Races

Arbos

Arbos are sentient constructs created by the same ancient civilization responsible for the strange and advanced ruins that dot the landscape and float high in the sky. Arbos that survived whatever destroyed the ancients have incomplete or no memories of the event, and recall only the barest remnants of whatever tasks were assigned to them. Most claim to be caretakers and stewards of the ruins they were found in, and even after being introduced to modern society, some return to their place of origin to try to fulfill their duties as best they can. Others abandon these ruins and take up new lives among mortals, often in imitation of their past roles; an arbos designed for battle may become a mercenary, knight, or bodyguard, while an arbos with a strong affinity for magic might become a scholar, healer, or war mage.

Arbos appearances depend on their subtype. Arbos made for combat are lean or bulky and tend to have inhuman faces incapable of complex expression, but arbos made for research or other tasks tend to have more human-like appearances. These arbos don’t resemble any known race, however, with a different facial structure than humes, possibly in imitation of the ancients. All arbos are thousands of years old and despite their human-like healing ability often show signs of weathering and lasting damage such as faded colours, cracks, and visible seams appearing on joints. Only the best-preserved arbos look new. Most arbos, especially those made for combat, have an androgynous, gender-neutral appearance, while others can be androgynous, masculine, or feminine in appearance.

Rather than being cold and unfeeling constructs like golems, arbos are capable of high-level thought and even human-like emotion. They form memories, can have difficulty remembering insignificant details and the distant past, and can feel nostalgia and attachment for people, places, and things. Many arbos have spent extremely long periods of time in isolation and can come off as socially awkward. Internally, arbos appear similar to humanoids in that they have various organs of uncertain purpose and what appears to be a circulatory system, but what flows through their veins is not blood. Their organs, bones, and muscles are made of various types of metal and other unidentifiable materials, and they suffer none of the ailments that humans do.

  • Age: Arbos do not age.
  • Size: Arbos height tends to be within hume ranges, but myrmidon arbos tend to be taller and have longer limbs. Your size is medium.
  • Speed: 30
  • Living Construct: Even though you were constructed, you are a living creature. You are immune to disease and poison (including poison damage and the poisoned condition). You do not need to eat or breathe, but you can ingest food and drink if you wish. Because you do not eat, drink, or breathe, you are immune to the effects of extreme heat, extreme cold (including frigid water), vacuum, drowning, and high altitudes.
  • Recharge: Arbos don’t sleep. Instead, they enter a low-activity state, remaining semiconscious and aware of their surroundings, for 4 hours. While in this state, arbos draw in the ambient aether that pervades reality and use it to replenish their energy reserves, repair their bodies, and organize what new knowledge they have learned. An arbos gains the same benefits from recharging that a human does from 8 hours of sleep.
  • Languages: Arbos speak Ancient and one additional language of your choice, usually based on the location of the ruins you came from.

Arcanist

Arcanist arbos are natural spellcasters and researchers. They tend to be contemplative and easy to get along with, but sometimes overthink problems. They are most often found in the ruins in which they woke up, trying to repair these places and resume the purpose for which they were made. In society, they tend to become scholars and mages. They’re less physically imposing than myrmidon arbos, and their faces are more hume-like and capable of a wider range of facial expressions.

  • Ability Score Increase: +1 Intelligence, +1 Charisma
  • Researcher: You are proficient in one of the following skills: Arcana, History, Nature, or Religion.
  • Aether Affinity: You know one cantrip from the bard, sorcerer, or wizard spell list. If you choose from the bard or sorcerer spell list, Charisma is your spellcasting ability. If you choose wizard, Intelligence is your spellcasting ability.
  • Language: You speak one additional language of your choice.

Myrmidon

Myrmidon arbos are made for combat, plain and simple. They tend to have straightforward personalities and favour the direct approach when solving problems. They are the least likely type of arbos to remain in their ruins, instead seeking out opportunities to partake in battle, perhaps to satisfy their original purpose. Physically, myrmidons range from sleek and lean to bulky and muscled depending on their specialization, but they all possess a vaguely menacing appearance.

  • Ability Score Increase: +1 Strength, +1 Dexterity
  • Sturdy: Your hit point maximum increases by 1, and it increases by 1 again every time you gain a level.
  • Forged for War: When you score a critical hit with a 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.

Beastkin

Beastkin, called wendan in their own language, are humes with a strong connection to nature. They have been changed over the centuries by sources of natural magic and have taken on bestial characteristics, including the ability to draw upon their primitive, animalistic side for a temporary burst of power. They live in peaceful coexistence with nature, preferring farming and hunting over the advanced industries of hume and esper cultures. Some cultures view beastkin as backwater primitives, while others see them as little better than the animals they resemble, but those who regularly interact with beastkin often grow to understand and befriend them. Beastkin of all types are fiercely loyal and friendships with them are for life.

  • Age: Beastkin reach adulthood in their mid teens and live less than a century.
  • Size: Beastkin stand from 4 to 6 feet in height, with Tundra beastkin tending to grow taller and broader than Veldt or Rift beastkin. Your size is medium.
  • Speed: 30
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
  • Sharp Senses: You have proficiency in Wisdom (Perception).
  • Natural Climber: You have a climbing speed of 30 feet.
  • Claws: Your unarmed strikes have the finesse property and can deal slashing damage instead of bludgeoning damage, your choice.
  • Shifting: You can use a bonus action to shift, drawing on your bestial side to gain power. During this state you gain temporary hit points equal to your level + your Constitution bonus (minimum 1). You gain an additional benefit based on your subtype. Shifting lasts for 1 minute or until you end it as a bonus action, and you cannot shift again until you finish a short or long rest.
  • Languages: You speak Hume and Beastkin.

Tundra Tribes

Tundra beastkin live in the harsh and cold boreal forests and mountains of the distant north and south. They’re known for their physical strength and their incredible toughness. Tundra tribes are warrior cultures and they place high value on hunting and combat skill. The leader of a tundra tribe is often the strongest rather than the wisest. Tundra beastkin also wear many trophies from successful hunts or battles, and battlescars are highly valued.

  • Ability Score Increase: Strength +1, Constitution +2
  • Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
  • Shifted Ferocity: While shifting, you have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons, and you can make an unarmed strike as a bonus action if you have one hand free.

Veldt Tribes

Veldt beastkin hail from hot and humid equatorial plains and jungles. They’re known for their incredible agility and for being unbeatable sprinters. They are skilled hunters but are also knowledgeable in the ways of agriculture, with more prosperous tribes having vast tracts of farmland. Rather than combat, many tribes settle disputes with footraces.

  • Ability Score Increase: Dexterity +2, Wisdom +1
  • Fleet of Foot: Southern beastkin have a walking speed of 40.
  • Shifted Agility: While shifting, opportunity attacks made against you have disadvantage, and you can use the dash action as a bonus action.

Rift Tribes

Rift beastkin hail from aether-rich canyons and valleys and lands scarred by ancient magical battles. They’re known for their strange powers, uncanny intuition, and sharp senses. Rift tribes are deeply religious, with the oldest or most skilled shaman taking on the role of chief. Rift beastkin also wear many charms and tattoos, and often have superstitions that may seem strange or silly to outsiders.

  • Ability Score Increase: Constitution +1, Wisdom +2
  • Natural Spellcasting: You learn two cantrips from the druid spell list. Wisdom is your spellcasting ability for these spells.
  • Shifted Attunement: While shifting, you have resistance to one damage type of your choice from the following list: acid, cold, fire, lightning, or thunder. You can choose a different damage type each time you shift.

Esper

Espers are humes who, over generations, have been warped by their constant exposure to aether. The three main types of esper are named for the regions from which they originate: Erud, Medon, and Canto. Because of the differences in ambient aether in these places, espers from each region have affinities for different types of magic as well as different social and mental traits. Their societies are also very different: Erud is a land of highly advanced technology rivaling the greatest hume empires, Medon is a pastoral paradise and the birthplace of modern medicine, and Canto is known for its art, music, and poetry.

Esper Names

Esper society is divided into clans and families, and esper full names consist of a given name, a family name, and a clan name. Most of these names are only one or two syllables long and sound very simple compared to the names used in some hume cultures.

  • Age: Espers reach adulthood in their early 20s and can live for up to 150 years.
  • Size: Espers tend to be shorter and slighter in build than humes and beastkin, averaging about five and a half feet in height, with fewer differences in height and weight between males and females. Your size is medium.
  • Speed: 30
  • Ability Score Increase: +1 Intelligence, +1 Wisdom, +1 Charisma
  • Languages: You speak Hume and Esper.

Erud Espers

Erud espers have an analytical mind and excellent memory. They tend to be inventive and clever, and make excellent scholars and sages, pushing the boundaries of what magic can do. Their hair and eyes are usually shades of blue and violet.

  • Ability Score Increase: +1 Intelligence
  • Skill: You have proficiency in Intelligence (Investigation).
  • Cantrips: You know Mage Hand and one other cantrip from the wizard spell list. Intelligence is your spellcasting ability for these spells.
  • Cognitive Clarity: You can choose to gain advantage on an Intelligence ability check, Intelligence-based spell attack, or Intelligence save. You must finish a short or long rest before you can use this feature again.

Medon Espers

Medon espers have strong empathy and observational skills. They are sensitive and spiritual, and have a stronger connection to nature than other esper types. They make excellent religious leaders and powerful healers. Their hair and eyes are normally various shades of green, ranging into cyan and teal.

  • Ability Score Increase: +1 Wisdom
  • Skill: You have proficiency in Wisdom (Insight).
  • Cantrips: You know Guidance and one other cantrip from the cleric or druid spell list. Wisdom is your spellcasting ability for these spells.
  • Danger Sense: You can choose to gain to gain advantage on a saving throw. You must finish a short or long rest before you can use this feature again.

Canto Espers

Canto espers are passionate and strong willed. They are more outgoing and social than other esper types, and have decisive and forceful personalities. Their hair and eyes are yellow, orange, or red.

  • Ability Score Increase: +1 Charisma
  • Skill: You have proficiency in Charisma (Persuasion).
  • Cantrips: You know Light and one other cantrip from the bard, sorcerer, or warlock spell list. Charisma is your spellcasting ability for these spells.
  • Power Surge: When you roll damage for a weapon or spell, you can choose to roll a second time after seeing the result and take whichever result is higher. You must finish a short or long rest before you can use this feature again.

Hume

Humes are the most widespread of the races and also the most varied in appearance and culture. Their lands run the gamut from feudal kingdoms to free-spirited democracies to brutal dictatorships, and they are industrious and responsible for many advances in technology and magical research. The two things humes are most renowned for is their toughness and their versatility. Not only can they survive in and adapt to nearly any climate or environment, but they also thrive and build mighty empires and vast civilizations in these harsh places.

  • Age: Humes reach adulthood in their late teens and can live up to a century, and rarely up to 120 years. Pura humes tend to live a decade or so longer than those with esper or beastkin lineage.
  • Size: Of all the races of Arald, humes vary the most in body type, from four feet all the way up to seven feet, with all types of physique. Even two members of the same family could have wildly different heights and weights. Your size is medium.
  • Speed: 30
  • Ability Score Increase: +2 Constitution
  • Skills: You gain proficiency in one additional skill and one additional tool of your choice.
  • Languages: You speak Hume and two languages of your choice.

Pura Hume

Pura are humes who have little to no mixing of blood with espers or beastkin. Pura tend to have a limited range of skin and hair colour compared to espers and beastkin, with skin ranging from pale to dark and hair that is blonde, red, brown, or black, dependent on what part of the world they come from. Pura humes with distant esper or beastkin lineage can have minor physical traits of their ancestors, but are still considered pura. Some hume cultures celebrate purity of lineage while ostracizing those of mixed blood, while others elevate those with esper or beastkin ancestry for their unique abilities and contributions to society. Among humes, pura are known for their strong resistance to disease and poison and for their quick reactions when danger strikes.

  • Ability Score Increase: +1 to two ability scores or +2 to one ability score, except Constitution.
  • Survival Instinct: You add your proficiency bonus to initiative checks.
  • Strong Immune System: You have advantage on saving throws against diseases and effects that deal poison damage or cause the poisoned condition.

Esper lineage

Humes with esper lineage show increased magical aptitude and share the bright hair and eye colours of the different esper clans. To an esper, they are simply humes, and to most pura cultures, they might as well be fully esper. The more open and accepting cultures among both espers and humes tend to be welcoming of those with mixed blood.

  • Ability Score Increase: +2 to either Intelligence, Wisdom, or Charisma (choose one)
  • Innate Magic: You learn one cantrip from the wizard (if you increased Intelligence), cleric or druid (if you increased Wisdom), or bard, sorcerer, or warlock (if you increased Charisma) spell lists, with the appropriate ability as your spellcasting ability.

Beastkin lineage

Humes with beastkin lineage are much fewer in number than both pura and those with esper lineage, and most hume and esper cultures simply treat them as beastkin. In contrast with hume and esper cultures, the majority of beastkin tribes readily and gladly accept their hume cousins, treating them as family.

  • Ability Score Increase: +1 to Strength, +1 to Dexterity
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
  • Natural Climber: You have a climbing speed of 30 feet.

Lizardfolk

Lizardfolk worship dragons, primeval forces of nature. The lizardfolk believe dragons to be guardians of the world and embodiments of the power of the four crystals, created to protect the world from outside threats. Whether or not this is true depends on which dragon you ask, as some view mortal life as no better than cattle, while other dragons would rather have nothing at all to do with mortals. A few benevolent dragons take a more active role in mortal matters, and the lizardfolk tribes are centered around worship of these dragons.

Lizardfolk get along well with beastkin, but have little in common with other types of humes, such as pura and espers. Because of this, they are seen as primitive isolationists by most humes, and have few technological or magical advances of their own.

  • Ability Score Increase: +1 Strength, +1 Constitution
  • Age: Lizardfolk reach adulthood by 10 years old, but can live to 200.
  • Size: Lizardfolk are tall, but tend to hunch thanks to how their long tails affect their balance, bringing them down to eye level for the average hume. Your size is medium.
  • Speed: 30
  • Poison Resistance: You have advantage on saving throws against poison and resistance to poison damage.
  • Tail: You have a thick, strong tail that helps you keep your balance. You have advantage on ability checks made to retain your balance, and if an effect would knock you prone, you can make a DC 10 Dexterity (Acrobatics) check to remain standing. You can also use your tail to make unarmed strikes.
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray.
  • Natural Camouflage: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and another natural phenomena.
  • Languages: You speak Lizardfolk, Draconic, and Hume.

Apalala Tribe

Members of this tribe worship the benevolent water dragon, Apalala. They are the easiest tribe to get along with and are known for their hospitality. They’ve been blessed by Apalala’s power over water, transforming them over time to have webbed digits, fins, and incredible natural swimming ability.

  • Ability Score Increase: +1 Wisdom
  • Natural Swimmer: You have a swim speed of 30 feet.
  • Strong Lungs: You can hold your breath for 15 minutes.

Amaru Lizardfolk

Members of this tribe worship the strict but compassionate stone dragon, Amaru. They are disciplined and place great value on tradition and loyalty, but are also the most isolated, both physically and culturally. Life in their mountain domain has made them agile and rugged, and Amaru’s blessing has made them natural mountaineers.

  • Ability Score Increase: +1 Dexterity
  • Natural Climber: You have a climb speed of 30 feet and have resistance to falling damage.

Bolla Lizardfolk

Members of this tribe worship the passionate fire dragon, Bolla. They are known for their toughness and straightforward personalities, but as desert nomads, are the most primitive of all the lizardfolk tribes.

  • Ability Score Increase: +1 Constitution
  • Desert Dweller: You have resistance to fire damage.
  • Natural Toughness: Your hit point maximum increases by 1, and it increases by 1 again every time you gain a level.

Oni

Oni are the newest variety of humes warped by aether. Unlike beastkin and espers, however, oni are the result of exposure to the sinister and chaotic aether of the Void, the dark and strange space between realms. As a result of their exposure, oni have taken on some of the physical characteristics of Voidsent creatures. Aside from their size and strength, oni are notable for their unusual skin colours, usually pale blues and greens. They almost always have dark hair that grays with age, and their eyes are unusual for their black scleras and yellow irises. They also have a set of small horns that begins to form around puberty, but rarely grow more than an inch in length.

Oni have their origins in a group of humes who settled in a valley where ancient flying ruins crashed a mere century ago, intending to explore and build a city around the ruins, as humes have done many times before. As time passed in this valley, the humes who lived there began gradually transforming, warped by the strange aether emanating from the ruins, which was revealed to be connected to the Void. These humes, now called oni for the resemblance to creatures of myth, continue to live in this valley. Few outsiders willingly travel to the valley for fear of transforming, which necessitates oni leaving to explore and trade.

  • Age: Oni mature at the same rate as humes, but rarely live past a century. Despite their hardiness, they are more prone to familial diseases and tumors, possibly because of exposure to aether from the Void.
  • Size: Oni range from five and a half to seven feet tall, sometimes growing as high as eight feet. They seem larger than they actually are thanks to their powerful builds. Your size is medium.
  • Speed: 30
  • Ability Score Increase: +2 Strength, +1 Constitution
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
  • Natural Athlete: You have proficiency in the Athletics skill.
  • Oni Endurance: When you take damage, you can use your reaction to roll a d12 and add your Constitution modifier. Reduce your damage taken by that amount. You can’t use this trait again until you finish a short rest.
  • Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Void’s Gift: You have a +2 bonus on all saving throws against spells.
  • Languages: You speak Hume and one other language of your choice.

Races

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