Campaign Specific Subraces & Half-Bloods
If you should choose a campaign subrace, you will be required to really dig into the culture and society they were from in regards to backstory. These subraces are the result of this world’s unique history. For example, if your character is a Mithril Dwarf, they have to have been born or spent a great deal of time in the dwarven kingdom of Azan, because it is located on the arcane leyline that has altered them into what they are.
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Noble Elves (High Elf variant)
Noble Elves get their name for the fact that most of them are a part of the aristocracy of Astrithyr. What gives them that position is their closer ties to the homeland- the feywild. Astrithyr still considers itself to be one of the feywild Courts, and takes station and hierarchy very seriously. Noble Elves are believed to have a greater capacity for arcane prowess and expected to be more charming, smarter, and superior in all ways from high elves (though it is mostly propaganda) because they have retained some genetic abilities of their ancestors, the Eladrin. In fact, some once were Eladrin and upon staying in the prime material for too long regressed into a noble elf and lost their functioning immortality. Though physically they are near indistinguishable from a high elf (sun elf), Noble Elves do not have one permanent eye color. Much in the way than an Eladrin’s appearance changes with their mood, so does a noble elf’s eyes. When feeling cheerful and excited their eyes turn light green, when feeling fearful or aggressive they turn vivid orange-red, when feeling calm and gracious their eyes turn pale gold, and when feeling sad or drained they turn a silvery blue. Ability Score Increase. Charisma Score + 1 Cantrip. You know one cantrip of your choice from the bard spell list (using Charisma) Extra Language. You can speak, read, and write in Sylvan Fey Step. As a bonus action you can teleport up to 30 feet once per long restGreen Elves (Wood Elf variant)
The wood elves of Shora are druidic in culture, and though many are proper druids who can change their shape, it takes dedication and practice, and most certainly not all are cut out for it. Though a fairly new occurrence (post Event), every once in a while a Green Elf is born- a wood elf of exceptional druidic talent and instinct. Some say it is the evolution of the race, and perhaps one day all Shoran elves will be “Green”. Many attribute the phenomenon with Shora's proximity to the great arcane leyline that crosses this region and can have unpredictable effects on living creatures. Green Elves usually learn to wild shape as little children- instinctively and without any instruction. The forms they take without further instruction are generally small, simple creatures. They are tied to the forest in ways the average wood elf cannot comprehend- truly connected in the way wild beasts are, and there are some who actually leave their clans to live wild and feral. They tend to imprint on a specific small creature they see often as children- often a cat, fox, badger, hare, spider, weasel, or a rodent- adopting it wholly as a part of their own identity. They are indistinguishable from the average wood elf most of the time but they do have a tendency to have green eyes and occasionally even green hair, which is how they originally got their name. Green Elves are even more common in the jungles of Melifera on the other continent where another magical leyline exists. This lends credence to the theory that this alteration of the race stems from the frayed edges of the weave along the arcane "seam lines" since the Event. Ability Score Increase. Wisdom Score + 1 Fleet of Foot. Your base walking speed increases to 35 ft Forest Dweller. Advantage on survival and nature checks made in the forest Druid Culture. From a young age you were taught to speak druidic. You also learned, instinctively, to assume the wild shape of a small or tiny beast (max CR 0- no flying or swimming speed) once per short or long rest. This lasts for one minute. At level 5 you can choose from aquatic creatures. At level 10 you can choose from flying creatures.Drow (Variant)
The drow live deep below the surface of the world in large cavernous cities and they worship a demon lord of spiders, called Lolth. Their evolution from the high elves was caused by Lolth, as she manipulated them into worshiping her as a supposed unseelie fey deity. The first followers of Lolth participated in a ritual wherein they ingested her blood, tying them together and tainting their own blood forever. All their descendants still carry this direct blood connection with the demon lord. It is said no Drow can hide from the gaze of Lolth and she can look through the eyes of any of her "Children". The children of Lolth also are born with certain boons, or innate abilities. Being a demon of spiders, these abilities she grants tend to reflect that. Lolth infuriated the other elvish gods, having paraded as one of them and won over many of their former worshipers. In retribution for her arrogance she was chained within the Abyss and her loyal followers- now abominations hardly recognizable as elves- were banished deep into the Underdark. This variant of Drow are sometimes born with extra eyes (though never more than eight), and are entirely carnivorous. They have the natural agility and reflexes of spiders which help them successfully traverse the caves and cliffs of the underdark. Proper drow adventurers are extremely, extremely rare. Most have no interest in the bright and terrible surface world. They fully embrace and feel connected to their dark, labyrinthine domain where they are the top predator. Drow have skin-tones ranging from alabaster white to charcoal black and all shades of warm gray in the middle. They have pin-straight hair that is silvery white or yellow-white, and eyes of milky light lilac, pink, blue, silver, and among Her favored, bright red. Drow have no pupils and the sclera of the eye is the same color as the iris. Their eyes glow slightly in the dark. Ability Score Increase: Wisdom Score + 1 Superior Darkvision. 120 ft. Sunlight Sensitivity. Disadvantage on attack and perception rolls in sunlight. Spider Reflexes. You have proficiency in Acrobatics. Spider Magic. At Will: poison spray cantrip. 1/day: Jump, Web once per long rest. Wisdom is your spellcasting ability for this magic (spell save DC 11). Language Swap (opt). If you grew up in the underdark or your parents were from the underdark, you speak Undercommon and not Elvish in addition to Common.Twilight Elves (Drow variant)
Originally the twilight elves were spider Drow- elves warped by the demon lord Lolth masquerading as a deity. After centuries banished underground, a sect of these drow managed to break free from the societal trappings and cruel priestesses of Lolth through the leadership of a fellow drow called Kalar. Kalar amassed a great following, urging them to return to the surface, to readapt to life in the sun, and to renounce Lolth, the great manipulator. They faced many hardships including the other drow sent by Lolth to capture and punish the betrayers, but they successfully followed Kalar to the surface and found themselves on an island. They settled the island and named it Kalara in their honor. Kalar would continue to make many many return trips into the underdark and to lead more and more drow to the light for another century or so. Upon their torture and death at the hands of a High Priestess of Lolth who had captured them, Kalar ascended as a minor deity of light, hope, and redemption. Upon receiving divine power, they properly freed their people from Lolth’s grasp, cleansing their blood and changing the color of their eyes from pale, milky tones to the original vivid bright eyes of their ancestors. They no longer carried the blood boon of Lolth, but instead a divine boon of light. This race is fairly young (only about 1400 years old or roughly 4 - 7 elvish generations) and it is still in a state of adaptation to the surface. Twilight elf settlements tend to operate at night which is still more comfortable, but they can also fare better than their drow brethren in the sunlight. More and more, twilight elven children are born who are less uncomfortable in the daylight. Twilight Elves have skintones ranging from dull, ashy pink, purple, and blue in hue, hair of silvery white or black, and eyes of vivid red, blue, purple, pink, silvery white, or black. Their eye sclera matches their iris color, similar to Noble Elves or Drow. Ability Score Increase: Charisma Score + 1 Sharp Darkvision. 90 ft. Sunlight Irritability. Disadvantage on sight based perception rolls in sunlight. Kalara’s Boon. At Will: dancing lights cantrip. 1/day: darkness, faerie fire. Charisma is your spellcasting ability for this magic (spell save DC 11). Language Swap (opt). If you grew up in Kalara or your parents did, you speak Undercommon and not Elvish in addition to Common.Mithril Dwarves
The dwarven kingdom of Azan has forever lain in the path of a very powerful arcane leyline which has resulted in much of the magical ores found in their mountains. The dwarves here revere and even worship this power, cultivating a unique society that revels in magic and artificery. The power that radiates here has also begun to change some of the dwarves as well in recent times (post Event). These dwarves have lost their stone-like ability to repel poisons but have become more durable in other ways- durable in the ways the magical ores are. They shrug off certain magics- like those that petrify and stun. They are made of stronger materials that can survive harsher blunt force. These dwarves are hard to distinguish from their brethren but the religiously inclined consider them chosen or gifted- destined for greatness. Young dwarves often undergo a test to determine if they are of superior form by drinking a mild poison- those who are actually affected enjoy higher status and more opportunities when they grow into adults. Ability Score Increase: Intelligence Score + 1 Magically Resilient: No more Poison resistance/ advantage on Poison saving throws. Resistance to Force damage and advantage on saving throws against the Stunned & Petrified condition. Arcane Culture: Advantage on arcana checks or history checks in the context of magical items.Green-Thumb Halflings
In the hills of Hywela, there is no pursuit more noble than the tilling of the earth and the growing of food. It is a cultural touchstone among halfling kind, and those that do it best have the most respect. No one can farm and garden like a "Green Thumb" Halfling. No one knows how or why a Green Thumb Halfling is born, but what they are is revealed early in life, though they look no different from any other Halfling. They are similar to Green Elves, in a way, because they have a natural connection to nature and exhibit instinctually druidic abilities. Some think it may be yet another affect the world's arcane leylines have had on people since the Event. The Halflings contend that Green-thumb halflings have existed long before then. Most halflings think they may have been touched by the powers of the feywild and in some towns they are referred to as Fey-Touched Halflings.. Either way, these halflings can make plant-life grow in the harshest of places and some can even speak to and understand animals. Green-Thumb halflings almost always end up in positions of high station within their communities. Their abilities are often sought after, be it to help a garden grow or calm an ornery farm animal. Ability Score Increase: Wisdom + 1 Naturally Connected: You know the Druidcraft cantrip. At 3rd level you learn Speak with Animals and can cast it at will.Gultharian Gnomes (Rock Gnome Variant)
For the most part, no rock gnome knows if they might have Gultharian blood or not. The ancient mythical gnomish city of Gulthar fell to the might of a draconic goddess many millenia ago. It has been said that it was a complete genocide but others contend that some small groups of them escaped and lived on. Some have even suggested the ludicrous idea that there might even be a long-lost portion of the den-city still residing below, still full of people who have lost access to the surface. This is partially true, actually. There were some large numbers of them that managed to escape through the lowest levels of Gulthar and into the underdark. They eventually became the Deep Gnomes that still live down there. The real still-living Gultharian Gnomes tend to live on other planes of existence- in most cases one of the celestial planes. Many of them took portals there to escape and many stayed where they ended up. Some managed, after a time and once the danger of Eresh had supposedly passed, to find their way back home to the material plane and lived on among other gnomes, blending in and fading away. Some of these bloodlines were altered during their years-long celestial sabbatical and this can be seen in their descendants. There are some gnomes born today that carry innate characteristics shared by the Gultharians, including their superior intelligence and persuasive nature. A Gultharian descendant may appear as a rock gnome, but they are actually a living myth. They probably don't even know it either. Ability Score Increase: Charisma + 1 Celestial-touched: Resistance to necrotic damage. Superior Intelligence: You can accurately recall anything you've seen or heard within the last two weeks.Half-Bloods
Daoves (Dwarf + Earth Genasi)
Daoves are the offspring of hill dwarves and the earth genasi who have taken up residence within the Khorez mountain kingdom. They are not extremely common but they are present. Many of them become Monks of the Chasmal Earth and grow up within the genasi monastery located there. The dwarves who live here are fairly welcoming and tolerant to other peoples and races so these children don't generally face any hostility for their mixed blood growing up here. They have an innate deep connection to the earth and develop that connection even more through their lives. Daoves generally have the size, look and shape of bearded dwarves with the full plethora of earth genasi skin traits. Ability Score Increase: Constitution + 2, Strength + 1 Age: Daoves age at about the same rate as humans, but like dwarves are considered young until about the age of 40 or 50. They can reach the age of about 175 to 200. Size: 4 - 5 ft. Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage Tool Proficiency (opt): You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. One with the Earth. You know the mold earth cantrip, and at 3rd level you can cast the meld into stone spell once per long rest. Constitution is your spellcasting ability for this magic. Language Option: PrimordialHalf Dwarves (Elf + Dwarf)
"Half Dwarves" aka Dwelves are the offspring of dwarves and elves often born in the city of Leyline or the surrounding areas which have high populations of both. They could be born elsewhere but it's fairly rare. In Leyline, they are surprisingly common and it surprises many outsiders. Most often they look very much like a short elf with more facial hair than one might expect. They can also look like tall dwarves with a slight point to the ears. Skin, hair, and eye colors can be any mixture common among elves and dwarves. Most residents of Leyline are High Elves (sun elves) and Mountain Dwarves and most Dwelves here tend to reflect that with bronze medium to dark skin and dark or occasionally red hair. Ability Score Increase: Pick one: Constitution + 2, Dexterity + 1, OR Dexterity +2, Constitution +1 Age: Half Dwarves age at about the same speed humans do, though they are considered young until about the age of 75. They generally live till about the age of 550. Size: 4-5 ft Speed: 30 ft Darkvision 60 ft Pick One:- Dwarven Constitution: You have advantage on saving throws to resist poisons.
- Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
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