Races

1.0 Permitted Races

The following races are permitted for PCs. For races with multiple subraces, players may choose from any of the playtest subraces, or the new subraces below.

2.0 New Races

Summaries of new races and racial traits can be found below.

2.1 Aventi

aventi.jpgAbility Score Adjustment: You increase three ability scores of your choice by 1. You may choose an ability score twice, but you may not increase an ability score by 3.
Size: Medium
Speed: 30 feet (land). 30 feet (swim). You receive advantage on Athletics checks related to swimming. You can use run and charge actions while swimming.
Amphibious: You breathe water and air equally well.
Magic of the Deep: You have advantage on saving throws versus water or cold spells and magical effects.
Human Blood: For all effects related to race, you are considered a human. Aventi are just as vulnerable to magic effects that affect humans as humans are, and can use magic items that are only usable by humans.
Languages: You can speak, read, and write Common and Aquan.

2.2 Darfellan

Darfellan1.jpgAbility Score Adjustment: Your Strength score increases by 2.
Size: Medium.
Speed: 25 feet (land). 40 feet (swim). You receive advantage on Athletics checks related to swimming. You can use run and charge actions while swimming.
Hold Breath: You can hold your breath for a number of rounds equal to 8 × your Constitution score before you risk drowning.
Echolocation: You have blindsense up to 20 feet in water.
Natural Attack: When you hit a creature with a weapon attack, you can use your natural bite attack to deal extra damage.
When you use your bite attack, the creature takes 2d6 damage. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your bite attack, you cannot use it again until you complete a short rest or a long rest.
Languages: You can speak, read, and write Common and Darfellan.

2.3 Hadozee

hadozee1.png
Ability Score Adjustment: Your Dexterity score increases by 2, and your Strength score increases by 1.
Size: Medium.
Speed: 30 feet.
Gliding: You can use their arm-flaps to glide, negating damage from a fall of any height.
Simian Climbing: You gain advantage on all Acrobatics and Athletics checks made to climb or maintain your balance. You do not lose your Dexterity bonus to AC for climbing and can climb unimpeded while holding something in one hand.
Languages: You can speak, read, and write Common and Hadozee.

3.0 New Subraces

Summaries of new subraces and racial traits can be found below.

3.1 Dwarf (Seacliff)

Some clans of dwarves settled not in the mountain delves favored by most of their race but in the tall, impregnable cliffs that overlook the sea. Though most of them prefer the safety and security of their subterranean homes as much as any other dwarf, there are a rare few, referred to as “salt beards” by other dwarves, who take to shipboard life as readily as any human or hadozee. They are expert armorers, weaponeers, and engineers, and their services are highly sought after by many captains.

Ability Score Adjustment: Your Strength score increases by 1.
Strong Swimmer: You gain advantage on Athletics checks related to swimming, and you can hold your breath for a number of rounds equal to double your Constitution score before you risk drowning.

3.2 Gnome (Wavecrest)

Unlike their cousins, wavecrest gnomes are naturally drawn to the sea. Dwelling on small islands and beside hidden lagoons, wavecrest gnomes consider the sea their natural heritage. Though they love ships, as a people they rarely craft anything larger than a barge. Wavecrest gnomes would rather sign aboard one of the mighty, majestic ships of the larger folk.

Ability Score Adjustment: Your Dexterity score increases by 1.
Speak with Sea Birds: Through sounds and gestures, you can communicate simple ideas with sea birds.
Natural Magician: You know the Dancing Lights cantrip. Intelligence is your magic ability for it.

3.3 Half-Elf (Aquatic)

Coastal communities found near aquatic elf settlements occasionally have one or more half-elves. Despite the greenish or blue coloration inherited from their aquatic elf parents, the human blood runs strong, and these half- elves aren’t able to breathe water. Aquatic half-elves can also sometimes be found among the raft folk, humans who live intimately with the sea around them and might come into contact with the aquatic elves.

Such children might long for the sights of their aquatic heritage, perhaps even taking up the study of magic in order to one day experience those things and visit their elf parent’s home. They prefer to live near the ocean when they can, so that they might hear the roar of the waves.

Swim Speed: 15 feet. You receive advantage on Athletics checks related to swimming. You can use run and charge actions while swimming.
Amphibious: You breathe water and air equally well.
What Lurks Beneath: You have advantage on Wisdom (Perception) checks when sensing something in a body of water. This replaces the Keen Senses trait of normal Half-Elves.
Sea Longing: An aquatic half-elf who remains out of sight of the sea for more than a week longs for the sea, taking a –1 penalty on Wisdom-based checks until he returns to the shore.

3.4 Halfling (Shoal)

In the greenwater parts of the sea, those middle areas between land and true bluewater deep ocean, there can be found communities of shoal halflings, a subrace of amphibious halfling folk. Capable of breath- ing both water and air, shoal halflings dwell in the waters that lie between sandbars off a coast. Their homes are constructed of natural building materials along the bottom of these areas. The homes themselves are constructed as domes that end up covered in sand and coral, disguising them quite well.

Ability Score Adjustment: Your Charisma score increases by 1.
Swim Speed: 20 feet. You receive advantage on Athletics checks related to swimming. You can use run and charge actions while swimming.
Amphibious: You breathe water and air equally well.

Races

Black Hearts Under Black Flags svaiskau