Ability Score and Races

So, I'm going to need everyone to do a little math today, or when you get the chance.

You will be building the base of your character.

First, take these numbers: 15,14,13,12,10,8
Place them accordingly across the following: (I will have skills and other uses for the ability scores listed as well.)
Strength: (Athletics, melee damage, lifting, carrying, etc...)
Dexterity: (Acrobatics, Sleight of Hand, Stealth, range ability and damage, moving out of dangers way, moving quickly, etc..)
Constitution: (Health, poison and alcohol tolerance, taking a hit, withstanding)
Intelligence: (Arcana, History, Investigation, Nature, Religion, certain magics, etc...)
Wisdom: (Animal Handling, Insight, Medicine, Perception, Survival, certain magics, etc...)
Charisma: (Deception, Intimidation, Performance, Persuasion, leadership, seducing, certain magics, etc...)

This is your character. These can go up later on, so don't worry.

Once this is done, take time to go over some of these races. They have Ability modifiers that raise certain stats.


Au ra
We Xaela are nomads who roam and live off the land. My tribe was no different. Yet though we did no harm to those whose lands we traversed, they treated us as vermin. in their ignorance, they feared us, and that fear manifested as spite and violence.
My loved ones and I were cursed at, spat upon, beaten, and worse. It was out of the desire to protect them that I began my research.
-Alaqa the Witch

TheAu Ra are a misunderstood people due to their physical appearance. Their scaled bodies and horns led many to fear them, believing them to be descendants of dragons or demons. This fear led to hate, which gave way to violence, leaving these proud people few in number across the world. These conditions have led the Au Ra to value their families beyond all else.

Variable Size
Au Ra are characterized by their curved horns and intricate patterning of scales across their bodies. Sleek and powerful tails extend out from behind the Au Ra. There is a striking difference in height between the males and females of the race, the men ranging from just over 6 feet tall to 7 and a half feet tall, while the women are dwarfed, rarely coming close to 6 feet tall. Their faces contain sharp features and piercing eyes, alluding to their normally serious and sullen demeanor.
Au Ra tend to dress very modestly, wearing simple robes and lengths of cloth drapped over their bodies as cloaks, especially amongst the nomadic Xaela tribe.

Divided By Blood
The Auri creation myth tells the tale of two beings, the dawn father and the dusk mother. The two kinds of Au Ra have beliefs about their connection to these beings. The dark scaled Xaela are a nomadic people who believe that the blood of the dusk mother coarses through their veins. The Xaela view themselves as free spirit folk, who roam the lands hunting, gathering, and battling against other roaming tribes, in honour of their ancestors of the past. The light scaled Raen on the otherhand has moved on from the nomadic lifestyle, building a great capital city in the valley mists of their homeland to make their home. Here the Raen live a life of tranquility and solitude from the rest of the world.

Peaks, Valleys and Plains
The Au Ra's homeland is known as Settler's Glade, a region to the North. A majority of their homeland is covered by sprawling plains known as the Straholde Steppe which dominates their country. The Xaela clans travel across this sea of land in close knight tribes. The northern and eastern reaches of Settler's Glade are shieled with high mountain peaks and deep valleys shrouded in mist. It is in these mountain ranges that the Raen have made their home, one such clan being the Au Ra of Doma.

For my family
An Au Ra may set off on an adventure for any number of reasons. A thirst for adventure may awaken in them and draw them from their isolated clan lives, or an act agaisnt their clan or tribe has forced them to action.
This could go as far as searching for lost family members, or seeking revenge for a slight against their family. For the Au Ra, family is extremely important to them, and may serve a central purpose to drive them to explore the world.

Au Ra Traits
Your Au Ra character has a variety of natural abilities.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Despite their extraordinary phyiscal features, theAu Ra live about as long as any of the other races of the world, reaching physical maturity around the age of 16, and living to be around 80 years old.
Alignment. The Au Ra as a whole do not tend to neither good nor evil, or towards law or chaos. The Xaela tend strongly towards the chaotic lives of nomads outside of the laws of civilized city-states, while the Raen enjoy the order provided by the law. Often times an Au Ra finds themself to be the product of their upbringing.
Size. There is a large size disparity between men and women of the Au Ra. Males range anywhere from 6 and a half to 7 feet tall with a lean build dwarfing the females who rarely grow taller than 5 feet. Your size is medium.
Speed. Your base walking speed is 30ft.
Cranial Horns. Your horns act as your means of perceiving sound. You have improved hearing and spatial awareness compared to other races because of this. You gain proficiency in the perception skill.
Languages. You can speak, read and write Common and Auri. The Auri language does not include gender or numbered nouns or verbs, causing anAu Ra to mislabel things sometimes when speaking another language.
Subrace. The Au Ra's bloodline has split into two distinct groups, the nomadic Xaela and the solitary Raen, divided by the divine blood of their creators the Dusk Mother and Dawn Father. Select one of the two subraces of Au Ra.

A Valuable Ally
The Au Ra are steadfast allies once they are befriended. Once an Au Ra calls you their friend, you are considered family to them. Their experiences with other races are fewer in number than most, but can appreciate the culture of the new lands.
Hyur. "Every Hyur is different in their own way. They're an ambitious people who work hard for their future. We can live alongside them easily."
Elezen. "They turned us from their gates, and slaughtered us out of fear. We do not trust the Elezen as a whole, though perhaps there may be one redeemable one among them."
Miqo'te. "Miqo'te don't differ much from us. We both have an appreciation for what the natural world can provide us with. I'm sure our tribes would clash if they crossed paths in Othard though."

As a Xaela, you've been hardened by your life on the road as a part of a nomadic tribe. A life of hunting and warring has led you to martial prowess and improved strength. You are more outgoing than your Raen counterparts and are much more willing to engage in battle to resolve a conflict. Xaela tribes are small but numerous, battling for territory against one another on the Straholde Steppe. Despite a willingness to fight, Xaela do not seek war, it is merely a tool to settle differences.
Ability Score Increase. Your Strength score increases by 1.
Xaela weapon training. You gain proficiency with the shortbow and spear.
Nomadic lifestyle. Due to your tribal ancestory you gain proficiency in the survival skill.

The Raen live in the misty mountains of Settler's Glade, an eastern region framed by mountains. They prefer the pen to the sword and would rather solve a problem with diplomacy rather than resort to violence. They are a reserved people, living in isolation from the world, but have no animosity towards other city states. There is simply no reason for them to become involved with others outside of trade.
Ability Score Increase. Your Wisdom score increases by 1.
Naturally Insightful. Due to life in a tranquil, respectful society, you have honed your ability to read people, giving you proficiency in the insight skill.
From the Mists. You do no incur penalties when your vision is lightly obscured by fog or mist.


For centuries, our nation has been punished for the sins of our forefathers. If our punishment is to end, I believe we must right the wrongs of antiquity and move forward as a nation united. Needless to say, my father did not share this opinion.
-Ser Jynsemi de Aunic, Lord Commander of the Rightful Seers

The Elezen are a race divided within themselves, and their often arrogant attitudes keep the other races at an arms reach. The Wildwood live off the lush forests, using their keen eyes to hunt and gather in the dense forests or live in the religious oligarchy of Ishgard, cut off from rest of the world. The Duskwights in contrast are notorious for thievery and pillaging. Spending much of their live in caves and caverns hidden in the forest.

Elegance and Pride
Long legs, slender bodies, pointed ears and sharp features are all marks of an elezen. Only rivaling their otherworld appearance is the poise with which they carry themselves. Their tall, thin frames only differ within the race by the colour of their skin. All Elezen try to clothe themselves whenever it is appropriate, valuing their appearance.

Difference of Opinion
The Elezen race is divided due to their pride. The Wildwood and Duskwights found they could not coexist and distanced themselves from one another. The Wildwood believing they are the true rulers of the forests in which they live and hold dominion. The largest population of Wildwood Elezen live in Osthaven, a massive religious city embroiled in a war against dragonkind, closed off from much of the world. The Duskwights, who made their homes in the cavern systems of the forests have since been driven to crime to survive due to the Wildwood's clutch on the boundaries of the forest.

The Woods and the North
The forest which theElezen live is the Silvervale, a massive forest brought to order by the Wildwood, who protect the forest from poachers and other threats which would encroach on it. Duskwights, who disregard the need to protect the forest and hunt to their content. Looking to the Western Island city of Osthaven, towering spires, homes and a grand cathedral hide behind their giant gates. Living conditions in Osthaven are rough, as the poor go hungry in the lower levels of the city, while the wealth live in exuberance, looking down on the less fortunate citizens, ruled by the religious teachings of the Rightful Seers.

Honour and Vengeance
An Elezen may set out on an adventure for many different reasons. AnOsthaven Wildwood hungry for revenge against the dragons may set out to seek greater strength, while another may take up arms to defend their forest home from an encroaching threat against the Silvervale. Duskwights may set out to gain honour and riches to support their family or to prove to the world they are more than just a thief. Perhaps you seek glory in battle, and head out to find this fame.

Elezen Traits
Your Elezen character has a variety of natural abilities.
Ability Score Increase. Your Intelligence score increases by 2.
Age. Though Elezen are one of the longest standing races, they do not live much longer than anyone else. They reach physical maturity around age 18 and live into their nineties.
Alignment. Wildwood Elezen lean towards lawful alignments, be it their upbringing to protect the forest or life within the religious walls of Ishgard. Duskwight's have embraced the wild way of living, leaning towards chaotic alignments, viewing laws as arbitrary things.
Size. Elezen are known for their tall slender bodies. Men can reach a maximum 6 feet 8 inches and rarely are shorter than 6 foot 3 inches. Women reach a maximum of 6 and a half feet and rarely shorter than 6 feet tall. Your size is medium.
Speed. Your base walking speed is 30ft.
Languages. You can speak, read and write Common and one extra language of your choice.
Subrace. The Elezen come from two different clans. Select one of the two subraces of Elezen.

The Wildwood Elezen have become the protectors of the forest and mortal enemies of dragonkind depending on where they are living. Despite this, the Wildwood keep a tight hold on their homes, defending them aggressively. They have learned to live off land whever they find themselves. Years of life in the forests of the Silvervale has imbued them with various abilities.
Ability Score Increase. Your Dexterity score increases by 1.
Wildwood weapon training. You gain proficiency with shortbows and daggers.
Hawk Sight. The normal range of your ranged weapon is increased by 30ft.
Prying Eye. You gain advantage when making a perception check which involves sight.

Duskwights are Elezen who made their home in the cavernous systems of the Silvervale. Their light hair and dark skin sets them apart from their surface dwelling counterparts. Duskwights are expert cave explorers after growing up in such systems. Though the caves could not satisfy all of their needs, leading the Duskwights to build a reputation of banditry for themselves.
Ability Score Increase. Your Strength score increases by 1.
Duskwight Weapon Training.You gain proficiency with the shortbows, longbows, shortswords, spears, and javelins.
Darkvision.Due to life in the caverns your eyes have adapted to help you see in the dark. 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.
Superb Hearing. You gain advantage when making a perception check which involves hearing.

Arrogance or Confidence?
The Elezen strongly believe in their abilities and their birthrights. Many races may see this as arrogance, but if you are able to see past their haughty attitudes, you will find a steadfast and reliable ally.
Au Ra. We Ishgardians have made a grave mistake. Despite their heretical appearance, we should not have let fear guide out hands. I hope we can make amends one day.
Hyur. "We were the first people of the woods, regardless of what they believe. Why the forest sends their chosen through the Hyur is beyond me, but I suppose we can be friends."
Miqo'te. "They are skilled hunters, perhaps too skilled. We share the woods with these people in service to the forest. But the Keepers who break off from the clans and become poachers are as deadly as they come."


Thal's Balls...I'd forgotten what it was like to feel so alive! Not since leaving the bloodsands have I had the privilege. Not since the Bull of Southburn hung up his swords. Back then, the outcome might have been different. But I do not begrudge you your victory. I know how far you have come, how much you have endured. Our fight only confirmed it. We shall have to do this again one day, when time allows.
-Raubahn Aldynn, The Bull of Southburn

Around 1000 years ago, the Hyur spread across the land in a great migration from the north. They made their homes wherever they could set their footing. Some took to the mountains, while others found a foot hold in any city which would accept them. Today the Hyur are one of the most populous races in the world.

Of Average Build
The Hyur are a race of average sized humanoids whom one may view as an average group of people, lacking distinguishing features such as pointed ears, immense size or horns. Over time Hyur have diverged into two distinct groups, the Midlanders and Highlanders. Midlanders are widespread across the land and come in all shapes and colours, becoming prevelant in all cities. Highlanders in comparison are taller than their Midlandercounterparts, boasting a more powerful, muscular build.

A Matter of Location
The differences between the Midlanders and Highlanders was born from their homes long ago. The Highlanders are named for living at a high elevation, mountains in particular.

These tough living conditions lead to a heartier, more physically powerful people. The Midlanders lived at sea level and across the world, which minimized changes due to life in extreme conditions.

People of the World
Hyur as a whole make up a large percentage of the population in the world. Over a thousand years ago the Hyur immigrated in massive waves from their homelands and made their homes wherever their feet hit the ground. Highlanders are a special case within the Hyur, famed for their mountainous city of Southburn. In recent years, the Southburn were forced from their homes to immigrate across the world, mixing into the cities across the world themselves.

Glory and Prosperity
The Hyur are a hardworking and ambitious people, no matter what walk of life they come from. It is for this reason that for every Hyur in the world, there could be a different reason to seek adventure. Some may head out on the road for the value of the journey itself, while others may do so in search of riches. Some Hyur may be adventuring on another's behalf, perhaps their family sitting at home, or to defend their people from an imminent threat. In a world with so many possibilities, it does not take much convincing to bring a Hyur to action.

Breadth of Bonds
Hyur are prevelant throughout the world, and because of this most will welcome a Hyur into their lives without prejudice. Overall theHyur are met with courtesy wherever they wander.
Elezen. "For a long time we didn't see eye to eye, but for the time being we are friends."
Lalafell. "The Planesfolk are a wonderful people, so earnest in their lives. The Dunesfolk, will rob you blind with your thanks."
Miqo'te. "They're a quiet folk who keep to themselves, but I can respect their skill. I have no qualms with them."

Hyur Traits
Your Hyur character has a variety of natural abilities tied to their heritage of being a diverse peoples.
Ability Score Increase. Your Strength score increases by 2.
Age. Hyur tend to live for approximately 75 years, reaching sexual maturity around age 16 and full maturity around 20 years old.
Alignment. Overall the Hyur are a highly variable race, so it stands to reason that the Hyur tend to not lean towards neither good nor evil. The same could be stated about their impressions of law and chaos. They comfortably fall in line with the culture in which they are raised, but are generally good-hearted.
Size. Hyur tend to range in height from 5 feet to 6 and a half feet tall depending on their heritage. Midlanders struggle to pass 6 feet while Highlanders easily pass it. Your size is medium.
Speed. Your base walking speed is 30ft.
Worldly Skill. You gain proficiency with a set of artisan's tools of your choice.
Languages. You can speak, read and write Common and two other languages of your choice.
Subrace. The Hyur have changed over time based on where they lived over the past millenium. Select one of the two subraces of Hyur.
As a Midlander, you are a child of possibility. The midlanders can live pretty well anywhere in the world and not seem out of place. Due to their ability to find comfortable lives anywhere, they have becoming highly adaptable and well educated.
Ability Score Increase. Your Intelligence score increases by 1.
Skill Versatility. You gain proficiency in two skills of your choice.
The warlikeHighlanders see battle as the reason for life. They are no strangers to violence living in the mountains, over time making great conquests against various groups of people. Life in these tough conditions has hardened the Highlanders as a people, leading to naturally powerful builds.
Ability Score Increase. Your Constitution score increases by 1.
Naturally Honed Body. You gain proficiency in the athletics skill.
Menacing. You gain proficiency in the intimidate skill.


But I will see them suffer no longer. The victory feast shall provide the stage on which I declare the dissoultion of the sultanate. 'Tis mine intent that the ruling class of our golden city should take its place beside the common man in a fair and equitable republic. No more shall this nation bow to the whims of a privileged few.
-Nanamo Ul Namo, Sultana of Ul'Dah

The Lalafell are generally a cheery race of people. Long ago the Lalafells lived as masters of agriculture and spread across the land along trade routes, selling their produce becoming one of the most widespread races there is. In time the Dunesfolk went as far as establishing their own desert city-state known asMoy. These tiny folk are highly ambitious and are not afraid to take hold of opportunity when it appears before them.

Tiny Yet Mighty
Lalafell anotomy sees these kindly people rarely growing to be 3 feet tall. Their short bodies are rotund, with short feeble looking legs. But appearances can be deceiving as Lalafells bodies are highly efficient, allowing them to travel long distances on their short legs. The Plainsfolk have larger, pointed ears which greatly improved their hearing, while the Dunesfolk developed a film which covers their eyes, protecting them from the sun and sand of the desert. Additionally out of tradition, Dunesfolk will place gemstones associated with their zodiacal sign on their foreheads.

Products of the Land
The Lalafellin homelands produced two types of people, from which they take their names. The Plainsfolk started off as agriculturalists living their lives on their farms, eventually trading their goods across the land, leading for lalafells to spread across the world. TheDunesfolk began and remain as desert dwelling folk, their bodies adpating to the harsh conditions.

Rolling Planes and Towering Dunes
The Lalafell can trace their ancestery back to two key areas. The Plainsfolk began as farmers on fertile islands in the south, farming the fertile lands of their namesake. The Dunesfolk were not so luck to have farmable land and instead turned to animal husbandry. Traditionally Dunesfolk built their homes on the backs of beasts of burden, travelling with their herds. Eventually the Dunesfolk founded a great city of wealth, where nearly all Dunesfolk live today.

Family and Fortune
Lalafells care deeply for their small families and would do anything for them. They may set out on an adventure to support their families or in their defense. Not all Lalafells have such pure goals though as many contain a great deal of ambition in their tiny bodies. Merchants travel all over the land, researchers seeking knowledge in secret places, sellswords bravely take on jobs to prove themselves.Lalafells may be small, but they take on the world in a big way.

Lalafell Traits
Your Lalafell character has a variety of natural abilities derived from their ancestry.
Ability Score Increase. Your Intelligence score increases by 2.
Age. These smallfolk are able to live just as long as the other races. Lalafells reach physical maturity around the age of 18, and live until their mid eighties.
Alignment. Generally speaking, Lalafells lean towards a good natured alignment, though some shrewd business men may push far away from this approach to life. Neither the Plainsfolk or Dunesfolk have a inclination to law or chaos, with individuals falling into all categories.
Size.Lalafells are a diminuitive people who see no difference in height due to gender. Their heights on average range from 2 feet and 8 inches to just over 3 feet. Your size is small.
Speed. Your base walking speed is 25ft.
Merchant's Intuition.You gain proficiency in the persuasion skill.
Naturally Stealthy. You can attempt to hide even when when you are obscured only by a creature that is at least one size larger than you.
Lalafell Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Languages. You can speak, read and write Common and one other language.

Good Relations All Around
Thanks to their charming demeanors and financial ties across the world, Lalafells are one of the few races who can say it is on good terms with nearly everyone. MostLalafells are kindly and outgoing, allowing them to seem like the younger sibling of all the races.
Subrace. TheLalafell come from two distinct groups of people. Select one of the two subraces of Lalafell.
As a Plainsfolk, you have spent some time working in agriculture, or have had information passed down to you from your family. Your highly sensitive ears and knowledge of farming has led to the development that sets you apart from your fellowLalafell, the Dunesfolk.
Ability Score Increase. Your Dexterity score increases by 1.
Sharp Senses. You gain proficiency with the perception skill.
As a Dunesfolk, you have an instinctual ability to work with animals thanks to your ancestors. Additionally you've adapted to the harsh desert environments and thrived.
Ability Score Increase. Your Wisdom score increases by 1.
Dustshield. Your eyes have developed a film to protect them from desert conditions. You have advantage on saving throws against being blinded.


The Nunh that I once fought also believed that his strrrength would save him. He was wrong, and I am now Nunh. Many years ago I joined the Company of Heroes to hone my skills instead of challenging my predecessor before I was ready. Even when I was young I understood that victorrrry goes to the patient, the cunning, the pragmatic."
-U'odh Nunh, leader of the Drake Tribe

TheMiqo'te are an aloof people who value their independence from the world. Centuries ago the Miqo'te migrated, Seekers spreading across the world in low numbers while Keepers finding dense forests as a new home. Traditionally they avoid the other races, but over time more and more Miqo'te have integrated into society with pockets of die hard traditional Miqo'te tribes surviving out in the world.

Lithe Hunters
The Miqo'te are a feline race with large catlike ears, fanged teeth and long tails. They have a highly tuned sense of smell and powerful legs, which have allowed them to become natural hunters. The Seekers of the Sun's ears are wider with thicker fur, while the Keepers of the Moon's ears are longer and stylized, with shorter fur. Futhermore, the eyes of the Seekers has developed such that the pupils are slit light, to help guard their eyes from the exposure of the sun, while the Keepers' pupils have become large and rounded. Many more women are born into the tribes and clans of the Miqo'te people.

Of Suns and Moons
The Seekers or the Sun and Keepers of the Moon are two distinct ethnicities falling under the Miqo'te. Their cultures differ greatly down to the social structures of their groups. The Seekers live in male dominant societies centered around an alpha male known as the Nuhn, and worship the godAzeyma. In constrast theKeepers live in a matriarchical society and worship the goddessMenphina.

Arid Sands and Dense Woods
The hot, arid deserts of Southern Osino are home to one of the most famed tribes of theSeekers of the Sun. Seekers can be found anywhere across the world, barring cold regions with a harsh winter climate. Those who integrate into larger cities tend to discard their tribal ties and take up the social norms of the city in which they live. Keepers of the Moon have taken to the dense forests away from the heat of the sun.

Adventure Calls
The Miqo'te tend to differ on their approach to life depending on their ethnicity. The Seekers of the Sun are bold individuals who are quick to jump into action, but also become bored easily. This natural need for excitement may call a Miqo'te to action, leading them out into the world to explore. Those from traditional tribes may leave their tribe seeking to start their own clan of Seekers, becoming the alpha of their group.
Keepers are guarded and brooding, which may stall them from setting out on a journey, but when the need arises to protect family, friends or their home, aKeeper will stop at nothing to protect that which they cherish.

Miqo'te Traits
Your Miqo'te character has a variety of natural abilities related to their natural physical traits.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Miqo'te tend to live secluded, healthy lives reaching physical maturity around the age of 16, and living to be around 80 years old.
Alignment. Miqo'te who live within a traditional tribal setting lean towards a lawful alignment, adhering to the laws of their people. Those who are born or live in more diverse settings tend to lean in no particular direction.
Size. Miqo'te are a people people with powerful leg muscles. Their slender builds distract from how powerful their bodies really are. On average males tend to range in height from 5 feet to 5 and a half feet tall, while females range from 4 feet 9 inches to 5 feet 3 inches Your size is medium.
Speed. Your base walking speed is 30ft.
Darkvision. Your eyes have adapted to help you see in the dark. 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 colour in darkness, only shades of grey.

Reserved Watchers
Miqo'te tend to keep to themselves, trying to avoid contact with races outside their own, Even in highly populated cities, individual Miqo'te lead isolated lives, prefering to stay aloof.
Predation. You have the senses of an expert hunter. You gain advantage on wisdom checks to track beasts, as well as intelligence checks to recall information about beasts you have encountered in the past. You gain proficiency in the stealth skill.
Languages. You can speak, read and write Common and one language of your choice. When speaking Common, your pronunciation of "r" sounds are sometimes extended with a purr.
Subrace. TheMiqo'te are made up of two distinct clans. Select one of the two subraces of Miqo'te.
Seekers of the Sun
As a Seeker of the sun, you come from a race of renowned hunters. The Seekers live in a patriarchal society which woships the sun and Azeyma. This past has given you the tools to become a deadly hunter, capable of wounding their marks with great efficiency.
Ability Score Increase. Your Strength score increases by 1.
Seekers weapon training. You gain proficiency with the Daggers, and Shortbows.
Graceful Speed. Your base walking speed is 35ft.
Keepers of the Moon
As aKeeper of the Moon, you come from a highly spiritual matriarchy. Your people worship and moon and the goddess Menphina. Many Keepers make use of war paint as they believe it helps to channel the power of the moon into their bodies. Keepers are renown for their perseverance.
Ability Score Increase. Your Charisma score increases by 1.
Tenacity. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.


They sought to secure a place to breed and multiply, that their kind might survive. Self-preservation, as you say. But we have as much right to live and thrive as they. If our own survival is threatened, are we to lay down our arms and welcome oblivion? Nay.
-Admiral Merlwyb Bloefhiswyn

The Roegadyn are a physically powerful race of people with a thirst for life which few can rival. They live loudly with boisterous voices, larger than life goals and an unflinching approach to danger.Roegadyns are fearless explorers who long ago were the greatest pirates to sail the seas. Adventure is in their blood.

Size Matters
Roegadyn are enormous humanoids with a hulking muscular build. Men and women alike grow to tower over the other races. Partly due to their size, Roegadyn as a whole love competitions of strength and courage, challenging one another to push themselves and their bravery. Their faces have fierce features and large flat noses. Due to their large size, Roegadyn tend to wear durable, flexible clothing which allows them to move easily.

Maritime Reavers, Volcanic Hermits
The Sea Wolves live up to their names through a storied history on the ocean. Most Sea Wolf communities can be found on the coast, as most make their living from the sea.

Be it sailing, naval service or mercenary work, theSea Wolves continue to feel most at home when adventuring on board a ship. TheHellsguard in comparison live in land around the volcanic mountains of Aldhall. Here they guard the material plane from undead spirits trying to return home.

The Great Seas and Aldhall
The Roegadyn as an entire race hail from the Northern seas , their name translating to people of the rain. These sea fairing people can be found living in coastal citites the world over living as sailors, mercenaries and pirates.
The Hellsguard live around the volcanoes of the Aldhall mountains, believing their home to be a sacred place related to the afterlife. Those Hellsguard who choose to leave their mountain homes can be found in large cities near these mountains, making a living as sellswords or chasing deeper knowledge of magic.

In Their Nature
The Roegadyn people are a boisterous race, seeking out challenges to test their power and bravery.
They rarely need much convincing to head into the heat of battle for a cause they believe in, though coin may help speed them along.Sea Wolves have a long history of pirating, looting and battle on ships of all sorts, giving them a deep seeded thirst for adventure. Hellsguard grow up in solitude away from society, having no city to call their own. They may decide to head off in search of a more engaging existence by heading down their mountain and seeing what else the world has to offer.

Roegadyn Traits
Your Roegadyn character has a variety of natural abilities which all members of their race have.
Ability Score Increase.Your Constitution score increases by 2.
Age. Though physically larger than the other races, theRoegadyn do not live any longer; reaching full maturity around the age of 20 and living into their eighties.
Alignment.Roegadyn have no heavy leaning towards good or evil. The Sea Wolves value the chaotic nature of adventuring and lean towards this alignment, while the Hellsguard look to laws of their ancestors to guard the sacred volcanoes they've lived near for ages.
Size. Roegadyns are a massive people who grow much taller than their fellow races. Males grow as tall as 7 and a half feet tall, while women can grow to be 7 foot 3 inches talls. Despite your powerful builds and great height, your size is medium.
Speed. Your base walking speed is 30ft.
Brave. You have advantage on saving throws against being frightened.
Languages. You can speak, read and write Common andRoegadyn.
Subrace. The Roegadyn have settled into two distinct lifestyles. Select a subrace based on where you come from.

On Your Merit
Both the Sea Wolves and the Hellsguard do not carry preconceived notions about other races, but rather judge each person they meet by their own standards. Sea Wolves may value people who show courage, while Hellsguard appreciate those who think before acting.
Fearless sailors of the sea. TheSea Wolves have a storried history of being a great sailors. No coastal cities were safe in the past when the Sea Wolves came to town. A history of sailing and pirating has left the Sea Wolves with inherent abilities.
Ability Score Increase. Your Strength score increases by 1.
Sea Wolves weapon training. You gain proficiency with greataxes and handaxes.
Sailor's Swimming. You have advantage when making athletics (swimming) checks.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
The elusive Hellsguard live around then volcanoes located within Aldhall's Spine. They have lived in solitude for hundreds of years guarding the volcano from spirits seeking passage from the world of the dead into their own world. A long history of practicing magic in the mountains has left the Hellsguard with innate supernatural abilities.
Ability Score Increase. Your Charisma score increases by 1.
Magical Knowledge. You gain proficiency with the arcana skill.
Volcanic Children. You know the Firebolt cantrip. At 3rd level you learn the Burning Hands spell and may cast it at the 1st level once before requiring a long rest. Charisma is your spell casting ability for these spells.

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Aerith_Fair_Gainsborougth Accepted Answer
I'm an Ancient/Cetra (race)
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