New Playable Races
Danann Race
Ability Score Increase: Your Wisdom score increases by 2, and your Dexterity score increases by 1.
Age: Danann mature at the same rate as humans but live up to 500 years.
Alignment: Most Danann lean towards neutral alignments, valuing balance and harmony.
Size: Danann are taller and slimmer than humans, ranging from 6 to over 7 feet tall. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Four-Armed Grace: You have four arms, which you can use to interact with the environment. This grants you the ability to engage in two separate non-combat tasks at once or provides an advantage on tasks requiring multiple hands.
Stag Horns: Your horns can be used for a natural attack, dealing 1d6 piercing damage.
Fur Coat: Your fur grants you advantage on saving throws against cold climates or environments.
Mote Affinity: You have a natural affinity with a specific type of mote, as determined by your subclass.
Languages: You can speak, read, and write Common and one other language of your choice.
Danann Subraces
1. Elemental Danann (Elemental Mote Affinity)
Ability Score Increase: +1 Intelligence (reflecting their affinity with natural elements).
Elemental Adaptation: Choose one element (earth, air, fire, or water). You gain resistance to damage types associated with that element.
Elemental Manipulation: You can use a cantrip related to your chosen element (e.g., Produce Flame for fire, Shape Water for water) without expending a spell slot.
2. Vital Danann (Life Mote Affinity)
Ability Score Increase: +1 Constitution (reflecting their connection to the essence of life).
Life's Embrace: You have advantage on saving throws against poison, and you have resistance to poison damage.
Healing Touch: Once per long rest, you can touch a creature to restore hit points equal to 1d8 + your Wisdom modifier.
3. Ethereal Danann (Spirit Mote Affinity)
Ability Score Increase: +1 Charisma (reflecting their spiritual insight).
Spiritual Awareness: You can cast the Detect Magic spell once per long rest without expending a spell slot.
Astral Projection: You can project your spirit as if using the Astral Projection spell for a short period (1 minute) once per long rest.
4. Chaotic Danann (Chaos Mote Affinity)
Ability Score Increase: +1 Dexterity (reflecting their adaptability and unpredictability).
Chaos Step: Once per long rest, you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see.
Illusionist's Trick: You can cast the Minor Illusion cantrip without expending a spell slot.
5. Cosmic Danann (Cosmos Mote Affinity)
Ability Score Increase: +1 Intelligence (reflecting their cosmic understanding).
Stellar Knowledge: You have proficiency in the Arcana skill.
Gravity's Grasp: Once per long rest, you can use an action to create a small gravitational pull in a 10-foot radius, slowing creatures' movement by half and imposing disadvantage on Dexterity saving throws for 1 round.
Dralai
Ability Score Increase: Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age: Dralai mature at a slightly faster rate than humans, reaching adulthood around the age of 15. They have lifespans comparable to humans, typically living up to 80 years.
Alignment: Dralai tend to lean towards lawful alignments due to their strong sense of duty and loyalty to their assigned roles.
Size: Dralai are similar in height and build to humans. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Dralai Form: Dralai have a serpentine appearance to varying degrees. Choose one of the following options:
Serpentine Head: You have a serpentine head with sharp fangs. You gain the Poison Spray cantrip.
Scaled Body: Your body is covered in scales. You have resistance to poison damage.
Serpent's Tail: Your lower body is that of a serpent, granting you a swimming speed of 30 feet.
Role Specialization: Choose one of the following roles: Administrator, Artist, Guard, Engineer, Courtesan, or Servant. This choice reflects your upbringing and cultural role. You gain proficiency in one skill and one tool or one additional language associated with your chosen role.
Unified Bond: Dralai have a deep sense of connection to their community, forging strong bonds with their fellow Dralai and the kingdom they serve. You have advantage on Charisma (Persuasion) checks made to interact with other Dralai, as well as with individuals who hold a positive opinion of your community or kingdom.
Additionally, you have proficiency in one of the following skills of your choice: History, Insight, or Persuasion. Your close ties to your community have granted you insight into its customs, traditions, and politics.
This trait reflects the Dralai's ability to foster connections and navigate social interactions within their community and the broader kingdom they serve.
Loyal Service: Dralai are known for their loyalty and dedication to their assigned roles. You have an innate understanding of the importance of your role in your community. When you take a long rest, you can choose one of the following benefits:
· Restorative Focus: You can regain a number of hit points equal to your level + your Constitution modifier (minimum of 1 hit point). Once you use this feature, you can't use it again until you finish a short or long rest.
· Enhanced Training: You gain proficiency in one skill or tool of your choice for the next 24 hours. If you already have proficiency in the chosen skill or tool, you instead gain expertise, doubling your proficiency bonus for any ability checks you make with it.
· Role Mastery: You gain advantage on ability checks and saving throws related to your chosen role for the next 24 hours.
You can only benefit from one of these options each time you take a long rest. Choose the option that best suits your character's needs and playstyle.
Languages: You can speak, read, and write Common and one additional language of your choice.
Orc Subrace: The Zal
The Zal are a unique and playful subrace of orcs, known for their cunning and deceptive abilities. Embodying the teachings of the Zalreth, the Shadowweaver, the Zal are seen as sacred agents of trickery and merriment, often subverting expectations and conventional norms within their societies. The Zal embrace their unpredictable and roguish nature, understanding that their path is not one of brute force, but of clever strategy and secret knowledge.
Ability Score Increase: Your Dexterity score increases by 1.
Trickster's Blessing: You have proficiency in the Sleight of Hand and Stealth skills.
Shadowweaver's Gift: As a follower of Zalreth, you have the ability to cast the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Zal's Guile: You can take the Hide action as a bonus action on your turn.
Miscreant's Heritage: You have advantage on saving throws against being frightened. This represents the Zal's fearless approach to life, always ready for mischief and unafraid of consequences.
Languages: You can speak, read, and write Common and Orc.
The Zal's culture and traditions often baffle outsiders, with their antics and pranks being seen as disruptive or chaotic. However, the Zal see this not as a cause for concern but as a source of joy and laughter. They believe that through trickery and laughter, one can learn profound truths about oneself and the world, making life a grand game to be played rather than a solemn journey to be undertaken.