log in or register to remove this ad


D&D 5E Tarras: A Homebrewed Campaign Setting


World of Kulan DM
Tarras: A Homebrewed 5E Campaign Setting
So, I just recently bought the core books for 4th Edition. I had told myself I wouldn't do it, but once Dark Sun was announced, it became inevitable that I'd buy at least the PHB, DMG, and MM. (I've also bought PHB2 and MM2 as well as Manual of the Planes, The Plane Below, and Underdark.)

Now, I haven't read them all yet, but I have started reading the PHB and looked through the MM and MM2. It's definitely a different kind of game and there are some things I've already decided to change.

First up, each PHB and PHB II race is going to have a minus 2 racial adjustment to one stat (except humans). That change is a given (see below).

I haven't really thought too much about how I want Tarras to be but it will definitely be a different creation than World of Kulan. The map is below. That map is the entire campaign world. I've placed terrain and some cities, ruins, and other locales. It's not much more than what you see on the map, at this point.

More on this in the next week,

While there will be a few 4e concepts (i.e fluff) that I still use for Tarras, it is going to be designed with another RPG system in mind. However, I've already decided that this world won't be a v.3.5 or Pathfinder world. And I'm using Castles & Crusades for my Dark World setting. Tarras might go BECMI (or maybe 2e [less likely]), but I haven't decided yet. The system I use will likely be a D&D-based system, since I prefer D&D to anything else. (It's what I know. B-) )

UPDATE: Tarras is now being conceived with 5th Edition D&D in mind!


Last edited:

log in or register to remove this ad


World of Kulan DM
Common Races
Dwarf, Hill
Elf, High
Firbolgborn *
Gnome, Cityfied *
Halfling, Hairfoot
Hobgoblin [VG]
Human, Aalrian *
Human, Sholite *
Ratling [RH]
Ratling, Blackfur [RH]

Uncommon Races (75% chance)
Catfolk *
Halfling, Feral [RH]
Halfling, Stout
Human, Anoccan *
Human, Tantuscan *
Kenku [VG]
Kenku, Tengu[RH]
Ratling, Whitefur [RH]

Rare Races (50% chance)
Bullywug [RH]
Catfolk, Ravenwild *
Dwarf, Mountain
Elf, Wood
Gnome, Rock
Goblin [VG]
Half-Dwarf [RH]
Half-Giant, Hill [RH]
Half-giant, Stone [RH]
Kenku, Nightcrier [RH]
Kenku, Shinefeather [RH]

Very Rare Races (25% chance)
Catfolk, Sholite *
Dwarf, Azerblood [RH]
Dwarf, Duergar [MTF]
Firbolg [VG]
Giant, Wood (Voadkyn) *
Gnome, Forest
Half-Giant, Cloud [RH]
Half-Giant, Fire [RH]
Half-Giant, Frost [RH]
Last edited:


World of Kulan DM
Common Races (75% chance)

Aarakocra [EEPC]
Bugbear [VG]
Centaur [GGR]
Gith, Pirate of *
Gnoll *
Goblin, Forest [RH]
Goblin, Snow *
Goliath [VG]
Grippli [RH]
Kobold [VG]
Kobold, Dragonscale [RH]
Lizardfolk [VG]
Minotaur, Tantuscan *
Orc, Embersworn *

Uncommon Races (50% chance)
Centaur, Charger *
Centaur, Runt *
Elf, Eladrin [DMG]
Githzerai [MTF]
Gnome, Chaos [RH]
Goblin, Cave [RH]
Half-Orog [RH]
Kor [PSZ]
Lizardfolk, Blackscale *
Minotaur [GGR]
Orc [VG]
Tabaxi [VG]
Troglodyte [RH]
Tiefling, Abyssal [UATOBM (variant)]

Rare Races (25% chance)
Aasimar [DMG]
Centaur, Roanshield *
Changling [EBR]
Githyanki [MTF]
Glimmerfolk [RH]
Gnome, Deep [MTF]
Gnome, Xvart [RH]
Half-Troll [RH]
Lizardfolk, Poison Dusk *
Loxodon [GGR]
Seedling [RH]
Shadar-Kai [MTF]
Tiefling, Infernal (all) [MTF]
Troglodyte, Redscale *
Warforged [EBR]
Yuan-Ti, Pureblood [VG]
Yuan-Ti, Flamebrood *

Vary Rare Races (10% chance)
Bladeling [RH]
Elf, Sea [MTF]
Genasi [EEPC]
— Air
— Earth
— Fire
— Water
Kuo-Toa [RH]
Minotaur, Cursed *
Myconid [RH]
Shifter (aka Wandel) [EBR]
— Beasthide (aka Tierfell)
— Longtooth (Langezahn)
— Swiftstride (aka Lange Schritt)
— Wildhunt (aka Vildjage)
Stonechild [RH]
Triton [VG]
Vedalken [GGR]
Yuan-Ti, Halfblood [RH]

EBR = Eberron: Rising From the Last War; EEPC = Elemental Evil Player's Companion; GGR = Guildmaster's Guide to Ravnica; MTF = Mordenkainen's Tome of Foes; PSZ = Plane Shift: Zendikar; RH = Racial Handbook (DM's Guild); SCAG = Sword Coast Adventurer's Guide; UATOBM = Unearthed Arcana That Old Black Magic; VG = Volo's Guide to Monsters.
* Homebrewed racial traits.
Last edited:


World of Kulan DM
CLASSES (w/ Archetypes, Traditions, Et Al.)

Common Class Options

— Path of the Berserker
— Path of the Storm Herald [XG]
— College of Lore
— College of Swords [XG]
— Life Domain [Basic Rules] *

— Circle of the Land
— Circle of the Shepherd [XG]
— Champion

— Way of the Drunken Master [XG]
— Hunter
— Swashbuckler [SCAG]
— Thief
— Sea Sorcery [UASSO]
— Shadow Magic [XG]
— Storm Sorcery [SCAG/XG]
— Raven Queen [UAWnW]
— Abjurer
— Diviner
— Enchanter

Uncommon Class Options (75% chance)
— Path of the Ancestral Guardian [XG]
— Path of the Battlerager (dwarves, half-dwarves, minotaurs [non-cursed]) [SCAG]
— College of Satire [UAKoO]
— College of Valor

— Circle of Spores [GGR]
— Circle of Twilight [UAD]
— Knight [UAFMA]
— Sharpshooter [UAFMA]

— Way of the Four Elements
— Way of the Sun Soul [SCAG/XG]
Mystic [UATMC]
— Order of the Awakened
— Order of the Nomad
— Oath of Conquest [XG]
— Oath of Devotion
— Beast Master
— Horizon Walker [XG]
— Mastermind [SCAG/XG]
— Scout [XG]
— Pyromancer [PSK]
— Wild Magic
— Archfey
— The Hexblade [XG]
— Bladesinging (catfolk, elves, half-elves) [SCAG]
— Lore Mastery [UAWnW]
— Transmuter

Rare Class Options (50% chance)
Artificer [EBR]
— Alchemist
— Path of the Totem Warrior
— College of Whispers [XG]
— Circle of Dreams [XG]
— Circle of the Moon
— Arcane Archer [XG]
— Cavalier [XG]
— Monster Hunter [UAGH]
— Way of Shadow
— Way of the Kensai [XG]
Mystic [UATMC]
— Order of the Immortal
— Oath of the Crown [SCAG]
— Oath of Treachery [UAPSO]
— Deep Stalker [UALDU]
— Primeval Guardian [UARnR]
— Assassin

— Soulknife [UAPOR]
— Divine Soul [XG]
— Stone Sorcery [UASSO]
— Fiend
— The Undying Light [UALDU]
— Illusionist
— Invoker

Vary Rare Class Options (25% chance)
Artificer [EBR]
— Artillerist (must worship a deity with the Forge Domain)
— Battle Smith
— Path of the Zealot [XG]
— College of Glamour [XG]
— Battle Master
— Eldritch Knight
— Samurai [XG]
— Way of the Open Hand
— Way of Tranquility [UAMMT]
Mystic [UATMC]
— Order of the Avatar
— Order of the Wu Jen
— Oath of the Ancients
— Oath of Vengeance
— Arcane Trickster
— Inquisitive [XG]
— Draconic Bloodline
— Phoenix Sorcery [UASSO]
— Great Old One
— Conjurer
— Necromancer

EBR = Eberron: Rising From the Last War; GGR= Guildmasters' Guide to Ravnica; PSK = Plane Shift Kaladesh; SCAG: Sword Coast Adventurer's Guide; UABC = UA Bard Colleges; UABPP = UA Barbarian Primal Paths; UACDV = UA Class Design Variants; UAD = UA Druid; UAFMA = UA Fighter Martial Archetypes; UAGH = UA Gothic Heroes; UAKoO = UA Kits of Old; UALDU = UA Light, Dark, Underdark!; UAMMT = UA Monk Monastic Traditions; USPOR = UA Psionic Options Revisited; UAPSO = UA Paladin Sacred Oaths; UARnR = UA Ranger & Rogue; UASSO = UA Sorcerer Sorcerous Origins; UATMC = UA The Mystic Class; UAWA = UA Waterborne Adventures; UAWnW = UA Warlock & Wizard; XG = Xanathar's Guide to Everything

* All other PC clerics are considered uncommon or rare depending on the deity chosen.
Last edited:


World of Kulan DM


Uncommon (75% chance)
Folk Hero

Rare (50% chance)
Guild Artisan

Very Rare (25% chance)
Guild Merchant
Last edited:


World of Kulan DM
The list isn't finalized yet. Regardless, there will always be an equal amount of deities in each section. I've used the Etruscan names for various Greek deities; however, I've used the "Dawn War" names for Athena and Tyche. The Etruscan names might stick or I'll come up with new names for those deities in a similar way that WotC did for the Dawn War pantheon. All of the mythology-based names might get a unique name for Tarras.

Nature, Trickery.
Alpanu: Death, Life. **
Aritimi (aka Artemis): Life, Nature. **
Avandra (aka Tyche): Trickery.
Bahamut: Life, War. *
Balder: Life, Light.
Belenus: Light.
Lasas: Grave (XG), Life. **
Oberon: Nature, Trickery. *
Sif: Protection (UA), War.
Titania: Arcana (SCAG), Life, Nature. *
Thor: Tempest, War.
Turan (aka Aphrodite): Life, Light. **
Turms: Trickery. **

Cel (aka Gaia):
Knowledge, Nature. **
Erathis (aka Athena): Forge (XG), Knowledge, Protection (UA). ***
Ishtar: Arcana (SCAG), Knowledge, Life.
Kavtha: Light. **
Lord of Cats: Nature, Trickery. *
Melora: Nature, Tempest.
Nethuns: Nature, Tempest. **
Pacha (aka Dionysus): Life. **
Pan: Nature.
Raven Queen (akin to Hel and/or Wee Jas): Life, Death, Grave (XG). *
Selvans (aka Silvanus): Nature. **
Tinia (aka Zeus): Forge (XG), Order (GGR), Tempest. **
Tyr: Knowledge, War.
Uni (aka Hera): Arcana (SCAG), Trickery. **

Life, Death.
Cilens: Nature, Trickery. * / **
Laran (aka Ares): Forge (XG), Order (GGR), War. **
Leinth: Arcana (SCAG), Death. **
Loki: Arcana (SCAG), Trickery.
Morrigan: War.
Nemain: Death, War. *
Queen of Air and Darkness: Arcana (SCAG), Death, Nature. *
Surtur: War. *
Thrym: War. *
Tiamat: Trickery. *
Torog: Death. *
Tuchulcha: Death, Grave (XG). * / **
Zehir (aka Set): Trickery, Death.

* PC clerics of these deities are considered rare. All other PC clerics are considered uncommon, unless the player chooses to play an unaligned cleric. Unaligned clerics use the Basic Rules cleric but cannot be evil.
** Etruscan deity.
*** Also known as Menrva.
Last edited:


World of Kulan DM
"I have always had a love for catlike races. The rakasta from the Mystara campaign setting. The tabaxi, as well. Anyone who has studied my Kulan campaign world knows that I'm a bit obsessed with the various catmen of D&D. One of those races, the catfolk, isn't as prominent in that world, so I figured I'd use that generic race as the lone catlike race for Tarras." - RPB

The catfolk are an enigma on Tarras. In the opinion of scholars, the race's history doesn't truly exist. The catfolk just are. They've been around for centuries but no one can say where they came from. The catfolk don't even know. Their oral legends speak of an "otherworld" where their divine master created them. This Lord of Cats is a mysterious figure and its demesne is an unknown star on an unknown plane.

What is known is that the catfolk are everywhere. The race is prolific and highly adaptable. Yes, they are more comfortable in the world's warmer regions but that hasn't stopped them from living all across Tarras. They are drawn to both rural and urban environments equally and tend to be excellent rangers and rogues. They excel with ranged weapons and their best warriors can shoot arrow for arrow when challenged by humans (and sometimes elves).

Catfolk are as common as half-elves and half-orcs, and they often receive similar treatment as those two half-bred races do by humans and savage humanoids such as gnolls and hobgoblins. Elves treat them with dignity but rarely do they form strong bonds with the short-lived catfolk. Dwarves consider them flighty while halflings consider them almost kindred.

Catfolk tend to get into trouble, a lot. They are very curious, which often leads to misunderstandings. If it wasn't for their uncanny luck, they'd have died out long ago. Having a catfolk companion always leads to new, and often dangerous, adventures. For their part, catfolk tend to leap before they look and see a new obstacle as a challenge to overcome. And they're more than willing to drag their closest friends along for the ride, willing or not.

Catfolk Traits
Ability Score Increase.
Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Catfolk are fast to mature — typically reaching adulthood at the age of 16. Mental maturity often takes longer. Regardless, Catfolk youngsters often leave their parents protection before the age of 18. Catfolk can live to be 70 to 90 years old.
Alignment. Catfolk are chaotic in the extreme but they also tend towards the moral path of good deeds. However, a catfolk's sense of right and wrong is often at odds with the ideals of other races, especially those of dwarves.
Size. Catfolk range from under 5 to over 6 feet tall and have builds similar to humans and half-elves. Females tend to be more lithe. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. Accustomed to night on dusky plains, you have superior vision in dark or dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Stealthy. You have proficiency in the Stealth skill.
Languages. You can speak, read, and write Common and Feline. Catfolk use the Feline language amongst their own kind, but they are quick to converse with other races in Common or some other language. Feline is an abrupt language full of growling and hissing sounds. Catfolk don't like long-winded conversations. The catfolk word for 'debate' is the same as for 'bored'. Catfolk that choose to learn other languages other than Common often choose the languages of gnolls and halflings.

Patron Deity: Lord of Cats

"Heroism is good but danger is more fun." - a catfolk proverb/joke

  • Catfolk, Ravenwild
  • Catfolk, Sholite

Alternate Catfolk racial traits: Supreme Slayer's Racial Handbook (p. 2).

Tabaxi [VG]
Description still to be written.

Patron Deity: Lord of Cats
Last edited:


World of Kulan DM
Dwarves value strength and skill. They live for resiliency and stoicism. They are also known for being gruff and a bit unpleasant; and while this is true when dwarves adventure with other races, they tend to be more gregarious amongst their own people. An adventuring companion that witnesses such a display is often unnerved.

Dwarves feel a kinship towards gnomes, but they rarely admire them. They find elves to be puffed up and flighty; however, they respect their fighting abilities. Dwarves admire the ability of humans to be able to adapt and strive for greatness, but they realize that humans, as a race, rarely honor such achievements beyond one or two generations. Dwarves admire halflings just for being halflings.

Like elves, dwarves have little tolerance for goblinoids and orcs, but they will give half-orcs the benefit of the doubt, once. Dwarves have an ingrained racial hatred for giants including hill giants, ogres, and trolls. Wars between dwarven clans and ogre tribes are often legendary.

Dwarves believe strongly in a Lawful society as long as that society looks towards the Good for its people. This belief is what usually causes friction between dwarves and elves. Dwarves want order while elves want freedom.

Patron Deity: Tinia.

"I like to see what I kill." - The response from a dwarven ally to the spoken bravado of his elven ally's well placed bow shot

  • Azerblood (RH, p. 2)
  • Duergar (MTF, p. 81)
  • Dwarf, Hill (PHB, p. 20)
  • Dwarf, Mountain (PHB, p. 20)
  • Half-Dwarf (RH, p. 2)
Description still to be written.

Patron Deities: Erathis or Surtur

Duergar [MTF]
The Duergar, or gray dwarves, are a race of dwarves that live entirely underground. This makes them rare on Tarras since the world's underdark is sparse when it comes to areas that aren't underwater. Duergar males are completely bald while their females usually have long, thin hair that is kept braided off to one side. (The rest is usually shaved off.) Grays take dwarven unpleasantness to the extreme, and they like to think their way out of bad situations.

The Duergar do not get along with other races. They hate other dwarves with a passion, and they despise dark elves, as rivals for the underdark. In truth, Duergar don't associate with other races unles they are either enslaving or warring with them. They do respect races that fight back with vigor (like dragonborn and minotaurs) but that won't stop them from killing these foes with malice. Thus, any Duergar that chooses to become an adventurer and willingly associate with other races is considered a pariah (unless the gray is secretly spying on his 'so-called' companions).

The Duergar are more likely to associate with goblinoids or giants than the standard races of Tarras. But when they do so, it isn't an association that is equal. Goblins and kobolds make good slaves while hobgoblins make tolerable 'temporary' partners (but not always). Gray dwarves respect the strength and warlike nature of hobgoblins, but they never truly trust them, especially hobgoblins who choose to live in human-dominated cities such as Tantus.

The Duergar are highly Lawful, almost to fanaticism. They are also inherently Evil as a society. Gray dwarves that choose to become adventurers tend to be more Neutral in their outlook, but a gray dwarf who isn't lawful is considered odd. Good gray dwarves are considered an aberration and are usually hunted by their kin.

Patron Deities: Cilens and Laran.

Ability Score Increase. Your Strength score increases by 1, and your Intelligence score increases by 1.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the targets of your attack, or whatever you are trying to perceive is in direct sunlight.
Silent Watcher. You have proficiency with both the Perception skill and the Stealth skill.
Duergar Resilience. You have advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. (This replaces the standard Dwarven Resilience trait on p. 20 of the 5E PHB.)
Duergar Magic. When you reach 5th level, you can cast the invisibility spell once per day. When you reach 7th level, you can also cast the enlarge spell once per day. Intelligence is your spellcasting ability for these spells.
Duergar Weapon Training. You have proficiency with javelins and war picks.
Languages. You can speak, read, and write Dwarvish, Common, and Undercommon.

"Do not shield your eyes from the surface world, my child, only the glare of the sun." - A duergar parent's words of warning to his son setting off for adventure.

Description still to be written.

Patron Deity: Any

"My blood belongs to me and no one else." - Half-dwarf's challenge to a slaver.
Last edited:


World of Kulan DM
Elves are beautiful. Elves are vain. Elves are arrogant. Elves think they're Godlike. The other races of the world have a variety of opinions about elves. And, usually, only about one in four of them are flattering. Regardless, elves rarely worry about the opinions of other races and look towards the (very) long term. In the early centuries of human evolution, elves decided to wait out the fecund upstarts. Their leaders are still waiting.

Elves aren't much for civilization... well, at least not the civilizations of other races. They respect dwarves for their strength in battle, but they can't abide the need of the stout-folk to disturb nature in order to build their grand cities. They have a fondness for halflings but don't consider them truly civilized. The same can be said for gnomes although there is a common bond between them...


Elves love magic in all its forms. They make great wizards and even better sorcerers. Magic lives in their blood almost as much as nature does. This often leads them to practice druidism while a few of their more unruly kinfolk become pyromancers. Necromancy is shunned by most elves, however, and an elf who becomes a necromancer is likely an outcast. Warlocks are nearly as rare but not as likely to be pariahs.

Elves hate goblins and most other savage races with a tendency towards evil. They rarely give members of such races the benefit of the doubt, which means that war is common between elven clans and goblinoid tribes. They have an intense hatred for orcs (and half-orcs); the two races are blood enemies and vendettas are commonplace.

Elves tend towards Chaos and are strong supporters of Good; however, they tend to shift their opinions more towards Neutrality as they age.

Patron Deities: Cel or Selvans.

"Elves? What are they good for? Roasting! Ha!" - An orc joke, sort of

  • Drow (PHB, p. 24)
  • Eladrin (DMG, p. 286)
  • Elf, High (PHB, pp. 23-24)
  • Elf, Sea (MTF, p. 62)
  • Elf, Wood (PHB, p. 24)
  • Shadar-Kai (MTF, pp. 62-63)
Description still to be written.

Patron Deities: Selvans or Uni

Description still to be written.

Patron Deity: Any

"You aren't an elf and even less than human." - An eladrin insults a half-elf.​

Description still to be written.

Patron Deities: Alpanu or Queen of Air and Darkness

Description still to be written.

Patron Deity: Raven Queen
Last edited:


World of Kulan DM
I updated the main map; plus, here's a closeup of the smaller continent.

Most of the changes I made to the main map were on this continent. I felt the continent needed more location; plus, I added in some rivers.

Tantus will be on the other continent; however, the primary city on Shol (a large city) will be an important trade city. (It doesn't have a name yet.) The other cities on Shol won't be as large and the continent will be more rustic/backwater.


Last edited:


World of Kulan DM
The Gulf of Sails is going to be my primary start location; although, I'm likely to create a secondary region, on Shol, to develop. This area is the heart of the civilized world, as humanity sees it.

This gulf will have another name as soon as I think of one. It is the human sailors and merchants who often refer to it as the Gulf of Sails.

Gulf of Sails.jpg

Last edited:


World of Kulan DM

Cities and Towns
Ravenfrost [suggested by Scorponox]

Castles and Keeps
Mount Drogun [suggested by Scorponox]

Tarn [suggested by Scorponox]

Anocca Desert
Blackwood Forest [rainforest]
Gulf of Sails
Hellforge Mountains
Reldred Jungle
Ravenwild Plains
Suncrist Mountains
Tatras Mountains
Last edited:


World of Kulan DM
Halflings are, well to quote most dwarves, 'Just are, halfings. They can't be anything else but good-natured souls who love food and rarely leave their homes.' Of course, these dwarves are only seeing the top layer of the cake, so to speak. Yes, it is true that most halflings are content to stay close to home and raise large families like rabbits. However, many of them have an adventurous streak that often pushes young halflings into a life that their settled kin cannot fathom (and sometimes fear).

Halfling adventurers are highly memorable. Even elves rarely forget a halfling who goes down in history.

Halflings love the world and try to get along with all the goodly peoples in it. They are fond of gnomes and catfolk. They often learn to respect the constitutions of dwarves and they treat elves much better than most of the stuffy elves treat them. They respect humans that show respect for other races. They are just as likely to treat half-elves and half-orcs as well as they would anyone else. When to comes to full-blooded orcs and other inherently evil races, however, they are highly suspicious. Halflings find dragonborn to be fascinating companions, which usually causes some friction with those dragonborn who don't want halflings as companions.

Halflings are generally Good with no real leanings towards either Chaos or Law.

Patron Deity: Cel.

"Pass the sweetmeats, good fellow." - A typical halfling prayer

  • Feral (RH, p. 7)
  • Lightfoot (PHB, p. 28)
  • Stout (PHB, p. 28)
Feral Halfling
Description still to be written.

Patron Deity: Cilens.

"Can I eat his toes, at least?" - A feral halfling pleads to his companions
Last edited:


World of Kulan DM
Humans dominate the world. That is what they believe. In truth, beyond their centers of civilization, they control very little of Tarras. Yes, they are adaptable and numerous, but as a race, they are still young compared to elves and dwarves. If it wasn't for their tenacity and need to expand their territories, they would have been subjugated by hobgoblins or giants ages ago.

Plus, humanity has something else going for them. Wizardry. Yes, elves are the masters of magic, but they tend to use magic in "traditional" ways. Humans are more likely to bend/break the rules of magic in the pursuit of new heights of power. They aren't as likely to become sorcerers since their bloodlines are often diluted. However, they excel as warlocks. Humans often fall to temptation or make pacts with outsiders for the power they so crave.

There are heroes amongst humanity, who rise above the races need to expand. In fact, their heroes often shine the brightest just not for long. Human heroes are born, live, and die before most elves reach maturity. Therefore, they are often forgotten quickly or their fame never reaches great heights making them relatively unknown throughout the world.

Their villains often go down in history, however.

Humans, as a race, do not have a overall world view. Law vs. Chaos. Good vs Evil. Humans can often be found on all sides.

Patron Deity: Varies by Culture (TBD)

"Humans are children. They cannot hope to achieve more than survival." - An elf diplomat in Tantus (he was later found dead)

  • Aalrian
  • Anoccan
  • Sholite
  • Tantuscan
Last edited:


World of Kulan DM
Centaur [GGR]
Description still to be written.

Patron Deity: Pan.

Ability Score Increase. Your Strength score increases by 1, your Dexterity score increase by 1, and your Constitution score increases by 1.
Age. Centaurs must mature quickly as they are usually born on the move. A newborn must be able to stand and run shortly after birth. Young centaurs usually stay with their mothers for years before coming under the tutelage of the entire herd. Adulthood is achieved around 50 years and centaurs live around 450 years maximum. However, you are only 40 years old and still an adolescent.
Alignment. Centaurs revere nature and rarely see the value of law or chaos. The values of a good life should stand on its own.
Size. Centaurs typically stand 7 feet tall and weigh well over 1,000 pounds. However, you are still considered an adolescent and are not fully grown. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Centaur Weapon Training. You have proficiency with the longbow and pike.
Hooves. You are never unarmed. You are proficient with your hooves, which is a melee weapon that deals 1d8 bludgeoning damage.
Thundering Hooves. When you use the Dash action during your turn, you can make a melee attack with your hooves as a bonus action.
Languages. You can speak, read, and write Elvish and Sylvan.
Nomadic Destiny. When you reach 5th level, you must choose between either the Charger of Runt subrace, if you are not a Roanshield. Once you have made this choice, you cannot alter it.
"Run, my children. Run and be free!" - A centaur shaman encouraging his pupils.

  • Charger
  • Roanshield
  • Runt

Gnolls are vicious by nature. They live for the pack and hunt almost constantly. These caninids are more like wild animals than an intelligent race. Not that they are stupid. It's just that thinking rarely gets them anywhere in their society. Strength and feral instincts are more likely to save their lives when challenged by their own kind. “Fight for right to breed,” is a common gnoll axiom.

Gnoll adventurers, however, are more intuitive. They are usually smarter than the average gnoll, which gives them an advantage, but it can also be a death sentence. Gnoll leaders don't like smart pups. They consider them a threat to their power. Any gnoll that shows signs of being overly cunning or wise is culled from the pack.

Those that survive find themselves without family or mate, which usually turns them savage. Occasionally, a gnoll will go his or her own way before the pack leader becomes aware of their abilities. It is these gnolls that become adventurers or mercenaries. While many are seeking a way to return to their pack and take it over, a few have left their kin behind completely.

Gnolls don't do well on their own, so a gnoll adventurer will try to seek companions to form a new pack (with him or as the leader, of course). Gnolls don't like others being in charge and they will resent being forced to be subservient, if evil. The rare non-evil gnoll will have an easier time trusting, but he or she likely won't be trusted easily. Gnolls, as a race, are not well thought of by other races.

Catfolk, dwarves, elves, gnomes, halflings, and other races that are usually good will be highly suspicious of a gnoll that tries to be good. Dragonborn, hobgoblins, humans, and ratlings are more likely to give gnolls the benefit of the doubt. Half-orcs and gnolls often bond, as long as leadership is quickly resolved. It would be strange to see a half-elf and a gnoll working together.

Gnolls are highly Chaotic and are almost always Evil. A gnoll that tries to to be good is fighting an uphill battle and most gnoll adventurers tend towards Neutrality in the end. Those that don't find acceptance often become the worst villains.

Ability Score Increase. Your Strength score increases by 2, and either your Dexterity score or your Constitution score increases by 1.
Age. Gnolls are forced to fend for themselves at an early age. By the age of 12 to 14, they are considered adults. A gnoll's life is a hard one and most don't live past 40 years of age.
Alignment. Gnolls show little restraint, and thus tend toward chaos over law. Gnolls tend to follow the whims of the pack, which usually leads them down a path towards evil.
Size. Gnolls range from 6-1/2 to 7-1/2 feet tall and and weigh an average of 300 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to hunting and scavenging in the dark, you have superior vision in dark or dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Savage Warrior. You have proficiency with the Longbow and Spear.
Bite. You are never unarmed. You are proficient with your bite, which is a melee weapon that deals 1d4 piercing damage.
Rampage. When you reduce an opponent to 0 hit points with a melee attack, you can take a bonus action to move up to half your speed and either bite or make another melee attack with the same weapon.
Languages. You can speak Common and Gnoll. You cannot read or write, however.

Patron Deity: Torog.

"Mercy? What is that?" - A gnoll growls at his next victim.

Alternate Gnoll racial traits: Supreme Slayer's Racial Handbook (p. 9)

Minotaur [GGR]
Description still to be written.

Patron Deity: Laran.

Minotaur Traits
Ability Score Increase.
Your Strength score increases by 1.
Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
Alignment. Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.
Size. Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
Bonus Proficiency. You can choose one proficiency from the following options: Athletics, Intimidation, Nature, Perception, or Survival.
Languages. You can speak, read, and write Common.
"Honor thy kin. Kill your enemies." - A minotaur teaching his son while wrestling.

Cursed Minotaur

Description still to be written.

Ability Score Increase. Your Strength score increases by 1, and your Constitution score increases by 1.
Reduced Lifespan. Cursed minotaurs don't live as long as other minotaurs. Since they were once human, the live only as long as humans and most don't live beyond 60 years, as their lives are difficult.
Alignment. Cursed minotaurs have little sense of honor. Their affliction makes them unpredictable and vicious. Thus, they are most often chaotic and enamored with evil thoughts and tendencies.
Labyrinthine Recall. You can perfectly recall any path you have traveled.
Large Monstrosity. When you reach 9th level, your size increases to Large. Your horns now do 2d8 piercing damage, and your speed increases to 40 feet.
Languages. You can also speak, read, and write Undercommon in addition to Common.

Patron Deities: Surtur or Thrym.

"Get Out! Get Out! Leave me be!" - An enraged cursed minotaur

Tantuscan Minotaur
Description still to be written.

Conqueror’s Virtue. From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
Sea Reaver. You gain proficiency with navigator’s tools and vehicles (water).
Minotaur Bond. Roll randomly on the Minotaur Bonds table on p. 3 of the Unearthed Arcana: Waterborne Adventures download.
Languages. You can also speak, read, and write Giant in addition to Common.

Patron Deity: Tyr.

"Virtue and honor." - A Tantuscan minotaur battlecry.

Description still to be written.

Racial Traits: Racial Handbook (p. 5).

Patron Deity: TBD


  • Ratling, Blackfur (RH, p. 6)
  • Ratling, Whitefur (RH, p. 6)
Last edited:


World of Kulan DM
Gnomes are a contradiction between hard-working and fun-loving. They are known as pranksters; they are also known to be resolutely determined. Once a gnome sets his/her mind to a task, it gets done — sooner or later. Gnomes take their time and get things done right, which sometimes means a project will sit on a dusty shelf for years. But it has not been forgotten, just re-prioritized. This is how a gnome's mind works.

And it often drives the other races of Tarras crazy.

Gnomes are fond of half-elves, halflings, and catfolk. Those races are the most enjoyable companions throughout life. Elves, dwarves, and dragonborn are fun too but more for their unique responses to pranks. Humans are interesting to gnomes because, as a race, they are so varied and they are likely to invent new ideas. Even a half-orc is an okay companion, if he/she isn't too savage and brutal (a rarity). In truth, gnomes try to get along with just about everyone they meet. Yes, gnomes have a long-standing rivalry with kobolds but that has more to do with the inability of kobolds to take a joke.

Gnomes love to practice magic — more specifically, magic that hides them or alters the perception of reality. Gnomes often become gifted illusionists. This combined with their mischievous hearts often gets them into trouble. However, it is usually a trouble that gnomes can handle. They are often three steps ahead of their foes.

Gnomes are naturally Chaotic. They are whimsical people with good hearts and steady minds. They gain a sense of calmness as they grow older; gnome elders think more like elves than gnomes.

Patron Deities: Oberon.

"All work and no play would be very boring." - The usual gnome response to all annoyed objections.

  • Gnome, Chaos (RH, p. 2)
  • Gnome, Cityfied (see below)
  • Gnome, Deep (MTF, p. 113-114)
  • Gnome, Forest (PHB, p. 37)
  • Gnome, Rock (PHB, p. 37)
  • Xvart (RH, p. 7)
Chaos Gnome
Description still to be written.

Patron Deities: Loki or Uni.

Cityfied Gnome
Description still to be written.

Subrace Traits
Still to be Done.

Patron Deity: Usually Avandra, but can be any deity.

Description still to be written.

Patron Deity: TBD
Last edited:


World of Kulan DM
Half-Orc [PHB]
Description still to be written.

Patron Deity: Any

"I do not hunger for your flesh, human. I only hunger for battle. Let us see who Death chooses!" - A half-orc mercenary challenging a Legionnaire of Tantus

Half-Orog [RH]
Description still to be written.

Patron Deity: TBD

Orc [VG]
Description still to be written.

Patron Deity: Tyr


  • Orc, Embersworn (see below)
Embersworn Orc
Still to be done.

Patron Deities: Tyr or Surtur

"Strength, sword, and flame." - The oath of the Emberlords
Last edited:


World of Kulan DM
Dragonborn [PHB]
Description still to be written.

Patron Deities: Bahamut or Erathis.

"The Dragonborn? They are worth foes, if not a bit brutal. My axe has sung many songs to them. It honored them, as their weapons have honored my kin." - A Tantuscan Minotaur in response to a human's question.

Kobold [VG]
Description still to be written.

Patron Deity: Zehir.

"They are no fun at all. It's like the gods didn't give them a sense of humor." - A gnome sighs in frustration

  • Dragonscale[RH]

Lizardfolk [VG]
Description still to be written.

Patron Deity: Nethuns.


  • Lizardfolk, Blackscale
  • Lizardfolk, Poison Dusk

Description still to be written.

Racial Traits: Racial Handbook (p. 13)

Patron Deity: Cilens.


  • Troglodyte, Redscale (see below)
Redscale Troglodyte
Still to be done.

Yuan-Ti [RH/VG]
Description still to be written.

Racial Traits: Racial Handbook (p. 14); also see Volo's Guide to Monsters (p. 120) for the racial traits for yuan-ti purebloods. My flamebrood yuan-ti race will be designed based on the official version.

Patron Deities: Tiamat and Zehir.


  • Flamebrood (see below)
  • Halfblood [RH]
  • Pureblood [VG]
Flamebrood Yuan-Ti
Still to be done.

Patron Deity: Surtur.
Last edited:

Level Up!

An Advertisement