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  Foreword ................................................................. 1 
  Chapter 1: Races ...................................................... 2 
       Amoeboid ............................................................. 2 
       Avia-Ra .................................................................. 4 
       Mandrake ............................................................ 5 
       Matryoshka ........................................................ 7 
       Merfolk ............................................................... 9 
       Mousefolk.......................................................... 11 
   
   
       Near-Human ...................................................... 13 
       Satyr ................................................................... 13 
       Spirithost .......................................................... 14 
       Tortugan ........................................................... 16 
       Vect ..................................................................... 17 
  Chapter 2: Feats ..................................................... 19 
       Near-Human Feats ........................................... 19 
       Racial Feats ....................................................... 23 
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and 
  trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game product are Open Game 
  Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission. 
  Men and Monsters is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2017 Mage Hand Press. All Rights Reserved 
  
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  Too often, the races which populate fantasy worlds are 
  pulled whole-cloth from a Tolkienesque template, leaving 
  little room for interpretation. Elves are intelligent and long-
  lived, but otherwise look like humans with pointy ears, 
  dwarves are stoic and industrious, but otherwise look like 
  squat, bearded humans. Halflings are lethargic and friendly, 
  but otherwise look like very short humans. In absence of 
  other works, these character archetypes are truly inspired, 
  but with the march of fiction, they’ve simply become tired 
  staples of the genre. 
       But by their definition, fantastic worlds can play host to 
  a much broader family of races, which provoke the reader’s 
  (or in this case, the player’s) imagination, bringing them 
  deeper into the world through its astonishing residents. This 
  book, Men and Monsters, seeks to provide some new races 
  to populate fantasy worlds, each of which defies 
  conventional fantasy tropes in some way. Some races 
  herein will include talking animals and talking dolls, living 
  machines and living slimes, and much more. 
       But before we introduce this cavalcade of new races in 
  detail, we should briefly probe the similarities, and the 
  differences, they have to the Tolkienesque archetypes. 
  Much Like Dwarves, tortugans are enduring and strong, 
  keep long traditions, and never flinch in hardship. They are 
  smaller than most big folk, but are living proof that size can 
  be misleading, especially in battle. Wise and steadfast, they 
  make lifelong friends and steady allies, always available in 
  a time of need. 
       Unlike dwarves, which are content to live underground, 
  mining ore and filling their coffers, tortugans are a living 
  wanderlust, always marching and migrating in large bands. 
  Whereas dwarves carve the mountains into enduring 
  fortresses, tortugans form a living fortress of shells and 
  steel, never to be slowed or halted. And 
  where dwarves have historically 
  fallen to feuds and wars over 
  territory and material, 
  tortugans are staunchly 
  neutral, and remain 
  uninvolved whenever 
  possible. 
  Much Like Halflings, mousefolk 
  are quiet, small, and exceedingly 
  brave. While other might look over  
   
  them, they seek 
  to make a 
  difference  
  in the world, and 
  view their size 
  as a discreet 
  advantage over 
  much larger folk. 
       Unlike 
  halflings, 
  mousefolk are 
  not content to live in a quiet village 
  drinking mead and playing chess; they crave adventure and 
  yearn to breathe deep the air of new lands. Many 
  mousefolk are renowned mouse-knights, famed for their 
  valor and tenacity. They have deep traditions, which they 
  keep until their final days (for, of course, a mouseling is 
  never seen without his hood.) And they sing the songs of 
  heroes of old, for all who are willing to listen, hoping one 
  day to join those very songs with even greater deeds. 
  Much Like Elves, mandrakes are steeped in wisdom and 
  are deeply connected with the land. Each live for centuries 
  and look genuinely mystical alongside their adventuring 
  companions; living evidence of ancient magic at work in 
  the current age. 
       Unlike elves, which look much like humans, mandrakes 
  bear only the faintest resemblance to other humanoids, 
  looking instead very much like a tree made flesh. Where 
  elves are skilled in magic, mandrakes are talented in it, 
  casting magic naturally that bends and warps nature to their 
  whim. And where the elves originate in fey spirits known 
  for lightly dancing across the snow, mandrakes originate in 
  a much older and stranger legends, which paint them as 
  being deeply threatening things of nature. 
  Enjoy the new races, 
  and Happy Gaming, 
  Mage Hand 
  Press 
   
   
   
   
  Foreword 
   
  
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  Amoeboid 
  Yr always hated collecting new subjects.  
  He hated the squirming, the protesting, the inevitable 
  memory-erasure. Only rarely were the experiments terribly 
  invasive, and always conducted in the safety of his dungeon 
  – he hadn't lost a patient yet. 
       Reaching out to a man the man before him, who was 
  strapped to a table and yelling incoherently, Yr's shape 
  changed, taking on more human-like proportions, but with a 
  grossly overlarge head and only vague impressions of eyes. 
  He apologized about his adventurers abducting him and 
  explained the purpose of the procedure, how it might help to 
  unlock the mysteries of alchemy, and better life for everyone. 
  Without pausing for breath, the man continued to scream 
  for help. 
       Yr's central nucleus flashed dark red, an amoeboid 
  version of a resigned sigh. Then, scalpel in hand, he 
  gestured the familiar motions for the sleep spell. 
  ⎯ Yr, amoeboid alchemist, conducting research  
  Amoeboids are intelligent, vaguely humanoid-shaped, 
  translucent oozes that can mimic the form of any creature 
  they touch. These creatures live deep underground, 
  building lairs, laboratories, research stations far from the 
  prying eyes of the world above. 
  Fluid Anatomy 
  Amoeboid bodies are almost entirely composed of a 
  translucent jelly-like substance, with a complex network of 
  nerves visible throughout, which emit a dim blue light. 
  Within their heads, a large, brain-like nucleus floats, 
  surrounded by five eyespots spaced radially around it. 
  Their fluid bodies can take the genetic imprint of creatures 
  they touch, molding into an inexact copy, visibly made of 
  the same jelly material. When in this form, however, 
  amoeboids can speak the language of their copy, and move 
  in much the same way, allowing them to empathize with 
  virtually any creature.  
       No one is sure exactly how the bizarre anatomy of the 
  amoeboids came to be, despite extensive alchemical and 
  historical efforts. The elves believe that their strange forms 
  were created deep underground, perhaps as a corruption of 
  oozes or mimics, but the dwarves maintain that no such 
  creature could originate deep under the surface, that their 
  perplexity probably came from an alchemical experiment 
  gone wrong: likely in the hands of elves.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scientists and          
  Dungeon-Keepers 
  Though elves and dwarves are apt to bicker about who is to 
  blame for the amoeboids, for their part, the amoeboids are 
  largely unconcerned, choosing instead to occupy 
  themselves with scientific endeavors. They keenly believe 
  that the multiverse is founded on an objective, concrete 
  reality defined solely by magic and physics, all of which 
  can be understood. All things, including the elusive 
  mysteries of the planes, can be unraveled with proper 
  attention, experimentation, and reasoning. Most amoeboids 
  regard no subject as taboo and have few qualms about any 
  kind of research, as long as its methodology is sound and is 
  reasonably likely to produce useful data. 
       As such, amoeboids often conduct their research in far-
  removed places, where meddlesome laymen with prying 
  eyes are unlikely to interrupt their work; dungeons are a 
  particular favorite. In their research lairs, amoeboids are 
  Chapter 1: Races 
   
  
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  happy to leave others well-enough alone, unless a research 
  subject or rare material must be secured.  
       With their keen intellects, amoeboids make excellent 
  alchemists, craftsmen, and wizards, but amoeboids can be 
  found in most any profession. Some use their 
  transformative abilities for performance, becoming jesters 
  and bards, while others turn them to less savory endeavors; 
  after all, thieves’ guilds are always looking for someone 
  that can squeeze through iron bars effortlessly. 
  Mimiclike 
  Amoeboids possess profound transformative abilities, 
  which allow them to shape and mold their bodies at will; 
  however, unlike the closest comparable monster, the 
  mimic, their transformative abilities are strictly limited. 
  While transformed, whether into an object or into the form 
  of a creature they have touched, they only vaguely imitate 
  the intended shape, without replicating color, texture, or 
  fine details. Copying most humanoids gives them a 
  rounded, almost faceless appearance that is unlikely to 
  deceive anyone. 
       Though their transformations are not useful for 
  disguises, they do have other uses. Amoeboids can speak 
  and understand unfamiliar languages while transformed 
  into another creature, they can squeeze to fit through small 
  gaps, and they can imitate inanimate objects, for a wide 
  variety of applications. 
  Amoeboid Names 
  Ever concerned with efficiency, amoeboid names can 
  traditionally be represented by a single unusual character, 
  to differentiate it from the rest of a particular alphabet. 
  Amoeboids do not differentiate between males and females, 
  nor are their names particularly masculine or feminine. 
  Amoeboid Names. Ash (Æ), Chevron (Λ), 
  Digamma (Ϝ), Eth (Ð), Ezh (Ʒ), Macron 
  (¸), Pilcrow (¶), Solidus (/), Thorn (Þ), 
  Tilde (~), Yr (ᛦ) 
   
   
   
   
   
   
   
  Amoeboid Traits 
  Your bizarre anatomy grants you the following racial traits: 
       Ability Score Increases. Your Intelligence score 
  increases by 2 and your Constitution score increases by 1. 
       Age. Amoeboids swiftly reach maturity, growing to full 
  size in a mere 3 years, and have especially long lifespan, 
  living as long as 200 to 300 years. 
       Alignment. Natural-born scientists, amoeboids tend to 
  be skeptical and deductive. They lean toward neutral 
  alignments. 
       Size. Amoeboids have a roughly similar mass to other 
  humanoid creatures and stand 4 to 5 feet tall. Your size is 
  Medium. 
       Speed. Your base walking speed is 30 feet.  
       Flexible Form. You can use your action to stretch, 
  compress, and mold your body into a myriad of shapes. 
  You can transform into any static form that you choose that 
  is no larger than 8 feet in any dimension. When you assume 
  this form, you can replicate something’s basic shape but not 
  its color, texture, moving parts, or fine details. You can’t 
  change your body’s volume, nor can you move, attack, or 
  cast spells while you’re transformed into a static shape.  
       You can also use your action to touch a creature and 
  assume its general form. Your size and other statistics don’t 
  change. You gain the ability to speak and understand that 
  creature’s language, and if the target has a burrowing, 
  climbing, or swimming speed, you gain those with the 
  same speed, up to a maximum of 40 feet. 
       You can end a transformation on your turn (no action 
  required.) If you transform into a form incapable of 
  wearing armor, your armor falls off. You can only take 
  actions while transformed if you are in the form of a 
  creature; as a creature, you can only take actions that a 
  creature of that type would be able to take.  
       Amorphous. You can compress your body enough to 
  squeeze through a 1-inch wide space. You cannot expand 
  inside a space that offers any resistance. 
       Reform. Whenever you take bludgeoning, piercing, or 
  slashing damage from a nonmagical weapon and you are 
  not reduced to 0 hit points, you can use your reaction to 
  immediately regain 1d4 hit points, up to a maximum of the 
  amount of damage taken. 
       Languages. You can speak, read, and write Common 
  and Amoeboid. Most creatures are only able to 
  approximate speaking Amoeboid, for its burbling words are 
  made using the amoeboid’s fluid body. If you are 
  transformed into a creature that has a language, you can 
  speak and understand that language. 
   
  
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  Avia-Ra 
  Upon the Black and Night Crusade, 
  Rode the fearless, heroes they. 
  Citadel, unto their grasp, 
  Fleets adjoined; O' pilgrim's wrath. 
  Prostrate before the Sun Above, 
  All to arms – never love. 
           ⎯ 3rd Hymn of the Night Crusade 
  The avia-ra are a sun-worshipping race of wingless 
  birdmen, which seek to spread their ancient religion to all 
  corners of the globe. 
  Ancient God-Kings 
  The Sun Kings of the ancient avia-ra were as gods to 
  their subjects, and commanded the construction of 
  incredible, lasting monuments to their legacy and the 
  Sun Above. Though the kingdoms of these kings have 
  long since turned to dust, their memory is ever-fresh in 
  the minds of the avia-ra, who see the kingdoms as 
  exemplars of perfect societies, where all are dedicated 
  to the Sun Above. 
       Armed with a vast library of dogma, the avia-ra 
  evangelize wherever they travel, especially seeking out 
  more primitive cultures as converts. To the avia-ra, the Sun 
  Above is the only true deity, so to spread its message is 
  always a blessing, regardless of the recipient.  
       Some races consider the avia-ra an ancient and wise 
  people, dedicated to their religion and its tenets. Others cast 
  them as charlatans and false prophets, who routinely prey 
  upon primitive and defenseless peoples. The truth depends 
  largely on perspective, but the avia-ra view themselves 
  only a grand tool to carry the momentum of the Sun's 
  glory to new peoples. 
  Keepers of the Citadel 
  The heart of the avia-ra's religion is at the Solar 
  Citadel, a singular keep standing tall over a 
  desolate, featureless desert. Only the truly faithful, 
  those who honor no other gods than the Sun Above, 
  may step foot on this holy ground. Most avia-ra make 
  pilgrimage to this site at least once in their lives to 
  bask in the rays of their holy sun, which (in their 
  philosophy) gives warmth and meaning to all light, 
  including other stars. 
  Deep Symbolism 
  Avia-Ra are inclined to view the events around them as 
  omens of much larger struggles, such as those between 
  light and dark, good and evil, and law and chaos. All things 
  have symbolic importance to them; even fundamentally 
  objective things like science and mathematics have a place 
  in the underlying allegory for avia-ra. 
       Most avia-ra hold dreams in especially high regard, for 
  interpreted dreams can tell the future, lend insight into the 
  past, or provide guidance for the present. Those with the 
  gift to interpret dreams are honored highly as priests in the 
  avia-ra and given elaborate titles, such as Grand 
  Rememberancer, or Dream-Teller Most High. 
  
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  Avia-Ra Names 
  Avia-Ra names come in two-part cartouches, with one or 
  both parts of the name being composed of the names of 
  ancient avia-ra heroes and great ideals. 
  Front Cartouche. Apophis, Cani, Canopis, Helio, Hotep, 
  Ira, Lux, Nefer, Oculus, Terra, Verum 
  Rear Cartouche. Amet, Anubis, Bast, Horus, Isis, Ma’at, 
  Omet, Osiris, Ptah, Set, Thoth 
  Avia-Ra Traits 
  As an Avia-Ra, you have the following racial traits: 
       Ability Score Increase. Your Wisdom score increases 
  by 2, and your Dexterity score increases by 1. 
       Age. Avia-Ra are long lived, and due to their long lives, 
  they have been revered as gods by more primitive beings. 
  They reach maturity at roughly 30 years of age, and can 
  live as long as 500 years. 
       Alignment. The avia-ra draw their morality and 
  philosophy from the sun. The sun rises, and the sun sets, 
  there is nothing you can do that will stop it. They have a 
  strong inclination to be lawful. 
       Size. Avia-Ra stand between 5 and 6 feet in height and 
  weigh roughly 120 to 170 pounds. Your size is medium. 
       Speed. You have a base walking speed of 30 feet. 
       Darkvision. Thanks to the rituals of your ancestors the 
  light of the sun dances in your eyes, giving you 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. 
       Avia-Ra Weapon Training. You have proficiency with 
  the scimitar, shortbow, spear, and whip. 
       Doctrine. You have proficiency in the Religion skill. 
       Blessings of the Sun. You can cast the spell bless, 
  targeting only yourself, without using a spell slot. For the 
  spell’s duration, if you roll a 4 on the d4 that you add to 
  attacks and saving throws, you gain advantage on that 
  attack or saving throw. 
       Once you use this trait, you can’t use it again until you 
  finish a long rest. 
       Sun’s Chosen. You know the sacred flame and 
  thaumaturgy cantrips. Wisdom is your spellcasting ability 
  for these spells. 
       Languages. You can speak, read, and write Common 
  and Avia-Ra. Avia-Ra is a language filled with soft 
  consonants and long vowel sounds. Its written form uses 
  the Celestial script. 
  Mandrake 
  There was little doubt in our minds that  
  these woods were dangerous―haunted, even. The locals told 
  tales about people who had been lost within it and speculated 
  what horrors might be lurking in its shade. After some 
  consideration, we laid these superstitions aside, and pressed 
  on anyway. What folly! 
       We had nightshade for werewolves, garlic for vampires, but 
  nothing for what awaited us. 
       On our first night in the forest, a mandrake strode up to our 
  camp. It was an ancient thing of moss-covered wood, 
  breathing and speaking as a man. It warned us that this forest 
  was not protected by any monster, nor force of man; it was 
  under his purview alone. Silently, but steadily, the trees 
  themselves crept in closer around us… 
            ⎯ An expedition encountering a mandrake warden 
  The layman will say that mandrakes are screaming, crying 
  babies grown from the roots of the mandrake plant; 
  however, this could not be further from the truth. Small, 
  crying mandrakes are those which are harvested too early, 
  literally children still in infancy. If allowed to grow for a 
  year and a day before being harvested, they emerge fully-
  formed, able to mature into great and powerful tree people. 
  Flesh from Wood 
  With a skin of thick bark and leaves growing at their 
  extremities, you could be forgiven for believing that 
  mandrakes are simply living plants, treants or animated 
  trees. This might even be partially true: it seems that 
  mandrakes originated from some plant ancestor, but 
  through strange magic or stranger evolution, they have 
  become something midway between animal and plant. 
       Mandrake anatomies are filled with paradoxes: they 
  bleed a ruby ichor, reminiscent of both blood and sap. Their 
  hearts, which look much like a knot of roots, pump this 
  around their body, enriching it with oxygen borne by leaves 
  and special pores on their extremities. Simultaneously, 
  mandrakes can bask in the sunlight or consume living 
  things to gain nourishment, and can even absorb nutrients 
  through their feet, though they don't often subsist by 
  sunlight and water alone. 
  Forest Envoys 
  Alchemists and arcanists alike scratch their heads at 
  mandrakes, but druids know them well as the green 
  emissaries, who stand between the realms of animals and 
  plants, making peace for all parties. To druidic tradition, 
  mandrakes are unique, ancient constructions of Mother 
  Nature herself, intended to act as delegates for her will. 
  Mandrakes are credited by old druids with aligning elves 
  
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  with the natural world and dwarves with the mountains; 
  only with the rising tide of humanoids and their 
  preponderance of gods did most creatures forget about 
  Mother Nature and her half-plant ambassadors. 
       Today, mandrakes are rare, and make their homes in 
  the forests near where villages and cities meet the true 
  wilds. Humans tell tales of mandrakes savaging those who 
  enter their domain, but druids and those who respect the 
  old traditions of the forest, know that such ire is seldom 
  undeserved. 
  Mandrake Names 
  Taking their names from the old spirits of the forest, 
  which have long been forgotten by men, mandrakes 
  treat all names with great reverence. 
  Male Names. Akathaso, Bistonis, Cithaeron, 
  Hathor, Nomina, Orseis, Othrys, Yggdras 
  Female Names. Argyra, Circe, Claea, 
  Hadryade, Helike, Lauma, Moria, Thronia 
  Mandrake Traits 
  Because you are neither beast nor plant, you have the 
  following characteristics: 
       Ability Score Increase. Your Wisdom score increases 
  by 1. 
       Age. Mandrakes must grow undisturbed for a year and 
  a day before they are harvested. They then mature in a 
  decade and live for centuries, growing wider, with more 
  gnarled bark as they age. 
       Alignment. Mandrakes are known to keep centuries old 
  concords known only to the oldest of creatures. Though 
  they stay neutral in most matters, they tend to lean toward 
  lawful alignments. 
       Size. Mandrakes usually stand tall and slim, usually 
  almost seven feet high, with spring mandrakes being 
  smaller, and winter mandrakes being slightly larger, and 
  often hunched over. Your size is Medium. 
       Speed. Your base movement speed is 30 feet. 
       Plant Nature. Even though you are not fully a plant, 
  you still possess many of the same traits as one. As long as 
  you are within direct sunlight for at least 4 hours a day, you 
  do not need to eat. Additionally, you can breathe through 
  your leaves and extremities and can absorb water and 
  nutrients through your feet. 
       Even if you are not proficient in Stealth, you can add 
  your proficiency bonus to Dexterity (Stealth) checks that 
  you make while in natural environments, such as forests. 
       Root Magic. You know the shillelagh cantrip and can 
  target yourself with the spell, imbuing your unarmed strikes  
   
  with magic. When you reach 3rd 
  level, you can cast the goodberry spell 
  once with this trait and regain the ability to do 
  so when you finish a long rest. When you 
  reach 5th level, you can cast the 
  barkskin spell once with this trait 
  and regain the ability to do so 
  when you finish a long rest. 
  Wisdom is your spellcasting ability for these spells. 
       Languages. You can speak, read, and write Common. 
  You can also communicate simple ideas to nonmagical 
  plants and can question plants about events that occurred 
  nearby during the past day, gaining information about 
  creatures that have passed, weather, and other 
  circumstances. 
       Seasonal Subrace. Depending on the season in which 
  mandrakes are harvested, they take on vastly different 
  characteristics when they mature. Pick one seasonal 
  subrace from Spring, Summer, Autumn, and Winter. 
  Spring 
  Mandrakes harvested in the spring are limber and flexible, 
  with lighter bark and short green buds instead of leaves. 
  They are by far the thinnest and also the most agile of the 
  mandrakes. 
       Ability Score Increase. Your Dexterity score increases 
  by 2. 
       Storm Resistance. Accustomed to the thunderstorms of 
  spring, you have resistance to lightning damage. 
       Sprightly Movement. Your base movement speed 
  increases by 5 feet. 
  
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  Summer 
  Summer mandrakes grow high and strong, with they are 
  accustomed to the warm months and ever-abundant 
  sunlight. Their leaves almost form a canopy, and the roots 
  along their feet can hold fast to the loam, when the need 
  arises. 
       Ability Score Increase. Your Strength score increases 
  by 2. 
       Wildfire Resistance. Having withstood the dry 
  conditions and occasional forest fires of midsummer, you 
  have resistance to fire damage. 
       Deep Roots. As long as your feet are on natural ground, 
  you have advantage on Strength saving throws and all 
  ability checks you make to resist being pushed, shoved, 
  knocked prone, or otherwise moved involuntarily. 
  Autumn 
  Mandrakes of the autumn are more colorful than their kin, 
  often literally so, decorated with leaves in a myriad of reds, 
  purples, and yellows, and also representing all the hues in 
  between. They reflect the natural world at its most 
  bountiful and seek to share the harvest's gifts with all who 
  will accept them. 
       Ability Score Increase. Your Charisma score increases 
  by 2. 
       Toxin Resistance. The vibrant colors of autumn bring 
  with them the promise of harvests to come. To protect such 
  a harvest, you have resistance to poison damage. 
       Abundance. You gain the ability to cast the goodberry 
  spell, as per your Root Magic trait, when you choose this 
  subrace at 1st level, rather than at 3rd level. When you cast 
  this spell using this trait, each creature that consumes a 
  berry regains hit points equal to your proficiency bonus. 
  Winter 
  Mandrakes which are harvested in winter first glimpse the 
  natural world at its harshest, becoming harsh in return. 
  Winter mandrakes never grow leaves and develop gnarled 
  bark that makes them look much older than they are. In 
  addition, they grow large, for surviving the winter months 
  fosters a certain strength that other mandrakes rarely, if 
  ever, develop. 
       Ability Score Increase. Your Constitution score 
  increases by 2. 
       Frost Resistance. Due to the bitter frost of the long 
  winter months, you have resistance to cold damage. 
       Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you can 
  push, drag, or lift. 
   
   
   
  Matryoshka 
  “As soon as he reached home,  
  Geppetto took his tools and began to cut and 
  shape the wood into a Marionette.” 
            ⎯ Carlo Collodi, Le Avventure di Pinocchio 
  Ever a joy to children, matryoshka resemble living 
  playthings made of wood, cloth, or porcelain. Though 
  easily mistaken for puppets, matryoshka are not 
  manipulated by a just-out-of-sight puppeteer; they are 
  animated, sentient, and independent. 
  Diverse Oddities 
  As a race, the matryoshka are an oddity. While they are 
  sparse, the lot of them are numerous enough and share 
  enough similarities with each other that they may be 
  counted as an actual race of people, and not just freak 
  mishaps of magic. While it may be that there are dedicated 
  creators of matryoshka, as there were with the vect, a 
  significant number of them have come to life on their own. 
       Physically, matryoshka are quite small, often slightly 
  shorter than halflings. Their physical features vary greatly 
  from type to type, but they are almost always humanoid in 
  shape. For simplicity, matryoshka are classified by the 
  materials by which they are composed: bisque are 
  porcelain, gepettin are wood, and raggedy are made of 
  fabric. 
       Despite being made of 
  somewhat flimsy materials, 
  sentience seems grant 
  them an odd heartiness. 
  As well, due to their non-
  living nature, they never 
  hunger, rarely tire, and are 
  very adept at being 
  innocuous. Most find some 
  form of work or profession 
  in entertainment, but 
  many find fantastic 
  success as spies and 
  assassins. 
  
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  Charming, Yet Uncanny 
  Though they bring delight to children, matryoshka instill a 
  cold fear in many adults, the type of fear that accompanies 
  the uncanny realization that something inanimate is, in fact, 
  alive. A person’s first reactions to a matryoshka can be 
  most telling, and usually fall into two camps: some people 
  find the moving matryoshka delightful, perhaps recalling 
  some cherished childhood memory brought to life, while 
  others are taken by an unnerving phobia, feeling a sudden 
  chill upon seeing a doll move of its own impetus. 
  Matryoshka Names 
  Like other constructs, matryoshka rarely name themselves. 
  Typically, a construct has no conception that living 
  creatures obsessively name everything, and have a name 
  bestowed upon them – in this case, matryoshka are 
  normally named by children, or are given terms of 
  endearment by adults. 
  Names. Birdie, Cuddles, Desmond, Dusty, Hobbs, Fluffie, 
  Frowny, Lizzie, Patches, Princess, Pup-pup, Red Jacket, 
  Teddy 
  Matryoshka Traits 
  As a matryoshka, you have the following racial traits:  
       Ability Score Increase. Your Constitution score 
  increases by 2. 
       Age. As constructs, matryoshka do not age, and are 
  mature as soon as they become sentient. 
       Alignment. Matryoshka, as varied as they are, run the 
  gamut of alignments: Raggedies are generally good, 
  bisques tend towards evil, and gepettins are usually in 
  between.  
       Speed. Your base walking speed is 25 feet. 
       Size. Matryoshka are small creatures, rarely breaking 3 
  feet in height.  
       Darkvision. Matryoshka have superior vision in dim 
  light and darkness. You can see in dim light within 60 feet 
  of you as if it was bright light, and darkness as if it was dim 
  light. You can't discern color in darkness, only shades of 
  gray.  
      Construct Anatomy. Even though you were constructed, 
  you are a living creature. You are immune to nonmagical 
  diseases. You do not need to eat or breathe, but you can 
  ingest food and drink if you wish. 
       Instead of sleeping, you enter an inactive state for 4 
  hours each day. You do not dream in this state; you are 
  fully aware of your surroundings and notice approaching 
  enemies and other events as normal. You can still be placed 
  into a torpor by sleep-inducing magic. 
       Innocuous. Matryoshka are generally indistinguishable 
  from non-living dolls of the same type. Because of that, 
  they have learned to be very stealthy when required. You 
  have advantage on Dexterity (Stealth) checks you make to 
  appear as a mundane toy. 
       Languages. Matryoshka can read and write common as 
  well as one other language based on their creator's race 
  (your choice). 
  Bisque 
  Bisque matryoshka are a form of porcelain doll, crafted 
  with exacting specification and often luxurious clothing 
  materials. Though they are designed to look as realistic as 
  possible, they are often thought to be the most terrifying of 
  matryoshka, due to their lifeless visage. Though their faces 
  are often very fragile, their construction is generally much 
  hardier than their brethren 
       Ability Score Increase. Your Strength score increases 
  by 1. 
       Terrifying. Your lifeless eyes and face tend to instill 
  fear in people, often without even trying. You gain 
  proficiency in Intimidation, and gain advantage on any 
  such rolls where you are attempting to scare someone that 
  was not initially aware you are alive.  
       China Doll. Any Wisdom (Insight) check made to 
  discern your true emotions has disadvantage. 
       Child's Play. Bisque know that their small size and 
  natural stealth lead to being very efficient stalkers. You 
  deal an additional 1d6 damage when attacking a creature 
  who you have advantage against using a light or finesse 
  weapon. You not need advantage if neither you nor the 
  target has an ally adjacent to it. 
  Gepettin 
  Gepettin are physically similar to marionettes, made mostly 
  out of wood, with painted faces and carved clothing. Due to 
  their construction, their limbs are quite flexible, and they 
  are known to be fantastic dancers.  
       Ability Score Increase. Your Dexterity score increases 
  by 1.  
       Clipped Strings. You gain the ability to manipulate your 
  old strings, allowing you to use them to climb, attack, and 
  restrain. You gain a climbing speed equal to your walking 
  speed.  
       Additionally, while wielding a light melee weapon, you 
  can add 5 feet to your reach with that weapon. Lastly, you 
  can use your strings to grapple creatures up to two sizes 
  larger than you. 
  
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  Raggedy 
  Raggedy matryoshka are usually a larger form of stuffy 
  doll. Also commonly referred to as Plushies, raggedy are 
  any form of stuffed or soft doll. Though they often look 
  humanoid, they may also look like animals, monsters, or 
  any other form of anthropomorphic creature.  
       Ability Score Increase. Your Charisma score increases 
  by 1.  
       Adorable. Raggedy, before coming to life, were 
  designed to be appealing to children. As such, you gain 
  proficiency in Persuasion, and have advantage on Charisma 
  (Persuasion) rolls you make against children or other 
  humanoids that are fond of cute things. 
       Stuffed with Fluff. Raggedy are filled with a 
  lightweight, soft material. As such, you have resistance to 
  non-magical bludgeoning damage and take no damage 
  from falling less than 30 feet. Unfortunately, whenever you 
  take fire damage, you also take an additional 1d8 fire 
  damage at the start of your next turn. 
  Merfolk 
  Sailors were running about, jumpin’  
  overboard, and screamin' about folks underwater – not just 
  folks: women. I thought it had to be scurvy, or maybe just the 
  heat; we hadn't made landfall in weeks, and it was sure 
  getting' to the men. But then I looked over the bow and saw 
  them for a split second: a trio, a lad and two lasses. 
       Their gorgeous, serene shapes glided underwater, a 
  long fish's tail propellin' them forward. Beautiful, 
  incandescent hues danced on their skin as they 
  neared the surface. 
       Then, just as suddenly as they arrived, they 
  plunged back down into the depths, and out 
  of sight. We had good tides and saw many 
  other wondrous things on our voyage, but 
  we never did see their like again. 
            ⎯ Zide, human sailor, on 
  spotting merfolk 
   
   
   
   
   
   
   
   
   
  Merfolk are aquatic humanoids who can be found 
  throughout the seas and oceans of the world. Possessing the 
  upper body of a human (albeit with webbed fingers and fins 
  instead of hair) and the lower body of a fish, they are at 
  home in the water, able to swim faster than most 
  humanoids can run and dive deep in search of food and 
  treasure. 
  Scattered Tribes 
  The sea is a dangerous place, filled with predators and 
  hostile peoples, such as merrow and sahuagin. Moreover, 
  the technological developments that have helped humans to 
  conquer the lands are not available underwater. This means 
  that merfolk society has remained tribal and undeveloped, 
  in small, scattered communities. 
       Although there are some merfolk cities built into easily-
  defended mazes of rock and coral, there are relatively few 
  locations in the world that are suitable for such 
  development, and little incentive for merfolk to settle in 
  one place. Generally, the tribes are at the mercy of the 
  tides, forced to follow the schools of fish they hunt―or flee 
  the monsters that prey on them. 
   
   
   
   
   
  
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       Merfolk eat fish, both by hunting them in the wild and  
  by herding domesticated ones. Merfolk have selectively 
  bred large, docile fish to use as sources of meat and leather, 
  and the sharks, seals, octopi, and seahorses they keep as 
  pets are trained as well as any human's hunting dogs. 
  Divergent Evolution 
  One of the great strengths of the merfolk people is their 
  adaptability. Their bodies quickly change in response to 
  changes in their environment, and isolated pockets of 
  merfolk can end up looking completely different from 
  others of their race after just a few generations. 
       Generally, merfolk adaptations resemble those of fish 
  that live in their regions, ranging from the bright colors and 
  toxins of tropical fish to the bioluminescence and pressure 
  resistance of deep-sea creatures. 
  Merfolk Names 
  Merfolk names sound like waves, rolling off the tongue. 
  Their tribe names, which are usually spoken before given 
  names, generally refer to a great deed done by a historical 
  figure, or else a location that is important or sacred to the 
  tribe. 
  Tribe Names: Darkfathom, Deepreach, Lightbringer, 
  Stormbinder, Waveseeker 
  Merman Names: Allaton, Aniel,  
  Genaho, Hodaton, Kyron, Luniho, Nitono, Tiliel 
  Mermaid Names: Anu, Asahi, Callani, Jimani, Kosurai, 
  Oru, Thinahi, Uluyu 
  Merfolk Traits 
  Merfolk have the following racial traits: 
       Ability Score Increase. Your Dexterity score increases 
  by 2. 
       Age. Merfolk reach maturity at 16 and can expect to live 
  for 80 or 90 years in optimal conditions. 
       Alignment. Merfolk subscribe to a variety of alignments 
  and worldviews, and there is no universal merfolk culture. 
  A good number tend towards neutrality, focusing only on 
  the survival of themselves and their tribe. 
       Size. A merfolk's body length is deceptive because of its 
  tail. On land, they are the same size as humans. Your size is 
  Medium. 
       Speed. Your base walking speed is 25 feet and your base 
  swimming speed is 40 feet. Your tail transforms into a pair 
  of legs while you are on dry land. 
       Darkvision. Your large eyes are well-adapted to dark 
  and murky waters. 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 grey. 
       Amphibious. You can breathe normally in air and water. 
       Watery Sanctuary. While you are swimming, you have 
  advantage on saving throws against spells and magical 
  effects. 
       Languages. You can speak, read, and write Aquan and 
  Common. 
       Subrace. Many different subraces of merfolk exist. 
  Choose either littoral, tropical, or pelagic. 
  Littoral 
  Littoral, or coastal, merfolk live and hunt in the shallow 
  waters near the shores of oceans and seas. Though they 
  rarely stay on dry land for long, these merfolk are the most 
  likely to fraternize with surface-dwellers, bartering for 
  useful tools with rare undersea treasures, like pearls and 
  seashells. 
       Ability Score Increase. Your Wisdom score increases 
  by 1. 
       Net Escapist. Due to the perils of fishing nets, you have 
  advantage on ability checks you make to escape grapple, 
  slip bindings, and escape nets.  
       Shipwreck Scavenger. You are adept at making do with 
  whatever flotsam and jetsam the tides deliver to you. As an 
  action, you can assemble any simple weapon or piece of 
  adventuring gear whose value is no more than 5 gp out of 
  whatever random junk is lying around. The item falls apart 
  after 1 minute. 
  Pelagic 
  Often called deep merfolk, the pelagic live in the depths of 
  the ocean, rarely approaching the surface. Their dim scales 
  and large eyes have adapted to the scarce sunlight, making 
  them excellent hunters in the dark. 
       Ability Score Increase. Your Constitution score 
  increases by 1. 
       Bioluminescence. You are able to produce a small 
  amount of light using photophores in your skin. As a bonus 
  action, you can activate this ability to shed dim light in a 
  10-foot radius. You can deactivate this ability with a further 
  bonus action. 
       Superior Darkvision. Your darkvision has a range of 
  120 feet. 
       Sunlight Sensitivity. You have disadvantage on attack 
  rolls and on Wisdom (Perception) checks that rely on sight 
  when you, the target of your attack, or whatever you are 
  trying to perceive is in direct sunlight. 
  
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  Tropical 
  Making their homes in the warm water around the equator, 
  tropical merfolk are more lighthearted and colorful (often 
  literally) than their fellow merfolk. Their brightly hued 
  scales serve as a defense mechanism, warning predators 
  that their bodies are poisonous. 
       Ability Score Increase. Your Charisma score increases 
  by 1. 
       Venomous Secretions. Your body produces exotic 
  chemicals that help you survive amongst the vicious 
  predators found in tropical waters. When a creature hits you 
  with a melee attack, you can use your reaction to deal 1d8 
  poison damage to that creature. If you are swimming, this 
  ability does not cost a reaction. Once you use this trait, you 
  can’t use it again until you finish a short or long rest. 
       The damage increases to 2d8 at 6th level, 3d8 at 11th 
  level, and 4d8 at 16th level. 
  Mousefolk 
  "You laughed when I said I would repay you,"  
  said the Mouse. "Now you see that even a Mouse can 
  help a Lion." 
            ⎯ Aesop, The Lion and the Mouse 
  Never to be looked down upon, the slight, unassuming 
  mousefolk are kindhearted to a fault, and possess courage 
  greater than most giants. 
  Tiny But Brave 
  Though the tiny, big-eared mousefolk are often overlooked 
  by larger creatures, history is brimming with stories of 
  gallant mouse-knights staring down dragons, crossing 
  blades with warlords, and charging into grand battles. It 
  happens that few histories are written about the valor of 
  mousefolk – and many more should be – yet they make 
  appearances in legend all the same, their bravery cementing 
  their place in history. 
       Even excluding the long and proud history of mouse-
  knights, few mousefolk are apt to fear either big folk 
  or monsters. Mousefolk are good to their 
  neighbors and rarely pick fights; after all, most 
  folks can be reasoned with. Those who can't 
  should rightly fear mousefolk striking at their 
  knees. 
  Storytellers and     
  Legend-Keepers 
  The mousefolk language, Rodentia, has no written 
  form, thus mousefolk preserve their history in story 
  and in song, passed from elders to children through the 
  generations. Their oral tradition is rich, filled with stories 
  of grand heroics, shrewd tricks, and swooning romance. 
  Indeed, many mousefolk live to see themselves preserved 
  in the legends of their people, their deeds remembered in a 
  grand epic for the ages. 
  Hooded or Disgraced 
  Though ratlings have long abandoned the old ways, a 
  mouseling is never to be seen without a hood. Following 
  ancient tradition, mouselings wear their hoods, which they 
  have sewn themselves, at all times, except in the direst 
  circumstances. A hood is a symbol of wealth and social 
  standing, and is sometimes replaced with hats or other 
  headwear, when appropriate. 
       Where this tradition originated, none can say, but 
  mouselings hold to it strongly. If one is seen without a 
  hood, it is surely a sign of disgrace and exile, the most 
  personal punishment a village of mouselings can inflict. 
   
  
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  Mousefolk Names 
  Most mousefolk names are derived from Rodentia, the 
  mousefolk language, and are fairly squeaky when 
  pronounced, as a result.  
  Names. Alipeep, Cheepicheet, Deek, Leepijeek, Meechi, 
  Peepicheek, Reepi, Seefidee, Skee, Teemeep, Zeep 
  Mousefolk Traits 
  Slight and swift, you possess the following traits: 
       Ability Score Increase. Your Dexterity score increases 
  by 2. 
       Age. Mousefolk mature in their teens and live around 80 
  years. 
       Alignment. Most mousefolk are neutral good. They tend 
  to be kind-hearted and have deeply-rooted values. 
       Size. Mouselings stand around 3 feet tall, but appear 
  slightly taller with their large ears, and normally weigh no 
  more than 40 pounds. Ratlings, by contrast, stand almost 4 
  feet tall, but have much smaller ears. Your size is Small. 
       Speed. Your base walking speed is 25 feet. 
       Darkvision. Mousefolk have superior vision in dim light 
  and darkness. You can see in dim light within 60 feet of 
  you as if it was bright light, and darkness as if it was dim 
  light. You can't discern color in darkness, only shades of 
  gray.  
       Lightfooted. You have proficiency in the Stealth skill. 
       Scurry. You can move through the space of any hostile 
  creature as if it were difficult terrain. 
       Squeeze. You suffer no penalty for squeezing into a 
  space that is only large enough for a creature that is one 
  size smaller than you. 
       Languages. You can speak, read, and write Common. 
  You can also speak Rodentia, a quiet and squeaky language 
  that has no established written form. Mouselings value the 
  oral tradition highly and only take notes in Common, or 
  using an improvised shorthand that approximates the 
  sounds of Rodentia in Common script. 
       Subrace. Mousefolk are commonly divided into two 
  subraces: mouselings and ratlings. 
  Mouseling 
  Mouselings are smaller than their ratling cousins, but are all 
  the more daring. They sport a wide variety of coats, from 
  grey to brown, to very rare whites, but all possess large ears 
  and round, black eyes. Though these features often make 
  them look adorable to big folk, most mouselings want 
  nothing more than to be taken seriously. They fancy 
  themselves knights, merchants, minstrels, explorers, and a 
  wide variety of other occupations; mouselings rival only 
  humans for ambition. 
       Ability Score Increase. Your Charisma score increases 
  by 1. 
       Brave. You have advantage on saving throws you make 
  against being frightened. 
       Nimble Escape. When a creature you can see makes an 
  opportunity attack against you, you can use your reaction to 
  impose disadvantage on the attack roll. You can't use this 
  trait when wearing medium or heavy armor. 
  Ratling 
  Often, ratlings stand a full foot taller than their mouseling 
  relatives, with longer tails and more pointed ears. They are 
  tougher, more resistant to poison, and far more stubborn 
  than other mousefolk, but are unquestionably resourceful. 
  When needed, a ratling can escape just about any enclosure 
  that isn't constructed entirely from metal and stone, a fact 
  which many jailers hold in contempt. 
       Ability Score Increase. Your Strength score increases 
  by 1. 
       Gnaw. You can use your action to crew through and 
  break a small nonmagical object that isn't being worn or 
  carried, like a rope, a wooden rod or handle, or a length of 
  fabric. If you chew on a wooden wall or floor for 1 minute, 
  you can gnaw a hole large enough for a Tiny creature. You 
  can't chew through materials that are harder than your 
  teeth, like metal, stone, or crystals. 
       Rat Resilience. You have advantage on saving throws 
  against poison, and you have resistance against poison 
  damage. 
  Near-Human 
  Humans are known for being ambitious, diverse, and 
  extremely short-lived, but also have the dubious honor of 
  being associated with an abundance of near-human 
  offshoots; for it seems humans can breed with just about 
  anything. Near-humans are still basically humans, bearing 
  subtly different traits from a wide variety of sources, and 
  are individually rare, but make up a surprisingly large 
  portion of any human population.  
       If you choose a human for your race, you can use the 
  Near-Human variant traits, which replaces the human’s 
  Ability Score Increase trait: 
       Ability Score Increase. Two different ability scores of 
  your choice increase by 1. 
       Skills. You gain proficiency in one skill of your choice. 
       Feat. You gain one feat of your choice. This feat must 
  have Near-Human variant as a prerequisite. 
  
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  Satyr 
  When I awoke, a single beam of light shot past  
  my eyelid and landed, screeching, into my brain. By degrees, 
  I fought past the pain in my cranium to take in my 
  surroundings: a grassy field, far from the tavern in which I 
  last remembered myself. Every detail of the night blurred 
  together in a collage of shapes and colors, devoid of 
  meaning. 
       "Rough night, huh?" a voice behind me beckoned 
  suddenly. A cheerful satyr lounged on a broad stone nearby, 
  his fingers quietly drumming on an idle pan flute in his lap. 
       As he began to raise the pipes to his lips, I sensed his 
  intent far too late to intervene. 
       "Please, don't..." I choked out quietly. 
       Alas, he started on a melody, which thumped, and 
  screeched, and howled into my throbbing brain. 
       My fellow adventurers: don't forget my mistake. Never 
  try to out-drink a satyr. 
            ⎯ Mal, the Channeler, after drinking with a Satyr 
  Squat, hairy, human-shaped fey with goat-like features and 
  hoofed feet, satyrs love to dance, sing and frolic. They are 
  wholly devoted to the pursuit of pleasure, and will celebrate 
  any festival they hear of – the wilder the better! Satyrs will 
  take any excuse to cut loose, often inventing flimsy pretexts 
  to derail conversations and make themselves the center of 
  attention. 
  Life of the Party 
  Given their proclivity for living in the moment, it can be 
  difficult to get satyrs to follow orders or even stay in one 
  place for any length of time―though in an adventuring 
  party they make up for such flakiness with the 
  entertainment they provide, as well as their unsurpassed 
  skill at gossip and rumor-mongering. Satyrs are very much 
  at home in inns and taverns, sometimes venturing into 
  humanoid settlements (usually in disguise) purely to 
  sample the atmosphere of a particularly famous common 
  room, gaze upon an extremely beautiful person, or taste an 
  especially rich food. 
  Wild at Heart 
  Although they enjoy the pleasures of humanoid society, a 
  satyr's true home is in the forest, and any visit to civilized 
  lands will ultimately prove fleeting. Enchanted woodlands 
  provide shelter and safety, as well as the companionship of 
  other fey creatures, thus most satyrs make their homes in 
  small, hidden villages. Others are more solitary, retreating 
  to some secluded hermitage to perfect a piece of music or 
  recover after a particularly intense festival. 
   
   
   
   
  Caprine 
  Appearance 
  Satyrs have many goat-
  like aspects, including 
  thick fur on their 
  arms and legs, 
  curling horns on their 
  heads and 
  hooves instead of feet. This makes them easy to identify, 
  for they generally make no attempt to hide these features. A 
  variety of different shades of fur are found among satyrs, 
  with whites and browns being most common. The 
  grooming habits of satyrs are unpredictable, as fey fashions 
  can change rapidly, but the vast majority put at least some 
  effort into looking good at all times. 
       All Satyrs are male; female goat-legged fey are 
  'glaistigs', a completely different type of creature. 
  Satyr Names 
  Though satyrs are given a name by their parents, they also 
  take great pride on any nickname they can earn through 
  their revelry and debauchery.  
  Given Names. Adronus, Avery, Barases, Canteon, Dantes, 
  Gilderos, Grover, Jed, O'Connor, Pan, Phaegan, Puck, 
  Romeus, Silenus, Tarteron, Tum-Tum, Willie 
  
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  Nicknames. Count Tipsy, Fairy-Dance, The Holy Drinker, 
  Horny Devil, Mister Handsome, Ol' Three Sheets, The 
  Roarin' Lord 
  Satyr Traits 
  Cheerful and light-footed, satyrs have the following racial 
  traits: 
       Ability Score Increases. Your Charisma score increases 
  by 2 and your Dexterity score increases by 1. 
       Age. Satyrs are shorter-lived than most fey, gaining 
  adulthood at two years old and living for around 50 years. 
       Alignment. Satyrs care little for the consequences of 
  their actions. They are almost always chaotic. 
       Size. Satyrs are fairly short, usually around five feet tall. 
  Your size is medium. 
       Speed. Your base walking speed is 30 feet. 
       Fey Creature. You have advantage on saving throws 
  against being charmed, and magic can’t put you to sleep. 
  You are, however, affected by any ability that would 
  normally affect fey creatures. Your plane of origin is the 
  Material Plane, the Feywild, or Ysgard. 
       In Vino Veritas. Any creature that has been drinking 
  alcohol with you regards you as a trusted friend for as long 
  as it remains drunk, unless you deliberately harm it. 
  Additionally, you can never become sick or poisoned from 
  drinking alcohol. 
       Satyr Music. You gain proficiency in the Performance 
  skill and one of the following instruments: pan flute, 
  singing, or viol. You have advantage on any ability check 
  made relating to musical contests. 
       Innate Spellcasting. You know the vicious mockery 
  cantrip. When you reach 3rd level, you can cast the charm 
  person spell once with this trait and regain the ability to do 
  so when you finish a long rest. When you reach 5th level, 
  you can cast the suggestion 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. 
       Languages. You can speak, read, and write Common 
  and Sylvan. 
  Spirithost 
  Hers was a kind of unearthly beauty that  
  resisted the very confines of reality – her hair so airy that it 
  flowed in defiance of gravity, her skin so fair that it could be 
  seen right through. I knew not if she was alive – or if indeed, 
  I was, given the circumstances – but very little of that 
  mattered for the first few moments, which seemed to 
  stretch on for eons. 
            ⎯ Jethro Meddlitt, gnome alchemist, meeting a spirithost  
   
  Half-immaterial and half-flesh, spirithosts are the eerie, 
  spectral, humanlike residents of the Border Ethereal. 
  Though often confused for specters, ghosts, and other 
  incorporeal undead, spirithosts are very much alive, in as 
  much as their shifting, partly-material bodies allow. 
  Spectral Sons and 
  Daughters 
  The Ethereal Plane is generally thought to be lifeless, 
  exclusively the domain of restless, incorporeal undead, and 
  other transient souls. While it is true that there are no 
  creatures native to that plane, the Border Ethereal has its 
  fair share of adopted inhabitants, such as the blink dog, 
  phase spider, and spirithost. The latter is the only humanoid 
  to hail from this desolate plane, and might be considered its 
  only true descendant. 
       Though most spirithosts reside on the Material Plane, 
  they can step sideways into the Ethereal naturally, allowing 
  them to bypass physical obstacles, and can see into the 
  Ethereal effortlessly, allowing them to navigate both planes 
  at once. They can even communicate with the dead 
  directly, a feat few mediums take lightly. 
  Branded Undead 
  Though their bodies resemble those of ghosts, slightly 
  translucent, glowing from inside with a pale, white light, 
  spirithosts are not undead. Far from it: they are born, grow 
  old, and die, and can even raise children. 
       In spite of this, most spirithosts are wrongfully branded 
  as undead, their eerie, spectral forms too similar to ghosts 
  for the layman to differentiate. Many a well-meaning, but 
  ignorant cleric has tried to turn or banish a spirithost, to no 
  avail. To avoid such conflict, spirithosts often avoid large, 
  unfamiliar towns, or disguise their ethereality from others. 
  Spirithost Names 
  Spirithost names are gentle and sibilant, sounding as if they 
  are whispered. They sound strange in most tongues, for 
  they originate in an old, now forgotten, dialect of Common, 
  practiced by the spirithost in days long past. 
  Male Names. Astras, Boreas, Cin'nilas, Cusnon, Fesim, 
  Mesaron, Senvas, Servalas, Sesirops, Yalsin 
  Female Names. Amias, Belias, Heathimis, Lethreas, 
  Nix'silia, Priscilla, Sayu, Shavaras, Sunda, Wishnas 
   
  
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  Spirithost Traits 
  Your borderline ethereal body grants you the following 
  traits: 
       Ability Score Increase. Your Dexterity score increases 
  by 1, and your Charisma score increases by 2. 
       Age. Spirithost do not experience time in 
  the same way as most mortal creatures. As a 
  result, even though they mature in their 
  teens, their lives can stretch on for hundreds 
  of years. 
       Alignment. Though some spirithosts are evil, most 
  are simply chaotic, harboring a deep distrust for 
  institutions that so readily brand them as undead. 
       Size. Your size is Medium. 
       Speed. Spirithosts float gracefully, as if only 
  loosely affiliated with gravity. Your base walking 
  speed is 30 feet. 
       Ethereal Nature. You can go twice as long 
  without eating, drinking, or breathing, without 
  penalty. 
       Incorporeal Movement. You can move through other 
  creatures as if they were difficult terrain. You can also 
  move through solid objects, but your partially-material 
  form cannot pass through more than one foot of stone, one 
  inch of common metal, a thin sheet of lead, or 3 feet of 
  wood or dirt. 
       If you end your movement occupying the same spot as a 
  solid object or creature, you are immediately shunted to the 
  nearest unoccupied space that you can occupy and take 
  force damage equal to twice the number of feet you are 
  moved. 
       Ethereal Vision. Your supernatural nature grants you 
  superior vision. 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. In addition, while you are on the Material Plane, 
  you can see 60 feet into the Ethereal Plane. 
       Spirit Speech. You can cast the spell speak with dead, 
  without using spell slots or material components. You can 
  only ask one question of a corpse when you cast this spell 
  in this way. Once you use this trait, you can't use it again 
  until you finish a long rest. 
       Languages. You can speak, read, and write 
  Common and one other language of your choice. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Tortugan 
  The earth shook in rhythm beneath  
  our feet, long before their marching force came into 
  our view. Ten thousand strong, marching in unison, 
  their shells rising and falling in synchronicity, right up to 
  our very gates. The turtle sentinels stopped at once, and a 
  solitary horn rang out from among their number―a signal for 
  us to throw open the gates and allow their passage. A long and 
  terrible silence followed as we furtively exchanged glances 
  upon the wall.           
  ⎯ Sir Tava, on Tortugans marching to Marblewolf 
  Always on the march, tortugans are a small but fearsome 
  band, preferring to win conflicts through persistence and 
  attrition, rather than wit or brute strength. As their name 
  implies, they are distantly related to turtles, and are 
  similarly squat, with tough skin and prominent shells upon 
  their backs. Never underestimate a tortugan, for the proud 
  "turtle sentinels", as they are called, are equal parts 
  pragmatic and tireless, making for formidable foes and 
  staunch allies. 
  Persistent Nomads 
  Tortugans are a nomadic race, known for moving slowly, 
  but constantly, marching for days at a time without ceasing. 
  To eat, they grow some food on the run, using long-held 
  magic to sprout vegetables like onions, turnips, or cabbage 
  on their staves (onions being a particular favorite), and hunt 
  through persistence, pursuing prey on long chases until it 
  simply dies of exhaustion. In this way, no matter how large 
  a marching band of turtle sentinels, it is always self-
  sustaining, never needing to stop to farm or raid villages for 
  supplies. 
       Tortugans have stepped foot on almost every continent, 
  crossed every landbridge, and seen every shore. Their 
  endless march takes them far and wide in pursuit of prey, 
  bringing them into conflict with great armies and small 
  outlaw bands alike; all equally have been repelled. 
   
   
  Enduring Traditions 
  Tortugan elders will often boast that they keep one 
  thousand and one secrets never told to outsiders. Doubtless, 
  such secrets include much of the complex Tortugan 
  language, the means by which they grow vegetables on 
  their staves, and the principles of turtle sentinel combat, but 
  many more are proverbs and maxims that express the 
  tortugan view on the world. When in need, a tortugan 
  always has a nugget of wisdom on hand to lift their spirits 
  and those of their allies. 
  Tortugan Names 
  Tortugan names are rooted in the Tortugan language, and 
  are bestowed by a tortugan elder within a week of birth. 
  Speakers of Common sometimes have trouble 
  approximating tortugan names, which might call for 
  complicated pronunciations. 
  Male Names. Aito, Ghido, Hideo, Iori, Kame, Kato, 
  Okuma, Onaga, Ryoko, Tatsuya 
  Female Names. Chihomi, Haruko, Kazuko, Mizuko, 
  Nayoko, Omori, Rio, Sadako, Shioko, Tao 
  
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  Tortugan Traits 
  As a strong and proud tortugan, you have the following 
  racial traits: 
       Ability Score Increases. Your Constitution score 
  increases by 2 and your Wisdom score increases by 1. 
       Age. Among nonmagical races, tortugans are 
  exceptionally long-lived, generally living in excess of 150 
  years, but sometimes reaching up to 300 years old. 
       Alignment. Steadfast and certain in their actions, 
  tortugans tend to be lawful. However, there are always 
  those who rebel against tradition and leave their marching 
  tribes; these individuals tend to be chaotic. 
       Size. Tortugans stand between 3 and 4 feet tall and 
  weigh an average of 120 pounds. Your size is Small.  
       Speed. Your base walking speed is 25 feet. 
       Armored Shell. Your Armor Class increases by 1. 
       Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you can 
  push, drag, or lift.  
       Entrench. At the end of a turn on which you did not 
  move, you can use your bonus action to dig in your heels 
  and fortify your armor, gaining half-cover from all sources 
  until the beginning of your next turn. You must be wearing 
  medium or heavy armor to use this trait. 
       Persistent. You have advantage on Constitution saving 
  throws that you make to avoid exhaustion from a forced 
  march.  
       Turtle Sentinel Training. You have proficiency with 
  the mace, morningstar, pike, quarterstaff, and sling. 
  Additionally, despite your size, you can wield heavy 
  weapons with which you are proficient without penalty. 
       Languages. You can speak Common and Tortugan. The 
  Tortugan writing system uses several thousand characters, 
  each of which has an intrinsic meaning. Many characters 
  have more than one pronunciation, which varies with 
  context.  
  Vect 
  Very gradually, by degrees, pale blue hues invade 
  the quiet of night, and Hammerer knows that only a few hours 
  remain until dawn. Throughout the afternoon, evening, and 
  night, he has meticulously inspected his tools, a wide array of 
  mallets, sledges, and, of course, hammers, cleaning them, 
  performing repairs, and organizing them by size and by color, 
  only powering down for a few hours in the middle of the night. 
       Through the walls of his workshop, Hammerer can see the 
  heat signatures of people waking up and preparing breakfast; 
  he performs a similar ritual, polishing his chassis and running 
  diagnostics for the day ahead. Mentally, he has a checklist of 
  duties and chores before he begins the day’s work. 
  ⎯ A typical morning for Hammerer, a vect craftsman 
  Living constructs designed by dwarves as laborers, the vect 
  were awoken by a mysterious Spark, and are now free to 
  search for meaning in the world. 
  Evolved Golems 
  The vect were preceded by unthinking golems of various 
  designs but, though they are still constructed rather than 
  born, they are now fully living beings. Underneath their 
  armored exteriors lies an organically-influenced anatomy, 
  with a circulatory system crafted from leather piping and a 
  network of magic nerves. At the core of each vect unit is an 
  everlasting construct core, tinged with the influence of the 
  Spark that awoke them. 
       Vect bodies are humanoid in shape, but unmistakably 
  mechanical, with large air intakes, protective shoulder 
  plates, toothless jaws, and glowing mechanical eyes. 
  Though each of the Foundries produces its vect in slightly 
  unique proportions, the general shape is always the same, 
  and vect can normally scavenge spare parts from the 
  deceased if they are ever grievously injured. In fact, many 
  vect choose to install specially-designed embedded 
  components to improve their bodies, up to and including 
  replacing limbs with appropriate tools. If a vect unit is 
  preparing for a dangerous journey, their preparation will 
  likely include purchasing embedded components as 
  replacement parts. 
       Vect can work tirelessly and never need to sleep, instead 
  entering a dreamless period of inactivation each day. Most 
  vect create endless lists of goals and chores, taking comfort 
  in the sequence and monotony of tasks to break up the 
  endless march of days, weeks, and months. It is not 
  uncommon to see a vect standing watch over his party, 
  sharpening tools and repairing armor while the others sleep. 
  Mechanical Minds 
  Although vect units experience the same fear, anger, pain, 
  loss, and other emotions that humanoids do, their 
  expression of them is muted. Neither do their mechanical 
  faces and harsh, metallic voices endear themselves, driving 
  a wedge between vect and most other living things. Many 
  vect, therefore, seek refuge in logical thinking. Some 
  become emotionally distant and lack introspection, whereas 
  others plumb the philosophies of existence and consider 
  what it means to be alive. These become the two extremes, 
  between vect who seek to embrace their status as living 
  things, and those who wish to banish all within themselves 
  that is not construct. The vast majority of vect exist 
  between these extremes. 
  
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       Vect are most comfortable existing within a small group 
  of some kind, as long as it is dedicated to a purpose. 
  Temples, adventuring parties, and voyages of exploration 
  are deeply attractive to the vect. 
  Search for Meaning 
  All vect are keenly aware that they were once nonliving 
  material which suddenly came to be fully-formed as a 
  living thing. And while there is no doubt that vect are alive, 
  the destination of their souls upon death is another matter 
  entirely. The philosophical implications of this are not lost 
  on them, and the questions of existence echo loudly inside 
  some vect.  
       Some vect find comfort in faith, normally worshipping 
  gods of arcana, smiths, and constructs. Others seek 
  permanent distraction in quests and chores. Others still look 
  to science and alchemy for answers, and seek meaning 
  through understanding. 
  Vect Names 
  The original vect were divided into working groups and 
  given numbers by their dwarven keepers; nothing more was 
  necessary. Now, however, all vect choose their own names, 
  usually designations reflecting some function or purpose, 
  though some vect choose to be identified by their serial 
  number, or a nickname given to them by others. 
  Names. 176, Armory, Bolts, Clunk, Crusher, Glitch, 
  Hammerer, Keeper, Lifter, Null, Phong, Scarce, Three-
  Four-Three, Titan, Unit Seventeen, Watcher 
  Vect Traits 
  Your mechanical body is driven by an inexhaustible 
  construct core, and has the following traits: 
       Ability Score Increase. Your Constitution score 
  increases by 2. 
       Reconfigurable Ability Score Increase. One ability 
  score of your choice increases by 1 and you can change 
  this selection whenever you finish a long rest. You can't 
  increase Constitution using this trait and you can't 
  increase any ability score above 20. 
       Age. With the proper replacement parts and activities 
  to occupy yourself, you can conceivably exist indefinitely. 
  The vect are known to degrade and lose their sanity, 
  however, if they live too long without an explicit purpose. 
  It is not known if this insanity visits all vect at old ages, or 
  just those whose resolve wavers.  
       Alignment. Vect possess mechanical minds, which 
  find logic comforting. Generally, vect are lawful. 
  
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       Size. As constructs built by massive forges, the vect 
  could conceivably be perfectly uniform, like the golems 
  that preceded them. However, the Foundries are either 
  inherently flawed, or otherwise have a fondness for making 
  diverse vect units, for each created vect is in some way 
  unique. Vect units stand between 5 and 7 feet tall and 
  average about 150 to 300 pounds. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
       Thermalsight. You can see living creatures through 
  darkness and heavily obscured conditions, such as fog, out 
  to a range of 30 feet. You can also determine if a creature is 
  living or dead though its body heat. However, you can't 
  discern color, nor use this sense to see through illusions, 
  invisibility, or magical darkness. This sense penetrates 
  most materials, but is blocked by any one-inch barrier. 
       Construct Anatomy. Even though you were constructed, 
  you are a living creature. You are immune to nonmagical 
  diseases. You do not need to eat or breathe, but you can 
  ingest food and drink if you wish. 
       You have advantage on saving throws you make against 
  exhaustion. 
       Instead of sleeping, you enter an inactive state for 4 
  hours each day. You do not dream in this state; you are 
  fully aware of your surroundings and notice approaching 
  enemies and other events as normal. You can still be placed 
  into a torpor by sleep-inducing magic. 
       Inflexible Mind. Your mechanical mind is inherently 
  logical and is not easily swayed. You have advantage on 
  saving throws against being charmed. 
       Embedded Armor. You can embed special armor 
  plating directly onto your metal body. Installing or 
  uninstalling this embedded armor requires 1 hour of work, 
  and occupies the same place on your body as armor 
  normally would; you can't wear conventional armor while 
  you have embedded armor installed. This armor also takes 
  the External slot for your vect components. 
       At 1st level, you choose one of the following types of 
  embedded armor, though you can install other types if you 
  acquire them in the world. 
  Velocity Plating. Your movement speed increases by 5 feet 
  and your jump distance increases by 5 feet. 
  Composite Plating. Your Armor Class equals 13 + your 
  Dexterity modifier.  
  Juggernaut Plating. Your Armor Class equals 16. You can 
  only install this embedded armor if you are proficient 
  with heavy armor. 
       Languages. You can speak, read, and write Common. 
   
   
  A feat represents a talent or an area of expertise that gives a 
  character special capabilities. It embodies training, 
  experience, and abilities beyond what a class provides. 
       At certain levels, your class gives you the Ability Score 
  Improvement feature. Using the optional feats rule, you can 
  forgo taking that feature to take a feat of your choice 
  instead. You can take each feat only once, unless the feat’s 
  description says otherwise. 
       You must meet any prerequisite specified in a feat to 
  take that feat. If you ever lose a feat’s prerequisite, you 
  can’t use that feat until you regain the prerequisite. For 
  example, the Grappler feat requires you to have a Strength 
  of 13 or higher. If your Strength is reduced below 13 
  somehow—perhaps by a withering curse—you can’t 
  benefit from the Grappler feat until your Strength is 
  restored. 
  Near-Human Feats 
  Near-humans come in all shapes and sizes and from all 
  walks of life. They are the barest expression of human 
  diversity; human offshoots from all corners of the world. 
  Each near-human must take on the following feats at 1st 
  level, which helps defines their heritage and grants them 
  new racial traits. 
  Aboleth Spawn 
  Prerequisites: 1st level only, near-human variant 
  Somehow, you were created by an aboleth, and suffer from 
  strange and hideous mutations as a result. As a result of 
  these changes, you have the following racial traits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You have uncanny psychic resistances. You have 
  advantage on saving throws you make against being 
  charmed. 
  • At least one of your limbs is muscular, rubbery, and 
  pliant, acting more as a tentacle than a limb in its own 
  right. You can use this limb as a natural weapon to 
  make unarmed strikes. On a hit with it, you deal 
  bludgeoning damage equal to 1d4 + your Strength 
  modifier, instead of the normal damage for an unarmed 
  strike. 
  Chapter 2: 
  Feats 
   
  
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  Aquatic 
  Prerequisites: 1st level only, near-human variant 
  One of your parents is a merfolk; consequently, you have 
  aquatic features, like gills, webbed fingers and toes, and 
  fishlike scales, which grant you the following racial traits:  
  • Increase one ability score of your choice by 1, to a 
  maximum of 20.  
  • You can breathe water as well as air. 
  • You have a swimming speed equal to your movement 
  speed. 
  Beastman 
  Prerequisites: 1st level only, near-human variant 
  With a short tail, coarse fur covering your face, and long 
  teeth and claws, you appear more like a ferocious beast 
  than a man. Perhaps your parentage includes a werecreature 
  or an intelligent beast, granting you the following racial 
  traits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20.  
  • You have advantage on Wisdom (Perception) checks 
  made to smell.  
  • You possess sharp claws, which are natural weapons 
  that you can use to make unarmed strikes. On a hit with 
  them, you deal slashing damage equal to 1d4 + your 
  Strength modifier, instead of the bludgeoning damage 
  normal for an unarmed strike. 
  Boggart 
  Prerequisites: 1st level only, near-human variant 
  The foul-smelling boggarts are half-human and half-
  hobgoblin. With great, flat noses, orange-tanned skin, 
  coarse hair, and three knuckles on each finger, they don't 
  quite resemble either of their parents, and many go to great 
  lengths to resemble a normal human or hobgoblin in 
  everyday life. You retain much of the talent for war 
  enjoyed by hobgoblins, and have the following racial traits 
  as a result: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You gain proficiency with flails, javelins, shortswords, 
  slings, war picks, and whips. 
  • When you roll initiative and you are neither surprised 
  nor unconscious, you can move up to 10 feet and can 
  make one melee weapon attack against a creature 
  within your reach. 
   
  Firebrand 
  Prerequisites: 1st level only, near-human variant 
  Either born imbued with, or later marked by, the powers of 
  Elemental Fire, these near-humans have an affinity for fire 
  magic. Their heritage makes them dangerous adversaries in 
  combat, as does the volatile nature of their innate powers. 
  Firebrands are human in shape, but have deep red skin and 
  flames behind their eyes. You have the following racial 
  traits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You have resistance to fire damage. 
  • You know the produce flame cantrip. At 3rd level, you 
  can also cast the burning hands spell once with this 
  trait and regain the ability to do so when you finish a 
  long rest. Your spellcasting ability for these spells is 
  Charisma. 
  Green Skin 
  Prerequisites: 1st level only, near-human variant 
  Your people metabolize by basking in the sunlight, aided 
  by your tough, photosynthetic skin, gaining the following 
  racial traits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You have advantage on saving throws against being 
  poisoned and have resistance to poison damage. 
  • While you are not wearing armor, your AC equals 12 + 
  your Dexterity modifier. 
  Grendle 
  Prerequisites: 1st level only, near-human variant 
  With their green-tinted skin, riddled with boils, spindly 
  fingers, and pointed teeth, few people will mark a grendle 
  as half-human. Grendles exclusively favor the look of their 
  troll parentage and have immense difficulty in human 
  society. You have the following racial traits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You retain some of the regenerative properties of your 
  troll parentage. Whenever you have fewer than one-
  fourth of your maximum hit points (rounded down), 
  you regain 1 hit point each minute. 
   
  
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  Grue 
  Prerequisites: 1st level only, near-human variant 
  One of your parents was a creature of darkness, such as a 
  shadow or a native to the Plane of Shadow. Grues, such as 
  yourself, have blackened skin and cast a shadow in all 
  directions, even when directly in light. In shadows, you are 
  nearly invisible. You have the following racial traits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • When hiding in dim light, you are concealed as if 
  hiding in total darkness. 
  • Whenever you are hiding in darkness and you have not 
  moved during your last turn, you have advantage on 
  Dexterity (Stealth) checks you make to remain hidden. 
  Mul 
  Prerequisites: 1st level only, near-human variant 
  Though one of your parents was a human, the other was a 
  dwarf. Such a pairing is unlikely to have produced 
  offspring, but you have defied the odds to join the ranks of 
  the few, and exclusively sterile, muls. You have the 
  following racial traits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You have darkvision, the ability to 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. 
  • You have advantage on saving throws against poison, 
  and you have resistance against poison damage. 
  • You can read, speak, and write Dwarven. 
  Ogre-Blooded 
  Prerequisites: 1st level only, near-human variant 
  Your coarse features and monstrous build betray the foul 
  blood that runs through your veins, evidence that one of 
  your parents is an ogre. You have the following racial 
  traits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You gain proficiency in the Intimidation skill. 
  • You count as one size larger when determining your 
  carrying capacity and the weight you can push, drag, or 
  lift. 
   
  Owlbearman 
  Prerequisites: 1st level only, near-human variant 
  You are a hulking thing of feathers, flesh, and fur; half-
  man, half-bear, and half-owl, none can say for sure what 
  you are, other than the result of some mad wizard meddling 
  in the gods' domain. You have the following racial traits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You can attempt to grapple creatures two size 
  categories larger than yourself, and have advantage on 
  grappling checks you make on your turn against 
  creature that are at least one size category smaller than 
  you. 
  • You have a long, hooked beak, the like of which is 
  normally only possessed by owlbears and birds of prey. 
  Once on each of your turns when you take the Attack 
  action, you can use this beak to make an unarmed 
  strike.  On a hit with it, you deal piercing damage equal 
  to 1d6 + your Strength modifier, instead of the 
  bludgeoning damage normal for an unarmed strike. 
  Porterling 
  Prerequisites: 1st level only, near-human variant 
  You are a porterling, parented both by a human and one of 
  the little folk, either a gnome or a halfling. You stand about 
  as tall as a dwarf, but are far leaner, and also somewhat top-
  heavy, if fathered by a gnome. Though they are often 
  confused for dwarves, porterlings rarely can grow large or 
  thick beards. You have the following racial traits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • Porterlings are unnaturally flexible. You have 
  advantage on checks you make to escape grapple or to 
  slip bindings. 
  • You suffer no penalty for squeezing into a space that is 
  only large enough for a creature that is one size smaller 
  than you. 
  Proto-Man 
  Prerequisites: 1st level only, near-human variant 
  You come from a place of massive fauna and ancient 
  creatures; your people are hearty and robust, much like 
  very early humans. You gain the following racial traits:  
  • Increase one ability score of your choice by 1, to a 
  maximum of 20.  
  • You can add your proficiency bonus on saving throws 
  against being frightened.  
  
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  • Once per day when you take a short rest, you can 
  automatically regain 1 hit die and can choose to spend 
  it immediately. 
  Reptiloid 
  Prerequisites: 1st level only, near-human variant 
  You bear the abrasive skin, slitted eyes, and split tongue of 
  a reptile – perhaps due to a dragonborn or kobold parent – 
  which grant you the following racial traits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You can go twice as long as other humans without 
  eating or drinking.  
  • You can speak, read, and write Draconic. 
  • You can use your action to spit acid from your mouth. 
  When you do so, make a ranged attack roll against a 
  creature within 30 feet. On a hit, the target takes 1d8 
  acid damage for each point of your proficiency bonus. 
       Once you use this trait, you can’t use it again until 
  you finish a short or long rest. 
  Roguean 
  Prerequisites: 1st level only, near-human variant 
  You hail from an icy, desolate land, prone to dramatic 
  swings in temperature. Surviving the interminable 
  harshness of your home gives you the following racial 
  traits:  
  • Increase one ability score of your choice by 1, to a 
  maximum of 20.  
  • You have resistance to cold damage. 
  • You can tolerate temperatures as low as -100 degrees 
  Fahrenheit and as high as 300 degrees Fahrenheit. 
  • You have darkvision, the ability to see 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. 
  Stoneborn 
  Prerequisites: 1st level only, near-human variant 
  Their skin cracked and abrasive, stoneborn appear is if they 
  were roughly hewn from granite and have personalities 
  akin to stone. These near-humans are proud of their 
  connection to Elemental Earth and believe themselves 
  conquerors, divinely chosen to rule over every stone. You 
  have the following racial traits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • Your Armor Class increases by 1. 
  • You have advantage on ability checks and saving 
  throws you make to resist being knocked prone or 
  moved against you will. 
  • By placing your hand on natural stone and using your 
  action to focus, you can feel the presence of any natural 
  gems or metals within 100 feet of the stone. 
  Tauran 
  Prerequisites: 1st level only, near-human variant 
  Your large nose, strong jaw, and wide head do much to 
  reveal your distantly bovine nature, but the prominent bull-
  horns atop your head reveal to all that you are half-
  minotaur. Tauran tower over most people, and can solve 
  mazes with ease, but typically possess a shadow of their 
  minotaur parent's might. You have the following racial 
  traits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You can perfectly recall any path you have traveled. 
  • On any turn in which you only move in a straight line, 
  you can move an additional 5 feet. 
  • You have two horns that you can use to effectively gore 
  your enemies. Once on each of your turns when you 
  take the Attack action, you can use your horns to make 
  an unarmed strike. On a hit with them, you deal 
  piercing damage equal to 1d6 + your Strength modifier, 
  instead of the bludgeoning damage normal for an 
  unarmed strike. 
  Undrowned 
  Prerequisites: 1st level only, near-human variant 
  Hailing at least in part from the Elemental Plane of Water, 
  the undrowned have profound aquatic powers, even though 
  they are not native to the ocean. They lack the webbed 
  hands and gills of merfolk and their progeny, but have a 
  deep, magical affiliation with water, which allows them to 
  create water out of thin air, and to push and pull the waves 
  with their minds. You have the following racial traits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You can hold your breath for up to 30 minutes without 
  drowning. 
  • By focusing your mind as an action, you can cause 
  water within 30 feet of you to move. You can use this 
  
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  ability to create a harmless effect, such as a splash, 
  fountain, jet, ripple, or wave. 
  • You know the acid splash cantrip. At 3rd level, you can 
  also cast the create or destroy water spell once with 
  this trait and regain the ability to do so when you finish 
  a long rest. Your spellcasting ability for these spells is 
  Charisma. 
  Windswept 
  Prerequisites: 1st level only, near-human variant 
  Carefree and constantly possessed of wanderlust, the 
  extraordinarily pale windswept embody their connection to 
  Elemental Air. Windswept humans are never likely to sleep 
  in the same bed for two nights in a row; they are always 
  moving, always exploring, and always following the wind. 
  You are lighter than a normal human, capable of floating 
  gently on the breeze, and have faint inborn power over the 
  winds, which grant you have the following racial traits: 
  • Increase one ability score of your choice by 1, to a 
  maximum of 20. 
  • You can jump twice as far and as high as a normal 
  human and take half damage from falling. 
  • By focusing your mind as an action, you can 
  manipulate the winds, creating a harmless effect, such 
  as summoning a breeze, changing the direction of the 
  wind, or stopping the wind altogether. 
  • Your whispers carry on the wind. You know the 
  message cantrip. 
  Racial Feats 
  The new races presented in this book are extremely diverse, 
  running the gambit from almost entirely humanoid, to 
  barely resembling a living creature. As such, these new 
  races also have a deep well of expertise to draw upon, as 
  represented in the following feats. 
  Adventurous 
  Prerequisites: Charisma 13 or higher, Fey Creature trait 
  You have grown used to the rigors of the adventuring life 
  and feel at home around humanoids of every stripe. You 
  gain the following benefits: 
  • You have advantage on any saving throw against a 
  spell or effect that targets you or inflicts additional 
  effects on you because you are a fey creature. 
  • Any spells you can cast innately because of your racial 
  traits recharge on a short or long rest instead of only on 
  a long rest. 
  Churchmouse 
  Prerequisites: Mousefolk race, 5th level 
  Churchmice are the holy arm of the mouse-knight 
  guard, versed in both swordplay and doctrine. Trained by 
  this group, you gain the following benefits: 
  • You are proficient in the use of shields. 
  • You can cast the following spells without using a spell 
  slot or spell components: healing word, aid, and either 
  magic weapon or tongues. You choose Wisdom or 
  Charisma as your spellcasting modifier for these spells 
  when you pick this feat. This selection can’t be 
  changed. Once you use this ability to cast a spell, you 
  can’t use this ability to cast that spell until you finish a 
  long rest. 
  Clockwork Marionette 
  Prerequisite: Matryoshka race 
  You have upgraded your construct body with more rigorous 
  components and embedded a few technological marvels, 
  granting you the following benefits: 
  • You have augmented your brain with an algorithmic 
  processing unit and have advantage on Intelligence 
  checks to perform mathematical operations and solve 
  logical dilemmas.  
  • Your Armor Class increases by 1. 
  • You know the shocking grasp cantrip. Intelligence is 
  your spellcasting ability for this spell. 
  Configuration Upgrade 
  Prerequisites: Vect race 
  When you use your Reconfigurable Ability Score Increase 
  trait, you can increase a single ability score by 3, or  
  increase 3 different ability scores by 1, to a maximum of 20. 
  Death Mask 
  Prerequisite: Spirithost race 
  
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  You have grown familiar with the imprint left on the 
  Ethereal Plane by souls leaving the bodies of the dead. By 
  viewing this imprint, you gain the following benefits: 
  • As an action, you can touch the corpse of a humanoid 
  creature that has been dead no longer than 24 hours, 
  copying the image of its face. Your face appears 
  exactly as that creature's for 1 hour, as per the spell 
  disguise self. Your body ceases to glow and becomes 
  completely opaque, but otherwise does not change. 
  • As an action, you can touch the eyes of a corpse that 
  has been dead no longer than 7 days and view the last 
  image seen before the creature's death. 
  Deep Predator 
  Prerequisite: Merfolk race 
  Through intense training of both mind and body, you have 
  sharpened your hunter's instincts and strengthened your 
  poison-producing glands to make you a more dangerous 
  predator, able to compete with the myriad horrors of the 
  deep oceans. You gain the following benefits: 
  • You can smell fresh blood (and similar bodily fluids) 
  within 300 feet of you on land, or twice that distance 
  in water. This includes any creature that has taken 
  bludgeoning, slashing or piercing damage in the 
  last hour. 
  • You have advantage on Wisdom (Perception) 
  checks you make while you are underwater. 
  • Any creature that damages you with a bite 
  attack or ingests any of your flesh or blood 
  you must make a Constitution saving 
  throw (DC = 8 + your Constitution 
  modifier + your proficiency 
  bonus) or take 2d6 poison 
  damage and be poisoned for 
  one minute. 
  Doppel-Blooded 
  Prerequisite: Amoeboid race 
  When you use your Flexible Form ability to transform into 
  a creature, you also fully assume the target's appearance, as 
  per the spell disguise self, instead of only vaguely copying 
  its shape. This is not a magical effect and can't be ended 
  with dispel magic or similar effects. You can only maintain 
  a target's appearance for 10 minutes, after which, you revert 
  to a vague copy of the target's form. 
  Flexible Reach 
  Prerequisite: Amoeboid race 
  You have trained your body to produce lengthy 
  pseudopods, extending your reach drastically. You can 
  reach out to 10 feet. When you cast a spell that has a range 
  of Touch, your range extends to that distance. Additionally, 
  any melee weapon you use gains the Reach property if it 
  did not already have it. 
  
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  Garrison 
  Prerequisite: Tortugan race 
  Whenever you take damage, you can use your reaction to 
  use your Entrench trait, gaining half-cover from all sources 
  until the beginning of your next turn. In addition to the +2 
  bonus you gain to AC from having half cover, you have an 
  additional bonus to AC against the next attack that targets 
  you equal to the number of friendly creatures within 5 feet 
  of you.  
  Golem Upgrade 
  Prerequisites: Vect race, Strength 17 
  You have chosen to embrace your golem heritage and 
  redefine yourself as a construct. You cannot gain this feat if 
  you have the Vitality Upgrade feat. You gain the following 
  benefits: 
  • Increase two of your Strength, Dexterity, or 
  Constitution scores by 1, to a maximum of 20. 
  Decrease your Charisma score by 1. 
  • When you have Adamantine Plating or Juggernaut 
  Plating installed, your AC is 18. 
  • You can’t be poisoned, and magic can’t put you to 
  sleep. 
  • You can add your proficiency bonus to any saving 
  throw you make against a spell. 
  Mantle of the Sun 
  Prerequisite: Avia-Ra race 
  You are a paragon of the avia-ra, and your faith in the sun 
  never wavers. You cannot gain this feat if you have the 
  Nonbeliever feat. You gain the following benefits: 
  • Increase your Wisdom or Charisma score by 1, to a 
  maximum of 20. 
  • You can use a bonus action to undergo a divine 
  transformation, which lasts for 1 minute. Once you 
  have used this ability, you can’t use it again until you 
  finish a long rest. You can invest this divine power in 
  one of the following abilities: 
       Aura. You manifest an aura of radiant light, which 
  sheds bright light in a radius of 10 feet, and dim light 
  for an additional 10 feet. Additionally, each creature 
  which comes within 5 feet of you or ends its turn in that 
  area takes 1d8 radiant damage. 
       Shield. You manifest a glorious shield of red energy 
  and your Armor Class increases by 2 if you are not 
  wielding a shield. You have resistance to fire, necrotic, 
  and radiant damage. 
       Wings. You manifest luminous, incorporeal wings 
  and a sunlike disk appears behind your head. These 
  wings grant you a flight speed of 30 feet. 
  Mouse-Knight 
  Prerequisites: Mousefolk race, Dexterity 13 
  You have been inducted into the proud mouse-knight guard 
  and trained on their ways, granting you the following 
  benefits: 
  • Increase your Dexterity score by 1, to a maximum of 
  20. 
  • You have learned to use the weapons of a mouse-
  knight, and gain proficiency with daggers, light armor, 
  rapiers, shortbows, and shortswords. 
  • You know that valor comes before self-preservation. 
  When you make a melee attack on your turn, you can 
  use your bonus action to gain advantage on that roll. 
  Once you use this ability, you can't use it again until 
  you finish a long rest or reduce a hostile creature to 0 
  hit points. 
  Net-Fighter 
  Prerequisite: Swim speed or the ability to breathe 
  underwater 
  You are experienced in doing battle underwater, where 
  enemies can strike from any direction and many weapons 
  are rendered useless. You gain the following benefits: 
  • You gain proficiency with daggers, nets, and tridents. 
  • When you take the Attack action on your turn, you can 
  throw a net with a bonus action. Additionally, you are 
  not limited to making only 1 attack on your turn when 
  you throw a net. 
  • You can spend 1 minute re-tying a net's knots to be 
  more difficult to slip. The AC and escape DC of a net 
  you modify becomes 10 + your proficiency bonus. 
  • Whenever you throw a trident, it deals damage as if it 
  were being wielded in two hands. 
  Nonbeliever 
  Prerequisite: Avia-Ra race 
  You are a heretic of the Avia-Ra, and have turned your 
  back on the Sun Above. You cannot gain this feat if you 
  have the Mantle of the Sun feat. You gain the following 
  benefits: 
  • Increase your Wisdom or Charisma score by 1, to a 
  maximum of 20. 
  
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  • Whenever you reduce a creature to 0 hit points, and 
  that creature begins to make death saving throws, it 
  automatically gains one failure. 
  • You can cast the spell darkness once without 
  expending a spell slot or spell components. Once you 
  use this trait, you can’t use it again until you finish a 
  long rest. 
  • When a creature you can see regains hit points due to 
  magic, you can use your reaction to cause that creature 
  to lose that many hit points instead. Once you use this 
  trait, you can’t use it again until you finish a long rest. 
  Real Boy 
  Prerequisite: Matryoshka race 
  By undergoing a dramatic transmutation ritual, you 
  transform your body into flesh and blood. When you take 
  this feat, you lose all your matryoshka racial traits, and 
  instead gain the racial traits of your choice of either a 
  halfling or gnome, with a subrace of your choosing. Once 
  this selection is made, it cannot be changed. While 
  transformed, you are no longer considered a matryoshka for 
  the purposes of abilities or features, with the exception of 
  this feat. You also gain the additional racial trait: 
       Bad Liar. You have disadvantage on Charisma 
  (Deception) checks you make to tell a lie. 
       You can reverse this transformation or undergo the 
  transformation ritual again by spending 100 gp in incense, 
  magic chalk, and other ingredients and spending 24 hours 
  conducting the ritual. 
  Shield Shell 
  Prerequisite: Tortugan race 
  You have reinforced your natural shell with additional 
  armor and trained to use it in combat. You gain the 
  following benefits: 
  • Increase your Strength score by 1, to a maximum of 20. 
  • When you are not holding a shield, you are treated as 
  holding one, and gain a +2 bonus to your armor class. 
  If you are also holding a shield, it grants a +3 bonus to 
  your armor class, instead of a +2. 
  • You can add your Constitution modifier, rather than 
  your Dexterity modifier, to Dexterity saving throws 
  you make against effects you can see. 
  Speaker of the Roots 
  Prerequisites: Mandrake race, 5th level 
  Your words can compel the green things of nature to 
  action. You can cast the following spells without using a 
  spell slot or spell components: entangle, spike growth, and 
  either plant growth or speak with plants. Wisdom is your 
  spellcasting modifier for these spells. Once you use this 
  ability to cast a spell, you can’t cast that spell again using 
  this ability until you finish a long rest. 
  Thermalsight Upgrade 
  Prerequisite: Vect race 
  You upgrade your optics to make better use of your thermal 
  vision, gaining the following benefits: 
  • The range of your thermalsight extends to 60 feet.  
  • Your thermalsight penetrates one foot of any material. 
  • You see invisible creatures within range of your 
  thermalsight as if they were visible. This does not apply 
  to creatures that are in the Ethereal Plane. 
  Undying Legacy 
  Prerequisites: Spirithost race, 5th level 
  By pushing and pulling at the walls of the planes, you can 
  defy physical rules and strike fear into the hearts of 
  mortals. You can cast the following spells without using a 
  spell slot or spell components: unseen servant, levitate, and 
  either fear or vampiric touch. Charisma is your spellcasting 
  modifier for these spells. Once you use this ability to cast a 
  spell, you can’t cast that spell again using this ability until 
  you finish a long rest.  
  Vitality Upgrade 
  Prerequisite: Vect race 
  You have chosen to embrace your destiny as a living thing, 
  despite your mechanical nature. You cannot gain this feat if 
  you have the Golem Upgrade feat. You gain the following 
  benefits: 
  • Increase your Intelligence, Wisdom, or Charisma score 
  by 1, to a maximum of 20. 
  • When you use your Reconfigurable Ability Score 
  Increase trait to increase a single ability score, you can 
  become proficient with one skill of your choice 
  associated with that ability score until you take a long 
  rest. 
  • Whenever you take a short rest, your body naturally 
  heals. You can roll one hit die without spending it and 
  regain hit points equal to the number rolled. 
   
  
   
   
  Producers 
  Michael Quinn 
  Justin Forkner 
  Bryce Clark 
  James Tyler 
  Richie 
  Julien Therrien 
  M. Maxwell 
  Matuszak 
  Brandon Martin 
  Grif 
  Emily Noelle 
  tyrell hayward 
  Chris Alfieri 
  Kura Tenshi 
  Michael Jeanes 
  Jared Masouras 
  EroCK 
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  Garcia 
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  brandon johnson 
  Data Frag 
  The Knuckle of 
  Vecna 
  JA 
   
  John Daniel 
  Zillman 
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  Charles Koeppel 
  Flynn Patrick 
  Harne 
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  Jason Ford 
  Skeleton Jester 
  Austin Ridgard 
  Gregory 
  Karl Bludworth 
  Pandric 
  luke maxwell 
  Daniel 
  Lamoureux 
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  Matthew Atkins 
  LeoSaysNO 
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  Jordan Snyder 
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  Patrick van der 
  Linde 
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  Art Credits 
  Cover, pg. 3, 23 by Mariana Livraes 
  Pg. 1 by TricksyWizard 
  Pg. 4, 6, 9, 11, 13, 15, 16, 18 by Martin Kirby 
  Pg. 2 by Jonathan Ying 
  Pg. 24 by Lucas Ferreira CM 
  All other art is public domain, CC0. 
  
   
   
  License 
  This material is being released under the Open Gaming License.  
  OPEN GAME LICENSE Version 1.0a  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Men and Monsters Copyright 2017, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason 
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