Races - RPG Traits and Abilities in Svalskogenheim | World Anvil

Races - RPG Traits and Abilities

These are a collection of the races (and subraces) designed for the Svalskogenheim setting, using the D&D 5th edition rules and various online sources. Please refer to each races main articles for an understanding of their physiology, outlook, culture etc; this page is purely a rules reference.  

Aelf

Age. Aelfs previously had a life expectancy of around 250, since the Fracture no Aelf has died through natural aging.
Size. Medium
Speed. 30ft
Languages. You know Utheran, and the Trade Tongue
Darkvision. Accustomed to twilit forests and the night sky, 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 colour in darkness, only shades of grey.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.  

Subrace – Gilded Aelf

Ability Score Increase. You increase your Wisdom score by 1.
Precise 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.
Fated. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.  

Subrace – Green Aelf

Ability Score Increase. You increase your Strength score by 1.
Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
Harmonious Living. You gain proficiency in your choice of either Athletics, Acrobatics or Survival.  

Subrace – Pale Aelf

Ability Score Increase. You increase your Intelligence score by 1.
Talent for Magic. Pale Alefs possess an innate talent for magic so great that even those without training can wield it effectively. They begin with the Magic Initiate feat. At 3rd level, you can cast your first level spell once every short or long rest. At 5th level, you may choose a 2nd level spell from any spell list and may cast the spell once every long rest.
Studious Living. You gain proficiency in your choice of an Intelligence skill.  

Dverg

Age. Dverg live long lives, maturing around 35 and can live until 300.
Size. Medium
Speed. 25ft
Languages. Dverg speak Drulak, and the Trade Tongue
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 colour in darkness, only shades of grey.
Dvergish Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dvergish 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.  

Subrace – Adrudar

Ability Score Increase. You increase your Strength by 1.
Dverg Armour Training. You have proficiency in light and medium armour.
The Heart of the Mountain. You gain the Guidance cantrip. Wisdom is your Spellcasting ability for it.
Tunneller. You have advantage on Wisdom (Survival) checks whilst underground.  

Subrace – Clan

Ability Score Increase. You increase your Wisdom score by 1.
Dverg Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Hard-headed. You have advantage on savings throws against stunning.  

Subrace – Vale

Ability Score Increase. You increase your Wisdom score by 1.
Traveller’s Lore. You learn one language of your choice, and you are proficient with one skill or tool of your choice.
Knowing Observation. You may substitute use your Wisdom modifier instead of Charisma when making Persuade and Deception checks.  

Hulder

Age. Hulder reach adulthood around 25, and normally live to see 100.
Size. Small
Speed. 25ft.
Languages. Hulder speak Handraoue, the language of the Hidden Folk, and the Trade Tongue.
Darkvision. Accustomed to twilit forests and the night sky, 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 colour in darkness, only shades of grey.
The Lore of the Hidden. You gain two proficiencies from the following: Deception, Investigation, Nature, Perception, or Stealth.
Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.you use this trait, you can't use it again until you finish a short or long rest.  

Subrace – Kendri

Ability Score Increase. You increase your Dexterity score by 1.
Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Brave. You have advantage on saving throws against being frightened.  

Subrace – Hagr

Ability Score Increase. You increase your Intelligence score by 1.
Specialist. You gain Expertise in one of the Skills you selected from your “The Lore of the Hidden” racial ability.
Magical Knack. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Right Tool for the Job. You gain a tool proficiency of your choice.  

Subrace – Tungla

Ability Score Increase. You increase your Dexterity score by 1.
Tungla Fortitude. You have advantage on saving throws to against illusions, and the charmed and paralyzed conditions.
Hardened Mind. You have resistance to psychic damage  

Varl

Age. Varl reaches adulthood around 30, and the oldest of them can live for 500 years.
Size. Large
Speed. 30ft.
Languages. Varl are fluent in their tongue Varlic, and the Trade Tongue.
Ability Score Increase. The Varl gain plenty of experience through their long lives, and from those that came before. You increase your Wisdom score by 1.
Horns. Your horns are natural melee weapons, with which you're proficient. When you hit with them, the target takes piercing damage equal to 1d8+your Strength modifier.
Nature’s Bounty. You have proficiency in the Survival skill.
Acclimatised. You're acclimated to high altitude, including elevations above 20,000 feet and also naturally adapted to cold climates.  

Human

Age. Most human cultures consider adulthood to be around 16, and to live a long life would be around 75 years.
Size. Medium
Speed. 30ft.
Languages. Humans are fluent in the Trade Tongue and their own cultural language.
Competent and Adaptable. You have proficiencies in two skills; one skill can be chosen from the full skill list, the other is from a shorter list noted in your culture. Once chosen, you then gain Expertise in either of these skills.
Turn your hand to anything. You gain a tool proficiency of your choice.  

Culture – Krovast

Hailing from the cold, forested North, the Krovast were one of the two original human groups to settle in Svalskogenheim. They are a hardy, at times unsubtle people who have survived in the colder climes of the continent. They have been raiders, farmers, hunters and warriors for centuries.
Ability Score Increase. You can increase either your Strength, Dexterity or Wisdom by +1.
Feat. You can choose one feat from Fell-Handed, Shield Mastery, Spear Mastery, Inexhaustible, or Mystic Reservoir.
Skill List. Animal Handling, Acrobatics, Nature, Perception.  

Culture - Noravia

Although a relatively young nation, the Noravian culture derives its strength from its organised military, formal education, and strong economy from the Union.
Ability Score Increase. You can increase either your Strength, Intelligence or Wisdom by +1.
Feat. You can choose one feat from Blade Mastery, Polearm Mastery, Heavy Armour Expert, Skilled or Warcaster.
Skill List. Athletics, History, Insight, Medicine.  

Culture – Kohan

If the Krovast are tough, the Kohan are tougher and more resilient in every respect. Their brutal unforgiving style of warfare is just an extension of their true selves; they adhere to the “might makes right” moral code, and are seemingly inured to all that can be thrown at them, including magic.
Ability Score Increase. You can increase either your Strength, Constitution or Wisdom by +1.
Feat. You can choose one feat from Dual Wielder, Great Weapon Master, Spell Breaker, Tough, or Invigorated.
Skill List. Athletics, Intimidation, Perception, Survival,  

Culture – Skoce

A small nation inaugurated by both humans and dwarf, they have drawn solace and camaraderie from each other and are willing to learn through unity.
Ability Score Increase. You can increase either your Strength, Intelligence or Charisma by +1.
Feat. Dwarven Combat Expert, Defensive Weapon Mastery, Sentinel, Alert, Inspiring Leader
Skill List. History, Investigation, Performance, Persuasion  

Culture – Troerus

Fencers, Magicians and Bravos - a carefree nation that survives through the strengths of the individual.
Ability Score Increase. You can increase either your Dexterity, Intelligence or Charisma by +1.
Feat. Fencer, Precision Attacker, Magic Initiate, Actor, Lion-heart [
b]Skill List. Acrobatics, Sleight of Hand, Arcana, Persuasion  

Culture – Dyrvik

A stoic peoples of Knights, nobility and hardened peasantry; mobile horseman, and well trained men-at-arms confront the horrors that stalk the vast lands of this wilderness.
Ability Score Increase. You can increase either your Dexterity, Constitution or Wisdom by +1.
Feat. Martial Adept, Sharpshooter, Nerves of Steel, Mobile, Alert.
Skill List. Acrobatics, Animal Handling, Insight, Perception.  

Planemarked

Age. The Planemarked reach adulthood around 16, and have a similar longevity to humans.
Size. Medium
Speed. 30ft.
Languages. Planemarked are fluent in the chaotic sounding language of Oertidal and the Trade Tongue.
Connection to the World Around. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Acclimatised. You have acclimatised to the harsh weather conditions similar to the element you are connected to and suffer no disadvantage from them. E.g Water Planemarked suffer no visibility disadvantage in heavy rain; Fire Planemarked do not suffer dehydration from the searing heat of the desert.
Healthy and Hale. You have advantage on savings throws against disease.  

Subrace – Air

Ability Score Increase. You increase your Dexterity score by 1.
Like a Feather. You have the ability to glide gentle to the ground from falls of great height. When you fall, you may immediately automatically cast the feather fall spell if conscious. This ability may only target yourself, and can only slow 300ft of fall, but it can functions for each fall you take in a day.
Unending Breath. You can hold your breath indefinitely while you're not incapacitated.
Of the Clouds. You have resistance to lightning damage.  

Subrace – Earth

Ability Score Increase. You increase your Strength score by 1.
Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Moulded like Clay. You have resistance to acid damage.  

Subrace – Fire

Ability Score Increase. You increase your Intelligence score by 1.
Darkvision. 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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
Fiery Reach. You cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Heart of the Caldera. You have resistance to fire damage  

Subrace – Water

Ability Score Increase. You increase your Wisdom score by 1.
Speed. You ground is speed is 25ft, and you have a swim speed of 30ft.
Amphibious. You can breathe air and water.
Call to the Wave. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
From the Depths. You have resistance to cold damage.  

Aelf-touched

Age. Aelf-touched gain some of the longevity of their original aelf heritage maturing around 25 but living to 150 years old.
Size. Medium
Speed. 30ft.
Languages. Aelf-touched speak the Trade Tongue, Utheran and one other language of their choice.
Ability Score Increase. Your Charisma score increases by 1, and you gain one other +1 increases in any ability scores of your choice.
Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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.
Sharp Eyes. You gain advantage on Wisdom (Perception) checks that rely on sight.  

Caliban

Age. Though seemingly humanoid, there is a significant variation in the lifespans of the Caliban. None has known to have survived into its second century however, and more rarely make it to 90.
Size. Medium
Speed. 30ft.
Darkvision. 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.
Uncanny Valley. Whether through grotesque physical mutations or some spiritual taint, your ability to unnerve others gives you Advantage on Charisma (Intimidation) checks.  

Subrace – Banshee

Ability Score Increase. You increase either your Charisma score or Wisdom score by +1.
Unearthly Voice. Some haunting aspect of your voice simultaneously enthrals and disturbs listeners, giving you Advantage on Charisma (Performance) checks based on song or speech.
Touched by Death. You have an instinctive ability to sense the presence of the dead in some manner. This grants you Advantage on Wisdom (Perception) checks made to detect the presence of undead creatures, and allows you to use your Passive Perception to sense if a creature has died within 60 feet of you during the last 6 hours.
Haunting Wail. Once per long rest as an action, you can voice a ghostly keening that fills the weak-willed with a sense of doom. Creatures within 30 feet that hear the sound must make a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus). On a failed save, creatures within range are frightened for one (1) minute. At the end of each of their turns, they may attempt the save again. On a successful save, the creature breaks free of the Wail.
Voice from Beyond. You can channel the unearthly powers of your voice to stop someone in their tracks. Once per long rest, you can cast Hold Person, Charisma is your spellcasting ability for this.  

Subrace – Brute

Ability Score Increase. You increase either your Strength score or Constitution score by +1.
Powerful Build. You are treated as being one size category larger to determine your capacity to carry, push, pull, drag, or lift loads.
Furious Retaliation. When you take damage, you can use your Reaction to make a melee attack against a creature in range with Advantage on the attack roll. After using this trait, you must complete a short rest or long rest before you can use it again.
Crushing Embrace. When you use your Attack action to Grapple a creature, on a successful Grapple, the target takes Bludgeoning damage equal to your Strength bonus. Additionally, each round you maintain the grapple, you can inflict this damage again if you choose.
Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.  

Subrace – Cannibal

Ability Score Increase. You increase either your Constitution score or Dexterity score by +1.
Eater of Filth. You can consume raw meat, decaying food and other noxious organic substances without issue, allowing to you use such fare to meet your daily food requirements. Additionally, you are immune to non-magical diseases, and have Resistance to Poison Damage.
Noisome Skulker. You have Proficiency in Stealth and have Advantage on Acrobatics checks.
Pariah. Your unusual eating habits and appearance cause you to be reviled almost universally. You have disadvantage on Charisma (Persuasion) checks.  

Subrace – Witchspawn

Ability Score Increase. You increase either your Charisma or Intelligence score by +1.
Child of the Hags. You have Proficiency in Intelligence (Arcana), and Charisma (Deception) checks.
Loathsome Aura. You project a mystic malaise that unnerves others, subtly throwing them off in battle; when making an Initiative check, increase your result by half your proficiency bonus (rounded down).
Touch of Unease. You can concentrate your aura into a spiritual taint that sickens those whom you touch. As an action, you can make an Unarmed Strike; if you hit your target, they must make a Constitution saving throw (DC8 + your Int modifier + your Proficiency bonus). On a failed save, they are Poisoned until the end of your next turn. After using your Touch of Unease, whether the target passes or fails their saving throw, you lose access to your Loathsome Aura until you complete a short rest or long rest. You cannot use your Touch of Unease ability whilst your Loathsome Aura is inaccessible.
Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.  

Fiendbreed

Age. With their connection to the Hellish Abyss, Fiendbreeds seem to burn through life faster than most. They reach adulthood at 16, and rarely reach their 80th year.
Size. Medium
Speed. 30ft.
Darkvision. Thanks to your fiend blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. It’s hot in here! You have resistance to fire damage.
The Devil’s Son. You have advantage on saves against the frightened condition and fear effects.  

Subrace – Hellish

Ability Score Increase. Your Intelligence score increases by 1.
Infernal Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
Infernal Trickster. You have proficiency in the Charisma (Deception) skill.  

Subrace – Abyssal

Ability Score Increase. Your Strength score increases by 1.
Breath Weapon. You can use your action to exhale destructive energy from the pitiful corner of the Abyss that helped create you. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your choice. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest. Your breath weapon may be one of the following:-
  • Deals Acid Damage in a 5 by 30ft line (Dex save).
  • Deals Fire damage in 15ft cone (Dex save).
  • Deals Cold damage in a 15ft cone (Con save).
  • Deals Lightning damage in a 5 by 30ft line (Dex save).
  • Deals. Poison damage in a 15ft cone (Con save).
Lastly the resistance from your It’s hot in here! ability changes to match the damage type of your breath weapon.
Infernal Brute. You have proficiency in the Charisma (Intimidation) skill.  

Changeling

Age. Though they can present as almost any age right until their death. Changelings have a very similar lifespan to humans.
Size. Medium
Speed. 30ft.
Ability Score Increase. You increase your Charisma or Dexterity score by 1.
Shapechanger. As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. Treat this as the alter self spell but with only the “Change appearance” option. However, your equipment does not change with you. If you die, you revert to your natural appearance.
Natural Deceiver. You have proficiency in the Charisma (Deception) skill.
Changeling Anatomy. You have advantage on saving throws to escape grapples, and on saving throws to be charmed.
Amorphous Healing. As an action, you will yourself to heal and cause you to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Natural Linguist. You gain three languages of your choice.  

Shade

Age. Shades have a connection to the Umbra which seems to drain their very essence. Though the mature and age at the same pace as humans, none have been recorded to live beyond their 50th year.
Size. Medium
Speed. 30ft.
Ability Score Increase. You can increase any ability score by 1.
Superior Darkvision. Accustomed to darkness that spawned you, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.
Sunlight Sensitivity. You have disadvantage on attack rolls and 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.
Umbral Outburst. Starting at 3rd level, you can use your action to unleash the void filled energy within yourself, causing a blackness to radiate from you, pour out of your eyes and mouth, and threaten to consume you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you reduce light in a 20-foot radius(normal down to dim, dim to darkness), and at the end of each of your turns, you and each creature within 10 feet of you take cold damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra cold damage to one target when you deal damage to it with an attack or a spell. The extra cold damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
Void Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
Embracing the Dark. You have proficiency in the Dexterity (Stealth) skill.
Born of the Void. You have resistance to cold damage.


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