Where are the standard races?
Little is known of the history of the Humanoid peoples, besides the fact that they are now, largely, gone. Their ruins dot the world, and their Planetouched descendants wander the Outer Realms.
Planetouched
Descendants of mortal beings who have come into close contact with the many Realms and their inhabitants. Many species call themselves “human”, though many call themselves “elf”, “dwarf”, or “halfling” – for those were the people that spread across the Realms.
| Species /Origin | Details | Abilities | Special |
|---|---|---|---|
| Aasimar Celestial | Mortals of the Upper Realms, who bring Light everwhere. | +2 Wis, +2 Cha | Resist Cold, Electric, Acid, Daylight |
| Tiefling Fiendish | Product of fiendish design, inheritors of the Blood War. | +2 Dex, +2 Int, -2 Cha | Resist Cold, Electric, Fire, Darkness |
| Axani Axiomatic | Paragons of law and order, above and below. | +2 Int, +2 Wis | Resist Cold, Sonic, Calm Emotions |
| Cansin Anarchic | Beings of randomness and entropy. | +2 Int, +2 Cha | Resist Acid, Fire, entropic shield |
| Mechanatrix Mechanus | Part-robotic people from the Clockwork Realm | -2 Dex, +2 Con, +2 Int | Shocking Grasp, Electricity Healing |
| Chaond Limbo | Descendants of the Slaad, odd chaotic slugs | +4 Dex, +2 Con, -2 Cha | Resist Acid, Cold, Sonic, Shatter |
| Zenythri Acheron | Extant population of a little-known warrior peoples. | +2 Str, +2 Dex, +2 Wis, -2 Cha | Resist Electric, Fire, Sonic,True Strike, +2 Balance |
| Shadowshyft Shadowfell | Adapted to the darkness, consumate assassins and thieves. | +2 Dex, -2 Con | +2 Init, 40ft Speed Light Blindness |
| Wildren Beastlands | Petitioners of the Beastlands who have reincarnated. | +4 Con, -2 Dex, -2 Cha | Scent, Claws, Fury, 10ft Burrow |
| Azerblood Dwarfhome | In ancient conflict, the Dwarf-folk merged with their ancestors, forming the Azerblood. | +2 Str, +2 Con, -2 Cha | Resist Fire, Heat Metal, Forged |
| Frost Dwarf The Abyss | Kostchtchie’s legions captured many clans of Duergar, dragging them to the Ice Wastes of the Abyss. Still fighting for freedom, and their souls. | +4 Con, -4 Cha | Resist Cold, Light Sensitivity |
| Maeluth Baator | Dwarves who sold their soul to perfect their craft. They can plant seeds of malice in any tool. | -2 Dex, +4 Con | Fiend Hammer, Dwarf Traits |
| Celadrin Arvandor | The culmination of Elven culture and Eladrin form, who sing for the Eternal Solstice. | +2 Dex, -2 Con, +2 Cha | Resist Fire, Scorching Ray, Melodious Voice |
| Ghost Elf Deep Ethereal | The first explorers of Manifest, and the Deep Ethereal – and now the last remnants of the Ancient Elves. | +2 Dex, -4 Con, +2 Int | Ethereal Power, Elf Lore, Glowing |
| D’hin’ni Greenfields | A hobbit couple sought one day to become the very clouds they watched. A Djinn’s wish made it so. | +2 Dex, +2 Cha, -2 Wis | +1 to Saves, Small, Prestidigitation |
| Wispling The Abyss | Hobbits born from a realm of cruelty and strife. Can disguise themselves as small outsiders or humanoids. | -2 Str, +2 Dex, +2 Int | Change Self, Small |
| Chaos Gnome Pandemonium | The ever-blowing winds, subjective gravity, and endless tunneling of Pandemonium is quite homely to these rather ordinary Gnomes. | +2 Dex, +2 Con, +2 Cha, -2 Str | 1/day Reroll, Immune to Confusion, entropic shield |
| Fire Gnome Bytopia | Native to Bytopia and the Crematorium at once, they have somehow retained their Humanoid soul. | +2 Con, -2 Str | Stonecunning, heat metal, produce flame, Immune to Fire, Vulnerable to Cold |
| Genasi Varies | Descendants of Elementals and Genie of all sort. Often travel far from home. | See Below | 1/Day Spell listed |
Genasi
Genasi are born of creatures native to the Elemental Realms – notably, they are not resistant to their parent Elements. Instead, Genasi have some of the strongest cultural roots among the Realms and are the keepers of the Vortices, gates to their homes.
| Species | Realm of Origin | Abilities | Special |
|---|---|---|---|
| Water | Tide Pool, Water Realm | +2 Con, -2 Cha | Swim 30ft, Create Water |
| Fire | Crematorium, Fire Realm | +2 Int, -2 Cha | Control Flame |
| Earth | Great Delve, Earth Realm | +2 Str, +2 Con, -2 Wis, -2 Cha | Pass without Trace |
| Air | Big Sky, Air Realm | +2 Dex, +2 Int, -2 Wis, -2 Cha | Levitate, Breathless |
| Smoke | Border Realm of Smoke, Fire + Air | +2 Dex, +2 Int, -2 Cha | Smoke Cloud |
| Ice | Border Realm of Ice, Water + Air | +4 Con, +2 Wis, -2 Dex, -2 Cha | Chill metal |
| Ooze | Border Realm of Ooze, Water + Earth | +4 Con, -2 Cha | Grease |
| Magma | Border Realm of Magma, Fire + Earth | +2 Con, +2 Str, -2 Int, -2 Wis | Heat Metal |
| Steam | Upper Realm of Steam, Water + Positive | +2 Dex, -2 Cha | Obscuring Mist, Mist Sight |
| Dust | Lower Realm of Dust, Earth + Negative | +4 Dex, +2 Int, -2 Con, -2 Cha | Dust Cloud, Breathless |
Denizens of the Prime Realm
The Prime Realm describes the vast planetoids in which many adventures occur. All life is native to the Prime Realm, and it holds many worlds. Some have been lost, their people scattered to the planes – others teem with varied populations, like that below.
| Species | Description | Abilities | Special |
|---|---|---|---|
| Blue | Unassuming hirsute goblinoids, with keen Psionic potential. | -2 Str, +2 Int, -2 Cha | Psi-Like Abilities, Psionic, Small |
| Dromite | Insectoid monstrous folk who have no gender, besides their Queen and Consort. | +2 Cha, -2 Str, -2 Wis | +3 AC, Scent, Blind-Fight, energy ray, Psionic, Small |
| Poison Dusk Lizardfolk | Natural hunters that rule the swamps by net, claw, and venom. | +2 Dex, +2 Con, -2 Cha | +3AC, Poison Use, Bite & Claws, Chameleon Skin, Hold Breath, Small |
| Norker | Simple goblinoids with incredibly thick, stone-like skin | +2 Dex, +2 Con, -2 Int, -2 Wis, -2 Cha | +5 AC, Bite, Small |
| Catfolk | Feline humanoids, incredibly nimble hunters. | +4 Dex, +2 Cha | +1 AC, 40ft Speed |
| Diabolis | Not native to the prime, these people have the appearance of devils and a chaotic worldview. | – | Spell Save +2, Tail Venom |
| Dimernesti | Also called “sea elves”, these mer-folk are commonly found in bodies of water. | +2 Dex, +2 Int, -2 Wis | Otter Form, 30ft Swim |
| Diopsid | Bipedal beetles with four useable arms and gliding wings. | +2 Con, -2 Dex, -2 Int | +4 AC, Extra Arms, Beetle |
| Duergar | “Dark” Dwarves, who survived an unknown cataclysm by retreating under the surface. They have been influenced by the strange crystals they found there. | +2 Con, -4 Cha | Invisibility, Enlarge, Psionic |
| Gith | Lanky psionic warriors, first to traverse the Astral Sea. | +2 Dex, +2 Con, -2 Cha | Psionic, Psi-Like |
| Goliath | Inheritors of the Giants, who can wield weapons far oversized. | +4 Str, -2 Dex, +2 Con | Powerful Build, Mountain Adaptations |
| Golmoid | Constructs of ancient Gnomes who have achieved intelligence. | +2 Str, +2 Con, -4 Dex, -2 Int | +2 AC, +2 Craft, Endurance |
| Gray Orcs | Once the subject of prejudice, the Orcs are now favored for their wisdom and skill in battle. | +2 Str, -2 Int, +2 Wis, -2 Cha | 40ft speed, Light Sensitivity |
| Half-Giant | Misnomer, as these are true giants simply of mortal size. Often, their proportionally wrinklier brains manifest psionic potential. | +2 Str, +2 Con, -2 Dex | Powerful Build, Stomp, Psionic |
| Hobgoblin | The larger cousin to Blues and Norkers, Hobgoblins have an innate sense of teamwork. | +2 Dex, +2 Con | Darkvision, +4 Move Silently |
| Mortif | Those touched by undeath before their birth. The Malus Realm is a constant burden on their psyche. | -2 Con, +2 Cha, +4 Cha | Resist Cold, Electricity, Chill Touch |