Races of the Wild
Here you can find the races which have lived outside of civilised places in Teresyum for most of their lives. There are not many such adventurers as few leave their societies, however, some have reputations for themselves.
Kenku
Ability Scores: Dex +2; Wis +1
Size: Medium
Speed: 30ft.
Age: Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.
Alignment: Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.
Expert Forgery: You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
Kenku Training: You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
Mimicry: You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Languages: You can read and write Abbysal and Auran, but you can only speak using your Mimicry trait.
Lizardfolk
Ability Scores: Con +2; Wis +1
Size: Medium
Speed: 30ft., swim 30ft.
Age: Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
Alignment: Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.
Swim Speed: You have a swimming speed of 30 feet.
Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cunning Artisan: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Hold Breath: You can hold your breath for up to 15 minutes at a time.
Hunter's Lore: You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Natural Armor: You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + 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.
Hungry Jaws: In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.
Languages: You can speak, read, and write Sylvan and Draconic.
Centaur
Ability Score Increase: Your Strength score increases by 2, and your Wisdom score increases by 1.
Age: Centaurs mature and age at about the same rate as humans.
Alignment: Centaurs are inclined toward neutrality.
Size: Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.
Speed: Your base walking speed is 40 feet.
Hybrid Nature: You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.
Charge: If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
Hooves: Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Equine Build: You count as one size larger when determining your carrying capacity and the weight you can push or drag.In addition, any climb that requires hands and feet is especially difficult for you because of you r equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Survivor: You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
Languages: You can speak, read, and write Primordial and Sylvan.
Lamia
Lamia Ability Scores: Con +1; Wis +1
Size: Medium
Speed: 40ft.
Age: Lamia mature and age at about the same rate as elves.
Alignment: Lamia are inclined toward neutrality.
Size: Your size is Medium, yet you tower over most other humanoids.
Poisonous Acclimation: You are resistant to poison damage, and immune to the poisoned condition.
Fata Morgana: You know the Vicious Mockery cantrip. Once you reach 3rd level, you can cast Zone of Truth once per day. Once you reach 5th level, you can also cast Bestow Curse once per day. Wisdom is your spellcasting ability for these spells.
Aura of Guile: You are proficient in Persuasion checks, in addition if you spend a minute conversing with an individual, he must make a contested persuasion test against you, on a fail, you find out one axis of his alignment.
Claws: Your claws are natural melee weapons, with which you're proficient. If you hit with a claw attack, the target takes slashing damage equal to 1d6 + your Strength modifier.
Leonine Build: You count as one size larger when determining your carrying capacity and the weight you can push or drag. Additionally a Medium or smaller creature can ride on your leonine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.
Mind of Magic: You have advantage on saving throws vs spells that require a wisdom saving throw.
Hybrid Nature: You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.
Languages: You can speak, read, and write Primordial and Sylvan.
Primal Dragonborn
Ability Score Increase: Your Strength and Constitution Score increases by 2.
Speed: Base walking speed is 30ft.
Size: Medium, typically 7ft or taller(up to 8ft).
Age: Primal Dragonborns have the true blood of dragons flowing through their veins. They can live up to a thousand years, however they may also hibernate for long periods in which their bodies almost shut down and do not age.
Alligment: Neutral, Primal Dragonborn mostly live on a survival of the fittest rule and they value battle prowess above anything else.
Languages: You can speak, read and write Primordial and Draconic.
Toughened by Nature: You gain one additional Hit Point per level in any class.
Brawn over Brain: Your size counts as one size larger when determining carrying capacity.
Draconic Ancestry: You have Draconic Ancestry. Choose one type of dragon from the Draconic Ancestry Table. You’re resistant to the damage type determined by the dragon type, as shown in the table.
“Hass-Vanskrar! Fight me coward!” You know the spell Compelled duel, you may cast it using your Strength or Constitution as your spellcasting modifier. You may cast this spell using this feature only once per long rest.
Bugbears
Ability Scores: Str +2; Dex +1
Size: Medium
Speed: 30ft.
Age: Bugbears reach adulthood at age 16 and live up to 80 years.
Alignment: Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be chaotic evil.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Long-Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Sneaky: You are proficient in the Stealth skill.
Surprise Attack: If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Languages: You can speak, read and Goblin and Orcish
Tabaxi
Ability Scores: Dex +2; Cha +1
Size: Medium
Speed: 30ft., climb 20ft.
Age: Tabaxi have lifespans equivalent to humans.
Alignment: Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.
Darkvision: You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Cat's Claws: Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cat's Talents: You have proficiency in the Perception and Stealth skills.
Languages: You can speak, read, and write Sylvan and one other language of your choice besides Common.
Triton
Ability Scores: Str +1; Con +1; Cha +1
Size: Medium
Speed: 30ft., swim 30ft.
Age: Tritons reach maturity around age 15 and can live up to 200 years.
Alignment: Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.
Swim Speed: You have a swimming speed of 30 feet.
Amphibious: You can breathe air and water.
Control Air and Water: A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Emissary of the Sea: Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Guardians of the Depths: Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
Languages: You can speak, read, and write Aquan and Primordial.
The Chien
The Chien Ability Scores: +1 Con, +1 Wisdom
Size: Medium
Speed: Biped - 20ft, Quadruped - 40ft
Survivalist: You have advantage on all saving throws from harsh environment effects.
Keen sense: You have advantage on all perception checks based on smell.
Empathetic or Devourer: You may choose to have a diet based on meat or a vegetarian one.
Devourer: grants you the ability to heal half of the damage you do with your bite attack dice plus modifier once per short rest.
Empathetic: allows you to grant yourself advange on any checks around dealing with one animal for a minute, once per short rest.
Grey-Scale: You cannot see in colours, everything is a shade of grey for you.
Hardy Build: The first exhaustion level you would receive you can ignore. You cannot use this ability more than once a week.
Bite: 1d6+Str Modifier, melee natural weapon.
Languages: You can speak, read and write Giant and Sylvan.