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Playable Races

The following are the currently available player races in Myrnn   Sea Elf
Ability Score Increase Your Strength and Constitution scores increase by 1.
Age
Sea Elves mature slower than Humans and are considered young until they reach the age of 75. On average they live about 500 years.
Alignment
Sea Elves tend to be Lawful as the vast majority of them spend a goodly portion of their formative years serving on a family ship or fostered out to an allied family's fleet. "Everybody pulls together in a storm" Is a common Sea Elf proverb. The hierarchy of loyalty is Family, Faith, City, Race.
Size
Sea Elves stand between 4.5 and 5.5 feet tall, averaging 120 pounds. Your size is Medium.
Speed
. Your base walking speed is 30 feet. Your swimming speed is 20 feet.
Mariners Vision
. Accustomed to life on and in the water, while submerged you can see clearly. Additionally, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Diver's Endurance
. Once per long rest you may cast Breathe Water on yourself only.
Sailing Proficiency
. You have expertise on skill checks for performing shipboard tasks. (i.e. Knots and Ropework, Spar Walking, Maritime Navigation, etc.)
Tools of the Trade
. Sea Elves gain proficiency in Cutlass, Sabre, Buckler and Ballista.
Languages
. You can speak, read, and write Common and Elvish.   Wood Elf
Ability Score Increase
Your Dexterity and Charisma scores increase by 1.
Age
Wood Elves mature slower than Humans and are considered young until they reach the age of 75. On average they live about 500 years.
Alignment
Wood Elves tend to be Chaotic as from a young age they're encourage to practice self sufficiency. The only behavior discouraged is harming others either directly or indirectly.
Size
Wood Elves stand between 4.5 and 5.5 feet tall, averaging 120 pounds. Your size is Medium.
Speed
. Your base walking speed is 30 feet. Your speed is not reduced by natural rough terrain (bushes, vines, tall grass).
Darkvision
. Accustomed to life under the forest canopy, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Unfiltered sunlight imposes disadvantage for sight based perception checks.
Forester's Self Reliance
. When foraging in a forest you receive twice the amount of supplies normally gathered.
Warden's Weapons
. You have proficiency with the Longbow, Long Sword, Blowgun and Net.
Tool Proficiency
. You gain proficiency with the artisan's tools of your choice: Bowyer's tools, Fletcher's tools or Tanner's tools.
Fey Ancestry.
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Woodcraft
. You can cast Bonfire once per long rest. At third level you may cast Locate Plant/Animal once per long rest.
Languages
. You can speak, read, and write Common and Elvish   Dwarf
Ability Score Increase
. Your Constitution score increases by 2.
Age
. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Alignment
. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Size
. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed
. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision
. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience
. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training
. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency
. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
Stonecunning
. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages
. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.   Half-elf
Ability Score Increase
. Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1.
Age
. Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.
Alignment
. Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers, a trait they share with their human parents.
Size
. Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed
. Your base walking speed is 30 feet.
Darkvision
. Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry
. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill Versatility
. You gain proficiency in two skills of your choice.
Languages
. You can read, speak, and write Common, Elven, and one language of your choice.   Halfling
Ability Score Increase
. Your Dexterity score increases by 2.
Age
. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Alignment
. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of the old ways.
Size
. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.
Speed
. Your base walking speed is 25 feet.
Lucky
. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
Brave
. You have advantage on saving throws against being frightened.
Nimble
. 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 Halfling   Human
Ability Score Increase
. Your ability scores each increase by 1.
Age
. Humans reach adulthood in their late teens and live less than a century.
Alignment
. Humans tend toward no particular alignment. The best and the worst are found among them.
Size.
Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
. Your base walking speed is 30 feet.
Languages
. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.   Tabaxi
Ability Score Increase
. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age
. Tabaxi have lifespans equivalent to humans.
Alignment
. Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.
Size
. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
Speed
. Your base walking speed is 30 feet.
Darkvision
. You have a cat's keen senses, especially 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 gray.
Feline Agility
. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Cat's Claws
. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cat's Talent
. You have proficiency in the Perception and Stealth skills.
Languages
. You can speak, read, and write Common and one other language of your choice.   Wolfling
Ability Score Increase
. Your Constitution increases by 2, Strength and Dexterity by 1 each.
Age
. Wolflings mature much quicker than humans reaching adulthood by 12 years old. They live to be 50 years old.
Alignment
. Woflings are usually lawful. They're also unusually forthright, one might even say blunt, sometimes to the point of rudeness. A Wolfling won't use euphemisms or lie to spare embarrassment or hurt feelings. Wolflings can't lie to each other as they give off scent cues that literally allow others to smell the lie.
Size
. Wolflings are 6-8 feet tall.
Speed
. Your base walking speed is 35 feet.
Darkvision
. Thanks to your bestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hunter's Instinct
A Wolfling can track prey by scent alone. They have advantage on survival roles for tracking if the trail is less than 48 hours old. This sense of smell also give a +2 on insight check when the Wolfling is within close proximity of the person they are attempting to read.
Slavering Jaws You have a long broad muzzle filled with sharp teeth. You can make a bite attack as a bonus action on a grappled opponent for 1d6+Strength modifier, piercing damage..
Pack's Endurance
Wolflings can force march 12 hours before having to make constitution saves to avoid exhaustion. For the Wolfling each save is made at two hour intervals rather than one, with each two hour interval adding only +1 to the difficulty.
Skill Versatility
. You gain proficiency in two skills of your choice.
Languages.
You can speak Wolfling. You can read, speak, and write Common, Elven, and one language of your choice. There is no written Wolfling language.       Tiefling
Ability Score Increase
. Your Charisma score increases by 2.
Age.
Tieflings mature at the same rate as humans but live a few years longer.
Alignment
. Tieflings are not born Tieflings, they grow up as normal humans and only manifest their Tiefling nature with the onset of puberty. Depending on the community in which they live they may retain the values instilled in them during their upbringing. If their community is a little less understanding there may be a greater inclination toward the chaotic as they reject the society that's rejecting them.
Size
. Tieflings are about the same size and build as humans. Your size is Medium.
Speed.
Your base walking speed is 30 feet.
Darkvision
. Thanks to your infernal heritage, once it manifests, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Hellish Resistance
. You have resistance to fire damage after undergoing your metamorphosis.
Languages
. You can speak, read, and write Common and one other language. After your change you gain an intuitive understanding of Infernal.

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