Races


Characters must be one of the following races: dwarf, elf, goliath, half-elf, halfling, human, or thri-kreen. A race that has subtypes can only have an Athasian subtype, described below. Additional race modifications are also described below.

DWARF

Athasian Dwarf (Subtype)

Ability Score Increase: Your Strength and Wisdom scores each increase by 1.

Dwarven Armor Training: You have proficiency with light and medium armor.

Life Focus: Your chief love is toil. You are never happier than when there is a cause to work or fight for, something you can approach with stoic single-mindedness for weeks, months, years, or even decades at a time. Once your mind is committed to a certain task, you will only set it aside after a great deal of grumbling and coercion. While performing tasks directly related to your focus, double your proficiency bonus for skill checks and saving throws. The task to which you commit yourself must be approved by the DM and must be one requiring at least one week’s effort. Nothing less arduous is sufficient.

Mul (Subtype)

Ability Score Increase: Your Strength score increases by 2.

Great Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Tireless Worker: You are considered to have 2 fewer levels of exhaustion than you are actually suffering. You do not die until reaching your 8th exhaustion level. You do not require extra daily water for toiling outdoors.

ELF

Athasian Elf (Subtype)

Ability Score Increase: Your Charisma score increases by 1.

Desert Runner: You are proficient in the Athletics and Survival skills.

Swift: Your base walking speed increases to 40. You can travel for 12 hours a day before resorting to forced marching, and you have advantage on the resulting Constitution saving throws to avoid exhaustion.

GOLIATH

This race, also called “half-giant,” is detailed in Volo’s Guide to Monsters, page 108.

Alignment: You can shift your moral principles quickly and fluidly in response to changing necessities. At the end of any extended rest you take, you can permanently change your alignment.

Big Appetite: You must consume twice as much food and water as normal player character races.

Great Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

HALFLING

Athasian Halfling (Subtype)

Ability Score Increase: Your Wisdom score increases by 1.

Feral: Halflings have a reputation for cannibalism and disdain for settled societies. You have disadvantage on Charisma (Deception) or Charisma (Persuasion) checks with non-halflings.

Keen Senses: You have proficiency in the Perception skill.

Magic Resistant: You have advantage on saving throws against arcane magic.

THRI-KREEN

Following are rules for using thri-kreen as a player character race.

Ability Score Increase: Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Age: Thri-kreen mature more quickly than humans, coming to maturity at the age of 2 and dying of old age around at about 30.

Alignment: Thri-kreen have a simplistic world view that gives them a tendency toward neutral alignment.

Size: A thri-kreen insectoid body has the same mass as a human’s. Your size is Medium.

Speed: Your base walking speed is 35. You can long jump and high jump triple normal distances, and you can ignore the first 30 feet when calculating falling damage.

Darkvision: Thanks to your thri-kreen blood, you have superior vision in dark and 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.

Extra Hands: All thri-kreens have six limbs; you have a second set of smaller arms below your normal arms. These extra limbs do not provide a full range of functionality, but can give you certain advantages. Your arms let you draw and stow up to four weapons or items per turn without having to combine such activity with movement. You can use the versatile property of weapons you wield “one-handed.”

Natural Armor: While unarmored, your Armor Class is 12 + your Dexterity modifier. You can only wear custom-built armor, specially made for thri-kreens. This costs double the normal price.

Natural Weapons: Your claws and mandibles constitute significant natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier. A target struck must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while the poison lasts. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself if successful.

Desert Craft: You are proficient in the Stealth and Survival skills.

Low-Activity: Thri-kreen don’t need to sleep. Instead, they enter a period of low-activity, remaining semiconscious, for 4 hours a day. After experiencing low-activity, you gain the same benefits that a human does from 8 hours of sleep.

Languages: You can understand Common and speak Kreen. You cannot speak languages other than Kreen; when required to interact with other intelligent species, you must employ alternate methods of communication such as drawing pictures in sand or making pictures out of twigs.

Races

Kings of Dust and Bone Randy Randy