Indagare Nogitsune
Adventurer
Scholars of magic will note that it is an intricate and beautiful web of eight schools that seems to also incorporate all the realms into a united whole. And what would a web be without a spider?
I am that spider or close enough to one anyway. My name is Cob (though some call me Lob; I don't mind. Would not a rose by any other name smell as sweet?). I woke up one fine eternity and decided to make a place of my own, and this is it.
Now, all webs need support, so I had to create those first. The Imaginarium was the very first: a realm where all imagination exists. It is from imagination all other things come, after all. Next I created the Naturarium: a realm where all nature, real or imagined, exists. After all, what is a world without plants and animals and all the things in-between? Third was the Villarium: the realm of agriculture and aquicultue, opposite the Imaginarium in that it is where imagination becomes real through dedicated work. Finally came the Urbarium: the realm of the concept of cities, all cities of all styles that have ever existed whether in reality or imagination. It is, of course, not without nature. Many cities have parks, after all, and some have buildings that are grown rather than constructed. But it is, conceptually, the opposite of the Naturarium.
Naturally, once I had my Pillars, I spun my support web through them, then took a look back. To my surprise and delight, four new realms had appeared where the energies of the Pillars met. I had to investigate these exciting new places! What I found was this: between the Imaginarium and the Naturarium formed the Faetarium: this realm combines the power of imagination and the power of nature. I believe, in other places, it might be known as the Feywild. Between the Naturarium and Villarium formed the Labryinarium: this realm seems an endless maze but is, in reality, a concept of organized wilderness with a focus on garden mazes. There are greenhouses where plants of all sorts thrive, stone gardens, and even canyon gardens. There is an order to it, though it can seem like chaos to an outsider. Between the Villarium and the Urbarium is the Bucolarium: idealized farm life. Indeed, it could easily be called the realm of suburbs. It is an idyllic place of plants and animals that would be deemed impossible in most other places. However, its peaceful, idealized nature is a far cry from the wild forces of the Faetarium. Finally, between the Urbarium and the Imaginarium is the Librarium: the endless library. Anything ever recorded lies here somewhere. Indeed, there are books of histories that would reveal secrets unknown to any. There are plenty of places to read both inside and out, with fountains, flowers, trees, and more.
And what of the world itself? Called Mundo by some of the earlier inhabitants, it lies at the heart of the web where all the energies meet and, eventually, all the races. The Infinite Realms appear as stars in its sky, moving across it each in their own color, growing brighter and dimmer as their influence waxes and wanes.
Who lives on Mundo? Well Humans do. They don't live their alone, however; each of the Realms produced its own sapient race and these eventually made their way to Mundo thanks to connections through my web. I include them all below.
{Author's Note: I worked pretty hard on this, and some folks will recognize the Elves from another thread I did. I'm hoping for feedback, especially on the Dragoyles.}
I am that spider or close enough to one anyway. My name is Cob (though some call me Lob; I don't mind. Would not a rose by any other name smell as sweet?). I woke up one fine eternity and decided to make a place of my own, and this is it.
Now, all webs need support, so I had to create those first. The Imaginarium was the very first: a realm where all imagination exists. It is from imagination all other things come, after all. Next I created the Naturarium: a realm where all nature, real or imagined, exists. After all, what is a world without plants and animals and all the things in-between? Third was the Villarium: the realm of agriculture and aquicultue, opposite the Imaginarium in that it is where imagination becomes real through dedicated work. Finally came the Urbarium: the realm of the concept of cities, all cities of all styles that have ever existed whether in reality or imagination. It is, of course, not without nature. Many cities have parks, after all, and some have buildings that are grown rather than constructed. But it is, conceptually, the opposite of the Naturarium.
Naturally, once I had my Pillars, I spun my support web through them, then took a look back. To my surprise and delight, four new realms had appeared where the energies of the Pillars met. I had to investigate these exciting new places! What I found was this: between the Imaginarium and the Naturarium formed the Faetarium: this realm combines the power of imagination and the power of nature. I believe, in other places, it might be known as the Feywild. Between the Naturarium and Villarium formed the Labryinarium: this realm seems an endless maze but is, in reality, a concept of organized wilderness with a focus on garden mazes. There are greenhouses where plants of all sorts thrive, stone gardens, and even canyon gardens. There is an order to it, though it can seem like chaos to an outsider. Between the Villarium and the Urbarium is the Bucolarium: idealized farm life. Indeed, it could easily be called the realm of suburbs. It is an idyllic place of plants and animals that would be deemed impossible in most other places. However, its peaceful, idealized nature is a far cry from the wild forces of the Faetarium. Finally, between the Urbarium and the Imaginarium is the Librarium: the endless library. Anything ever recorded lies here somewhere. Indeed, there are books of histories that would reveal secrets unknown to any. There are plenty of places to read both inside and out, with fountains, flowers, trees, and more.
And what of the world itself? Called Mundo by some of the earlier inhabitants, it lies at the heart of the web where all the energies meet and, eventually, all the races. The Infinite Realms appear as stars in its sky, moving across it each in their own color, growing brighter and dimmer as their influence waxes and wanes.
Who lives on Mundo? Well Humans do. They don't live their alone, however; each of the Realms produced its own sapient race and these eventually made their way to Mundo thanks to connections through my web. I include them all below.
Origin: The Urbarium
Physical Description: Automatons look like robots, though their exact configuration and colors can vary.
Age. Automatons do not age, though they are aware of how long they have been active. Because they arise from the Great Forge, they are fully functional from creation but still need to learn like everyone else. Generally, they are considered fully taught in the basics at around 15.
Size. Your size is Medium or Small, chosen at character creation. Exact details are determined by model.
Speed. Your base walking speed is 30 feet (9 m). You may also have other speeds, depending on your model.
Constructed Resilience. You were created with remarkable fortitude, represented by the following benefits.
Integrated Protection. Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. Magical items that are not armor also work on you.
Model. There are different models of Automatons, each of which has its own particular advantages. You choose one at character creation.
Cob's Notes: The Automatons are a really great example that life will arise anywhere if given a chance. Though people often expect them to be strictly ridged, they are as apt to be silly as they are serious. It was really fascinating watching the Great Forge grow out of a concept from an entirely different universe and create them!
Physical Description: Automatons look like robots, though their exact configuration and colors can vary.
Age. Automatons do not age, though they are aware of how long they have been active. Because they arise from the Great Forge, they are fully functional from creation but still need to learn like everyone else. Generally, they are considered fully taught in the basics at around 15.
Size. Your size is Medium or Small, chosen at character creation. Exact details are determined by model.
Speed. Your base walking speed is 30 feet (9 m). You may also have other speeds, depending on your model.
Constructed Resilience. You were created with remarkable fortitude, represented by the following benefits.
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You are immune to disease.
- You don’t need to eat, drink, or breathe.
- You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. You can be knocked unconscious and suffer other exhaustion effects.
Integrated Protection. Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. Magical items that are not armor also work on you.
- You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.
Mode | Prerequisite | Effect |
|---|---|---|
| Steel Core (unarmored) | None | AC = 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor). |
| Composite Plating (armored) | Medium armor proficiency | AC = 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus. |
| Heavy Plating (armored) | Heavy armor proficiency | AC = 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks. |
Model. There are different models of Automatons, each of which has its own particular advantages. You choose one at character creation.
- Humanoid: a humanoid model has two arms and two legs. You can choose to have a burrow, climb, or swim speed of 30 ft (9 m).
- Quadruped: you have a body that goes on all fours, though you have appendages that act like hands. Your base speed increases by 10 feet (3 m).
- Tauric: you have a body shaped like a centaur (though your lower half can be any quadruped or even wheeled). Your base speed increases by 10 feet (3 m).
- Winged: you have wings and have a fly speed of 30 feet (9 m). If your hit points are reduced to half or less while in flight, you can make a Constitution saving throw. If you succeed, you can continue flying or attempt to land safely. If you fail, you begin to fall and take appropriate damage if some intervention (like feather fall) is not made. If you’re reduced to zero HP (or less) or are knocked unconscious, you immediately begin falling and will take damage on crashing.
Cob's Notes: The Automatons are a really great example that life will arise anywhere if given a chance. Though people often expect them to be strictly ridged, they are as apt to be silly as they are serious. It was really fascinating watching the Great Forge grow out of a concept from an entirely different universe and create them!
Origin: The Labryinarium
Physical Description: Bouskins look like humanoid bovines, with their appearance varying greatly from looking like domestic cattle to yaks, buffalo, and more. They have large, muscular builds and generally have some form of mane that can be straight, curly, wavy, or coily.
Age. Bouskins mature at the same rate as Humans, but are considered adults around 40. They usually live to be 450 years old.
Size. You average over 6 (1.8 m) feet in height and 200 pounds (90.7 kg). Your size is Medium.
Speed. Your base walking speed is 30 feet.
Formidable Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Great Strength. You are treated as Large for purposes of carrying or lifting.
Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
Hammering Horns. Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Cob's Notes: Though they can use their horns to great effect, the Bouskins are actually peaceful gardeners for the most part. Give them a plant to take care of and they'll be happy all day. Of course, some of them prefer to work on the various Ways by adding to them or altering them. They're much more construction types.
Physical Description: Bouskins look like humanoid bovines, with their appearance varying greatly from looking like domestic cattle to yaks, buffalo, and more. They have large, muscular builds and generally have some form of mane that can be straight, curly, wavy, or coily.
Age. Bouskins mature at the same rate as Humans, but are considered adults around 40. They usually live to be 450 years old.
Size. You average over 6 (1.8 m) feet in height and 200 pounds (90.7 kg). Your size is Medium.
Speed. Your base walking speed is 30 feet.
Formidable Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Great Strength. You are treated as Large for purposes of carrying or lifting.
Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
Hammering Horns. Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Cob's Notes: Though they can use their horns to great effect, the Bouskins are actually peaceful gardeners for the most part. Give them a plant to take care of and they'll be happy all day. Of course, some of them prefer to work on the various Ways by adding to them or altering them. They're much more construction types.
Origin: The Naturarium
Physical Description: All Dragoyles have certain features in common, but otherwise vary greatly in appearance: a breath weapon, two Great Horns, two wings, a tail, and four other limbs for locomotion (sometimes they are two arms and two legs, sometimes they are four legs, though the front claws act like hands). Their Great Horns usually look like something off of a bull, cow, sheep, goat, or deer and are sometimes noticeably serrated.
Age. Dragoyles mature at the same rate as Humans, but are usually considered mature around age 100. They have the same longevity as Dragons and have been known to live over 1,200 years. There are rumors that, like some Elves, certain Dragoyles simply never die.
Size. Dragoyles have different builds, with some being 2 feet (.6 m) and others being 8 feet (2.4 m) and all sizes in-between. You are either Medium or Small, chosen at character creation.
Speed. Your base Speed is 30 feet (9 m). You also have a flight speed of 30 feet (9 m). To fly, you can’t be wearing medium or heavy armor. If your hit points are reduced to half or less while in flight, you can make a Constitution saving throw. If you succeed, you can continue flying or attempt to land safely. If you fail, you begin to fall and take appropriate damage if some intervention (like feather fall) is not made. If you’re reduced to zero HP (or less) or are knocked unconscious, you immediately begin falling and will take damage on crashing. Starting at 5th level, if you have proficiency with medium or heavy armor, you can wear it and fly.
Breath Weapon. You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your weapon’s energy. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest. Starting at 5th level you can choose a secondary breath weapon listed under Cloud Weakness.
Damage Resistance. You have resistance to the damage type associated with your breath weapon.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet (18 m) of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Draconic Breath Weapons
All Dragoyless have a breath weapon. While the shape of the weapon and the damage type do not change, the appearance of the weapon can vary. For instance, fire damage can come out in the form of a line or cone of heated sand; ice damage can come out in the form of a line or cone of snow, etc. The choice between line or cone can be switched after a long or short rest.
Note that in brackets {} next to each weapon, there are listed the Dragons usually associated with it. These do not exist in the setting you’re playing in and are used as a reference only.
Brontic Weapon {Adamantine, Orange, Sapphire}
Damage Type: Thunder
Breath Weapon: 5 by 30 ft. line (CON save) or 15 ft. cone (CON save)
Caustic Weapon {Black, Brown, Copper, Grey, Nickel, Orium, Steel, Yellow}
Damage Type: Acid
Breath Weapon: 5 by 30 ft. line (DEX save) or 15 ft. cone (DEX save)
Cryic Weapon {Chromium, Silver, White}
Damage Type: Cold
Breath Weapon: 5 by 30 ft. (1.5 by 9m) line (CON save) or 15 ft. (4.6 m) cone (CON save)
Energetic Weapon {Amethyst, Cobalt, Purple}
Damage Type: Force
Breath Weapon: 5 by 30 ft. (1.5 by 9m) line (DEX save) or 15 ft. (4.6 m) cone (DEX save)
Galvanic Weapon {Blue, Bronze, Iron}
Damage Type: Lightning
Breath Weapon: 5 by 30 ft. (1.5 by 9m) line (DEX save) or 15 ft. (4.6 m) cone (DEX save)
Luminic Weapon {Crystal, Mercury}
Damage Type: Radiant
Breath Weapon: 5 by 30 ft. (1.5 by 9m) line (DEX save) or 15 ft. (4.6 m) cone (DEX save)
Necrotic Weapon {Topaz}
Damage Type: Necrotic
Breath Weapon: 5 by 30 ft. (1.5 by 9m) line (CON save) or 15 ft. (4.6 m) cone (CON save)
Psychic Weapon {Emerald}
Damage Type: Psychic
Breath Weapon: 5 by 30 ft. (1.5 by 9m) line (CON save) or 15 ft. (4.6 m) cone (CON save)
Pyric Weapon {Beljuril, Brass, Red, Ruby, Gold, Obsidian, Tungsten}
Damage Type: Fire
Breath Weapon: 5 by 30 ft. (1.5 by 9m) line (DEX save) or 15 ft. (4.6 m) cone (DEX save)
Toxic Weapon {Green, Steel}
Damage Type: Poison
Breath Weapon: 5 by 30 ft. (1.5 by 9m) line (CON save) or 15 ft. (4.6 m) cone (CON save)
Cloud Weakness
At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15 ft. (4.6 m) radius cloud. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. If there is not enough room, the cloud will fill all available space. If you are caught in the cloud you also have to succeed on a saving throw. The cloud dissipates shortly after you use it. Once you use this attack, you cannot use it again until you take a long rest. Choose one of the following effects (this choice is made at 5th level and cannot be changed):
Bungling. Each creature in the cloud (including allies) must succeed on a Dexterity saving throw or gain disadvantage on Dexterity rolls until the start of your next turn.
Enervating. Each creature in the cloud (including allies) must succeed on a Strength saving throw or gain disadvantage on Strength rolls until the start of your next turn.
Incapacitating. Each creature in the cloud (including allies) must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
Inebriating. Each creature in the cloud (including allies) must succeed on a Wisdom saving throw or gain disadvantage on Wisdom rolls until the start of your next turn.
Stupefying. Each creature in the cloud (including allies) must succeed on an Intelligence saving throw or gain disadvantage on Intelligence rolls until the start of your next turn.
Draconic Heritage. When you create your character, you can choose among the many Dragonic Heritages. At 5th level, your connection to your Draconic Heritage strengthens and you can choose an additional manifestation.
Draconic Heritages
All Dragoyles have an ability, whether magical or mundane, that is linked to the Dragons. Choose one from the list below or roll 2d8.
Note: If a spell in your heritage can be cast at higher levels, you can choose to cast the spell as if you were using your highest level spell slot available (though one is not expended). If your class doesn’t have spell slots, you can cast more powerful versions every other level (3rd, 5th, 7th, etc.) until reaching its maximum at 17th level.
2) Boldly Talkative. You can cast the tongues spell once, but only on yourself, and with a duration of 30 minutes. You regain the ability to cast the spell after a long rest.
3) Draconic Strength. You are treated as Large for purposes of lifting and carrying.
4) Dragon of the Coast. You have a Swim speed of 30 feet (9 m) and can breathe air and water. You can cast create or destroy water once. You regain the ability to cast it after a short or long rest. Your casting ability for this is one of Intelligence, Wisdom, or Charisma, whichever is highest.
5) Dragon of the Heights. You have a Climb speed of 30 feet (9 m). You can cast entangle once. You regain the ability to cast it after a short or long rest. Your casting ability for this is one of Intelligence, Wisdom, or Charisma, whichever is highest.
6) Dragon of the Land. You have a Burrow speed of 15 feet (4.6 m). You can only burrow through soft materials (sand, snow, loose gravel, etc.). You can cast earth tremor once. You regain the ability to cast it after a short or long rest. Your casting ability for this is one of Intelligence, Wisdom, or Charisma, whichever is highest.
7) Frightening Aura. You can cast cause fear once. You regain the ability to cast it after a short or long rest. Your casting ability for this is Charisma.
8) Gifted Trickster. You can cast disguise self once, and are able to appear 2 feet (.6 m) shorter than normal with it. You regain the ability to cast it after a short or long rest. Your casting ability for this is Charisma.
9) Indomitable. You have advantage on saving throws against being charmed or frightened.
10) Insightful Touch. You can cast identify once with no material components. You regain the ability to cast it this way after a long rest. Your casting ability for this is Intelligence
11) Magically Sensitive. You can cast detect magic a number of times equal to your Proficiency Bonus. You regain all expended uses after a short or long rest.
12) Mighty Roar. You let out a loud draconic roar. Each creature in a 15 ft. (4.6 m) cone (including allies) must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
13) Scales. You have tough interlocked draconic scales. While you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
14) Survivalist. You can cast wild cunning once. You regain the ability to cast it after a short or long rest. Your casting ability for this is Wisdom.
15) Vicious Tongue. You know the vicious mockery cantrip. If you are of a spell-casting class, this does not count against your number of cantrips known. Your casting ability for this is Charisma.
16) Thunderous Might. You can cast thunderwave once. You regain the ability to cast it after a short or long rest. Your casting ability for this is one of Intelligence, Wisdom, or Charisma, whichever is highest.
Cob's Notes: Nature is truly amazing in what it can produce! Some of the Dragoyles look like horned griffins, others like fairy dragons, and others like winged animals of various sorts!
Physical Description: All Dragoyles have certain features in common, but otherwise vary greatly in appearance: a breath weapon, two Great Horns, two wings, a tail, and four other limbs for locomotion (sometimes they are two arms and two legs, sometimes they are four legs, though the front claws act like hands). Their Great Horns usually look like something off of a bull, cow, sheep, goat, or deer and are sometimes noticeably serrated.
Age. Dragoyles mature at the same rate as Humans, but are usually considered mature around age 100. They have the same longevity as Dragons and have been known to live over 1,200 years. There are rumors that, like some Elves, certain Dragoyles simply never die.
Size. Dragoyles have different builds, with some being 2 feet (.6 m) and others being 8 feet (2.4 m) and all sizes in-between. You are either Medium or Small, chosen at character creation.
Speed. Your base Speed is 30 feet (9 m). You also have a flight speed of 30 feet (9 m). To fly, you can’t be wearing medium or heavy armor. If your hit points are reduced to half or less while in flight, you can make a Constitution saving throw. If you succeed, you can continue flying or attempt to land safely. If you fail, you begin to fall and take appropriate damage if some intervention (like feather fall) is not made. If you’re reduced to zero HP (or less) or are knocked unconscious, you immediately begin falling and will take damage on crashing. Starting at 5th level, if you have proficiency with medium or heavy armor, you can wear it and fly.
Breath Weapon. You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your weapon’s energy. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest. Starting at 5th level you can choose a secondary breath weapon listed under Cloud Weakness.
Damage Resistance. You have resistance to the damage type associated with your breath weapon.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet (18 m) of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Draconic Breath Weapons
All Dragoyless have a breath weapon. While the shape of the weapon and the damage type do not change, the appearance of the weapon can vary. For instance, fire damage can come out in the form of a line or cone of heated sand; ice damage can come out in the form of a line or cone of snow, etc. The choice between line or cone can be switched after a long or short rest.
Note that in brackets {} next to each weapon, there are listed the Dragons usually associated with it. These do not exist in the setting you’re playing in and are used as a reference only.
Brontic Weapon {Adamantine, Orange, Sapphire}
Damage Type: Thunder
Breath Weapon: 5 by 30 ft. line (CON save) or 15 ft. cone (CON save)
Caustic Weapon {Black, Brown, Copper, Grey, Nickel, Orium, Steel, Yellow}
Damage Type: Acid
Breath Weapon: 5 by 30 ft. line (DEX save) or 15 ft. cone (DEX save)
Cryic Weapon {Chromium, Silver, White}
Damage Type: Cold
Breath Weapon: 5 by 30 ft. (1.5 by 9m) line (CON save) or 15 ft. (4.6 m) cone (CON save)
Energetic Weapon {Amethyst, Cobalt, Purple}
Damage Type: Force
Breath Weapon: 5 by 30 ft. (1.5 by 9m) line (DEX save) or 15 ft. (4.6 m) cone (DEX save)
Galvanic Weapon {Blue, Bronze, Iron}
Damage Type: Lightning
Breath Weapon: 5 by 30 ft. (1.5 by 9m) line (DEX save) or 15 ft. (4.6 m) cone (DEX save)
Luminic Weapon {Crystal, Mercury}
Damage Type: Radiant
Breath Weapon: 5 by 30 ft. (1.5 by 9m) line (DEX save) or 15 ft. (4.6 m) cone (DEX save)
Necrotic Weapon {Topaz}
Damage Type: Necrotic
Breath Weapon: 5 by 30 ft. (1.5 by 9m) line (CON save) or 15 ft. (4.6 m) cone (CON save)
Psychic Weapon {Emerald}
Damage Type: Psychic
Breath Weapon: 5 by 30 ft. (1.5 by 9m) line (CON save) or 15 ft. (4.6 m) cone (CON save)
Pyric Weapon {Beljuril, Brass, Red, Ruby, Gold, Obsidian, Tungsten}
Damage Type: Fire
Breath Weapon: 5 by 30 ft. (1.5 by 9m) line (DEX save) or 15 ft. (4.6 m) cone (DEX save)
Toxic Weapon {Green, Steel}
Damage Type: Poison
Breath Weapon: 5 by 30 ft. (1.5 by 9m) line (CON save) or 15 ft. (4.6 m) cone (CON save)
Cloud Weakness
At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15 ft. (4.6 m) radius cloud. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. If there is not enough room, the cloud will fill all available space. If you are caught in the cloud you also have to succeed on a saving throw. The cloud dissipates shortly after you use it. Once you use this attack, you cannot use it again until you take a long rest. Choose one of the following effects (this choice is made at 5th level and cannot be changed):
Bungling. Each creature in the cloud (including allies) must succeed on a Dexterity saving throw or gain disadvantage on Dexterity rolls until the start of your next turn.
Enervating. Each creature in the cloud (including allies) must succeed on a Strength saving throw or gain disadvantage on Strength rolls until the start of your next turn.
Incapacitating. Each creature in the cloud (including allies) must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
Inebriating. Each creature in the cloud (including allies) must succeed on a Wisdom saving throw or gain disadvantage on Wisdom rolls until the start of your next turn.
Stupefying. Each creature in the cloud (including allies) must succeed on an Intelligence saving throw or gain disadvantage on Intelligence rolls until the start of your next turn.
Draconic Heritage. When you create your character, you can choose among the many Dragonic Heritages. At 5th level, your connection to your Draconic Heritage strengthens and you can choose an additional manifestation.
Draconic Heritages
All Dragoyles have an ability, whether magical or mundane, that is linked to the Dragons. Choose one from the list below or roll 2d8.
Note: If a spell in your heritage can be cast at higher levels, you can choose to cast the spell as if you were using your highest level spell slot available (though one is not expended). If your class doesn’t have spell slots, you can cast more powerful versions every other level (3rd, 5th, 7th, etc.) until reaching its maximum at 17th level.
2) Boldly Talkative. You can cast the tongues spell once, but only on yourself, and with a duration of 30 minutes. You regain the ability to cast the spell after a long rest.
3) Draconic Strength. You are treated as Large for purposes of lifting and carrying.
4) Dragon of the Coast. You have a Swim speed of 30 feet (9 m) and can breathe air and water. You can cast create or destroy water once. You regain the ability to cast it after a short or long rest. Your casting ability for this is one of Intelligence, Wisdom, or Charisma, whichever is highest.
5) Dragon of the Heights. You have a Climb speed of 30 feet (9 m). You can cast entangle once. You regain the ability to cast it after a short or long rest. Your casting ability for this is one of Intelligence, Wisdom, or Charisma, whichever is highest.
6) Dragon of the Land. You have a Burrow speed of 15 feet (4.6 m). You can only burrow through soft materials (sand, snow, loose gravel, etc.). You can cast earth tremor once. You regain the ability to cast it after a short or long rest. Your casting ability for this is one of Intelligence, Wisdom, or Charisma, whichever is highest.
7) Frightening Aura. You can cast cause fear once. You regain the ability to cast it after a short or long rest. Your casting ability for this is Charisma.
8) Gifted Trickster. You can cast disguise self once, and are able to appear 2 feet (.6 m) shorter than normal with it. You regain the ability to cast it after a short or long rest. Your casting ability for this is Charisma.
9) Indomitable. You have advantage on saving throws against being charmed or frightened.
10) Insightful Touch. You can cast identify once with no material components. You regain the ability to cast it this way after a long rest. Your casting ability for this is Intelligence
11) Magically Sensitive. You can cast detect magic a number of times equal to your Proficiency Bonus. You regain all expended uses after a short or long rest.
12) Mighty Roar. You let out a loud draconic roar. Each creature in a 15 ft. (4.6 m) cone (including allies) must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
13) Scales. You have tough interlocked draconic scales. While you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
14) Survivalist. You can cast wild cunning once. You regain the ability to cast it after a short or long rest. Your casting ability for this is Wisdom.
15) Vicious Tongue. You know the vicious mockery cantrip. If you are of a spell-casting class, this does not count against your number of cantrips known. Your casting ability for this is Charisma.
16) Thunderous Might. You can cast thunderwave once. You regain the ability to cast it after a short or long rest. Your casting ability for this is one of Intelligence, Wisdom, or Charisma, whichever is highest.
Cob's Notes: Nature is truly amazing in what it can produce! Some of the Dragoyles look like horned griffins, others like fairy dragons, and others like winged animals of various sorts!
Origin: The Faetarium.
Physical Description: Elves have a slender, graceful body that makes them nimble and elegant. They are often lighter than a human of the same height. Their ears are very long, generally between 6 to 8 inches (16 to 20 cm) and pointed.
Skin. Elven skin range includes hues far beyond just the Human spectrum of pale peach to dark brown. Any shade of any color is possible in an Elf. Further, many have patterns on their skins like stripes, spots, rosettes, or similar.
Eyes. Elven eyes are always heterochromatic. Generally they come in two varieties: eyes that have three ‘rings’ with one color near the pupil, one in the middle, and one at the edge of the iris (while some have hard edges, the colors can and do transition into one another), and eyes that have ‘patterns’ such as stripes, spots, rosettes, or similar. Elves that have those patterns usually have skin patterns that match, but not always.
Hair. Elven hair is very similar to Human hair in terms of types and thus can be coily, curly, straight, or wavy. However, the color variety is far beyond natural Human colors (though these can be included), often in vibrant shades or patterns of various sorts.
Age. Elves mature at the same rate as Humans, but Elvish cultures do not usually consider them to be fully mentally developed (nor matured) until they acquire a century of life experience. Elves can live to be 700 or older, and legends speak of Elves who simply never die.
Size. You stand around 5 to 6 feet (1.5 to 1.8 m) tall and average 100 to 165 pounds (45 to 75 kg). Your size is Medium.
Speed. Your base Speed is 30 feet (9 m).
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet (18 m) of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Gifts. You gain advantage on saving throws against being charmed. Additionally, you are immune to any spells that would put you to sleep.
Keen Senses. You have proficiency in the Perception skill. Starting at 5th level, all your Perception rolls also have advantage.
Trance. You don’t need to sleep. Instead, you meditate deeply, remaining conscious (the Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice.
When you take a long rest, you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity.
Physical Description: Elves have a slender, graceful body that makes them nimble and elegant. They are often lighter than a human of the same height. Their ears are very long, generally between 6 to 8 inches (16 to 20 cm) and pointed.
Skin. Elven skin range includes hues far beyond just the Human spectrum of pale peach to dark brown. Any shade of any color is possible in an Elf. Further, many have patterns on their skins like stripes, spots, rosettes, or similar.
Eyes. Elven eyes are always heterochromatic. Generally they come in two varieties: eyes that have three ‘rings’ with one color near the pupil, one in the middle, and one at the edge of the iris (while some have hard edges, the colors can and do transition into one another), and eyes that have ‘patterns’ such as stripes, spots, rosettes, or similar. Elves that have those patterns usually have skin patterns that match, but not always.
Hair. Elven hair is very similar to Human hair in terms of types and thus can be coily, curly, straight, or wavy. However, the color variety is far beyond natural Human colors (though these can be included), often in vibrant shades or patterns of various sorts.
Age. Elves mature at the same rate as Humans, but Elvish cultures do not usually consider them to be fully mentally developed (nor matured) until they acquire a century of life experience. Elves can live to be 700 or older, and legends speak of Elves who simply never die.
Size. You stand around 5 to 6 feet (1.5 to 1.8 m) tall and average 100 to 165 pounds (45 to 75 kg). Your size is Medium.
Speed. Your base Speed is 30 feet (9 m).
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet (18 m) of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Gifts. You gain advantage on saving throws against being charmed. Additionally, you are immune to any spells that would put you to sleep.
Keen Senses. You have proficiency in the Perception skill. Starting at 5th level, all your Perception rolls also have advantage.
Trance. You don’t need to sleep. Instead, you meditate deeply, remaining conscious (the Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice.
When you take a long rest, you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity.
Origin: The Villarium
Physical Description: Entoms look like humanoid insectoids with features resembling ants, beetles, crickets, and/or mantises.
Size. You are Medium or Small. You choose your size when you select this race.
Speed. Your walking speed is 30 feet (9 m).
Carapace. While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.
Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Secondary Appendages. You have a set of secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property. You can also choose to run or walk on your secondary arms as legs like a centaur. You gain a +5 to your movement when you do so.
Sleepless. You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
Physical Description: Entoms look like humanoid insectoids with features resembling ants, beetles, crickets, and/or mantises.
Size. You are Medium or Small. You choose your size when you select this race.
Speed. Your walking speed is 30 feet (9 m).
Carapace. While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.
Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Secondary Appendages. You have a set of secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property. You can also choose to run or walk on your secondary arms as legs like a centaur. You gain a +5 to your movement when you do so.
Sleepless. You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
Origin: The Bucolarium
Physical Description: Fauns look almost like Halflings, but they have many features similar to a farm animal. Their legs are always covered in fur or feathers and end in paws, hooves, or claws instead of feet. They have tails that match and their ears are also animal-like, either furry or covered in feathers and sticking out like tufts on the sides of their heads. Common examples include goat-like, sheep-like, horse-like, donkey-like, dog-like, and chicken-like.
Size. You stand around 3 to 4 feet (.9 to 1.2 m) tall and average 30 to 40 pounds (13.6 to 18 kg). Your size is Small.
Age. Fauns mature at the same rate as Humans, and generally are considered adults around 20. They will usually live to be around 200.
Speed. Your walking speed is 30 feet (9 m).
Brave. You have advantage on saving throws against being frightened.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
Mirthful Leaps. Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
Nimble. You can move through the space of any creature that is of a size larger than yours.
Reveler. As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
Cob's Note: There are a lot of celebrations in the Bucolarium and it makes an ideal place for vacations, at least if you're the type that likes to party.
Physical Description: Fauns look almost like Halflings, but they have many features similar to a farm animal. Their legs are always covered in fur or feathers and end in paws, hooves, or claws instead of feet. They have tails that match and their ears are also animal-like, either furry or covered in feathers and sticking out like tufts on the sides of their heads. Common examples include goat-like, sheep-like, horse-like, donkey-like, dog-like, and chicken-like.
Size. You stand around 3 to 4 feet (.9 to 1.2 m) tall and average 30 to 40 pounds (13.6 to 18 kg). Your size is Small.
Age. Fauns mature at the same rate as Humans, and generally are considered adults around 20. They will usually live to be around 200.
Speed. Your walking speed is 30 feet (9 m).
Brave. You have advantage on saving throws against being frightened.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
Mirthful Leaps. Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
Nimble. You can move through the space of any creature that is of a size larger than yours.
Reveler. As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
Cob's Note: There are a lot of celebrations in the Bucolarium and it makes an ideal place for vacations, at least if you're the type that likes to party.
Origins: Mundo
Physical Description: Humans look like Humans of Earth with the same variety of body sizes, shapes, skin, hair, and eye colors.
Age. Humans usually reach physical maturity sometime in their late teens. When they are considered adults vary but it’s usually between 16 to 21. They will usually live into their 70’s or 80’s but can live to be up to 120 or more.
Size. Humans vary widely in height and build, from barely 5 (1.5 m) feet to well over 6 feet (1.8 m) tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet (9 m).
Adaptable. You gain one Feat of your choice.
Skillful. You gain proficiency in one skill of your choice.
Transformable. Unlike the other species, Humans are uniquely attuned to planar energies and the influence causes them to change. How they change varies on the plane.
The Imaginarium: Humans affected by the Imaginarium look almost like they were painted into being. They have the innate ability to cast a cantrip from the School of Illusion which they can change after a long rest. This does not count against cantrips known for spellcasters.
The Faetarium: Humans affected by the Faetarium have an “elvish” look to them, which includes skin and hair color variants. Their ears are slightly pointed, but not nearly as long as an Elf’s. They have keen senses and have advantage on Perception and Investigation checks.
The Naturarium: Humans affected by the Naturarium have a wild appearance. Whether it is some animalistic or elemental, you features are a reflection of the natural energies. You can cast the elementalism cantrip. This does not count against cantrips known for spellcasters. You also gain darkvision out to 30 feet (9 m).
The Labryrinarium: Humans affected by the Labryinarium have a bovine appearance, sometimes extending to having fur, small horns and a tail, though never to the extent you’d be mistaken for a Bouskin. You can always sense where north is. You have remarkable strength for their size and are treated as Large for purposes of lifting and carrying.
The Villarium: Humans affected by the Villarium have the air of someone who’s worked on a farm or with animals and plants a lot (whether or not this is true). You can have one of the following: an extra feat, another skill you have proficiency in, or advantage on one skill you already have proficiency in.
The Bucolarium: Humans affected by the Bucolarium have a charismatic nature: your appearance is always striking in some way. This gives you advantage on one Charisma roll of your choice, which you can use again after a long or short rest. You also have proficiency in Performance. If you already have proficiency, choose another skill instead.
The Urbarium: Humans affected by the Urbarium have a strangely ‘orderly’ appearance. You look as if your body was exactly mirrored and your actions all precisely thought-out. Your skin has metallic flecks instead of freckles. You have advantage on a Wisdom roll of your choice, which you can use again after a long or short rest. You can cast the mending cantrip. This does not count against cantrips known for spellcasters. You also have a strangely intimate knowledge of machines. You’re proficient with any vehicle and, if you spend ten rounds studying a machine you’ve never seen before, you can figure out what it does. You also have advantage on disarming traps or making them or other mechanical devices.
The Librarium: Humans affected by the Librarium have a strangely studious appearance and a fondness for birds and can speak to them as if under talk to animals. You have advantage on an Intelligence roll of your choice, which you can use again after a long or short rest. You can also know as many languages as your Intelligence bonus grants (minimum 1). These are known as well as any others you know through your background or class.
Mundo: The Humans unaffected by any other planes still have their own unique talents. You can choose to give any one roll advantage. You can do this again after finishing a long rest. You can also choose to add your proficiency bonus to the roll of any skill check whether you have proficiency in it or not. You can do this again after finishing a long rest.
Cob's Notes: Humans are very malleable folks, and sometimes they even do it to themselves! There are werecreatures on Mundo who are a variant of the effects of the Naturarium. You might wonder how there are any "regular" Humans left and the short answer is that the Realms are always in balance, so 1/9th of the Human population is always affected by Mundo.
Physical Description: Humans look like Humans of Earth with the same variety of body sizes, shapes, skin, hair, and eye colors.
Age. Humans usually reach physical maturity sometime in their late teens. When they are considered adults vary but it’s usually between 16 to 21. They will usually live into their 70’s or 80’s but can live to be up to 120 or more.
Size. Humans vary widely in height and build, from barely 5 (1.5 m) feet to well over 6 feet (1.8 m) tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet (9 m).
Adaptable. You gain one Feat of your choice.
Skillful. You gain proficiency in one skill of your choice.
Transformable. Unlike the other species, Humans are uniquely attuned to planar energies and the influence causes them to change. How they change varies on the plane.
The Imaginarium: Humans affected by the Imaginarium look almost like they were painted into being. They have the innate ability to cast a cantrip from the School of Illusion which they can change after a long rest. This does not count against cantrips known for spellcasters.
The Faetarium: Humans affected by the Faetarium have an “elvish” look to them, which includes skin and hair color variants. Their ears are slightly pointed, but not nearly as long as an Elf’s. They have keen senses and have advantage on Perception and Investigation checks.
The Naturarium: Humans affected by the Naturarium have a wild appearance. Whether it is some animalistic or elemental, you features are a reflection of the natural energies. You can cast the elementalism cantrip. This does not count against cantrips known for spellcasters. You also gain darkvision out to 30 feet (9 m).
The Labryrinarium: Humans affected by the Labryinarium have a bovine appearance, sometimes extending to having fur, small horns and a tail, though never to the extent you’d be mistaken for a Bouskin. You can always sense where north is. You have remarkable strength for their size and are treated as Large for purposes of lifting and carrying.
The Villarium: Humans affected by the Villarium have the air of someone who’s worked on a farm or with animals and plants a lot (whether or not this is true). You can have one of the following: an extra feat, another skill you have proficiency in, or advantage on one skill you already have proficiency in.
The Bucolarium: Humans affected by the Bucolarium have a charismatic nature: your appearance is always striking in some way. This gives you advantage on one Charisma roll of your choice, which you can use again after a long or short rest. You also have proficiency in Performance. If you already have proficiency, choose another skill instead.
The Urbarium: Humans affected by the Urbarium have a strangely ‘orderly’ appearance. You look as if your body was exactly mirrored and your actions all precisely thought-out. Your skin has metallic flecks instead of freckles. You have advantage on a Wisdom roll of your choice, which you can use again after a long or short rest. You can cast the mending cantrip. This does not count against cantrips known for spellcasters. You also have a strangely intimate knowledge of machines. You’re proficient with any vehicle and, if you spend ten rounds studying a machine you’ve never seen before, you can figure out what it does. You also have advantage on disarming traps or making them or other mechanical devices.
The Librarium: Humans affected by the Librarium have a strangely studious appearance and a fondness for birds and can speak to them as if under talk to animals. You have advantage on an Intelligence roll of your choice, which you can use again after a long or short rest. You can also know as many languages as your Intelligence bonus grants (minimum 1). These are known as well as any others you know through your background or class.
Mundo: The Humans unaffected by any other planes still have their own unique talents. You can choose to give any one roll advantage. You can do this again after finishing a long rest. You can also choose to add your proficiency bonus to the roll of any skill check whether you have proficiency in it or not. You can do this again after finishing a long rest.
Cob's Notes: Humans are very malleable folks, and sometimes they even do it to themselves! There are werecreatures on Mundo who are a variant of the effects of the Naturarium. You might wonder how there are any "regular" Humans left and the short answer is that the Realms are always in balance, so 1/9th of the Human population is always affected by Mundo.
Origin: The Librarium
Physical Description: Kenku look like humanoid corvids with wings, most usually crows and ravens but they can look like any variety of corvid including rooks, magpies, jackdaws, jays, treepies, choughs, and nutcrackers.
Size. Your size is either Medium (4 feet to 6 feet [1.8 m]) or Small (3 to 4 feet [.9 to 1.2 m]). You choose the size when you select this race.
Speed. Your walking speed is 30 feet (9 m).
Flight. You have a fly speed of 30 feet (9 m). To use this speed, you can’t be wearing medium or heavy armor. If your hit points are reduced to half or less while in flight, you can make a Constitution saving throw. If you succeed, you can continue flying or attempt to land safely. If you fail, you begin to fall and take appropriate damage if some intervention (like feather fall) is not made. If you’re reduced to zero HP (or less) or are knocked unconscious, you immediately begin falling and will take damage on crashing.
Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
Expert Linguist. You can always learn more languages. It takes you a month to do so and you must either have access to a book practical to learn from or an instructor.
Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice. Additionally, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
Cobs Notes: Kenku are generally most at home in libraries and bookstores. Indeed their homes could be mistaken for such. Sometimes they need to find some bit of info that compels them to adventure.
Physical Description: Kenku look like humanoid corvids with wings, most usually crows and ravens but they can look like any variety of corvid including rooks, magpies, jackdaws, jays, treepies, choughs, and nutcrackers.
Size. Your size is either Medium (4 feet to 6 feet [1.8 m]) or Small (3 to 4 feet [.9 to 1.2 m]). You choose the size when you select this race.
Speed. Your walking speed is 30 feet (9 m).
Flight. You have a fly speed of 30 feet (9 m). To use this speed, you can’t be wearing medium or heavy armor. If your hit points are reduced to half or less while in flight, you can make a Constitution saving throw. If you succeed, you can continue flying or attempt to land safely. If you fail, you begin to fall and take appropriate damage if some intervention (like feather fall) is not made. If you’re reduced to zero HP (or less) or are knocked unconscious, you immediately begin falling and will take damage on crashing.
Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
Expert Linguist. You can always learn more languages. It takes you a month to do so and you must either have access to a book practical to learn from or an instructor.
Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice. Additionally, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
Cobs Notes: Kenku are generally most at home in libraries and bookstores. Indeed their homes could be mistaken for such. Sometimes they need to find some bit of info that compels them to adventure.
Origin: The Imaginarium.
Physical Appearance: Oneiroi are dream-beings whose appearance can vary widely. The one consistency is that whatever form you are, you always have a dream-like quality that is immediately noticeable. Common forms include talking animals, fairy-like shapes, and elemental spirits. You can mimic other races, but your nature is always immediately obvious. You do not shapeshift: once a form is chosen; you retain it unless acted upon by a spell, class ability, or rebirth.
Age. Oneiroi don’t age, but memories past 1000 years have a vague, dream-like quality. You can be killed, which will force a rebirth into a new form without the memories of your past one due to trauma (effectively a new character).
Size. Usually Medium or Small. You can appear Tiny or Large: see Dream Logic.
Speed. Your base walking speed is 30 feet (9 m).
Dream Logic. While you may appear to be Tiny, Small, Medium, or Large size, you interact with the world as if you were Small or Medium (chosen at character creation). Spells such as enlarge/reduce mean the size category you appear to be increases or decreases as appropriate, though your stats change according to the size you interact with the world as.
Even if your body has no limbs with opposable thumbs, you can hold and manipulate items as if you had humanoid hands, perhaps wielding things with a tail or wingtips. You can talk even if your mouth normally wouldn’t permit it. In turn, though, efforts that would thwart a humanoid thwart you, such as a gag to mute you or bonds to confine you.
Dream Traits. You can choose two of the following traits or roll 1d12 twice for them (ignoring rolls that are duplicates).
1) Aquatic. You have a swimming speed of 30 feet (9 m) and you can breathe both air and water.
2) Burrower. You have a burrowing speed of 30 feet (9 m). You can only burrow in soft soil, loose gravel, or similar.
3) Climber. You have a climbing speed of 30 feet (9 m).
4) Darkvision. You can see in dim light within 60 feet (18 m) of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
5) Dream Armor. Regular armors don’t really work for you, given your unusual shape. Fortunately, you gain a natural armor that improves over time. Your skin (fur, feathers, scales, etc.) has a very unusual appearance. Regardless of the actual details, your skin grants you an AC of 11 + your Dexterity modifier (minimum +0). At 5th level, your skin grants you an AC of 13 + your Dexterity modifier (minimum +1). At 10th level, your skin grants you an AC of 16 + your Dexterity modifier (minimum +2). You can use a shield and still gain this benefit. You can also use magic items that would boost your AC, including magic armors (they adjust themselves to fit). However, you cannot wear magic armor and still gain the benefit of your skin.
6) Dream Magic. You know one of the following cantrips: dancing lights, druidcraft, mending, mage hand, minor illusion, prestidigitation, or thaumaturgy. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (whichever is highest). If you are a caster, this does not count against cantrips known.
7) Flight. You have a fly speed of 30 feet (9 m). To use this speed, you can’t be wearing medium or heavy armor. If your hit points are reduced to half or less while in flight, you can make a Constitution saving throw. If you succeed, you can continue flying or attempt to land safely. If you fail, you begin to fall and take appropriate damage if some intervention (like feather fall) is not made. If you’re reduced to zero HP (or less) or are knocked unconscious, you immediately begin falling and will take damage on crashing.
8) Ideal Senses. You have advantage on Perception checks.
9) Magic Sense. You can cast detect magic a number of times per day equal to your proficiency modifier. You regain all expended uses after a short or long rest.
10) Sweet Dreams. You have a charismatic appeal that gives you advantage on a Charisma roll of your choice. You can use this ability a number of times per day equal to your proficiency modifier. You regain all expended uses after a long rest.
11) Unusual Proportions. You can choose to be treated either as Tiny for purposes of squeezing into places or Large for purposes of carrying things. Once you choose, you must finish a long rest before you can choose again.
12) Vanish. As a reaction immediately after taking damage, you can turn invisible. The invisibility lasts until the end of your next turn, and it ends early if you attack, deal damage, or cast a spell that forces a creature to make a saving throw. Once you use this feature, you must finish a long rest before doing so again.
Knack for the Unexpected. You can choose to have advantage on one roll. You regain use of this after a long rest.
Lucid Dreamer. You don’t sleep in the usual sense, but instead have lucid dreams for about four hours as part of a long rest. You are also unaffected by any sort of magical sleep (though you can be knocked unconscious).
Cob's Notes: Elves and Dragoyles have a long-standing rivalry as to who evolved first. The truth is that the Oneiroi were the very first race.
Physical Appearance: Oneiroi are dream-beings whose appearance can vary widely. The one consistency is that whatever form you are, you always have a dream-like quality that is immediately noticeable. Common forms include talking animals, fairy-like shapes, and elemental spirits. You can mimic other races, but your nature is always immediately obvious. You do not shapeshift: once a form is chosen; you retain it unless acted upon by a spell, class ability, or rebirth.
Age. Oneiroi don’t age, but memories past 1000 years have a vague, dream-like quality. You can be killed, which will force a rebirth into a new form without the memories of your past one due to trauma (effectively a new character).
Size. Usually Medium or Small. You can appear Tiny or Large: see Dream Logic.
Speed. Your base walking speed is 30 feet (9 m).
Dream Logic. While you may appear to be Tiny, Small, Medium, or Large size, you interact with the world as if you were Small or Medium (chosen at character creation). Spells such as enlarge/reduce mean the size category you appear to be increases or decreases as appropriate, though your stats change according to the size you interact with the world as.
Even if your body has no limbs with opposable thumbs, you can hold and manipulate items as if you had humanoid hands, perhaps wielding things with a tail or wingtips. You can talk even if your mouth normally wouldn’t permit it. In turn, though, efforts that would thwart a humanoid thwart you, such as a gag to mute you or bonds to confine you.
Dream Traits. You can choose two of the following traits or roll 1d12 twice for them (ignoring rolls that are duplicates).
1) Aquatic. You have a swimming speed of 30 feet (9 m) and you can breathe both air and water.
2) Burrower. You have a burrowing speed of 30 feet (9 m). You can only burrow in soft soil, loose gravel, or similar.
3) Climber. You have a climbing speed of 30 feet (9 m).
4) Darkvision. You can see in dim light within 60 feet (18 m) of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
5) Dream Armor. Regular armors don’t really work for you, given your unusual shape. Fortunately, you gain a natural armor that improves over time. Your skin (fur, feathers, scales, etc.) has a very unusual appearance. Regardless of the actual details, your skin grants you an AC of 11 + your Dexterity modifier (minimum +0). At 5th level, your skin grants you an AC of 13 + your Dexterity modifier (minimum +1). At 10th level, your skin grants you an AC of 16 + your Dexterity modifier (minimum +2). You can use a shield and still gain this benefit. You can also use magic items that would boost your AC, including magic armors (they adjust themselves to fit). However, you cannot wear magic armor and still gain the benefit of your skin.
6) Dream Magic. You know one of the following cantrips: dancing lights, druidcraft, mending, mage hand, minor illusion, prestidigitation, or thaumaturgy. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (whichever is highest). If you are a caster, this does not count against cantrips known.
7) Flight. You have a fly speed of 30 feet (9 m). To use this speed, you can’t be wearing medium or heavy armor. If your hit points are reduced to half or less while in flight, you can make a Constitution saving throw. If you succeed, you can continue flying or attempt to land safely. If you fail, you begin to fall and take appropriate damage if some intervention (like feather fall) is not made. If you’re reduced to zero HP (or less) or are knocked unconscious, you immediately begin falling and will take damage on crashing.
8) Ideal Senses. You have advantage on Perception checks.
9) Magic Sense. You can cast detect magic a number of times per day equal to your proficiency modifier. You regain all expended uses after a short or long rest.
10) Sweet Dreams. You have a charismatic appeal that gives you advantage on a Charisma roll of your choice. You can use this ability a number of times per day equal to your proficiency modifier. You regain all expended uses after a long rest.
11) Unusual Proportions. You can choose to be treated either as Tiny for purposes of squeezing into places or Large for purposes of carrying things. Once you choose, you must finish a long rest before you can choose again.
12) Vanish. As a reaction immediately after taking damage, you can turn invisible. The invisibility lasts until the end of your next turn, and it ends early if you attack, deal damage, or cast a spell that forces a creature to make a saving throw. Once you use this feature, you must finish a long rest before doing so again.
Knack for the Unexpected. You can choose to have advantage on one roll. You regain use of this after a long rest.
Lucid Dreamer. You don’t sleep in the usual sense, but instead have lucid dreams for about four hours as part of a long rest. You are also unaffected by any sort of magical sleep (though you can be knocked unconscious).
Cob's Notes: Elves and Dragoyles have a long-standing rivalry as to who evolved first. The truth is that the Oneiroi were the very first race.
{Author's Note: I worked pretty hard on this, and some folks will recognize the Elves from another thread I did. I'm hoping for feedback, especially on the Dragoyles.}







