Races of Allaran

RACES

 

DWARF

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains and the depths of oceans, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of bestial invaders—these common threads unite all dwarves.

 

DWARF TRAITS

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

Ability Score Increase. Your Constitution score increases by 2.

Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision. Accustomed to life underground or deep underwater, you have superior vision in dark and dim conditions. 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.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Subrace. Two main subraces of dwarves populate the world of Allaran: Sea Dwarves and Mountain dwarves. Choose one of these subraces.

 

SEA DWARF

Sea Dwarves are the masters of the oceans of Allaran, living in great cities under the waves or carved into rocky coasts. Natural masters of the tidal push and pull of magic, Sea Dwarven spellcasters are some of the most powerful and respected in the world. Although many of the sea dwarven kingdoms have collapsed with the slow decline of their magical power, they are still undisputed rulers of the waves. Sea Dwarves have greenish blue skin, dark black, blue, or green hair, and light colored eyes.

 

Ability Score Increase. Your Intelligence score increases by 1.

Amphibious. You have the ability to breathe water, and have a swim speed equal to your base speed.

Dwarven Combat Training. You have proficiency with the short sword, handaxe, trident, and net.

Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

 

MOUNTAIN DWARF

As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. Mountain Dwarves are the most numerous of the dwarven races, although their numbers have dwindled of late. Mountain dwarves are famed for their craftsmanship and hardiness in battle. Mountain dwarves have brownish grey skin, and thick hair and beards of many colors. Most dwarves have stone colored eyes, brown or hard grey.

 

Ability Score Increase. Your Strength score increases by 2.

Dwarven Armor Training. You have proficiency with light and medium armor.

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Stonecunning. 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.

 

ELF

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

 

ELF TRAITS

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

 

Ability Score Increase. Your Dexterity score increases by 2.

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) 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 that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Subrace. Ancient divides among the elven people resulted in three main subraces: high elves, wood elves, and dark elves, who are commonly called drow. This document presents two of these subraces to choose from.

 

HIGH ELF

As a high elf, you have a keen mind and a mastery of at least the basics of magic. Unlike their sylvan cousins, high elves keep themselves fully apart from the world, not for reasons of dislike, but simply out of a feeling that elves should be focused more upon the stars and arts than worldly concerns. High Elves typically have translucent and pale skin, with otherworldly metallic hair colors, and light colored eyes.

 

Ability Score Increase. Your Intelligence score increases by 1.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Extra Language. You can speak, read, and write one extra language of your choice.

 

SYLVAN ELF

As a sylvan elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. Sylvan elves are the most common type of elf, living in forests and wild places throughout the world. Sylvan Elves have tanned or brownish skin, with hair and eyes taking on all the varying hues of nature.

 

Ability Score Increase. Your Wisdom score increases by 1.

Elf Weapon Training. You have proficiency with the spear, shortsword, shortbow, and longbow.

Fleet of Foot. Your base walking speed increases to 35 feet.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

 

HUMAN

 

WESTRON

Fair skinned with any color eyes or hair, Westrons are the most common form of human in Lethel. Although the Golden Age of Chivalry has passed, Westron knights, bards, and wizards are still amongst the foremost adventurers in the world, and the devout clerics of The Twins are ever fervent in their desire to spread Westron culture.

LYSTREAN

With slightly more tan skin, primarily dark eyes, and sandy or dark hair, Lystreans are closely related to the Westron people, but frequent contact with the south has given the Lystreans a slightly southern look. As inhabitants of the Empire of Lystrea, Lystreans are mighty warriors who have forged a vast, if declining, empire.

ISHARI

Tanned skin and an aquiline cast to their dark features give the Ishari the look of desert hawks. Inhabiting the dry, hot peninsula on the northeastern tip of Theras, the Ishari have adopted the True Faith from the Therans and hold very strongly to their new belief.

THERAN

Although the home of the True Faith, the dark-skinned, dark-haired people south of the Magicsend Mountains only reluctantly and bloodily accepted the change of religions. Many still wish to return the glorious cities of the magi and princes and find the new era of industry distasteful.

NORTHMAN

Fair-skinned, fair-haired, and fair-eyed, the hardy people of the north live in the rough and tumble lands outside of the more civilized southern regions. Always handy with a sword and holding to their ancient ways, the Northmen are a living relic of ancient Westron and Lystrean society.

KAL

Strangely reminiscent of dark northmen, the fierce and unforgiving horsemen of the northwestern steppe hold no alliance and serve no peaceful king. Existing in vast clans known as khagars, and led by their warrior khagans, the born archers and horsemen of the Kals sweep south, raiding and pillaging before vanishing into the endless grasslands.

XINSHI

A resident of the enigmatic east, these olive-skinned people have dark hair and eyes that appear to have a slight slant, which causes them to be viewed as a more mystic or even elf-like people. They are only encountered in the West as merchants or outcasts.

 

HUMAN TRAITS

It’s hard to make generalizations about humans, but your human character has these traits.

 

Ability Score Increase. Two different ability scores of your choice 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. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Skills. You gain proficiency in one skill of your choice.

Feat. You gain one feat of your choice.

Languages. You can speak, read, and write Common, your regional language, and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

 

HALFLING

Halflings are wanderers by nature, travelling the world in their long youth, seeking adventure and danger. It is only with the onset of middle age that most halflings return to their homeland of Yuilin to raise their large families and till the rich soil. Halflings come in a wide variety of skin tones and hair colors, but have primarily bright blue or green eyes.

HALFLING TRAITS

Your halfling character has a number of traits in common with all other halflings.

 

Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Alignment. Most halflings are neutral good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They also lean heavily on the support of their community and the comfort of their old ways.

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave. You have advantage on saving throws against being frightened.

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.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

 

DRAGONBORN

Tall and proud, the heritage of these lesser draconic creatures is readily apparent. Crafted by divine magic at the end of the Age of Myth as warrior servants in the war against the fey, the dragonborn have forged a proud warrior culture as protectors of the ancient lore of their true dragon ancestors.
 

DRAGONBORN TRAITS

Your dragonborn character has a number of traits in common with all other dragonborn.

 

Ability Score Increase. Your Strength score increases by 2 and your Charisma score increases by 1.

Age. A dragonborn reaches adulthood at the age of 15 and generally lives less than a century.

Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall, and weighing at least 200 lbs. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area must make a saving throw, the type of which is determined by your draconic ancestry. 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 save. 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.

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

 

GNOME

Gnomes are natural tinkerers, inventors, and artists.  Despite their short stature, gnomes are hardy creatures, accustomed to living in trying conditions and within sweltering workshops and forges.  Gnomish technical expertise in both mundane and magical arts is renowned, as is their passionate and cheerful nature.

 

GNOME TRAITS

Your gnome character has certain characteristics in common with all other gnomes.

 

Ability Score Increase: Your Intelligence score increases by 2 and your Constitution increases by 1.

Age: Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Alignment: Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.

Size: Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Speed: Your base walking speed is 25 feet.

Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer’s Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Languages: You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

 

HALF-ELF

HALF-ELF TRAITS

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

 

Ability Score Increase: Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

Age: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Alignment: Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

Size: Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Thanks to your elf blood, you have superior vision in dark and dim conditions. 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.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Skill Versatility: You gain proficiency in two skills of your choice.

Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.

 

HALF-ORC

HALF-ORC TRAITS

Your half-orc character has certain traits deriving from your orc ancestry.

 

Ability Score Increase: Your Strength score increases by 2, and one other ability score of your choice increases by 1.

Age: Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Alignment: Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually chaotic.

Size: Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Thanks to your orc blood, you have superior vision in dark and dim conditions. 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.

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.

Skill Versatility.  You gain proficiency in a skill of your choice.

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.

Languages: You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

 

ORC

ORC Traits

Your orc character has certain traits deriving from your orc ancestry.

 

Ability Score Increase: Your Strength score increases by 2 and your Constitution score increases by 2.

Age: Orcs mature faster than humans, reaching adulthood around age 12. They age noticeably faster and rarely live longer than 55 years.

Alignment: Orcs tend to be chaotic.  They inhabit largely feral and tribal societies with an intense focus on strength and skill over codified laws.  Orcs do not tend toward either good or evil, but many other humanoids regard the fierce orc raiders as a threat to their own way of life, which guides many orcs to embrace a darker mindset.

Size: Orcs are much larger and bulkier than humans, and they range from 6 to well over 7 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Thanks to your orc blood, you have superior vision in dark and dim conditions. 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.

Aggressive: As a bonus action, an orc may move his movement speed, so long as the move is directly toward an opponent.

Menacing: You gain proficiency in the Intimidation skill.

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.

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.

Languages: You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Races of Allaran

Allaran Gnooble