Character races in Midrast Wain | World Anvil
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Character races

This article offers you all the races that you can currently play as within the world of Midast Wain as well as their statistics, abilities and short introduction. For more information about each race, click on its header and you will be transferred to an article where you can learn more about it.
The word of the Maker

Character sheet

  Table of Contents

Character Creation introduction

Once you look into the character sheet, you as a player will be free to pick and choose your character's characteristics by choosing their 5 starting elements.    For simplicity, I have included the "standard" recommended stats for each race below but you are free to allocate your points differently if you so desire, as long as you meet following conditions. The table that calculates your points is present in the Character sheet above.  

Element distribution rules

  1. Apply starting Racial element bonuses
  2. The maximum points any one element can have is 5. Only one element can have 5 points.
  3. Minimum points any element can have is 1.
  4. The sum of points across all five elements must equal to 15.

Hybrids

Hybrids follow the same rules as their parent species, however, they can choose one passive they inherit from one parent and one Divinity ability from the other.   To offset their potenial versatility, the sum of points they get across all five elements is 14 instead.

Air dragon

   
...They pride themselves on being closest to their Gods and being the greatest fliers there are. Foolish, vain, vengeful and too concerned with trivial matters. Their society is built on a frail skeleton of honor and discipline, just as frail as their own bodies, all just waiting to be blown away by the wind of change.
Brandstorm, Fire dragon tutor
 

Base stats

  • Flying 10
  • Running 7
  • Persuasion 8
  • Instinct 8
  • Memory 7
  • Strength 4
  • Wisdom 5
  • Combat 5
  • Craftiness 4
  • Swimming 6
  • Deception 6
  • Stealth 5
  • Resistance 6
  • Intimidation 5
  • Fate 4

Size: M
Reduction: 3
Defense Air: 12
Defense Earth: 9
Defense Water: 8
Scratch points: 15 / 15

 

Bonus Element: Air

 

Racial Divinity:

  • Tyrth's surge
  • (free action)
    Your character may transfer between Earth to Air or vice versa using only a free action this turn. This ability also works on transfers between two Air environments. 
 
    Additionally, your attacks do not trigger Retaliation this turn.
 

Racial Passive:

  • Dexterous Charge
  • (upgrades Charge)
    When using Charge action you gain Inspired (+2 defense) until the start of your next turn. 
    Charge action used in Air enviornment does not make you Exposed, if you miss. 
   

Mud dragon

   
Mud dragons invented this, mud dragons invented that. Peh. You know what they have not learned to do yet? Develop as a nation. Unite. Get over themselves and find the strength in humility rather than remain in their small tribes and occasionally fight one another. And so, as long as they remain divided, we have nothing to fear from them.
Krolth Pulchrana, Air dragon prince
   

Female base stats

  • Flying 2
  • Running 6
  • Persuasion 4
  • Instinct 4
  • Memory 4
  • Strength 10
  • Wisdom 8
  • Combat 8
  • Craftiness 8
  • Swimming 6
  • Deception 6
  • Stealth 6
  • Resistance 6
  • Intimidation 6
  • Fate 6

Size: L
Reduction: 4
Defense Air: 2
Defense Earth: 6
Defense Water: 6
Scratch points: 15 / 15

 

Bonus element: Earth

   

Male base stats

  • Flying 4
  • Running 6
  • Persuasion 5
  • Instinct 4
  • Memory 6
  • Strength 8
  • Wisdom 7
  • Combat 6
  • Craftiness 8
  • Swimming 8
  • Deception 5
  • Stealth 7
  • Resistance 4
  • Intimidation 6
  • Fate 8
 

Bonus element: Earth

 

Size: M
Reduction: 3
Defense Air: 6
Defense Earth: 8
Defense Water: 10
Scratch points: 15/15

 

Racial Divinity:

  • Leaf drop
  • (Requires action and Earth environment)
  • Gain Overwatch (retaliate against enemies transferring or escaping). Roll two attacks instead of one for each enemy that triggers it.
 

Racial passive:

  • Seismic smash
  • (upgrades Hunter's dive)
    Your character can use their Strength instead of their Flying when using Hunter's dive. If they do, damage dealt or taken is calculated based on Strength.
     

Water dragon

 
It would be easy enough to dismiss them and their society as a bunch of careless creeps living in the oceans and rivers. However, we know very little about their society, and it is in part to how remote their lives are compared to ours. So while everyone else dismisses their existence down to "harmless fish-eaters", I would be more careful. My sisters and daughters, do not underestimate them.
Willow Violet Wakeanborn, Mud dragon Ford tribe Matriarch
   

Female base stats

  • Flying 4
  • Running 3
  • Persuasion 7
  • Instinct 5
  • Memory 6
  • Strength 2
  • Wisdom 6
  • Combat 4
  • Craftiness 5
  • Swimming 10
  • Deception 8
  • Stealth 9
  • Resistance 6
  • Intimidation 7
  • Fate 8

Size: S
Reduction: 2
Defense Air: 8
Defense Earth: 7
Defense Water: 14
Scratch points: 15 / 15

 

Bonus element: Water

 

Male base stats

  • Flying 4
  • Running 4
  • Persuasion 6
  • Instinct 5
  • Memory 6
  • Strength 4
  • Wisdom 6
  • Combat 5
  • Craftiness 6
  • Swimming 8
  • Deception 7
  • Stealth 8
  • Resistance 6
  • Intimidation 7
  • Fate 8

Size: S
Reduction: 2
Defense Air: 8
Defense Earth: 8
Defense Water: 12
Scratch points: 15 / 15

 

Bonus element: Water

   

Racial Divinity:

  • Accelerate (Action)
    The flow is battle is similar to the flow of water.   Gain Inspired (+2 defense) until the end of your next turn. If you don't get hit by a damage dealing attack, you can perform a Charge action using only a bonus action on your next turn.
 

Racial passive:

  • Witlessproof
  • Water dragon's blood is immune to Witlessness.
  • Dolphin's jump
  • (Upgrades transfer)
    Water dragons transfer from Water to Earth as a Free action and can transfer from Water to Air as an action.
 

Fire dragon

 
Our prime business partners. Shame they live so far. It is terrifying to think these big brutes can any day decide to pack up and invade any part of the Continent. Actually, now that I think about it, it doesn't sound that bad that they live so far.
Xol, Jungle dragon purveyor
 
by Danero
 

Base stats

  • Flying 6
  • Running 6
  • Persuasion 5
  • Instinct 8
  • Memory 5
  • Strength 6
  • Wisdom 5
  • Combat 8
  • Craftiness 5
  • Swimming 4
  • Deception 7
  • Stealth 7
  • Resistance 10
  • Intimidation 7
  • Fate 4

Size: M
Reduction: 3
Defense Air: 8
Defense Earth: 8
Defense Water: 6
Scratch points: 15 / 15

 

Bonus element: Fire

 

Racial Divinity:

  • Blazing blood
  • Roll 2 attacks. Upon hit, deal +2 scratch damage if your opponent is injured (has less than maximum scratch points) and +2 scratch damage if your character is injured.
 

Racial passive:

  • Gore charge
  • (Upgrades Charge)
    Your Charge ability also makes you Focused (+2 attack) until the end of your turn.
 

Jungle dragon

 
You hear, I tried to reason with them! A vessel to carry dragons across the seas...? Why else would they build such a thing?! Maybe I worry too much, but the fact I received no explanation from them is... Well, worrying.
Sea Serpent, Water dragon noble
 
by Danero
 

Base stats

  • Flying 6
  • Running 5
  • Persuasion 6
  • Instinct 5
  • Memory 8
  • Strength 4
  • Wisdom 5
  • Combat 4
  • Craftiness 7
  • Swimming 6
    • Deception 5
    • Stealth 8
    • Resistance 4
    • Intimidation 7
    • Fate 10
    • Size: S
      Reduction: 2
      Defense Air: 10
      Defense Earth: 9
      Defense Water: 10
      Scratch points: 15 / 15
      Bonus element: Spirit

      Racial Divinity

    • Dreamburn
    • (action)
      You will predict what the target creature is going to do (Player or DM has to tell you who they will attack), and will have to attack that target during their turn, provided they still can.
      Roll Fate check, if you roll 20 or more, you can also make the target Exposed (-2 defense) until the start of your next turn or deal 2 Psychic damage.Racial passive:
    • Sleepless
    • Your character is naturally very proactive and doesn't need to sleep as long as others. You may sleep once per 2 days for 8 hours or for 4 hours per day without suffering exhaustion.
    • Tactical tailing
    • (upgrades Protect other)
      Instead of protecting an ally, you can choose an ally to protect you. You gain protected 1 by them.
       

      Diurnal Gryphons

      We have been made to withstand storms, blizzards, terrible creatures of old. Don't fear it. The sun shines upon us still, and you are a part of this world's winds. Follow your weightless spirit, feel as it brushes your feathers as a mother would her fledge. For only in love to all things living, can you embrace the suffocating rage. Taste it. Make your heart drink from the bowl of life and their numbers will mean nothing to you.
      — Clawstopper Ignisha, Diurnal gryphoness instructor.
        @  

      Base stats

      • Flying 8
      • Running 7
      • Persuasion 6
      • Instinct 8
      • Memory 6
      • Strength 6
      • Wisdom 5
      • Combat 7
      • Craftiness 5
      • Swimming 4
      • Deception 6
      • Stealth 4
      • Resistance 8
      • Intimidation 6
      • Fate 4

      Size: M
      Reduction: 3
      Defense Air: 10
      Defense Earth: 9
      Defense Water: 6
      Scratch points: 15 / 15
      Bonus element: Air and Fire +1. Spirit -1 



    • Racial Divinity:

    • Adrenaline
    • (Free action + you are injured)
      The taste of death awakens something primal within you. All your attacks this turn are rolled with advantage. You may only use this ability if you have less than maximum Scratch points.  

      Racial passive:

    • Eagle's precision
    • (Upgrades Hunter's dive)
      Hunter's dive action will deal half the Flying damage to your target even if you miss. You only take half damage from Flying upon missing.  

      Nocturnal Gryphon

      We urged Fern to return back before dusk. She wouldn't listen. When we found her in the morning, she was already dead. According to our Wingbinders her attacker was a gryphon that left her with an open artery wound. She bled out half-way to her camp.
      — Eucalyptus Beige Fertilanborn, Mud dragon of the Wheel tribe.
       
      Falth cover
      by Blajnart
         

      Base stats

      • Flying 6
      • Running 5
      • Persuasion 7
      • Instinct 5
      • Memory 7
      • Strength 4
      • Wisdom 6
      • Combat 4
      • Craftiness 6
      • Swimming 8
      • Deception 6
      • Stealth 8
      • Resistance 4
      • Intimidation 6
      • Fate 8
    •  

      Size: M
      Reduction: 3
      Defense Air: 8
      Defense Earth: 7
      Defense Water: 10
      Scratch points: 15 / 15
      Bonus elements: Water and Spirit +1. Earth -1



      Racial Divinity

    • Exploit weakness
    • (Bonus action)
      You attack target enemy. You hit automatically and deal combat damage to them.

      Racial passive:

    • Catlike reflexes
    • (Upgrades Retaliation)
      Your Retaliation bonus action gives you 2 Retaliate.

    Glossary:

    • Attacks - Attack is performed by rolling 1d20. To hit an enemy, you generally need to overcome their Defense with your roll. Rolling the same number as is their Defense still counts as a miss.
    • Defense - Defense is based on the size of your character and their movement Characteristics. It determines their ability to evade Attacks. Generally speaking, smaller creatures have higher Defense but lower Reduction.
    • Reduction - Reduces incoming scratch points of damage by its value. The bigger creatures tend to have thicker skin or scales and as such attacks deal less Scratch points of damage to them. Some abilities or items may help you increase your reduction or lower the opponent's. Creatures with negative Reduction are dealt amplified damage instead.
    • Scratch points (SP) - Scratch points or "SP" are what would be considered health or hitpoints of your character. The less SP your character have, the more hurt he/she is. When your SP reaches 0, they are too hurt to continue fighting but are still conscious. All attacks lead against such a character automatically hits. When the SP reaches -5 or lower, they fall unconscious and must perform Fate check to see if they survive. Refer to Roleplaying rules for more details.
    • Dice challenge (DC) - Number which you need to overcome with your roll to succeed in a challenge. DC 10 is very easy. DC 15 is easy. DC 20 is challenging. DC 25 is very difficult.
    • Encounter - This is where most of the fighting happens and where players take turns using actions fighting adversaries controlled by DM. For more details go to Roleplaying rules.
    • Turn - During encounters, this is where your character can perform one of their Actions to help defeat their adversaries.
    • Action - Usually refers to "Claw attack", "Charge" or other available common and Racial actions. Some items or professions may also give you a special Action to perform during your turn.
    • Passive abilities - These are abilities that are in effect automatically when their conditions are met, even outside of your turn. Some of them may need to be called out by the Player
    • Transfer - Character changes from one environment to another, applying their Air/Earth/Water defenses as per the new environment.
    • Free action - Free action can be taken during the character's turn before or after they declare their Action, but not outside of their turn.
    • Roll with Advantage/Disadvantage - You roll 1d20 twice and take the higher of the two results/lower of the two results.

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