The People of Tyria
The People of Tyria
Human
Ability Score Increase: +1 Charisma
Alignment: Humans can range in alignment but tend towards neutral.
Size: Humans builds are wildly diverse ranging from just under 5 feet tall to well over 6 feet tall.
Your size is Medium
Speed: Your base walking speed is 30 feet.
Languages: New Krytan and one other based on your heritage
Heritage: Human characters automatic proficiency in History (Intelligence) and may choose one
of the following options for their heritage and gain the related language. Additionally, when
making checks history checks related to their heritage they may add twice their proficiency
bonus.
Orrian (orrian), Ascalonian (old Ascalonian), Krytan (old Krytan), Empire of the
Dragon-Kurzick-Luxon (old Canthan), Istan-Kourna-Vabbi (Elonian)
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can
drop to 1 hit point instead. You can only use this feature once between long rests.
Quick Learners: Takes half the time needed to learn a new tool proficiency during downtime
Blessing: While the human gods may be silent in these times, the effects of their influence on
humanity still lingers, regardless if individual humans still believe or worship them. You may
choose one of the gods whose blessing has lingered on your human.
Dwyana: +2 Wis
Grace of Dwayna: You make take a standard action to automatically stabilize a
dying ally next to you
Melandru: +2 Dex
Mask of the Wild: Can attempt to hide even when lightly obscured by light fog,
vegetation, etc
Balthazar: +2 Str
Dogged March: Advantage on saving throws on attacks causing exhaustion, can
travel slightly longer without becoming exhausted
Lyssa: +2 Cha
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can
re-roll the die and must use the new roll. You may use this feature 3 times a day.
Grenth: +2 Con
Reaper’s Resilience: You have advantage on saving throws against poison and
have resistance against poison damage.
Kormir: +2 Int
Seeker of Secrets: Investigation (Intelligence)
Charr
Ability Score Increase: +2 Dexterity
Alignment: Charr are usually born and raised under the instruction and order of their Legion. As
such, charr tend to lean more toward lawful alignments.
Size: Charr can range from a little over 5 feet to a hulking 8 feet. Your size is Medium.
Speed: You have a walking speed of 40 ft..
Languages: New Krytan and Charr
Natural Weapons: You have proficiency with your unarmed strikes, which deal 1d4 slashing
damage.
Charr come from one of the High Legions. Normally for PC's this is Iron, Ash, or Blood. Ask your
DM if Flame Legion is available in their game.
Iron Legion:
Ability Scores: +1 Intelligence
Tinker: You have proficiency with artisan’s tools (tinker’s 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 Device: This device 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.
Flare: The flare, which can be thrown or set in the ground, produces almost painful to
look at bright light that illuminates 60 feet for 1 minute and can be seen at great distances
Mechanic’s Lore: Whenever you make an Intelligence (History) check related to technological
devices or firearms, you can add twice your proficiency bonus, instead of any proficiency bonus
you normally apply.
Ash Legion:
Ability Scores: +1 Dexterity
Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least
one size larger than you.
Deceptive: You have proficiency in the Stealth and Deception skills.
Blood Legion:
Ability Scores: +1 Strength
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.
Relentless: 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.
Menace: You have proficiency in the Intimidate skill.
Norn
Ability Score Increase: +2 Strength
Alignment: Norn are notoriously free-willed and individualistic, and therefore tend towards
chaotic alignments.
Size: Norn can range from a little over 5 feet to a hulking 8 feet. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: New Krytan and Norn
Powerful Build: You count as one size larger when determining your carrying capacity and the
weight you can push, drag, or lift.
Become the Beast: On your turn, you can transform as a bonus action. This lasts for 1 minute
or until you end it on your turn as a bonus action. While so transformed, you gain temporary hit
points equal to your level + your Constitution bonus (minimum of 1). You also gain features that
depends on your spirit, described below. You must finish a short or long rest before you can shift
again.
Bravery: You have advantage on saving throws against being frightened.
Norn are often blessed by one of the Spirits of the Wild: Bear, Wolf, Raven, and Snow Leopard.
Other spirits may be available- ask your DM.
Bear:
Ability Scores: +1 Constitution
Bear's Brawn: The temporary hit points you gain from transforming increase by an amount equal
to your level.
Claws: While transformed, you gain proficiency in your unarmed strikes, which deal 1d6
slashing damage.
Wolf:
Ability Scores: +1 Charisma
Teeth: While transformed, you gain proficiency in your unarmed strikes, which deal 1d6 piercing
damage.
Speed of the Pack: While transformed, your base walking speed increases to 40 feet.
Raven:
Ability Scores: +1 Wisdom
Wings: While transformed, you grow wings, enabling you to fly at a rate of 30 feet per round.
You must be in a space wide enough to accommodate your wingspan to fly. Your wingspan is
equal to twice your height. You may not fly in normal backpacks or armor. The cost to alter your
gear to be suitable for flight is equal to half the cost of the gear.
Talons: While transformed, you gain proficiency in your unarmed strikes, which deal 1d4
slashing damage.
Snow Leopard:
Ability Scores: +1 Dexterity
Claws: While transformed, you gain proficiency in your unarmed strikes, which deal 1d4
slashing damage.
Nimble: While Transformed you can move through the space of any creature that is of a size
larger than yours.
Asura
Ability Score Increase: +2 Intelligence
Alignment: Asura tend to be highly focused on science and controlling their environment and
therefore tend towards lawful alignments.
Speed: Your base walking speed is 25 feet.
Size: Asura are smaller than the other races of Tyria ranging from barely under 3feet to a little
over 4 feet. Your size is Small.
Languages: New Krytan and Asuran
Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray.
Skilled: You have proficiency in one INT skill.
Asura all graduate from one of three Asuran Colleges, four if you count Inquest. Ask your DM if
a Graduate of the Inquest is available in their game.
College of Synergetics:
Ability Scores: +1 Wisdom
Cunning: You have advantage on Intelligence, Wisdom, and Charisma saving throws against
magic.
Cantrip: You know one cantrip of your choice from the following list:
Copy
Transmutation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You hold a blank sheet of paper, a book with empty pages, or another similar material over a
document and this spell produces a perfect copy. Each casting of this spell will duplicate a
standard 8 inch ×10 inch quarto size.
Attempts to copy magical text of any sort will automatically fail.
Liquid Orb
Conjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
You create a pint of any nonflammable, nonacidic liquid you wish—water, juice, dye, ink,
mediocre beer, chicken broth, etc. It appears as a sphere and remains that way through magical
surface tension. The liquid can be anywhere within 10 degrees of room temperature but cannot
be above boiling or below freezing.
The amount of liquid you create increases to 1 quart when you reach 5th level, 1 gallon when
you reach 11th level, and 10 gallons when you reach 17th level.
College of Dynamics:
Ability Scores: +1 Dexterity
Tool Proficiency: You are proficient in the use of golemancer's tools.
Learn from Mistakes: You have resistance to fire, thunder, and acid damage.
College of Statics:
Ability Scores: +1 Strength
Civil Engineering: Whenever you make an Intelligence (History) check related to the origin of
asuran structures, you are considered proficient in the History skill and add double your
proficiency bonus to the check, instead of your normal proficiency bonus.
Tunnelworker: You have advantage on saving throws against environmental effects that can
occur underground as well as saving throws against traps.
Sylvari
Ability Score Increase: +2 Wisdom
Alignment: Most sylvari cherish discovery, freedom and exploration of both the world and the
self and therefore lean towards the gentler sides of chaos- unless they are part of the Nightmare
court which is harsh and cruel and is never of the good alignment.
Size: Sylvari builds can vary greatly, heights of sylvari range from just under 5 feet tall to well
over 6 feet tall. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: New Krytan and any one other commonly spoken language (Such as Asuran)
Of the Dragon: You are immune to elder dragon corruption, resistant if it from a source
associated with Mordremoth.
Cycle: Sylvari are divided into 4 cycles based on what time of day the first awaken from the
Pale Tree, which may have an effect on the Sylvari's personality.
Dawn:
+1 Charisma
Diplomatic: Proficiency in Persuasion
Noon:
+1 Strength
Brave: You have advantage on saving throws against being frightened.
Dusk:
+1 Intelligence
Quick Learners: You halve the time it takes you to learn new tool proficiencies in downtime.
Night:
+1 Dexterity
Silent Steps: Advantage on stealth checks that rely only on moving quietly
Sylvari typically associate with one of the major relationships to the Pale Tree among the Sylvari
people: The Dream, Soundless, or Nightmare Court.
The Dream:
Sylvari Empathy: As part of your mutual connection to the Dream you may look at
one target sylvari within a 5 foot range and learn that the target is feeling one of the
following emotions: anger, anticipation, anxiety, curiosity, desire, disgust, distress,
fatigue, happiness, hatred, hostility, horror, hunger/thirst, love, lust, fear, need, optimism,
pain, panic, pleasure, shame/guilt, sorrow, surprise, torment, uneasiness, or wonder, and
whether it is a weak, moderate, or strong emotion. This does not reveal the source of the
emotion or any other information about it. Only one emotion (the most prominent one the
target is experiencing) per use of this ability is revealed.
A creature that is aware that you are or might be attempting to contact its mind may
attempt to make an Intelligence saving throw to resist; otherwise, there is no saving
throw. This ability has no effect on Soundless sylvari.
Verdant Bonds: As part of your connection to plant life you can create one of the
following effects in a 30 foot range (has a somatic component)
-You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
-You assess the health of a plant, you can sense if it is diseased, poisoned or healthy but
cannot tell the cause of the affliction.
-You ripen 1d6 pieces of unripened fruit.
Echos of Ventari: You can add your wisdom score against resisting exhaustion effects
caused by travel.
Soundless:
Dreamless: You don’t need to sleep. Instead, you meditate deeply, remaining
semiconscious, for 4 hours a day. (The common word for such meditation is “trance.”)
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 a human does from 8 hours of sleep.
Verdant Bonds: As part of your connection to plant life you can create one of the
following effects in a 30 foot range (has a somatic component)
-You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
-You assess the health of a plant, you can sense if it is diseased, poisoned or healthy but
cannot tell the cause of the affliction.
-You ripen 1d6 pieces of unripened fruit.
Nightmare:
Menace: You have proficiency in the Intimidate skill.
Venomous Persona: Creatures have disadvantage on poison effects originating from
you.
Nightmare's Shelter: You retain your immunity to elder dragon corruption, and have
resistance if the source if associated with Mordremoth.
Uncommon Adventurers
Tengu
Ability Score Increase: +2 Dexterity
Alignment: Tengu have a strong reverence for their families, honor, and history but not in
interfering with matters that do not affect their clans or the Domain of Winds. Most tengu are
therefore lawful or true neutral but tengu adventurer alignments can vary widely.
Size: Medium
Speed: Your base walking speed is 30 feet.
Languages: New Krytan and Old Canthan
Natural Weapons: You have proficiency with your unarmed strikes, which deal 1d4 slashing
damage.
Skill Proficiency: Tengu are automatically proficient in the History (Intelligence) skill
Caromi:
+1 Strength
+5 feet to movement speed
Ambusher: You gain advantage on attack rolls against any creature that is surprised
Avicara:
+1 Constitution
Sure-Footed: Avicara have advantage on Strength and Dexterity saving throws to resist
being knocked prone.
Brave: You have advantage on saving throws against being frightened.
Quetzal:
+1 Dexterity
Outsider Survivalist: loose automatic Old Canthan and gain proficiency with nets,
shortbows and longbows
Maguuma Native: You can add your Wis score to your Int score and skill bonuses when
making Knowledge (Nature), (History) and Investigation checks about the jungles of
Tyria and its residence
Quetzal Mimicry: After studying the speech of another intelligent creature you may
replicate the sound of their voice. (Int checks to remember voices that haven't been used
in a long time?)
Centaur
Ability Score Increase: +1 Strength, +1 Dexterity
Alignment: Tengu have a strong reverence for their families, honor, and history but not in
interfering with matters that do not affect their clans or the Domain of Winds. Most tengu are
therefore lawful or true neutral but tengu adventurer alignments can vary widely.
Size: Medium
Speed: Your base walking speed is 40 feet.
Charge: Starting at first level a centaur, after moving 30 or more feet, may make an attack that
does 1d6 extra damage of the same kind as the weapon damage. A centaur can only do this 3
times per short rest. This scales as the centaur gains levels. 2d6 at level 5, 3d6 at level 11, 4d6
at level 17.
Natural Weapon: Hooves, 1d6 bludgeoning.
Difficult to armor: (requires barding)
Modniir:
+1 Con
Born of the Shiverpeaks: Whenever you make an Athletics (Strength) check related to
scaling cliffs or mountains, you add double your proficiency bonus to the check, instead
of your normal proficiency bonus
Harathi:
+1 Int
Scholarly: You may choose a proficiency in one Intelligence skill
Tamini:
+1 Dex
Alert: +1 Racial bonus to Initiative checks
Hylek
Ability Score Increase: +1 Constitution
Alignment: Hylek don’t gravitate to any particular alignment.
Size: Hylek vary greatly in size depending on subspecies- Central Tyrian and Itzel Hylek can get
between just under 5 feet to well over six while the Nuhoch are more between 7 and 8 feet.
Regardless all hylek are considered Medium sized.
Speed: Your base walking speed is 30 feet.you may
Standing Leap: You are always considered to have a running start when jumping.
Deadly Secretions: Once a day, hylek can excrete a deadly poison that they can use to coat
their weapons. On hit a creature must make a DC 13 Constitution save or take 2d6 poison
damage and become poisoned for 1 minute, or half damage on a successful save. The damage
increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. A hylek is considered
immune to this poison source.
Central Tyrian:
+1 Wis
Poison Resilience: You have advantage on saving throws against poison and have
resistance against poison damage.
Tool Proficiency: You have proficiency in either alchemist tools or poisoner's kit
Itzel:
+1 Dex
Itzel Weapon Training: You have proficiency in the longbow, shortbow, and blowguns.
Tree-Hopper: You are proficient in the Acrobatics (Dexterity) skill.
Nuhoch:
+1 Str
Powerful Build: You count as one size larger when determining your carrying capacity
and the weight you can push, drag, or lift.
Nuhoch Travel: You have burrow speed of 15 feet.
Quaggan
Ability Score Increase: +1 Cha, +2 Con
Alignment: Quaggans try to take a measured and controlled approach to life and therefore tend
to be lawful.
Size: Small
Speed: Your base walking speed is 25 feet.
Kodan
Ability Score Increase: +1 Str, +2 Wis
Alignment:
Size: Medium
Speed: Your base walking speed is 30 feet.
Rare Adventurers
Djinn
Ability Score Increase: +1 Intelligence
Alignment: Djinn are the sapiant manifestations of Tyria’s natural elemental energies, and
therefore tend towards chaos.
Size: Medium
Speed: Your base walking speed is 30 feet.
Languages: New Krytan
Darkvison +60
Elemental Form: You are immune to disease. You do not need to eat or breathe, but you can
ingest food and drink if you wish.
Instead of sleeping, you enter a sleep-like state. You need to remain in it for only 4 hours each
day. You need not dream; instead, you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
Shifting Shape: Once per day a Djinn may assume a human form. This human form is always
of the same appearance and can be held for a full day’s time. A Djinn must have a long rest
before reassuming human form again.
Floating Form: In Djinn form, a Djinn hovers a tiny distance above the ground ignoring the
effects of slippery surfaces such as ice.
Multi-limbed: You have a secondary set of weaker arms located along their torso beneath your
regular ones. These arms can be used to hold additional light items or equipment but may not
attack. You may perform an additional object interactions on your turn if either hand is empty.
Air Djinn:
+1 Dex
lightning resistance
fly +15 (must land by end of movement)
Earth Djinn:
+1 Con
non-magical slashing damage resistance
+15 feet Burrow speed
Fire Djinn:
+1 Cha
fire resistance
+10 land speed
Water Djinn:
+1 Wis
cold resistance
20 ft swim speed
Krait
Ability Score Increase: +1 Dex
Alignment: Krait are almost always born into a strict, xenophobic society that violently insists
that they are the world’s superiors. Because of such, krait are almost always lawful evil but a
krait that has taken to adventuring with a diverse group is likely to be an outsider in krait society.
Size: Medium
Speed: Your base walking speed is 30 feet.
Amphibious: Krait can breathe both air and water and have a swim speed of 40 feet.
Metamorphosis: On your turn, you can transform as a bonus action. This lasts for 1 minute or
until you end it on your turn as a bonus action. While so transformed, you gain temporary hit
points equal to your level + your Constitution bonus (minimum of 1). You also gain features that
depends on your form, described below. You must finish a short or long rest before you can
transform again.
Constrict: If you succeed on a grapple check on a creature you can deal 2d8+Str bludgeoning
damage. On each turn you succeed on holding a grapple on the creature you may repeat the
damage as a bonus action.
Difficult to Armor
Devouss
+1 Wis
Metamorphosis Feature: While transformed, you have advantage on all Wisdom-based
checks and saving throws
Necross
+1 Int
Metamorphosis Feature: While transformed, you have advantage on all
Constitution-based checks and saving throws
Hypnoss
+1 Cha
Metamorphosis Feature: While transformed, when you score a critical hit with an
attack, you can roll one of the damage dice one additional time and add it to the extra
damage of the critical hit, and you can re-roll all 1s on attack rolls.
Arcanoss
+1 Int
Metamorphosis Feature: While transformed you, you have a +1 bonus on spell attack
rolls
Damoss
+1 Str
Metamorphosis Feature: While transformed you, you have a +1 bonus on weapon
attack rolls
Nimross
+1 Dex
Metamorphosis Feature: While transformed, you can dash as a bonus action.