Dark Sun Gnome
First Post
There was only one new subrace detailed in the Sword Coast Adventurers Guide, and no new races, which I was a bit upset about, and it was a bit of an insult to Ed Greenwood that there were no new subraces for Elves
So here are conversions for some races of the Realms, including some pretty outlandish and strange ones, including some I wished could be options for KC in Neverwinter Nights II.
Star Elf
When the war between the elves of the Yuirwood and the humans arriving from Chessentia eventually swung in favour of the humans, a number of Elves created their own extraplanar refuge, leaving nothing but the mysterious ruins of the Yuirwood and the magic that is ingrained in those circles, and concealing their planar kingdom of Sildёyuir for almost two thousand years.
Star elves resemble moon elves, with pale skin, sometimes with a gray or violet tint that matches their eyes, and gold, red or silvery white hair. They are considered hauntingly beautiful by human standards, and are around the same height as the other elven subraces of the Realms.
The star elves have been isolated from the rest of Toril for aeons, but now, more than ever, is the time to return to the realms, and there is now debate over opening up their refuge and attempting to find allies. Cautious and aloof, they take their time over actions and consider many factors before coming to conclusions, and those that know them would reraly call them decisive. Their isolation from the Realms and their caution in dealing with humans means that few of them know much about the world outside their refuge, but that may soon change if they are forced to find a new place to call home on Toril.
The tempest that threatens their sanctuary means that more and more star elves are returning to Aglarond. A number of them have decided to travel in order to find allies and knowledge to protect their refuge beyond the Realms, or to find a new sanctuary in the event that their refuge will be taken over.
In addition to the traits of the standard traits in the Players Handbook, you have the following traits
Ability Scare Increase - Your charisma score increases by 1.
Otherworldly Touch – you have an edge in fighting extraplanar foes. Between sunset and sunrise, your armour and your melee weapon you wield have the ghost touch ability, and can deal damage normally against incorporeal creatures.
Extraplanar – As you are not native to the material plan, Banishment and Dismissal return you to Sildёyuir.
Bestowal of Sildёyuir – You have advantage on saving throws against magic from the enchantment school.
Planar Discernment – Star Elves have a sense for portals. If you pass within 5 feet of a secret door or portal, you are entitled to an investigation check with advantage to find the door.
Volodni
Towards the climax of the wars that brought Narfell and Raumathar to their knees, a proud Lord of the Nar wanted to save his people from the ravages that were sweeping his lands, and he lead them deep into the forests of the empire. The refuge would come at a price, but it was one that the Nar lord agreed to. In exchange for abandoning their demon summoning, a safe haven would be offered. The price was paid and thus was the birth of the volodni.
Tall and lean and with long arms in proportion to their bodies, the volodnis are usually clad in green and brown to match their forest abodes, and beneath deep olive green flesh runs clear sap though tough, woody flesh. Eyes as black as Faerunian opal gleam from faces framed by hair that grows like the bark of a young tree. As a people, the volodnis are generally cold and dispassionate – with the exception of the defence of their forest homes. Unlike other races of the forests across Toril, they take the fight to outsiders and expand into new forests, all the while growing the borders of old ones – no matter who is caught in the way.
Those that despoil the forests out of spite rather than the need to survive will feel the hostility of the volodni, and deep resentment is felt towards goblins and orcs. The pinefolk are not actively malicious – they just care about the fate of the forests of the Realms above most other matters. Volodni have a strong Druidic tradition which governs their society, and a deep reverence for the Oak Father Silvanus. Almost all pinefolk venerate the gods of nature.
As a volodni, you have the following traits -
Ability Score increase – your constitution increases by 1 and your wisdom by 2.
Size – volodnis stand between 5ft7 and 6ft5. Your size is medium.
Age – volodnis reach adulthood at age 20 and can live to 160.
Speed – your base speed is 30 feet.
Low light vision - You can see in dim light within 60 feet of you as if it were bright light.
Forest Steadfast - You have resistance to cold damage and poison damage, and advantage to saving throws against poison.
True form – You are immune to polymorph spells, and have advantage on saves vs paralysation.
Coverntness – You have advantage on Stealth checks to hide in coniferous forests.
Arboreal blood – as a volodni, you only require 2 hours of sleep per day, and only one quarter the food and the water that humans need, thanks to photosynthesis and nutrient absorption. You cannot be put to sleep by magical means.
Languages – you can speak Common and Sylvan.
Gloaming
The descendants of natives of Toril and the Plane of Shadow, the gloamings are a rare race that are often mistaken for tieflings by those few that encounter them.
Touched by the Plane of Shadow, with dark furry wings that seems almost umbral, catlike eyes that reflect light and luminescent skin, gloamings are made to thrive in the shadows. A gloaming can vary the amount of light glowing from its skin, from none to as bright as a torch.
Gloamings are naturally curious and pride themselves in their individuality, and this is manifested in a few tattoos that creates interesting shading effects when light is glowing from their skins.
Gloamings hate the drow, and the feeling is mutual, stoked by a legend that tells how the drow learned some of their dark magic from the incarceration of unfortunate gloamings many generations in the past. The Illithids are also hated, though the mind flayers find the gloamings inedible, poor slaves and unsuited for the propagation of their race.
Ability Score Increase – Your dexterity increases by 1 and your charisma by 1
Age – A gloaming reaches adulthood at age 13 and can live to be over 300 years old
Size – Gloamings stand between 2 foot 8 and 3 foot 3 and weigh around 25 pounds. Your size is small
Speed – your base speed is 25 feet
Low Light Vision – You can see in dim light within 60 feet of you as if it were bright light.
Sunlight Blindness – abrupt exposure to bright light blinds you for one round, and you have disadvantage on attack rolls and on Wisdom Checks that rely on sight when you, the target of your attack or whatever you are trying to perceive is in direct sunlight
Glide in Shadows - you have a flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armour
Luminescence – as an action, you can make your skin provide illumination equal to that produced by any light source up to and including a torch, or mute the glow.
Slide in Shadow – you have proficiency in stealth
Psionic Resistance – You have resistance to Psychic damage and advantage on saves against psionic abilities
Language – You can speak Undercommon and Common
Korobokuru
Small humanoids that live in the wilderness, korobokuru live in simple villages and get by from farming the land. Outside of their homesteads, they generally avoid contact with the outside world. The stereotype that humans in Kara-Tur have of the korobokuru is that of comical and boorish, and this reputation is resented by the korobokuru.
Korobokuru look wild and unkept, and favour simple clothing that is usually loose, in muted colours similar to the environments that they inhabit. The most colourful parts of their outfits are generally the stones that they wear on leather straps around their necks and the flowers that they wear in their hair at times. The korobokuru have slightly longer arms in proportion to their bodies than humans, and have big, bright blue eyes with large round noses. Wild hair covers their heads, and also their arms and legs.
Generally, korobokuru challenge all unwanted trespassers, but occasionally they invite friendly visitors to participate in special rituals that are conducted by the tribal elders, and it involves tea and burning incense. If the participant completes the ceremony, he is accepted as an equal and are welcome to the hospitality of the settlement.
As a korobokuru, you have the following traits –
Ability Score Increase – Your constitution increases by 2 and your strength increases by 1
Size – Korobokuru stand around 4 foot tall and weigh around 120 to 140 pounds. You are a small creature
Age - korobokuru reach adulthood at age 40 and can live to 400 years old
Speed – Your base speed is 25 feet.
Improved Darkvision – you can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray.
Korobokuru Steadfast – You have advantage on all Wisdom, Constitution and Strength saving throws against magic.
Poison Resistance – You have advantage on saving throws against poison, and resistance to poison damage.
Wisdom of the Wild – You have proficiency in Survival, and you can add half your proficiency bonus rounded down to history checks relating to wilderness areas.
Languages – You can speak Common and Korobokuru. Korobokuru is related to Dwarven.
Ishikorobokuru.
Living in the coldest regions of Kara-Tur, the Ishikorobokuru are a subrace that are shorter than the common korobokuru, as well as stockier.
As an Ishkorobokuru, you have the following traits –
Ability Score Increase – Your constitution increases by 2 and your strength increases by 1
Size – Ishikorobokuru stand around 3.5 foot tall and weigh around 125 to 145 pounds. You are a small creature
Age – Ishikorobokuru reach adulthood at age 40 and can live for 400 years
Speed – Your base speed is 25 feet
Improved Darkvision – you can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray.
Ice honed – as a result of being adapted to the harshest environments of Kara-Tur, you have resistance to cold damage, but have vulnerability to fire damage
Korobokuru Steadfast – You have advantage on all Wisdom, Constitution and Strength saving throws against magic.
Poison Resistance – You have advantage on saving throws against poison, and resistance to poison damage.
Wisdom of the Wild – You have proficiency in Survival, and you can add half your proficiency bonus rounded down to history checks relating to wilderness areas.
Languages – You can speak common and Ishikorobokuru. Ishikorobokuru is related to Dwarven and mutually intelligible with korobokuru.
Fey'ri
In a past age of Toril, the forest kingdom of Siluvaende fell under the sway of the House Dlardrageth, a noble house that had bred with succubi in order to bolster their bloodline. Many centuries later, the offspring of these unions, the fey’ri, sent hordes of monsters to destroy the elves of Sharrven. During the Year of Unfettered Secrets (880 DR), a few wizards summoned demons to oppose the devils that ruled the fortress, and the fey’ri were discovered and imprisoned them in several citadels. Many moons later, the destruction of Hellgate Keep released the fey’ri, and joined the alliance with the remaining half-fiends of House Dlardrageth.
In general form, the fey’ri bear a resemblance to sun elves, but the abyssal taint of their bloodline is clear. All fey’ris have one or more unusual features that show their heritage, such as red eyes, long pointed tails, bat like ears and deep red skin. This heritage means that if they were discovered by most other elves, they would be destroyed with little hesitation. However, many of them have the ability to change shape or disguise themselves as other elves. They are usually raised among their own kind, and many stay there. The few that leave are marked for death, as the Dlardrageth nobles realise that their machinations rely on secrecy to succeed.
Fey’ri hold deep grudges, and they are unlikely to forgive or to forget. Feeling wronged by all the other elves, they plot for payback and to establish a new elven empire with the fey’ri at the head. Patient and calculating, they are still learning about Toril and what has unfolded in the years between their incarceration and their release.
The fey’ri have blood that has serious latent magic ability, and for this reason, most of them become sorcerers. As they are cunning and know that success relies on being hidden, a fair number are rogues. While fey’ri have a close community due to their small numbers, this community does not work well together without coercion or other means of holding it together, and it is kept together by their half-fiendish overlords. Thanks to their abyssal-tainted blood, fey’ri are suspicious and find it hard to trust others, making it even harder for them to work as one force.
Ability Score Increase – Your dexterity goes up by 1 and your intelligence goes up by 1.
Speed – your base speed is 30 feet.
Age – Fey’ri reach adulthood at age 120 and can live to 420 years old.
Size – Fey’ri stand between 5ft2 and 7 feet tall and weigh between 90 and 120 pounds. You size is medium.
Speed – Your base speed is 30 feet.
Darkvision – you have Darkvision up to 60 feet. You can see in low light conditions as if it were bright light and darkness as if it were dim light. You cannot discern colour in the darkness, just shades of grey.
Fey Ancestry – You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
Keen Senses – you have proficiency in Perception.
Fly – you have a flying speed of 35 feet. You cannot fly wearing medium or heavy armour.
Gift of The Abyss – You know either the Acid Splash, Fire Bolt or the Ray of Frost cantrip. Charisma is the spellcasting modifier.
Language – You can speak Common, Elven and Abyssal.
Spirit Folk
The offspring of humans and the various spirits of nature, the spirit folk are not common in any land, but are found most often in and around Rashemen, and there are also a fair number in Thesk amongst the Shou immigrants from Kara-Tur. Mountain and river spirt folk are most often found in the east of the realms, while the bamboo and the sea spirit folk are more commonly encountered in Kara-Tur.
Spirit folk look human, but have pale eyebrows, black eyes and very pale complexions. The appear with all the diversity of humans otherwise, and prefer simple dress, usually that of farmers and peasants.
All spirit folk have the following attributes -
Ability Score Increase – Your Wisdom increases by 2 and your dexterity increases by 1
Size – Spirit Folk weigh in the region of 120 pounds and stand around 5-6 feet tall. Your size is medium
Speed – You have a base speed of 30 feet
Darkvision – You have Darkvision out to 120ft
There are four subraces of spirit folk on Toril.
Mountain Spirit Folk
As a mountain spirit folk, you have the following attributes.
Climb – You have a base climb speed of 30 feet
Avian Understanding – You can cast Speak With Animals to communicate with any birds once per long rest. Wisdom is your attribute for casting.
Sure Footed – You are proficient in Athletics and Acrobatics.
Language – You can speak Common and Sylvan
River Spirit Folk
As a river spirit folk, you have the following attributes -
Swim – You have a base swimming speed of 30 feet, and have advantage on one check to avoid underwater hazards once per short rest. Any equipment and items that you have on your person do not get wet.
Water Breathing – You are able to breathe water as easily as you can breathe air
Aquatic Understanding – You can cast Speak With Animals to communicate with any fish once per long rest
Fluvial Resistance - You have advantage on saving throws against spells with the word water in the name of the effect.
Languages – You can speak Aquan and Common.
Sea Spirit Folk
As a sea spirit folk, you have the following attributes -
Swim – You have a base swimming speed of 30 feet, and have advantage on one check to avoid underwater hazards once per short rest. Any equipment and items that you have on your person do not get wet.
Water Breathing – You are able to breathe water as easily as you can breathe air
Tempest Insight – You are in tune with the changing winds and the tides. You are proficient in Nature, and you can make a Nature check (DC15) to predict the weather for the next 24 hours.
Fluvial Resistance - You have advantage on saving throws against spells with the word water in the name of the effect.
Languages – You can speak Aquan and Common.
Bamboo Spirit Folk
As a bamboo spirit folk, you have the following attributes
Animal Understanding – You can cast Speak With Animals to communicate with any birds once per long rest.
Trackless Step – You leave no trail for others to follow in the wild, and as a consequence, you cannot be tracked in the wild.
Child of the forest – You are proficient in Nature.
Earthen Resistance – You have advantage on saving throws against spells and spell like effects with the words earth, rock, stone or wood in the name of the effect.
Languages - You can speak Common and Sylvan
Firenewt
A brutal, belligerent race of lizardfolk that live in many of the volcanically active regions of Toril thanks to enrollement as highly effective units in the armies of the Serpentes Empire, firenewts are one of the most aggressive races in the realms. Desceding from the volcanic peaks that they call home, they are contstantly at war with goblins, orcs and other inhabitants of the mountains, as well as other firenewt tribes. Firenewts will fight constantly if given the chance, and their preference for the meat of humanoids means that the next transgression against peoples settled nearby is never far away.
The legend of Inferno tells how the great wyrm of the Starmounts bestowed the giant strider to the firenewts as mounts in exchange for 50 of the fiercest firenewt warriors. To this day, firenewt warriors, clad in the chainmail that is their trademark armour, use these creatures to carry them into battle.
Sadists to the extreme, the sound of torture is music to a firenewt, and they cannot be trusted far. Their reputation for savagery and cruelty often proceeds them. If the meeting is not violent, then interaction between firenewts and other races is often tense and never far away from breaking out into violence. Firenewts that are found working with other races are generally part of raiding groups. Generally, a firenewt that leaves a tribe does not live long, though there have been rumours of non-evil firenewts that leave their tribes.
As creatures that inhabit volcanic areas, most firenewts worship Kossuth, and are some of the most faithful followers of the Flamelord. Clerics of Kossuth are some of the highest ranking members of any firenewt community. While the Overlord of the tribe will be the one that makes the major decisions (such as deciding which tribe to wage war on), the clerics will be the ones attending to the day to day matters, such as which captive humanoid will be tortured and become food. Firenewts often test the steel of their young by submerging them in cold water for as close to a minute as possible - agony for a creature that is susceptible to low temperatures and who hatches from egg clutches incubated near lava vents.
The main temple of Kossuth is defended by a company of a more than one hundred firenewts, and are held up as the living embodiments of the domination that Kossuth has over fire.
As a Firenewt, you have the following traits -
Ability Score Increase – Your dexterity goes up by 1 and your constitution goes up by 2.
Size – Firenewts stand between 5 ½ and 6 feet tall, and weigh in the region of 175 pounds. Your size is medium.
Speed – your base speed is 30 feet.
Hammer and Anvil - You have Proficiency in the Longsword and Heavy Armour, and your speed is not reduced by wearing the signature chainmail of the Firenewts.
Inferno - Firenewts have large eyes and keen hearing, in addtion to the bond forged between them and giant striders. You have proficiency in Animal Handing and Perception.
Broiling Born - You have immunity to Fire damage, but you are vulnerable to Cold damage.
Burning Rift Exhalation – once every 10 minutes, a firenewt can breathe fire on an opponent within 5 feet as an action. The opponent must make a Dexterity Saving Throw (DC 8 + your proficiency bonus) or take 2d4 damage on a failed save. The opponent takes half as much damage on a failed one.
Languages - You can speak Saurial and Common.
Giant Strider
Large Monstrosity, Neutral
AC– 14
Hit dice – 4d10+12 (32)
Speed – 40ft
[TABLE="class: MsoTable15Grid2Accent3"] [TR] [TD] Str[/TD] [TD] Dex[/TD] [TD] Con [/TD] [TD] Int[/TD] [TD] Wis[/TD] [TD] Cha[/TD] [/TR] [TR] [TD] 18[/TD] [TD] 12[/TD] [TD] 17[/TD] [TD] 2 [/TD] [TD] 9[/TD] [TD] 8[/TD] [/TR] [TR] [TD] +4 [/TD] [TD] +1[/TD] [TD] +3[/TD] [TD="width: 38"] -2[/TD] [TD="width: 57"] -1[/TD] [TD="width: 50"] -1[/TD] [/TR] [/TABLE]
Saving Throws – Dexterity +3
Immunities – Fire
Resistances – Magic
Vulnerabilites – Cold
Passive Perception – 10
Challenge – ½
Fire Healing – Once every three rounds that a giant strider is exposed to intense heat or flame, the creature heals (2d8+1) hp. A fireball spell or other attack that does fire damage restores the creatures HP instantly.
Fireball – Twice per hour, a a giant strider can emit a fireball from ducts near its eyes. The fireball can be fired 60ft and when it makes contact with a solid surface or travels 60ft, it explodes in a 10ft radius. All creatures in the radius must make a Dexterity saving throw (DC13) or take 2d6 points worth of fire damage.
Bite – Melee weapon attack: +3 to hit, reach 5ft,
Hit - one target 8 (2d8+4) Piercing damage
Kick - Melee weapon attack: +3 to hit, reach 5ft
Hit - one target 8 (2d8+4) Slashing damage
Deep Imaskari
The secretive and rare deep imaskari are the descendants of those that fled deep into the bowels of Toril to preserve the arcane heritage of Imaskar Empire, and underwent magical modifications to survive in their new home far from the sun.
The deep imaskari look like their human forebears, but have pale skin that resembles in appearance marble. Generally, the deep imaskari are a guarded and a detached people, but they have a passion for magic, and gifts related to the arcane are a sure way of gaining the trust of a deep imaskari.
As a deep imaskari, you have the following characteristics -
Ability Score Increase – Your intelligence increases by 2 and your Constitution increases by 1.
Size – Deep imaskari weigh around 160 pounds, and stand between 5 and 6 foot high. Your size is medium.
Speed – your base speed is 30 feet.
Darkvision – you have Darkvision up to 60 feet. You can see in low light conditions as if it were bright light and darkness as if it were dim light. You cannot discern colour in the darkness, just shades of grey.
Age – Deep imaskari age at the same rate as their human forebears.
Sculpted Stealth - You have advantage on Stealth checks to hide in rocky areas, thanks to your marble like skin.
Stonecunning – Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Spell Clutch – Magic has seeped into your blood as a consequence of your forebears studying magic for days on end. Once per day, you can recall any 1st level spell that you have cast, and you can cast that spell again. You also know Mold Earth, with intelligence the spellcasting ability for the cantrip.
Knowledge of the Arcane – You have proficiency in Arcana.
Portal Discernment – As a result of your heritage, you have a sense for portals. If you pass within 5 feet of a secret door or portal, you are entitled to an investigation check with advantage to find the door.
Languages – You can speak Undercommon and Common.
Hagspawn
As a hagspawn, you have the following characteristics common to all male offspring of hags and humans –
Ability Score Increase – Your Strength increases by 2 and your Constitution increases by 1
Speed – Your base speed is 30 feet
Size – Hagspawn can stand between 5ft6 and 7 foot tall depending on type, and between 150 and 250 pounds in weight. You are a medium creature
Darkvision – You have Darkvision out to 60ft.
Fey Ancestry – You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
Thick Skinned – As a result of your hag heritage, you have a +1 AC bonus.
Keen Senses – You have proficiency in Perception.
Bheur Hagspawn
Bheur hagspawn are the offspring of the bheur hags from the land of Rashemen, and as a result, are almost never found far from that land. They have red eyes, blue skin and pale blue hair.
As a bheur hagspawn, you have the following characteristics –
Chilling Storm Steadfast – You have resistance to cold and thunder damage.
Enlarge - Once per long rest you increase your size to large for 1 minute. While large, you deal an extra weapon die of damage with melee weapon attacks and have advantage on strength checks and saving throws.
Languages – You can speak Sylvan and Common.
Annis Hagspawn
As an annis hagspawn, you have the following traits –
Powerful Build – You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.
Fraudulent Tongue – You are proficient in Deception.
Languages – You can speak Sylvan and Common.
Shrieking Hagspawn
Shrieking hagspawn are the offspring of the shrieking hags of Rashemen and human males. They have yellow tinged skin and pale hair. Like the bheur hagspawn, they are rarely seen far outside of Rashemen.
As a shrieking hagspawn, you have the following features –
Chilling Storm Steadfast – You have resistance to cold and thunder damage.
Shriek – You can open your vocal chords and let rip with a call that drives those that hear it to madness. Once per day, you can give voice to a shriek that does 2d6 points of damage to any creature caught within 60ft of you and inflicts Confusion on a failed Constitution save (DC 8 + Your proficiency Bonus + Your Charisma modifier). On a successful save, the damage is halved and the Confusion effect is negated.
Languages – You can speak Sylvan and Common.
Green Hagspawn
Green hagspawn are found in many lands throughout the east, and usually have green skin and gray hair
As a green hagspawn, you have the following features –
Innate Deception – You are proficient in deception, and know the Minor Illusion cantrip. Charisma is your ability for using this spell.
Amphibious – You can breathe both air and water
Languages – You can speak Sylvan and Common.
Sea Hagspawn
Sea hagspawn have scaly skin, often glassy eyes and are generally thinner than other hagspawn.
As a sea hagspawn, you have the following features -
Amphibious – You can breathe both air and water
Swim – You have a swim speed of 30 feet
Languages – You can speak Common, Aquan and Sylvan.
Night Hagspawn
As a night hagspawn, you have the following facets -
Ability Score Increase – Your Charisma increases by 2 and your Constitution increases by 1.
Size – Night Hagspawn weigh between 180-220 pounds and stand between 5ft8 and 6ft5. You are a medium size creature.
Age – Night hagspawn can live to over 100 years, though few do.
Darkvision – You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You cannot discern colour in darkness, only shades of grey.
Speed – You have a base speed of 30 feet.
Keen Senses – you have proficiency in perception
Night Engendered – You have advantage on saving throws against being charmed and put to sleep via magic. You also have advantage on all Charisma saving throws against magic.
Thick Skinned – As a result of your tough hide from your hagspawn heritage, you have a +1 bonus to AC.
Gift of Hades – You have resistance to cold damage, and you are immune to the effects of the Shadowfell despair and Vile Transformation.
Languages – You can speak Common and one of the following languages – Abyssal, Infernal or Primordial.
Krinth
When the ruling mage of one of the great flying cites of the empire of Netheril experimented with moving his city between Toril and the Plane of Shadow, this spared his city from the forces that laid waste to the Netheril empire. Relizing that his city was no match for the forces that could be marshalled by the phaerims, the noble took the city into the Shadowfell and vowed that one day, the city would return to Toril and rebuild what was lost.
In order to facilitate the upkeep of the city, countless slaves were taken from the Realms to the Plane of Shadow and these slaves occasionally were chosen as consorts by shadow demons. Often the result was the crossbreed known as a krinth. At first, they were infertile, but about one thousand years ago, they became a race in their own right that now breeds true, due to the machinations of Shar. The goddess decided she needed a race that would serve her and act as a bridge between the Shadowfell and the Realms.
Since the return of the City of Shade to Toril, the krinth have been growing increasingly restless, and more and more of them have been leaving the City of Shade and trying to make their way in the Realms.
Krinth generally look like either dwarves, orcs or humans (the most common slave races in the City of Shade), but have ebon hair, totally black eyes and gray skin. The majority of krinth are slaves in the City of Shade, but they occupy a higher strata than the other slaves, mainly due to fear that mistreatment would make enemies of the shadow demons that roam the Shadowfell.
As a krinth, you have the following aspects –
Ability Score Increase – Your Consititution increases by 2 and your Wisdom by 1.
Size – Krinth tip the scales at between 150 and 250 pounds and stand between 5ft for those of dwarven bloodlines and 7ft for those that have orcish backgrounds. Your size is medium
Age – Krinth reach adulthood at around age 20 and can live to over 120 years of age.
Speed – You have a base walking speed of 30 feet.
Darkvision – Out to a range of 60 feet, you can see in dim light as if it were bright light, and darkness as if it were dim light. You cannot discern colour in the darkness – you see everything in shades of grey.
Umbral Cloaked – You are proficient in stealth, and you can add half your proficiency bonus rounded down to checks to hide in shadowy areas.
Brave – you have advantage on saving throws against fear.
Shadow Resistance - You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
Languages – You can speak Netherese, Abyssal and Common.
Extaminaar
The members of the ruling house of the city of Hlondeth that have been tainted by yuan-ti blood, the extaminaar are a race that now stretches across the Realms, with members in many cities striving to undertake the agenda of their serpent masters and their house.
The extaminaar are the face of the ruling house to the public of Hlondeth, and are hatched from eggs that grow from serpentine infants into beings that resemble humans with a yellow or olive tinge to their skin. Extaminaar are lighter than humans due to their bones being of a lesser density, and they prefer to keep their hair long.
As an Extaminaar, you have the following aspects -
Ability Score Increase – Your Dexterity increases by 2 and your Intelligence increases by 1.
Age – Extaminaars reach adulthood at the same age as humans, and typically live to between 60 and 80 years of age.
Speed – your base speed is 30 feet, and you have a swimming speed of 20 feet.
Darkvision – Out to 60 feet, you can see in low light conditions as if it were bright light and darkness as if it were dim light. You cannot discern colour in the darkness, just shades of grey.
Resistance to Venom - You have resistance to poison damage, and advantage to saving throws against being poisoned.
Wriggling Out – You have advantage on grapple checks made against you, and you can add half your proficiency bonus to checks to escape the restrained condition.
Serpent Tongue – You can communicate simple ideas to snakes.
Languages – You can speak Common, Yuan-ti and either Abyssal or Draconic.
Slyth
Found in the Underdark, the slyth are a race that have powerful abilities to shapeshift into an amorphous form. There are two legends about their creation – one by Shar, and the other by Chauntea, and both describe how they were created from the shaping of a gelatinous cube into a human.
Slyths are often the guardians of the world below the surface of Toril, and they maintain amiable relations with many races. They are tireless workers to the cause of preserving the Underdark, and they consider it their calling to make sure it does not suffer from defilement.
Slyths are not a common race in the underground – the only area that they are common is the lower Underdark and this is where they make their permanent settlements. The slyths that live in other areas of the underdark generally serve as guardians for one area.
Ability Score Increase – Your Dexterity increases by 1 and your Wisdom increases by 2
Size – Slyths stand between 5 and 7 foot tall and weigh in the region of 150 pounds. You are a medium creature.
Speed – your base speed is 30 feet, and when you are in amorphous from you have a swim speed of 30ft.
Age – Slyths live to over 120 years old, and become adults at age 30.
Alternate Form – As an action, you are able to change into an amorphous form, and any objects, weapons, and equipment you are carrying and armour you are wearing becomes part of your new form. In this form, your AC is 10+Dexterity bonus. You cannot be stunned, and you cannot cast spells, manifest powers, or attack. In this form, you are nearly fluid and you can pass though narrow openings as small as 2 inches in diameter. Resuming your normal form is a full round action that does not provoke attacks of opportunity. You can assume this form for 10 minutes. Once that is over, you need to complete a long rest to use this feature again.
Amphibious – You can breathe air and water equally well.
Guardian of the Underdark – You have proficiency in Survival.
Sonic Defiance –You have resistance to thunder damage
Languages – You can speak Common and Undercommon.

So here are conversions for some races of the Realms, including some pretty outlandish and strange ones, including some I wished could be options for KC in Neverwinter Nights II.
Star Elf
When the war between the elves of the Yuirwood and the humans arriving from Chessentia eventually swung in favour of the humans, a number of Elves created their own extraplanar refuge, leaving nothing but the mysterious ruins of the Yuirwood and the magic that is ingrained in those circles, and concealing their planar kingdom of Sildёyuir for almost two thousand years.
Star elves resemble moon elves, with pale skin, sometimes with a gray or violet tint that matches their eyes, and gold, red or silvery white hair. They are considered hauntingly beautiful by human standards, and are around the same height as the other elven subraces of the Realms.
The star elves have been isolated from the rest of Toril for aeons, but now, more than ever, is the time to return to the realms, and there is now debate over opening up their refuge and attempting to find allies. Cautious and aloof, they take their time over actions and consider many factors before coming to conclusions, and those that know them would reraly call them decisive. Their isolation from the Realms and their caution in dealing with humans means that few of them know much about the world outside their refuge, but that may soon change if they are forced to find a new place to call home on Toril.
The tempest that threatens their sanctuary means that more and more star elves are returning to Aglarond. A number of them have decided to travel in order to find allies and knowledge to protect their refuge beyond the Realms, or to find a new sanctuary in the event that their refuge will be taken over.
In addition to the traits of the standard traits in the Players Handbook, you have the following traits
Ability Scare Increase - Your charisma score increases by 1.
Otherworldly Touch – you have an edge in fighting extraplanar foes. Between sunset and sunrise, your armour and your melee weapon you wield have the ghost touch ability, and can deal damage normally against incorporeal creatures.
Extraplanar – As you are not native to the material plan, Banishment and Dismissal return you to Sildёyuir.
Bestowal of Sildёyuir – You have advantage on saving throws against magic from the enchantment school.
Planar Discernment – Star Elves have a sense for portals. If you pass within 5 feet of a secret door or portal, you are entitled to an investigation check with advantage to find the door.
Volodni
Towards the climax of the wars that brought Narfell and Raumathar to their knees, a proud Lord of the Nar wanted to save his people from the ravages that were sweeping his lands, and he lead them deep into the forests of the empire. The refuge would come at a price, but it was one that the Nar lord agreed to. In exchange for abandoning their demon summoning, a safe haven would be offered. The price was paid and thus was the birth of the volodni.
Tall and lean and with long arms in proportion to their bodies, the volodnis are usually clad in green and brown to match their forest abodes, and beneath deep olive green flesh runs clear sap though tough, woody flesh. Eyes as black as Faerunian opal gleam from faces framed by hair that grows like the bark of a young tree. As a people, the volodnis are generally cold and dispassionate – with the exception of the defence of their forest homes. Unlike other races of the forests across Toril, they take the fight to outsiders and expand into new forests, all the while growing the borders of old ones – no matter who is caught in the way.
Those that despoil the forests out of spite rather than the need to survive will feel the hostility of the volodni, and deep resentment is felt towards goblins and orcs. The pinefolk are not actively malicious – they just care about the fate of the forests of the Realms above most other matters. Volodni have a strong Druidic tradition which governs their society, and a deep reverence for the Oak Father Silvanus. Almost all pinefolk venerate the gods of nature.
As a volodni, you have the following traits -
Ability Score increase – your constitution increases by 1 and your wisdom by 2.
Size – volodnis stand between 5ft7 and 6ft5. Your size is medium.
Age – volodnis reach adulthood at age 20 and can live to 160.
Speed – your base speed is 30 feet.
Low light vision - You can see in dim light within 60 feet of you as if it were bright light.
Forest Steadfast - You have resistance to cold damage and poison damage, and advantage to saving throws against poison.
True form – You are immune to polymorph spells, and have advantage on saves vs paralysation.
Coverntness – You have advantage on Stealth checks to hide in coniferous forests.
Arboreal blood – as a volodni, you only require 2 hours of sleep per day, and only one quarter the food and the water that humans need, thanks to photosynthesis and nutrient absorption. You cannot be put to sleep by magical means.
Languages – you can speak Common and Sylvan.
Gloaming
The descendants of natives of Toril and the Plane of Shadow, the gloamings are a rare race that are often mistaken for tieflings by those few that encounter them.
Touched by the Plane of Shadow, with dark furry wings that seems almost umbral, catlike eyes that reflect light and luminescent skin, gloamings are made to thrive in the shadows. A gloaming can vary the amount of light glowing from its skin, from none to as bright as a torch.
Gloamings are naturally curious and pride themselves in their individuality, and this is manifested in a few tattoos that creates interesting shading effects when light is glowing from their skins.
Gloamings hate the drow, and the feeling is mutual, stoked by a legend that tells how the drow learned some of their dark magic from the incarceration of unfortunate gloamings many generations in the past. The Illithids are also hated, though the mind flayers find the gloamings inedible, poor slaves and unsuited for the propagation of their race.
Ability Score Increase – Your dexterity increases by 1 and your charisma by 1
Age – A gloaming reaches adulthood at age 13 and can live to be over 300 years old
Size – Gloamings stand between 2 foot 8 and 3 foot 3 and weigh around 25 pounds. Your size is small
Speed – your base speed is 25 feet
Low Light Vision – You can see in dim light within 60 feet of you as if it were bright light.
Sunlight Blindness – abrupt exposure to bright light blinds you for one round, and you have disadvantage on attack rolls and on Wisdom Checks that rely on sight when you, the target of your attack or whatever you are trying to perceive is in direct sunlight
Glide in Shadows - you have a flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armour
Luminescence – as an action, you can make your skin provide illumination equal to that produced by any light source up to and including a torch, or mute the glow.
Slide in Shadow – you have proficiency in stealth
Psionic Resistance – You have resistance to Psychic damage and advantage on saves against psionic abilities
Language – You can speak Undercommon and Common
Korobokuru
Small humanoids that live in the wilderness, korobokuru live in simple villages and get by from farming the land. Outside of their homesteads, they generally avoid contact with the outside world. The stereotype that humans in Kara-Tur have of the korobokuru is that of comical and boorish, and this reputation is resented by the korobokuru.
Korobokuru look wild and unkept, and favour simple clothing that is usually loose, in muted colours similar to the environments that they inhabit. The most colourful parts of their outfits are generally the stones that they wear on leather straps around their necks and the flowers that they wear in their hair at times. The korobokuru have slightly longer arms in proportion to their bodies than humans, and have big, bright blue eyes with large round noses. Wild hair covers their heads, and also their arms and legs.
Generally, korobokuru challenge all unwanted trespassers, but occasionally they invite friendly visitors to participate in special rituals that are conducted by the tribal elders, and it involves tea and burning incense. If the participant completes the ceremony, he is accepted as an equal and are welcome to the hospitality of the settlement.
As a korobokuru, you have the following traits –
Ability Score Increase – Your constitution increases by 2 and your strength increases by 1
Size – Korobokuru stand around 4 foot tall and weigh around 120 to 140 pounds. You are a small creature
Age - korobokuru reach adulthood at age 40 and can live to 400 years old
Speed – Your base speed is 25 feet.
Improved Darkvision – you can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray.
Korobokuru Steadfast – You have advantage on all Wisdom, Constitution and Strength saving throws against magic.
Poison Resistance – You have advantage on saving throws against poison, and resistance to poison damage.
Wisdom of the Wild – You have proficiency in Survival, and you can add half your proficiency bonus rounded down to history checks relating to wilderness areas.
Languages – You can speak Common and Korobokuru. Korobokuru is related to Dwarven.
Ishikorobokuru.
Living in the coldest regions of Kara-Tur, the Ishikorobokuru are a subrace that are shorter than the common korobokuru, as well as stockier.
As an Ishkorobokuru, you have the following traits –
Ability Score Increase – Your constitution increases by 2 and your strength increases by 1
Size – Ishikorobokuru stand around 3.5 foot tall and weigh around 125 to 145 pounds. You are a small creature
Age – Ishikorobokuru reach adulthood at age 40 and can live for 400 years
Speed – Your base speed is 25 feet
Improved Darkvision – you can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray.
Ice honed – as a result of being adapted to the harshest environments of Kara-Tur, you have resistance to cold damage, but have vulnerability to fire damage
Korobokuru Steadfast – You have advantage on all Wisdom, Constitution and Strength saving throws against magic.
Poison Resistance – You have advantage on saving throws against poison, and resistance to poison damage.
Wisdom of the Wild – You have proficiency in Survival, and you can add half your proficiency bonus rounded down to history checks relating to wilderness areas.
Languages – You can speak common and Ishikorobokuru. Ishikorobokuru is related to Dwarven and mutually intelligible with korobokuru.
Fey'ri
In a past age of Toril, the forest kingdom of Siluvaende fell under the sway of the House Dlardrageth, a noble house that had bred with succubi in order to bolster their bloodline. Many centuries later, the offspring of these unions, the fey’ri, sent hordes of monsters to destroy the elves of Sharrven. During the Year of Unfettered Secrets (880 DR), a few wizards summoned demons to oppose the devils that ruled the fortress, and the fey’ri were discovered and imprisoned them in several citadels. Many moons later, the destruction of Hellgate Keep released the fey’ri, and joined the alliance with the remaining half-fiends of House Dlardrageth.
In general form, the fey’ri bear a resemblance to sun elves, but the abyssal taint of their bloodline is clear. All fey’ris have one or more unusual features that show their heritage, such as red eyes, long pointed tails, bat like ears and deep red skin. This heritage means that if they were discovered by most other elves, they would be destroyed with little hesitation. However, many of them have the ability to change shape or disguise themselves as other elves. They are usually raised among their own kind, and many stay there. The few that leave are marked for death, as the Dlardrageth nobles realise that their machinations rely on secrecy to succeed.
Fey’ri hold deep grudges, and they are unlikely to forgive or to forget. Feeling wronged by all the other elves, they plot for payback and to establish a new elven empire with the fey’ri at the head. Patient and calculating, they are still learning about Toril and what has unfolded in the years between their incarceration and their release.
The fey’ri have blood that has serious latent magic ability, and for this reason, most of them become sorcerers. As they are cunning and know that success relies on being hidden, a fair number are rogues. While fey’ri have a close community due to their small numbers, this community does not work well together without coercion or other means of holding it together, and it is kept together by their half-fiendish overlords. Thanks to their abyssal-tainted blood, fey’ri are suspicious and find it hard to trust others, making it even harder for them to work as one force.
Ability Score Increase – Your dexterity goes up by 1 and your intelligence goes up by 1.
Speed – your base speed is 30 feet.
Age – Fey’ri reach adulthood at age 120 and can live to 420 years old.
Size – Fey’ri stand between 5ft2 and 7 feet tall and weigh between 90 and 120 pounds. You size is medium.
Speed – Your base speed is 30 feet.
Darkvision – you have Darkvision up to 60 feet. You can see in low light conditions as if it were bright light and darkness as if it were dim light. You cannot discern colour in the darkness, just shades of grey.
Fey Ancestry – You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
Keen Senses – you have proficiency in Perception.
Fly – you have a flying speed of 35 feet. You cannot fly wearing medium or heavy armour.
Gift of The Abyss – You know either the Acid Splash, Fire Bolt or the Ray of Frost cantrip. Charisma is the spellcasting modifier.
Language – You can speak Common, Elven and Abyssal.
Spirit Folk
The offspring of humans and the various spirits of nature, the spirit folk are not common in any land, but are found most often in and around Rashemen, and there are also a fair number in Thesk amongst the Shou immigrants from Kara-Tur. Mountain and river spirt folk are most often found in the east of the realms, while the bamboo and the sea spirit folk are more commonly encountered in Kara-Tur.
Spirit folk look human, but have pale eyebrows, black eyes and very pale complexions. The appear with all the diversity of humans otherwise, and prefer simple dress, usually that of farmers and peasants.
All spirit folk have the following attributes -
Ability Score Increase – Your Wisdom increases by 2 and your dexterity increases by 1
Size – Spirit Folk weigh in the region of 120 pounds and stand around 5-6 feet tall. Your size is medium
Speed – You have a base speed of 30 feet
Darkvision – You have Darkvision out to 120ft
There are four subraces of spirit folk on Toril.
Mountain Spirit Folk
As a mountain spirit folk, you have the following attributes.
Climb – You have a base climb speed of 30 feet
Avian Understanding – You can cast Speak With Animals to communicate with any birds once per long rest. Wisdom is your attribute for casting.
Sure Footed – You are proficient in Athletics and Acrobatics.
Language – You can speak Common and Sylvan
River Spirit Folk
As a river spirit folk, you have the following attributes -
Swim – You have a base swimming speed of 30 feet, and have advantage on one check to avoid underwater hazards once per short rest. Any equipment and items that you have on your person do not get wet.
Water Breathing – You are able to breathe water as easily as you can breathe air
Aquatic Understanding – You can cast Speak With Animals to communicate with any fish once per long rest
Fluvial Resistance - You have advantage on saving throws against spells with the word water in the name of the effect.
Languages – You can speak Aquan and Common.
Sea Spirit Folk
As a sea spirit folk, you have the following attributes -
Swim – You have a base swimming speed of 30 feet, and have advantage on one check to avoid underwater hazards once per short rest. Any equipment and items that you have on your person do not get wet.
Water Breathing – You are able to breathe water as easily as you can breathe air
Tempest Insight – You are in tune with the changing winds and the tides. You are proficient in Nature, and you can make a Nature check (DC15) to predict the weather for the next 24 hours.
Fluvial Resistance - You have advantage on saving throws against spells with the word water in the name of the effect.
Languages – You can speak Aquan and Common.
Bamboo Spirit Folk
As a bamboo spirit folk, you have the following attributes
Animal Understanding – You can cast Speak With Animals to communicate with any birds once per long rest.
Trackless Step – You leave no trail for others to follow in the wild, and as a consequence, you cannot be tracked in the wild.
Child of the forest – You are proficient in Nature.
Earthen Resistance – You have advantage on saving throws against spells and spell like effects with the words earth, rock, stone or wood in the name of the effect.
Languages - You can speak Common and Sylvan
Firenewt
A brutal, belligerent race of lizardfolk that live in many of the volcanically active regions of Toril thanks to enrollement as highly effective units in the armies of the Serpentes Empire, firenewts are one of the most aggressive races in the realms. Desceding from the volcanic peaks that they call home, they are contstantly at war with goblins, orcs and other inhabitants of the mountains, as well as other firenewt tribes. Firenewts will fight constantly if given the chance, and their preference for the meat of humanoids means that the next transgression against peoples settled nearby is never far away.
The legend of Inferno tells how the great wyrm of the Starmounts bestowed the giant strider to the firenewts as mounts in exchange for 50 of the fiercest firenewt warriors. To this day, firenewt warriors, clad in the chainmail that is their trademark armour, use these creatures to carry them into battle.
Sadists to the extreme, the sound of torture is music to a firenewt, and they cannot be trusted far. Their reputation for savagery and cruelty often proceeds them. If the meeting is not violent, then interaction between firenewts and other races is often tense and never far away from breaking out into violence. Firenewts that are found working with other races are generally part of raiding groups. Generally, a firenewt that leaves a tribe does not live long, though there have been rumours of non-evil firenewts that leave their tribes.
As creatures that inhabit volcanic areas, most firenewts worship Kossuth, and are some of the most faithful followers of the Flamelord. Clerics of Kossuth are some of the highest ranking members of any firenewt community. While the Overlord of the tribe will be the one that makes the major decisions (such as deciding which tribe to wage war on), the clerics will be the ones attending to the day to day matters, such as which captive humanoid will be tortured and become food. Firenewts often test the steel of their young by submerging them in cold water for as close to a minute as possible - agony for a creature that is susceptible to low temperatures and who hatches from egg clutches incubated near lava vents.
The main temple of Kossuth is defended by a company of a more than one hundred firenewts, and are held up as the living embodiments of the domination that Kossuth has over fire.
As a Firenewt, you have the following traits -
Ability Score Increase – Your dexterity goes up by 1 and your constitution goes up by 2.
Size – Firenewts stand between 5 ½ and 6 feet tall, and weigh in the region of 175 pounds. Your size is medium.
Speed – your base speed is 30 feet.
Hammer and Anvil - You have Proficiency in the Longsword and Heavy Armour, and your speed is not reduced by wearing the signature chainmail of the Firenewts.
Inferno - Firenewts have large eyes and keen hearing, in addtion to the bond forged between them and giant striders. You have proficiency in Animal Handing and Perception.
Broiling Born - You have immunity to Fire damage, but you are vulnerable to Cold damage.
Burning Rift Exhalation – once every 10 minutes, a firenewt can breathe fire on an opponent within 5 feet as an action. The opponent must make a Dexterity Saving Throw (DC 8 + your proficiency bonus) or take 2d4 damage on a failed save. The opponent takes half as much damage on a failed one.
Languages - You can speak Saurial and Common.
Giant Strider
Large Monstrosity, Neutral
AC– 14
Hit dice – 4d10+12 (32)
Speed – 40ft
[TABLE="class: MsoTable15Grid2Accent3"] [TR] [TD] Str[/TD] [TD] Dex[/TD] [TD] Con [/TD] [TD] Int[/TD] [TD] Wis[/TD] [TD] Cha[/TD] [/TR] [TR] [TD] 18[/TD] [TD] 12[/TD] [TD] 17[/TD] [TD] 2 [/TD] [TD] 9[/TD] [TD] 8[/TD] [/TR] [TR] [TD] +4 [/TD] [TD] +1[/TD] [TD] +3[/TD] [TD="width: 38"] -2[/TD] [TD="width: 57"] -1[/TD] [TD="width: 50"] -1[/TD] [/TR] [/TABLE]
Saving Throws – Dexterity +3
Immunities – Fire
Resistances – Magic
Vulnerabilites – Cold
Passive Perception – 10
Challenge – ½
Fire Healing – Once every three rounds that a giant strider is exposed to intense heat or flame, the creature heals (2d8+1) hp. A fireball spell or other attack that does fire damage restores the creatures HP instantly.
Fireball – Twice per hour, a a giant strider can emit a fireball from ducts near its eyes. The fireball can be fired 60ft and when it makes contact with a solid surface or travels 60ft, it explodes in a 10ft radius. All creatures in the radius must make a Dexterity saving throw (DC13) or take 2d6 points worth of fire damage.
Bite – Melee weapon attack: +3 to hit, reach 5ft,
Hit - one target 8 (2d8+4) Piercing damage
Kick - Melee weapon attack: +3 to hit, reach 5ft
Hit - one target 8 (2d8+4) Slashing damage
Deep Imaskari
The secretive and rare deep imaskari are the descendants of those that fled deep into the bowels of Toril to preserve the arcane heritage of Imaskar Empire, and underwent magical modifications to survive in their new home far from the sun.
The deep imaskari look like their human forebears, but have pale skin that resembles in appearance marble. Generally, the deep imaskari are a guarded and a detached people, but they have a passion for magic, and gifts related to the arcane are a sure way of gaining the trust of a deep imaskari.
As a deep imaskari, you have the following characteristics -
Ability Score Increase – Your intelligence increases by 2 and your Constitution increases by 1.
Size – Deep imaskari weigh around 160 pounds, and stand between 5 and 6 foot high. Your size is medium.
Speed – your base speed is 30 feet.
Darkvision – you have Darkvision up to 60 feet. You can see in low light conditions as if it were bright light and darkness as if it were dim light. You cannot discern colour in the darkness, just shades of grey.
Age – Deep imaskari age at the same rate as their human forebears.
Sculpted Stealth - You have advantage on Stealth checks to hide in rocky areas, thanks to your marble like skin.
Stonecunning – Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Spell Clutch – Magic has seeped into your blood as a consequence of your forebears studying magic for days on end. Once per day, you can recall any 1st level spell that you have cast, and you can cast that spell again. You also know Mold Earth, with intelligence the spellcasting ability for the cantrip.
Knowledge of the Arcane – You have proficiency in Arcana.
Portal Discernment – As a result of your heritage, you have a sense for portals. If you pass within 5 feet of a secret door or portal, you are entitled to an investigation check with advantage to find the door.
Languages – You can speak Undercommon and Common.
Hagspawn
As a hagspawn, you have the following characteristics common to all male offspring of hags and humans –
Ability Score Increase – Your Strength increases by 2 and your Constitution increases by 1
Speed – Your base speed is 30 feet
Size – Hagspawn can stand between 5ft6 and 7 foot tall depending on type, and between 150 and 250 pounds in weight. You are a medium creature
Darkvision – You have Darkvision out to 60ft.
Fey Ancestry – You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
Thick Skinned – As a result of your hag heritage, you have a +1 AC bonus.
Keen Senses – You have proficiency in Perception.
Bheur Hagspawn
Bheur hagspawn are the offspring of the bheur hags from the land of Rashemen, and as a result, are almost never found far from that land. They have red eyes, blue skin and pale blue hair.
As a bheur hagspawn, you have the following characteristics –
Chilling Storm Steadfast – You have resistance to cold and thunder damage.
Enlarge - Once per long rest you increase your size to large for 1 minute. While large, you deal an extra weapon die of damage with melee weapon attacks and have advantage on strength checks and saving throws.
Languages – You can speak Sylvan and Common.
Annis Hagspawn
As an annis hagspawn, you have the following traits –
Powerful Build – You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.
Fraudulent Tongue – You are proficient in Deception.
Languages – You can speak Sylvan and Common.
Shrieking Hagspawn
Shrieking hagspawn are the offspring of the shrieking hags of Rashemen and human males. They have yellow tinged skin and pale hair. Like the bheur hagspawn, they are rarely seen far outside of Rashemen.
As a shrieking hagspawn, you have the following features –
Chilling Storm Steadfast – You have resistance to cold and thunder damage.
Shriek – You can open your vocal chords and let rip with a call that drives those that hear it to madness. Once per day, you can give voice to a shriek that does 2d6 points of damage to any creature caught within 60ft of you and inflicts Confusion on a failed Constitution save (DC 8 + Your proficiency Bonus + Your Charisma modifier). On a successful save, the damage is halved and the Confusion effect is negated.
Languages – You can speak Sylvan and Common.
Green Hagspawn
Green hagspawn are found in many lands throughout the east, and usually have green skin and gray hair
As a green hagspawn, you have the following features –
Innate Deception – You are proficient in deception, and know the Minor Illusion cantrip. Charisma is your ability for using this spell.
Amphibious – You can breathe both air and water
Languages – You can speak Sylvan and Common.
Sea Hagspawn
Sea hagspawn have scaly skin, often glassy eyes and are generally thinner than other hagspawn.
As a sea hagspawn, you have the following features -
Amphibious – You can breathe both air and water
Swim – You have a swim speed of 30 feet
Languages – You can speak Common, Aquan and Sylvan.
Night Hagspawn
As a night hagspawn, you have the following facets -
Ability Score Increase – Your Charisma increases by 2 and your Constitution increases by 1.
Size – Night Hagspawn weigh between 180-220 pounds and stand between 5ft8 and 6ft5. You are a medium size creature.
Age – Night hagspawn can live to over 100 years, though few do.
Darkvision – You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You cannot discern colour in darkness, only shades of grey.
Speed – You have a base speed of 30 feet.
Keen Senses – you have proficiency in perception
Night Engendered – You have advantage on saving throws against being charmed and put to sleep via magic. You also have advantage on all Charisma saving throws against magic.
Thick Skinned – As a result of your tough hide from your hagspawn heritage, you have a +1 bonus to AC.
Gift of Hades – You have resistance to cold damage, and you are immune to the effects of the Shadowfell despair and Vile Transformation.
Languages – You can speak Common and one of the following languages – Abyssal, Infernal or Primordial.
Krinth
When the ruling mage of one of the great flying cites of the empire of Netheril experimented with moving his city between Toril and the Plane of Shadow, this spared his city from the forces that laid waste to the Netheril empire. Relizing that his city was no match for the forces that could be marshalled by the phaerims, the noble took the city into the Shadowfell and vowed that one day, the city would return to Toril and rebuild what was lost.
In order to facilitate the upkeep of the city, countless slaves were taken from the Realms to the Plane of Shadow and these slaves occasionally were chosen as consorts by shadow demons. Often the result was the crossbreed known as a krinth. At first, they were infertile, but about one thousand years ago, they became a race in their own right that now breeds true, due to the machinations of Shar. The goddess decided she needed a race that would serve her and act as a bridge between the Shadowfell and the Realms.
Since the return of the City of Shade to Toril, the krinth have been growing increasingly restless, and more and more of them have been leaving the City of Shade and trying to make their way in the Realms.
Krinth generally look like either dwarves, orcs or humans (the most common slave races in the City of Shade), but have ebon hair, totally black eyes and gray skin. The majority of krinth are slaves in the City of Shade, but they occupy a higher strata than the other slaves, mainly due to fear that mistreatment would make enemies of the shadow demons that roam the Shadowfell.
As a krinth, you have the following aspects –
Ability Score Increase – Your Consititution increases by 2 and your Wisdom by 1.
Size – Krinth tip the scales at between 150 and 250 pounds and stand between 5ft for those of dwarven bloodlines and 7ft for those that have orcish backgrounds. Your size is medium
Age – Krinth reach adulthood at around age 20 and can live to over 120 years of age.
Speed – You have a base walking speed of 30 feet.
Darkvision – Out to a range of 60 feet, you can see in dim light as if it were bright light, and darkness as if it were dim light. You cannot discern colour in the darkness – you see everything in shades of grey.
Umbral Cloaked – You are proficient in stealth, and you can add half your proficiency bonus rounded down to checks to hide in shadowy areas.
Brave – you have advantage on saving throws against fear.
Shadow Resistance - You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
Languages – You can speak Netherese, Abyssal and Common.
Extaminaar
The members of the ruling house of the city of Hlondeth that have been tainted by yuan-ti blood, the extaminaar are a race that now stretches across the Realms, with members in many cities striving to undertake the agenda of their serpent masters and their house.
The extaminaar are the face of the ruling house to the public of Hlondeth, and are hatched from eggs that grow from serpentine infants into beings that resemble humans with a yellow or olive tinge to their skin. Extaminaar are lighter than humans due to their bones being of a lesser density, and they prefer to keep their hair long.
As an Extaminaar, you have the following aspects -
Ability Score Increase – Your Dexterity increases by 2 and your Intelligence increases by 1.
Age – Extaminaars reach adulthood at the same age as humans, and typically live to between 60 and 80 years of age.
Speed – your base speed is 30 feet, and you have a swimming speed of 20 feet.
Darkvision – Out to 60 feet, you can see in low light conditions as if it were bright light and darkness as if it were dim light. You cannot discern colour in the darkness, just shades of grey.
Resistance to Venom - You have resistance to poison damage, and advantage to saving throws against being poisoned.
Wriggling Out – You have advantage on grapple checks made against you, and you can add half your proficiency bonus to checks to escape the restrained condition.
Serpent Tongue – You can communicate simple ideas to snakes.
Languages – You can speak Common, Yuan-ti and either Abyssal or Draconic.
Slyth
Found in the Underdark, the slyth are a race that have powerful abilities to shapeshift into an amorphous form. There are two legends about their creation – one by Shar, and the other by Chauntea, and both describe how they were created from the shaping of a gelatinous cube into a human.
Slyths are often the guardians of the world below the surface of Toril, and they maintain amiable relations with many races. They are tireless workers to the cause of preserving the Underdark, and they consider it their calling to make sure it does not suffer from defilement.
Slyths are not a common race in the underground – the only area that they are common is the lower Underdark and this is where they make their permanent settlements. The slyths that live in other areas of the underdark generally serve as guardians for one area.
Ability Score Increase – Your Dexterity increases by 1 and your Wisdom increases by 2
Size – Slyths stand between 5 and 7 foot tall and weigh in the region of 150 pounds. You are a medium creature.
Speed – your base speed is 30 feet, and when you are in amorphous from you have a swim speed of 30ft.
Age – Slyths live to over 120 years old, and become adults at age 30.
Alternate Form – As an action, you are able to change into an amorphous form, and any objects, weapons, and equipment you are carrying and armour you are wearing becomes part of your new form. In this form, your AC is 10+Dexterity bonus. You cannot be stunned, and you cannot cast spells, manifest powers, or attack. In this form, you are nearly fluid and you can pass though narrow openings as small as 2 inches in diameter. Resuming your normal form is a full round action that does not provoke attacks of opportunity. You can assume this form for 10 minutes. Once that is over, you need to complete a long rest to use this feature again.
Amphibious – You can breathe air and water equally well.
Guardian of the Underdark – You have proficiency in Survival.
Sonic Defiance –You have resistance to thunder damage
Languages – You can speak Common and Undercommon.
Last edited: