Pyris Homebrew Options: https://homebrewery.naturalcrit.com/share/WiIh7UEF1JnU
This article will explain all the options available to you when building a character in the world of Pyris.
Races and Subraces
Races
The world of Pyris is vast and diverse, filled with many cultures and people. When building your character, you may choose from any of the following races, seperated into the following categories (any races not noted here are not available to you. Some of these races can be found in the homebrew linked at the top of this article):
The Wandering Ones
Humans: Humans are among the most wide-spread races in Pyris, living everywhere, from the tip of Midana to the south of Drirosia. Both normal and variant humans are availabe to you.
Changelings: Changelings are much less common than humans, and much harder to spot, being able to appear exactly how they want to be.
Halflings: A friendly race, who find the greatest pleasures in spending time with friends and family. They are less wide-spread than humans and changelings, only living in Mortris, Poloki and Drirosia, but their numbers are large.
Gnomes: Similar to halflings, but with a more eccentric and creative personality. See the subclass section below to see what subclasses you can choose from.
Skepna: A bestial race that can shift between a human and more animal-like form. Use the Shifter abilities for this race.
Dwarves: An inventive an resourceful race, living in clans in mountain cities. Adept with any weapon and confident to stand up to any foe, dwarves are an asset to any adventuring party.
Hydroreans - An aquatic warrior race of humanoids, with an inate magical talent and a war-like mindset.
Angeli - A humanoid-angel hybrid, empowered by divine fury and an incredible battle talent. Use the Aasimar's abilities when playing an Angeli.
Psychar - The Psychar have strong psychic powers that set them apart from the rest of the Wandering Ones. While they are rare, their power lets them make their mark on the world. Use the Kalashtar's abilities when playing a Psychar.
Lumarians - Creatures born of divine energy, similar to Angeli. However, Lumarians are far rarer, and radiate light wherever they go.
The Fae
Elves and Half-Elves: Just as wide-spread as humans, the elves are large in number and are the most common fae race to be found in an adventuring group. See the subclass section below to see what subclasses you can choose from.
Fairies: A small, winged race, the fairies are filled with fun and creativity, and while they can be a bit tricksy sometimes, they are a delight to be around.
Guardians - Huge defenders of the forest, found almost exclusively in Mire's Run. With bark-like skin, they can plough through hordes of enemies with ease.
The Orken
Orcs and Half-Orcs: The most important and populous member of the Orken, Orcs are aggressive but have a strong sense of community and family. They are strong and tough, making them shine in combat.
Goblins and Hobgoblins: Smaller and weaker the orcs, but sneakier and more resourceful. Goblins are annoying little tricksters with a hidden fury and passion.
The Giganta
Goliaths: Descended from giants, goliaths are strong humanoids with an incredible constitution and a powerful confidence. They lead the pack, never saying no to a fight.
Centaur: Half horse, half humanoid, centaur are swift and courageous, at home in the wild and where they can run free.
Genasi: Genasi are born with elemental powers, taking magic from one of the four elements. They are skilled with magic and are at home in the places where their element runs wild.
The Panthera
Leonin: The strongest and most agressive of the Panthera, leonin are most comfortable with an axe in their hands and a monster staring them down.
Tabaxi: Creative and swift, tabaxi are nimble scavengers that delight in outwitting their oppenents.
Tigra: The fastest of the Panthera, tigra delight in the hunt are are talented at finding the perfect hiding spot to surprise their prey.
Animalia
Aven and Owlin: These winged races are swift and at home in the sky, launching down at their prey for the kill. Use the Aarakocra's abilities when playing an aven.
Mousefolk: While small in number, mainly only living in Mire's Run, the mousefolk make up for that with their talent and variety of skills.
Ratcha: Similar to the mousefolk, but with a more focused talent on hunting and hiding.
Ursine: Huge and muscular creatures with strong arms and sharp claws.
Rabbaka: The rabbaka spring and dart across the fields of Mortris, looking for a new game or friend to play with. They are skilled at hunting and evading their enemies. Use the Harengon's abilities when playing a rabbaka.
Lizardfolk: The lizardfolk are adept scavengers and killers, feasting upon their unsuspecting prey and taking what they can.
Minotaur: A hybrid of horns, fur, and muscle, minotaur are aggressive humanoids with a capable battle talent.
Hunda / Wulva: Loyal friends with remarkable senses and a high speed.
Insectas: Crawling and scrambling through the tunnels and caves of Arbys, the insectas are large in number but rarely make their presence known. Use the Thri-Kreen's abilities when playing an insecta, and use the variant insecta section in the homebrew linked at the top of this page if you want to set your insecta apart from the rest.
Naga: Snakelike creatures wih the blood of djinns in their veins, they are adept with magic and at home in hot climates.
Hippofolk: Strong but energetic people with a strong sense of friendship, hippofolk allies are loyal and helpful in the toughest circumstances. Use the Giff's abilities when playing a hippofolk.
Tortle: A wise and ancient race that takes their time to always make the right decisions. Always the cleverest in the room, tortles are an asset to any adventuring party.
Krokilo: An amphibian humanoid, tough and resistant to most attacks with a powerful build.
Goril: Tough and agressive, gorils run, swing and roll through the jungles of Etharo with ease, defending their territory to the end.
Otterfolk: The Otterfolk are peaceful and sociable, living around rivers and lakes, trading with assisting any visitors lucky enough to cross paths.
Phantia: Huge and muscular, the Phantia trample over their enemies like grass. Use the Loxodon's abilities when playing a Phantia.
Other Animalia
Many other species of Animalia exist, including Sharkho, Pandoth, Octori, Chameleos, and more. If you choose to play one of these, use another race's traits but reflavour them to fit your character better.
Other
Drakoria - Appearing seemingly out of nowhere in the Second Age, the drakoria are a draconic race of arcane beings, with a tribe mentality and a powerful magical ability. Use a Dragonborn's abilities when playing a drakori.
Subraces
Elves
Throught migration and millenia of evolution, elves have split into several different subraces. The following are available to you when you build your elf. Their native home is also noted next to their name. If their name varies from the name of an available subclass, the subclass that you use will be in brackets.
Mud Elf - Mire's Run
Blood Elf - Eastern Zarkha
Boreal Elf - The Slettumoss and eastern Dauða Path
Cloud Elf / Sky Elf - Originally various sky islands, now anywhere in Arbys
Stone Elf - Dragonspire or Drakenir Mountains
Light Elf - Western Zarkha
Fire Elf - Near Hellbreach
Meadow Elf - Mortris and Poloki
Gardhari - Originally Narini, now anywhere in Snjostigur
Arekkion - Anywhere in Arbys
Sea Elf / Triton / Merfolk - Any of the seas around Arbys
Elfae (Eladrin) - Anywhere in Arbys
Ash Elf (Dark Elf) - Mortris and Poloki
Wood Elf - Anywhere in Arbys nearby a forest
High Elf - Mortris, Poloki and Drirosia
Bleak Elf / Merrow (Shadar-Kai with swim speed and underwater breathing) - Any of the seas around Arbys.
Dwarves
Just like the elves, the dwarves have spread across Arbys and developed into seperate subraces.
Mud Dwarf - Mire's Run
Red Dwarf - Eastern and southern Zarkha
Boreal Dwarf - Anywhere in Snjostigur
Green Dwarf - Dragonspire Forest
Shore Dwarf - The eastern and southern shores and seas of Arbys
Sky Dwarf - EXTINCT (play only if DM allows it), originally in airships, sometimes in Snjostigur
Half-Dwarf - Anywher in Arbys
Iron Dwarf - Mortris and Drirosia
Blaze Dwarf - Near Hellbreach
Chaos Dwarf - Zarkha
Scaled Dwarf - Eastern and southern Zarkha
Hill Dwarf - Mortris and Drirosia
Mountain Dwarf - Dragonspire and Drakenir Mountains
Gnomes
Forest Gnome - Anywhere in Arbys near a forest
Rock Gnome - Mortris, Drirosia and Poloki
Hollow Gnome - Dragonspire Mountains
Sky Gnome - EXTINCT (play only if DM allows it), originally in airships, sometimes in Snjostigur
Wind Gnome - Originally in elven sky islands, now anywhere in Arbys
Great-Gnome - Anywhere in Arbys
Journey Gnome - Anywhere in Arbys
Moon Gnome - North Midana
Sun Gnome - South Midana
Sand Gnome - Zarkha
Genasi
When building a Genasi, your character can be a hybrid of the elements rather than a descendant of just one. The homebrew at the top of the page gives options for Genasi born from two, three, and even all four elements.
Subclasses
All subclasses in official D&D material are available to choose from, except for Clockwork Soul Sorcerer and Path of the Battlerager Barbarian. In addition, any subclasses in the homebrew linked at the top of the article are also available to you.
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