Species & Subspecies
NOTICE: If creating a D&D 5th Edition character, please follow the following instructions:1. Add a +2 to one of your attributes, not to exceed 20.
2. Add a +1 to another of your attributes, not to exceed 20.
3. Choose whether your size is Small or Medium, as reasonable.
4. Choose up to one Minor, one Moderate, and one Major Ability. You may downgrade any of these abilities for twice as many of the category below, but you may not choose the same ability more than once. You may not combine these abilities to choose additional abilities from higher brackets.
5. Choose one Trade Language, then choose any combination of additional language, tool, gaming set, or instrument proficiencies equal to your Intelligence attribute - 9. These additional languages may include other Trade Languages.
6. Your default movement speed is 30. LEVELING UP:
When rolling for additional hit points you can take either the number rolled or the average of your hit die (rounded up). For example, if you have a 1d8 hit die and roll a 3, you can choose to keep that roll or to replace it with a 5 (4.5 rounded up). ON RESURRECTION:
Upon death and while not in Aurides, Storegga, or their adjacent seas, you can choose to make a 1d20 roll, adding your Constitution modifier to the result. On a result of 20 or higher you return to 1 hit point, and gain the Undead type, the Undead moderate ability, and the Undead Fortitude major ability. If you choose to make this roll and roll below a 20, your spirit is separated from your corpse and you can only be returned to life with a Wish spell. Feel free to explain or flavor your abilities as you like, within reason. Their origin may be based on your species, your upbringing, or other criteria. Minor Abilities
These abilities are mostly sourced from D&D 5th Edition SRD content. Brave. You have advantage on saving throws against being frightened. Cantrip. You know one cantrip of your choice. Choose Intelligence, Wisdom, or Charisma as its spellcasting ability. Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water. Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 ft. 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 gray. Damage Resistance. You have resistance to a specific type of damage, chosen when you take this ability. You can't choose Bludgeoning, Piercing, or Slashing damage for this ability. Extra Language. You can speak, read, and write one extra language of your choice. Forceful Presence. You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Light Armor Training. You have proficiency with light armor. Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll. Mental Acuity. You have advantage on saving throws against being charmed and magic can't put you to sleep. Natural Weapon. You are proficient with your unarmed strikes, which deal 1d4 Bludgeoning, Piercing, or Slashing damage (chosen when you take this ability) on a hit. Nimble. You can move through the space of any creature that is of a size larger than yours. Nimble Climber. You have a climbing speed equal to your walking speed. Poison Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. 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. Shield Training. You have proficiency with shields. Skilled. You have proficiency in an additional skill of your choice. Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Stone Lore. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Trance. You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit as another would from 8 hours of sleep. Vengeful Assault. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest. Vocational Training. You have proficiency in an additional tool of your choice. Weapons Training. You have proficiency with a martial weapon of your choice.
These abilities are mostly sourced from D&D 5th Edition SRD content. Breath Weapon. You can use your action to exhale destructive energy. This produces a 15 ft. cone/30 ft. line (chosen when you gain this ability) dealing X (damage type chosen when you gain this ability) damage. When you use your breath weapon, each creature in the area of exhalation must make a(n) X (attribute chosen when you gain this ability) saving throw. 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. Extra Movement. Your base walking speed increases by 10 feet. Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. Innate Magic. You know one cantrip of your choice. When you reach 3rd level, you can cast a 1st level spell, chosen when you take this ability, once per day. When you reach 5th level, you can cast a 2nd level spell, chosen when you take this ability, once per day. Choose Intelligence, Wisdom, or Charisma as the spellcasting ability for these spells. Living Construct. Even though you were constructed, you are an animate creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. Medium Armor Training. You have proficiency with light and medium armor. Natural Armor. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. Polymath. Whenever you make an ability check with a tool, roll a d4 and add the number rolled to the check's total. 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. Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Undead. Even though you are dead, you are an animate creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. Weapon Familiarity. You consider a martial weapon of your choice as a simple weapon for the purposes of proficiency.
These abilities are mostly sourced from D&D 5th Edition SRD content. Antediluvian Echo: Builder. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. Antediluvian Echo: Strategist. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. Antediluvian Echo: Watcher. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. Feat. You gain one feat of your choice. Heavy Armor Training. You have proficiency with light, medium, and heavy armor. Magic Resistance. You have advantage on saving throws against spells and other magical effects. Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it. Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die. Undead Fortitude. If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. Wings. You have a flying speed equal to your base walking speed. You must be in a space wide enough to accommodate your wingspan to fly. Your wingspan is equal to twice your height. You cannot fly if you are wearing armor you are not proficient in, armor not tailored to accommodate your wings, or a backpack not specially tailored to your wings. If you choose to be unable to hover, returning to the ground at the end of your turn unless you move at least half your fly speed during your turn, you may also choose an additional Minor Ability.
These abilities are mostly sourced from D&D 5th Edition SRD content. Damage Vulnerability. You have vulnerability to a specific type of damage, chosen when you take this ability. You may also choose an additional Moderate Ability, or two additional Minor Abilities. You can only take this ability once. Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. You may also choose an additional Minor Ability.
Trade Languages:Allantium. The language of the north, surrounding the Auridean and Kirvean seas. Caldis. The language of the south and east, surrounding the Red Sargasso. Also known as Limbakosa Luminat. Chieronomy. A semi-standardized, semi-improvisational international language of hand or foot gestures, body language, and partial vocalizations. Kala. The language of the south and west, surrounding Cadota and Kireina. Limbakosa Luminat. The language of the south and east, surrounding the Red Sargasso. Also known as Caldis.
Additional Languages:Ahapaldi. The holy language of Osterode, revealed to St. Oster in a waking dream. It is mostly used in worship and spycraft. There are traces of the language found in texts of the early days of Aldeone. Aldera. From lingua aldera. The living language of Aldeone, in use since there was an Aldish identity. Asteriot. Spoken almost exclusively in the hollow mountains of the northernmost world. Atalantium. The language of the inland Sunlit Chantry and the lands within their dominion. Azasi. If you wish to engage in the dangerous politics of Masque, you ought to be fluent in Azasi. Banka. A Dream-language related to Ogonjazik, and impossible to vocalize without submerging your head in water. Chantais. Sexy vampire French. Chelmska. This language of sailors has never been widespread. It is used locally on the Coast of Kirves, are rarely beyond it. Cymraeg. Once spoken in the city of Lethen, which now crumbles, half-submerged in the sea. The descendants of the Bannog survivors of the cataclysm that destroyed their city are its most common speakers, as are those who seek the lost arcane knowledge buried in rare Lethic texts. Elyneca. Before the unification of the giant clans of Mycia into a single empire, the clans all spoke their own variants of this language. A more complete codex was recorded at some point in the history of the Mycean Empire, but where it vanished to is anyone's guess. Etelakalotten. A near-extinct language once spoken by the Tynou. Fjala. This language is spoken without pauses. It can be understood by those lacking gills, but never spoken. Gansu. The language spoken by orcs before the adoption of modern Kala. It is mostly used during traditional events and holidays. Gwaelu. Similar to Cymraeg, Gwaelu is the majority language of Ystrad Gwael, and young Bannog learn it before their ancestral tongue. It is direct and practical, lacking much of the nuance, poetry, and esoteric dictionary of Cymraeg. Halet. A religious language spoken almost exclusively by Tynou spiritualists. It is rich in oral history. Jelan. A language spoken in Galanay, on the Red Continent, Kaldys. Older than Caldis and younger than Murkalten, and mostly found in old navigation charts. Kathrevousa. The language of the proud, imperial giants of the Mycean Empire. The spines of their golems are etched in this language, and it is used almost solely in their nebulous society. Kawa. Not to be mistaken for Kala, a language of the neighboring orcs, Kawa is the native tongue of the Karta. It is the third most spoken language in Bramat, following Allantium and Kala. Keel. The language of Fanden, and the language of modern owlery. Koine Mycean. Soter was once little more than a trade cleruchy of Mycia, but now remains the last true bastion of giant civilization. Koine Mycean, the only surviving variant of the giant languages of the past, is the national language, and Soterite instructors are commonly exuberant at the prospect of teaching it to foreigners. Kuiske. A language of unknown origin, according to the Tynou. It has hundreds of words for the many nuances of necromancy, yet lacks a satisfying way to say "Hello." Ljuskavac. The majority language spoken within Vodozémenova's borders. Mantrika. Found primarily in the jungle-cities of Sorvash, and very elaborate in the discussion of snakes and biology. Matteray. Some have claimed this is the language spoken by wode tyrants, but who spends enough time around them to know whether that's true? Medeweten. Technically the language adopted by the Hanseatic Internationale. Some guildfolk of Meersleuven still try to push it, but most people just speak a more common trade language. Sometimes called East Vanetmeer. Murkalten. The extinct language of the near-extinct First Elves. Ogonjazik. The language of dragons, except dragons usually don't exist. Learning and forgetting this language is a step toward earning your wings. Pilluaritsi. Spoken by the soil-blessed people of southern Kireina. It is rarely heard in other lands, but is understood by most basidigari spores. Sabik. Spoken along the northeastern shores of the Red Continent, and in Masque. Svystka. The song-language of landbound lamia, suited well to paeans. Svystkyy. The song-language of waterbound rusalka, suited well to ardor and profanity. Tagagat. Rarely spoken anymore, this language can still be found on the roadside and alleyway shrines around Aldia. Tarut. Refugees from Galanay once fled across the Sargasso Sea. They settled Makera, where this language is spoken. It has only become less static recently, as new loanwords and syntactic concepts are introduced by foreigner merchants. Tlatolli. The language of Caltia, the estranged member of the Sunlit Kingdoms. Defined as a 'solar language, whatever that means. The Aubade. Spoken primarily in Albwitu's elven legions, and considered by them as a true successor to Murkalten. Thysium. The first recorded language, granted by Thysa to her followers in the Arbor. Vanetmeer. Vanetmeer was once a language spoken throughout Aldia and northern Cadota, but now lingers only in the memories of native Sabrosans. Sometimes called West Medeweten.