Races
Humans
Most basic species, just a human. Humans come in different shapes and subraces (all skin colors and heights). Their average lifespan is around 100 years.
They have 30ft movement.
Bonuses:
You get +1str, +1dex, +1con on level 1, and 5, 10, 20.
They can choose 1 passive up to C - tier.
You have no special advantages, disadvantages, or restrictions.
Elf/Elves
Elves are humanoid usually quite tall (around 2 meters in height) beings with pointy ears and a stronger connection to magic. Elves have 2 subspecies: High Elves, Night Elves, and Elfs. Elves and Elfs do not put much effort into technological research and prefer to stick to their traditions in terms of the items they use.
High Elves have pale skin and usually brighter hair colors (for example blonde, light blue, light gray, and white), their hair color changes to an even lighter shade with higher blood purity with the first Elfs (usually just being white as snow). They live normally with humans and other species. Their average lifespan is 6-700 years.
They have 35ft movement.
Bonuses:
You get +1str, and +1dex +1wis on lvl 1, 5.
You also get +1 skill points on level 1 and +7 max mana per level of your character.
Restrictions:
They are strictly vegan.
Night Elves
Night elves have darker skin and usually darker hair colors (for example dark blue, dark green, black, and darker purple). They live mostly in more secluded cities/villages that mostly consist of only night elves but it is not uncommon to see other species (mostly humans and dwarfs) live with them. They have weaker connections to mana compared to high elves so they train their bodies more. Their average lifespan is 6-700 years.
They have 35ft movement.
Bonuses:
You get +1str +2dex on lvl 1, 5.
You also get +3 max mana and +3 max ki per level of your character.
Restriction:
They are strictly vegan.
Elfs
Elfs are the ancestors of Elves be they High Elves or Dark Elves. Elfs live purely in forests and have very strong connections with animals (usually having at least 1 animal companion). Their appearance is that of a taller (average height of 2.3 meters) and slightly more muscular high elve with light gray-almost white hair. Their average lifespan is around 800 years.
They have 35ft movement.
Bonuses:
You get +1str, and +1dex, +1con on lvl 1, 5.
You also get an animal companion. (It can be any animal the DM lets you choose).
While their animal companion is in a range of 90ft they get +5ft movement and +1ac.
They can do a combined attack with their animal companion. When using a combined attack their animal companion must be in the same plane of existence and the range of their movement. A combination attack is usable once per turn and results in the companion attacking the same target as its owner immediately after the attack of its owner commences.
Restrictions:
they are strictly vegan.
Dwarves
Dwarves are humanoid creatures with smaller stature (around 150cm) but much more muscle mass. They are more bulky and even Dwarven children tend to be muscular. They have a high tolerance for poisons and alcohol and they use various spices (sometimes even things that could poison a human) to spice their food. They usually live in cities, peacefully coexisting with other species but also have their own Dwarven Kingdom called Malatok. They are known for their craftsmanship and alcohol brewing. Their average lifespan is around 300 years.
They have 25ft movement.
Bonuses:
You get +2str, and +2con on lvl 1, 10.
You also get 25% resistance to poison damage and 25% resistance to bludgeoning damage.
They have an advantage on crafting.
Restrictions:
They need to eat more than humans.
Long rests take 9 hours instead of 6.
Demons
Demons are humanoid creatures that relatively closely resemble humans but are much stronger than them. They usually have dark hair but can have any skin color but on a grayscale. They have signature horns, their horns can be in many different shapes, sizes, or placements but they are always on their head and have a rough stone-like texture. Demons, the same as Devils, gather their strength in their horns. The more powerful they are the more their horns will change to surging with power visible even to the outside, or growing larger and/or more bulkier. Their height varies a lot and can be from 1.5m to 4m. They can procreate with each other but new demons can also be born from other species by the interference of powerful Devils. Demons mostly live in their territory that is strictly governed by Demons. In this territory also live Lesser Demons, Vampires, and Undead. This demonic territory is divided into several parts based on the Devils the occupants of certain parts worship. The demonic territory is governed by a council of 8 main demon lords (the 8 currently strongest demons) that have a hierarchy even between them. They are one of the strongest races and it's a part of their nature to fight others to establish a hierarchy of power. Their lifespan is around 1000 years but they rarely live that long.
They have 30ft movement.
They get +1str, +1dex, and +1con on lvl 1 and 10.
They get 30ft of darkvision.
They get lvl1 demonic magic on lvl1 for no skill points.
They deal +2 unholy damage per damage dice rolled on demonic magic spells.
They take 50% less damage from and unholy magic.
They get a special passive ability: Devil worship - Demons dedicate their lives to the Devil they worship. Based on the Devil they worship they can learn from their power. Choose a Devil whom you will worship, you learn lvl 1 of their signature magic when your character reaches lvl 5 + you may take on some of their character traits like their appearance, voice, or even their personality to a certain extent.
They get a special ability: Horns of power - Demons can use the power stored in their horns to release it as a damaging blast of unholy mana dealing 1d10 unholy damage per level to every creature in 150ft radius around them.
They heal for 10% of unholy damage they deal.
Restrictions:
They take 2x damage from holy and light magic.
They cannot be healed by holy magic or healing magic.
They must be of True neutral, chaotic neutral, Lawful evil, neutral evil or chaotic evil alignment.
Angels
Angels are humanoid creatures that quite closely resemble humans but are much more durable than humans. Their height can vary a lot, they can be 1.5m tall or 4 meters tall. Angels have almost always blonde hair but their skin color can be any human one. They have signature white wings spanning almost their whole height, which they can use to fly, and more powerful angels also get a halo. Angels mostly live in their territory that houses only angels, lesser angels, and very faithful followers of the specific god their settlement is under. The angelic territory is divided into many settlements based on the god they follow. This territory is governed by a council of 22 gods. Angels can be created from humans if a powerful god chooses to do so. You can meet a lot of angels working as hired guards for very high-ranking people or as high-ranking adventurers, as their kin are usually very strong. They are one of the strongest races. Their lifespan is around 1000 years but as a battle race, they rarely live that long.
They have 30ft movement.
They get +1str, +1dex, and +1 con on lvl 1, and 10.
Angels get flight movement equal to their movement which is used up if they fly.
They get lvl1 holy magic on lvl1 for no skill points.
They can create temporary light from their hands that illuminates 30ft around them.
They deal +2 additional holy damage per damage dice rolled on holy magic.
They take 50% less damage from light and holy magic.
They get a special ability: Angelic light - They can use this ability once per long rest. After using this ability, all friendly creatures including them in a 120ft circle around them heal for 1d6per level, and all enemies take 1d4 holy damage. It can be used as a reaction.
After reaching level 12, they get a new special passive: Halo of an angel - They get 25% of their max hp as a magic shield, and dark, shadow, and unholy magic have a disadvantage on attacks if their caster is 90 ft around them and the angel sees them as a enemy.
Restrictions:
They take 2x more damage from shadow, darkness, and unholy magic.
They take 50% more necrotic damage.
They take 50% more damage from weapons made from darksteel.
They must be of Lawful good, neutral good, chaotic good, Lawful neutral, or true neutral alignment.
They cannot use shadow, darkness, unholy, or rift magic.
Lesser Angels
Lesser Angels are humanoid beings, although, in a lot of cases, they do not resemble humans. It is difficult to generalize their appearance as they can have disproportional limbs. They may look like conglomerates of different races but always have white or gray feathery wings. These wings are not big enough to carry their full weight for a long time, usually about half the size of angelic wings. Lesser angels get both the buffs and nerfs from the races they are created. Lesser angels are either failed experiments of the gods trying to create angels from other races or failed tries of creating angels by Angels. They mostly live only in angel-governed areas, but some of them work as adventurers. Their lifespan is around 600 years but because they are a fighting race they rarely live that long.
They have 30ft movement.
They get 50% of their movement as flight speed.
They get +1str, +1dex, and +1con on lvl1, and 10.
They choose two races upon character creation they will be made from. They get both the buffs and restrictions of these 2 races.
Ogres
Ogres are humanoid creatures that are dumber but much taller (average height is 3.5 meters) and more muscular than humans. They have signature large teeth, greenish skin, and very long names. In Ogre tradition, the longer the name of an ogre, the smarter and more highly treated. Ogres don’t care about what is the actual truth but only look at the length of one's name. They fight with each other for their names and if one ogre loses he surrenders 1 of his names to the one that bested him. They usually live in ogre-only cities and villages but you can find ogres basically anywhere while they travel to gather names. Their average lifespan is around 150 years.
They have 30ft movement.
They get +3str, and +1con on lvl 1, and 10.
Ogres are connected with nature so they get a special passive on their birth(lvl1)(Roll a d12 and get a random passive between the 12 chosen by the DM (recommendation is: 6-d tier, 4-c tier, and 2-b tier passives). When the ogre reaches character level 10, they roll 2nd passive but the tiers move by 1 tier up = 6-c tier, 4-b tier, and 2-a tier).
Restrictions:
Ogres have -2int and -2wis.
Orcs
Orcs are humanoid beings that resemble humans in both the build of their bodies and skin color. They have signature black or dark brown horns on their head, (horn types: side horns (curved, bulkier horns), forehead horns (slimmer with spiky ends, they can also be curved), ram-like horns) more human-like than ogre. When an orc has attained a high level of magic their horns will start to become crystal-like in their visage. The crystallization of their horns starts when they can use tier 7 spells and the color of the crystal is genetically predetermined. Their connection to magic is much stronger than that of a human but in terms of mana generation, they have problems until they attain high levels of mana. Their bodies are sturdier than that of a human. They live in multiracial territories peacefully with other races but they also have their Orc kingdom called Uruk. Their average lifespan is 200 years.
They have 30ft movement.
They get +1str, and +1con on lvl1, and 5 and also +2wis on lvl1.
They get +1 skill point to use for magic on level 1 and +10 max mana on every level.
Restrictions:
Orcs recover only 75% of their max mana on long rest until lvl 12.
Dragonkinds
Drakonkinds are humanoid beings that are regarded as one of the strongest species and are very prideful about it. They have multiple subraces and can be easily differentiated by the color of their scales. Dragonkind has a strict hierarchic culture with 1 Dragon lord being the ruler of Dragonkind for each planet.
Red dragonkinds are the most aggressive of Dragonkind and always look for a fight under any pretext, they are naturally born with a talent for fire magic.
Green dragonkinds are the militaristic ones of the dragonkind. They believe in the might of power and follow the commands of their upperclassmen. They are naturally born with a talent for plant magic.
Brown dragonkinds are battlejunkies that like to fight for the thrill of it. They don’t hold malicious intent or aggression towards their targets, they just enjoy fighting and tend to disregard orders for a good fight. They are born with a natural talent for earth magic.
Black dragonkinds are the scheming ones and are often regarded as the evil ones. They target and cull the weak against the wishes of white dragonkind. They are born with a natural talent for shadow magic.
Purple dragonkinds are the most sadistic. They revel in the despair of their enemies and like to show off their superiority over their enemies. They are born with a natural talent for gravity magic.
White dragonkinds are the calm and good-natured ones. They protect the weak against the black dragonkinds and wish to live peacefully with the other races and are regarded as the good ones. They are born with a natural talent for ice magic.
Blue dragonkinds are neutral and don’t like to participate in battles. They are born with a natural talent for water magic.
Yellow dragonkinds are the most unpredictable ones and they do what they want. They are born with a natural talent for electric magic.
Silver dragonkinds are known as the protectors and many have made contracts with other races to protect their cities for food. They are very mild-mannered. They have a natural talent for metal magic.
Dragonkinds have multiple stages of evolution, each evolution gives them a big power up and changes their appearance:
Half dragons - they look like a dragon that is under 3.5 meters tall and walks on 2 legs.
Dragonborns - they gain a human face compared to half dragons and also get the ability to take their wings in.
Adult dragons - they look more human-like with some scales on their face, neck and hands. They keep their dragon horns. They have the ability to shapeshift their bodies to more dragon-like from human-like.
Elder dragon - they gain the ability to descale their hands but still keep the scales on their face, neck and their dragon horns in the human form. They get the ability to shapeshift into a dragon as a last resort.
Dragon lord (last available evolution before cosmic level)
Ancient dragon
Supreme dragon
Dragon god (the final evolution, there is only 1 dragon god in the universe, they are the closest to The primordial drake Ishe, the father of all dragons and dragonborn)
Dragonkinds live in secluded areas where mostly only dragonkinds live (example: dragon islands - a set of 9 islands where only dragonkinds and dragons live). Their lifespan depends on what evolution they can reach in their lives. Half dragons have the average lifespan of 300 years. Dragonborns have an average lifespan of 600 years. Adult dragons have an average lifespan of 1200 years. Elder dragons have an average lifespan of 2400 years.
Dragonkind start with 30ft of movement and gain 5ft more on their 3rd evolution (Adult dragons).
They get +1wis and +2con on lvl1. And +2str, and +2con on lvl10.
They get magic without use of skill points based on the color of their scales: Red gets lvl 1 fire magic. Green gets lvl 1 plant magic. Brown gets lvl 1 earth magic. Black gets lvl1 shadow magic. Purple gets lvl 1 gravity magic. White gets lvl 1 ice magic. Blue gets lvl 1 water magic. Yellow gets lvl 1 electric magic. Silver gets lvl1 metal magic.
Upon reaching elder drake evolution they get the special ability: Dragon shift - dragonborns are able to shapeshift into full dragons. They get 50% max hp as thp and 25% increase in their stats. They become unrational in this form and need to roll a wisdom save (of 16) if they want to do any action of their own volition. If they fail the wisdom check they will attack the closest target to them. They are still able to cast magic in this form but get a new ability of dragon claw - they swipe with their claw at the target for 3d6 slashing(the dice get evolved by 2 for each strength modifier, with a +3 modifier on strength the attack will deal 3d12 slashing).
Elder drakes have 10%more max hp.
Restrictions:
Half dragons have -25% max hp and -20% max mana and max ki and -4str dex and con.
Dragonborn have -10% max hp and -10% max mana and ki and -2 str, dex and con.
Adult dragons have -10% max mana and ki.
Dragonborn are strictly carnivorous.
Dragonkind gets a reverse scale just as dragons do which is their weak point and they will take 3x damage in that part. The reverse scale can be anywhere on their chest or neck and it appears the first time they use dragon shift.
Goblins
Goblins are humanoid, monster like creatures small in stature (average height is 110cm) with signaturely green-ish skin and pointed ears. They divide into 3 main categories: warriors, tanks, and thieves but all of them have the same lousy attitude. Although they are very simple Goblins have friendly relationships with dwarves doing a lot of odd jobs for them in exchange for high quality weapons and armor. Quite a lot of goblins work as adventurers, mainly the stronger ones of the species. Goblins live in 10 main goblin Villages ruled by shamans and 1 goblin “Kingdom” (it is a medium sized city) called Osada.
They have 25ft movement.
They get +1str, and +2dex on lvl1.
Warriors are bloodthirsty and ruthless attackers that don’t back off in front of a challenge. Warriors have 1 weapon they use their whole lives, if the weapon is destroyed, they will ritually commit suicide.
They get +2str on lvl5.
They get 1 rare quality or higher weapon (can be determined by a d100 roll (1-70 rare, 70-95 epic, 95-100 legendary) or based on what the DM lets the player have.)
Restrictions for warriors:
They have -5max mana per level (up to -80).
Tanks are the crazy ones that live only for the sake of their armor, they tinker with it all the time keeping it polished. Tanks are the goblins who can craft and add onto their armor, this one armor is their life and pride. If someone steals the armor or it gets destroyed they are deemed unworthy of being tanks and become outcasts of goblin society.
They get +2con on lvl5.
They get a +13dex modifier armor that can be upgraded up to +17dex modifier ac based on the level of the character (+1 ac every 5 lvls)
Restrictions for tanks:
They have -5ft movement and -4dex.
Thieves are the goblins without much honor. They use hidden weapons and are accustomed to stealing. Thieves are still considered as an honorable part of goblin society and are ranked based on the most expensive thing they have stolen. They take great pride in the things they steal.
They get +2dex on lvl 5.
They get a special ability: Goblin steals - With a 10ft radius roll a d20 + dex modifier against the target’s wisdom to steal something off of the person. The item stolen can be specified for a harder roll (+2) or a random item determined by the DM. This ability can be used equal to the level of the character times per long rest.
Restrictions for thieves:
They have -2con.
Restrictions for all goblin types:
They have -1int and -1wis.
Sonians
Sonians are humanoid creatures resembling humans. Sonians usually have dark skin tone and have signature tattoo-like birth marks all across their bodies, these birth marks can take different forms and colors based on the power of the sonian. Color ranges from yellow to red and the more of their body they cover, the stronger they are. They are beings that live in harmony with the elements of fire and heat. They live on top of Mountain range Zion. They live a fairly tribal lifestyle with strength being the ruler. They have tournaments between themselves to determine who is the strongest. The chief (King) of Sonians is always the current strongest Sonian. He can be challenged anytime by whoever wants to take his position and he (or she) must defend it. They are much stronger than humans in most aspects but they don’t deal with cold well. Their average lifespan is 200 years.
They have 30ft movement.
They get +2str, and +1con on lvl 1.
They get lvl1 fire magic on lvl 1 for no skill points.
All fire and heat spells they use deal +2 fire damage per dice of damage rolled (turns into +4 after the character reaches lvl 12)
They get a special ability: Mark of Sia - They get +10ft of movement, +6thp per level and all of their Melee attacks and fire magic deals additional 4 fire damage per dice of damage rolled. This ability has a duration of 10 minutes. They also take 20% less ice, water and cold damage. They can use this ability once per long rest and only during the day.
During the day they have 10% max hp as thp.
Restrictions:
They take 2x damage from ice and cold magic.
They have -20% max hp, str, con and dex during the night and in cold areas underground.
They cannot use ice, cold or water magic.
Mondians
Mondians are humanoid creatures quite closely resembling humans. Mondians usually have very pale skin tone and have signature white hair and tattoo-like birth marks on their hands and face, these birth marks range in color from dark blue up to light, almost silver color. The lighter the color is, the stronger they are. They live in the Luna mountain range. They live a fairly tribal lifestyle with many traditions, they value family relations very highly and usually the strong males choose strong females to birth even stronger children. They have a king called Callisto who has the final say in most of the things happening unless they are familial matters in which he only acts as an advisor. They are beings who live in harmony with elements of ice and cold. They are much stronger than humans but have a hard time withstanding heat. Their average lifespan is 200 years.
They have 30ft movement.
They get +1 str, con and dex on lvl 1.
They get lvl1 ice magic on lvl 1 for no skill points.
They get special ability: Mark of Null They get +10ft of movement, +6thp per level and all of their Melee attacks and ice magic deals additional 4 ice damage per dice of damage rolled. This ability has a duration of 10 minutes. They also take 25% less fire, and heat damage. They can use this ability once per long rest and only during the night.
They get 12% max hp as thp.
Restrictions:
They take 80% more damage from fire, magma and heat magic.
They cannot use fire, magma or heat magic.
They have 20% less max hp, str, dex, and con during the day or in very hot areas.
Vampires
Vampires are humanoid creatures with pale skin and signature fang teeth and commonly red or orange eyes. They resemble humans in all other aspects. They are the only race that can naturally use blood magic. They usually live in secluded villages consisting of only vampires. Strong vampires known as The Elders or The Royalty rule these villages but sometimes they can also be found as rulers or shadow rulers in human or multiracial territories. Their average lifespan depends on the purity of their blood and can go from 400 years for low vampires all the way up to 1400 for royal blood. Vampires have 1 Vampire Lord on every planet that rules all the vampires. A vampire lord’s lifespan is around 3000 years and if a vampire wants to become the new vampire lord he has to eat the heart of the current one as it houses the essence of a vampire lord.
They have 35ft of movement.
They can learn blood magic lvl 1 for 3 skill points.
They +1str, and +2dex on lvl 1.
They have 20ft darkvision.
They get special passive ability: Creature of the night - The natural hunting environment for vampires is the night. They get 25% (rounded up) increase of str, dex and con + they get 20% of their max hp as thp that lasts until the sun rises. While their thp is active they also get +1ac and +1sac.
They get another special ability: Blood consumption - Vampires can ingest the blood of creatures that are either still alive or haven’t been dead for more than an hour. This heals them for 1d8 hp per level. This can only be used once per creature up to 1base + lvlof thr character - 4 per long rest.
Restrictions:
Vampires cannot eat any vegetables that are green.
Vampires must obey other vampires with more royal blood or the vampire lord unless it is an official challenge of power accepted by the party of higher status.
Vampires take 2x damage from silver and gold weapons.
They take 25% increased damage from acid.
They have 5ft less movement during the day.
If they don’t consume any blood in 48 hours of their last consumption they get an exhausted status effect.
Undeads
Undead are humanoid creatures that are created from other races either willingly or unwillingly. Undead can be created with multiple rituals, strong necromancy magic or by a holy or unholy divinity (the act of a high ranking god or demon using their power on a planet through their followers). Undead can be Skeletal(just a skeleton in appearance) or Undead (with flesh still intact but they can be in different stages of decomposition). They usually live in hiding and it is rare to see them in developed cities or countries. They are essentially immortal as long as they have mana.
They have 30ft movement regardless of what race they were made from.
They get 20ft darkvision.
They have no need to eat or sleep. But they can become inactive for longer periods of time in order to heal. They heal passively 1hp per minute but only up to 50% of their max hp, if they want to heal more they have to go into inactive mode during a long rest
Undead cannot be fully killed unless they either take 200% of their max hp in 1 attack (Essentially getting eviscerated) or take over 25% of their max hp in 1 attack after they have been knocked out or reach 0mana.
They are not knocked out unless they take over 150% of their max hp (after reaching 0hp they can still take 50% of their max hp more damage before knocked out). After 5 rounds of being knocked out undead stand up again 1hp off of being knocked out.
Restrictions:
They cannot use holy or light magic and holy damage deals 2x damage to undead.
Undead cannot be healed by healing or holy magic.
If undead go below 10% of their max mana they have disadvantage on all their actions.
Gnomes
Gnomes are humanoid creatures very small in stature (around 1m in height). They are weak physically but are considered magical creatures with a lot of luck. Gnomes love money and all gnomes dream of lavish lifestyles. There are not that many gnomes overall because they have problems with producing offspring, usually just taking in adoptive children during their adventures. They usually live in the mountains in gnome-only villages but it is not that uncommon to see gnomes on travels as adventurers so they can earn money. Their average lifespan is around 400 years with maturity at the age of 20.
They have 20ft movement.
They get +1dex, +1int and +1 wis on lvl 1, and 5.
They have special ability: Gnomish luck - (you can reroll any roll you want besides a death save until the roll you get is higher than the initial 1). Gnomish luck has 1 use per long rest on levels 1-5, 2 uses on levels 5-10, 3 uses on levels 10-15, and 5 uses from level 15 onwards.
They get to learn 2 languages instead of 1.
They get +2 max mana on every level.
Restrictions:
They are very weak to alcohol.
They have -1str and -1 con from lvl1.
Onis
Oni are large (averaging 2.5 meters in height) humanoid beings with red skin and a lot of muscle mass. They get very muscular during puberty and stay that way for the rest of their lives. They have a lot of traditions that they follow and usually hunt for food. Their right of passage ritual consists of spending a month in the wilderness alone trying to catch the strongest beast they can find, based on the strength of the beast they hunt in this ritual they can even be given special privileges in the village. Female oni have slightly lighter skin color compared to male oni that can have dark red skin. Their skin color can become darker as they get stronger but become lighter as they get weaker and age (in the late stages of life). They usually live in Oni-only villages but it is not uncommon to see Highguards live with them. Their average lifespan is around 160 years with maturity at the age of 15.
They have 35ft of movement.
Bonuses:
You get +2str, and +1dex on lvl 1, 5, 10.
Get a race ability: Blood fury - by ingesting blood you get different buffs for a while.
1 vial of blood (10ml) gives you +1str, +1dex, +1con and +6thp for 5 minutes. This buff stacks for up to 6 times, any more blood ingested (per 10ml) will prolong the time of blood fury by 1 minute (10 combat rounds) for a maximum of 5 minutes.
If the blood of an S-rank or stronger beast is ingested Oni gets +12thp instead of +6.
Restrictions:
Oni are strictly carnivorous.
They have -2 int.
Highguards
Highguards are large humanoids (average height of 2.5 meters) that are very strong with a strong sense of ki movement in their bodies, but they are not good with magic. They are signaturely very hairy. They have only dark hair on their body but underneath they can have different colors of skin (just as humans). Royal-blooded high guards and also those with some direct connection to royal blood will grow bull-like horns or at least grow a part of them. They usually co-live in the hills with Oni but they have a whole highguard territory called Jericho. Their average lifespan is 120 years.
They have 30ft movement.
They get +2str, and +1com on lvl1, and 5.
They get +7 max ki per level.
All HtH combat deals additional 2 dmg per dice rolled.
Restrictions:
They have -6 max mana per level.
Novians
Novians are humanoid creatures resembling humans. They have next to no hair on their bodies, usually only thin eyebrows and very thin hair. They are stronger and tougher than humans with signature bone protrusions in the form of armor or some other type of weapon. They can manipulate their bone protrusions to some level and as they get stronger, so do their bones. Their blood is blue in color. They are widely used as slaves because of their strength and bones adapting to what they do. They have been hunted for a long time so they usually don’t have peaceful relationships with other races. They have their own villages consisting of only Novians but sometimes besides Novian slaves some Novians also work as adventurers. Their average lifespan is around 150 years.
They have 30ft of movement.
They get +2str, and +1 con on lvl 1.
They can learn body-bone magic lvl 1 for only 1 skill point
They get special ability: Novian bone armor - Novians can grow bone armor on either their arms or legs or create a specific bone weapon they can use. All blade weapons are creatable, whip and staff too. Other weapons are not creatable. They can choose only 1 of these options.
Bone armor: Novians can create armor of bones on their arms or legs that get stronger and tougher as they get stronger. Get +2ac every 5 levels and +1sac every 4 levels of the character. They also get 10% bludgeoning and slashing damage resistance on level 10.
Bone weapons: Novians can create weapons out of their bones suited for. These weapons get stronger as novians get stronger. These weapons deal 1 time additional damage per attack (of the damage type the weapon deals normally) which also applies to weapon arts. They deal +2 damage per level before level 10 of the character and after level 10 +3 per level.
Restrictions:
Novians cannot use heavy armor.
All armor novians use must be specially made for them if they have bone armor.
Novians feel extreme discomfort wearing any clothing that sits on their bone protrusions and need to roll wisdom saves every 10 minutes if they want to wear clothing articles like that. (example for arm bone armor: sleeves or gloves) Failed wisdom saves result in 1d10 psychic damage.
Novians take 25%more poison and acid damage.
Ajays
Ajay are humanoid creatures quite closely resembling humans. They have signature 6 fingered limbs and a tail. Their skin color ranges from light blue to dark purple up to black. The darker their skin color is the more pure blooded and stronger they are. Their tail is quite strong and they can use them for a multitude of different things including fighting. They live in multiracial territories with other races with peaceful relationship but ajays also have their own territory called Shad with its own king: the great black one. Their average lifespan is around 100 years like humans.
They get 30ft movement.
They get +1str, and +2con on lvl1, and 10.
They get their special passive ability: Tail of an Ajay - Ajay can use their tail for offense or defense. Consuming a reaction they can defend themselves with the tail against melee attacks giving them disadvantage. On attack the tail deals 1d8 (this dice updates by additional maximum roll of 2 for each strength modifier. +3 strength modifier would turn the d8 to a d14) base damage + strength bludgeoning damage. Tail attack still needs to hit to deal damage.
Restrictions:
Ajay are discriminated against by a lot of humans, elves, dwarves and dragonkinds.
Because of their tail Ajay can only use light and medium armor or armor that is specially made for them.
Tashlabi
Tashlabi are humanoid creatures with elongated limbs and fingers. They are quite physically weak as they lack a lot of muscle mass but are extremely nimble and fast. They have gray-ish or light gray skin tone, their fingers are very long (around 20cm in length). They are quite tall(average height is 2 meters). They have signature piercing red, orange or yellow eyes. There are not a lot of them because they used to be hunted for a long time because other races feared them for their abilities. They are natural hunters and most of the time are strictly carnivorous. They live alone or in small groups hiding in the shadows of bigger cities. They hunt mostly animals as they are a reasonable race but if they are too starved they can also kill humans. Tashlabi are forbidden services in a lot of establishments all throughout the world. Tashlabi are quite rare to see overall as they are mostly outcasts of society but some of them work as adventurers or assassins. Tashalabi have a very painful process of birthing their offspring where the male Tashlab has to pull the newborns out of the female Tashlab with their long fingers, if they lack the strength to do so both the newborn and the female die. Only about 70% of newborn Tashlabi actually live. Tashlabi can birth 3-4 children at one time. Their average lifespan is 160 years.
They have 60ft movement.
They get +3 dex on lvl1, and 10.
They have special passive ability: Living with shadows - Tashlabi can hide in the shadows, becoming almost invisible. When a tashlab is in a shadow they can automatically roll a stealth check with advantage without usage of an action. Attack performed from this stealth breaks the stealth but gives an advantage to hit and deals 20% more damage.
They get special ability: Tashlabi claw - Tashlabi can naturally infuse their hand with mana and create a quasi-mana blade. This blade deals 1d4dmg per level of the character, upon reaching level 12 this ability evolves into:
Tashlabi claw blade and all the dice evolve into 1d8. Tashlabi claw blade unlocks a special attack: piercing the prey - “piercing the prey” can be used as an attack and deals current base Tashlabi claw damage + 2d14 + 50% of the damage as blood loss during the next 2 rounds. This ability can be used once per target.
Restrictions:
They have -2 strength, and -1con every 2nd level until lvl 10. (-10str, and -5con)
They cannot use armor.
They will not be offered any services in most establishments, and humans, elves/elfs, orcs, dwarfs and dragonborn will be hostile against them upon first meeting.