Playable Races in Theros | World Anvil
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Playable Races

PHB

Human

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
ability score increase: Your ability scores each increase by 1.
age: Humans reach adulthood in their late teens and live less than a century.
alignment: Humans tend toward no particular alignment. The best and the worst are found among them.
Size: Medium
speed: 30 ft.
Languages: You can speak, read, and write Common and one extra language of your choice.

Variant human

  Ability Score Increase. Two different ability scores of your choice increase by 1.   Skills. You gain proficiency in one skill of your choice.   Feat. You gain one Feat of your choice.
 

Satyr

Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by simple desires, to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness. Life is a blessing from the gods, after all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it with relish.
ability score increase: Your Charisma score increases by 2, and your Dexterity score increases by 1.
age: Satyrs mature and age at about the same rate as humans.
alignment: Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.
Size: Medium
speed: 35 ft.
Languages: Languages. You can speak, read, and write Common and Sylvan.
race features:
Fey. Your creature type is fey, rather than humanoid.   Ram. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.   Magic Resistance. You have advantage on saving throws against spells and other magical effects.   Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.   Reveler. You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
 

MOoT

Minotaur

The minotaurs who dwell in the badlands of Phoberos and the remote polis of Skophos are caught between two worlds. Some follow the dark god Mogis, who has tyrannized them for ages untold and shown them a trail of slaughter that is all many minotaurs have ever known. Others, though, have emerged from this bloody path and found a world that welcomes those who pursue their own destinies and heroic callings. Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. Theros minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle.   Thick hair extends down minotaurs' necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails. Minotaur priests often adorn themselves with sacred items, be they trophies from fallen foes, keepsakes from their homeland, or naturally occurring marks of their god's favor.
ability score increase: Your Strength score increases by 2, and your Constitution score increases by 1.
age: Minotaurs mature and age at about the same rate as humans.
alignment: Minotaurs who leave the walls of Skophos have the opportunity to be free of its culture and pursue chaotic alignments, while those who remain within the polis and its tyrannical regime tend toward lawful alignments.
Size: Medium
speed: 30 ft.
Languages: You can speak, read, and write Common and Minotaur.
race features:
Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action and use hammering horns against that target as a free action.   Hammering Horns. Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.   Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.
 

Leonin

The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world.
ability score increase: Your Constitution score increases by 2, and your Strength score increases by 1.
age: Leonin mature and age at about the same rate as humans.
alignment: Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.
Size: Medium
speed: 35 ft.
Languages: You can speak, read, and write Common and Leonin.
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’t discern color in darkness, only shades of gray.   Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.   Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.   Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
 

MMotM/MToF

Tabaxi

Wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
ability score increase: Your Dexterity score increases by 2, and your Charisma score increases by 1.
age: Tabaxi have lifespans equivalent to humans.
alignment: Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.
Size: Medium
speed: 30 ft., climb 30 ft
Languages: Languages. You can speak, read, and write Common and Leonin.
race features:
Darkvision. You have a cat's keen senses, especially in the dark. 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't discern color in darkness, only shades of gray.   Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.   Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.   Cat's Talent. You have proficiency in the Perception and Stealth skills.
 

MOoT

Centaur

Powerful and curious, quick to act and knowledgeable of the wider world, centaurs seek to experience life's boundless bounty. The centaurs of Theros are divided into two groups: members of the far-traveling Lagonna band and the proud raiders of the Pheres band. These bands occupy territories situated between the three major human poleis, making them common sights to those who travel human lands. Not ones to settle in permanent homes, though, centaurs might be found wherever there are wonders to be witnessed and adventures to be had. Though centaurs share the same basic physiology, the centaur bands are commonly associated with their own distinct traits.   Lagonna band centaurs tend to be sleek and muscular, with powerful legs built for endurance rather than speed. They usually have coats of a single color, often with a shine that can look metallic in bright light.   Pheres band centaurs typically have long, nimble legs and lean bodies, and are often marked with natural color patterns on their hide. Pheres centaurs sometimes paint or tattoo their upper bodies to match the patterns on their lower half. Occasionally, a Pheres centaur is born with vertical stripes on their hooves, foretelling an exciting and adventurous life.
ability score increase: Your Strength score increases by 2, and your Wisdom score increases by 1.
age: Centaurs mature and age at about the same rate as humans.
alignment: Centaurs are inclined toward neutrality. Lagonna centaurs tend to be more lawful, while Pheres centaurs are more often chaotic.
Size: Medium
speed: 40 ft.
Languages: You can speak, read, and write Common and Sylvan.
race features:
Fey. Your creature type is fey, rather than humanoid.   Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.   Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.   Survivor. You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.
 

MOoT

Triton

Tritons are an amphibious people, at home in the water but mobile on dry land. Their bodies are covered in fine scales that range from yellowish-green through shades of blue to deep purple. Their heads are crowned with prominent crests, and fins sprout from their forearms, calves, and shoulders. Their digits are webbed, allowing them to swim as quickly as they can run.
ability score increase: Your Strength, Constitution, and Charisma scores each increase by 1.
age: Tritons reach maturity around age 15 and can live up to 200 years.
alignment: Tritons tend toward neutrality. Their culture encourages them to be mindful of life’s currents, knowing when to harness fate’s tides and when to flow along with them.
Size: Medium
speed: 30 ft., swim 30 ft.
Languages: You can speak, read, and write Common and Primordial.
race features:
Amphibious. You can breathe air and water.   Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.   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’t discern color in darkness, only shades of gray.   Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand your words, though you have no special ability to understand them in return.   Guardians of the Depths. Adapted to the frigid ocean depths, you have resistance to cold damage.
Spell: Wall of Water   3rd-level evocation   Casting Time: 1 action   Range: 60 feet   Components: V, S, M (a drop of water)   Duration: Concentration, up to 10 minutes   You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.   Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
 

The Tortle Package

Tortle

What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.
ability score increase: Your Strength score increases by 2, and your Wisdom score increases by 1.
age: Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 150 years.
alignment: Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.
Size: Medium
speed: 30 ft.
Languages: Languages. You can speak, read, and write Common and Primordial.
race features:
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 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.   Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.   Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.   Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
 

Plane Shift - Amonkhet/ Homebrew

Naga

Naga resemble enormous snakes with shoulders, arms, and a torso that resembles a humanoid form. They typically hold their heads and torsos off the ground while moving, but they can increase their speed by lowering their bodies and using their hands for extra propulsion. They adorn their torsos with armor, jewelry, and a vague nod toward the clothing worn by other races. Male naga have broad hoods, wider than their shoulders, while females have narrower hoods and longer faces.
ability score increase: Your Constitution score increases by 2, and your Intelligence score increases by 1.
age: Like humans, naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a naga could live well over a century.
alignment: Most naga are either neutral or neutral evil in alignment.
Size: Medium
speed: 30 ft.
Languages: You can speak, read, and write Common and Naga.
race features:
Innate Spellcasting. You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.   Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes. Each of these attacks can only be used once each turn.   Bite. On a hit, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage.   Constrict Attack. On a hit, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target. You can only grapple or restrain a target that is no larger than one size greater than you with this ability.   Poison Immunity. You are immune to poison damage and can’t be poisoned.   Poison Affinity. You gain proficiency with the poisoner’s kit.

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