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Aasimar

Aasimar Traits

Graceful, regal, and noble, aasimars are the


distant descendants of a coupling between a
human and a good-aligned outsider. While
nowhere near as powerful as their celestial
forebears, aasimars still retain a touch of the
divine in their blood and wear it with pride.
Devoted champions of good, aasimars spend
their days fighting evil in whatever form it takes.

Aasimars share certain racial traits as a result of


their celestial blood.

In a world of violence, injustice, and evil,


aasimars are on the front lines, lending their
abilities where needed. Some try to stave off evil
by teaching and leading by example in the fight
against ignorance, prejudice, and greed. Others
present an aloof and lofty demeanor, an
intimidating aura that, while noble, keeps people
from trying to get too close. Among good people,
aasimars are held in high opinion as a standard
by which all should live, while those of an evil
nature view aasimars as self-righteous and
dangerously moralistic.

Grace and Beauty


Aasimars appear as gloriously beautiful humans with some
minor physical trait that reveals their celestial heritage, such as
hair that shines like metal, fair or lustrous skin color, and
piercing eyes of unusual colors.. They might be mistaken for
half-elves, or even angels, for their innate purity and inhuman
glory. Most aasimars are true to their sires and the blood that
courses through their veins, being true of heart, courageous,
and honest to a fault. Their nobility and goodness are legendary.
Nevertheless, a few turn stag and become as untrustworthy a
bunch of spivs as ever plied the cross-trade.

Noble and Courageous


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Aasimar Na mes
Aasimars usually have names appropriate to the culture in
which they were raised. Aasimars living among humans will
often bear a human name, though some may adopt a celestial
name to seem more regal or important.
Male Celestial Names: Aritian, Beltin,
Cernan, Cronwier, Eran, Ilamin, Maudril,
Okrin, Parant, Tural, Wyran, Zaigan.
Female Celestial Names: Arken, Arsinoe,
Davina, Drinma, Imesah, Masozi, Nijena,
Niramour, Ondrea, Rhialla, Valtyra.

Ability Score Increase. Your Charisma score


increases by 2, and your Wisdom score increases
by 1.
Age. Aasimars mature at the same rate as humans but live
a few years longer.
Alignment. Aasimars are most often of good alignment,
though this isn't necessarily universal, and aasimars that have
turned their back on righteousness may fall into an
unfathomable abyss of depravity.
Size. Aasimars 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 celestial 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 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.
Celestial Resistance. You have resistance to
radiant damage, and advantage on saving throws
against being charmed and frightened.
Celestial Magic. You know the light cantrip.
Charisma is your spellcasting ability for it.
Languages. You can speak, read, and write
Common and Celestial.

Bariaur
Native to the rolling hills and woods of Ysgard, the centaur-like
bariaurs are a combination of man and ram.

Bariaur Na mes
A bariaur's name is given to him by his parents. It is usually a
simple, one- or two-syllable name (the easier to be shouted
across the hills of Ysgard), Within the flock, he denotes his
parentage by adding "buck of" his father's name (or "doe of" the
mother's name, if female); outside the flock, he relies instead on
a flock name to indicate the extended family to which he
belongs. Flock names typically describe the environments
favored by the flock, and can change over time.
Male Names. Bex, Hul, Jek, Menok, Ril, Wyk.
Female Names. Daeth, Hysh, Saph, Saph, Tyth,
Vash.
Flock Names: Cloverfield, Dalewatcher,
Hillwalker, Woodstrider.

Bariaur Traits
Your bariaur character has a variet y of natural
abilities.
Ability Score Increase. Your Strength score
increases by 2, and your Constitution score
increases by 1.
Age. Bariaurs mature at the same rate as humans do and
reach adulthood around the age of 20. They live longer than
humans, however, often exceeding 100 years.
Alignment. As creatures who value freedom, most bariaurs
are chaotic good in alignment. Some more settled bariaurs
tend toward neutrality in their approach to good, while a few
stray from pure good toward neutrality. Evil bariaurs are
extremely rare and always shunned from the flock.
Size. Bariaurs 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 40 feet.
Quadruped. Your four legs give you advantage on Strength
and Dexterity saving throws made against effects that would
knock it prone. You must wear barding (usually made of
studded leather) instead of normal armor and cannot wear
boots designed for humanoids.
Darkvision. Accustomed to twilit plains 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 cant discern color in
darkness, only shades of gray.
Keen Senses. You have proficiency in the
Perception skill.
Spell Resistance. You have advantage on saving
throws against spells.
Ramming Charge. If you move at least 20 feet straight toward
a target and then hit it with a ramming melee attack on the
same turn, the target takes 2d4 + your Strength modifier
bludgeoning damage. If the target is a creature, it must
succeed on a Strength check (DC 8 + your Strength modifier +

your proficiency bonus) or be knocked prone.


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

Genasi
Genasi are descended from elemental-related
creatures, such as efreet, dao, djinn, jann, and
marids, among others. Most of them have had
no direct contact with their elemental forebears,
but the signs of their heritage are apparent.
Genasi take great pride in their distinctive
features and abilities.

Common.
Subrace. Genasi are a varied race, being the
mixture of human and elemental blood. As such,
they are commonly classified into four categories,
each representative of one of the four elements.
However, rumors exist of genasi representing other
elements as well.

Genasi Na mes
Genasi usually have names appropriate to the culture in which
they were raised, though many rename themselves in order to
seem more exotic. Air genasi names are often flowing names
that avoid harsh consonants. Earth genasi names tend to be
contain more hard syllables than soft. Fire genasi names tend to
be short and easy to say. Water genasi tend to use just one
name, which often rises and falls like waves, starting and ending
with soft syllables with hard, sharp sounds in the middle.
Male Names. Alnata, Buthcal, Celbata,Emere,
Et'thar, Garel-kai, Gorfni, Hal'gharn, Indicus,
Jett, Kad-dim-sul, Kelva'rha, Ki-amar, Laspust,
Mariz, Meirane, Nekroh, Ruini, Saltaba, Sardis,
Sha-karn, Sontro'vhi, Telbatra, Toronir,
Umbaltis, Vektro, Walbin, Yuriel, Zan-kyri
Female Names. Ainara, Ashar, Celtara, Deshani,
El'karin, Fra'nika, Gwind, Ilshara, Jenda-shan, Jerra,
Kinshali, Len-jes, Lo'hatra, Mai-sal, Mara-kai, Nalhira,
Nari-lana, Palkeiru, Roshara, Schi'vya, Son-liin, Sultara,
Un'batra, Valandra, Vanri, Vintrana, Vul'shia

Genasi Traits
Your genasi character has a variety of natural
abilities.
Age. Genasi mature at the same rate as humans do and
reach adulthood around the age of 20. They live much longer
than humans, however, often exceeding 150 years.
Alignment. Genasi share the chaotic bent of their elemental
heritage. They value both personal freedom and creative
expression, and their aloofness about anything other than
themselves often leads them to being neutral. They chafe at
rules, resent others' demands, and sometimes prove
unreliable, or at least unpredictable.
Size. Genasi 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 elemental 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 light, and in darkness as if it were
dim light. You cant discern color in darkness, only
shades of gray.
Languages. You can speak, read, and write

Air Genasi
Air genasi see themselves as the inheritors of the
sky, the wind, and the very air of the world. They
are most often neutral, They appear mostly human,
with one or two unusual traits reflecting their quasielemental nature, such as a light blue color to their
skin or hair, a slight breeze in their presence at all
times, or flesh that is cool to the touch. They care
little for their appearance and tend to have windtossed hair and much-mended clothes. Their
emotions vary quickly between calm reserve and
great intensity.
Ability Score Increase. Your Dexterity score
increases by 2, and your Intelligence score
increases by 1.
Elemental Resistance. You have resistance to lightning
and thunder damage.
Mingle with Wind. You can cast the
levitate spell once per day. Intelligence is your
spellcasting ability for it.
Breathless. Air genasi do not breathe, so
they are immune to drowning, suffocation, and

attacks that require inhalation (such as some


types of poisons).
Primordial Language. You can speak, read, and
write Auran.

Primordial Language. You can speak, read, and


write T e r r a n .

Earth Genasi
Earth genasi are slow to act, ponderous in
thought, and set in their ways. They are most
often neutral. They appear mostly human, with
one or two unusual traits reflecting their quasielemental nature, such as earthlike skin, rough
facial features, or eyes like black pits. They favor
neutral colors and simple clothing, and while
some appear to inadvertently collect dirt on their
clothes, others keep a neat and polished
appearance.
Ability Score Increase. Your Constitution score
increases by 2, and your Strength score increases by
1.
Natural Armor. Your tough skin gives you a + 1 bonus to
Armor Class.
Elemental Resistance. You have advantage on saving
throws against petrification.
Merge with Stone. You can cast the pass without trace
spell once per day. Charisma is your spellcasting ability for
this spell.
Stonecunning. 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.

Fire Genasi
Fire genasi are hot-tempered and quick to anger, proud and
unafraid to take action. They are most often neutral. They
appear mostly human, with one or two unusual traits
reflecting their, quasi-elemental nature, such as skin the color
of burnt coal, red hair that waves like flames, or eyes that glow
when the genasi is angry. They prefer to dress simply and
elegantly, although their fashions can be more flamboyant
than the most outrageous trend.
Ability Score Increase. Your Intelligence score
increases by 2, and your Dexterity score increases by
1. Elemental Resistance. You have resistance to fire
damage.
Reach to the Blaze. You know the produce flame
cantrip. Once you reach 3rd level, you can cast the burning
hands spell once per day as a 2nd-level spell. Once you reach
5th level, you can also cast the flaming sphere spell once per
day. Intelligence is your spellcasting ability for these spells.
Primordial Language. You can speak, read, and
write Ignan.

Water Genasi
Water genasi are patient and slow to change, preferring to wear
away opposition slowly, but are capable of great violence in
extreme situations. They are most often neutral. All have one
or more traits that reflect their quasi-elemental nature, such
as lightly scaled skin, clammy flesh, blue-green skin or hair, or
hair that waves as if underwater. They dress sparsely,
preferring clothing that won't bind when in the water and
ripples like waves when dry.
Ability Score Increase. Your Constitution score
increases by 2, and your Intelligence score
increases by 1.
Natural Swimmer. You gain a swim speed of 30 feet.
Amphibious. You can breathe air and water.
Elemental Resistance. You have resistance to acid and
cold damage.
Call to the Wave. You can cast the create or destroy
water spell once per day as a 2nd-level spell. Intelligence is
your spellcasting ability for it.
Primordial Language. You can speak, read, and
write Aquan.

Githzerai
This race of mysterious humanoids now hails from the plane of
Limbo, but the Githzerai originated on the Prime Material, from a
place called Gith. Their history is almost forgotten, but at its
roots is a long-standing hatred of mind flayers and their cousin
race, the githyanki. Once, the githzerai and githyanki were the
same people, but bloody differences sundered them into two
species. The cause of that split has long been lost, but the
ageless blood-feuds and forays of revenge continue unabated.

Githzerai Na mes
Githzerai do not place much importance on family or clan,
preferring to organize their society by merit. They have
developed a wealth of traditional titles and ranks that are
awarded to individuals as they become warranted, and they
refer to one another by simple means in daily life.
Titles. Zerth, Ur-zerth, Fell Hand, Master of Elements,
Planewalker, Swordthane, Spellthane, Rrathmal, Storvakal.
Male Names. Amak, Arja'rok, Azai, Dak,
Dak'kon, Djakh, D'keth, Duurth, Ferzth,
Greth, Hurm, Kalla, Karan, Khaiaph,
Khadlai, Muurg, Narayan, Norbu, Nurm,
Parakk, Rinzen, Shamai, Shrakk, Tchophel,
Tchozai, Vilquar, Zerchai.
Female Names. Adaka, Adeya, Djelekh, Dolmah,
Elezpah, Ella, Ezhelya, Fri'hi, Hanin, Hifek, Immilzin,
Izera, Jilikai, Kars'ten, Kharmah, Khazin, Kiina,
Lhashah, Magdal, Naharah, Shameah, Shundarah, Tcha,

Treena, Tshaa, Uweya.

Githzerai Traits
Your githzerai character has a variety of natural
abilities.
Ability Score Increase. Your Dexterity score
increases by 2, and your Wisdom score increases
by 1.
Age. Githzerai mature at the same rate as humans, but
they're considered young until they reach the age of 30. On
average, they live about 250 years.
Alignment. Githzerai tend to be pragmatic and self-serving,
but they are not malicious and do not look to get ahead at the
expense of others. Most are neutral with respect to good or
evil.
Size. Githzerai are slightly taller and thinner than
humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Attuned. You have proficiency in the Insight and Perception
skills.
Innate Spellcasting (Psionics). You can use the mage hand
cantrip at will (the hand is invisible). Once you reach 5th level,
you can cast feather fall, jump, see invisibility, and shield three
times per day. At 13th level, you can cast phantasmal killer
and plane shift once per day. Your innate spellcasting ability is
Wisdom.
Psychic Defense. While wearing no armor and
wielding no shield, you add your Wisdom modifier to
your AC.
Languages. You can speak, read, and write
Common and Gith.

Rogue Modron
Modrons are the clockwork caretakers of the gears of Mechanus,
virtually unthinking in their strict hierarchal order. No beings'
minds are as focused on law, stability, repetition, and the
security of harmonious regulation. But the multiverse isn't
perfect - not even in Mechanus - and sometimes things go
wrong. Sometimes a modron receives conflicting orders from two
or more superiors, or is confronted with incontrovertible proof
that not all is orderly. Sometimes a modron's mind just snaps.
These circumstances create rogue modrons.

Modron Na mes
Modrons don't have names so much as
numerical designators. Since this is often
confusing to others, they sometimes choose
their own names or pick up the nicknames of
others, out of usefulness or out of their own
obscure logic.
Modron Names: Unit 87, Nordom, Ylem,
43216792301, Cubey, Addle-box

Modron Tra i ts
Your modron character has a variety of natural
abilities.
Ability Score Increase. Your Constitution score
increases by 2, and your Intelligence score
increases by 1.
Age. Modrons are created, not born, and thus they do not
physically age. They exist until destroyed.
Alignment. Rogue modrons are modrons that have become
defective, either through natural decay or exposure to chaotic
forces. Rogue modrons don't act in accordance with Primus's
wishes and directives, breaking laws, disobeying orders, and
even engaging in violence. Rogue modrons lose the Axiomatic
Mind trait of standard modrons and can have any alignment
other than lawful neutral.
Size. Rogue modrons stand exactly 6 feet tall, with cubelike
bodies similar to those of quadrone modrons. The cubes are 3
feet on each face, adorned with two thin 3-foot-long legs, two 3'foot-long arms, and a pair of small, vestigial (nonoperational)
wings on their backs. A vaguely anthropomorphic face can be
found on the front cube face. Their bizarre form makes them
incapable of wearing standard armor. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. You can see in dim light
within 120 feet of you as if it were bright light, and
in darkness as if it were dim light. You cant discern
color in darkness, only shades of gray. While standard

modrons have truesight, rogue modrons lose the ability when


their connection to Primus is severed. Ordered mind. You
have advantage on saving throws against illusion
spells and being charmed, and magic can't put you to
sleep.
Keen Senses. You have proficiency in the Perception
skill.
Natural Armor. Your metallic body grants you a + 4
bonus to Armor Class.
Languages. You can speak, read, and write
Common and Modron.

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