Player Option--Variant Races

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These replace the entries in the PHB (or other sources) entirely, but use of them is optional. Region of origin refers to Player Option--Regional Backgrounds.

Humans

Known as “the devout kindred”, humans lacked the arcane power of the gwerin or the druidic might of the puun ihmisia and so were the first to turn to the gods for aid. With this divine aid they built empires that lasted for centuries, until in their hubris they turned to the arts demonic and the empires fell into civil war, the War of Souls. This war blasted the landscape with abyssal power, tainting large portions and cutting others off from the rest of the universe (blasting them out of time).

Since then, humans have adapted. Now one of the most common races, their presence is felt in most of the Federated Nations. Three major varieties of human exist in this area--they are described below.

Ability Score Increase. One score of your choice increases by 1. Age. Humans become adults around age 16 and, if allowed to die of old age, tend to live around 80 years. Size. This varies considerably between sub-races, but your size is Medium. Speed. Your base walking speed is 30 feet. Versatility. You gain a feat. Languages. You can speak, read, and write Common.

Night’s Children

The night’s children originally lived on the high-altitude Nocthian Plateau where they were devout worshipers of Nocthis, the Goddess of Night. After the Cataclysm caused an ice volcano to erupt beneath their capital and killed their Goddess, the survivors fled south to what is now Byssia. There they mingled with the local puun ihmisia. Unique among nations, they almost uniformly reject the current Congregation of gods, preferring to venerate ancestors and spirits of nature.

Physically, night’s children are a striking race. They all have very pale skin (shades of ivory). They do not burn in the sunlight--the superstitious call it a blessing from the Nocthis. The vast majority of them have jet-black hair, usually worn pulled back or pinned up. Almost always straight and long (especially on women). Those with significant elven heritage exhibit slight mottling of greys on their hair, almost like the shadow of leaves at night. Very occasional red with black undertones. They stand tall and statuesque. Wall-builders refer to them as "living statues." The bulkiest of the human variants, they tend to develop hard curves and muscles quite well, even the women. Their eyes are slightly slanted upward and range from ice-grey to bright jewel tones (including purples and brilliant blues). At night, their eyes seem to glow slightly, like cats.

Names: Night’s children are given a name and then, later in life, a cognomen (appellation) is added at the beginning or end of the name. Common male names include: Admitos, Damon, Adrianos, Aetos, Daphnis, Alkaios, Charklis, Herodis, Ion, Ipparchos, Savvas, and Lambros. Common female names include: Acathi, Adriani, Danai, Daphne, Dione, Eirene, Galini, Charis, Ippodamia, Sergia, and Sotiria.

Ability Score Increase. Your Strength increases by 1. Darkvision. As a gift from the dead goddess, night’s children 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 grey. Region of Origin. Your region of origin is Byssia.

Fang-Kin

Fang-kin originate in the Jungle of Fangs, once the site of the Fanged Kingdom of aelvar; now the home of the Stone Throne. After magical engineering by the serpent-loving aelvar, centuries of isolation from the rest of humanity, and interbreeding with the remnants of those aelvar (to the point that none remain with even slightly pure blood), the fang-kin have diverged notably from the rest of humanity.

Physically, fang-kin have light, cool-toned skin. Patterns of colored blotches (like large freckles) are common, especially on the head, neck, and upper torso and upper arms. These often flush and darken with anger or excitement. They exhibit wild variation in hair color, although it is most often a pure jewel or metallic tone--jet black, brilliant silver, golden yellow, ruby red and amethyst purple are the most common, but greens and blues are not uncommon. Most have multiple shades or streaks. They commonly have short, slender stature. Graceful movement is the default. Most individuals are between 5'0" and 5’5", with some variation outside this. Women are slightly shorter than men, but not tremendously. Obesity is very rare. The ideal of feminine beauty is minimal curves and slender lines. Strong fang-kin rarely develop much visible musculature. Their facial features are elongated oval facial features and their eyes are grey to green. Some change in the light or with mood.

Names: Being a hierarchical society, the naming conventions vary by class. The three major classes are nobles (including clergy), tradesmen (including soldiers), and commoners. Given names are similar between the three classes, but the structure of the name and the surnames vary. Nobles are formally named Isal <Family name> <Given>. Tradesmen are given the name Lai <Profession> <Given>. Commoners go by <Given> pe <Location>.

Given names are androgynous and include: Balin, Chea, Da, Dara, Leng, Narong, Nimol, Srey, Son, Bopha, Chanda, Khan, Maly, Map, Phalla, Ry, Rith, Thy, Thuy, and Vanna.

Noble family names include: Sat’psa, Hvang, Boeng, and Prei.

Ability Score Increase: Your Dexterity increases by 1. Size. fang-kin are shorter than most, ranging between 5’0” and 5’5”. Their weights range toward the lower end of the scale, averaging about 110 pounds. Ophidious Ancestry. You have advantage on saving throws against being poisoned. Regional Origin. Choose a region of origin from the Central District, the Northern District, or the Southern District.

Wall-builders

The least ancient sub-race of humans (and the most mixed in ancestry) are the wall-builders. They call the Council Lands home. Their ancestors were refugees from many pre-Cataclysm nations, forced to flee south from the site of the Battle of Acceptance and from the massive changes in the landscape that happened at the Cataclysm. Gathering around a small settlement and a newly-founded mage school/temple, they have built a very communal, highly-ordered society. It is also the home of many other races--both kinds of elves, dwarves, halflings, and the rare infernal- and celestial-touched tieflings and aasimar. They are also the most devout of the human sub-races.

A unique trait of the wall-builders (and the source of their name) is that they cluster together wherever they build settlements and always construct at least a token wall around their villages, no matter how small. Even single houses, if possible, will have a hedge or fence or wall. They don’t feel safe without one, even if there is no threat. Another oddity due to the genetic bottle-neck of the Cataclysm is that many (but not all) wall-builders are highly allergic to bee stings. Thus, they rarely work as apiarists or tend orchards, leaving that to other races.

Physically, their skin is medium-brown and warm-toned (cafe-au-lait). Darker shades are more common than lighter ones, but neither is particularly uncommon. Their hair is dark brown to black and mostly wavy or curly. While this is the most common shade, throwbacks to other ethnicities are common and unremarkable--red hair, blond hair, etc. Only hardy individuals survived, and compactness meant less bulk to feed, so they are short and stocky in stature. They tend to stand 5'2" to 5'6" tall, with women as tall as men. Taller individuals are uncommon, with 6'0" rarely reached by anyone. Obesity is becoming more common, especially among the wealthy. The fashion in attractiveness favors the well-fed and curved. Squared-off facial features with short noses and square jaws are the norm, as are dark eyes. As with hair color, there is substantial variation to all various colors, including ones not found on Earth.

Names: Humans of the Council Lands use names following the pattern <Given> <Profession>. Children are not given surnames until they are Judged and assigned a profession. Common male names include: John, William, James, George, Charles, Henry, Robert, and Thomas. Common female names include: Anna, Emma, Elza, Margaret, Ida, Clara, and Alice.

Ability Score Increase: Your Wisdom score increases by 1. Devout. You gain proficiency in Religion. Region of Origin. Choose your region of origin from Dreamshore, Moon’s Vengeance Foothills, Sea of Grass, or Southshore. Skilled. Wall-builders all practice a craft. You gain proficiency in one artisan’s tool of your choice.

Ithemban

TODO

Half-Elves

Most half-elves are not truly the children of humans and elves. Instead, they are those humans with enough elven heritage that it shows markedly (or those elves with enough human heritage to be set apart from their kin). As a result, the appearance and culture of half-elves depends on which cultures they come from.

Ability Score Increase. Your Dexterity and one other score of your choice increases by 1. Age. Half-elves age very slightly slower than humans, reaching 90 years old at most. Size. This varies considerably between sub-races, but your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your elf blood, you have superior vision in dark and dim condition. 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 grey. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Languages. You can speak, read, and write Common and one language of your choice.

Earth-kin

Earth-kin are half-elves where the wall-builder human heritage dominates the elven side. Physically they appear to be wall-builders, although they tend to have finer features and be slightly more slender than normal wall-builders. They blend in very well, but often end up as leaders in mixed-race settings due to living in multiple worlds.

Names: Use the names indicated for wall-builders.

Ability Score Increase. Your Wisdom and Constitution scores each increase by 1. Extra Language. You can speak, read, and write Old Imperial. Region of Origin: Choose your region of origin from Dreamshore, Sea of Grass, or Southshore. Skill Versatility. You gain proficiency in two skills of your choice.

Scaled

Scaled half-elves are those fang-kin whose ancient elven (aelvar) heritage is noticeably dominant. They make up around 30% of the population and are considered (very) slightly higher status than those with less elven heritage, especially by the common folk. They look like fang-kin (slender, mottled “scales” on their skin, bright hair colors) except they tend to be slightly taller with more triangular features and slightly pointed ears.

Names: Use the names indicated for fang-kin.

Ability score bonus: Your Charisma score increases by 2. Ophidian Charm. You can cast charm person once with this trait without providing the usual components. Starting at 3rd level, you can cast animal messenger once with this trait without providing the usual components. Your ability score for these spells is Charisma. You regain expended uses of this trait when you finish a long rest. Region of Origin. Choose your region of origin from the Central District, the Northern District, or the Southern District.

Sharp-Ear

Sharp-ears are a mix of gwerin (high elves) and wall-builder humans with the gwerin side dominant. They generally look like lower-class gwerin, although they tend to be slightly shorter and stockier, with darker skin and/or freckles and hair with less jewel tones. Culturally, they take after the gwerin strongly, often striving to prove themselves worthy of being accepted into one of the High Houses.

Names: Use the names indicated for gwerin or for wall-builders. Ability Score Increase: Your Intelligence score and your Constitution score each increase by 1. Arcane Aptitude. You learn a cantrip of your choice from the wizard list. Your spell-casting ability for this cantrip is Intelligence. Extra Language. You can read, write, and speak Yonwatch (high elven). High Elven Weapon-Training. You gain proficiency in the longbow and the rapier. Region of Origin. Choose your region of origin from Sea of Grass or Southshore.

Traveller

Descended from puun ihmisia mixed with wall-builders (with the elven heritage dominant), travellers are misfits. Their obvious human heritage denies them the solidarity of the elven clans, but their strong elven heritage pushes them to wander and thus they feel cooped up in the walled villages of the wall-builders. Physically they are very similar to the elves they came from, although slightly stockier.

Names: Use the names indicated for wall-builders or puun ihmisia.

Ability Score Increase: Your Wisdom score and your Constitution score each increase by 1. Extra Language. You can read, write, and speak Metsae (wood elf). Region of Origin: Choose your region of origin from Dreamshore, Sea of Grass, or Southshore. Survival Skills. You gain proficiency in Survival as well as with land vehicles. Wood Elf Combat-Training. You gain proficiency in the longbow, the longsword, and light armor.

Twilight

Making up about ⅓ of the population of Byssia, twilight half-elves are the product of mixing between the local puun ihmisia elves and the night’s children humans. Physically they are a straight hybrid--shorter and more slender than the (tall and statuesque) night’s children but taller than the elves with the same jet-black hair and pale skin as the humans. Their ears are not noticeably pointed. Culturally, they’re exactly the same as the night’s children, although they’re accepted by the more settled elven tribes as well and often play the role of mediators between those groups.

Names: Use the names indicated for night’s children.

Ability Score Increase: Your Strength and your Wisdom scores each increase by 1. Extra Language. You can read, write, and speak Metsae (wood elf). Mediation. You gain proficiency in your choice of Insight or Persuasion. Region of Origin: Your region of origin is Byssia. Wood Elf Combat-Training. You gain proficiency in the longbow, the longsword, and light armor.

Dragonborn

Created about 800 years ago by forcing fragments of draconic souls into unborn human children, dragonborn have carved out an place for themselves in the harsh terrain of the Kairen Mountains. Their culture is clan-based and warlike, as they are under constant threat from creatures of ice and winter that live on the Nocthian Plateau on the other side of the mountains. Within the last 5 years, a sizeable group of dragonborn that had been isolated in the Council Lands rejoined the remainder in the Remnant Dynasty. Divided into 6 clans (of which 5 are playable, the 6th being the royal clan and very small), each clan has specialized the training of its members. Each clan includes members of all elemental heritages (as that is an individual trait, not a family one).

Physically, dragonborn are scaled-skin humanoids standing taller than most humans (5’6” to 6’2”). They stand upright but have lizard-like tails, and their scales are different colors depending on which element their souls resonate with. While appearing reptilian, they are still mammalian, bearing live young and nursing them just like the humans they originated from. Their skins, while not as tough as the scales of dragons, are relatively insensitive and tough and so they often wear fewer clothes for incidental protection. They still wear armor as normal, with custom-made boots that leave their clawed toes free. They have hair or feather-like crests and/or horns or leathery crests.

Names: By convention, all dragonborn use names following the pattern <Given> <Status> <Clan>. The clans are described above, and the status marker is either ka for nobles or vo for the common folk.

Common male dragonborn names include: Aodh, Arthfael, Caderyn, Caomh, Cynbel, Cynwrig, Drustan, Judoc, Maedoc, Nechtan, and Seisyll. Common female dragonborn names include: Abi, Ailsa, Beathag, Catrina, Beitris, Elspeth, Fiona, Iona, Isobel, Jean, Kenna, Lilias, Mhairi, Morven, Seona, Sheona, and Una.

Ability Score Increase. Either your Dexterity or Strength score (your choice) increases by 2. Age. Dragonborn live about the same as humans, although the rigors of their lives mean many do not die of natural causes. Size. Dragonborn are taller than most humans, standing between 5’8” and 6’6” and averaging between 200 and 250 lbs. Females are slightly larger on average than males. Your size is Medium. Speed. Your base walking speed is 30 feet. Draconic Ancestry. See PHB table. Breath Weapon. You can use your bonus action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry. Languages. You can speak, read, and write Common and Draconic.

Clan Syra

Syra are mostly farmers and herdsmen on the plains below the Kairen Mountains. They are notable for their relentless endurance. Ability Score Increase. Your Constitution score increases by 1. Region of Origin: Choose your region of origin from Baile Duchas or Safehold. Clan Training: Tireless Breath. You can use your breath weapon a number of times equal to half your proficiency bonus between short or long rests instead of once.

Clan Gal

Gal provides the bulk of the elite front-line soldiers who stand against the Hungering Frost. They emphasize martial vigor, leadership, and teamwork.

Ability Score Increase. Your Charisma score increases by 1. Clan Training: Withering Breath. Creatures who fail the saving throw against your breath weapon make all saving throws at disadvantage until the end of your next turn. Region of Origin: Choose your region of origin from the Kairen Mountains or Safehold.

Clan Anu

Anu are the ones most affected by the Hungering Frost’s incursions as they make their homes in the harsh Kairen Mountains. They are known for being both highly devout and good trackers and scouts.

Ability Score Increase. Your Wisdom score increases by 1. Clan Training: Flexible Breath. When you use your breath weapon you can choose to either make it a 5 by 30 line or a 20 foot cone. Region of Origin: Your region of origin is the Kairen Mountains. Survivor. You gain proficiency in Survival.

Clan Byarsh

Byarsh are the industrialists of the Remnant Dynasty. Together with the goblins, they turn raw materials into weapons of war for use against the Frost. Inventive and progressive, they are always searching for new ways to target their opponents’ weak points.

Ability Score Increase. Your Intelligence score increases by 1. Clan Training: Piercing Breath. The damage inflicted by your breath weapon ignores resistance to that damage type and treats immunity as resistance. Region of Origin: Choose your region of origin from Byarmarsh or Safehold.

Clan Khor

Khor are the arcanists and alchemists of the Dynasty. Renowned for being strange, they specialize in misdirecting and confusing their enemies.

Ability Score Increase. Your Charisma score increases by 1. Clan Training: Confounding Breath. As an action you can use your breath weapon to confuse enemies instead of dealing damage. Creatures that fail the saving throw against your breath weapon can’t take reactions until the start of their next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee weapon attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack. Region of Origin: Choose your region of origin from the Baile Duchas, Byarmarsh, or the Kairen Mountains.

Orcs and Half-orcs

Orcs, like humans, are the product of aelvar meddling with hobgoblins. Cursed by blood-rage and stigmatized as savages for centuries, they fought for the Army of Darkness at the Cataclysm. In the aftermath of the Battle of Acceptance, some kept to their brutal ways; others chose a new path. About 40 years ago, a powerful shaman of the Skem tribe had a vision in which a chilling frost spread out of the Kairen Mountains and covered the land. In this vision, she saw that the only path to the preservation of her people was for them (and other tribes) to join the struggling Remnant Dynasty in their losing battle against the Hungering Frost. Four tribes (including her own Skem) accepted the call of duty.

In the following decades, the orcs of the Kard, Ko, Skem, and Tabar tribes have become a major part of the Dynasty’s strength. The ferocity and military power of Tabar, the resource-gathering of Kard, the protection from raiders offered by Ko (as well as the artifacts recovered from pre-Cataclysm ruins), and the mystical power of Skem have given the dragonborn and goblin kingdom breathing room, leading to the current stabilization of the situation.

Not all orcs are from those tribes. Over to the east, across Lake Coin’yn, some tribes have mingled (willingly or not) with the local humans of Dreamshore. While the tribes themselves are not part of the Council, halfbreed children occasionally seek their human roots in the more settled lands.

Physically, orcs are tall and bulky. They average between 5’5” and 6’6” and weigh between 180 and 240 lbs. Females are usually slightly slimmer than males, but just as tall and muscled. Their hair is usually dark brown or black and thick. Their skin has a light green-grey tint to it. They become more green when tanned. Almost all orcs have tattoos showing their clan affiliation. These start on the back of one hand (left for females, right for males) and continue up the arm. It is normal to keep that arm uncovered where possible. Their eyes are green, brown, or red. When angry, all their eyes become visibly redder.

Names: Dynastic orcs use the name pattern <Given> gro'<Clan>. Common male given names include: Aban, Dalaigh, Devlin, Dochas, Beirgin, Flynn, Gearalt, Girvan, Cian, Conlan, Cormac, Paidin, Raghnall, Raighne, Rigr, Kellach, Ruairc, Ughaire, Ualtar, Ulick, and Ungus. Common female given names include: Abaigh, Aedamnair, Agata, Daighin, Dela, Ailis, Andraste, Ebhlin, Gerricm Gitta, Gleneen, Goibne, Hayley, Ilane, Ide, Ita, Irna, Radha, Keena, Keira, Una, and Uathach.

Ability Score Increase. Your Strength and Constitution scores each increase by 1. Age. Orcs mature a little faster than humans, reaching adulthood around age 14. They age slightly faster and rarely live longer than 75 years. Size. Orcs are somewhat larger and bulkier than humans, and they range from 5’5” to well over 6’. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. One of the modifications made by the ancient aelvar was superior vision in dark or 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 grey. 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. Languages. You can speak, read, and write Common and Ard-Teang (Orcish).

Bear Paw

The orcs of tribe Tabar wear the bear paw sigil. The most numerous of the Dynastic orcs, they are the disciplined backbone of the Dynasty’s military.

Ability Score Increase. Your Strength increases by 1 (cumulative with the racial +1). Disciplined. You have advantage on saving throws against fear effects. Region of Origin: Choose your region of origin from Baile Duchas, the Kairen Mountains or Safehold. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Half-blood

Half-orcs inherit some of the flexibility of their human ancestors.

Half-feat. You gain a feat of your choice from the following list: Actor, Athlete, Durable, Keen Mind, Lightly Armored, Linguist, Observant, Orcish Fury (XGtE), Resilient, Tavern-Brawler, or Weapon-master.

Hammer Stroke

The orcs of tribe Kard bear the sigil of a hammer. They are the crafters and miners of the orcish forces, as well as the most cosmopolitan of the orcs.

Ability Score Increase. Your Charisma increases by 1. Craftsmen. You gain proficiency in two artisan’s tools of your choice. Hammer Blow. When you score a critical hit with a melee weapon attack, the target must make a Strength saving throw against a DC of 8 + your Strength modifier + your proficiency bonus or be knocked prone. Region of Origin: Choose your region of origin from Baile Duchas, Byarmarsh, or Safehold.

Hell-bred

These orcs are the descendants of those orcs that entered Godsfall before the Cataclysm and were altered by abyssal magic during the reign of Kul'Assad. While not demonic themselves, they bear the visible stigma and carry that hellish magic in their blood.

Ability Score Increase. Your Charisma score increases by 1. Abyssal Legacy: You know the resistance cantrip. When you reach 3rd level, you can cast the darkness spell as a 2nd level spell once with this trait and regain the ability to do so once you finish a long rest. When you reach 5th level, you can cast the Fear spell as a 3rd-level 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. Fearsome Mien: You gain proficiency in Intimidation. Region of Origin: Your region of origin is Godsfall.

Triquetra

The orcs of clan Skem bear the sigil of the three-pointed leaf. The core of the spiritual life of the Dynastic tribes, they are famous for training shamans and spell-casters.

Ability Score Increase. Your Wisdom score increases by 1. Naturally Attuned. You gain proficiency in Nature and Insight. Decisive Spell. When you score a critical hit with a spell attack or an opponent rolls a 1 on a saving throw against a spell you cast that deals damage, you can roll an additional one of the spells’ damage dice and add it to the damage total.

Wilder

The wildest of the Dynastic tribes, clan Ko’s sigil is a stylized sunburst. They range the northern boundary of the Dynasty, protecting the nation from hostile orcs as well as exploring the pre-Cataclysm ruins for useful artifacts.

Ability Score Increase. Your Dexterity score increases by 1. Ruin Hunter. You gain proficiency in Survival and Investigation. Point-blank Shot. You do not suffer disadvantage for making a ranged weapon attack when an opponent is within 5 feet of you.

Fiend-Touched (Tieflings)

When infant or unborn humans are exposed to significant amounts of fiendish anima (either as a matter of direct heritage or, more commonly, by having a parent who contracted with a devil), they often become fiend-touched, taking on aspects of the fiend responsible. To be more precise, they take on aspects of the Territory to which the fiend belonged. Three of the five Territories are most frequently called to Quartus--the charming Mara-Deva, the brutish Chou, and the scheming Leutis.

Commonly called tieflings, the fiend-touched mostly arise in two nations--the Council Lands (from Cataclysm-era intermixing with infernals summoned to aid in that desperate hour) and in the Stone Throne (where devil-summoning is still practiced somewhat openly). They are more common in the Southern District than anywhere else. Council tieflings are mistrusted and usually given to the Church of the Seasons as infants, where they are raised as temple inquisitors and priests. Many develop sorcerous powers.

Appearance: Tieflings are commonly marked by unnatural (to the parent human culture) skin colors (frequently red or black), eye colors and pupil shapes (red or gold slitted eyes are common), and the presence of horns or tails. This is true even if the devil to which they trace their heritage did not have such things at all. All tieflings have some mark that makes their nature apparent at a glance unless they take significant measures (a disguise kit or heavy cloak) to conceal it.

Ability Score Increase. Your Charisma score increases by 1. Age. Tieflings age at a similar rate as humans, living slightly longer.. Size. Tieflings are similar in size to their human parents. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your infernal heritage, you have superior vision in dark or 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 grey. Languages. You can speak, read, and write Common and Infernal.

Chou-born

The Territory of Chou are the most warlike of the Diabolical Territories and Families. They were summoned in large numbers as the Battle of Acceptance drew near. Their influence permanently altered a large number of bloodlines, and tieflings tied to Chou pop up from time to time in those bloodlines. This makes them the most common tieflings in the Council.

Ability Score Increase. Your Strength score increases by 2. Extra Proficiency. You are proficient in Athletics. Hellish Resistance. Choose either fire or poison. You gain resistance to the damage type you chose. Devil’s Sight. You can see in all lighting conditions within 60 feet of you as if it were bright light. Region of Origin. Choose your region of origin from the Northern District, the Sea of Grass, or Southshore.

Mara-born

The Territory of Mara-Deva is home to most of the succubi and incubi, as well as those devils who specialize in seduction, stealth, and trickery. Frequently summoned in the Stone Throne, they are not particularly war-like (although like all devils are more than capable of violence). Tieflings tied to Mara-Deva inherit unnatural charm and uncanny grace from their fiendish ancestors.

Ability Score Increase. Your Charisma and Dexterity scores each increase by 1 (for a total of +2 Charisma). Trickster’s Charm. When you succeed on a saving throw against a spell or ability that would force you to act against your will (such as a charm spell or the madness effect of a gibbering mouther), roll a d20. On a roll of 10 or above, you reflect the effect back at the creature that originated it. They must make the saving throw, using the same modifiers as originally. If they fail, they are subject to the effect as if you were the caster. Once you reflect an effect in this way, you must complete a long rest before using this trait again. Extra Proficiency. You are proficient in Deception. Innate Spell-casting. You know the minor illusion cantrip. When you reach 3rd level, you can cast the Suggestion spell as a second-level spell once with this trait and regain the ability to do so once you finish a long rest. When you reach 5th level, you can cast the Hypnotic Pattern spell as a 3rd-level 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. Region of Origin. Choose your region of origin from the Sea of Grass or the Southern District.

Leutis-born

The Territory of Leutis are the sages and intellectuals of the devils. They are commonly summoned for their knowledge. Ability Score Increase. Your Intelligence and Charisma scores each increase by 1 (for a total of +2 Charisma). Mental Resistance. You have advantage on Wisdom, Intelligence, or Charisma saving throws against magic. Extra Proficiency. You are proficient in your choice of Arcana, History, or Nature. Innate Spell-casting. Choose a cantrip from any list. You know that cantrip and use Charisma as your spellcasting ability for it. Region of Origin. Choose your region of origin from the Sea of Grass, the Central District, or Southshore.

Hobgoblins

Hobgoblins are actually simple goblins that have been infused with a portion of their tribe’s anima. Under normal conditions, tribes choose about one child out of 10 to transform. This can happen unconsciously as well. Another source is for goblins who were children when their entire tribe died to disease or warfare--the departing soul energy flows into the survivors, usually transforming them into hobgoblins or bugbears who then seek vengeance for the tribe or who carry the tribe’s memories subconsciously to another tribe. The process produces a creature that is much bigger, stronger, and more independent than individual goblins.

Hobgoblins are not directly connected to the tribal memory, but they carry a subconscious record of it at the time of their creation. While this is not directly accessible, hobgoblins often find themselves knowing things they had not experienced in person as the memories bubble up.

Socially hobgoblins contrast sharply with the majority of tribal goblins. They’re organized and focused (unlike the chaotic and unfocused tribes). They are logical rather than emotional. They’re martial as opposed to cowardly.

Appearance: Hobgoblins are slightly larger than most humans, standing 5’6"-6’0" tall and weighing between 120 and 190 pounds. Their skin has a slight orange cast to it, and they tend to go bald faster than most. Their hair tends to be dark and coarse. Their eyes are often golden. They have pronounced canines. In dim lighting they can pass for human, as long as no one looks too carefully.

Ability Score Increase: Your Intelligence score increases by 1. Age.Hobgoblins age at a similar rate as humans, living slightly longer. In the wild, most elderly hobgoblins revert back to goblinhood, giving the energy invested into them back to the tribe. Size. Hobgoblins are similar in size to humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Memory Fragments. When you make an Intelligence check to remember something, you can make the check at advantage as long as you can apply your proficiency bonus to the check. Darkvision. You have superior vision in dark or 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 grey. Languages. You can speak, read, and write Common and Ngyon Toi (goblin).

Dynastic

The hobgoblins of Wyrmhold are known for their strong technological bent and expertise with explosive weaponry.

Ability Score Increase. Your Constitution score increases by 2. Duck and Cover. Being around explosives has taught you to take cover well. When you make a Dexterity saving throw against an effect that deals half damage on a successful saving throw, you may roll the save at advantage. Once you do so, you cannot use this feature again until you complete a short rest. Extra Proficiency. You gain proficiency in alchemists’ supplies.

Windwalker Collective

The hobgoblins of the Windwalker Collective are much closer to the land and more conventionally weapon oriented. They act as tacticians for their tribal forces and so learn how to command troops.

Ability Score Increase. Your Strength score increases by 2. Armor Training. You gain proficiency in medium armor and shields. Leadership. You can spend a bonus action on your turn to designate an ally that can both see and hear you. Before the beginning of your next turn, that ally can use their reaction to move up to their speed without provoking opportunity attacks. You can use this ability a number of times equal to your proficiency bonus. Expended uses are regained when you finish a long rest.

Beast-touched

See Beast-touched.

Ophidians

See Ophidian