminds don't need to sleep. Instead, they
all. It is said, that whenever a Shardmind falls in battle, meditate deeply, remaining semiconscious, for 4 hours a day.
another piece of the Living Gate gains consciousness. (The Common word for such meditation is "trance.") After
Ability Score Increase. Your Intelligence score increases resting in this way, you gain the same benefit that a human
by 2 and your Wisdom score increases by 1. does from 8 hours of sleep.
Age. Sharminds don't age. Crystalline Mind. You have resistance against psychic
Alignment. Shardminds are highly analytical and largely damage and your mind can't be read by a creature with an
objective in their judgement, they tend towards neutrality. Intelligence score, lower than your own.
Size. Sharminds vary in sizes, some barely 5 feet tall and Innate Psionics. You know the mage hand (the hand is
others well over 6 feet tall. Being made out of crystals makes invisible) and message cantrips. When you reach 3rd level,
them incredibly heavy weighing in at about 500 pounds. Your you can cast the catapult spell once per day. When you reach
size is Medium. 5th level, you can also cast the detect thoughts spell once per
Speed. Your base walking speed is 30 feet. day. Intelligence is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and
Deep Speech. Deep Speech is rarely spoken, since it is a
language mostly used in telepathy. It has many guttural
sounds and hums. It does not have a script.
Thri-Kreen Traits
Thri-Kreen
Thri-Kreen Traits Extra Limbs. You can use your extra pair of arms to
perform an additional object interaction every turn. You can
(Detect Balance 27) hold one additional one-handed weapon in each arm but can't
Thri-Kreen are insectoid humanoids, scouring the savannas use the versatile property if said weapon would have it. You
and deserts of this world. They see most other creatures as also can't benefit from shields, initiate grapples with your
potential food, but are not prone to attacking anyone, who extra arms. When using Two-Weapon Fighting you are still
could be of use to them on sight. They do experience the limited to 1 Attack as a bonus action unless a class feature
same array of emotions as humans but they aren't as prone to says otherwise.
emotional outbursts. Standing Leap. Your long jump is up to 30 feet and your
Ability Score Increase. Your Wisdom Score increases by high jump is up to 15 feet, with or without a running start.
2 and your Dexterity Score increases by 1. Torpor. Thri-Kreen don't sleep. Instead, they enter a torpid
Age. Thri-Kreen reach maturity after 1 year and live up to state, remaining semiconscious, for 4 hours a day. After
30 years. resting in this way, you gain the same benefit that a human
Alignment. Thri-Kreen keep to themselves and usually does from 8 hours of sleep.
avoid other humanoids in general. They tend to be neutral. Languages. You can speak, read, and write Common and
Size. Thri-Kreen are taller than most humans, standing 6 Thri-Kreen. Thri-Kreen communicate by clacking their
to 6 and a half feet tall and weighing about 140 pounds. Your mandibles and waving their antennea, which is almost
size is Medium. impossible for other humanoids to comprehend and even
Speed. Your base walking speed is 35 feet. more impossible to replicate.
Darkvision. Scouring savannas and deserts from cavelike
hives 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.
Insect Claws. Thri-Kreen have an extra pair of arms with
sharp claws, which are a natural weapons, which you can use
to make unarmed strikes. If you hit with it, you deal piercing
damage equal to 1d8 + your Strength modifier or Dexterity
modifier, instead of the bludgeoning damage normal for an
unarmed strike.
Warforged
Warforged Traits Juggernaut (Detect Balance 26)
Ability Score Increase. Your Strength Score increases by 1.
(Detect Balance 18) Size. Being built to be stronger and hardier than other
Built for a war that has ended centuries ago and still Warforged you are taller and broader towering over other
searching for somewhere they belong. Warforged are humanoids at about 7 to 7 and a half feet tall and weighing
artificial humanoids that are sentient and selfaware. Brought over 600 pounds.
into this world to serve a singular purpose they are not used Natural Armor. Heavy plates of metal are built into your
to fumbling for meaning. Many of them, end up as tireless body, giving you an AC of 16. You are always considered
workes, serving faithfully and tking great pride in their work. wearing heavy armor and proficient with said natural armor,
Ability Score Increase. Your Contitution Score increases regardless of your class. You can wear armor over your body
by 2. gaining the benefits of that suit of armor or, you can make
Age. Warforged aren't born and don't age, they are built as improvements to your own natural armor, provided you have
fully functioning adults. While they have the potential to live a smithy and your Tinker's Tools available to you. The
forever, Warforged usually seize to function after a few improvements to your natural armor are as costly as regular
centuries from the wear and tear of their everyday life of armor, providing the same bonus to AC would.
tireless work.
Alignment. Warforged come up with complex philosophies Tactician (Detect Balance 26)
over the years. Their alignmens vary as much as those of Ability Score Increase. Your Intelligence Score increases by
humans, as different Warforged come to different 1.
conclusions about the workings of the world and its ideal Tatical Presence. When you roll initiaive, you and any ally
form. within 30 feet, that can see and hear you, gains a bonus to
Size. Warforged are usually broad and tall, averaging at 6 their roll equal to your Intelligence modifier (minimum +1)
and a half to 7 feet. Being made of metal, stone and wood Tactician's Lore. You gain proficiency with two of the
makes them very heavyusually weighing in at 600 pounds. following skills of your choice: Arcana, History, Investigation,
Your size is Medium. Nature or Religion.
Speed. Your base walking speed is 30 feet.
Darkvision. Because of your construct nature you have Medic (Detect Balance 26)
superior vision in dark and dim conditions. You can see in Ability Score Increase. Your Wisdom Score increases by 1.
dim light within 60 feet of you as if it were bright light, and in Natural Healer. You gain proficiency with Medicine checks
darkness as if it were dim light. You can't discern color in and whenever you use a Healer's Kit to stabilize a dying
darkness, only shades of gray. creature or heal a creature it regains additional hit points
Living Construct. You do not require food, water or air to equal to 1d6 + your Wisdom modifier. You also learn the
survive. You are immune to exhaustion and disease. You spare the dying cantrip, in case you do not have a Healer's Kit
cannot be healed by healing magic, instead you can procure a on you.
set of warforged repair supplies and use an action to expend
one of its uses to make repairs and heal you for 2d8 hit
points. This increases to 3d8 at 5th level, 4d8 at 9th, 5d8 at Warforged Repair Supplies.
13th and 6d8 at 17th. You also gain proficiency with Smith's These supplies contain Smith's Tools and
Tools and during a short rest, can repurpose metal weapons enough raw material to repair damages a
Warforged sustained. Buying the raw materials and
and armor to refill supplies you used. For every 50gp of tools from a Smith for the first time costs about
scavenged equipment you regain 1 use of your warforged 200gp. Buying raw material and Smith's Tools
repair supplies. between different merchants might cost as much
Inactivity. Warforged don't need to sleep. Instead, they as 270gp.
enter a state of inactivity, remaining semiconscious, for 4 The supplies weigh 110 lbs. when they have all 5
hours a day. After resting in this way, you gain the same uses and lose 20 lbs. of weight for every use spent.
benefit that a human does from 8 hours of sleep. The supplies contain enough material for 5 uses
Languages. You can speak, read, and write Common and and material can be restocked as per your Living
the language of your creator (one language of your choice). Construct* trait. If you are in a city you can buy the
Subrace. There are four general variations of Warforged raw materials instead for a baseline of 50gp for
depending on their role in combat. The fast and nimble enough material to regain one use.
Scout, the powerful Juggernaut, the vastly intelligent Improving Natural Armor.
Tactician and the incredibly useful Medic. To Improve Warforged Juggernauts natural AC to
a 17 would cost the same amount as splint or half-
plate (depending on which AC calculation you
Scout (Detect Balance 26) prefer) and to increase it to AC 18 would cost the
Ability Score Increase. Your Dexterity Score increases by 1. same amount as regular plate armor. A Juggernaut
Size. Being built with speed and agility in mind you are can also theoretically lower their baseline AC by
shorter, slimmer and lighter than other Warforged, standing removing parts of their natural armor.
about 5 feet tall and weighing 200 pounds.
Speed. Your base walking speed is 40 ft.