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Tserofal's Ethnological Studies

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For Their Big Contribution.
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Subraces. Many subraces of andrans populate the worlds of
 D&D. Choose one of these subraces.
"Andrans are fascinating people, with a
deep history and alot of mysteries."
— Tserofal, Apostle of the Sun.

They appeared from The Far Realm a long time ago, sent by
Elder Gods in an attempt to prepare for the colonization of the
prime Material Plane. In so, andrans are known adventurers,
they roam the lands fascinated by all the other creatures and
cultures and will often be seen mimicking local traditions.
Recently, all contact with their creators was abruptly lost for
some unknown reason, causing big changes in andran tribes
behavior, this change might encourage bold andrans to finally
leave their tribe to live their own adventure.

Andrans are gender-fluid they can choose or not to be male or
female (or both) most of them take a definitive gender when
they reach adulthood, although exception exist. Their skin can
go from bright flashy pink to deep dark purple.

Andran names are various and diverse like andrans, but here
are some exemple of typical andran naming.
Neutral Names: Torrad, Sylliar, Larenar, Thanis, Trent,
Ambrosa, Emilly, Corakaia, Nysalis, Lilera, Orinielle, Kelyra,
Delona

Your andran character has the following racial traits.
Ability Score Increase.. Your Strength score increases by
2.
Age. Andrans age slowly, they reach adulthood in the first
month of their life. The oldest andrans reach 200 years old.
Alignment. Andrans often tend to be neutral, not caring
that much about the outside world, while still curious about it.
Size. Andrans are medium in size, ranging from 5 to 7 feet 
tall. The beholderkin were made in the image of beholders, with
Speed. Your base walking speed is 30 feet. eye tentacles and a large eye located in the middle of their
Darkvision. Your eyes give you superior vision in dark and forhead.
dim conditions. You can see in dim light within 60 feet of you Ability Score Increase. Your Charisma score increases by
as if it were bright light, and in darkness as if it were dim light. 1.
You can’t discern color in darkness, you only see in shades of Watching. Due to your many eyes you have proficiency with
blue. the Perception skill.
Survivor. You gain proficiency with the Survival skill. Beholder's Legacy. As a spawn of beholders, you have
Alien Mind. You have advantage on roll on saving throws succeeded their ability to shoot magical rays from your eyes.
against the frightened and charmed condition. You know the fear ray from the list below that you can use
Languages. You can speak, read, and write Common, Deep twice per short rest.
Speech and you can read qualith. When you reach 3rd level, you learn the confusion ray, you
Telepathy. You can also speak andran telepathically in a 30 can only use it once per short rest.
foot radius around you, creatures that don't speak andran hear When you reach 5th level, you learn the wounding ray, you
distant whispers. can only use it once per long rest.
Charisma is your spellcasting ability for these rays.

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As an action, you can use one of the ray you know, some rays Tentacles. You have a tentacle or several tentacles that
require the target to make a saving throw. you can control allowing you to hold and interact with
Spell Save DC = 8 + your proficiency bonus +
multiple objects, this allows you to have advantage on
checks to grapple targets.
your Charisma modifier Psionics Spellcasting. You know the vicious mockery
Fear Ray. A creature that you can see within 30 feet of you cantrip. When you reach 3rd level, you can cast the dissonant
must succeed on a Wisdom saving throw or becomes whispers spell once per day. When you reach 5th level, you
frightened of you until the end of its next turn. can also cast the crown of madness spell once per day.
Confusion Ray. A creature that you can see within 30 feet Intelligence is your spellcasting ability for these spells.
of you must make a Wisdom saving throw. On a failed save,
it cannot take reactions until the end of its next turn. On its
next turn turn, it can take only an action or a bonus action,
but not both.
Wounding Ray. A creature that you can see within 30 feet
of you must make a Constitution saving throw. The target
takes 3d6 necrotic damage on a failed save, or half as much
on a successful one. The damage increases to 4d6 at 11th
level, and 6d6 at 16th level.


Chullkin are the results of the evolution of andrans that lived
underwater for centuries, they have two additional arms, the
hand on these arms are crab-like pincers.
Ability Score Increase. Your Constitution score increases
by 1.
Natural Armor. You have tough, chitinous skin. When you
aren't wearing armor, your AC is 13 + your Dexterity
modifier. You can use your natural armor to determine your
 AC if the armor you wear would leave you with a lower AC. A
The mindflayerkin are the results of Elder Gods attempt to shield's benefits apply as normal while you use your natural
copy the mindflayers psionic abilities. armor.
Ability Score Increase. Your Intelligence score increases Underwater Breathing. You can breathe underwater.
by 1.

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Pincers. Because of your pincers, you can't hold items or Beaverfolks camps can be found near forests and rivers.
weapons in those additional arms. Your pincers are natural Ability Score Increase. Your Wisdom score increases by
weapons, which you are proficient with, you can use them to 1.
make unarmed strikes. If you hit with them, you deal piercing Speed. You now also have a swimming speed of 30 feet.
damage equal to 1d6 + your Strength modifier, instead of Hold Breath. You can hold your breath for up to 30
the bludgeoning damage normal for an unarmed strike. minutes at a time.
Bite. Your beaver fangs serves has a natural weapon, which
 you can use to make unarmed strikes. If you hit with it, you
deal piercing damage equal to 1d6 + your Strength modifier,
"I didn't honor a debt I owed to M.M, and instead of the bludgeoning damage normal for an unarmed
look at what this mousefuck did !!! He cut strike.
my ear off !!!" You also deal double damage to wooden objects.
— Eddie The Coward. 
Mousefolks establishment can be found near big cities and
 are often working with wizards and other magic users.
Rodentfolks have always lived secluded from other races, Ability Score Increase. Your Intelligence score increases
mostly humans and elves, focusing themselves on their by 1.
traditions and history. With the years passing by, more and Perceptive. You gain proficiency with the Perception and
more younger rodentfolks started the adventuring life, often Insight skill.
looking to make their society evolve and be more accepting Wizard Pupil. You know one cantrip of your choice from
of other races despite their conflicted past. the wizard spell list. Intelligence is your spellcasting ability
for it.
 Speech of The Small Beast. You have the ability to
communicate in a limited manner with beasts and you can
Has the name implies, rodentfolks look like different types of
fully talk to rodents. They can understand the meaning of
rodents, beaverfolks looks like humanoid beaver, etc...
your words, though you have no special ability to understand
 them in return, unless they are a rodent. You have advantage
on all Charisma checks you make to influence them.
Most rodentfolk carry a nickname often given in accord with
their looks (Most rodentfolk have human or elven names). 
Nickname. Peanut Butter, Ozzie, Honey, Buttercup, Ratfolks tribes can be found in sewers or swamps.
Zoom, Hammy, Skiwee, Ganondorf Ability Score Increase. Your Constitution score increases
by 1.
 Powerful Build. You count as one size larger when
Your rodentfolk character has the following racial traits. determining your carrying capacity and the weight you can
Ability Score Increase.. Your Dexterity score increases by push, drag, or lift.
2. Relentless Endurance. When you are reduced to 0 hit
Age. Rodentfolks reach adulthood at age 5 and can live up points but not killed outright, you can drop to 1 hitpoint
to 60 years but rarely do so. instead. You can’t use this feature again until you finish a
Alignment. Rodentfolk society rely on loyalty, bravery and long rest.
hierarchy making common rodentfolks tend toward lawful Underground Environment. You have advantage on rolls
alignments, though, some rodentfolk decide to live in the to find your way if you are underground or in a cave, you also
underground of major cities and in doing so, tend more can't get lost (meaning that you always know which way is
toward chaos and are generally on the "evil" side of things. north), except by magical means.
Size. Rodentfolks are between 2 and 3 feet tall and weigh

between 25 and 35 pounds. Your size is Small.
Hamsterfolks community can be found in small towns
Speed. Your base walking speed is 30 feet.
working has entertainers or maids.
Darkvision. You can see in dim light within 60 feet of you
Ability Score Increase. Your Charisma score increases by
as if it were bright light, and in darkness as if it were dim
1.
light. You can't discern color in darkness, only shades of gray.
Artist. You gain proficiency with either one Gaming set or
Rodenticide. You have advantage on saving throws
one Musical instrument. You also learn one additional
against poison, and you have resistance against poison
language.
damage (explained in chapter 9 of the PHB).
Languages. You can speak, read, and write Common and
Undercommon.
Subraces. Many subraces of rodentfolks populate the
worlds of D&D. Choose one of these subraces.



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Natural Charm. You have advantage on saving throws Age. Although udoras reach physical maturity at about the
against being charmed. same age as humans, like elves, the understanding of
Nimbleness. You can move through the space of any adulthood goes beyond physical growth to encompass
creature that is of a size larger than yours. worldly experience. An udora typically claims adulthood and
an adult name around the age of 100 and can live to be 750
 years old
Alignment. Udoras don't really care about conflict not
"I tend to not work with udoras and the related to them, but they will go to many length to achieve
likes, heard that they ate babies !!!" vengeance on those who wronged them. They usually have
no mercy for elves. Udoras are usually chaotic neutral
— Eddie The Coward.
Size. Udoras are usually over 6 feet tall and weigh between
 230 and 280 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
According to ancient legends, the Udoras were born by Darkvision. You can see in dim light within 60 feet of you
accident. Formerly an ancient clan of High-Elves, devoted as if it were bright light, and in darkness as if it were dim
exclusively to a worship of Olbium, the god of mischief and light. You can't discern color in darkness, only shades of gray.
change. Powerful Build. You count as one size larger when
But Kione, the goddess of torture who wanted worshipers determining your carrying capacity and the weight you can
of the cult, fomented a trick to take the place of Olbium in push, drag, or lift.
the elven cult, and thus be able to convince many elves to Trance. Udoras don’t need to sleep. Instead, they meditate
worship to her. deeply, remaining semiconscious, for 4 hours a day. (The
Kione devoured Olbium, who in the intestine of this filthy Common word for such meditation is “trance.”) While
God was transformed, then digested before being defecated. meditating, you can dream after a fashion; such dreams are
These remains then gave birth to Azros, god of hatred, a actually mental exercises that have become reflexive through
tortured and monstrous being, who then got banned from years of practice. After resting in this way, you gain the same
High-Elves beliefs. benefit that a human does from 8 hours of sleep
The ruse of Kione only deceived a small group of Wood- Languages. You can speak, read, and write Common and
Elves, who became the Dark-Elves, who let themselves be Udora.
duped and made themselves known and followed her in the Subraces. Many subraces of udora populate the worlds of
Underdark. D&D. Choose one of these subraces.
Guided by their prophet Nymzyr Godearn, the Dark-Elves
initiated themselves to the worship of Kione and later 
became the Drows. Those who remained faithful to Olbium Full blooded udoras are the most basic and common form of
remained, underwent a similar mutation to represent the lost udoran representation.
and transformation of their god, and became the Udoras. Ability Score Increase. Your Dexterity score increases by
The Udoras then created small bastions nestled in the 1.
mountains of provinces while others formed communities, Martial Training. You are proficient with two martial
where most of the udoras now live. weapons of your choice and light armor.
Aggressive. As a bonus action, you can move up to your
 speed toward an enemy of your choice that you can see or
hear. You must end this move closer to the enemy than you
Udoras are similar to elves in nature, but have black or deep
started.
red skin and sharp canines.

 
Olbian are udoras whose elven nature have resurfaced
Here are some examples of udoran naming : blessing them with a surprisingly keen intellect.
Male Names Dukk, Rhokk, Dun, Bug, Brugvoll, Rabrokk, Ability Score Increase. Your Intelligence score increases
Dhagrag by 1.
Female Names Bham, Bhof, Sing, Bhan, Ghougvah, Tactical Slash. When you hit a creature with a melee
Dhuthran, Ginse weapon attack, you can attempt once per short rest to
damage another creature with the same attack.
 Choose another creature within 5 feet of the original
Your udora character has the following racial traits. target and within your reach, If the original attack roll would
Ability Score Increase. Your Constitution score increases hit the second creature, it takes damage equal to half the
by 2. original damage. The damage is of the same type dealt by the
original attack.

5
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 
Half-udoras most often live among udoras, of the other
races, humans are most likely to accept half-udoras. An eplihati is often given a name after it has awoken,
Ability Score Increase. Your Charisma score increases by according to the race or culture of the family it has awoken
1. around.
Relentless Endurance. 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 Your eplihati character has the following racial traits.
long rest. Ability Score Increase. Your Wisdom score increases by
Other Half You choose your other half between : human, 2.
tiefling, elven. Age. Eplihati reach full sentience after 3 years. An
eplihati's body can be cared for and repaired, therefore they
Human don't age.
Skills You gain proficiency in one skill and language of your Alignment. Eplihati serves to the best of their ability. They
choice. tend towards lawful alignments.
Size. Depending on what they have awoken in, an eplihati
Elf can stand anywhere from 4 feet to 7 feet tall and weigh
Fey Ancestry. You have advantage on saving throws against upwards of 150 pounds. Your size is Medium.
being charmed, and magic cannot put you to sleep. Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and
Tiefling Primordial.
Hellish Resistance. You have resistance to fire damage. Sentient Construct. Even though you are made from
nonorganic material, you are a sentient lifeform. You are
immune to diseases and you don't need to eat or breathe.
Villainous race options
You don't require sleep, but you must enter an inactive state
The race option below let you create a specific
for 8 hours to gain the benefits of a long rest.
villainous archetype: an evil berserker creature. Talk
to your DM before choosing this option. Bloodless. You are immune to poison damage and the
poisoned condition.
Subraces. Many subraces of eplihati populate the worlds
of D&D. Choose one of these subraces.

Some udoras fell to Kione corruption, those udoras went 
under a different type of evolution and embraced the You have awoken within a stone statue. For a statue to
tortured nature of Kione. Working as bodyguards for drows awake, it must have a head, body, arms, and legs.
and other worshipers of Kinoe Ability Score Increase. Your Strength score increases by
Ability Score Increase. Your Strength score increases by 1.
1 Skillful Depiction. You gain proficiency in one skill of
Abyssal Tongue You can now speak and read Abyssal. your choice.
Unbridled Fury. As a reaction to being hit by a melee Stony Exterior. Your body is completely made from stone,
attack, you can make one melee weapon attack against the granting you a +1 bonus to your Armor Class if you are
attacker. You can use this trait only once per short rest. wearing no armor, light or medium armor.


 You gained your consciousness in the body of a mannequin.
You have sat idly through the years, modeling hundreds of
"My main archpriest is an eplihati, they're articles of clothing and wigs of all kinds.
the only person I could trust my life with." Ability Score Increase. Your Charisma score increases by
— Tserofal, Apostle of the Sun. 1.
Talented Speaker. You gain proficiency in one of the
 following skills: Deception, Intimidation, Performance, or
Persuasion.
Since an eplihati is immortal, it is likely for them to outlive When you finish a long rest, you can choose to replace the
their families. An eplihati without ties will search for a new proficiency you gained from this trait with one of the other
purpose, often finding a settlement to guard, a new family to skills listed.
serve, or a group of adventurers to join. Their loyal nature
makes them stalwart allies and dependable friends.

6
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Masquerade. You can cast the disguise self spell with this
trait, using Charisma as your spell casting ability for it. You
can cast this spell a number of times equal to your
proficiency bonus.
After you use this trait, you can't use it again until you
finish a long rest.


You awoke in a suit of full plate armor, watching silently over
your family. For a suit of armor to awake, it must be a suit of
full plate.
Ability Score Increase. Your Constitution score increases
by 1.
Innate Combat Prowess. You gain proficiency with either
three martial weapon of your choice or shields.
Fully Plated. Due to the fact that you are a sentient set of
armor, you are ill-suited to wearing additional armor.
However, you have a base AC of 18 and disadvantage on
Stealth checks. You gain no benefits from wearing additional
armor, but if you are using a shield, you can apply the
shield's bonus as normal.

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