Professional Documents
Culture Documents
The Feywild and Oriental Adventures Guide 0.9.8.4
The Feywild and Oriental Adventures Guide 0.9.8.4
GopnikLada
Alternate Title
The Takeda and Ashlight guide to the
Fey, Yokai and Realms
Beta 0.9.8.4
Table of Contents
Chapter 1: Feywild and Fae’run......................................................................................................5
Chapter 1a: Shifters.........................................................................................................................5
The Kitsunes....................................................................................................................................5
Lineages(Subraces):........................................................................................................................7
Oriental Lineages (Japanese Lineages).......................................................................................7
Faiafokkusu Lineage..............................................................................................................7
Torikkusutā Lineage...............................................................................................................7
Tentai Lineage........................................................................................................................8
Kishu Lineage.........................................................................................................................8
Ite Lineage..............................................................................................................................9
Buredo Lineage......................................................................................................................9
Urizādo Lineage.....................................................................................................................9
Kihei Lineage.......................................................................................................................10
Shimo Lineage......................................................................................................................10
Kengō Lineage.....................................................................................................................10
Umanushi Lineage................................................................................................................11
Zokuchō Lineage..................................................................................................................11
Hōshu Lineage......................................................................................................................12
Torēdā Lineage.....................................................................................................................12
Yarisupia Lineage.................................................................................................................12
Sutāuōkān Lineage...............................................................................................................13
Oriental Lineages (Chinese Lineages)......................................................................................13
Odoriko Lineage...................................................................................................................13
Bujutsu Lineage....................................................................................................................14
Shūrin Lineage.....................................................................................................................14
Tenbungakusha Lineage.......................................................................................................14
Geijutsu-sei Lineage.............................................................................................................14
Hōrō-sha Lineage (Half-Kitsune).........................................................................................15
Oriental Lineages (Indian Lineages).........................................................................................16
Surutan kuni.........................................................................................................................16
Karuji Kan............................................................................................................................16
Half Karuji Kan (Tabaxi Bred).............................................................................................17
Zō-nori..................................................................................................................................17
Hōka-han..............................................................................................................................17
European Lineages....................................................................................................................17
Uōdoreidā.............................................................................................................................17
Reddobāsekā.........................................................................................................................18
The Mujina (Badgerfolk)...............................................................................................................18
Mujina Lineages........................................................................................................................19
The Tanuki (Raccoon dog Folk)....................................................................................................22
The Kawauso (Otter Folk)............................................................................................................23
Winter Wolf....................................................................................................................................24
Hell Hound.....................................................................................................................................24
Bearn Wulf.....................................................................................................................................25
Fern Hound....................................................................................................................................26
Sirine..............................................................................................................................................26
Fey Corgi.......................................................................................................................................27
Pembroke..................................................................................................................................28
Cardigan....................................................................................................................................28
Terror Wolf.....................................................................................................................................28
Arc Wolf.........................................................................................................................................29
Chapter 1b: Faerie Folk.................................................................................................................30
Spriggan....................................................................................................................................30
Nymph.......................................................................................................................................30
Pixie (Revised)..........................................................................................................................30
Grippli.......................................................................................................................................30
Leprechaun................................................................................................................................31
Brownie.....................................................................................................................................31
Boggart......................................................................................................................................31
Leshy.........................................................................................................................................31
Treant........................................................................................................................................32
Faun...........................................................................................................................................32
Sprite.........................................................................................................................................32
HamaDryad...............................................................................................................................33
Sylph.........................................................................................................................................33
Chapter 1c: Hengeyokai.................................................................................................................33
Carp...........................................................................................................................................34
Cat.............................................................................................................................................34
Crab...........................................................................................................................................34
Crane.........................................................................................................................................34
Dog............................................................................................................................................35
Mantis........................................................................................................................................35
Monkey.....................................................................................................................................35
Rat.............................................................................................................................................35
Sparrow.....................................................................................................................................36
Tiger..........................................................................................................................................36
Chapter 1d: Template Races..........................................................................................................36
Vryloka (Revised).....................................................................................................................36
Vryloka Template......................................................................................................................38
Vryloka Racial Feats............................................................................................................39
Dhampir Template.....................................................................................................................40
Reborn (Revised)......................................................................................................................42
Revenant (Revised)...................................................................................................................43
Chapter 2: Eberron and Multiverse................................................................................................44
Warforged (Custom)..................................................................................................................44
Chapter 3: The Astral Sea and Multiverse.....................................................................................58
The Carbuncle...........................................................................................................................58
Common Carbuncle Bloodlines...........................................................................................60
Ruby Carbuncle....................................................................................................................60
Topaz Carbuncle...................................................................................................................60
Emerald Carbuncle...............................................................................................................60
Sapphire Carbuncle..............................................................................................................61
Opal Carbuncle.....................................................................................................................61
Garnet Carbuncle..................................................................................................................61
Moonstone Carbuncle...........................................................................................................61
Cosmic Magic.......................................................................................................................62
Diamond Carbuncle..............................................................................................................62
Pearl Carbuncle...................................................................................................................62
Amethyst Carbuncle.............................................................................................................62
Aquamarine Carbuncle.........................................................................................................63
Jet Carbuncle........................................................................................................................63
Uncommon Carbuncle Bloodlines............................................................................................63
Tanzanite Carbuncle.............................................................................................................63
Mythril Carbuncle................................................................................................................64
Paraiba Carbuncle.................................................................................................................64
Mercury Carbuncle...............................................................................................................64
Alexandrite Carbuncle..........................................................................................................64
Beryl Carbuncle....................................................................................................................65
Silver Carbuncle...................................................................................................................65
Gold Carbuncle.....................................................................................................................65
Rare Carbuncle Bloodlines.......................................................................................................66
Bloodstone Carbuncle..........................................................................................................66
Jacinth Carbuncle.................................................................................................................66
Jade Carbuncle.....................................................................................................................66
Lapis Carbuncle....................................................................................................................67
Onyx Carbuncle....................................................................................................................67
Runic Carbuncle...................................................................................................................67
The Vulpkin...................................................................................................................................68
The Lunate.....................................................................................................................................69
Moon Furred.............................................................................................................................70
White Fanged............................................................................................................................71
Wulfkin Race.................................................................................................................................71
Sun Touched..............................................................................................................................72
Blood Called.............................................................................................................................72
Moon Hunters...........................................................................................................................72
Chapter 4: Runeterra Races...........................................................................................................74
Humans.....................................................................................................................................74
Human (Iceborn).......................................................................................................................74
Minotaur....................................................................................................................................74
Vastaya......................................................................................................................................74
Vastayashai’rei..........................................................................................................................74
Yordles......................................................................................................................................74
Aspects......................................................................................................................................75
Spirits........................................................................................................................................75
Demons.....................................................................................................................................75
Ascended...................................................................................................................................75
Darkin........................................................................................................................................75
Chapter 5: The Humblewoods.......................................................................................................75
The Porcine...............................................................................................................................75
The Sheepkin.............................................................................................................................75
The Llamina..............................................................................................................................76
Chapter X: The Backgrounds, Feats and Additional Options........................................................76
Backgrounds..............................................................................................................................76
Feats..........................................................................................................................................77
Foreword by Fluffy Kitty
The Orient and the Feywild has always been for me a place of wonder and excitement, so when I
came across Oriental Adventures for the Third Edition of Dungeons and Dragons you can imagine
my joy.
Listed below are modern conversions to beloved older races that haven’t seen the light of day since
the fourth edition, I hope you will enjoy them as much as I liked revising them for today’s audience
Happy Gaming
The FluffyKitty
From the basic world of Dungeons and Dragons, Fae’run is generally considered the fantasy world,
often populated with Humans, Elves, Dwarves and others races, and while there is a lot of history
over the years there are patches of grey areas where you can add other people’s and races
Below is a list of Races that can be added to most games as there usually Rare or at least in a small
amount in the world.
The Kitsunes
The Kitsune, or fox folk, are vulpine shapeshifters known for their love of both trickery and art,
though not to be confused with Carbuncles. Kitsune possess two forms: that of an attractive human
of slender build with salient eyes, and their true form of an anthropomorphic fox. Despite an
irrepressible penchant for deception, kitsune prize loyalty and make true companions. They delight
in the arts, particularly riddles and storytelling, and settle in ancestral clans, taking their wisdom
from both the living and spirits.
Love of Trickery
Kitsune often play tricks on people that enter there domain, some of these are generally harmless
pranks that cause panic or chaos, rarely do they use them to kill.. though it has been known to
happen on occasion.
Oriental Leaning
A lot of Kitsune Society is based around Asia and the Orient, there preferred style of dress is usually
long flowing garments made from various silks in a variety of colours. The kimono is a staple for
both males and females of there race.
Honourable Folk
The Kitsune don't often make friends easily.. this is often due to there own fault of playing tricks
and pranks on potential friends, however should you gain a Kitsunes Loyalty then it's usually for
life
Male Names Chankotu, Imhakaru, Kyrsaku, Namkitu, Yanyeeku
Some Kitsune names stem from the area they live in and who there with, those that live in Human
lands sometimes take Human names, and the same can be said of Elven or Dwarven Cities, given
Kitsune can often share there lives with other races.
Kitsune Traits:
Your Kitsune character has a variety of natural abilities as determined by there ancestry Ability
Score Increase: Your Dexterity and Charisma Score increase by 1
Age: Kitsunes live for centuries it is uncertain how long they actually live for.
Alignment: Most Kitsunes are some form of Chaotic, they revel too much in making mischief to be
Lawful.
Size: Kitsune are Small or Medium creatures.
Speed: Your base walking speed is 40ft.
Balanced and Nimble: Kitsunes have proficiency in Acrobatics.
Minor Psionics: You can read surface thoughts of another creature provided they are within 10ft of
you.
Enhanced Senses: You have Reliable Talent on Hearing and Smelling, expertise on Perception.
Change Shape: A kitsune can assume the appearance of a specific single human form of the same
sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form
cannot use her bite attack, but gains advantage on Disguise checks made to appear human.
Changing shape is a bonus action. This ability otherwise functions as alter self, except that the
kitsune does not adjust her ability scores and can remain in this form indefinitely.. They also have a
smaller fox form and a hybrid form, these too retain the same stat block.
Kitsune Magic: Kitsunes know either the Minor Illusion, the Prestidigitation or Thaumaturgy
Cantrips, Faerie Fire at 3rd and gain Darkness at 5th Level.
Languages: You can speak, read and write Common and Sylvan, plus one other Language.
Natural Weapons: In there natural form, a kitsune has a bite attack that deals 1d4 points of damage
+ either Strength or Dexterity (Once chosen at level 1 it cannot be changed).
Darkvision: 60ft.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put
you to sleep.
Planar Immortality: A Kitsune being a true fey cannot die on a plane other than that of there birth,
should they fall and die elsewhere it merely banishes them back to there plane of origin.
Feywild Native: They have advantage on Wisdom Saves or Investigation Checks to determine
Illusions from reality.
Weaknesses:
Big Ears: Most Kitsunes are sensitive to loud noises and they are vulnerable to Thunder Damage
Sensitive Nose: They have Disadvantage on Con Saves against gas based poisons, be it magical or
mundane.
A Love of Beauty: Be it a beautiful person, object or scene, they are easily distracted by such things
and will often stare at them for hours.
Lineages(Subraces):
Faiafokkusu Lineage
The Faiafokkusu or Fire Foxes are natives to the many planes of fire that often blur into the feywild,
there smaller than most of there cousins and used to warm and hot places. Appearance wise they are
mostly black and orange with flames that lick there hair and fur
Age: You gain an additional tail per 250 years you have lived.
Size: You are considered Small at 4ft 5 Inches to 4ft 9 Inches Tall.
Ability Score Increase: Your Charisma Increases by 1.
Fireproof: You have been infused by elemental fire and are immune to such damage.
Warm Bodied: You are resistant to cold.
Psionic Feedback: Upon seeing something that would be considered traumatic to the character, they
must succeed on a DC12 wisdom save, or they take 2d4 psychic damage. After failing the save, the
DC of subsquent saves, until they have had time to recover, are increased by 2 for every failed save.
(The player and DM must decide on character generation what would be considered traumatic for
the character, additional trauma's can decided by the DM if they make sense later down the line)
Torikkusutā Lineage
The Torikkusutā are found in larger cities or places where lots of people can be found there average
in height for Kitsunes and are mostly black furred, they are usually spies or assassins due to there
myriad abilities to confuse and distract
Age: The Torikkusutā have but one tail and it’s often hard to tell there true age
Size: You are considered Small or Medium at 4ft 5 Inches to 5ft 2 Inches Tall
Ability Score Increase: Your Intelligence Increases by 1
Beguile: You know Charm Person as a level 1 spell
Impersonator: You have a knack for copying voices and need only to listen to someone speak for a
minute to be able to impersonate them.
Snooty: They will not wear clothing that isn't considered Fine or better.
Tentai Lineage
The Tentai are a highly religious species of Kitsune, often seen as messengers for various Gods or
Kami, there beauty and radiance is something considered otherworldly and ethereal, height wise
they are the tallest species at 5ft 8 Inches with silvery hair and multiple tails
Age: The Tentai have at most nine tails, they gain a tail after becoming more powerful.
Size: You are considered Medium at 5ft2 Inches to 5ft 8 Inches Tall
Ability Score Increase: Your Wisdom Increases by 1.
Shinto Devout: You have proficiency in Religion.
Radiant Presence: You have the Sacred Flame Cantrip and wisdom is the spell casting ability for it.
My Body is a Temple: They will not eat food that hasn't been blessed, this can be done via the spell
Purify Food and Drink or by pouring holy water over it.
Kishu Lineage
While most Kitsune stick to the old ways and tradition, the Kishu are often striving for the future,
updating most of there traditions with new ideas and concepts, as a people they are curious about
devices and technology. Appearance wise there often red or orange furred with black or white tips
on there tails, the women often wear there hair up and the men have shorter styles.
Age: The Kishu have at most three tails, and this never changes
Size: You are considered small at 4ft 5 Inches to 4ft 8 Inches Tall
Ability Score Increase: Your Intelligence Increases by 1
Keen Eyed: You have proficiency in Investigation.
Tinker. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1
hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device
ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials
used to create it. You can have up to three such devices active at a time. When you create a device,
choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird,
dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of
your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or
campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops
playing when it reaches the song's end or when it is closed.
What Does This Button Do?: When met with a mechanical, magical, or magi-tech device that they
have not seen before, they must make a DC 14 Wisdom saving throw, if they fail, they will be
compelled to tinker with the device, either trying to activate it or figure out how it works.
Ite Lineage
The Ite are a secretive lot., some say that they do not exist and are a mere legend or myth, trained in
various monasteries in the ancient art of Ikko they are shadows that appear and disappear just as
quickly, appearance wise the Ite are pure black, some have little bits of colour on the end of there
tails or hair, but most of this is usually covered as to not draw attention
Age: The Ite have between one or three tails, it is uncertain whether age affects this or it’s a birth
trait
Size: You are considered Small at 4ft2 Inches to 4ft 8 Inches Tall
Ability Score Increase: Your Dexterity Increases by 1
Shadow Adept: You have expertise in Stealth
Living Shadows: You can move from shadows to shadows as long as there within 30ft of each other,
this costs 15ft of movement.
Sunlight Sensitivity: While in sunlight, the drow has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Buredo Lineage
The Buredo are employed as scouts and messengers, this is due to there innate speed and lightness
of size, a Buredo Kitsune is often seen as a blur as they dance across water and glide through the air
before vanishing in a cloud of dust, appearance wise they have a range of colours from pure white
to dark brown
Urizādo Lineage
When you think of Kitsune, it’s usually lithe, graceful and elegant, the Urizādo are none of these
things, as one of the tallest species there muscular and strong and are a warrior people, the Urizādo
in appearance are mostly red furred with white tips on there tails
Hair-Trigger Temper: When they or their allies are insulted, they must make a DC 15 Wisdom
saving throw to stop themselves from punching the person who insulted them.
Kihei Lineage
The Kihei are mostly isolationists, while there are some that break this mould and travel, most
prefer to stay in there hidden cities deep in forests or jungles, a Kihei in appearance is quite
noticeable as there fur is made up of various shades of brown in stripes or spotted patterns, they
speak softly often preferring sign language to actual words
Claustrophobia: Whenever they are in a confined space (Within Reason), they must make a DC12
Wisdom saving throw, or have disadvantage on skill checks and attack rolls until they are back in
the open.
Shimo Lineage
The Shimo are wanderers and explorers, while there homes might be in the Tundra’s and frozen
wastes, it’s often you will find them in many strange places from ruins to ancient cities usually
looking for a piece of long forgotten history
Oooh, Shiny: They must make a DC 10 wisdom save to stop themselves from attempting to steal
anything shiny. If they know they can't have it, failing this save gives them disadvantage on all
ability checks while the object is still in line of sight.
Kengō Lineage
Consummate swords people the Kengō have been in more wars over land disputes than they would
have liked, from an early age they are trained to use a sword and are often masters of such a blade
by the time they reach adulthood, appearance wise there hair and fur is mostly blonde with white
tips and have often been mistaken for a foreign born
Stevie Wonder would be proud: They are Very Superstitious, when confronted with Occult Items,
Voodoo, Dark Magic or Cursed Items, they must make a DC18 Wisdom Save, on a fail, they are
considered Frightened of the item, magical effect or caster.
Umanushi Lineage
Wanderers and nomads, the Umanushi are often riders of Horses or other animals there camps being
easily packed up allowing them to move freely when the seasons require, the Umanushi are not as
often seen as there reputation as marauders usually precedes them, appearance wise there skin is
olive and there hair shades of brown with most of there species having there hair shorter or tided up
so it keeps it from there eyes.
Illiterate: They Cannot Read or Write any language without training or taking the linguist feat.
Zokuchō Lineage
Commanders and natural leaders, the Zokuchō are often considered charming and have an almost
uncanny ability to gather people towards them, in appearance there often dark haired and love to
wear flamboyant clothing and bright colours, there tails are mostly black with white flecks.
Clean Freak: The only Kitsune Magic Cantrip they can take is prestidigitation.
Hōshu Lineage
The Hōshu live deep in mountainous regions, often make there homes in mines and caverns and
have knowledge of explosives and firearms having mined a lot of the elements that are required to
make them in there homes. The Hōshu appearance wise are small but stocky they are mostly black
and white in appearance
Sunlight Sensitivity: While in sunlight, the drow has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
But Steel is heavier than Feathers: They are very set in their culture and will not easily accept
information that runs counter to their understanding of the world.
Torēdā Lineage
The Torēdā species are the people you go for if your looking for something, they like to hoard items
and have a terrible addiction to collecting shiny items, this however is a boon for them as often they
have seen something and have a way of potentially appraising treasure. In appearance they are
mostly ginger and blonde with green eyes and slightly bushy tails.
My Precious: They form an emotional attachment to magic items, if the item is ever stolen or
broken, they must make a DC15 wisdom save or take 1d4 psychic damage.
Peniaphobia: If they are ever brought to having less than 1 gold, they must make a DC15 Wisdom
save or have disadvantage on ability checks until they have recouped their finances.
Yarisupia Lineage
The Yarisupia train in the great plains preferring the use of polearms, spears or other reach based
weaponry, in battle they close ranks and keep there opponents from getting close to them using
there weapons, in appearance they are pure silver in colour and there eyes a shade of pink or purple.
Throwing Arm: When throwing a Spear or Javelin you can increase it’s range by 20ft.
Colour Blind: Even in Bright Light, they are considered to have the Darkvision vision traits active.
Limited Social Skills: They cannot take proficiencies in Persuasion, Deception, or Performance, and
have disadvantage in those skills.
Sutāuōkān Lineage
The Sutāuōkān are one of the oldest of the Kitsune and there name literally means Star Walkers,
they can have anything between two tails all the way upto fifteen tails marking them as somewhat
unique for there lineage, there fur is often either silver or gold in colour
Internal Torment: They often feel terribly lonely and require an ally or friendly character to be
within 30ft of them or they suffer disadvantage to skill checks
All of the below lineages for Kitsune have a racial weakness of generally feeling lonely and
requiring companionship in one form or another.
Odoriko Lineage
The Odoriko are a small breed of Kitsune, they are natural entertainers and love to dance and
perform, there typically a gingery red colour with dark highlights, they like wearing brighter colours
and often having ornate jewellery
Small and known for there unarmed prowess the Bujutsu are masters of the fist, often most of them
train in seclusion deep in the mountains and monasteries perfecting there “way of the fist”, with
black, ginger and white colouring they prefer to wear simple
Limited Knowledge: Outside of there homes, they often don’t know much about the outside world
and as such have disadvantage on history checks to anywhere but there home.
Shūrin Lineage
Be it by land, Sea or Air, the Shūrin are builders, engineers and have a love of building things, often
from an early age they like to tinker with mechanical items and equipment trying to get the most out
of a given project or idea
Tenbungakusha Lineage
The Tenbungakusha love the night sky and the constellations, often you’ll find one deep in thought
with a spyglass or telescope looking at the heavens and searching for answers, with a deep navy
colour to there fur they often embellish it with silvery tokens or jewels to resemble the night’s sky
Geijutsu-sei Lineage
The Geijutsu-sei are lovers of paint and clay, they spend a lot of there time in workshops or
academies working on works of art or busts of people, they look very similar to most Kitsune with
gingery fur, the only defining feature is there pale grey eyes.
The Hōrō-sha often means half blood or dirty blood to many Kitsune as there lineage isn’t pure and
often is mingled by the other races it make it up anything from Human to Half Orc
Less Magical: Your Racial Magic is set back by various tiers, your Cantrip is at level 3, your First
Level spell at 5th level and your 2nd Level at level 7
The Indian Lineages are often some of the shortest of the Kitsune, rarely getting above 4ft 5 Inches
in height.
Surutan kuni
Small and often in libraries and places of knowledge the Surutan Kuni are seekers of knowledge
and have usually a quirky selection of trivia they like to show off and tell to others, there fur is a
sandy colour with pale white highlights
Karuji Kan
The Karuji Kan are often found near rivers, waterways or ports, they make there homes much like
an otter or beaver on the water and sometimes they move them around like boats, there fur is often
quite oily and helps them whilst in the water
Karuji Kan and Tabaxi often form long lasting relationships this sometimes results in a Half Karuji
Kan or otherwise known as a Karuji Baxi, this more feline like Kitsune takes traits from both it’s
parents and often has a love of the water.
Zō-nori
The Zō-nori are a tribal lineage of Kitsune, they often roam the plains with there herds of elephants
riding in self made Mahouts that contain there homes and cities, a group of Zō-nori can use these
mobile cities to allow them to see the world from the comfort of there own civilization.
Hōka-han
With fur that burns brightly as fire, the Hōka-han are imbued with elemental fire, often seen as the
Kitsune Equivalent of a Fire Genasi, these creatures live often deep in the desert plains or in and
around the City of Brass.
European Lineages
Uōdoreidā
The Uōdoreidā are from various parts of the British Isles, whilst most of them are from Ireland,
there are some that live in Wales and Scotland, the Uōdoreidā are more of a brownish ginger in
colour, there a hardy people that are used to the cold and wet of there home
Reddobāsekā
The Reddobāsekā are from Highlands of the British Isles, there a gruff folk that wears there hair
long in braids and often have various tattoos on there arms, colour wise there a deep red ginger that
looks almost as fire
Fury:
Once per day a Reddobāsekā can enter a fierce almost blood curdling anger, whilst in this state they
shrug off damage and keep moving towards there foe, while it only lasts two rounds it can be the
difference between life and death.
The Mujina are humanoid Badger shapeshifters known for their ferocity in battle and resilience.
Mujina possess two forms: that of an anthropomorphic Badger, or a Stocky Humanoid, a fair
amount of the time they are confused with dwarves when in this form
Reliable Sellswords
The Mujina are mercenaries, have been since there races birth and will likely be so until they die,
there’s a reason most of them go into this trade and it’s because of there reputation in battle, a
Mujina will often chase down there enemies making sure not to leave it standing
A Varied Folk
Mujina’s can be found in many different areas, not just the Orient, the group adapting fairly well to
where they live and make there homes, often Lineages are quite different to each other, but each is
no less fierce.
Honourable Folk
The Mujina are dependable people if you can afford there services, tales of there prowess often
proceeds them and usually if you find your self with one as an ally and prove yourself in battle, then
you earn a degree of there respect.
Small Lineage Natural Weapons have 1d3 Bite + Strength Bludgeoning Damage and 1d4 + Strength
or Dexterity Slashing Damage Claws
Medium Lineage Natural Weapons have 1d4 Bite + Strength Bludgeoning Damage and 1d6 +
Strength or Dexterity Slashing Damage Claws
Mujina Lineages
TB Decided
When you successfully deal a bite attack the Anaguma also inflicts 1d4 + Constitution Modifier
Poison damage, this can be negated on a constitution save
When a Anaguma is flanked, they gain a damage bonus on hit equal to ½ Level + Strength or
Dexterity which is chosen at character generation, this damage bonus only applies to the creatures
flanking you.
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.
Crushing Bite. When you have performed a successful grapple, you may as a bonus action bite
down on your opponent, this works out to be a
Weakness
Taunted: When you would be affected by the frightened condition, you are instead taunted, you
must use your movement to move towards the creature who taunted you and your action to attack
them, if you cannot reach them with your movement, you must instead use the dash action to reach
them
Uruvu~arin (Wolverine)
Based off Gulo gulo
Ability Score Modifiers: +1 Strength
Size: Medium
Speed: 30 feet
Vision: 60ft Darkvision
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the
weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Powerful Build. You count as one size larger when determining your carrying capacity and the
weight you can push, drag, or lift.
Weakness
Taunted: When you would be affected by the frightened condition, you are instead taunted, you
must use your movement to move towards the creature who taunted you and your action to attack
them, if you cannot reach them with your movement, you must instead use the dash action to reach
them
Amateur Cook. You have training in Cook’s Utensils and can use them as weapons.
Frying Pan- 1d6 Bludgeoning (1d8 Versatile). When you roll a critical strike against an opponent,
add an extra 1d6 (1d8 Versatile) damage, and the target is stunned for its turn.
Lid- +1 Shield. If an opponent rolls a 1 when attacking you, you may use your reaction to slam the
Lid into the target's face, dealing 1d8 Bludgeoning damage. The target then must succeed in a DC
15 Strength Saving Throw or be knocked prone.
Cleaver- 1d4 Slashing Damage (Finesse, Light). When attacking an enemy that bleeds, this deals an
additional 1d4 Slashing Damage. On a critical strike, this can sever appendages of non-magical
creatures.
Mixing Spoon- 1d8 Bludgeoning (light) When attacking you can load a helping of your signature
dish and attack like a catapult to deal 1d6 damage (Range 20/60). If launched at an ally they can
make a Dex check with advantage to eat it as a reaction, gaining any benefits it has.
Steak Knife- 1d6 piercing. Due to serrations along the blade, you can pierce the toughest of armor.
Add +2 to your attack roll when you make a melee attack. This is not your average knife, kept razor
sharp through the hardest of Dwarven Stone. Deal an additional 1d4 against any creature on a
critical hit.
Rotund. There increased body mass grants them an increased natural armour of 12 at character
creation.
Mechanical Weapon Training. The Ni-Biki are trained in the use of Hand Crossbows, Light
Crossbow, Heavy Crossbow and Firearms.
Cannonade, When using Projectile based siege weaponry Ni-Biki can ignore the long range penalty
Nihon'ana (Japanese Badger)
Based off Meles Anakuma
Ability Score Modifiers: +1 Wisdom or 1+ Strength
Size: Medium
Speed: 25feet
Vision: 60ft Darkvision
Ninjutsu Training. While in forest terrain, whenever you make a Dexterity (Stealth) check, you are
considered proficient in the Stealth skill and add double your proficiency bonus to the check,
instead of your normal proficiency bonus.
Strong Arm. When using throwing weapons you can increase the distance hurled by 10ft.
Sukanku (Skunk)
Based off
The Tanuki are small or medium sized Raccoon Dog people, they share a love of trickery much like
the Kitsune, but often use it to swindle people out of there money or possessions, not all of them are
like this, but a fair amount are which often makes people uneasy when one is around
Magic Tricksters
The Tanuki have over the centuries honed there shapeshifting abilities to the extent that they can
change into various tools, weapons or objects making them incredible infiltrators, this is often
backed up with a variety of illusion spells and magic to confuse, confound and distract.
The Kawauso medium sized Otter Dog people, they make there homes near riverbanks and lakes,
sometimes they travel the rivers of the worlds on homemade vessels or barges, unlike a lot of other
races, they prefer to keep to themselves now, the years of war haven’t been the kindest to them and
as such they shy way from civilization when they can
Water Wardens
The Kawauso at one point were keepers of the Jade Empire’s mighty fleet of ships and vessels,
there natural affinity and speed in water made them a perfect choice, these days however if you see
a wooden shack floating on a lake or river, it’s likely it belongs to a Kawauso
Country Diplomacy
The Kawauso while can be ferocious if the need arises, are often War Weary, the fall of a lot of
Feywild worlds left them tired of fighting, particularly with kin, most people now if they can will
seek one of them out to help calm tensions and ease disputes, and if it cannot be solved, then you
have at least a fierce ally for the coming battle.
Water Survivalists
A Kawauso’s lodge is like a fortress often with only one way in and out, usually the entrance is deep
underwater granting them an advantage should a fight be brought to there doorstep, it’s often easier
to catch or kill one of them if they can be lured away from there natural habitat.
Winter Wolf
Ability Score Increase: Your Strength Score increases by 2, and your Constitution Score by 1
Age: Winter Wolves age much slower than most of the Feywild races, usually reaching Adulthood
by sixteen, they can live upto 200 years or longer depending on there lifestyle
Alignment: Most Winter Wolves are generally neutral people, they prefer there lives to be ordered
more often than not, however Evil can exist amongst there number, and younger ones tend to be
more carefree.
Size: All Winter Wolves stand between 5ft 6’ tall at a minimum to 6ft 5’,.
Speed: Your base walking speed is 30ft, in wolf form it is 50ft
Darkvision: You have 30ft of Darkvision
Pseudo-Lycan: Winter Wolves are immune to race changing diseases such as Lycanthropy
Keen Hearing and Smell: You are proficient in Perception and have advantage on smelling and
hearing checks
Pack Tactics: The character has advantage on an attack roll against a creature if at least one of the
player’s allies is within 5 feet of the creature and the ally isn't incapacitated.
Snow Camouflage: The wolf form has advantage on Dexterity (Stealth) checks made to hide in
snowy terrain.
Languages: You can speak, read and write Common, Giant and Winter Wolf
Bite. When in wolf form you may Bite a target for 1d6 + Str Mod piercing damage. If the target is a
creature, it must succeed on a DC Modified Strength saving throw or be knocked prone.
Claws. (Human or Wolf Form) Your Unarmed Strike is a D6 in Human form and a D8 in Wolf form
that can deal slashing damage.
Cold Breath: While in either humanoid or wolf form you can exhale a blast of freezing wind in a
15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your
Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage
on a failed save, or half as much damage on a successful one. This damage increases by 1d10 when
you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Cold as Ice: When in Humanoid form you are resistant to cold damage, in wolf form you are
immune to cold damage
Hell Hound
Ability Score Increase: Your Constitution increases by 2 points and your Strength increases by 1
Age: Hell hounds age much slower than most of the infernal races, usually reaching Adulthood by
sixteen, they can live upto 100 years or longer depending on there lifestyle
Alignment: Most Hell Hounds are generally a chaotic people, given the lifestyle of Avernus and the
Nine Hells they can and often will turn towards and Evil Alignment
Size: All Hell Hounds stand between 5ft 6’ tall at a minimum to 6ft 5’,.
Speed: Your base walking speed is 30ft, in wolf form it is 50ft
Darkvision: You have 60ft of Darkvision
Pseudo-Lycan: Winter Wolves are immune to race changing diseases such as Lycanthropy
Keen Hearing and Smell: You are proficient in Perception and have advantage on smelling and
hearing checks
Pack Tactics: The character has advantage on an attack roll against a creature if at least one of the
player’s allies is within 5 feet of the creature and the ally isn't incapacitated.
Languages: You can speak, read and write Common, Infernal and Undercommon
Bite. When in wolf form you may Bite a target for 1d8 + Str Mod piercing damage and 1d6 fire
damage
Claws. (Human or Wolf Form) Your Unarmed Strike is a D6 that can deal slashing damage.
Fire Breath: While in either humanoid or wolf form you can exhale a blast of fire in a 15-foot cone.
Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution
modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage on a failed
save, or half as much damage on a successful one. This damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).
Avernus Native: When in Humanoid form you are resistant to fire damage, in wolf form you are
immune to fire damage
Infernal Ancestry: You can take Tiefling feats and feats relating to an infernal origin
Bearn Wulf
Ability Score Increase: Your Constitution increases by 2 points and your Strength increases by 1
point
Age: Bearn Wulf’s age around the same as Human norm, until they hit there early twenties after
which they age slowly until there later one hundreds
Alignment: Most Bearn Wulfs are generally a chaotic people, they have an unusual honour system
where they will honour a life debt to those that save there lives in battle
Size: All Bearn Wulf’s stand between 7ft 5’ tall at a minimum to 11ft 5’.
Speed: Your base walking speed is 35ft
Darkvision: You have 30ft of Darkvision
Lycan Born: Bearn Wulf’s are immune to race changing diseases such as Lycanthropy
Keen Hearing and Smell: You are proficient in Perception and have advantage on smelling and
hearing checks
Rugged People: You have a proficiency with Athletics
Warrior Folk: You are proficient in all Simple and Martial Weapons
Grappling Strike: When you make an Unarmed Strike you can attempt a Grapple as a Bonus Action.
Languages: You can speak, read and write Common, Giant and any one other Language dependant
on where they choose to live.
Bite (Wolf Form) You may Bite a target for 1d8 + Str Mod piercing damage. If the target is a
creature, it must succeed on a DC Modified Strength saving throw or be grappled.
Claws. (Human or Wolf Form) Your Unarmed Strike is a D8 that can deal slashing damage.
Leap Attack. (Human or Wolf Form) Whilst moving at least 20ft you can perform a Leap Attack the
creature who you attack must make a Dexterity saving throw (DC = 8 + your Strength modifier +
your proficiency bonus). On a failed save, the creature takes 1d8 damage + your Strength Modifier
on a failed save and is knocked prone, or takes no damage on a successful one. This damage
increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Fern Hound
Ability Score Increase: Your Dexterity Score increases by 2, and your Wisdom Score by 1
Age: Fern Hounds age much slower than most of the Feywild races, usually reaching Adulthood by
ten years of age, they can live upto 1000 years or longer depending on there lifestyle
Alignment: Most Fern Hounds are generally neutral people, they prefer there lives to be ordered
more often than not, however Evil can exist amongst there number, and younger ones tend to be
more carefree.
Size: All Fern Hounds stand between 5ft 6’ tall at a minimum to 6ft 5’,.
Speed: Your base walking speed is 30ft, in wolf form it is 40ft
Darkvision: You have 30ft of Darkvision
Pseudo-Lycan: Fern Hounds are immune to race changing diseases such as Lycanthropy
Keen Hearing and Smell: You are proficient in Perception and have advantage on smelling and
hearing checks
Pack Tactics: The character has advantage on an attack roll against a creature if at least one of the
player’s allies is within 5 feet of the creature and the ally isn't incapacitated.
False Appearance. While in hound form if the fern hound remains motionless, it is indistinguishable
from a normal growth of ferns.
Bioluminescent. The fern hound knows the Dancing Lights cantrip and these are dim light when
further part.
Languages: You can speak, read and write Common, Sylvan and Primordial
Bite (Wolf Form). When in wolf form you may Bite a target for 1d6 + Str Mod piercing damage and
1d4 Poison Damage the creature must also make a Constitution saving throw (DC = 8 + your
Constitution modifier + your proficiency bonus) or be poisoned.
Toxic Breath: While in either humanoid or wolf form you can exhale a cloud of poisonous fog in a
15-foot cone. Each creature in that area must make a Constitution saving throw (DC = 8 + your
Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d6 damage on
a failed save and is poisoned, or half as much damage on a successful one. This damage increases
by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Poison Resistance: When in Humanoid form you are resistant to poison damage, in wolf form you
are immune to poison damage
Sirine
The Sirine are a small aquatic dog like species native to the Feywild, in humanoid form they appear
as a cross between Merfolk and Canines often with pale shimmering scales on there faces and blue
green fur and hair
Ability Score Increase: Your Constitution Score increases by 2, and your Charisma Score by 1
Age: Sirine age much slower than most of the Feywild races, usually reaching Adulthood by 100
years of age, they can live upto 1000 years or longer depending on there lifestyle
Alignment: Most Sirine are generally a trickster like people, they like to play pranks on people,
often these are quite harmless as they don’t mean to do any real harm.
Size: All Sirine stand between 3ft 5’ tall at a maximum
Speed: Your base walking speed is 25ft, in wolf form it is 30ft, you have a swim speed of 50ft
Darkvision: You have 60ft of Darkvision
Amphibious: You can breathe underwater as if you were on land
Underwater Adapted: You are proficient in Perception and have advantage on smelling and hearing
checks whilst underwater
Charge. If you move at least 30 feet straight toward a target and then hit it with a melee attack on
the same turn, you can immediately follow that attack with a bonus action, making one attack
against the target with your bite..
Depth Charge. If you move at least 30 feet straight toward a target whilst in water and then hit it
with a melee attack on the same turn, if you are also underwater you can a bonus damage to this
attack equal to your Str + Con Modifiers as you slam into your target.
Bioluminescent. The Sirine knows the Dancing Lights cantrip and these are dim light when further
part.
Languages: You can speak, read and write Common, Sylvan and Primordial
Bite. When in wolf form you may Bite a target for 1d4 + Str Mod piercing damage
Claws. (Human or Dog Form) Your Unarmed Strike is a D4 that can deal slashing damage.
Bubble Beam: While in either humanoid or wolf form you can exhale a blast of watery bubbles in a
30 Foot Line. Each creature in that line must make a Strength saving throw (DC = 8 + your
Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d8 cold
damage on a failed save and there walking speed is reduced by 10ft, or half as much damage on a
successful one. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and
17th level (4d8).
Cold Resistance: When in Humanoid or Dog form you are resistant to cold damage
Fey Corgi
Bite. You may Bite a target for 1d4 + Str Mod piercing damage. If the target is a creature, it must
succeed on a DC Modified Strength saving throw or be left wearing only one shoe.
Pembroke
With Ginger fur and a penchant for mischief these are the guardians of the small Seelie folk
Cardigan
Dark and often more vicious the dark furred Cardigan’s are often rogues or assassins
Terror Wolf
Ability Score Increase: Your Strength, Dexterity and Constitution increases by 1 point
Age: Terror Wolves age ages around the same as human norm, usually reaching Adulthood by
sixteen, they can live upto 75 years or longer depending on there lifestyle
Alignment: Most Terror Wolf are generally a chaotic people, given the lifestyle of the shadowfell
and can often will turn towards and Evil Alignment
Size: All Terror Wolf stand between 5ft 6’ tall at a minimum to 6ft 5’,.
Speed: Your base walking speed is 30ft, in wolf form it is 50ft
Darkvision: You have 60ft of Darkvision
Pseudo-Lycan: Winter Wolves are immune to race changing diseases such as Lycanthropy
Keen Hearing and Smell: You are proficient in Perception and have advantage on smelling and
hearing checks
Night's Black Agent. The wolf has advantage on Dexterity (Stealth) checks made to hide in shadows
and darkness.
Languages: You can speak, read and write Common, Abyssal and Primordial
Bite. When in wolf form you may Bite a target for 1d8 + Str Mod piercing damage. If the target is a
creature, it must succeed on a DC Modified Strength saving throw or be knocked prone.
Claws. (Human or Wolf Form) Your Unarmed Strike is a D6 in Human form and a D8 in Large
form that can deal slashing damage.
Terrifying Gaze: While in either humanoid or wolf form you can make Terrifying Gaze. The terror
wolf's baleful eyes rip through it's prey's very soul. A creature within 30 feet must make a Wisdom
saving throw (DC = 8 + your Constitution modifier + your proficiency bonus), taking 1d8 psychic
damage on a failed save and becoming frightened, or half as much damage on a successful one.
This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8).
Shadowfell Native: When in Humanoid and Wolf form you are resistant to Necrotic and Psychic
damage
Arc Wolf
Bite. When in wolf form you may Bite a target for 1d8 + Str Mod piercing damage + 1d4 Lightning
Damage, in addition the target must make a Constitution Saving throw equal to DC 8 + Proficiency
Modifier + Constitution Modifier, or be Paralysed until start of the their next turn.
Static Surge: While in either humanoid or wolf form you can make 15ft cone breath weapon attack,
all creatures within the area of effect must make a Dexterity Saving Throw with a DC equal to 8 +
Proficiency Modifier + Constitution Modifier, or take 1d8 Lightning Damage and be Stunned until
the end of their next turn. On a successful save, they take half as much and are not stunned. This
damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Lightning Incarnate: When in Humanoid form you are resistant to Lightning Damage, when in wolf
form, you are immune to lightning damage and resistant to Thunder Damage.
Chapter 1b: Faerie Folk
Spriggan
Nymph
Pixie (Revised)
Grippli
Leprechaun
Ability Score Increase: Your Constitution increases by 2 points, and your Wisdom by 1 point
Age: Leprechaun’s age quite slowly for Feywild norms, they reach adulthood at sixty years of age
they can live upto 120 years or longer depending on there lifestyle
Alignment: Most Leprechaun’s are generally a chaotic people, given the lifestyle of the Feywild or
shadow fell they can often will turn towards and Evil Alignment if Unseelie
Size: All Leprechaun’s stand between 3ft tall at a minimum to 3ft 6’.
Speed: Your base walking speed is 25ft
Darkvision: You have 60ft of Darkvision
Languages: You can speak, read and write Common, Primordial and Sylvan
Brownie
Boggart
Leshy
Ability Score Increase: You have three points which can be put into any attributes
Age: Leshy’s age quite slowly for Feywild norms, they reach adulthood at sixty years of age they
can live upto 120 years or longer depending on there lifestyle
Alignment: Most Leshy’s are generally a chaotic people, given the lifestyle of the Feywild or
shadow fell they can often will turn towards and Evil Alignment if Unseelie
Size: All Leshy’s stand between 2ft tall at a minimum to 6ft 6’.
Speed: Your base walking speed is dependant on Subspecies
Darkvision: You have 60ft of Darkvision
Languages: You can speak, read and write Common, Primordial and Sylvan
Subrace: The Leshy has Fifteen subraces.
Treant
Faun
Sprite
HamaDryad
Sylph
The Hengeyokai are a race of shapeshifting were folk, often for various animals there is a
Hengeyokai that represents them in the Fey Realms or greater Universes
Ability Score Increase: Your Dexterity, Wisdom and Charisma increases by 1 point
Age: Hengeyokai’s ages vary depending on which sub race and whether they are Feywild native or
not.
Alignment: Most Hengeyokai’s are generally a chaotic people, given the lifestyle of the Feywild or
shadow fell they can often will turn towards and Evil Alignment if Unseelie
Size: All Hengeyokai’s size depends on which form they are currently using
Speed: Your base walking speed is dependant on sub race, some have a flying speed as well
Darkvision: You have 60ft of Darkvision
Languages: You can speak, read and write Common, Primordial and Sylvan
Nature’s Mask: All Hengeyokai can swap easily between Animal, Human and Hybrid forms
Subrace: The Hengeyokai has ten subraces with potential sub races within subraces
Carp
Cat
Crab
Crane
Dog
Man’s Best Friend: You are proficient in Insight and have advantage on social checks
Animal Form: In Carp form you are tiny and have a base speed of 0, but have a swim speed of 40ft
and your unarmed strikes are 1 + Strength or Dexterity Modifier, you can also only breath in water
as in carp form
Human Form: You have a Swim Speed equal to your walking speed and can breathe above and in
water normally
Hybrid Form:
Mantis
Monkey
Multi Armed: You are can hold a weapon easily in each of your feet if you wish
Animal Form: In Carp form you are tiny and have a base speed of 0, but have a swim speed of 40ft
and your unarmed strikes are 1 + Strength or Dexterity Modifier, you can also only breath in water
as in carp form
Human Form: You have a Swim Speed equal to your walking speed and can breathe above and in
water normally
Hybrid Form:
Rat
Nimbleness: You are proficient in Acrobatics and have advantage on running checks
Animal Form: In Carp form you are tiny and have a base speed of 0, but have a swim speed of 40ft
and your unarmed strikes are 1 + Strength or Dexterity Modifier, you can also only breath in water
as in carp form
Human Form: You have a Swim Speed equal to your walking speed and can breathe above and in
water normally
Hybrid Form:
Sparrow
Friend of the Honest: You are proficient in Acrobatics and Insight checks
Animal Form: In Carp form you are tiny and have a base speed of 0, but have a swim speed of 40ft
and your unarmed strikes are 1 + Strength or Dexterity Modifier, you can also only breath in water
as in carp form
Human Form: You have a Swim Speed equal to your walking speed and can breathe above and in
water normally
Hybrid Form:
Tiger
Vryloka (Revised)
The bloodbond ritual grants you great power beyond that of an ordinary humanoid.
Ability Score Increase. Your Charisma score increases by 2, and you may increase either your
Strength or Dexterity score by 1.
Age. Natural-born vrylokas age a little slower than humans, reaching maturity in their late 20s, at
which point they cease to visibly age. First-generation vrylokas remain the age they were when they
went through the bloodbond ritual. Vrylokas live for many centuries, some even being biologically
immortal.
Alignment. A vryloka's vampiric nature means they are pulled towards lawful evil, believing
strongly in order and structure. However, many vrylokas attempt to struggle against their innate evil
nature.
Size. Vrylokas are about the same size and build as the race that they previously belonged to
Speed. Your base walking speed is 35 feet.
Darkvision. Thanks to your vampiric blood, 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 colour in darkness, only shades of grey.
Undead Resistance. You have resistance to necrotic damage.
Stealthy Hunter. You have proficiency in the Stealth skill.
Blood Dependency. You have a pool of 2 blood points. Every time you complete a long rest, or a
day passes without you completing a long rest, you expend one point from your pool, if you sleep as
normal then you do not need to spend a point, this is only to stay awake during a long rest. If you
feed on the blood of a humanoid, taking approximately 200 mL, you regain 2 blood points. While
you have 0 blood points, you gain half as much from all healing. This pool is combined with any
other features that grant you a blood pool, After each additional two levels beyond 2nd Level you
gain an additional blood points.
Living Dead. Because your soul is tainted by undeath, you are both living and undead. If a feature
has different effects on living creatures and undead ones, you choose which effect applies to you.
Additionally, you may take any vampiric prestige classes without needing to meet prerequisites
other than being level 2, and any stat requirements.
Racial Heritage. You have advantage on any deception checks made to pass as a member of the race
you used to belong to.
Lifeblood. When you successfully grapple or kill a humanoid within 5 ft. of you, you may drink of
the enemy's blood as a bonus action, granting you a surge of vitality. You gain temporary hit-points
equal to your Constitution modifier + your level (minimum of 1), and gain advantage on the
strength or dexterity-based attack rolls (Chosen at Character Creation), skill checks, and saving
throws until the end of your next turn. You regain 2 blood points. Once you use this feature, you
must finish a short or long rest before you can use it again.
Languages. You can speak, read, and write Common and one extra language of your choice.
Vryloka Template
Ability Score Increase. Your Charisma score increases by 2, and you may increase either your
Strength or Dexterity score by 1.
Age. Natural-born vrylokas age a little slower than humans, reaching maturity in their late 20s, at
which point they cease to visibly age. First-generation vrylokas remain the age they were when they
went through the bloodbond ritual. Vrylokas live for many centuries, some even being biologically
immortal.
Races changed by the Blood Bond ritual gain the same aging immortality as above.
Alignment. A vryloka's vampiric nature means they are pulled towards lawful evil, believing
strongly in order and structure. However, many vrylokas attempt to struggle against their innate evil
nature.
Size. Changed Vrylokas are about the same size and build as the race that they previously belonged
to
Speed. Your base walking speed is 35 feet.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of
that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed
you gained from it, as well as any racial features.
Darkvision. Thanks to your vampiric blood, 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 colour in darkness, only shades of grey.
Undead Resistance. You have resistance to necrotic damage.
Stealthy Hunter. You have proficiency in the Stealth skill.
Blood Dependency. You have a pool of 2 blood points. Every time you complete a long rest, or a
day passes without you completing a long rest, you expend one point from your pool, if you sleep as
normal then you do not need to spend a point, this is only to stay awake during a long rest. If you
feed on the blood of a humanoid, taking approximately 200 mL, you regain 2 blood points. While
you have 0 blood points, you gain half as much from all healing. This pool is combined with any
other features that grant you a blood pool, After each additional two levels beyond 2nd Level you
gain an additional blood points.
Living Dead. Because your soul is tainted by undeath, you are both living and undead. If a feature
has different effects on living creatures and undead ones, you choose which effect applies to you.
Additionally, you may take any vampiric prestige classes without needing to meet prerequisites
other than being level 2, and any stat requirements.
Racial Heritage. You have advantage on any deception checks made to pass as a member of the race
you used to belong to.
Lifeblood. When you successfully grapple or kill a humanoid within 5 ft. of you, you may drink of
the enemy's blood as a bonus action, granting you a surge of vitality. You gain temporary hit-points
equal to your Constitution modifier + your level (minimum of 1), and gain advantage on the
strength or dexterity-based attack rolls (Chosen at Character Creation), skill checks, and saving
throws until the end of your next turn. You regain 2 blood points. Once you use this feature, you
must finish a short or long rest before you can use it again.
Languages. You can speak, read, and write Common and one extra language of your choice.
Bloodwolf
Prerequisite: vryloka
You can assume the shape of the Bloodwolf or revert as a bonus action as per the polymorph spell.
While in this shape you have 50 feet of movement, ignore difficult terrain and are proficient in the
Perception skill. As a bonus action you can revert to your normal shape.
Bloodwolf Form
Legends speak of the Bloodwolf, it’s a larger than normal four eyed monster that some have even
believed might be a werewolf, these rumours are however false as more often than not it’s a Vryloka
that’s tracking there chosen prey.
Bloodbond
Design Note: This feat involves changing a creature's race. Discuss this feat with your DM to see if
it is allowed. Both you and the target must agree to the transformation, which can take place only
with the DM’s approval.
Prerequisite: vryloka
Target a humanoid friendly to you within 5 feet of you that has died since your last turn. You can
provide your blood to revive or resurrect them. If they are dead, expend 3 hit dice to revive them.
The target awakens with hit points equal to the value of hit dice expended on a roll. After using this
feat, you gain 1 level of exhaustion. If the target is of a race susceptible to vampirism, they must
succeed on a Constitution saving throw against a DC of 22 or their race becomes vryloka. This
combines all their original racial traits, including ability score increases, and combines them with
that of the vryloka. In this case, both you and the target suffer 3 levels of exhaustion.
Crimson Wings
Prerequisite: vryloka
As a bonus action, you take the form of a Tiny flying creature or revert to your true form. Once you
choose this form, you cannot change into another flying creature. While in this form, you cannot
attack but you gain a flying speed of 40 feet and a +2 bonus to your Armour Class. If you are
reduced to 0 hit points, you return to your normal shape.
Dhampir Template
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different
+1
Size: Previous Racial Size
Speed: 35 ft., climb equal to your walking speed
Size. You are whichever size your previous race was. You choose the size when you gain this
lineage.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of
that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed
you gained from it.
If you don't keep any of those elements or you didn’t gain any when you choose this lineage at
character creation, you gain proficiency in two skills of your choice.
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 discern colors in that darkness as shades of gray.
Deathless Nature. You don't need to breathe.
Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you
can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your
hands free.
Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with
which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to
the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit.
While you are missing half or more of your hit points, you have advantage on attack rolls you make
with this bite.
When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can
empower yourself in one of the following ways of your choice:
You regain hit points equal to the piercing damage dealt by the bite.
You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing
damage dealt by the bite
You can empower yourself with this bite a number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long rest.
Master of Forms. At 3rd Level you can transform into a Wolf form, using the statistics as in the
bestiary, at 5th Level you can turn into a small bat, using the statistics as in the bestiary and at 7th
Level you can transform into a Mist much like the Gaseous form Spell.
Master of Puppets. At 1st Level, 3rd Level and 5th Level you gain one of the following Cantrips, 1st
Level Spell and 2nd Level Spell
Cantrip: Charming Personality (See Below)
1st Lvl: Command
2nd Lvl: Enthrall
Languages. You can speak, read, and write Common and one other language that you and your DM
agree is appropriate for your character.
Charming Personality
Enchantment cantrip
Casting Time: 1 action
Range: Self
Components: S, V
Duration: 10 minutes, (Can be upcast to increase duration)
For the duration, you have advantage on all Charisma checks directed at one creature of your choice
that isn't hostile toward you. When the spell ends the creature in question must make a DC Insight
Check ( 8 + Proficiency + Spell Casting Modifier) to realise that it had be influenced by a magical
effect, the outcome after this to be determined by the DM
Reborn (Revised)
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different
+1
Size: Small or Medium
Speed: 30 ft.
Size. You are Medium or Small. You choose the size when you gain this lineage.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of
that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed
you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain
proficiency in two skills of your choice.
Deathless Nature. You have escaped death, a fact represented by the following benefits:
You have advantage on saving throws against disease and being poisoned, and you have resistance
to poison damage.
You have advantage on death saving throws.
You don't need to eat, drink, or breathe.
You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if
you spend those hours in an inactive, motionless state, during which you retain consciousness.
Knowledge from a Past Life. You temporarily remember glimpses of the past, perhaps faded
memories from ages ago or a previous life. When you make an ability check that uses a skill, you
can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the
check. You can use this feature a number of times equal to your proficiency bonus, and you regain
all expended uses when you finish a long rest.
Languages. You can speak, read, and write Common and one other language that you and your DM
agree is appropriate for your character.
Revenant (Revised)
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different
+1
Size: Previous Racial Size
Speed: 30 ft. or what the base race had if it is greater
Size. You are Medium or Small. This is based on your previous racial lineage.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of
that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed
you gained from it, you also keep any racial abilities or talents.
If you don't keep any of those elements, or there wasn’t anything to keep, you can when you choose
this lineage at character creation, you gain proficiency in two skills of your choice and one feat.
Deathless Nature. You have escaped death, a fact represented by the following benefits:
You have advantage on saving throws against disease and being poisoned, and you have resistance
to poison damage.
You have advantage on death saving throws.
You don't need to eat, drink, or breathe.
You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if
you spend those hours in an inactive, motionless state, during which you retain consciousness.
Raven Queen’s Champion. At character generation you may choose from one of two abilities, Dark
Reaping or Dark Feasting.
Dark Reaping. When a creature drops to 0 Hit-Points within 5ft of you, you can as a bonus action
inflict 1d8 of Necrotic damage to a nearby creature. You can use this feature a number of times
equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This Damage increases to 2d8 at 6th Level, 3d8 at 11th Level and 4d8 at 16th Level.
Dark Feasting. When a creature drops to 0 Hit-Points within 5ft of you, you can as a bonus action
roll a 1d8 to draw from there dying essence to gain temporary hit-points. You can use this feature a
number of times equal to your proficiency bonus, and you regain all expended uses when you finish
a long rest.
This increases to 2d8 at 6th Level, 3d8 at 11th Level and 4d8 at 16th Level.
Languages. You can speak, read, and write Common and one other language that you and your DM
agree is appropriate for your character.
Warforged (Custom)
Ability Scores: Con +1; Choose any other +2, or any other two +1
Size: Tiny, Small, Medium, Large (Certain Chassis Only), Huge (Giant Chassis)
Speed: 25 - 35 ft. (Based on Chassis Type)
Age. * A typical warforged is between two and thirty years old. The maximum warforged lifespan
remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are
immune to magical aging effects.
Alignment. Most warforged take comfort in order and discipline, tending toward law and neutrality.
But some have absorbed the morality, or lack thereof, of the beings with which they served.
Constructed Resilience. You were created to have remarkable fortitude, represented by the
following benefits dependant on your chassis material:
Minerals
Immunity to Poison
Additional Resistance (Dependant on Material)
Weakness to Acid
Weakness to Cold
You don't need to drink, or breathe.
You are immune to disease.
Metals
Immunity to Poison
Additional Resistance (Dependant on Material)
Weakness to Acid
Weakness to Fire
Stealth Condition
You don't need to eat or breathe / drink or breathe.
You are immune to disease.
Organic
Resistant to Poison
Additional Resistance (Dependant on Material)
Additional Weakness (Dependant on Material)
You need to eat, drink, or breathe. (Dependant on Material)
You are resistant to disease.
Material Type Material AC Material Bonus Material Point Cost
Weaknesses
Yew 10 Light Weight Weak to Fire 0
Darkwood 11 Light Weight Weak to Fire 1
Oak 12 None Weak to Fire 1
Ironbark 13 None Weak to Lightning 1
Cork 10 Fire and Thunder None 2
Resistant, Floats
in Water
Coral 9 Increases Crit Weakness to Fire 2
Range by 1, Water
Breathing
You don't need to sleep, and magic can't put you to sleep. (Depends on Power Core)
*Decaying Meltdown, This damage is equal to Max Health D8s in a radius equal to level d100 ft,
half damage to amount rolled per each 200ft bracket.
*Internal Battery, Powered Weapons used by this character do not need an external power source
Sentry's Rest. (Non Organic Components Only) 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.
You can don only armor with which you have proficiency. To don armor other than a shield, 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, the armor incorporated into your body can't be removed 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.
Upper Chassis
Contains the power core, sensors and armaments each are altered dependant on material
Chassis Type Modifications Sensor Array Time Period Miscellaneous Point Cost
Bonuses /
Negatives
Spriggan 1 Tool + 1 Default Fae Construct None 1
Simple
Weapon
Brownie 1 Tool + 1 Fae Sight Fae Construct Light Step* 2
Simple Array
Weapon
Pixie 1 Tool + 1 Magic Locator Fae Construct Swift* 3
Simple Array
Weapon
Sylph 1 Tool + 1 Magic Locator Fae Construct Swift* 4
Simple Array
Weapon
Envoy 1 Tool + 1 Default Pre Eberron Integrated 2
Simple Tool*
Weapon Specialized
Design
Juggernaut 2 Weapons Default Pre Eberron Iron Fists / 2
(None Simple / Powerful Build
Organic) Martial
Skirmisher 1 Melee Default Pre Eberron Swift* 2
(None Metal*) Weapon / 1 Light Step*
Handed
Ranged
Weapon
Artisan 2 Tools Default Eberron Integrated 3
Tool*
Specialized
Tool
Pioneer 1 Tool + 1 Scoped Array Eberron Healing 3
Simple / Machine*
Martial
Weapon
Siege (None 1 Weapon Scoped Array Eberron Powerful Build 4
Organic) Exotic / Siege Mode
Enforcer 1 Two Handed Default Eberron Breaching 3
(None Firearm or 2 Tool*
Organic) One Handed Internal
Firearms Magazine*
Operative 1 Melee Thermal Array Eberron Light Step* 3
(None Metal*) Weapon / 1 Integrated
Handed Suppressor
Firearm
Emissary 1 Melee Default Eberron Swift* 3
(None Metal*) Weapon Integrated
Poison Kit
Diplomat 2 Tools Diplomatic Post Eberron Integrated 4
Suite Tool*
Specialized
Tool
Arbiter 1 Tool + 1 Thermal Array Post Eberron Healing 5
Simple / Machine*
Martial Integrated
Weapon or Scope
Firearm
Assault (None 1 Weapon Scoped Array Post Eberron Powerful Build 6
Organic) Exotic / 1 Two / Siege Mode
Handed
Firearm
Maruader 1 Two Handed Night Array Post Eberron Breaching and 5
(None Firearm or 2 Clear*
Organic) One Handed Internal
Firearms Magazine*
Infiltrator 1 Melee Thermal Array Post Eberron Light Step* 5
(None Metal*) Weapon / 1 Integrated
Handed Advanced
Firearm Suppressor
Eclipse (None 1 Melee Cloaking Array Post Eberron Swift* 6
Metal*) Weapon Integrated
Poison Kit
Aerosolize
Poison
Spelljammer
*Breaching Tool. When you hit with an unarmed strike, you can deal 1d4 + your Strength modifier
bludgeoning damage, instead of the normal damage for an unarmed strike, when dealing with doors
or inanimate objects you have advantage on damage rolls
Lower Chassis
Acts as your way of movement and as such affects your movement speed and movement types.
Sensor Arrays
Each Upper chassis type can come with it’s own unique sensor array, only if you wish to change
this, does it incur a build cost
Siege Equipment
Siege equipment can only be taken by a chassis type that allows it’s use, this is counted as an exotic
type weapon and only certain classes can gain access to this proficiency without a feat.
Time Period,
Weapon Size
Firing Arc
To work out the cost of the siege weapon you wish to equip, combine the tables above to work out
the total cost of using said weapon.
Construction Flaws:
To allow for more impressive builds, sometimes you do not have the Points to build what you want,
in this case you can add Construction Flaws to your Warforged Character, you are restricted to the
Points from only two flaws as bonus points, any more you take beyond these two will not grant you
any more build points
Experimental Modules
Only one Experimental Module can be attached to a Warforged of any design, these all cost 4 Build
Points and can only be activated for a limited time before it causes damage.
Each Module attaches to a specific area of the Warforged and counts as a magical item for that slot.
The Carbuncle
Carbuncles are fox-like denizens of various upper planes, usually the fey-wild, they are notable for
their gleaming coats and their insatiable curiosity. They can occasionally be found exploring the
material plane, either of their own initiative or as the familiars or companions of mages.
Of Two Worlds
Carbuncles have two forms, a humanoid form that retains some of there characteristics such as fur
colour becoming hair colour, there ears being longer and pointed, and protruding from there behind
a triplicate of tails and finally a small gemstone embedded in both of there forms heads
In animal form they resemble a fox with a blunted muzzle, large ears and the same three bushy tails.
Curious Creatures
While not that common in many places, Carbuncles can be found in or near places of great magical
power or ancient ruins
Often when someone first meets them in animal form, other than the strange markings and
brilliance of there fur, there seems to be nothing truly sentient about them, that is until they open
there mouth.
What greets them is a voice usually telepathically that has a soft yet whimsical quality about it, that
proves whom there talking to is no mere beast.
Colourful Companions
The Carbuncle as a people are split into various subspecies and types depending on there fur, this
ranges from the Reddish coloured Ruby Carbuncle to the Dark almost shadowy furred Jet
Carbuncle.
Nature's Children
The place where you will find them the most is within the Feywilds, usually among the great tree
cities such as Mithrendain, Astrazalian or roaming the plains of Echoing Thunder, such places are
there homes and nesting grounds for the various subspecies.
Magically Gifted
All Carbuncles are attuned to the magical energies of the veil, this power is channelled usually
through the crystals on there foreheads, while most take up Magical Careers such as Wizard or
Sorcerer not all of them do., yet they still all retain the spark to do magical spells naturally
When choosing what Attribute to use for Spellcasting as a Carbuncle, traditionally it would be
Charisma, but you can choose Intelligence or Wisdom if you wish.
When this happens they often change subspecies, a **Ruby Carbuncle** could become a **Topaz
Carbuncle**, or other subspecies.
Often after such an event they become a little confused and it takes a while for there memories to
resurface, honoured friends and family might be seen as foes or such for a while as they try to
process this.
Female Names: Aria, Bria, Coana, Dee, Eve, Fabia, Garnet, Helia
Many Carbuncle names stem from the area they live in and who there with, those that live in
Human lands sometimes take Human names, and the same can be said of Elven or Dwarven Cities,
given Carbuncles often share there lives with other races.
Obsidian Carbuncles
Sometimes during a rebirth, or at the time of a great trauma, a Carbuncle will undergo a strange and
terrifying transformation, where there eyes will take on a shade of Red, and there fur will go ashen.
During such a moment, there hearts become filled with rage and they snap mentally becoming Feral
and Aggressive.
Carbuncle Traits
Your Carbuncle character has a variety of natural abilities as determined by there ancestry
Ruby Shot: All Carbuncles have a basic offensive power which they shoot from the Gems on there
heads. See **Ruby Shot** for Details
Languages: You can speak, read and write Common and Primordial, Sylvan
Subrace: The Carbuncles are made up of twelve common bloodlines, eight uncommon bloodlines
and six rare bloodlines pick from one of them below.
Ruby Carbuncle
Bold and fierce the Ruby Carbuncle is often seen in places few people would dare., with there speed
and agility helping them avoid most traps.
Topaz Carbuncle
Stoic and Tough, Topaz Carbuncles are often employed as Bodyguards of Wizards and other less
physical types, given there natural toughness and willingness to put themselves in harms way for
others.
Emerald Carbuncle
Compassionate and Caring are the traits usually seen by the Emerald Carbuncle, with an affinity for
healing and curative magics, there the most commonly seen as familiars and pets.
Sapphire Carbuncle
Keepers of great spiritual knowledge Sapphire Carbuncles are usually seen with Clerics, Monks and
other devout folk.
Opal Carbuncle
Loving and carefree the Opal Carbuncles are artists, musicians and crafters, out of all the species
they tend to flow to places of great social or cultural importance.
Garnet Carbuncle
Passionate and Emotional, Garnet Carbuncles are quick to love and trust, but also quick to anger
and bear a grudge, they make great Friends and Terrible Enemies.
Moonstone Carbuncle
Intelligent, Studious and often aloof, Moonstone Carbuncles are Scholars of the universe, studying
the celestial bodies above and harnessing the truth of the stars
Cosmic Magic
At the end of the short rest or extended rest, the Carbuncle can choose a cosmic phase and gain its
benefits. Additioanlly, the first time the Carbuncle becomes bloodied during an encounter, the phase
changes to the next higher numbered one (or back to phase of the sun if in phase of the stars).
Diamond Carbuncle
Elegant and almost regal Diamond Carbuncles are at times some of the most elusive, what sets them
apart are the feathery wings that sprout from there back and the fact there jewels have an almost
Diamond-like colour and quality.
Ability Score Increase: You may raise any ability score other than Charisma by 1
Flyer: you have wings capable of sustaining flight in either form
Arcanis Nobilis: As well as your Ruby Shot power.., you also can breath a form of damage much
like a Dragonborn from your mouth, this is 1d10 Force Damage or Radiant Damage
Cantrip: Create Bonfire
1st Lvl: Divine Favour
2nd Lvl: Dragon’s Breath
Pearl Carbuncle
Often seen as lucky or bringers of great fortune, Pearl Carbuncles are often sought out for there
Wisdom, Protection and Luck.
Amethyst Carbuncle
Calm and serene, Amethyst Carbuncles are paragons of peace and tranquillity.
Aquamarine Carbuncle
Lovers of water, mountains and seas, Aquamarine Carbuncles go anywhere they can find water,
some serve as Navigators on ships, others as lifeguards near beaches.
Jet Carbuncle
Mysterious and often Elusive, the rarely seen Jet Carbuncle is sometimes considered a myth,
generally nocturnal and seen only in places of great power.
NOTE: These Lineages are balanced to be slightly more powerful than normal, allow at your own
risk.
Tanzanite Carbuncle
Only found in areas where it's exceptionally cold. the Tanzanite Carbuncle is known for it's thick
pale purple fluffy fur, piercing pale blue eyes and shorter tails.
Mythril Carbuncle
With fur a shade of silver and almost limitless energy the Mythril Carbuncle makes there homes
underground often in mines or caverns where ore or crystals can be mined, sometimes a miner
thinking the are Ore and hitting them with a pickaxe.
Paraiba Carbuncle
Lovers of sun and heat, Paraiba Carbuncles are generally found in deserts and warmer climates,
there fur has a slight chameleon quality but only for shades of yellow, blue or green.
Mercury Carbuncle
Unlike other Carbuncles that seems to have medium to longish fur, the Mercury Carbuncle has very
short grey fur, giving it a leaner and sleeker appearance more like a cat than a dog.
Alexandrite Carbuncle
Known for there beauty and colour changing fur, the Alexandrite Carbuncle loves to be the centre of
attention with all eyes on it, usually found in large cities as Courtesans or Entertainers.
Ability Score Increase: Your Charisma and Intelligence Score increases by 1
Natural Performer: you gain proficiency in the Performance skill
Majesty: You know the spell Awe.
Cantrip: Friends
1st Lvl: Distort Value
2nd Lvl: Awe
Beryl Carbuncle
The Beryl bloodline is made up of three distinct further sub species, The Golden Beryl, The Rouge
Beryl and the Lime Beryl. Beryl Carbuncles are slightly bigger than most and could almost be
classed as medium creatures, in humanoid form there between 3ft 10 and 4ft 3 tall
Golden Beryl
Rouge Beryl
Lime Beryl
Silver Carbuncle
Silver Carbuncles are Psychics, there eyes are often black with no coloured pupils or whites, they
only appear when they wish to be seen or to prevent some form of disaster, after which they fade
away back to there homes.
Gold Carbuncle
Keepers of Knowledge, Wisdom and history, The Gold Carbuncle is often a scholar or seeker of
knowledge in some form.
Bloodstone Carbuncle
Only once was this species seen, created due to the mixture of necrotic energies and arcane blood,
the Bloodstone Carbuncle has a reddish black fur and blood red eyes.
Jacinth Carbuncle
With burning almost fire red fur the Jacinth Carbuncle makes it's home deep within Volcanos or
other hot places, known for there fiery temper and being territorial the Jacinth Carbuncle often
attacks first and asks questions later.
Jade Carbuncle
Only seen in the Mysterious Orient, Jade Carbuncles have thick furred whiskers, shorter green
coloured fur and toned agile legs, there slightly smaller than average ranging from 3ft 5 to 3ft 7 in
there humanoid form with almond eyes and yellowish skin.
Ability Score Increase: Your Dexterity and Wisdom Score increases by 1
Spiritual Power: you gain two Ki points, even if you don't take the Monk class
Flows like water: You are much harder to hit and can dodge as a bonus action.
Cantrip: Shocking Grasp
1st Lvl: Burning Hands
2nd Lvl: Dragon’s Breath
Lapis Carbuncle
Considered to be related to the first Carbuncle, the Lapis species is the only member of the
Carbuncle Family to be a Medium Creature standing at 4ft 6" tall in Humanoid form, they have
long flowing blue fur and firm toned bodies.
Onyx Carbuncle
Only found in the Jungles of Astoria, the Onyx Carbuncle rarely leaves it's home, often seen as a
protector of the jungles animals and trees, adventurers have often seen them forcing monsters and
other would be predators from there territory.
Runic Carbuncle
Found in the far plane the Runic Carbuncle often has Green or Blue fur with strange almost letter
like swirls in there fur, which glow under the moonlight.
In humanoid form Runic Carbuncles often have different coloured eyes, usually one blue and one
green.., some sometimes other colour combinations
The Vulpkin's have a love of all things fashionable, be them the latest fashion trends, new music
and stories, the centre of there world is the city of Montveil a hub in the northern hemisphere
surrounded by lush grasslands and farms.
The city itself resembles a fair amount of western human cities with tall spired buildings, stonework
and fountains.
Garde d'épée
Vulpkins as a people favour weapons used for duelling, be them daggers, short swords or rapiers,
this is due to there small slight stature and agile movement
There city guard can often be seen in the colours of Red, Blue and White, brandishing ornate
swords in scabbards, there heads a large foppish hat often plumed with a feather or two.
While this form of fighting isn't for everyone, it has it's benefits for people of small size.
Creature Comforts
Vulpkin's are unlike the animals they resemble at times unaccustomed to roughing it, when they go
on adventures it's usually well armed with a full tent of provisions, games and drink for down times
and often with expensive food and drink, after all peasant food is terrible for the palate
Expensive Tastes
You can usually tell what class of Vulpkin you are dealing with usually by how there dressed and
what they are wearing, they often wear there wealth with pride and adorn themselves with glittering
jewels, fine fabrics and rare metals for there equipment.
And while this can attract the wrong sort of attention, usually from Bandits, Thieves and such, there
often ready to brandish there steel in the defence of there own property.
Fickle Folk
While often people find Vulpkins to be Arrogant and it's fair to say standoffish, there are many of
there number that are welcoming and make gracious hosts
A Vulpkin dinner can usually last for hours, often with many fine courses, each accompanied wine
that helps accentuate the flavours of the food.
However they can take a slight in regards to there homes and fashion sense, many a potential friend
has been turned away due to what could have been seen as nothing more than friendly banter.
Female Names: Aimee, Bria, Celeste, Corentin, Delphine, Fleur, Giselle, Juliette
Most Vulpkin names have a sense of the romantic to them, there easy to pronouce and often have a
few vowels where normally they shouldn't
Vulpkin Traits
Your Vulpkin character has a variety of natural abilities as determined by there ancestry
Ability Score Increase: Your Dexterity Score increases by 2, and your Charisma Score by 1
Age: Vulpkin age much slower than most of the Feywild races, usually reaching Adulthood by
twelve, they can live upto 200 years or longer depending on there lifestyle
Alignment: Most Vulpkin are generally good people, they prefer there lives to be ordered more
often than not, however Evil can exist amongst there number, and younger ones tend to be more
carefree.
-Size: All Vulpkin stand around 4ft tall at most, some wear there hair in elaborate fashions as to
make themselves appear taller, or boots with small platforms on them.
Speed: Your base walking speed is 35ft
Psuedo-Lycan: Vulpkin are immune to race changing diseases such as Lycanthropy
Eye for Fashion: All Vulpkin can usually tell the price or worth of an item, giving them proficiency
in Jeweller’s Tools
Natural Fencers: Vulpkin have training in Daggers, Short Swords, Rapiers and Duelling Weapons
i.e. Main Gauche, Foil and Epee
Discerning Hosts: you gain proficiency in the Insight skill
Languages: You can speak, read and write Common, Elven and Sylvan
THE VULPKINS
As you have read before, the Vulpkins love there food, fashion and style, and this will likely come
as no shock here.. but the way they fall in love is often fast, frantic and needlessly decadent.
Food is Love
Be it lavish feasts, amazingly cooked meals or even simple elegant suppers, food in particular good
food is the way to a Vulpkin's heart.. and possibly there stomach too, when romancing a Vulpkin
expect to play a lot for a meal, as a take-away or light lunch isn't going to cut it..
A lot of Vulpkins favour the culinary arts, some even learn to use this trade in combat becoming
great combat chefs or culinarians.
The Lunate
Lunates are in many ways similar to Werewolves and more often than not people have confused the
two races forcing the Lunate people to often hide there heritage or be hunted like there cursed
Brethren.
These Forms are Humanoid, Partial Wolf-Like Human, Man Wolf, Great Wolf and Wolf.
In Human form they average around 6ft in height, but this can vary, in Man Wolf Form they tower
over most people at around 8ft tall, and in Great Wolf or Wolf they appear as Large Dogs
Spiritual People
The Lunate People are often drawn to Classes that favour nature over cities, so often you'll find
Barbarians, Druids or Rangers among there number.
This isn't to say that these are the only ones.., it's mostly that these are the most common
Natures Wrath
Lunates are often territorial, usually in regard for other species encroaching into there territory to
setup new cities or towns, such behaviour is considered rude and is often met with extreme fury and
viscousness
Female Names: Aria, Bria, Coana, Dee, Eve, Fabia, Garnet, Helia
Lunate names stem from the areas they live in and who there with, those that live in Human lands
sometimes take Human names, and the same can be said of Elven or Dwarven Cities, given Lunates
can share there lives with other races.
Lunate Traits
Your Carbuncle character has a variety of natural abilities as determined by there ancestry
Moon Furred
Moon Furred often have Light or Silvery Coloured Hair or Fur., there often Bigger and Larger than
White Fanged and make there homes in forests near the base of mountains.
Wulfkin Race
Wulfkin are small half humanoid, half wolf like creatures, often mistaken for werewolves or those
afflicted with Lycanthropy, while not a race many people have often come into contact with there
strength often belias there power and few who have tangled with them often don't live to tell the
tale.
Animalistic Temper
The Wulfkin people are often an act first question later sort, with there keen eyes and ears that they
use for hunting much larger prey, often in small packs of around three to four members each,
usually specializing in a different weapon and style.
Totemic Religion
In the Feywild Jungles where they make there homes, the Wulfikn often worship many different
gods, each having a temple to which they often sacrifice worthy prey upon to pleased there lords.
These sacrifices are collected from other cities and through battle, the honoured captives usually
alive when they split them open using a volcanic stone blade called a Machutti
The blood of these people are then collected, and used in various rituals to strengthen the packs
Shamanistic Power
Most Wulfkin are taught from an early age that blood is power, and can be used to perform there
most basic rite, Blood Healing
Where they temper a foes blood into a drinkable form and use it to heal wounds and cure diseases
Moon's Chosen
The place where you will find them the most is within the Feywilds, the junglelands and mountains
are there hunting grounds and those wise enough will often leave them be.
Warrior People
All Wulfkin are trained to fight, either with the powerful Great Machutti, the smaller Numachi, or
Stone bladed spears and axes they wield into battle.
There remains, or what's left of them are usually found and placed amongst the honoured dead and
worshipped as lesser deities.
Female Names: Akna, Bahn, Coatla, Dhuna, Eluia, Fhun, Graha, Hukna
Wulfkin Traits
Your Wulfkin character has a variety of natural abilities as determined by there ancestry
Sun Touched
With Lighter coloured fur, the Sun Touched are often the War Priests, Holy Warriors or Divine
Leaders.
Blood Called
Using totemic magic, and strange rituals, the Blood Called are furious soldiers wielding unholy like
magic's and terrible weaponry.
Moon Hunters
Dark and secretive, the Moon Hunters follow the dark god Ixena and dye there furs into colours best
suited for following the night.
Ability Score Increase: Your Dexterity Score increases by 1
Shadow: you gain proficiency in the Stealth skill
Grappler: you gain proficiency in the Athletics Skill
Ghost Sounds: You know the Minor Illusion Cantrip.
Wulfkin might look slightly adorable, at least from a distance, there quite small wolf like
humanoids and most people having met a Carbuncle will take the horrible mistake of believing
them to be similar.
DO NOT DO THIS!
Wulfkin are Tribal, Territorial and Ferocious, and a lot of there culture helps reinforce this very fact,
as we shall discover..
War Games
For a Wulfkin, there's nothing better than a fight, even better if your the victor and you make your
opponent bleed.
While they have traditional games such as Boxing, Wresting and even Swordsmanship.., they prize
on game above all others and this is called **"Ulla-maliz-tlian"**
Ulla-maliz-tlian
Ulla-maliz-tlian or **Death Bowl** is a game played usually by two teams of Wulfkin, in which
they fight in a colliseum using blunted weapons, and throwing Stone Balls through hoops along the
arena that's around sixty metres long and around fifteen metres wide.
The Teams compete to see who can score the most points and inflict the most injuries on the
opponents.
Often the game will degenerate into all out war, bloodshed and carnage, leaving only one member
standing, covered in blood and likely near death themselves.
Still it's better than them resorting to there other favourite passtime of kidnapping and murder.
Brutal Love
Violence is a great part of the Wulfkin life, and this also extends to there romance as well.
It has happened that pairs of them that had romantic intent often ended up dead, due to one member
of the union not being keen on the other, for any number of reasons.
Males tend to be fairly dense and straight forward here, they will take a club, find the Female they
find attractive and beat them into unconsciousness and often rape them, which is indeed Charming..
Females however are often, smarter, more cunning and devious, they will lure there potential mate
into there lair and using snares, traps and sometimes even poisons, before breaking the Males legs
and strapping them down.
Instead what happens is one up manship, each of them proving to the other that they are the stronger
of the two and by rights should be in charge of the relationship, so it's a wonder they haven't died
out as a people really.
Any Child that looks weak, feeble or disabled is killed immediately, Wulfkin only ever want the
strongest for there families and weak children reflect on the parents badly.
The rest are then left out in the wilderness for a few days, those that survive are welcomed into
there family and are raised to be the next generation of psychopaths.
As such most children grow up to be fiercely competitive and strive to be the best at whatever they
do, often with the mindset of someday they will take revenge on there parents, as there's no love
lost between parent and child here.
Humans
Human (Iceborn)
Minotaur
Vastaya
Vastayashai’rei
Yordles
Aspects
Spirits
Demons
Ascended
Darkin
On the World of Everden there exists a world filled with Anthropomorphic people’s from the Raven
like Corvum to the Fox like Vulpin, listed below though are Homebrewed races that could be added
to that setting each with there own flavour and style.
The Porcine
Ability Score Increase: Your Strength, Constitution and Intelligence increases by 1 point
Age: The Porcine age quickly reaching only around seventy years of life
Alignment: Most Sylph’s are generally a chaotic people, given the lifestyle of the Feywild or
shadow fell they can often will turn towards and Evil Alignment if Unseelie
Size: All Porcine’s stand between 4ft tall at a minimum to 7ft 2’.
Speed: Your base walking speed is dependant on subspecies
Darkvision: You have 60ft of Darkvision
Languages: You can speak, read and write Common, Humblefolk
Subrace: The Porcine has three subraces
The Sheepkin
Ability Score Increase: Your Dexterity, Constitution and Wisdom increases by 1 point
Age: The Sheepkin age quickly reaching only around seventy years of life
Alignment: Most Sylph’s are generally a chaotic people, given the lifestyle of the Feywild or
shadow fell they can often will turn towards and Evil Alignment if Unseelie
Size: All Sheepkin’s stand between 4ft tall at a minimum to 5ft 2’.
Speed: Your base walking speed is dependant on subspecies
Darkvision: You have 60ft of Darkvision
Languages: You can speak, read and write Common, Humblefolk
Subrace: The Sheepkin has two subraces
The Llamina
Ability Score Increase: Your Strength, Constitution and Charisma increases by 1 point
Age: The Llamina age quickly reaching only around fifty years of life
Alignment: Most Llamina’s are generally a chaotic people, given the lifestyle of the Feywild or
shadow fell they can often will turn towards and Evil Alignment if Unseelie
Size: All Llamina’s stand between 4ft tall at a minimum to 7ft 2’.
Speed: Your base walking speed is dependant on subspecies
Darkvision: You have 60ft of Darkvision
Languages: You can speak, read and write Common, Humblefolk
Subrace: The Llamina has seven subraces
Backgrounds
Shinobi
Equipment: A Shinobi Kit, A Set of Infiltration Clothes, Disguise Kit and 5 Shurikens.
Specialty
[–]
There are many kinds of criminals, and within a thieves' guild or similar criminal organization,
individual members have particular specialties. Even criminals who operate outside of such
organizations have strong preferences for certain kinds of crimes over others. Choose the role you
played in your criminal life, or roll on the table below.
d8 Speciality
1 Kin-jitsu: Shadow Magic and Stealth
2
3 Enforcer
4 Fence
5 Highway robber
6 Hired killer
7 Pickpocket
8 Smuggler
TBF
Feats
For General Feats this is the place you want, for race specific feats you will want to look at the
bottom of the race in question.
More species
Shinto Spells
Kitsune Feats