Fey Races

These are the fey races found in Teresyum.

Genasi

(Sub-races: Fire, Air, Water, Earth)

Ability Score Increase:

Fire: +2 Constitution, +1 Intelligence.

Air: +2 Constitution,+1 Dexterity.

Water: +2 Constitution, +2 Wisdom.

Earth: +2 Constitution, +1 Strength.

Age: Fully grown by 20, can typically live to 120.

Size: Medium size, 5’-6’ 100-150lbs.

Movement Speed:  30 feet

Languages: Common and Primordial.

Racial traits:

Fire:

Inner Flame: You gain darkvision with a range of 60 feet. The fire that burns within you make your darkvision unusual: everything you see in darkness is in a shade of red.

Fire Resistance: You have resistance to fire damage.

One with the Flame: When you are hit with a melee attack you may use your reaction to deal fire damage to the attacker equal to your level. Once used you may not activate this ability again until after a short or long rest.

Air:

Unending Breath: You can hold your breath indefinitely while you’re not incapacitated.

Cold Resistance: You have resistance to cold damage.

One with the Wind: When not in medium or heavy armor you gain a flying speed equal to half your base movement speed. You also gain the hover ability.

Earth:

Earth Walk: You can move across difficult terrain made of earth or stone without expending extra movement.

Poison Resistance: You have resistance to poison damage.

One with Stone: You gain tremorsense with a range of 10 feet.

Water:

Amphibious: You can breathe air and water.

Acid Resistance: You have resistance to acid damage.

One with the Waves: You have a swimming speed of 30 feet.


Wildens

Ability Score Increase: Your Wisdom score increases by 1.

Age: Wilden who remain in the Feywild can live for many centuries, but those who move into the mortal realms generally mature at the age of 10, living to 150 years on average.

Alignment: Wilden are generally neutral, although their guardianship of nature and their opposition to corruption has them tending toward good alignments. However, they do not hesitate to fight and kill those who damage nature indiscriminately, which can put them at odds with loggers, hunters, or miners who are not necessarily evil.

Size: Wilden are Medium creatures, taller than dwarves but shorter than humans. Their builds depend on the type of tree they call their ancestor. Oaks and redwoods might be burly and thick, while willows and pines are generally more slender. Speed. Your base walking speed is 30 feet.

Languages: You speak, read, and write Common, Elven, and Sylvan.

Nature’s Fortification: When an adjacent ally is reduced to 0 hit points, you gain temporary hit points equal to 5 + your character level. This trait refreshes after you complete a short or long rest.

Tough as Wood: You have advantage on Constitution saving throws.

Wilderness Adept: You gain proficiency with two of the following skills of your choice: Animal Handling, Athletics, Medicine, Nature, Perception, Stealth, or Survival.

Subrace: The wilden have three subraces covered here: oak, pine, and willow.

Choose one of the subraces.

Subrace: Oak Wilden As an oak wilden, your ancestors were the great tall oaks that ruled and protected the Feywild.

Ability Score Increase: Your Strength score increases by 2.

Natural Armor: You have tough bark for skin and hardened wood for flesh. When you are not wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Subrace: Pine Wilden As a pine wilden, your ancestors were the great settlers of the Feywild, marching on the front lines against enemy intrusion into your realm.

Ability Score Increase: Your Dexterity score increases by 2.

Protective Needles: When you are struck with a melee weapon attack by an adjacent enemy, you can use a reaction to do piercing damage to that enemy. The damage is 2d10 on a failed Dexterity saving throw, or half as much on a successful one. The damage increases to 3d10 at 6th level, 4d10 at 11th level, and 5d10 at 16th level. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. After you use your protective needles, you cannot use this trait again until you complete a short or long rest.

Subrace: Willow Wilden As a willow wilden, your ancestors were the expansive willow trees and sheltered life in their long, protective branches.

Ability Score Increase: Your Constitution score increases by 2.

Leafy Concealment: As a bonus action, you can conceal yourself within your long, leafy hair. Until the start of your next turn, all attacks against you are made at disadvantage. Once you use this trait, you can’t use it again until you finish a short or long rest.


The Ellesar

Ability Scores: Dex +2; Int +1

Size: Medium

Speed: 30ft.

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.

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.

If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

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.

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 choosing.


Grixin

Ability Scores: Dex +2; Cha +1

Size: Medium

Speed: 30ft.

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.

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.

If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

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.

Grixin have the following traits in common, in addition to the traits they share with other elves. Choose your grixin's season: autumn, winter, spring, or summer.

Fey Step: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:

  • Autumn Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

  • Winter When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

  • Spring When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

  • Summer Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).


Spryte

Ability Score Increase: -2 Constitution, -4 Strength, +2 Wisdom, +2 Charisma

Age: Fully grown by 450, can typically live to 1500.

Size: Tiny size, 4-6 inches 12-16lbs.

Speed: 5ft Walking Speed, 30ft Flying Speed.

Language: Common, Sylvan.

Vision: 60ft. Darkvision.

Magic Essence: Sprytes don’t eat and can’t sleep. Instead, they must spend at least 4 hours of downtime every day, drawing power from the Chrome in an instinctual ritual.

If you are unable to do this for two days in a row for whatever reason you gain a point of exhaustion, you lose your flying speed and your Chromic Resilience. You gain another point of exhaustion everyday until you can fulfill the ritual once more, at which point you regain your flying speed and your Chromic Resilience.

Chromic Resilience: You have advantage on saving throws against Chromic spells, other magical effects and any kind of charm effect.

Eminent Precision: Your tiny size and excellent eyesight allows for an exceptional level of skill.
You may add half your proficiency modifier to any tool check that requires small pieces and relies on precision, but all crafting takes twice as long.


Satyr

(Read this story)

Ability Scores: Cha +1; Dex +1

Creature Type: Fey & Humanoid

Size: Medium

Speed: 35 ft.

Age: Satyrs mature and age at about the same rate as humans.

Alignment: Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.

Size: Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.

Fey: Your creature type is both fey and humanoid. If an effect would work on either creature type, it works on you.

Ram: You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Magic Resistance: You have advantage on saving throws against spells and other magical effects that target Mental Stats.

Mirthful Leaps: Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Reveler: You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

Soul Link: During a Long Rest, you can form a Soul Link to a willing adventurer within the same tier of play as you are. When you do you gain +2 to the other character's highest stat, and they gain +2 to your highest. This stat increase ends when you take another Long Rest. While you are Soul Linked, if either member of the link dies, both members die.

Languages: You can speak, read, and write Common and Sylvan.


Grungs

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

Age: Grung reach maturity at only 1 year of age,
growing from tadpoles into full-fledged frogs. They can live to be around 70 years old.

Alignments: Grungs tend to like bossing people
around, even to the point of slavery, tending toward lawful, evil alignments.

Size: Around 3 feet tall, you are Small.
Speed. You have a walking speed of 25 feet. Your
sticky finger and toe pads give you a climb speed of 25
feet.

Poison Immunity: You are immune to poison damage
and the poisoned condition.

Poisonous Skin: Any creature that touches you with
its bare skin for the first time on its turn or is touching
you at the beginning of its turn must succeed on a
Constitution saving throw. The save DC is equal to 8 +
your proficiency bonus + your Constitution modifier. On a
failed save, the creature is poisoned until the start of its
next turn.

Standing Leap: Your long jump is up to 25 feet and
your high jump is up to 15 feet, with or without a running
start.

Languages: You speak, read, and write Common and
Grung.


Tibbit

Age: Tibbits reach adulthood around the age of 20, and can live to be 400 years old.

Size: Tibbits stand about 4 feet tall.  Your size is Small

Speed: Your base walking speed is 25 feet.

Ability Score Increase: Your Dexterity score increases by 2 Increase any Ability Score by 1 except for Dexterity.

Keen Senses: You have proficiency with the Perception skill.

Nine Lives: Whenever you make a death saving throw, you can add your proficiency bonus to the roll.

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.

Feline Speech: You have the ability to speak to and understand cats. Of course, cats can choose to simply ignore you, as they are wont to do. This is NOT a language. It is simple cat noises which translate to very basic words of communicating, this form of speech can be equivalent to a toddler speaking.

Feline Form: You can use your action to transform into a cat. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:
     Your game statistics are replaced by the cat’s statistics, but you retain your alignment, personality, hit points, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiency, and also gain those of the cat. If the cat has the same proficiency as you and the bonus in its stat block is higher than yours, use the cat’s bonus instead of yours.
     You can add your proficiency bonus to the cat’s attack and damage rolls.
     You can’t cast spells, speak, or take any action that a cat cannot. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
     You retain the benefit of any features from your class, race, or other source and can use them if a cat is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision.
     When you transform, your equipment merges with your cat form, and has no effect until you leave the form.

Languages: You can speak, read, and write Common.


Pallid Elf (Nexus Elf)

  Ability Score Increase:  Your Wisdom score increases by 1 . Your Dexterity Score in increased by 2

Size: Medium

Speed: 30ft.

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.

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.

If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

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.

Inquisitive Nature: You have advantage o n Intelligence (Investigation) and Wisdom (Insight) checks.

Waves of the Infinite Expanse: You know the light cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.

Shifters

Size: Medium

Speed: 30ft.

Size: Shifters are about the same size as humans. Your size is Medium

Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.

Alignment. Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.

Size. Your size is Medium.

Speed.Your base walking speed is 30 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.

Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.

Once you shift, you can't do so again until you finish a short or long rest.

Languages. 

You can speak, read, and write Common.

Subrace:

Shifter (Beasthide)

Ability Scores: Con +2; Str +1

Natural Athlete. 

You have proficiency in the Athletics skill.

Shifting Feature. 

Whenever you shift, you gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class.

Shifter (Longtooth)

Ability Scores: Str +2; Dex +1

Fierce. 

You have proficiency in the Intimidation skill.

Shifting Feature. 

While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Shifter (Swiftstride)

Ability Scores: Dex +2; Cha +1

Graceful. 

You have proficiency in the Acrobatics skill.

Shifting Feature. 

While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks.

Shifter (Wildhunt)

Ability Scores: Wis +2; Dex +1

Natural Tracker. 

You have proficiency in the Survival skill.

Shifting Feature. 

While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.


Mousefolk

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

Ability Score Increase: Your Dexterity score increases by 2.

Age: A Mousefolk reaches adulthood at the age of 5 and lives to be about 40 years old.

Alignment: Most Mousefolk are neutral, and tend towards good. They try to keep the conflicts of the other races at arm's length, but display remarkable ferocity when their friends, families, or communities are threatened. A reverence for nature and life is close to the heart of Mousefolk, and they are loath to take a life if it can be avoided. They prefer to live quiet and unassuming lives, giving honest work for honest pay.

Size: Mousefolk grow between 2 and 2 1/2 feet tall and weigh about 25 pounds. Your size is Small.

Speed: Your base walking speed is 25 feet.

Keen Senses: You have proficiency in the Perception skill.

Mousefolk Weapon Training: You have proficiency with the rapier, shortsword, shortbow, and handaxe.

Nimble Dodge: When attacked by an Attack of Opportunity, you may use your reaction to impose disadvantage on that attack.

Languages: You can speak, read, and write Common and Squeak Speak. Mousefolk place great value on the written accounts of their legends and histories, and encourage everyone to keep journals and records of their deeds. Almost all Mousefolk speak Common to converse with the people on whose lands they dwell or through which they are traveling.

Subrace: The two main kinds of Mousefolk, Softpaw and Meadowgard, are more like closely related families than true subraces. Choose one of these subraces.

As a Softpaw Mousefolk: you avoid the dangers of the untamed wilds for the security of civilization. Your bookish nature gives you an edge in the arcane studies and a knack for trade skills and craft. The mark of the Softpaw is a seal of the utmost quality. A Softpaw's natural dexterity and keen intellect make them desirable contract thieves and infiltrators.

Ability Score Increase: Your Intelligence score increases by 1.

Artistry: You gain proficiency with one type of artisan's tools or one musical instrument

Squirm: You can move through tiny sized spaces as if you were tiny size. 

As a Meadowgard Mousefolk: you make your living in the wilds. You have keen senses, deep intuition, and a connection with nature that few other races can boast. The Meadowgard stand staunchly at the edge of civilization, knowing that their eyes are the first alarm and their body and blade are the last bulwark of countless others. They have an unwavering sense of duty and a lifetime of experience which keeps them sharp against the dangers of the world. With an Eider's blessing some Meadowgard leave the service of their clans to travel the world and record their journeys.

Ability Score Increase: Your Wisdom score increases by 1.

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

Speak With Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.


Ursine

Ability Score Increase: Your Strength score increases by +2

Age: Due to their bear heritage the Ursine have a much shorter lifespan than other races. They reach adulthood around 14 years and typically live up to 60 years.

Alignment: Due to their hatred of tyranny, Lawful Evil is almost unheard of, with Lawful Neutral and Lawful Good being semi-rare. All other alignments are typical within Ursine culture. Adventurous ursine can be any alignment, due to their long term exposure of the world around them.                                                         Speed: Your base walking speed is 30 feet.

Size: Ursine stand between 6 and 8 feet tall, weighing on average around 300 – 500 lbs. Size Med.

Bear Claws: You can use your paws as natural weapons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Natural Prowess: You gain advantage on any Perception check that benefits your powerful sense of smell. This perception bonus is not granted to any sense other than smell.

Darkvision: Your ancestors have long since become used to being active in the night, becoming accustomed to little source of light. You have superior vision in dark and dim conditions. You can see up to 60 feet in dim light as if it were bright light and darkness as if it were dim light. You cannot detect any colour in darkness, only a grayscale.

Languages: You can speak, read, and write Common. In addition, you can communicate with bears, as well as bear-based creatures.                                                                             

 Subrace: Three main subraces of Ursine populate the worlds of D&D: Grizzly, Polar, and Black. Choose one of these subraces.

-Grizzly

Ability Score Increase. Your Constitution score increases by +1.

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

-Polar

Ability Score Increase. Your Wisdom score increases by +1.

Arctic Resistance. You have a resistance to cold damage.

-Black

Ability Score Increase. Your Charisma score increases by +1.

Mask o f 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.


Alraune

Size: Alraune stand 5 to 6 feet tall on average and can weigh 60-120 lbs. Their size is medium.

Speed: 25 feet.

Age: Alraune grow in their bulb for 5 years. After these 5 years, they emerge in a mature state. Their bodies don’t appear to age unless they do not get the nutrients they need. They can live up to 750 years before returning back to the earth.

Ability Score Increase: Your Wisdom score increases by 2.

Plant: The creature type is considered to be humanoid and plant. You can attempt to hide even when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. However, you are vulnerable to fire damage.

Floral Rest: Alraune don’t need sleep. They, instead, root themselves in favorable soil and remain semiconscious. They need to do this for at least 4 hours a day in which they absorb nutrients from the soil. This gives Alraune the same benefits of a human’s 8 hour rest. If soil isn’t favorable, you require a full 8 hours of rest. Rooting yourself requires an action and can only be done on a patch of soil. In this state, your speed is 0 and you can uproot yourself as a bonus action.

Alraune Pollen: The Alraune produce a powerful pollen with an innate property pertaining to each subrace. As an action, you can release a puff of pollen in a 10-foot radius around yourself or in a 20-foot cone, forcing all creatures in range to make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failure, they come under an effect dependent on your subrace for 1 minute. An affected creature can repeat their saving throw each time they take damage. Once you use your pollen, you can't use it again until after you finish a long rest.

Natural Knowledge: As a part of the forest it's only natural for you to be knowledgeable about the wilderness. You are proficient in the Nature skill.

Languages: You can understand and speak Common and Sylvan.

Subrace: Choose between Sunflower and Rose.

Alraune (Sunflower)

Ability Score Increase: Your Constitution score increases by 1.

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

Solar Affinity: Of all varieties of Alraune you are the most proficient at drawing energy from the sun. When you roll hit dice and you are in bright sunlight you gain a bonus to the number of hit points recovered equal to your proficiency bonus times the number of hit dice rolled. In addition, as an action, you can recover a number of hit points equal to 1d8 + your Constitution modifier if you are in bright sunlight. You can recover hit points using this trait a number of times equal to your proficiency bonus. You regain all expanded uses of this trait when you complete a long rest.

Calming Pollen: Creatures affected by your pollen act as if under the effect of a calm emotions spell. When you use your Alraune pollen trait, you can choose which of the two effects to use.

Alraune (Rose)

Ability Score Increase: Your Charisma score increases by 1.

Perfect Flower: You have a beautiful appearance, and a voice to match it. You are proficient in the Persuasion skill.

Hopeless Romantic: As well as pollen rose Alraune can produce a thick and sweet nectar from their mouths. When it enters the body of a creature via ingestion they make a Constitution saving throw against your pollen DC or fall unconscious for an hour. While unconscious if the target takes damage, they can remake their saving throw to wake up. This property of the nectar disappears after an hour of being outside of an Alraune’s mouth. Constructs, undead, and creatures with immunity to being poisoned are immune to this effect. You regain use of this trait after you finish a short or long rest.

Aphrodisiac Pollen: Rose Alraune produce a light sticky pollen that on contact with creatures acts as a strong aphrodisiac causing those affected by your pollen to be charmed for the duration and regard you as a close friend, as if affected by a charm person spell.


Nekomura

Age: A nekomura reaches maturity around the age of 16 and generally lives around a century.

Size: Nekomura average about 2 to 3 feet tall and weight about 65 pounds. Your size is small.

Speed: Your base walking speed is 25 feet.

Ability Score Increase: Your Dexterity score increases by 2.

Cat’s Eye: 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 grey.

Nekomura Nimbleness: You can move through the space of a creature that is of a size larger than you.

Quadruple Movement: As a bonus action, a Nekomura can shift onto all fours at the beginning of their turn. If they do this, they are restricted to only taking the Dodge and Dash actions, but their speed becomes 40. Every turn that you use this ability requires you to use your bonus action to maintain this form of movement.

Wilds Background: You have proficiency in the survival skill.

Languages: You can speak and write Common and Felinish. Felinish, verbally, is a subtle language of sounds that, to the untrained ear, sounds little more than mimicry of a cat. In writings, Felinish typically is composed of “cat scratch”. Writing is typically done with the claws on a Nekomura paw and is typically restricted to short phrases in writing.

Subraces: Choose between Felynes and Melynxes.

Nekomura (Felynes)

Ability Score Increase: Your Wisdom score increases by 1.

All in Brawler: You have proficiency in improvised weapons.

Keepers of the Morale: You have proficiency in Artisan Tools (Cook’s Utensils). During a short rest, you may make use of this ability to cook a Therapeutic Meal. Any creatures that share in this meal cause the number of hit points that creature regains from hit dice (but not the characters’ Constitution modifier) to be doubled.

Nekomura (Melynxes)

Ability Score Improvement: Your Intelligence score increases by 1.

Kleptomania: Your gain proficiency in the Sleight of Hand skill.

Natural Stealth: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.


The Allai'Wen

Ability Scores: Dex +2; Wis +1

Size: Medium

Speed: 35ft.

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.

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.

If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

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.

Elf Weapon Training: You have proficiency with the longsword, 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.


Merfolk

Ability Score Increase: +2 Dexterity, +1 Constituion

Age: Fully grown by 7, can typically live to 600.

Size: Medium size, 7’-8’ 180-260lbs.

Speed: 30ft Walking speed, 40ft Swim speed.

Language: Aquan, Elven

Vision: 60ft. Darkvision, 120ft Underwater Darkvision.

Limited Amphibiousness: You can breathe air and water but must be mostly submerged for at least an hour a day to avoid suffocating.

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: Merfolk don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") This meditation is typically done whilst floating on water.

Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.

Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.

Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Languages. You can speak, read, and write Aquan.