# E5E RACES ###### tags: `GG` [toc] # Dwarves ## Dwarven Subraces ## Rockborn Dwarf Ability Score Increase. Your Strength score increases by 1. Dwarven Resistance. You have advantage on all saving throws versus magic. Restricted Classes. You cannot take a class, archetype, or feat that grants arcane spells. # Elves ## Belcadiz Elves Located exclusively in Glantri, Belcadiz are known for their fiery passions and extravagant clothing. Their men are noted for sporting short, thin beards. Belcadiz elves are shorter than normal elves, and possess darker skin and almost always black hair, though brown and red hair can be found. Belcadiz Elves use the High Elf Subrace with one variance. Belcadiz Weapon Training. You have proficiency with the rapier, short sword, short bow, and longbow. ## Shadow Elves As a shadow elf, you have lived underground, waiting for your people's return to the surface. Your people were split off from the rest of your race in the Great Rain of Fire and have spent thousands of years underground, not knowing what was left of the surface world. You come from a deeply religious people who are just now discovering there are entire civilizations above you. Shadow elves are known for their pale skin and light hair. Their ears are longer than other elves; it is a giveaway in the company of others of their type. Ability Score Increase. Your Wisdom score increases by 1. Bonus Proficiency: You are proficient in the Religion skill. Elf Weapon Training: You have proficiency with the longsword, short sword, crossbow, and spear. Superior Dark Vision: You can see in dark or twilight conditions up to 90 feet as if you were in bright daylight. ## Sylvan Elves Comprising the elves of Alfheim, the Callarii of Karameikos, the Erewan of Glantri, the wood elves of Minrothad, and the Shiye of Alphatia. Sylvan elf males tend to grow long white beards late in life. They use the default Wood Elf Subrace. # Vyalia Elves Located in Thyatis and Karameikos, the reclusive Vyalia are expert foresters, known for their ability to disappear into the forest without a trace. While they keep to themselves mostly, the Empire of Thyatis has contracted with them on multiple occasions to teach the way of the eldritch knight to human soldiers. The Vyalia otherwise stay by themselves and are remote enough that the countries they live in leave them alone. Ability Score Increase: Your Intelligence score increases by 1. Hidden Trails: You can cast pass without trace once using this trait. You regain the ability to do so after a short rest. ## Water Elves The water elves are a tribe of elves native to the Minrothad Guilds. They are known for their uncanny sense of direction, ingrained from years at sea. They are adventurous people, spending more of their time at sea than on land. There is some minor distrust among sylvan elves for a resemblance to shadow elves, but the similarity is purely coincidental. **Ability Score Increase:** Your Intelligence score increases by 1. **Elf Weapon Training:** You have proficiency with the longsword, rapier, longbow, and trident. **Bonus Tool Proficiency:** You are proficient with vehicles (water). **Sense of Direction: **You gain advantage on all Wisdom (Survival) tests you make for navigation. # Gnomes Gnomes are the only primary demihuman race without a homeland in the Known World. They had a homeland in the mountains of Vestland, but lost it centuries ago to kobolds. They do possess a massive flying city known as Serraine, but most of them live in settlements in the human and dwarven kingdoms. While not known for being the adventuring type, some gnomes do set off to see the world. Hill gnomes: Use forest gnome subrace Sky gnomes: Use rock gnome subrace # Halfling ## Halfling Subrace The hin of Mystara are a stout and proud race. They value freedom and family more than anything else. Frequently attacked in the past, the hin have become known for their stealth. Located primarily in the Five Shires, but they have a significant presence in Minrothad. They do possess on occasion the ability to countermagic, based on their relationship with the land of the Shires. The Hin subrace replaces all other halfling subraces. Hin Ability Score Increase. Your Constitution score increases by 1. Unobtrusive. You have proficiency in the Stealth Skill. # Rakasta Rakasta are a race of nomadic feline humanoids found on the Isle of Dread and in other parts of the Known World. They are a warlike race, priding themselves on their martial skills. They are also known for their artistic nature, with their pottery and art being quite collectible among the nobles of various human kingdoms. Most rakasta travel in family groups, always looking for new prey. Except for greater rakasta, they place a high value on their families. They are valued as trading partners among the Darokin and Minrothad merchant princes. ## Lithe and Agile Rakasta are as varied as lupin, but all rakasta share an almost unnatural grace. They are varied in size, from around 5 feet for the domestic rakasta to nearly 7 feet tall for the greater rakasta. Likewise, their weight can be anywhere from 90 lbs for the smaller versions, to almost 500 lbs for the largest greater rakasta. Rakasta appear as furry humanoids with feline heads. The smaller rakasta seem to have heads of ordinary house cats, where the largest of rakasta have heads resembling lions or tigers. Their coats can be any variety of colors, though the greater rakasta often have coats similar to tigers or leopards. Fickle Creatures Rakasta travel in family groups usually. They are not tied down to the family group but owe allegiance to their chief. Many of the rakasta seek glory on the battlefield, but if their chief does not provide them with enough glory, they will challenge the chief or seek it for themselves. Rakasta are known for their excellent craftsmanship; when they are not at war, they turn to making high- quality works of art. Many merchants seek them out for trade, bringing weapons in exchange for valuable furs, jewelry. and tapestries. Rakasta prefer to trade rather than steal; there is no honor for them in robbery. Highly Curious Rakasta are well known for their curiosity, and its ability to lead them into trouble. Many rakasta grow tired of the pack life and seek out friends to take them to more exciting places. While many rakasta return, some become devoted to adventuring and never settle down at all. Rakasta Traits Ability Score Increase. Your Dexterity score increases by 2. Age. Rakasta reach maturity around 12 years old. They live on average 90 years. **Alignment.** Most rakasta are neutral in alignment. **Size.** Rakasta are from 5-7 feet tall and weigh from 90 to 500 lbs. You are a medium creature. Speed. Your speed is 35 feet. **Languages.** You can speak, read, and write Common and Rakasta. Darkvision. You can see in the dark 60 feet. Fear of Water. If you are on a boat or completely wet, you have disadvantage on skill checks until you get on solid ground or dry off. Catfall. You have resistance to damage taken from falling. Natural Weapons. Your claws deal 1d4 slashing damage on an unarmed strike and have the finesse property. Weapon Proficiency. You have proficiency in the kasas, a form of short sword you wear over your claws. See weapons on page 213. ## Domestic Rakasta. Giving up living in the wilds for the comforts of urban living, domestic rakasta are an uncommon sight in the larger cities. While they have lost some of the savageries of their kin, they are also known for their almost supernatural luck. Ability Score Increase. Your Charisma increases by 1. Nine Lives. You have advantage on death saving throws. ## Greater Rakasta. The largest of the rakasta, greater rakasta are solitary hulking brutes. Unlike other rakasta, the greater rakasta live alone, hunting prey for themselves. They tend to be irritable and suspicious of outsiders. They can be found in any wilderness, often as hunters or rangers. Ability Score Increase. Your strength increases by 1. Roar. You can use a bonus action to Roar. All enemies within 10 feet must make a Charisma save DC 8 + proficiency bonus + your Charisma modifier, becoming Frightened for 1d6+1 rounds on a failure; they can make an additional save at the end of their turns to break the effect early. You cannot use this ability again until you take a short rest. ## Wild Rakasta. The most common rakasta, wild rakasta are found in packs in secluded areas or wide-open spaces. Known for their ability to leap great distances, they surprise their foes by closing faster than expected. Ability Score Increase. Your Constitution increases by 1. Pounce. You always count as moved 10 feet before you jump. You can take a bonus action to make a long or high jump. You have advantage on Dexterity checks to land in difficult terrain. # Tortle This is the life I tell you. No worries, no fretting. Just fishing all day and lounging around in the sun. This is how a tortle is meant to live, leave all the running around to the other races. Here we live in peace and harmony with all other things. Just fishing and sunning. That’s the life. Of course, if you feel obliged to take up arms and go live a short, brutal life before some orc pries open your shell and eats you, that's up to you. I won’t stop you, who knows, maybe the change of scenery might do you some good. Because if I catch you with my niece again, I'm gonna throw you in the ocean. -Flash Yellowbeard, concerned uncle. Tortles are a stoic and calm race, content to live in their shoreline villages fishing. With natural heavy armor and nothing of real value, most other races are content to leave them alone. ## Slow and Ponderous Tortles have little in the way in variety; they have coloration ranging from brown to green but are hard to tell apart except for their shells. Each tortle shell is a unique pattern on the back, and the Tortles will occasionally paint them for decoration. The average tortle stands 6' tall, weighing in at almost 700lbs or more. ## Bound by Tradition Tortles, above all else, value their peace and quiet. Most Tortles live alone, fishing and keeping their huts tidy. They are not known for being craftsmen or warriors. Tortles farm communally, coming together as a group in times of need. While tortles are known as kind and caring creatures, they are not the most friendly. Rarely will you find a tortle going to trade with other races, and rarely will you find one living inside a city. Only in times of great peril or severe weather will the tortles leave their villages. A trail of tortles on their wagons is considered a bad omen. ## Coastal Creatures Tortles are found almost exclusively on the shores of the mainland and the islands in the Sea of Dread. They build fishing villages where they can also maintain their farms. They don't build up fortifications but rely on their natural armor. They tend to have peaceful relations with their neighbors. Because of their austere lifestyles they have little actual wealth, and their natural defenses usually dissuade any attackers. Natural Armor. You have a shell that hardens as you grow older. Your armor class equals 14 + Constitution bonus. You can use a shield and still gain the benefit, but you gain no benefit from wearing armor. Due to your ponderous size, you never add your Dexterity modifier to your armor class. Personal Shelter. As a bonus action, you can withdraw into your shell. Until you emerge, your AC is +2, and you have advantage to all saving throws. While in your shell, your speed is 0 and can't be increased, you are Blind, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell. Increased Lung Capacity. You can hold your breath for 2 hours. Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. # Lupin A fierce and nomadic people, the noble lupin travel the wilderness in family packs following the herds they hunt. A friendly people, lupin get along with humans and demihumans, though the canine race prefers open spaces to crowded cities. Lupin are the natural foe of werewolves, hunting them without mercy when found. ## Stout and Rugged Lupin are covered head to toe in fur, though the fur can be short to the point of barely covering the skin, too thick and hairy for the northern tribes. The heavier coated lupin, for obvious reasons, avoid heavy armor. They tend to travel light and don't carry a lot of possessions. Excess equipment is given to the pack to be used as needed. Lupin value loyalty more than other races. They are pack creatures; to them, the family is all-important. A lone lupin that is an outcast or a sole survivor of his pack can go mad from loneliness. Lupin such as these tends to become adventurers to form a new pack and are fiercely loyal to their newfound family. ## Loyal to a Fault Lupin packs are well known and welcomed in most nations of the Known World. They live off of the land, trading for what they need with the furs and food they gather in their travels. While they are not allied with any nation, lupin will not think twice about protecting innocents under attack. The lupin packs are not associated with each other, but when they meet, it is a time of celebration. Many betrothals are created this way to keep the pack's blood fresh. Various communities can approach lupin for trade, assistance, or to hire out as mercenaries as needed. Often if werewolves beset a town, lupin will descend to root out their hated enemy. While they are welcome in most parts, lupin are nomads and seldom stay for long. When they come to an area with ample game, they will set up a temporary village to hunt for more extended periods. ## Lone Wolves Lupin often become adventurers when they have left a pack for whatever reason. Some cubs grow enamored of the world and wish to see more than what following their pack can offer. Others are exiled for some unspoken crime, and others are the only survivors of some great catastrophe. An orphaned lupin will frequently bond with the first sentient creature to show it friendship, regardless of species, regardless of the reason, the lupin bond with their fellow adventurers like family. Lupin Traits Ability Score Increase. Your Constitution score increases by 2. Age: Lupin reach maturity quickly, around 10 years old. They live on average for about 90 years. **Alignment:** Most lupin are lawful, and most are good as well. **Size:** Lupin average 5'5. They average 180 lbs fully grown. Your size is medium. **Speed:** Your base speed is 30 feet. Languages: You can speak, read, and write Common and Lupin. Darkvision: You can see in the dark 60'. Keen Senses: You gain proficiency in the Perception skill. Werewolf Animosity: You automatically know if someone is a lycanthrope when looking at them, regardless of their form. You don't know what type of lycanthrope they are unless they are a werewolf. You are immune to the Curse of Lycanthropy. ## Bull Lupin The hardiest of the lupin, the bull varieties are known for their strength and courage. The bull lupin is considered the best warriors of the breed, looking for trouble when the pack arrives at a new hunting ground. Ability Score Increase. Your Strength increases by 1. Size of the Fight. You have advantage on all saving throws to resist being Frightened. ## Hound Lupin The scouts of the lupin, hound lupin are responsible for hunting down game and finding new places to hunt. Their sense of smell is legendary, and they are feared for their tenacity when they detect a foe. Ability Score Increase. Your Wisdom increases by 1. Heightened Sense of Smell. You have advantage on all Perception skill checks using smell. ## Hunter Lupin One of the most numerous types of lupin, the hunter lupin are smaller than other lupin, but make up for it by being much more agile. Skilled wolf riders, known for their archery skills, form most of the lupin outriders on the hunt. Ability Score Increase. Your Dexterity increases by 1. Danger Sense. You add your proficiency bonus when rolling for initiative. ###### tags: `E5E` `races`