Uncommon races

 These are the uncommon races found on Teresyum.

Aarakocra (Birdfolk)

Ability Score Increase: +2 Dexterity, +1 Wisdom.

Age: Fully grown by 3, can typically live to 30.

Size: Medium size, Average of 5ft tall, 80-100lbs.

Speed: Walking speed 20ft. Flying speed 50ft.

Language: Common, Aarakocra, Auran.

Vision: Regular.

Racial traits:

Flight.

Flying speed 50ft. To use your wings, you can’t wear medium or heavy armour. You can’t use your arms to hold anything whilst flying.

Talons.

You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.


Changeling

Ability Score Increase: +2 Charisma, and +1 Dexterity OR Intelligence

Size: Naturally changelings are between 5 and 6 feet in height, with a slender build. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Age: Changelings mature slightly faster than humans but share a similar lifespan - typically a century or less. While a changeling can shapeshift to conceal their age, the effects of aging still catch up to them.

Changeling Instincts: You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, or Persuasion.

Change Appearance: As an action, you can transform your appearance or revert to your natural form. You revert to your natural form if you die. You can duplicate a creature if you have spent a ritual minute with their deceased body, this body may not be more than one week old.

When you make yourself appear as a member of another race, none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.

Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

This cannot be used whilst wildshaping as a druid.

Unsettling Visage: When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.

Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Divergent Persona: You can proficiency with one tool of your choice. Define a persona associated with that proficiency: establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses the proficiency.

Languages: You can speak, read, and write Common and two other languages of your choice.


Firbolg

Ability Scores: Str +1; Wis +2

Size: Medium

Speed: 30ft.

Age: As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

Alignment: As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.

Size: Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.

Firbolg Magic: You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

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

Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

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


Goliath

Ability Scores: Str +2; Con +1

Size: Medium

Speed: 30ft.

Age: Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

Alignment: Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self sufficiency and personal accountability, pushes them toward neutrality.

Size: Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Natural Athlete: You have proficiency in the Athletics skill.

Stone's Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

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

Mountain Born: You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

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


Cytherians

Ability Score Increases: You gain a +1 to strength, dexterity, or constitution , a +1 to intelligence, wisdom, or charisma, and a +1 in any stat

Languages: You know the Cyrillic language and Common

Hardy Constitution: The hit die of your class increases by 1d2 (ie. a Cytherian barbarian’s hit die will increase from 1d12 to 1d14)

Craftsman’s Heritage: Your backstory determines whether you are either a Weaponsmith or a Gunsmith 

  • Weaponsmith: You gain proficiency in one martial weapon of your choice and blacksmith’s tools

  • Gunsmith: You gain proficiency in one gun class of your choice and tinkerer’s tools.

Mind Over Matter/Strength Absolute: Your backstory determines whether you gain either Mind Over Matter or Strength Absolute.

  • Mind Over Matter: Once per long rest you can summon the help of your Shaman and ask for advice by completing a ritual that takes 1 minute. The shaman’s answer takes into account the code of honor/the tribe/the clan or family priorities in that order. The shaman is wise but not all knowing.

  • Strength Absolute: Allows you to siphon the power of your friends to help you in battle, adding a +1 (attacks, ability checks, saves) for every ally in a 20 ft. circle around you up to a maximum of your proficiency modifier (similar abilities do not stack). This ability can be used twice a day, recharging at dawn.

Ancestors’ Wrath/Guidance: Your backstory determines whether you gain either Ancestors’ Wrath or Ancestors’ Guidance. You can use these abilities a number of times per long rest that are determined by your level.

  • Ancestors’ Wrath: You can make your next attack a critical (roll for the attack, if it does not hit the ability is used up). This crit only affects the base weapon/spell dice damage. ie - does not double any additional dice, including sneak attack, divine smite, and hex.   

  • Ancestors’ Guidance: Once per turn you can boost a stat up to 20 until the end of your next turn.

Level 1 - 9: 1 Charge.

Level 10 - 19: 2 Charges.

Level 20+: 3 Charges.

Lineage Strength: The story behind your family’s history determined these following bonuses (You cannot take a background as a Cytherian). You gain 4 skill or tool proficiencies. 

Cytherian Curse: They have disadvantage with any magical item or spell attack. You cannot use Ancestors’ Wrath or Ancestors’ Guidance while using a magical item. When you’d regain hitpoints through a spell or any other magical effects, you instead gain half the amount (rounded down). Any spell or magical ability that would be considered a buff (ie Bless, Aid, speak with Plants, etc) has no effect on you. Effects created by tech machines and soulbinds are not affected by this curse. There are no known means of removing this curse.

General info:

The Cytherians are known for their crafting skills are given a forge, iron, gunpowder and tools. They can craft bullets for any gun besides Heavy Weapons.
 

The Cytherians have a code of honor that they live by:

  • Clan above everything

  • Worship the land and nothing else do not fall prey as our ancestors did to the fascination of power.

  • A man and his lover are a covenant than cannot be broken, a man’s child is his pride, a woman’s daughter is her life. Fear the Allakar (the outsider, the one who comes to take)

These may vary on the nature of the clan and the nature of the tribe. Every clan belongs to a tribe and every tribe is ruled by an Old Watcher and an Ancestral Shaman.

The Old Watchers are entrusted with the future of their people since there are few tribes of Cytherians left in the world. They are the ones who make sure they survive and reach their goal of once again freeing their home. The Watchers have a special ability that allows them to share the power of their tribe, the stronger the tribe the stronger the watcher. The more people in the tribe, the more determined and powerful watcher is.

The Ancestral shamans are Seers, they can see in the future briefly when the matters concern the tribe and their Watchers. The Shamans are asexual beings with barely any facial features. They appear in the tribe as if from nowhere saying that Miriam sent them to help. Nobody knows who Miriam is but she is also referred to through a more loving nickname as “Mother”.

 (Before picking this race you have to do a Intro RP with Chuky or any DM)


Simic Hybrid

Ability Scores: Con +2; Choose any +1

Size: Medium

Speed: 30 ft.

Age: Hybrids begin their lives fully developed, at which point they live for 100 years until their body destabilises and breaks down. They Do not Show any signs of aging.

Alignment: Most Hybrids are Lawful placing a large importance on following orders. However since arriving on Teresyum some have been known to become divergent.

Size: Your size is Medium, within the normal range of your humanoid base race.

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.

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

Animal Enhancement: Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.

At 1st level choose one of the following options:

Manta Glide: You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.

Nimble Climber: You have a climbing speed equal to your walking speed.

Underwater Adaptation: You can breathe air and water, and you have a swimming speed equal to your walking speed.

At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:

Grappling Appendage: You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one 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. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.

Carapace: Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armour.

Acid Spit: As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Aasimar

Ability Score Increase. Your Charisma increases by 2.

Alignment: Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.

Size: Aasimar have the same range of height and weight as humans.

Speed: Your base walking speed is 30 feet.

Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. 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.

Celestial Resistance: You have resistance to necrotic damage and radiant damage.

Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer: You know the light cantrip.

Charisma is your spellcasting ability for it.

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

Subrace: Three subraces of aasimar exist: protector aasimar, scourge aasimar, and fallen aasimar. Choose one of them for your character:

Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.

Ability Score Increase: Your Wisdom score increases by 1.

Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.

Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle.

Ability Score Increase: Your Constitution score increases by 1.

Radiant Consumption: Starting at 3rd level, you can use your action to unleash the divine energy within yourself,causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.Once you use this trait, you can't use it again until you finish a long rest.

Fallen Aasimar. An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow.

Ability Score Increase: Your Strength score increases by 1.

Necrotic Shroud: Starting at 3rd level, you can use your action to unleash the divine energy within yourself,causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus+ your Charisma modifier) or become frightened of you until the end of your next turn.Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell.The extra necrotic damage equals your level.Once you use this trait, you can't use it again until you finish a long rest.

With your DM's consent, you can change your character's subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability score increase, with those of a fallen aasimar. Similarly, if your fallen aasimar turns to good, your DM might allow you to become a protector or scourge aasimar.


The People of Minos

Ability Scores: Str +2; Con +1

Size: Medium

Speed: 30 ft.

Age: Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.

Alignment: Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.

Size: Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.

Horns: Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Goring Rush: Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

Hammering Horns: Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Imposing Presence: You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

Sea Reaver: You gain proficiency with navigator's tools and vehicles (water).

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


Warforged

Ability Score Increase: Con +2; Choose any other +1

Size: Your size is Medium. Most Warforged stand between 5 and 6½ feet tall. Build is affected by your subrace.

Speed: Your base walking speed is 30 feet.Size. 

Constructed Resilience. 

You were created to have remarkable fortitude, 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.

Sentry's Rest. 

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.

Integrated Protection. 

Your body has built-in defensive layers, which can be enhanced with armor:

  • You gain a +1 bonus to Armor Class.

  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.

  • While you live, your armor can't be removed from your body against your will.

Specialized Design. 

You gain one skill proficiency and one tool proficiency of your choice.

Languages. 

You can speak, read, and write Common and one other language of your choice.


Vedalken

Ability Scores: Int +2; Wis +1

Size: Medium

Speed: 30 ft.

Age: Vedalken mature extremely rapidly reaching maturity within the first year of their birth. It is estimated they live between 350 to 500 years.

Alignment: Vedalken are usually lawful and non-evil.

Size: Tall and slender, Vedalken stand 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium.

Vedalken Dispassion: You have advantage on all Intelligence, Wisdom, and Charisma saving throws.

Tireless Precision: You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice.

Partially Amphibious: By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.

Languages: You can speak, read, and write Common, Vedalken, and one other language of your choice.


Kalashtar

Kalashtar Features

Source: Eberron - Rising from the Last War

  • Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.

  • Age. Kalashtar develop physically at the same rate as humans do and have similar lifespans.

  • Alignment. The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all sentient beings, but some kalashtar resist the virtuous influence of their spirit.

  • Size. Kalashtar are similar in build to humans, though they are typically a few inches taller. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Dual Mind. You have advantage on all Wisdom saving throws.

  • Mental Discipline. You have resistance to psychic damage.

  • Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

    • When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.

  • Severed from Dreams. Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the Dream spell, but not to spells and effects that put you to sleep, like the Sleep spell.

  • Languages. You can read and write Common, Quori, and one other language of your choice.


Leoki

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

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

Alignment: Leoki tend toward good alignments. Leoki who are focused on the pride lean toward lawful good.

Size: Leoki are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.

Speed: Your base walking speed is 35 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.

Claws: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.

Hunter's Instincts: You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

Daunting Roar: As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. 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 Leoki.