PageInfoName: Character Creation within the Aethermaric Terminus
Type: TTRPG
tags:
- TTRPG/InfoCharacter Creation within the Aethermaric Terminus
Character creation in the Aethermaric Terminus is identical to character generation for DnD 5th Edition - with new races, a Two-Type Magic System, and the addition of regional cultures to help expand character origins and aid in identifying where a character is from. Changes to the base rules are discussed within the House Rules page.
Many of the articles linked here are just to provide background information on the world at large or provide lore-based options to aid in character creation, but all the necessities are linked on this page.
If for any reason you wish to use homebrew content not currently within my setting, let me know so I can brutally scrutinize it and find a way to make it work within the world.
Final note, all player characters created for games within the Terminus are canon within world lore; your accomplishments are yours alone, unless someone else defames you or takes credit for your deeds, and will be recorded as such. Your characters will exist in the world after the main story they take part in ends.
- Pick a Race
- Pick a Cultural Upbringing
- Pick a Background
- Pick a Class
- Stats and Skills
- Backstory
- Wrap Up
Note - These dont have to be completed in this order
Races of the Terminus
More detail about the races of the Terminus can be found on the page that is for them: the Tonallitecameh. There, information about both the playable and non-playable races can be found, as well as links to them. This page does have links to each of the playable races, as well as copies of their statblocks to prevent needing to move between too many different pages to view everything.
Most of the playable races are Natives to Creation's Rest, the world blessed by the gods. Some are from elsewhere in The Mooring, and others from even beyond there, having colonized Creation's Rest long ago. Regardless, each of the Tonallitecameh, the Children with Soul, are mostly seen as equals across Creation's Rest
All Characters get access to 2* language fluencies as part of their race. This is not expressed on their race block, but is discussed within the Stats and Skills section below.
The available races to play as are:

raceName: Aquari
Type: Game
tags:
- Game/Race
- Data/DnD_5EAquari
Size
- Adult Aquari are typically 5.5 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Magic Type
- As one of the Ilhuicapan, you utilize Arcanum based magic
Darkvision
- The dim light of in the depths of Aqueous has led to you developing decent sight within darkened conditions. You can see within 120ft of darkness as if it were dim light or dim light as if it were bright light. You cannot discern color with your dark vision, only shades of grey.
Skill Increase
- Increase your Dexterity, Constitution, and Wisdom scores by +1
Gentle Ministrations
- Leveraging water’s power as a natural healing agent, you can use a bonus action to touch a willing creature and restore a number of hit points equal to twice your level. Once you use this trait a number of times equal to 1/2 your proficiency bonus (rounded down), you must finish a short or long rest before doing so again.
Survivors of Aqueous
- You have resistance to cold damage and may use your dexterity instead of strength when in contests to avoid being grappled. You can also breathe underwater and have a swim speed of 40ft. Underwater, your darkvision range is doubled.

raceName: Ashlander
Type: Game
tags:
- Game/Race
- Data/DnD_5EAshlander
Size
- Adult Ashlander are typically 5.5 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Magic Type
- As one of the Ilhuicapan, you utilize Arcanum based magic
Darkvision
- The dim light of Infurnus away from the fire fields and lava pools has led to you developing decent sight within darkened conditions. You can see within 30ft of darkness as if it were dim light or dim light as if it were bright light. You cannot discern color with your dark vision, although warmer objects to appear to have a brighter tint to them.
Skill Increase
- Increase your Constitution, Wisdom, and Intelligence scores by +1
Ashen Skin
- Your skin has the appearance of Ash covered stone, allowing you to blend in against rocks. You can take the hide action when near rock faces or when in caves and otherwise not obscured.
Survivors of Infurnus
- You have resistance to fire and poison damage, and do not suffer the effects from heat exhaustion. You can also breathe air that would be toxic to others without suffering ill effect.
Body of Flame
- When a creature touches you or hits you with a successful melee attack while within 5ft of you, you can cause your skin and hair to briefly ignite. The creature touching you must make a Dexterity saving throw, DC = 8 + CON mod + Proficiency Bonus. On a failed save, the creature takes a number of d6 in fire damage equal to your proficiency bonus, or half damage on a success. You may use this once per short or long rest.

raceName: Avian Beast Heart
Type: Game
tags:
- Game/Race
- Data/DnD_5EAvian Beast Heart
Size
- Adult Avian Beast Heart are typically 5 ft tall.
- Your size is Medium.
Creature Type
- You are considered both a Humanoid and a Beast
Speed
- You have a walking speed of: 20ft
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. You discern colors in that darkness only as shades of gray.
Skill Increase
- Increase your Dexterity Score by +2
Magic Type
- As one of the Ilhuicapan, you utilize Arcanum based magic
Skill Increase
- Increase your Wisdom score by +1
Powerful Wings
- You gain a flying speed of 50ft
- You may use a bonus action to beat your wings with as much force as you can manage. Any creature within a 15ft cone in front of you must make a DC 8+PROF+STR saving throw or be pushed backward 10ft and be knocked prone. You may use this feature once per short or long rest.
Dive Attack
- If you are flying and dive at least 30 ft. straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.
Talons
- You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
raceName: Canine Beast Heart
Type: Game
tags:
- Game/Race
- Data/DnD_5ECanine Beast Heart
Size
- Adult Canine Beast Heart are typically 5.5 ft tall.
- Your size is Medium.
Creature Type
- You are considered both a Humanoid and a Beast
Speed
- You have a walking speed of: 20ft
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. You discern colors in that darkness only as shades of gray.
Skill Increase
- Increase your Dexterity Score by +2
Magic Type
- As one of the Ilhuicapan, you utilize Arcanum based magic
Skill Increase
- Increase your Strength score by +1
Agile Trackers
- Your speed increases to 35ft.
- Gain proficiency in the Perception skill and gain Advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite
- You have a strong jaw with sharp fangs you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + STR piercing damage. If you are grappling an enemy, you may make this bit attack as a bonus action.
Pack Tactics
- You have advantage on an attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't incapacitated.
raceName: Feline Beast Heart
Type: Game
tags:
- Game/Race
- Data/DnD_5EFeline Beast Heart
Size
- Adult Feline Beast Heart are typically 5 ft tall.
- Your size is Medium.
Creature Type
- You are considered both a Humanoid and a Beast
Speed
- You have a walking speed of: 20ft
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. You discern colors in that darkness only as shades of gray.
Skill Increase
- Increase your Dexterity Score by +2
Magic Type
- As one of the Ilhuicapan, you utilize Arcanum based magic
Skill Increase
- Increase your Charisma score by +1
Feline Agility.
- Your speed increases to 30ft.
- Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
- The hight you can standing high-jump and the length you can standing long-jump is doubled.
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 Talents.
- You have proficiency in the Perception and Stealth skills. Additionally, once per day you may give yourself advantage on a Charisma (Persuasion) check.
raceName: Lapine Beast Heart
Type: Game
tags:
- Game/Race
- Data/DnD_5ELapine Beast Heart
Size
- Adult Lapine Beast Heart are typically 5.5 ft tall.
- Your size is Medium.
Creature Type
- You are considered both a Humanoid and a Beast
Speed
- You have a walking speed of: 20ft
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. You discern colors in that darkness only as shades of gray.
Skill Increase
- Increase your Dexterity Score by +2
Magic Type
- As one of the Ilhuicapan, you utilize Arcanum based magic
Skill Increase
- Increase your score by +1

raceName: Chromatic Dragonling
Type: Game
tags:
- Game/Race
- Data/DnD_5EChromatic Dragonling
Size
- Adult Chromatic Dragonling are typically 6+ ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Language Isolates
- You know one of the two Draconic languages based off of where you were born, Fellstride Draconic or Karkan Draconic, or you know Mingled Draconic if you were born outside of those two regions.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Appearance
- Chromatic Dragonling are more Draconic in appearance, their faces entirely covered in scales and coming to end in a snout rather than a more humanoid nose. They don't always have tails.
Skill Increase
- Increase your Strength score by +2 and Charisma score by +1
Chromatic Ancestry
You have Chromatic Ancestry, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table. Other types may be available at DM Discretion, and are not listed due to rarity.
| Dragon | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Green | Poison |
| Red | Fire |
| White | Cold |
Breath Weapon
- When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
- You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance
- You have resistance to the damage type associated with your Chromatic Ancestry.
Chromatic Warding
- Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest.
raceName: Gemstone Dragonling
Type: Game
tags:
- Game/Race
- Data/DnD_5EGemstone Dragonling
Size
- Adult Gemstone Dragonling are typically 6+ ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Language Isolates
- You know one of the two Draconic languages based off of where you were born, Fellstride Draconic or Karkan Draconic, or you know Mingled Draconic if you were born outside of those two regions.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Appearance
- Gemstone Dragonling are more Humanoid in appearance, their faces mostly skin except small bits of scales on their chin, jaw, or forehead. They can have claws or hands, but always have tails.
Skill Increase
- Increase your Strength score by +1 and Charisma score by +2
Gem Ancestry
You have Gem Ancestry, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table. Other types may be available at DM Discretion, and are not listed due to rarity.
| Dragon | Damage Type |
|---|---|
| Amethyst | Force |
| Crystal | Radiant |
| Emerald | Psychic |
| Sapphire | Thunder |
| Topaz | Necrotic |
Breath Weapon
- When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
- You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance
- You have resistance to the damage type associated with your Gem Ancestry.
Psionic Mind
- You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.
Gem Flight
- Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest.
raceName: Metallic Dragonling
Type: Game
tags:
- Game/Race
- Data/DnD_5EMetallic Dragonling
Size
- Adult Metallic Dragonling are typically 6+ ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Language Isolates
- You know one of the two Draconic languages based off of where you were born, Fellstride Draconic or Karkan Draconic, or you know Mingled Draconic if you were born outside of those two regions.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Appearance
- Metallic Dragonling can be Draconic or Humanoid in Appearance, with the trait unrelated to their own parents appearance. Pick one of the appearances from the Chromatic or Gemstone Dragonling blocks.
Skill Increase
- Increase your Strength score by +2 and Charisma score by +1
Metallic Ancestry
You have Metallic Ancestry, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table. Other types may be available at DM Discretion, and are not listed due to rarity.
| Dragon | Damage Type |
|---|---|
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Silver | Cold |
Breath Weapon
- When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
- You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance
- You have resistance to the damage type associated with your Chromatic Ancestry.
Metallic Breath Weapon
- At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:
- Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
- Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
- Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest.

raceName: Deep Elnian
Type: Game
tags:
- Game/Race
- Data/DnD_5EDeep Elnian
Size
- Adult Deep Elnian are typically 5-6 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Sylvan Ancestry
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- You have proficiency in the Perception skill.
Trance
- Elnians don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that other races do from 7 hours of sleep.
Skill Increase
- Increase your Dexterity score by +1
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 color in darkness, only shades of gray.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Dexterity and Charisma scores by +1
Superior Darkvision
- Accustomed to the depths of the underground locales Deep Elnians have adapted too, and as such 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 color in darkness, only shades of gray.
Sunlight Sensitivity
- You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Deep Elnian Magic
- You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the Darkness spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.
Deep Elnian Weapon Training
- You have proficiency with rapiers, shortswords, and hand crossbows.
raceName: Divuic Elnian
Type: Game
tags:
- Game/Race
- Data/DnD_5EDivuic Elnian
Size
- Adult Divuic Elnian are typically 5-6 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Sylvan Ancestry
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- You have proficiency in the Perception skill.
Trance
- Elnians don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that other races do from 7 hours of sleep.
Skill Increase
- Increase your Dexterity score by +1
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 color in darkness, only shades of gray.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Wisdom and Charisma scores by +1
Step of the Wind
- As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Divuic Elnian Magic
- You know the Dancing Lights, Light, and Sacred Flame cantrips. Intellegence, Wisdom, or Charisma (your choice) is your spellcasting ability for these spells.
Whispers of the Wind
- Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice. You mystically acquire these proficiencies by drawing them from words spoken and carried by the wind to you, and you retain them until you finish your next long rest.
raceName: Forest Elnian
Type: Game
tags:
- Game/Race
- Data/DnD_5EForest Elnian
Size
- Adult Forest Elnian are typically 5-6 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Sylvan Ancestry
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- You have proficiency in the Perception skill.
Trance
- Elnians don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that other races do from 7 hours of sleep.
Skill Increase
- Increase your Dexterity score by +1
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 color in darkness, only shades of gray.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Dexterity and Wisdom scores by +1
Elf Weapon Training
- You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot
- Your base walking speed increases to 35 feet.
Mask of the Wild
- You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
raceName: High Elnian
Type: Game
tags:
- Game/Race
- Data/DnD_5EHigh Elnian
Size
- Adult High Elnian are typically 5-6 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Sylvan Ancestry
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- You have proficiency in the Perception skill.
Trance
- Elnians don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that other races do from 7 hours of sleep.
Skill Increase
- Increase your Dexterity score by +1
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 color in darkness, only shades of gray.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Dexterity and Intellegence scores by +1
Elf Weapon Training
- You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip
- You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language
- You can speak, read, and write one extra language of your choosing.
raceName: Highland Elnian
Type: Game
tags:
- Game/Race
- Data/DnD_5EHighland Elnian
Size
- Adult Highland Elnian are typically 5-6 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Sylvan Ancestry
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- You have proficiency in the Perception skill.
Trance
- Elnians don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that other races do from 7 hours of sleep.
Skill Increase
- Increase your Dexterity score by +1
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 color in darkness, only shades of gray.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Strength and Constitution scores by +1
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 long rest.
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.
raceName: Nature Bond Elnian
Type: Game
tags:
- Game/Race
- Data/DnD_5ENature Bond Elnian
Size
- Adult Nature Bond Elnian are typically 5-6 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Sylvan Ancestry
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- You have proficiency in the Perception skill.
Trance
- Elnians don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that other races do from 7 hours of sleep.
Skill Increase
- Increase your Dexterity score by +1
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 color in darkness, only shades of gray.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Dexterity and Charisma scores by +1
Nature 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.
When you reach 3rd level, your Nature Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:
- Autumn. Immediately after you use your Nature Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
- Winter. When you use your Nature Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
- Spring. When you use your Nature Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
- Summer. Immediately after you use your Nature Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
raceName: Noctix Elnian
Type: Game
tags:
- Game/Race
- Data/DnD_5ENoctix Elnian
Size
- Adult Noctix Elnian are typically 5-6 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Sylvan Ancestry
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- You have proficiency in the Perception skill.
Trance
- Elnians don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that other races do from 7 hours of sleep.
Skill Increase
- Increase your Dexterity score by +1
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 color in darkness, only shades of gray.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Constitution and Wisdom scores by +1
Necrotic Resistance
- You have resistance to necrotic damage.
Blessing of the Forgotten Gods
-
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 long rest.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
raceName: Sea Elnian
Type: Game
tags:
- Game/Race
- Data/DnD_5ESea Elnian
Size
- Adult Sea Elnian are typically 5-6 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Sylvan Ancestry
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- You have proficiency in the Perception skill.
Trance
- Elnians don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that other races do from 7 hours of sleep.
Skill Increase
- Increase your Dexterity score by +1
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 color in darkness, only shades of gray.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Constitution score by +2
Sea Elnian Training
- You have proficiency with the spear, trident, light crossbow, and net.
Child of the Sea
- You have a swimming speed of 30 feet, and you can breathe air and water.
Friend of the Sea
- Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
raceName: Tellic Elnian
Type: Game
tags:
- Game/Race
- Data/DnD_5ETellic Elnian
Size
- Adult Tellic Elnian are typically 5-6 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Sylvan Ancestry
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- You have proficiency in the Perception skill.
Trance
- Elnians don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that other races do from 7 hours of sleep.
Skill Increase
- Increase your Dexterity score by +1
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 color in darkness, only shades of gray.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Constituion and Strength scores by +1
Earth Walk
- You can move across difficult terrain made of earth or stone without expending extra movement. Additionally, you gain a dig speed of 30ft, but must end each turn above ground.
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.

raceName: Gearborn
Type: Game
tags:
- Game/Race
- Data/DnD_5EGearborn
Size
- Gearborns are typically between 3 and 7 ft tall.
- Your size is Small or Medium.
Speed
- You have a walking speed of: 25ft
Skill Increase
- Increase your Constitution by +2 and any other score by +1
Constructed Nature
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don't need to eat, drink, or breathe.
- You have advantage on saving throws against being charmed or frightened.
- You don't need to sleep, and magic can't put you to sleep.
- You are immune to diseases that do not target the soul.
Sentry's Rest
- When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Magic Type
- As one of the Ilhuicacapan you utilize Arcanum based magic
Battle Readiness
- Your Speed increases to 30 feet and you are proficient with clubs, spears, and light crossbows
- You have a melee weapon built into one of your arms that is immediately swapped out for a hand when sheathed. Choose one melee weapon that does not have the heavy, two-handed, or versatile property. When attached in this way, you are proficient with the weapon, it cannot be thrown, and you cannot be disarmed of it. The weapon can be replaced with another weapon with 10 minutes of work.
Military Augments
- Choose two of the following customizations to enhance your frame
- Cavalry: Your Speed increases by 5 feet, and you are proficient in Animal Handling or land vehicles.
- Heavy Artillery: You have a pop-up shoulder cannon that functions as the acid splash, fire bolt, or ray of frost cantrip (chosen when you select this customization and using your highest ability score as its spellcasting ability) but its effects are nonmagical.
- Infantry: You have a crawl speed equal to your Speed, proficiency with shields, one martial melee weapon, and one martial ranged weapon.
- Light Artillery: You replace one hand with a hand crossbow. You are proficient with the weapon and can ignore its loading property.
- Navy: You have a swim speed of 20 feet and proficiency with water vehicles.
raceName: Gearborn
Type: Game
tags:
- Game/Race
- Data/DnD_5EGearborn
Size
- Gearborns are typically between 3 and 7 ft tall.
- Your size is Small or Medium.
Speed
- You have a walking speed of: 25ft
Skill Increase
- Increase your Constitution by +2 and any other score by +1
Constructed Nature
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don't need to eat, drink, or breathe.
- You have advantage on saving throws against being charmed or frightened.
- You don't need to sleep, and magic can't put you to sleep.
- You are immune to diseases that do not target the soul.
Sentry's Rest
- When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Magic Type
- As one of the Ilhuicacapan you utilize Arcanum based magic
Appearance
- Your appearance is more Humanoid compared to other Constructs
Social Grace
- You have precise control of your facial, bodily, and vocal expressions and can detect minute changes of expression in others. You gain proficiency in Insight.
- You learn two languages of your choosing and are proficient with one artisan’s tool, gaming kit, instrument, or vehicle.
Service Augments
- Choose two of the following customizations to enhance your service frame:
- Anticipatory Nimbleness: You can move through the space of any creature that is of a size larger than yours.
- Knowledge Archive: When you become expertise in a lore skill (Arcana, Culture, History, Nature, Religion) that you are proficient in
- Needle Gun: Your frame is equipped with a concealed, integrated blowgun that has the hand-mounted property. You are proficient with the weapon and can fire a needle as a bonus action.
- Self-defense Specialist: You have an assassin's gauntlet/boot dagger built into your wrist, toe, or heel and are proficient with the weapon.
raceName: Gearborn
Type: Game
tags:
- Game/Race
- Data/DnD_5EGearborn
Size
- Gearborns are typically between 3 and 7 ft tall.
- Your size is Small or Medium.
Speed
- You have a walking speed of: 25ft
Skill Increase
- Increase your Constitution by +2 and any other score by +1
Constructed Nature
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don't need to eat, drink, or breathe.
- You have advantage on saving throws against being charmed or frightened.
- You don't need to sleep, and magic can't put you to sleep.
- You are immune to diseases that do not target the soul.
Sentry's Rest
- When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Magic Type
- As one of the Ilhuicacapan you utilize Arcanum based magic
Functional Form
- Your finely-tuned motor skills grant you proficiency with one tool set of your choice in addition to navigator’s tools, thieves’ tools, and tinker’s tools.
Crane Arm
- Instead of two arms, you only have a single arm designed for a specialized use, including one extension. For holding, grasping, and using objects, you can use a bonus action to swap your extension out for an articulated hand.
- While not wielding a shield, you can use your arm to wield a weapon with properties that would normally require two hands (loading, two-handed) or if wielding a versatile weapon to be treated as wielding it two handed
- Additionally, choose one of the following:
- Arc Welder Extension: This extension functions as the shocking grasp cantrip (using your highest ability score as its spellcasting ability) but its effects are nonmagical.
- Flamethrower Extension: This extension functions as the produce flame cantrip (using your highest ability score as its spellcasting ability) but its effects are nonmagical.
- Multi-Tool Extension: You are proficient with and can deploy built-in navigator’s tools, thieves’ tools, andor tinker’s tools with this extension.
Utility Augments
- Choose two of the following customizations to enhance your utility frame.
- Gear Shift: Your Speed increases by 5 feet.
- Gyroscopic Balance. You gain advantage on saving throws made against being knocked prone
- Immutable Form: You gain advantage on saving throws made against effects that would alter your form.
- Insectile Limbs: You have a climb speed of 20 feet, and you gain advantage on checks made to climb.
- Treads: You ignore difficult terrains caused by ice, snow, sand, or mud, and you gain an advantage on checks made to balance on non-narrow surfaces.
raceName: Gearborn
Type: Game
tags:
- Game/Race
- Data/DnD_5EGearborn
Size
- Gearborns are typically between 3 and 7 ft tall.
- Your size is Small or Medium.
Speed
- You have a walking speed of: 25ft
Skill Increase
- Increase your Constitution by +2 and any other score by +1
Constructed Nature
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don't need to eat, drink, or breathe.
- You have advantage on saving throws against being charmed or frightened.
- You don't need to sleep, and magic can't put you to sleep.
- You are immune to diseases that do not target the soul.
Sentry's Rest
- When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Magic Type
- As one of the Ilhuicacapan you utilize Arcanum based magic
Mass Produced Motion
- Increase your movement speed by 5ft
Integrated Protection.
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, the armor incorporated into your body can't be removed against your will.
Specialized Design
- You gain one skill proficiency and one tool proficiency of your choice.

raceName: Hym
Type: Game
tags:
- Game/Race
- Data/DnD_5EHym
Size
- Adult Hym are typically 5 to 6 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Magic Type
- As one of the Ilhuicapan, you utilize Arcanum based magic
Skill Increase
- Increase your Constitution, Charisma, and Dexterity scores by +1
Quick Learner
- Gain proficiency in an extra skill of your choice.
- You require half as much time to learn how to use equipment, tools, or weapons though downtime training.
Endurant Fortitude
- You no longer gain exhaustion (or fatigue) from marching more than 8 hours in a day.
- The first time each day you would gain exhaustion (or fatigue), you do not. This does not including completing a nightly rest without supplies/rations.
Spirit of Perseverance
- You die after 4 failed death saving throws instead of 3.
RaceName: Hym
Type: Game
tags:
- Game/Feat
- Data/DnD_HomebrewHym
Size
- Adult Hym are typically 5 to 6 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Magic Type
- As one of the Ilhuicapan, you utilize Arcanum based magic
Skill Increase
- Increase each score by +1
Quick Learner
- Gain proficiency in an extra skill or language of your choice.
- You require half as much time to learn how to use equipment, tools, or weapons though downtime training.
RaceName: Hym
Type: Game
tags:
- Game/Feat
- Data/DnD_HomebrewHym
Size
- Adult Hym are typically 5 to 6 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Magic Type
- As one of the Ilhuicapan, you utilize Arcanum based magic
Skill Increase
- Increase one Score of your choice by +2 and one score by +1
Quick Learner
- Gain proficiency in an extra skill or language of your choice.
- You require half as much time to learn how to use equipment, tools, or weapons though downtime training.
Unique Past
- Gain a feat of your choice.

raceName: Jellion
Type: Game
tags:
- Game/Race
- Data/DnD_5EJellion
Size
- Adult Jellion are typically 5 ft tall with tendrils that can trail off for another 20ft.
- Your size is Medium.
Speed
- You have a walking speed of: 15ft
- You have a Swimming speed of: 60ft
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Dexterity, Constitution, and Wisdom scores by +1
Amorphous
- You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple.
Darkvision
- You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Aquatic Nature
- You can breathe air and water. Additionally, you have resistance to cold and poison damage.
Tendril Control
- As a bonus action, you can use one of your tendrils to interact with objects or creatures, or make an attack with a one handed weapon. Your tendrils can be cut off, and they will regrow at the end of a long rest.

raceName: Leviantouched
Type: Game
tags:
- Game/Race
- Data/DnD_5ELeviantouched
Size
- Adult Leviantouched are typically 5.5 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Charisma and Intelligence scores by +1
Skill Increase
- Increase your Charisma score by +1
Darkvision
- Thanks to your leviant 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.
Leviant Resistance
- Pick one of the following damage types: Fire, Cold, Force, Lightning, Radiant, or Necrotic. You have resistance to the damage type.
Leviant Legacy
- You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell with this trait; you regain the ability to cast it when you finish a long rest. Once you reach 5th level, you can also cast the darkness spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.
raceName: Winged Leviantouched
Type: Game
tags:
- Game/Race
- Data/DnD_5EWinged Leviantouched
Size
- Adult Winged Leviantouched are typically 5.5 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Charisma and Intelligence scores by +1
Skill Increase
- Increase your Dexterity score by +1
Darkvision
- Thanks to your leviant 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.
Leviant Resistance
- Pick one of the following damage types: Fire, Cold, Force, Lightning, Radiant, or Necrotic. You have resistance to the damage type.
Winged
- You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor.

raceName: Aquatic Primil
Type: Game
tags:
- Game/Race
- Data/DnD_5EAquatic Primil
Size
- Adult Aquatic Primil are typically 5.5 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Skill Increase
- Increase your Constitution scores by +2
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Wisdom score by +1
Acid Resistance
- You have resistance to acid damage.
Amphibious
- You can breathe air and water.
Swim
- You have a swimming speed of 30 feet.
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.
raceName: Caelix Primil
Type: Game
tags:
- Game/Race
- Data/DnD_5ECaelix Primil
Size
- Adult Caelix Primil are typically 5.5 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Skill Increase
- Increase your Constitution scores by +2
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Charisma score by +1
Leviant Primes Resistance
- You have resistance to necrotic damage and radiant damage.
Light Bearer
- You know the Light cantrip. Charisma is your spellcasting ability for it.
Radiant Consumption
- Starting at 3rd level, you can use your action to unleash the leviant energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
raceName: Divuic Primil
Type: Game
tags:
- Game/Race
- Data/DnD_5EDivuic Primil
Size
- Adult Divuic Primil are typically 5.5 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Skill Increase
- Increase your Constitution scores by +2
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Dexterity score by +1
Unending Breath
- You can hold your breath indefinitely while you're not incapacitated
Mingle with the Wind
- You can cast the Levitate 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.
raceName: Infernic Primil
Type: Game
tags:
- Game/Race
- Data/DnD_5EInfernic Primil
Size
- Adult Infernic Primil are typically 5.5 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Skill Increase
- Increase your Constitution scores by +2
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- 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 Fire Band of Leviance make your darkvision unusual: everything you see in darkness is in a shade of red.
Fire Resistance
- You have resistance to fire damage.
Reach to the Blaze
- You know the Produce Flame cantrip. Once you reach 3rd level, you can 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.
raceName: Noctix Primil
Type: Game
tags:
- Game/Race
- Data/DnD_5ENoctix Primil
Size
- Adult Noctix Primil are typically 5.5 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Skill Increase
- Increase your Constitution scores by +2
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Charisma score by +1
Leviant Primes Resistance
- You have resistance to necrotic damage and radiant damage.
Light Snuffer
- You know the Thaumaturgy cantrip. Charisma is your spellcasting ability for it.
Necrotic Shroud
-
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
raceName: Tellic Primil
Type: Game
tags:
- Game/Race
- Data/DnD_5ETellic Primil
Size
- Adult Tellic Primil are typically 5.5 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Skill Increase
- Increase your Constitution scores by +2
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- 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.

raceName: Sestal
Type: Game
tags:
- Game/Race
- Data/DnD_5ESestal
Size
- Adult Sestal are typically 5 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30 ft
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Dexterity Score by 2 and your Wisdom score by +1
Four-Armed
- Sestals all have four arms, and as such can take advantage of the extra limbs for equipment. You can equip an extra shield, use two two-handed weapons, interact with objects while remaining armed, or utilize a ranged weapon and melee weapon set interchangeably without needing to swap them.
Avid Climber
- Sestal have a climb speed equal to their walking speed.

raceName: Shifter
Type: Game
tags:
- Game/Race
- Data/DnD_5EShifter
Size
- Adult Shifter are typically 5-6 ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30ft
Magic Type
- As one of the Ilhuicacapan, you utilize Arcanum based magic
Skill Increase
- Increase your Charisma Score by +2 and another score of your choice by +1
Shapechanger
- As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but your only within the bounds of being medium or small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. If a form has additional limbs, those limbs are unusable by you except to maintain your appearance and have no functionality. Your clothing and equipment aren't changed by this trait.
- You stay in the new form until you use an action to revert to your true form or until you die.
Cunning Instinct
- You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
Telepathic Insight
- You can speak telepathically to any creature within 30 feet of you that you can see. 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.

raceName: Air Walker Stoutmorin
Type: Game
tags:
- Game/Race
- Data/DnD_5EAir Walker Stoutmorin
Size
- Adult Air Walker Stoutmorin are typically 4-5 ft tall.
- Your size is Medium.
- Your speed is not reduced by wearing heavy armor.
Speed
- You have a walking speed of: 25 ft
Stoutmoric Resistance
- You have advantage on saving throws against poison, and you have resistance against poison damage.
Stoutmoric 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: Smiths Tools, Brewers Supplies, Weavers Tools, or Masons Tools.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Constitution and Wisdom scores by +1
Skill Increase
- Increase your Dexterity score by +1
Lightweight
Your walking speed increases by 5ft.
When calculating fall damage, treat the distance fallen as half its actual distance.
Air Walker
- Once per long rest, you can use a bonus action to tap into the band of air within the flow of Leviance for 1 minute, granting you a flying speed equal to your movement speed. While flying using this feature, you must be concentrating. Starting at 5th level, you have become proficient enough in flight for it to become second nature, and you no longer need to concentrate.
raceName: Short Air Walker Stoutmorin
Type: Game
tags:
- Game/Race
- Data/DnD_5EShort Air Walker Stoutmorin
Size
- Adult Short Air Walker Stoutmorin are typically 3-4 ft tall.
- Your size is Small.
Speed
- You have a walking speed of: 25 ft
Stoutmoric Nimbleness
- You can move through the space of any creature that is of a size larger than yours.
Brave
- You have advantage on saving throws against being frightened.
Stoutmoric 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: Smiths Tools, Brewers Supplies, Weavers Tools, or Masons Tools.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Dexterity and Wisdom scores by +1
Skill Increase
- Increase your Dexterity score by +1
Lightweight
Your walking speed increases by 5ft.w
When calculating fall damage, treat the distance fallen as half its actual distance.
Air Walker
- Once per long rest, you can use a bonus action to tap into the band of air within the flow of Leviance for 1 minute, granting you a flying speed equal to your movement speed. While flying using this feature, you must be concentrating. Starting at 5th level, you have become proficient enough in flight for it to become second nature, and you no longer need to concentrate.
raceName: Deep Stoutmorin
Type: Game
tags:
- Game/Race
- Data/DnD_5EDeep Stoutmorin
Size
- Adult Deep Stoutmorin are typically 4-5 ft tall.
- Your size is Medium.
- Your speed is not reduced by wearing heavy armor.
Speed
- You have a walking speed of: 25 ft
Stoutmoric Resistance
- You have advantage on saving throws against poison, and you have resistance against poison damage.
Stoutmoric 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: Smiths Tools, Brewers Supplies, Weavers Tools, or Masons Tools.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Constitution and Wisdom scores by +1
Skill Increase
- Increase your Intelligence score by +1
Stone Camouflage
- You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
Magical Cunning
- You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Superior Darkvision
- Accustomed to life underground, 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 color in darkness, only shades of gray.
raceName: Short Deep Stoutmorin
Type: Game
tags:
- Game/Race
- Data/DnD_5EShort Deep Stoutmorin
Size
- Adult Short Deep Stoutmorin are typically 3-4 ft tall.
- Your size is Small.
Speed
- You have a walking speed of: 25 ft
Stoutmoric Nimbleness
- You can move through the space of any creature that is of a size larger than yours.
Brave
- You have advantage on saving throws against being frightened.
Stoutmoric 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: Smiths Tools, Brewers Supplies, Weavers Tools, or Masons Tools.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Dexterity and Wisdom scores by +1
Skill Increase
- Increase your Intelligence score by +1
Stone Camouflage
- You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
Magical Cunning
- You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Superior Darkvision
- Accustomed to life underground, 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 color in darkness, only shades of gray.
raceName: Forest Stoutmorin
Type: Game
tags:
- Game/Race
- Data/DnD_5EForest Stoutmorin
Size
- Adult Forest Stoutmorin are typically 4-5 ft tall.
- Your size is Medium.
- Your speed is not reduced by wearing heavy armor.
Speed
- You have a walking speed of: 25 ft
Stoutmoric Resistance
- You have advantage on saving throws against poison, and you have resistance against poison damage.
Stoutmoric 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: Smiths Tools, Brewers Supplies, Weavers Tools, or Masons Tools.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Constitution and Wisdom scores by +1
Skill Increase
- Increase your Intelligence score by +1
Natural Illusionist
- You know the Minor Illusion cantrip. Intelligence is your spellcasting ability for it.
Magical Cunning
- You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Speak with Small Beasts
- Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Stoutmorin of the Forest typically love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Darkvision
- Accustomed to life in darker settlements and mines, 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.
raceName: Short Forest Stoutmorin
Type: Game
tags:
- Game/Race
- Data/DnD_5EShort Forest Stoutmorin
Size
- Adult Short Forest Stoutmorin are typically 3-4 ft tall.
- Your size is Small.
Speed
- You have a walking speed of: 25 ft
Stoutmoric Nimbleness
- You can move through the space of any creature that is of a size larger than yours.
Brave
- You have advantage on saving throws against being frightened.
Stoutmoric 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: Smiths Tools, Brewers Supplies, Weavers Tools, or Masons Tools.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Dexterity and Wisdom scores by +1
Skill Increase
- Increase your Intelligence score by +1
Natural Illusionist
- You know the Minor Illusion cantrip. Intelligence is your spellcasting ability for it.
Magical Cunning
- You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Speak with Small Beasts
- Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Stoutmorin of the Forest typically love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Darkvision
- Accustomed to life in darker settlements and mines, 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.
raceName: Hill Stoutmorin
Type: Game
tags:
- Game/Race
- Data/DnD_5EHill Stoutmorin
Size
- Adult Hill Stoutmorin are typically 4-5 ft tall.
- Your size is Medium.
- Your speed is not reduced by wearing heavy armor.
Speed
- You have a walking speed of: 25 ft
Stoutmoric Resistance
- You have advantage on saving throws against poison, and you have resistance against poison damage.
Stoutmoric 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: Smiths Tools, Brewers Supplies, Weavers Tools, or Masons Tools.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Constitution and Wisdom scores by +1
Skill Increase
- Increase your Constitution score by +1
Stoutmoric Toughness
- Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
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.
Darkvision
- Accustomed to life in darker settlements and mines, 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.
raceName: Short Hill Stoutmorin
Type: Game
tags:
- Game/Race
- Data/DnD_5EShort Hill Stoutmorin
Size
- Adult Short Hill Stoutmorin are typically 3-4 ft tall.
- Your size is Small.
Speed
- You have a walking speed of: 25 ft
Stoutmoric Nimbleness
- You can move through the space of any creature that is of a size larger than yours.
Brave
- You have advantage on saving throws against being frightened.
Stoutmoric 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: Smiths Tools, Brewers Supplies, Weavers Tools, or Masons Tools.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Dexterity and Wisdom scores by +1
Skill Increase
- Increase your Constitution score by +1
Stoutmoric Toughness
- Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
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.
Darkvision
- Accustomed to life in darker settlements and mines, 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.
raceName: Mountain Stoutmorin
Type: Game
tags:
- Game/Race
- Data/DnD_5EMountain Stoutmorin
Size
- Adult Mountain Stoutmorin are typically 4-5 ft tall.
- Your size is Medium.
- Your speed is not reduced by wearing heavy armor.
Speed
- You have a walking speed of: 25 ft
Stoutmoric Resistance
- You have advantage on saving throws against poison, and you have resistance against poison damage.
Stoutmoric 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: Smiths Tools, Brewers Supplies, Weavers Tools, or Masons Tools.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Constitution and Wisdom scores by +1
Skill Increase
- Increase your Strength score by +2
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.
Armor Training
You have proficiency with light and medium armor.
Darkvision
- Accustomed to life in darker settlements and mines, 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.
raceName: Short Mountain Stoutmorin
Type: Game
tags:
- Game/Race
- Data/DnD_5EShort Mountain Stoutmorin
Size
- Adult Short Mountain Stoutmorin are typically 3-4 ft tall.
- Your size is Small.
Speed
- You have a walking speed of: 25 ft
Stoutmoric Nimbleness
- You can move through the space of any creature that is of a size larger than yours.
Brave
- You have advantage on saving throws against being frightened.
Stoutmoric 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: Smiths Tools, Brewers Supplies, Weavers Tools, or Masons Tools.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Dexterity and Wisdom scores by +1
Skill Increase
- Increase your Strength score by +2
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.
Armor Training
You have proficiency with light and medium armor.
Darkvision
- Accustomed to life in darker settlements and mines, 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.
raceName: Rock Stoutmorin
Type: Game
tags:
- Game/Race
- Data/DnD_5ERock Stoutmorin
Size
- Adult Rock Stoutmorin are typically 4-5 ft tall.
- Your size is Medium.
- Your speed is not reduced by wearing heavy armor.
Speed
- You have a walking speed of: 25 ft
Stoutmoric Resistance
- You have advantage on saving throws against poison, and you have resistance against poison damage.
Stoutmoric 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: Smiths Tools, Brewers Supplies, Weavers Tools, or Masons Tools.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Constitution and Wisdom scores by +1
Skill Increase
- Increase your Intelligence score by +1
Magical Cunning
- You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Tinkersmith's Lore
- Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Natural Tinkerer
- You have proficiency with artisan's tools (Tinkers Tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
- When you create a device, choose one of the following options:
- Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
- Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
- Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
Darkvision
- Accustomed to life in darker settlements and mines, 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.
raceName: Short Rock Stoutmorin
Type: Game
tags:
- Game/Race
- Data/DnD_5EShort Rock Stoutmorin
Size
- Adult Short Rock Stoutmorin are typically 3-4 ft tall.
- Your size is Small.
Speed
- You have a walking speed of: 25 ft
Stoutmoric Nimbleness
- You can move through the space of any creature that is of a size larger than yours.
Brave
- You have advantage on saving throws against being frightened.
Stoutmoric 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: Smiths Tools, Brewers Supplies, Weavers Tools, or Masons Tools.
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your Dexterity and Wisdom scores by +1
Skill Increase
- Increase your Intelligence score by +1
Magical Cunning
- You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Tinkersmith's Lore
- Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Natural Tinkerer
- You have proficiency with artisan's tools (Tinkers Tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
- When you create a device, choose one of the following options:
- Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
- Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
- Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
Darkvision
- Accustomed to life in darker settlements and mines, 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.

raceName: Igneous Stiltstrider
Type: Game
tags:
- Game/Race
- Data/DnD_5EIgneous Stiltstrider
Size
- Adult Igneous Stiltstrider are typically X ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30 ft
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your X and X scores by +1
Skill Increase
- Increase your X and X scores by +1
raceName: Metamorpheous Stiltstrider
Type: Game
tags:
- Game/Race
- Data/DnD_5EMetamorpheous Stiltstrider
Size
- Adult Metamorpheous Stiltstrider are typically X ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30 ft
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your X and X scores by +1
Skill Increase
- Increase your X and X scores by +1
raceName: Sedimenteous Stiltstrider
Type: Game
tags:
- Game/Race
- Data/DnD_5ESedimenteous Stiltstrider
Size
- Adult Sedimenteous Stiltstrider are typically X ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30 ft
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your X and X scores by +1
Skill Increase
- Increase your X and X scores by +1

raceName: Tsaeno
Type: Game
tags:
- Game/Race
- Data/DnD_5ETsaeno
Size
- Adult Tsaeno are typically X ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30 ft
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your X and X scores by +1
Skill Increase
- Increase your X and X scores by +1

raceName: Hunter Yisem
Type: Game
tags:
- Game/Race
- Data/DnD_5EHunter Yisem
Size
- Adult Hunter Yisem are typically X ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30 ft
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your X and X scores by +1
Skill Increase
- Increase your X and X scores by +1
raceName: Runner Yisem
Type: Game
tags:
- Game/Race
- Data/DnD_5ERunner Yisem
Size
- Adult Runner Yisem are typically X ft tall.
- Your size is Medium.
Speed
- You have a walking speed of: 30 ft
Magic Type
- As one of the Cuallicallimeh, you utilize Leviance based magic
Skill Increase
- Increase your X and X scores by +1
Skill Increase
- Increase your X and X scores by +1
Cultural Upbringing and How it Forges Someone
A character's cultural upbringing is key to how they grow as it lays the foundation for their future actions. In The Terminus, regional cultures work to show where a character is from and the ideals of the people within that region. Many groups value similar things, so there are cases of overlap in features even when comparing cultures in vastly different parts of Creation's Rest.
The only consideration required when picking a Regional Culture is that it must be from the continent that the campaign is taking place on, unless you get specific permission otherwise.

Spanning from the Andan Mountains of central Thandia to the Illistrian Sea, the Andan people are known for being charismatic and persuasive. Their central position on the continent has led them to tend skills in handling the carts and carriages that have helped them cement their place on the continent.
Located along the Great Divide and the inland Mesossian Sea, the Arno people have been turned hardy through exposure from the cold air that moves south from the Frost Touched Wastes. The few trees of the region have led them to become excellent stonemasons, often having parents teach their children simple masonry at a young age.
The Astrakallan people call the deepest parts of the Inliar Forest their home. The deep sea of trees has created an environment that has tied these people to the nature around them. Most in this region have an in depth knowledge of plants and how to read nature.
Bersalin rests along the edge of the Bay of Besti of the Traveler's Ocean and the western end of the Emperor's Shield mountains of central Thandia. Its people have learned to climb the cliffs from the sea up to the plains above while using the sea to get around the coast.
Living across the Fiare Lowlands and throughout the mountains of Georinel's Spine, the Breccian people are well known for their smithwork across Ignaldi. The dry climate of the mountains has led them to hone themselves to be as strong as possible to survive.
The Celnians are primarily a coastal seafaring people inhabiting the southern Usmal Coast of Thandia. Their position between the warring states of the Grand Bessian Republic and Veswick, including the close proximity to to Fresulia has led them to be adept traders.
Consolidated Bessian is the result of the Grand Bessian Republic's efforts to unify its people against their northern aggressor over the centuries since their independence from the final Thandian Reach. They have become masters of magi-tech, teaching the most basic principles to their children in hopes of them developing new tools for their war.
The Dogonal people occupy the northeastern side of the Northgry Mountains of Esteron. Their location along the mountains in the cold north has given them the unique position of being able to become a lead producer of the metal known as the northern ice—Frestal.
The Elestran people rest across the Elset Forest of western Esteron. Home of the first Hym to reach the mainland of Ignaldi, the area is well known and its inhabitants have been passing the secrets and tricks of the land down for millennia.
The eastern side of the Myrkwood and upper portions of the Northern Illistrian Plains are the home of the Elethandian people. Being close to the Andan Tree of Life has led to the region being inhabited since the earliest days of sentient life across Ignaldi.
The Elionian people call the islands that rest scattered across the Sea of the Drowned their home, being the remnants of the people that once filled the now submerged lands hidden below the shallow waters. They have passed the knowledge to map and navigate the sea, making into near common knowledge.
The Elseian people inhabit the northern end of Usmal Coast of Thandia. The marshes and forests that fill the region has led for the need to develop constant remides to protect themselves from the ailments that endlessly try to break them down.
The people who call the forested region between the Elset Wall and the Northgry Mountains of Esteron home are known as the Estrin. They are naturally charismatic and are adept at planning. Furthermore, they rely on several ancient Hym remedies for ailments even in the modern age.
The Etrilli are a primarily nomadic people residing within the basin between the Colinil Range and the Gods Back Mountain. Able to access the Andan Heartland of Thandia through the Graynolf Basin, the warrior like horsemen of the region have been a perpetual threat towards those to the northeast of them.
The Fellstrider are the last remnants of the furthest reach of the old Dragonling nomads. Nestled within mountains of the same name, they have secured their homeland through their provision of classical armed goods to the Grand Bessian Republic.
The Frigian people inhabit the Frost Touched Wastes of the northern most portions of Thandia. The frigid climate of the region has greatly hardened the inhabitants, tempering them against the cold to a near unnatural degree.
The people of the Central Hargean Borderlands grow up adapted to the rolling plains and dry weather of the region. The historically isolated nature of the reason due to lack of resources and alternate routes of travel has led the people here to be distrusting of outsiders and have more trouble understanding them than others.
The Eastern Hargean People inhabit the Tarnereic Plains, the Centreld Plains, and the Melomir Forest stretching between them. The forest has become a historical haven, providing bounties of food and resources over the ages. This region hosts the heart of the Hargean Peninsula, and its people have regularly had to communicate with those far and wide.
The people of Northern Hargea inhabit the land running from the Range of the Twenty One Peaks to the Sea of the Drowned. With most of the terrain being covered in steep hills and forest, the people are used to both navigating the inclines and being attune with nature.
The Western Hargean Coast is covered in hills and the Hargean Sea of Trees. Their position on the peninsula has led them to become masters of animals and moving across the land while keeping the forests that shelter them integral in their lives.
Taking over the center of the Vesplak Woods, the Hestian people are one with the nature around them. They have adapted to the dense forests of their homeland and used this to survive and move around.
The people of Lower Illistria occupy southern end of the Illistrian Sea and the inner most portions of the Strait of Nestal. Despite the vast region being relatively flat, the amount of water access has led to its inhabitants becoming excellent navigators of the waves.
The Traven Illistrian people are the inhabitants of the lower reaches of the Southern Illistrian Plains. The flat lands at the center of the continent have historically led them to act as an early warning system against invaders from the south.
The Northern Illistrian people occupy the Northern Illistrian Plains of central Thandia in the Andan Heartland. The sparseness of resources in the region has led them to rely on the mountainsides and artificial quarries to harvest stone for construction, while their central position on the continent has made them a major stopping point on the roads east to west.
The Inlian people reside on the edge of the Inliar Forest along the Graynolf Basin. While the forest has created a culture of focusing on the natural world around them, the influence of the Astrakallan people to the east and the Issian people to the south has given them a focus on growing their minds.
Resting between Esteron and the Andan Heartland of central Thandia, the Insadimni people are a melting pot contained within the forests and marshland. Their ties to the natural world around them has bolstered their natural resilience and given them an affinity to producing remedies for those of distant lands.
The Insten people call the forested flatlands between the Great Divide and the Northgry Mountains their home. While not as dense as other forested regions, the cold northern air has led them to become dependent on its resources.
The Central Issian people are natural traders and sailors. The complex island chain at the heart of the Sea of Whispers has bolstered their nautical and navigational prowess.
The East Issian people are natural traders and sailors. Their location at the outer edge of the archipelago led them to rely on their ability to spot the other islands or ships that may lay far on the horizon.
The West Issian people are natural traders and sailors. The western portion of the complex island chain at the heart of the Sea of Whispers has bolstered their nautical prowess and the shallower waters has made them excel as hunters of the sea.
The Karkan people inhabit the Karkan Peaks and the plains that lie to the east in western Hargea. While isolated from the rest of the peninsula both in culture and location, they have made their home and been known throughout history to stoutly defend it. Their connection with local Dragons has given them access to rare metals, that they use to their advantage.
Inhabiting the Calipho Highlands and the Graynolf Basin, the Korsephians rest at the heart and crossroads of Thandia. The region is known for its past connection with the divine, and as such the teachings of the Ilhuicani are taught en-mass.
With the dense Ledonir Tree Sea to call home and the Wall of Solitude and Gahlt Mountains surrounding them, the Ledonirian people have had to be self sufficient for the most part. They rely on the forest for survival, and due to its constantly changing nature, have learned to reliably map and navigate its ever-changing greenery.
The Leventrans are those who call the Tower of Leventra their home. Their isolation and obsession with Magic has made them somewhat outcasts on the global stage, but their intellect and knowledge is second to none.
The Minto Woods are the home to the Mintan people; resting on the south eastern end of the Sea of Whispers, they have become the common last people encountered by those on their way to Georinel. They are known for being able to take advantage of their position on the map, and take control of trade negotiations to be in their favor using their cunning.
The Muran people live across the Wall of Solitude as it stretches from the far Northern Rise along the coast toward the heart of Thandia. Having to maneuver the mountainous and rocky terrain, the Muran people have developed an affinity to being skilled climbers whether intentional or not.
The Myrkan people live in the deepest reaches of the Myrkwood of the Andan Heartland. Occupying the land closest to the Andan Tree of Life has led them to tie themselves to their roots, and as such they have inhabited the land since life emerged from the tree. They are known to be smart and agile.
The Nelisi people of Sendeliar are somewhat isolated due to their distance from other groups, but have made the cold subcontinent their home. Taking advantage of their foraging skills and ability to move quickly with the use of animals, they have conquered and settled the entire inward coast of the landmass.
The Northsheilders are the most northern people of Esteron, and have been forced to adapt to hunt wild game in the cold arctic forests of the region. The cold has hardened them, making them into a resilient people.
The Ilian Mashlands that rest along the western edge of the Sea of Whispers is the home of the Ostracalans. The marshes of this region are known to be filled with massive beasts, forcing them to have learned how to use the plants of their terrain to help them survive and fight for survival.
The Perfernians make their home within the Colinian Highlands of western Thandia, taking advantage of the flat terrain between and on the plateaus of the region to spread their influence. They are known for being avid negotiators.
Native to the Northrise Mountains of the Illistrian Empire, Risians are known for being tough and standing strong against the cold. A life spent in the mountains has given many a innate understanding of plants and animal patterns.
The Scalian people inhabit the South Whisper Desert between Georinel's Spine and the Southern Strip Mountains. While the heat is less than other deserts of the continent, it has still helped forge them into a resiliant people. The lack of trees and wood has forced them to be excellent stonemasons.
Scorchwalkers are those who inhabit the Serene Oasis and travel the Southern Scorch. The intense heat has made them resilient over years of exposure, improved only further through their common clothing styles. As they live along one of the more active nautical regions and can survive the Scorch, they are known to transport goods across it to bring them into the blockaded Grand Bessian Republic.
Silurians inhabit the middle of Georinel, along the western coast facing inward toward the rest of Ignaldi. The mountains of the region are rich in materials, leading the excess of stone mined to be used in grand masonry projects that all participate in. Their farming is supplemented by the dense forests of the south and north of their home region.
The Sintarin make the Innerset Plains of Esteron their home. The flat terrain and consistent climate of the region has led to the area being known for farming and animal husbandry—the breadbasket of Esteron.
The furthest reaches of Sendeliar are home to the Tredrin. Primarily consolidated into nomadic tribes that scatter the Great Forest of Central Sendeliar and the Outcrest Ridge mountains, they have adapted to the isolation and become survivalists of the highest degree.
The jungles and forests of southern Volinethimere are home to the Velindan people. The dense trees make navigating the region difficult, however the people here have learned to adapt and teach the skills to survive to their young, turning them into hunters unlike others.
The Vespian people live at the southern end of the Vesplak Woods, and have been greatly strengthened through their constant warfare against the people to their south. The dense trees of the region leads most to spend time being one with the nature around them, when not engaged in combat with their neighbor.
Volerians are one of the few people that were able to hold off the near endless advances of the Thandian Reach at the height of its power, fighting them on land and sea even through unmatched to remain out from under their influence. This heritage has followed them into the basis of their own empire that unites the southern arm of Thandia.
Those of the Zyphirian Isles originate from Fresulia to the west across the Traveler's Ocean. They remain tied to the sea, and train everyone to command their own small vessels and maneuver where needed. Their constant naval training and time on the sea makes them tend to be more limber compared to their mainland counterparts.
Those of the Zyphirian Mainland are similar in their island cousins in their origin, but in taking a piece of the mainland to settle into their own they were forced to fight against the Perfernians and Etrilli, as well as become masters of fortress construction to prevent their land from falling from their grasp.
The Caelin are the inhabitants of Caelux, and reside across its nine layers. Their exposure to the cultures of the other Halos has led them to become well spoken and focused on the beauty the world contains. Their time in Caelux has given then an insight into the inner workings of people and how they act, through their connection with the Day Star.
Divian grow up within Divius, the Halo of Air, and are well adapted to withstanding constant winds and small walkways, if a walkway is present at all. They are known as the acrobats of The Mooring.
The Noctin are the inhabitants of Noctem, and reside across the nine layers that build it. While less contacted by inhabitants of the other Halos, they have become adept and convincing those of other realms to enact trade with them for various goods they need. Their time in Noctem has given them a connection to the Light Bringer of the Night.
Native to the Halo of Earth, Tellus, the Tellians are molded by the endless desert and stony terrain of their realm. Having access to rare jewels leads some to turn to teaching their children Jewelry Crafting while others train their children as masons. Regardless, those of Tellian upbringing are stronger than most around them from a childhood spend digging through the tough stone and earth.
Those who are known as cave dwellers call the tunnels, caverns, and chambers hidden within the surface of Creation's Rest their home. People who grow up in the caves know their way around them intuitively, and are excellent at finding materials or havens within them.
One of the remaining upon Desolation, these people are hardier and more nimble than most, facing threats few others could comprehend on the daily. They speak languages long thought dead, and are unknown to be alive by the rest of the world within The Mooring.
Having lost any connection to your past, the only thing pushing you forwards is the goal of one day finding what was forgotten. Your culture is nothing except an amalgamation of what you've picked up along the way.
Mantle Dwellers are those who live under ground, but at its most extreme depths. They know how to navigate the tunnels with ease, and have become used to the hot temperature of their surroundings. They even have become able to tune out the louder ticking of clockwork that exists deep underground.
Originally raised by monsters and then brought into the "civilized" world, those who grew up this way spend their lives trying to blend in above all else. Whether monsters themselves, or merely tied to one, they are told that their secret getting out could mean being hunted or exiled, and thus live lives mostly in fear of that fate.
Primordic Seafarer's are those who undertook the exodus from Desolation long ago, in the hopes of reaching a better home... but never arrived. Their Ark Vessel remaining stranded amongst the abyss has forced them to learn to continually repurpose what they can and waste as little as possible. For those who managed to reach a new home, these habits become impossible to forgo.
Character Background
Character Background describes what your character did after reaching adulthood, or what predominantly filled the last few years of their youth. It covers everything from employment, situations impacting their life, or singular events that caused massive change from then on out. If a background listed does not fit the idea for your character, work with the DM to create a custom one.
Pick a Class
Classes themselves are more for us to understand how characters abilities work and create classifications of those abilities. In the world, most would be referred to by the various Traveler Occupations (Chronicler, Explorer, Mercenary, etc) rather than being called a rogue or a fighter.
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections.
Specialties
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
Primal Paths
Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.
College
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
Domains
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will.
Circles
Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.
Archetypes
Monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
Monastic Paths
Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.
Oaths
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
Conclave
Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Archetypes
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.
Origins
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.
Patrons
Witches are powerful mages as well as devoted caretakers, combining patience, insight, and subtlety with extraordinary willfulness. While other spellcasters might use magic in grand gestures that bend the world to their whims, a witch’s power works in harmony with the people, plants, animals, and magical forces around them. The practice of witchcraft is often rooted in everyday rituals and chores, emphasizing the value in doing things with care and deliberation rather than taking shortcuts.
Covens
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the flow of Leviance throughout the Mooring, or the Arcanum that permeates the Aether, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.
Schools
Stats and Skills
Some rules pertaining to this section are mentioned more in detail within the House Rules page.
Initial stats will be taken from the Standard Array: 15, 14, 13, 12, 10, and 8. You may also select point buy, which the Standard Array is derived from, just ensure you discuss the point allocation with your DM.
You can assign any of these values to any of your stats.
For Skills, beyond what your Class, Background, and Culture may give you, for each point of your Intelligence Modifier above 0 you gain expertise in a Lore Skill you are proficient in, proficiency in a new set of artisans tools, or may learn an additional language to a intermediate understanding (halfway to fluency, you struggle with Jargon and have an accent but are otherwise able to communicate). If you have a language at the level of Intermediate Proficiency, you may instead bring it to Fluency. If you are not proficient in any lore skills, you may alternatively choose one to become proficient in. Lore skills are: Arcana, Nature, History, or Religion. You can lose or gain this proficiency with an increase or decrease to your Intelligence Modifier.
Setting Specific Languages are discussed on the Societies of the Aether navigation page
For languages, all races give you access to: two languages at Fluent Level, one language at Fluent level and two languages at Intermediate level, or four languages at Intermediate Level. Regional Culture will also impart a language, typically the common language of the area. This language might not be the "common" language of the continent, so be aware of this.
Languages
Languages are dived more in depth on their own pages, or within the Societies of the Aether page. The language families and the languages that comprise them are listed below. Some languages are not listed, and those languages are considered are unfamiliar to everyone except some scholars due to them being ancient and being not known as spoken among any populations.
| Language Family | Languages | * Languages within the Family | + Languages within the Family |
|---|---|---|---|
| Aetheric (*) | - | - | - |
| Celestic (*) | Modern Celestin, Old Celestin | Mainteric | Levian |
| Draconic | Classical Draconic, Mingled Draconic | Fellstride Draconic, Karkan Draconic, Primal Draconic | - |
| Hymic | Fresulian Hymic, Thandian Common | Ashlander, High Hymic, Oclenin, Old Thandian | Old Hymic |
| Primordic | Mingled Primordial | Aquan, Auran, Ignan, Terran | Caeluxian, Noctan, Primal Primordial |
| Spiritual (+) | - | - | Druidic, Primal Spiritstongue, Spiritstongue |
| Stoutan | East Isle Stoutan, Middle Stoutan, West Isle Stoutan | Auric Stoutan, Stoutan | - |
| Sublevian (*) | - | Garbled Thandian, Gorgeian, Throatshung | - |
| Sveltic | Low Elnian, Low Thandian, Svelteni | - | - |
| Sylvan | High Elnian, Highlandic Elnian, Tree-Sea Elnian | Oceanic Elnian, Sandstongue | Astral Elnian |
| Tsaenic | - | Spinneret, Woven Spinneret | - |
| Yisvaranic | Fresulian Common, Sesanic, Yisvorna | Old Fresulian | - |
* = Language/Family is Unfamiliar to anyone who doesn't speak a language within the same family
+ = Language/Family is Rare and Incredibly Unfamiliar to anyone who doesn't explicitly speak the language, but the language is still spoken.
Languages with a continental name within them—Fresulian, Ignaldan (Thandian), etc—are unfamiliar to individuals not from that continent.
Languages also have various stages of knowledge, starting at Non-proficiency and moving upward through fluency. All of the languages a character learns from their Background or Cultural Upbringing are considered Fluent. Languages selected from having a higher intelligence scores are considered Intermediate in proficiency.
Language Familiarity is a classification that describes how easy it is for a character to learn a language, and can be either Familiar, Standard, or Unfamiliar. All Languages are considered Standard in Familiarity to characters unless other situations apply, such as a language being uncommonly spoken or being ancient. Languages within the same family as other languages that a character speaks are considered familiar, with "Rare" languages in said family—those ancient or uncommonly spoken ones—becoming Standard in Familiarity. Familiar Languages take 1/2 the time studying to progress to a new level of familiarity, while unfamiliar languages take 2x as long.
| Language Fluency | Meaning | Standard Familiarity Time to Learn |
|---|---|---|
| Non-Proficient | Cannot speak the language, although can know basic phrases and words such as "Hello", "Thanks", or simple yes/no questions | 1 Hour |
| Beginning | Can use simple present tense phrases about common subjects with a limited vocabulary. You are unable to read. | 40 Hours |
| Intermediate | Can use longer phrases and are comfortable with multiple tenses. May struggle when others speak quickly and still have a prominent accent as well as semi-frequent errors in speech. You are able to piece general ideas from written text, but often miss nuance and subtext. | 200 Hours |
| Advanced | Can pass as fluent outside of specialized Jargon, Slang, or turns of phrase. Accent is minimal and errors are subtle if at all present, You are able to read common texts without error, but may struggle with academic texts. | 1000 Hours |
| Fluent | Native Speaker or not noticeably different from such. | 2000 Hours |
Not Knowing a language to fluency does not prevent you from being able to communicate with someone, it just makes it more difficult and increases the likelihood of a misunderstanding occuring.
Backstory
You should character's backstory flexible and connected to the world. Keeping your backstory like a novel can be excessive and prevent other plays or the DM from having a way to interact with it. Additionally, without your backstory being grounded in the world, your character might seem out of place compared the others around them. Below are some optional questions you can use as a started if you don't already have an idea.
- Where are you from? How has living there shaped your present self?
- Why did you leave your home? Do you want to return? Why?
- Who where your parents?
- What were the defining moments/events from your history? Which of those events have your characters past?
- Do you have any secrets? Who have you told, if anyone?
- Do you have a religious affiliation, and if so what is it and how strong?
- What is your major personal beliefs/ideologies?
- What good has my character done? What evil has my character committed? Was it justified to Society? To yourself? Was it to survive, or just because?
- What do they most fear?
- Why are you an adventurer?
Some of these may be answered by decisions you made elsewhere in character creation, and answers to other questions can and should be used. In reality, this doesn't need to be anything more than a few bullet-points at least — preferably a few sentences — but can be as long as needed. Backstories will be checked and worked to fit within existing lore, or add new lore if there are facets of the backstory not covered by existing lore.
Furthermore, backstories that are well constructed can warrant being granted an additional starting feat by your DM to match actions from your character's past.
A complete list of the gods of the Aethermaric Terminus can be found within the Ilhuicahuatin page, however, most of those beings are not worshipped or are even perceived as false entities. The Pianimeh, or the Maintainers, are the divine who are worshipped primarily across Creation's Rest and within the other spaces of The Mooring. Some do take Yolliteopilli, or Minor Gods, as the primary person of their worship, however this is uncommon. Most people worship multiple gods, turning their prayers and mental energy toward those who they wise to receive the favor of.
A list of them, along with their domains, is as follows:
| Primary Name | Domains | Alternative Names | Typically Addressed As |
|---|---|---|---|
| Loom of Waters | Water, The Sea, Prophecy | Seer of Currents, Flowing Mind | Female |
| The Mask | Intrigue, Trickery, Secrets, Madness | The Veiled, The Truth-Eater | Male |
| The Moonwatcher | Night, Darkness, Dreams, Inspiration | The Pale Sister, The Dreaming Eye | Female |
| The Reclaimer | Rebirth, Renewal | Bloom After Ash, The Embers End | Non-Binary |
| The Rooted Throne | Earth, Stone, Forests, Wilderness | Stonemother, The Deep Queen | Female |
| The Sovereign | Leadership, Oath, Governance, Dragons | The Dragon, The Crownless King | Male |
| The Sun-Clad | Sky, Storms, Harvest | She of the Green Veil, The Blooming One | Female |
| The Torch-Breaker | Fire, Wrath, Purification | Ember-King, Flame Father | Male |
| The Whisperer | Knowledge, Wisdom | She Who Knows, The Quiet Voice | Female |
| Lady of Crimson Threads | Fire, Love, Passion, Desire | Passion's Thorn, The Flowering | Female |
| Spellfather | Magic, Innovation | The Witch-Heart, The Mystic Weaver | Male |
| The Beastlord | Beasts, Instinct, Survival | The Hunter, One of Fang | Non-Binary |
| The Dawnbringer | Light, Birth, Fertility, Purity | Mother Seed, The Golden Light | Female |
| The Gambler | Luck, Fortune, Risk, Chance | The Coin-Eye, The Spinner | Non-Binary |
| The Grave-Keeper | Death, Disease, Plague | The Silent-Clay, The Bone Warden | Non-Binary |
| The Healer | Fire, Healing, Renewal | Touch-of-Mercy, Healer-Saint | Female |
| The Judge | Justice, Law, Vengence, Retribution | The Unblinking, The Law-Singer | Male |
| The Maker | Forge, Craft, Invention | The Forge-Lord, The Clocksmith | Male |
| The Shield | Protection, Guardianship, Home, Hearth | Hearthguard, the Bastion | Male |
| The War-Maiden | War, Conquest, Strength, Valor | The Wounded Blade, The Iron Empress | Female |
| The Wind Walker | Wind, Travel, Change, Trade | The Borderless, Cloudstrider | Male |
Wrap Up
After passing all of the information to the DM, your character has been created!