Races & Subraces Statblocks

Catfolk

ability score increase: +2 Dex
age: 10-70 Years
Size: Medium
speed: Your base walking speed is 30ft and your climb speed is 20ft.
Languages: Pafra
race features:
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 only see in shades of grey in the darkness.   Pouncing Stride: When you Move you can double your Speed until the end of the turn. Once you use this trait, you can't use it again until you Move 0 feet on one of your other turns.   Cat's Claws: Your claws are natural weapons, which you can use to make Unarmed Strikes. If you hit with them, you deal Slashing Damage equal to 1d4 + Strength modifier.   Nine Lives: You can now choose to have Advantage on a Death Saving Throw. However you may only ever do this a total of 9 times in your characters lifetime. If you use this trait and roll two natural 20s, you are fully healed and wake up. If you use this trait and roll two natural 1s, you will die and Revivify cannot bring you back.
"An athletic race with a wide range of fur designs and colors. Catfolk are a tribal race who mostly remain steadfast in their old traditions. Even those who set out on their own or tribes that choose to modernize hold to their traditions and customs tightly. Thanks to the Gnomes, they are seen as a largely violent and backwards people by the other races."
 

Daru

ability score increase: +2 Dex
age: 5 - 65 Years
Size: Medium
speed: 30ft & 50ft Fly
Languages: Rastin
race features:
Flying Weight: You cannot wear heavy armor, a shield, or armor wearing over 20lbs while flying.   Natural Lightning: You are Resistant to Lightning damage and can add 1d6 + Proficiency of Lightning damage to your weapon damage as a Bonus Action.   Eagle Eye: You have Advantage on Wisdom (Perception) checks while you're 30ft in the air.
"One of the few living races created by the gods, the Daru are bird like humanoids who tend to group up in clan settings. They are very agile in the air and have some strange abilities tied to their godly creation that are neither natural or arcane in nature. Very lithe and light creatures, their bodies are covered in an area of vibrant colored feathers. Faces sporting curved beaks and limbs ending in sharp but not weapon like talons and claws."
 

Dragonborn

ability score increase: +2 Con
age: 15 - 95 Years
Size: Medium
speed: 30ft
Languages: Draconic
race features:
Built For Stress: All saves against Exhaustion are made with Advantage and only the last two effects of Exhaustion effect you.   Bounce Back: Once per Long Rest and after taking damage, you can use your Reaction to take an number of Hit Points equal to the amount of damage you just took. These Hit Points last until the end of your next turn.   Bear Down: Once per Long Rest when you are reduced to 0 hit points but not killed outright, you can remain standing and conscious until the end of your Next Turn. Unless the damage you take surpasses your Hit Point total, every instance of damage will be a single Failed Death Saving Throw.
"Powerful creatures, these scaled reptiles tend to be on the taller side, pushing 7ft. Their tails vary in length but are usually at least a few feet long. They have short snouts with mouths filled with sharp predator teeth. Their eyes are a solid color, sharing a shade with their scales. They have an arrogance about them that has them think much less of other races. However, being social creatures, they will "lower" themselves to other races just to be apart of a group."
 

Dwarf

ability score increase: +2 Con
age: 35-250 Years
Size: Medium
speed: 25ft
Languages: Dwarven
race features:
Darkvision: You can see in dim light within 60ft of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in the dark, only grays.   Stony Constitution: You have Advantage on Saving Throws against poison, and you have Resistance against poison damage.   Bottom Heavy: You have Advantage on all Checks and Saving Throws to prevent force movement on yourself.   Crafters Perspective: Once a day you may have Advantage on a roll to understand the purpose or how an object works.
"Industrious, headstrong, and willful. Dwarves are a very hairy, long-lived race who tend to gather together in close-knit social groups. Nothing is more loyal than a dwarf who becomes attached to a group or cause. Fairly stocky and built solidly, Dwarves have a natural born hardiness to them."
 

Elf

ability score increase: +2 Wis
age: 18-140 years
Size: Medium
speed: 35ft
Languages: Elven
race features:
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 see in colors, but they are hazy and very muted.   Arcane Attunement: You can feel magical effects within 60ft of you and if you stay in the same place for more than a month you can cast spells at one level higher.   Arcane Rejuvenation: You have to sleep, but they only need 4 hours as the ambient energies of Stelair refresh you faster.   Magic Vulnerability: You have Disadvantage on saves against Magical Effects.
"Tall, long lived, and innately tied to the magics of Stelair. The origins of these creatures begin on Valash where they grew up without divine intervention. Making their own way in the world until the Spellweavers found them and helped them understand and use their naturally arcane abilities. Though centuries of not fully grasping their abilities and having to fend for themselves without magic led to them developing a natural quickness that as stuck with them through the following centuries."
 

Gnome

ability score increase: +2 Int
age: 14 - 85 Years
Size: Small
speed: 25ft
Languages: Small Talk
race features:
Superior Darkvision: You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can only see in shades of grey in the darkness.   Mental Library: You can exactly recall anything you have read.   Grasping Concepts: You can use any tool with Proficiency but it takes twice as long as to complete the task as someone who is trained in the tools.   Spatial Awareness: You have Advantage on all Saving Throws or Checks against Illusions.
"Short, stocky, brilliant. Gnomish society has boomed because of their analytical minds. Able to grasp vague concepts and put their applications to use. They are a group minded species, never straying too far from their own or the group they associate with. They usually are 2 1/2ft to 3ft in height, being one of the shortest races. Their heads tend to be slightly larger in proportion to their bodies and limbs stockier. Their eyes are also a bit larger on their faces then a typical humans."
 

Goblin

ability score increase: +2 Cha
age: 10 - 65 years
Size: Small
speed: 25ft
Languages: Small Talk
race features:
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 only see in shades of grey in the darkness.   Practiced Hands: Everytime you successfully craft, build, make, or do a simple task, any DC to do it reduces by 1 down to a minimum of 10.   I Can Do That: Once a day you can replicate something you saw someone do to completion in the past week. If it had a roll accompanying it you use the result of the roll.   Scared Heart: If a member of your party is down your speed increases to 45ft. You also have Disadvantage on any Save or Check to prevent you from becoming Frightened.
"Goblins are referred to as the leeches of society. Tagging along, never doing their own work, always adapting other races' achievements to their own benefit. They are actually fairly intelligent but generally lack initiative, walking the road already paved and making it their own rather than trailblazing it."
 

Hafling

ability score increase: +2 Cha
age: 14 - 65 years
Size: Small
speed: 25ft
Languages: Small Talk
race features:
Superior Memory: You have Advantage on any check made to remember or see if you remember something.   Toughened Feet: Your feet have Resistance to all damage.   That Kind of Face: You have Advantage on Dexterity (Stealth) Checks made within crowds.
"Nomadic explorers, Halflings are the natural born adventurers. Always on the move and never wanting to stay in a place to long, they are generally overlooked by most other races simply because of their seeming lack of impact on the world. They are part of no major nation and haven't made any great advancement, and there are certainly no standout warriors. They are just happy to follow along and live a care free lifestyle full of new experiences. Not especially looking to complicate their lives with the spotlight. Hovering around the upper 3ft to low 4ft range, Halflings look pretty much like smaller humans aside from their very rounded ears."
 

Human

ability score increase: +2 Any Score
age: 18 - 85 years
Size: Medium
speed: 30ft
Languages: Vudraini/Advi or Kelshian or Rivtra
race features:
Rapid Adaption: You can add a +1 to an Ability Score Modifier if you forgo a Long Rest to do exercises that would benefit that score. This bonus resets on a Short or Long Rest.   Insightfully Nosey: You have Advantage on Insight Checks made when you are being rudely nosey.   Making It Work: After failing a Skill Check you may make it again. For every subsequent try after the first failure you get a -5 to your roll.
"If you were to sum up humans in a single word, it would be impactful. From the fall of the Draconic Empire, the horrors of the Forgotten War, and the revolution of the Trade Age, humans have been a driving force through history, always seeming to be in the center what is happening. Humans have a motivation rivaled only by the Gnomes. Usually in the upper 5ft to lower 6ft range, humans come in shades of pale peaches to lighter blacks."
 

Julkin

ability score increase: +2 Int
age: 28 - 850 years
Size: Medium
speed: 25ft
Languages: Wutu
race features:
Hold Breath: You can hold your breath for 1 hr + (Constitution modifier x 10 min).   Natural Armor: You body makes it impossible to wear armor, but your shell gives you a natural 16 AC (Your Dexterity Mod doesn't benefit your AC).   Shell Retreat: Using an Action, you can pull your head and limbs into your shell. While retreating, you are Prone, your speed is 0, your AC has a +4, you have Advantage on Strength & Constitution Saving Throws, and you are Resistant to non-magical piercing, slashing, and bludgeoning damage. The only Action you can take is to come out of your shell.   Mental Replay: After 10 mins of meditation you can go into your memory and replay a scene of your life like you are experiencing it again. Allowing you to investigate, look around, and perceive everything from your point of view again. If you experience harm in the memory you are living you must make a DC 13 + your Lvl Constitution Saving Throw or take a level of Exhaustion.
"An extremely long-lived species who has a deep wanderlust and curiosity of the world . They travel to collect knowledge for different reasons within their tomes. It is rumored that they have a central home where they store their knowledge and raise their young, though no one knows where it could be. They tend to stay neutral as to observe things and watch them unfold. However, if they become invested in a different cause or purpose, they will die before they fail it. They start around 4ft tall, but as they grow older and larger, they reach up to 12ft tall in some cases."
 

Mermon

ability score increase: +2 Wis
age: 18 - 80 years
Size: Medium
speed: 30ft to 60ft swim
Languages: Wutu
race features:
Amphibious: You can breathe air and water.   Suspicious Mind: You have Advantage on Wisdom (Insight) checks against people unknown to you.   Shifter Sight: You have the ability to spot shape changers when they are transformed. Picking out small odd details most others wouldn't see. Odd hair placement, slight ripple of the skin, or even an off breathe pattern. You GM will decide a DC from instance to instance.   Ripplesense: Using your hair nerves and while in water or rain you can "see" up to 120ft away.
"A secretive and suspicious race. They are not seen much above the waters, and those who do try to remain unnoticed. They are naturally distrusting of people because of the war-torn nature of the deep seas. The people they hold closest are their immediate families. Without one, they tend to wander away from society because of a lack of trust in it as a whole. They are usually mid 5ft with skin that can range from red to green. Their hands and feet are webbed, and within water, they can open up arm, leg, and back fins to aid in swimming."
 

Orc

ability score increase: +2 Str
age: 14 - 75 years
Size: Medium
speed: 30ft
Languages: Orgrunt
race features:
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 only see in shades of grey in the darkness.   Primal Endurance: When you are reduced to 0 hit points but not killed outright, you can roll and spend a Hit Die to make your Hit Points whatever you rolled. You can't use this feature again until you finish a Long Rest.   Mood Swings: When the temperature is greater then 90°F, all Strength based Skill Checks are made with Advantage. You also make all Intelligence based Skill Checks with Disadvantage. When the temperature is lower then 30°F, all Intelligence based Skill Checks are made with Advantage. You also make all Strength based Skill Checks with Disadvantage.   Nature's Empathy: You have Advantage on any Check that has to do with finding out what is wrong with plants or animals. Ie Sickness, Disease, Poison ect.
"Large humanoids with naturally muscular bodies, green skin, and mouths accentuated by small tusks protruding from their mouths. Their skin is a shade of green and the skin around their muscles usually is marked by stretch marks. They are solidly built and their bones are famously hard to break. Experiences intense mood swings and jumps in physical strength depending on the temperature."
 

Sawgrim

ability score increase: +2 Str
age: 12 - 50 years
Size: Medium
speed: 30ft & 60ft Swim
Languages: Wutu
race features:
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 only see in shades of grey in the darkness. This is doubled while underwater.   Amphibious: You can breathe air and water.   Natural Weapon: As an Action you may use a bite. You are Proficient with this weapon and deal 1d8+Stregth Modifier in piercing damage.   Blood Scent: You can smell blood 300 ft away underwater and 60 ft away above water.   Grappled Combat: You have Advantage on Attack Rolls if you are Grappling your target.   Moisturizer Me: You must submerge yourself in water for a Short Rest every 3 days or you will begin to take a level of Exhaustion every day you don't.
"Vicious hunters of the waters, these brutes group together in huge tribes that viciously hunt anything humanoid like. While in large groups, they act very much like a hive mind, working together for the hunt. But when individuals are separated for a time, they will find themselves unwelcome back to the group. That time away from the pack usually allows the individual to grow their own personality outside of the pack, making them adopt a lone lifestyle. They have large mouth and small eyes. Their hands and feet are finned, but what allows them to swim fastest is their long tail with a fin on the end."