Tainted Races

These are all the playable Tainted Races of Teresyum. New players be warned, these races are quite hard to play, especially if you pick Tainted.

 

Dragonborn

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

Age: Young dragonborn grow quickly. They walk hours after hatching. Gain the size and development of a IO-year-old human child by the age of 3 and reach adulthood by 15. They Iive to be around 80.

Alignment: Dragonborn tend to extremes. making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat. respectively). Most dragonborn are good. but those who side with Tiamat can be terrible villains.

Size: Dragonborn are taller and heavier than humans standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

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

Breath Weapon: You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape. and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. The type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save. and half as much damage on a successful one. The damage increases to 3d6 at 6th levei. 4d6 at 11th leveI, and 5d6 at 16th leveI. After you use your breath weapon, you can't use it again until you complete a short or long rest.

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

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

Variant Dragonborn - Draconblood

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

Darkvision: You can see i n 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.

Forceful Presence: You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.

Variant Dragonborn - Ravenite

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

Darkvision: You can see in dim light within 6 0 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.

Vengeful Assault: When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest.


Duergars / Tainted Dwarves

Ability Score Increase. Your Strength score increases by 1.  Your Constitution score increases by 2.

Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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

Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, band warhammer.

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

Stone cunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Superior Darkvision: Your darkvision has a radius of 120 feet. Extra Language. You can speak, read, and write Undercommon.

Duergar Resilience: You have advantage on saving throws against illusions and against being charmed or paralyzed.

Duergar Magic: When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell’s enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don’t need material components for either spell, and you can’t cast them while you’re in direct sunlight. You must finish a long rest to cast them on yourself once again with this trait. Intelligence is your spellcasting ability for these spells.

Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.


Tainted Elves / Drow

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

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 up to 1000 years.

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

Speed: Your base walking speed is 30 feet.

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 semi-conscious, for 4 hours a day. (The Common word for such meditation is "trance.")After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar.

Superior Darkvision: Your darkvision has a radius of 120 feet.

Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight

Drow Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can cast the darkness spell once per day. Charisma is your spell casting ability for these spells.

Drow Weapon Training: You have proficiency with rapiers, short-swords, and hand crossbows.


Tainted Alraune / Venus

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.

Alraune (Venus):

Ability Score Increase: Your Dexterity score increases by 1.

Natural Camouflage: When you make a Dexterity (Stealth) check to hide in heavy foliage, you are considered to be proficient in the Stealth skill if you are not already, and you add double your proficiency bonus to the die roll instead of any proficiency bonus you would normally add.

Vines: Your vines can be extended and retracted for up to 20 feet at will. You can use them to hang from trees while staying hidden, grapple targets at a distance, use and manipulate simple objects and such, however, they are not strong enough to use weapons.

Silencing Pollen: Venus Alraune produce a transparent pollen that when inhaled causes creatures to become mute, making them unable to speak or cast spells with verbal components. Those affected can't even scream and by the time they realize its already too late. In addition to this, it numbs the senses of affected creatures causing them to have disadvantage on Wisdom (Perception) checks for the duration.


Hobgoblins

(Tainted Orcs/ Half-orcs)

Ability Scores: Con +2; Int +1

Size: Medium

Speed: 30ft.

Age: Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.

Alignment: Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.

Size: Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.

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.

Martial Training: You are proficient with two martial weapons of your choice and with light armor.

Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

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

Tainted G'nai

(Deep Gnomes)

Ability Scare increase: Your Intelligence score increases by 2.Your Dexterity score increases by 1.

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

Speed. Your base walking speed is 25 feel.

Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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

Age: Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.

Alignment: Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others.

Size: A typical svirfneblin stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small.

Superior Darkvision: Your darkvision has a radius of 120 feet.

Stone Camouflage: You have advantage on Dexterity (stealth) checks to hide in rocky terrain.


Tieflings / Tainted Humans

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

Age: Tieflings mature at the same rate as humans but live a few years longer.

Alignment: Tieftings might not have an innate tendency toward evil. but many of them end up there. Evil or not an independent nature inclines many
tieflings toward a chaotic alignment.

Size: Tieftings are about the same size and build as humans. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Thanks to your infernal heritage, 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 1ight. and in darkness as if it were dim light. You can't discern color in darkness. only shades of gray.

Hellish Resistance: You have resistance to fire damage.

Infernal Legacy: You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-lvl spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spell casting ability for these spells.

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

TIEFLING VARIANTS

Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player's Handbook. The Dungeon Master may permit the following variants for your tiefling character, although Devil's Tongue, Hellfire, and Winged are mutually exclusive.

Appearance: Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose l d4 + l of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.

Feral: Your Intelligence score increases by l , and your Dexterity score increases by 2. This trait replaces the Ability Score Increase trait.

Devil's Tongue: You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level , you can cast the enthrall spell once with
this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.

Hellfire: Once you reach 3rd level , you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.

Winged: You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.


Goblin

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

Age: Goblins reach adulthood at age 8 and live up to 60 years.

Alignment: Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.

Size: Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed: Your base walking speed is 30 feet.

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.

Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.

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


Tainted Spryte / Imp

(Original Teresyum Race)

Ability Score Modifiers: -4 Strenght, +2 Dexterity, +2 Wisdom

Speed: 15ft walk, 30ft burrowing

Magic sensitivity: Because of your tainted blood you have disadvantage to saving throws against area of effect spells. 

C'thonic Sight: Once per long rest you may cast True Seeing  without expending a spell slot or components. This will last 1 minute and have a 30 ft range.

Superior Darkvision120ft

Small trickster:  At level 3 you may cast Mold Earth as a cantrip. When you reach level 5 you may cast Alter Self  once per long rest.

Fey Body: You may be weak but you have strong fey strong fey blood flowing through your veins. While normal sprytes can see emotions in people's aura, Tainted Sprytes have learned how to influence it and may cast Suggestion once per long rest. Your spellcasting stat for racial spells is wisdom.

Natural Weapons:

Steel-like claws: 1d4 piercing, melee. These claws were designed to burrow and help you dive into the ground. You can only burrow in dirt and relatively soft terrain, not anything harder than that since the wastes of the Badlands were a land where burrowing fast through the cracked dirt wastelands was vital to your survival. Attacks with the claw count as natural weapon attacks.

Language: Common, Sylvan

Weapon Proficiency: Blowgun, Darts, Daggers, 

Tool Proficiency: Poisoner's Kit or Herbalists kit

Alignment: Chaotic Evil/Neutral Evil


Gnoll

(Original Teresyum Race)

Ability Score Increase.

+2 Strength, +1 Constitution.

Age: Fully grown by 2, typically live until they die in battle.

Size: Medium size, 7-8’ 200-300lbs.

Speed: Walking speed 30ft Biped, Quatruped 40ft

Language: Gnoll, Abyssal.

Vision: 60ft. Darkvision.

Racial traits:

Bite.

You are proficient with your bite attack, which is a melee weapon that deals 1d6 piercing damage plus your strength modifier.

Blood Fury.

When you are at or below half of your maximum hit points you may add your proficiency modifier to the first melee weapon damage roll you make per turn.

Rampage.

When you reduce a creature to 0 hit points with a melee attack on your turn, you can immediately move up to half your speed, if you end this movement in contact with a new enemy you may make an attack as a bonus action.


Sharkmen

(Tainted Merfolk)

Ability Score Increase:  +2 Strength, +2 Constitution

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

Size: Medium Size, 7'-8' 180-260 lbs

Speed: 25ft Walking speed, 40ft Swim Speed

Language: Aquan, Abyssal

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.

Aquatic Weapon Training: You have proficiency with all kinds of spears, harpoons, nets, pikes and spear guns.

Thick Hide: When you aren't wearing armor, your AC is 11 + your Dexterity modifier.

Blood Frenzy: You have advantage on melee attack rolls against any creature that is bloodied (at or below ½ hit points).

Jaws: You are never unarmed. You have proficiency with your jaws, which are a melee weapon that deals 1d8 piercing damage.

Ocean’s Curse: For every hour you spend exposed to the ocean you gain 1 level of exhaustion.