The following are races/species.
A beholder is capable of warping reality through its dreams and creates other beholders by dreaming of itself. So, when a beholder, which is knowledgeable to a specific degree about the anatomy of a humanoid race, dreams about said race, it fills in the gaps using its own known anatomy and creates a perceiver.
A perceiver shares much anatomy with other humanoid races, such as its head, torso, arms, legs, and most of its internal organs. However, it also differs in many obvious to spot ways. The most obvious features are the perceiver’s 4 eyestalks, which originate from its back, and its one large eye in place of the normal two. Additionally, a perceiver’s skin is similar to a beholder, usually taking on a stony texture with a bluish or purplish color. The colors and texture of a perceiver’s body can all change by the perceiver dreaming it is different. A perceiver’s reality warping abilities can’t accomplish much more, which means that they are unable to reproduce. In the same way beholders do, perceivers absorb magic through their eyes to power their eye rays.
This is the only clean art that I could find depicting something close to what a perceiver looks like. This is the only other one I could find, though it isn’t as clean as the other. If you find another one, please send it to me.
Creature Type
You are a Humanoid.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Ocular Ray
As an action, you can shoot a ray of energy out of one of your four eye stalks. Choose one target you can see within 30 feet of you. The target is affected by one of the following effects of your choice. If the target is forced to make a saving throw, the DC is equal to 8 + your proficiency bonus + your Charisma, Intelligence, or Wisdom modifier (choose when you take this race). Once you use this feature, you cannot do so again until you finish a short or long rest.
Charm Ray - The targeted creature must succeed on a Wisdom saving throw or be charmed by you for 1 hour, or until you harm the creature.
Fear Ray - The targeted creature must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slowing Ray - The targeted creature must succeed on a Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Telekinetic Ray - If the target is a creature, it must succeed on a Strength saving throw or you move it up to 15 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of your next turn or until you are incapacitated. If the target is an object weighing 100 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. You can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Unblinking
You can add your proficiency bonus to your initiative rolls. Additionally, you have proficiency in the Perception skill.
Darkvision
Thanks to your additional eyes, 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.
Arthrum, God of Victory and Sacrifice, created the first true animent, which he named Excalibur. When mages and artificers discovered that Arthrum’s holy relic was both a weapon as well as a living being, they wished to replicate it so they could have their own holy relic. In pursuit of recreating Excalibur, living weapons were created. Some were more organic and others more mechanical, but they all shared the same core traits. After the large-scale creation of these new beings, scholars named them the Animent.
When mages and artificers each made their own animent, they used methods unique to them, so no two animent are the same. Some gave sentient weapons the ability to become a humanoid. Some made mechanical bodies that could turn from one form to another and then gave them consciousness. Some experimented on living people, willing and unwilling, to give them the ability to shift into weapons. How an animent was created plays a large role in determining how it thinks and what kind of weapon it can become.
Creature Type
You are a Humanoid.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet.
Half-life
You are not truly alive, a fact represented by the following benefits:
You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Your body does not visibly age.
You have advantage on death saving throws.
Living Weapon
As an action, you change the form of your body into that of a nonmagical weapon of your choice (choose when you gain this race). The weapon deals damage of the appropriate amount and type. When in the form of a weapon, you are still conscious and can use action as normal, as long as the feature doesn't require you to be in your normal, humanoid form. In addition, when in the form of a weapon, you weigh a quarter of your normal weight (at least 11 pounds). Alternatively, you can use a bonus action to turn a limb into your chosen weapon. Your transformation lasts until you dismiss it as a bonus action, fall unconscious, or die.
Reconfigure
When you reach 5th level, you can reconfigure your body over the course of a long rest, changing the type of weapon you transform into when using your Living Weapon feature. Alternatively, you can incorporate a magical weapon into yourself, changing the weapon of your transformation into that of the magic weapon. After you incorporate a magical weapon into yourself, it cannot be accessed until you release it over the course of a long rest, which you can do while incorporating a different weapon. While you are reconfiguring yourself, you are considered stunned. If you are interrupted during this process, it takes 1 minute to end the process prematurely, during which you are still stunned. You cannot incorporate sentient magic items.
Kitsune were created after Runelia, goddess of trickery, betrayal, and rumors, convinced Alice, goddess of beauty, love, and passion, into creating them as a race of beautiful people that could shift into foxes. Runelia then took the race and warped them into tricksters, using their beauty to bewitch and deceive.
The fur of a kitsune is extremely soft and is littered with unique patterns. Typically, the fur is two distinct colors (one color for the base and the other for the patterns) that are unnatural in normal fox species. The humanoid form of a kitsune will retain its ears and tail(s). Also, the hair of a kitsune in humanoid form will resemble the fur of its original form, allowing for easy identification.
Creature Type
You are a Fey
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet.
Foxfire
You know the firebolt cantrip. When cast in this way, you can change its damage type to lightning.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Illusionist
You know the friends cantrip and can cast it without its material components.
Starting at 3rd level, you can cast the charm person and silent image spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Your spellcasting ability for these spells is the same spellcasting ability chosen for your Foxfire feature.
Humanification
As an action, you can change your form into that of a humanoid or back into your original form. The appearance of your humanoid form is decided when you choose this race and does not change. While in your humanoid form, you retain your tails and ears. Your statistics do not change when you change forms, which includes your size. All injuries, such as a stab wound, scar, or missing limb, are displayed in both form, no matter which you were in when you suffered them.
Longevity
You do not visibly age. Additionally, after living 100 years, you grow an additional tail, to a maximum of nine.
Oni are the love child of Crim, god of vengeance, ruthlessness, and cruelty, and Odianne, goddess of blood, suffering, and hatred. The oni were created for one purpose and one purpose only: to kill, and enjoy doing it.
Oni are a hulking race. They are typically around 8 feet tall, but some have been up to 10 feet tall. Their skin is normally pink, red, or blue-gray in color, though there are exceptions. The oni have sharp horns and claw-like nails, which is typically their primary weapon.
Creature Type
You are a Humanoid.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Hulking Figure
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Horns
You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Claw-like Nails
You can use your nails 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.
Savagery
You can choose one of the following features when you choose this race. Additionally, you can change the chosen feature after you gain a level.
Bask in Blood. After killing a small or larger creature, you gain temporary hit points equal to the number of hit points the creature had remaining immediately before its death. Additionally, if you already have temporary hit points from this feature, you can choose to regain a number of hit points equal to the amount of temporary hit points you currently have, rather than gain new temporary hit points. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Brutality. After you kill a creature, all creatures allied with the killed creature that saw you kill it must make a Wisdom saving throw or be frightened for 1 minute. The DC is equal to 8 + your proficiency bonus + either your Strength or Dexterity modifier (choose when gaining this race). A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you cannot use it again until after you finish a short or long rest.
Bloodhound. Your prey shall never escape your grasp. By consuming the blood of a creature, your eyes glow a dim red and you gain the following benefits:
- You have advantage on all Wisdom checks to track the creature and Charisma (Intimidation) checks against it.
- If the creature is within 10 feet, you know its exact location.
- When the creature makes an attack roll against you, you can use your reaction to increase your AC by a number equal to your proficiency for the attack, possibly causing the attack to miss.
The benefits last until the creature dies, you die, or you use this feature again. Once you use this feature, you cannot use it again until after you finish a short or long rest.
Asudem are born by the union of a medusa and a human, which is unlikely given a medusa’s petrifying gaze. In such an unlikely event, some of the traits of the medusa are carried over, such as a medusa’s petrifying gaze. However, an Asudem’s gaze is not as powerful, being much easier to avoid petrification.
Asudem have snake-like eyes and their hair can either be partially made of snakes or have no snakes at all, but not completely made of snakes. Other than their hair and eyes, asudem are indistinguishable from the average human.
Creature Type
You are a Humanoid.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Partially Petrifying Gaze
When a creature that can see your eyes starts its turn within 30 feet of you, you can force it to make a Constitution saving throw if you aren't incapacitated and can see the creature (no action required). The DC is equal to 8 + your proficiency bonus + your Charisma, Intelligence, or Wisdom modifier (choose when you take this race). On a failed save, the creature partially turns to stone and is restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature remains restrained for the entire 1 minute duration, it becomes petrified. The petrification lasts until the creature is freed by the greater restoration spell or other magic. You can use this feature a number of times equal to your proficiency bonus and regain all uses at the end of a long rest.
Snake Whisperer
You can cast a modified version of the speak with animals spell an unlimited number of times with this trait. This version of the spell applies to any snake-like beast or monstrosity, rather than beasts. Additionally, you can cast animal friendship an unlimited number of times with this feature, but you can only target snake-like beasts or monstrosities.
Manifested Fear
Your lineage has a deeply rooted fear of reflections, as they have caused the petrification of many medusas. This hatred has manifested inside of your being, causing the following effects.
Your reflection shows the dark silhouette of a medusa with glowing eyes.
If your image is reflected on a nonmagical solid surface, it shatters. To be specific, only the portion of the surface that contains your reflection is shattered.
If your image is reflected on a liquid surface, ripples form that prevent your reflection from forming.
Created by Nix, goddess of ice and snow, ice genasi channel the cold and often cruel nature of ice. They show their heritage in their skin tones, which can range from snow white to shades of light blue. Some bear skin tones common to humanity but with icy marks, such as patches of ice on the skin or glowing white lines tracing over their bodies like cracks. Ice genasi hair can resemble thin, flexible icicles or soft snow.
Creature Type
You are a Humanoid.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet.
Sno(w)mad
You can move across difficult terrain without expending extra movement if the difficult terrain was caused by snow or ice. Additionally, You have resistance to cold damage.
Bone-Chilling
You know the frostbite or ray of frost cantrip (choose when you take this race). Starting at 3rd level, you can cast the ice knife spell with this trait, without requiring a material component. Once you cast ice knife with this trait, you can’t do so again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Frigid Aura
Starting at 5th level, as a bonus action, you can begin to emit a chill around yourself within a 15-foot-radius sphere, lasting for 1 minute. When a creature enters the area for the first time on its turn or starts its turn within the area, you can force the creature to succeed a Constitution saving throw or have its movement speed reduced by 10 until the start of its next turn. The DC is equal to the spell save DC from your Bone-Chilling trait. Once you use this feature, you cannot use it again until you finish a long rest.
On occasion, Seraphina, goddess of time and fate, will transform a humanoid into a half-spider hybrid. Some view their forms as a blessing, while others consider it to be a curse.
An arachne has the lower half of a spider and the upper half of a humanoid. The teeth of an arachne are also modified to have hollow tunnels in its canine teeth for the delivery of venom. The arachne possess the ability to see glimpses into the future, allowing them to react to threats more quickly.
Creature Type
You are a Monstrosity
Size
You are Medium.
Speed
Your walking speed is 40 feet.
Arachnid Body
Your arachnid half grants you many benefits, represented by the following:
You have a climbing speed equal to your walking speed and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You ignore movement restrictions caused by webbing.
You count as one size larger when determining your carrying capacity and the weight you can push or drag.
Venomous Bite
You have a powerful jaw that you can use to make unarmed strikes. When you hit with them, the strike deals 1d4 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. Additionally, when you hit with them, the target makes a Constitution saving throw. The DC for the saving throw is equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the target takes extra poison damage equal to your Constitution modifier.
Web
As an action, you launch a web at a target within 30 feet, making a ranged attack roll against the target and restraining them on a hit. As an action, the restrained target can make a Strength (Athletics) check, bursting the webbing on a success. The DC for the saving throw is equal to 8 + your proficiency bonus + your constitution modifier. The webbing can also be attacked and destroyed (AC equal to 8 + your proficiency bonus + your constitution modifier; hp equal to your level; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Once you use this feature, you cannot use it again until you finish a short or long rest.
Darkvision
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.
Foresight
You can see glimpses of danger before it occurs, and therefore can't be surprised while you are conscious.
Octuid are octopi and squids that have taken on a more humanoid appearance. Octuid have the mantle of a squid on their head and a mess of short tentacles around their mouths, similar to mind flayers except they are much shorter. Octuid also have two longer tentacles which stem from their shoulders. On the palms of an octuid’s hands and the bottom of its feet, there are suckers like the ones on their tentacles. The gills of an octuid are located on its neck.
Creature Type
You are a Humanoid.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet.
Home in the Deep
You can breathe both air and water. Additionally, you have a swim speed equal to your walk speed.
Darkvision
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.
Tentacles
You have two long tentacles originating at the top of each shoulder. You can grasp things with your tentacles. They have a reach of 5 feet and can each lift a number of pounds equal to five times your Strength score. You can use them to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Each tentacle can wield a weapon that has the light property but cannot wield other weapons or a shield. Your tentacles cannot perform the somatic components of a spell. When you perform an armed strike with your tentacles, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, immediately after hitting, you can try to grapple the target as a bonus action.
Adaptations
Starting at 3rd level, you can choose one of the following adaptations. Once the chosen adaption is used, it cannot be used again until you finish a short or long rest.
Ink Cloud. While underwater, when you are targeted by an attack, you can use your reaction to impose disadvantage on the attack by expelling an ink cloud in a 15-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than you. A strong current disperses the cloud, which otherwise disappears after 1 minute.
Toxic Mucus. As a bonus action, you create a film of toxic mucus around you for 1 minute. Creatures which come into contact with the mucus or hit you with a melee attack must succeed on a Constitution saving throw or become poisoned until the end of its next turn. The DC for the saving throw is equal to 8 + your proficiency bonus + your constitution modifier.
Camouflage. As a bonus action, you can change the color of your skin to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide for the next minute.
Starborn are true children of Lunaris. Starborn were made to resemble the stars in the night sky and draw on the power of constellations to aid and empower them in times of need.
The skin, hair, and eyes of a starborn are typically a midnight blue or black with speckles of white resembling the stars. Some also have pure white hair or eyes. It is also possible for other colors to be mixed in, like dark purples or bright yellows.
Creature Type
You are a Humanoid.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet.
Child of the Night Sky
You always know the number of hours left until the next dawn or dusk and where North is. In planes of existence without cardinal directions, you instead always know the direction of your point of entry to the plane.
Zodiac Constellations
You can invoke the power of constellations of the Zodiac. Choose one of the following effects.
Aries. As a bonus action, horns made of stars form on your head that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. Additionally, when a target is hit with an unarmed strike using your horns, it is pushed back 5 feet. The horns last for 1 minute.
Taurus. As a bonus action, stars form around your body, increasing your AC by a number equal to your proficiency bonus until the start of your next turn. While your AC is increased, you cannot be knocked prone or forcefully moved by spells or other magical effects.
Gemini. After using an action or bonus action, you can repeat the same action. You do not use the same dice rolls, you must still meet any requirements, and you still expend spell slots, charges, or other resources.
Cancer. You and all creatures of your choice within 15 feet of you regain a number of hit points equal to your level.
Leo. Blood-red stars spiral around nearby creatures. As an action, you can force all creatures of your choice within 15 feet of you to succeed on a Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Virgo. As a bonus action, stars move around a creature of your choice you can see, giving you insights into its defenses and weaknesses. You know the Immunities, Resistances, and Vulnerabilities of the chosen creature.
Libra. If you don't harm a creature on this turn, you cannot be targeted for an attack until the start of your next turn.
Scorpio. After you hit a creature with an attack, you can force it to succeed on a Constitution saving throw or be paralyzed until the end of its next turn.
Sagittarius. As an action, stars shoot towards a number of creatures equal to your proficiency bonus within 60 feet. Each creature takes radiant damage equal to your level.
Capricorn. As a bonus action, stars gather at your feet. You can walk through the air as if it were solid ground for 1 minute. Additionally, you can move through other creatures and objects as if they were not there for the same duration. If you end your turn inside an object or creature, you are shunted to the nearest unoccupied space and take 1d6 force damage.
Aquarius. As a bonus action, you transform into a cloud of water vapor and instantly move to a place with 30 before reverting back to your original form.
Pisces. You can breathe both air and water for 1 hour. Additionally, you gain a swim speed equal to your walk speed for the same duration.
The DC for any saving throws is equal to 8 + your proficiency bonus + your Charisma, Intelligence, or Wisdom modifier (choose when you take this race). Once you use this feature, you cannot do so again until you finish a short or long rest.
Though originally created by Alice, goddess of beauty, love, and passion, they were cursed by Esis after misusing their power. After many years, this curse has become more of a blessing, giving sirens the ability to travel both land and sea. As such, it is likely for a siren to live along the coast or near a large body of water.
Sirens appear as generally attractive humanoids, resembling humans more than other races. However, after a siren touches water, its lower half turns to that of a fish. This makes it easy to immobilize a siren if you have a bucket of water.
The scales on a siren’s tails slowly shed, with a scale falling off about once a day. A siren’s scales are sold at up to 10 gp for only 1 scale, allowing siren’s to live comfortably.
Creature Type
You are a Humanoid.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Siren's Song
You sing an enchanting melody as an action. Every creature of your choice within 30 feet that can hear you must succeed on a Wisdom saving throw or be charmed by you. On a charmed creature's turn, you can force it to use all its movement to move closer to you. Once you use this feature, you cannot do so again until you finish a long rest. Additionally, you know the friends cantrip and can cast it without its material components.
Water Manipulation
You know the shape water cantrip.
Fish Whisperer
You can cast a modified version of the speak with animals spell an unlimited number of times with this trait. This version of the spell applies to any Beast, Elemental, or Monstrosity that has a swimming speed, rather than all beasts.
Land and Sea
You can breathe air and water. When you are in contact with at least 1 gallon of water, your lower half turns into a fish-like tail. When in this form, you gain a swim speed equal to your normal walk speed, but lose your walk speed. After 1 minute without contact with water, your lower half returns to its original form. Provided you or it has the means to do so, you or creature within 5 feet of you can use its action to dry you off, returning you to your original form. Equipment worn on your lower half is melded into the tail, unless you choose otherwise.
Darkvision
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.
Mycnide are a race of sentient fungi that were created by Mors, god of disease and decay. Despite their origins, the species are known to be peacemakers. Mycnide can use their spores to allow other creatures to communicate and to pacify those who would do harm.
The best description for a mycnide would be a giant mushroom with arms and legs. There isn’t much more to explain. Mycnide can look like many different types of mushrooms, but their traits are always the same.
Creature Type
You are a Humanoid.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet.
Rapport Spores
As an action, a 60-foot radius of spores extend from you. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. A creature that leaves the spores area are not longer affected by them. Affected creatures can communicate telepathically with one another. Creatures do not need to share a language to communicate with each other, but they must know at least one language. The effect lasts for 1 hour. Once you use this feature, you cannot use it again until you finish a short or long rest.
Mycelial Network
As an action, you can plant yourself in the ground and sprout mycelium into the earth within a 120-foot radius around you. You gain tremorsense to a range of 120 feet until you move, are knocked unconscious, or die.
Hallucinogenic Spores
Starting at 3rd level, you eject spores at all creatures within 10 feet of you. Each creature must succeed on a Constitution saving throw or be poisoned for 1 minute. The DC is equal to 8 + your proficiency bonus + your Constitution modifier. A poisoned creature is incapacitated while it hallucinates. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a poisoned creature takes damage, it immediately repeats the saving throw with advantage. Once you use this feature, it cannot be used again until you finish a long rest.
Kamudor are humanoids with chameleon-like attributes, such as its skin, eyes, and tongue. Kamudor have the unique capability to blend into their surroundings. Combined with their expert climbing skills, kamudor are masters of remaining hidden. Kamudor are typically found, or rather not found, in the forests of Panunith or in Southern Captus.
Creature Type
You are a Humanoid.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Color-Changing Skin
As a bonus action, you can change the color of your skin to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide until you move. Once you use this feature, you cannot do so again until you finish a short or long rest.
Grappling Tongue
As an action, you can use your tongue to try to grapple a creature. Your tongue is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. While you are grappling a target using your tongue, you cannot speak.
Sticky Fingers
You have proficiency in the Sleight of Hand skill. In addition, you have a climbing speed equal to your walking speed.
Darkvision
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.
Enhanced Vision
Due to your third eye, you have the ability to see in the infrared and ultraviolet spectrums. Perception in the infrared spectrum gives you the ability to see the heat signatures of creatures, allowing you to see creatures and objects that produce heat through objects. Additionally, you have proficiency in the Perception skill.
Karkin are a race of lobsters that have evolved more humanoid characteristics. A karkin has arms and legs, like a typical humanoid, as well as a tail and carapace resembling a lobster. It also has two antennae either on its head or shoulders. On one of a karkin’s forearms, there is a claw, similar to a lobster’s crusher claw.
This is one of the few pieces of art that had the right appearance.
Creature Type
You are a Humanoid.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Hardened Shell
Your shell provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.
Crusher Claw
As an action, you can use your crusher claw to try to grapple a creature. Your claw is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. While a creature is grappled using this trait, you can use your bonus action to inflict bludgeoning damage equal to 1d6 + your Strength modifier.
Regeneration
If you lose a body part, the missing part regrows and returns to full functionality after you finish a long rest.
Darkvision
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.
Water Breathing
You can breathe both air and water. Additionally, you have a swim speed equal to your walk speed.
The Zulkic are electric eels that have taken on a more humanoid form. With a strong connection to the element of lightning and electricity, a zulkic is extremely dangerous while underwater. I don’t need to say anymore.
This is a piece of art that has the right kind of appearance.
Creature Type
You are a Humanoid.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Lightning-Fast
As an action, you discharge an electrical shock in a 15-foot-radius around you. All creatures within the area, except you, are forced to make a Dexterity saving throw, taking lightning damage on a failed save, or half as much on a successful save. The DC of the saving throw is equal to 8 + your proficiency bonus + your constitution modifier. The damage of this feature is determined by a number of d8s equal to your proficiency bonus. Additionally, when using this feature, you gain the benefits of dash. Once you use this feature, you cannot use it again until after you finish a short or long rest.
Shock Absorber
You have resistance to lightning damage. Additionally, you have advantage on saving throws against being paralyzed or stunned by sources of electricity or lightning, magical or otherwise.
Electrolocation
You gain the ability to sense electric fields, giving you blindsight to a range of 10 feet.
Darkvision
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.
Water Breathing
You can breathe both air and water. Additionally, you have a swim speed equal to your walk speed.
Belflos are a race of humanoid jellyfish that have developed intelligence at the same level as races like humans and elves. A Belflo has a jellyfish’s bell on the top of its head with thin, hair-like tentacles stemming from it as well as four thicker, longer tendrils, which look like a jellyfish’s oral arms. A Belflo's body is semi-transparent with a smooth, squishy surface. At some parts of a Belflo’s body, there can be additional skirt-like bells, such as at the shoulders, elbow joint, wrists, hips, knee joint, or ankles. These are also sometimes accompanied by extremely short tentacles.
Although a Belflo is an aquatic species, when it is outside of the water, its tentacles, bells, and tendrils float as if they were still submerged.
A major difference between Belflos and other species is their gender, or rather their lack of. Since they reproduce asexually, they do not have any gender, though some may appear to be of a specific gender. A Belflo can choose to begin incubating a child inside of itself at almost anytime, assuming it is healthy. Though they reproduce asexually, Belflos will often form closely-knit groups to help raise children, usually of 2-4. Under rare circumstances, it has been possible for them to reproduce sexually.
If you are having trouble understanding some jellyfish anatomy terms, take a look at this image.
This, this, and this are all reference art. Though only one of them has legs and that one doesn’t have a bell on its head. Also, none of them have the 4 tendrils that look like oral arms.
Creature Type
You are a Humanoid.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Tendrils
You have 4 tendrils that you can use to grasp things. They have a reach of 5 feet, and can each lift a number of pounds equal to your Strength score. You can use them to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your tendrils cannot wield weapons or perform the somatic components of a spell. When you perform an unarmed strike with your tendrils, the target takes bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Painful Sting
After a creature comes into contact with your tendrils, either by being hit with an unarmed strike using them or by simply touching them, you can force the creature to succeed a Constitution saving throw or be poisoned for 1 minute. The DC for the saving throw is equal to 8 + your proficiency bonus + your constitution modifier. While poisoned in this way, the creature is under constant pain that does not relent until the condition is removed. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
Translucent
Thanks to your semi-transparent body, you have proficiency in the Stealth skill. Additionally, you can use a bonus action to make yourself fully transparent for 1 minute, giving you advantage on Dexterity (Stealth) checks made to hide. You can use this bonus action a number of times equal to your proficiency bonus, and regain all expended uses after you finish a long rest.
Regeneration
If you lose a body part, the missing part regrows and returns to full functionality after you finish a long rest.
Darkvision
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.
Water Breathing
You can breathe both air and water. Additionally, you have a swim speed equal to your walk speed.
A species of humanoid armadillo. A Dagimir’s shell-like skin protects it from most weaponry, especially when it folds itself into a ball. Dagimir also have a natural affinity to the earth, giving them limited control over the very ground they walk on. A Dagimir typically burrows a system of tunnels to act as its home, which occasionally causes houses to sink into the ground due to the loss of support in the soil. Dagimir are most commonly found around the border between Rulbari and Agrana.
Creature Type
You are a Humanoid.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Natural Armor
Your natural armor provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.
Roll Up
You can roll up into a ball as an action. Until you unroll, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While rolled up, 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 unroll from your ball.
Burrow
You have a burrow speed equal to half your walk speed. As you burrow, you create a tunnel with a diameter equal to your height, unless the material you are burrowing through cannot support such a tunnel.
Control Earth
You learn the Mold Earth cantrip.
Starting at 5th level, you can cast the Earth Tremor spell with this trait, without requiring a verbal component. Once you cast earth tremor with this trait, you can’t do so again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Selareth are a race that has combined the best traits of humanoids and stingrays. With a paralyzing stinger, excellent vision, and quick swimming, a Selareth can maneuver easily while stopping others in their tracks.
There are two different types of Selareth when it comes to appearance. One type has its pectoral fins attached to their arms, similar to a wyvern’s wings but with hands rather than claws. The other type has its pectoral fins detached from their arms, creating a cloak of sorts. Also, those that have pectoral fins detached from their arms could have the fins still attached to their back or not. The Selareth’s pelvic fins and tail stem from around the pelvis area on the back, hiding its legs if viewed from behind.
If you are having trouble visualizing my description, I recommend looking up images of “stingray anatomy” and “stingray person art”.
Creature Type
You are a Humanoid.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Stingers
Your tail is a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can force the target to succeed a Constitution saving throw or be paralyzed until the start of its next turn. The DC of the saving throw is equal to 8 + your proficiency bonus + your constitution modifier. You can use the secondary effect of this feature (the paralyzing part) a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Backwards Vision
You have another pair of eyes on the back of your head. Additionally, you have proficiency in the Perception skill.
Glide Through Water
As a bonus action, you gain the benefits of the dash action but only affecting your swimming speed.
Sea Floor Masking
You can attempt to hide even when you are only lightly obscured by sand or loose earth.
Darkvision
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.
Water Breathing
You can breathe both air and water. Additionally, you have a swim speed equal to your walk speed.
Florian are people made of plant life. They are sentient flora, which is where their name was derived. A florian could be made of any type of plant, from an assortment of flowers to a large piece of coral. Despite the variety in the florian species, they all still have a body structure similar to any other humanoid (a head, torso, as well as two arms and legs).
Although all plants are different, a florian only needs 4 hours of basking in the sun to function properly. Florians do not need to eat, drink, breathe, or sleep, which allows them to work tirelessly.
Creature Type
You are a Humanoid.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet.
Commune with Plants
You can communicate simple ideas to any plant, sentient or otherwise. It can understand your words, though you have no special ability to understand it in return.
Plant Magic
You learn the Druidcraft cantrip and either the thorn whip cantrip or the poison spray cantrip (choose when you gain this race).
Starting at 3rd level, you can cast the entangle and goodberry spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Photosynthesis
When you take a long rest, you must spend the 8 hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. While illuminated by sunlight, you can finish a long rest in four hours, rather than 8.
Living Flora
You are a sentient being of plant, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat or breathe.
You are immune to disease that affect humanoids, but are susceptible to diseases that affect plants.
You don’t need to sleep, and magic can’t put you to sleep.
Variant
You can replace your Plant Magic feature with the following feature.
Hardened Exterior
Your outer layer provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). However, because of its unusual shape, you can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.
Arcanites are raw, untamed magical power in the form of people. Though it isn’t known how an arcanite comes into existence, it is believed Labarta, goddess of freedom and sorcery, is the reason. Arcanites typically have the same body structure as most humanoids, with a head, torso, 2 arms, and 2 legs. However, that is where all similarities end. The following are a few examples of an arcanites appearance:
A transparent outer layer with beads of light swirling inside.
Entirely made of glowing gemstones and rock, except for a harmless black hole in place of a heart.
An assortment of eyes from different species with nothing connecting them.
Pure darkness from which no light escapes.
An entire world filled with microscopic creatures.
The color cyan.
Creature Type
You are a Humanoid.
Size
You are Medium or Small. You choose the size when you select this race, but it can be changed over the course of a long rest.
Speed
Your walking speed is 30 feet.
Spell Mimicry
After you are affected by a spell, you can use your reaction to save the spell for later use with this feature. If you already have a spell saved and try to save another, your saved spell is replaced with the new one. While you have a spell saved, you gain the ability to cast the spell, provided you meet all the necessary conditions and use the necessary resources, such as an action or reaction. You can ignore any verbal, somatic, and material components required for the spell. Once you cast a saved spell, you cannot save another spell until after you finish a long rest.
Wild Magic Surge
After casting a spell, you can cause the magic to surge with untamed power. Roll on the Wild Magic Surge table to create a magical effect. The Wild Magic Surge table can be found in the Wild Magic subclass for the Sorcerer class. If a rolled effect would not occur due to lack of spells, spell slots, or sorcery points, roll again. Once you use this feature, you cannot use it again until after you finish a short or long rest.
Sleepless
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Living Magic
You are a sentient being of pure magic, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don’t need to sleep, and magic can’t put you to sleep.
The following are lineages, which are races that can be gained during a campaign or chosen at the beginning. A lineage gained during a campaign replaces the benefits of your previous race/species.
Whether it was granted to you by a god or you managed to acquire it on your own, you now hold within you a holy flame. You are now a Lucerna. Lucerna are beings that house a fire of divine origin. This fire can shine brightly and used to cause harm or to heal. The light of the flame can lessen the strength of evil creatures.
Creature Type
You are a Celestial.
Size
You are Medium or Small. You choose the size when you gain this lineage.
Speed
Your walking speed is 30 feet.
Ancestral Legacy
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Light Within
The fire burning within you burns brilliantly. As a bonus action, you can begin to glow, shining bright light in a 30-foot radius and dim light for an additional 30 feet.
Deter the Wicked
Your light weakens the creatures of evil. When a fiend or undead within the light of your Light Within feature deals damage, you can use your reaction to halve the damage dealt.
Burnout
Your flame burns fast and bright. As an action, you cause holy flames to burst from your body in all directions. All creatures within 30 feet of you are forced to make a Constitution saving throw, taking radiant damage equal to 5 times your proficiency bonus on a failed save, or half as much damage on a successful one. Alternatively, you can instead cause all creatures within 30 feet of you to regain a number of hit points equal to 5 times your proficiency bonus. Once you use this feature, you cannot do so again until after you finish a short or long rest.
A lost soul has no body to call its home. It is in a place between life and death, unable to truly die or truly live. A lost soul can possess objects and use them to interact with the world they once lived in. Usually, a lost soul possesses corpses, so it can use their motor and sensory systems. Most lost souls are on a journey to find a way to return to life, since normal resurrection magic doesn’t work. Others have accepted their new forms, for better or worse.
Creature Type
You are an Undead.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet.
Ancestral Legacy
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Bodiless
You have no body to call your own, a fact represented by the following benefits:
You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You can't need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
You do not age.
You have advantage on death saving throws.
Ethereal Form
You are under the effects of the Etherealness spell. However, you are considered to have originated from the ethereal plane, and you do not suffer the additional movement cost of moving up or down. The effects of the spell only end while you are using your Inhabit Object feature.
Inhabit Object
While you are within the same space as an object and are not currently using this feature, you can spend 1 minute to possess the object. Your soul inhabits the object, connecting it with your soul.
The possessed object is treated as though it were your body for the purposes of damage and death.
Any damage dealt to you remains after you are ejected from an object.
While possessing an object, if the object has any sensory systems, they become usable to you. Otherwise, you have 5 feet of blindsight.
While possessing an object, if the object has any motor systems, they become usable to you.
If you are affected by the Turn Undead cleric feature, you are immediately ejected from the object you are possessing.
By concentrating for 1 minute, you can disconnect and eject your soul from the object you are currently possessing.
If the Mending spell is cast on you while you inhabit an object, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).
An illithesque is an extremely unlikely creature. By some miracle, a humanoid who was infected with a mind flayer tadpole resisted by magical or mental means and avoided becoming a mind flayer. Instead, it became an illithesque.
An illithesque has a formidable mind, capable of defending well against mental attacks while also attacking back. Unfortunately, illithesque have a hunger for humanoid brains. Although an illithesque may try to resist the urge, even the most iron will eventually give in.
An illithesque looks the same as it did before becoming what it is now, with the exception of one unnatural detail. Its skin may have a slight purple to it or its eyes may resemble those of a mind flayer. These details range from impossibly small to completely obvious.
Creature Type
You are a Humanoid.
Size
You are Medium or Small. You choose the size when you gain this lineage.
Speed
Your walking speed is 30 feet.
Ancestral Legacy
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Mental Fortitude
Your innate psychic defenses grant you advantage on saving throws you make to avoid or end the charmed and frightened conditions on yourself. Additionally, you have resistance to psychic damage.
Burning Thoughts
After you deal damage to a creature, you can worm an idea into the creature's mind. The creature must make a Wisdom saving throw. The DC equals 10 or half the damage taken, whichever number is higher. On a failed save, the creature is either frightened of you or charmed by you for 1 minute (your choice). When the creature takes damage, it can repeat the saving throw, ending the effect on a success. Once you use this feature, you cannot use it again until after you finish a short or long rest.
Mind Eater
By consuming the brain of a creature that died within the last hour, you can gain insights into what the creature knew in life. Roll an Intelligence check. The DC of the check is 10 + 1 for every 3 minutes since the creature's death. On a success, you gain one piece of knowledge the creature had in life. You can only search for knowledge you know the creature has. Once you use this feature, you cannot use it again until after you finish a long rest.
*These races have not been play-tested so they are subject to change, which can occur during a campaign.
Something has changed. You are no longer the same as you once were.
Creature Type
You are an Aberration.
Size
You are Medium or Small. You choose the size when you gain this lineage.
Speed
Your walking speed is 30 feet.
Ancestral Legacy
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Oddity
You display strange behavior or biology. You can choose any number of the following options or create your own based on the options given.
- You do not need to blink, or you blink differently.
- You don't appear to breathe.
- You do not, or barely, bleed, or your blood is an unusual color.
- You do not have a heartbeat
- You are always either icy cold or feverishly hot to the touch.
- Many of your joints are double-jointed.
- You cannot cry.
- You cannot sweat.
- You do not produce waste (i.e. excrement, urine)
- One of your arms is longer than the other.
- You have heterochromia.
- You have no pupils, or they are oddly shaped.
Vague
Your physical form has trouble remembering what you look like. When no creature can see you, your body changes subtlety. Your hair, eyes, or skin might become a slightly different color. Your height and weight might increase or decrease by about 1-5%, but never enough to change your size. You might appear to be a few years older or younger than before. Your hairstyle and length may be discreetly altered. Your body could become its own mirror. It is possible for no visible changes to occur, which may mean nothing has changed or nothing you can see has changed. You may have some control over these changes or none at all, but they occur regardless.
Additionally, when a creature attempts to remember your appearance, its memory of your physical characteristics are blurry and poorly defined.
Incomprehensible
Your mind has begun to hatch into something more. You are immune to any effect that would sense your emotions or read your thoughts. Any Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage. A creature that attempts to read your thoughts takes psychic damage equal to its Intelligence modifier (minimum of 0).
Inheritance
You are granted a gift from that which now lies within. When you gain this lineage, choose one of the following features to gain access to:
Inner Eye. As an action, you can begin to watch the area within 60 feet of you, gaining blindsight and tremorsense within the area. Creatures within the area feel as though they are being watched. You retain these benefits until you attack or cast a spell. Once you use this feature, you cannot do so again until you finish a short or long rest.
Simple Mind. As an action, you touch a creature and manipulate its mental abilities. Choose Intelligence, Wisdom, or Charisma. The target is forced to make a saving throw using the chosen ability against a DC of 8 + your proficiency bonus + your ability modifier for the chosen ability. On a failed save, the target suffers a different effect depending on the chosen ability. For Intelligence, you are invisible to the target. For Wisdom, the target is frightened of you. For Charisma, the target is charmed by you. The effect lasts for 1 minute. If the target takes damage, it can repeat the saving throw, ending the effect on a success. Once you use this feature, you cannot do so again until you finish a short or long rest.
Wordless Speech. As an action, you can create a telepathic link between you and one other creature of your choice within 60 feet of you. You and the other creature don’t need to share a language to understand each others telepathic utterances, but both of you must be able to understand at least one language. The telepathic link lasts for 1 hour, or until you are unconscious or end it as a bonus action. When the creature you are telepathically linked with makes an ability check, attack roll, or saving throw, you can use a reaction to break the telepathic link and grant the creature either advantage or disadvantage on the roll. Once you use this feature, you cannot do so again until you finish a short or long rest.
Step Forward. As an action, you compress space and step forward, instantly moving you up to 60 feet in a direction of your choice. The compress space then returns to normal. You cannot use this feature if your speed is 0. Once you use this feature, you cannot do so again until you finish a short or long rest.
Step Back. As an action, you can exit reality and enter an indescribable place outside reality. While you have exited reality, you can only return to reality as an action, take a short or long rest, or simply wait. Any spell or other effects that require concentration immediately end when you leave reality, and you cannot use or gain benefits from any spells, items, or features. You can remain outside reality for up to a number of hours equal to twice your proficiency bonus. When reentering reality, you return to the nearest unoccupied space from your point of exit. Once you use this feature, you cannot do so again until you finish a long rest.
When you gain a level, you can choose to swap your chosen feature for another option.