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Ivalice Races for 5e

Bangaa
Size. Medium
Speed. 30 feet
Ability Score Increase. +2 Strength, +1 Constitution
Relentless Endurance. When reduced to 0 HP but not killed outright, a
Bangaa can choose to drop to 1 hit point instead. This ability can’t be used
again until after a long rest.
Toughness. Bangaa add +1 to their Hit Points at level 1, and +1 to all
subsequent Hit Dice rolls.
Bangaa’s Talent. Bangaa gain proficiency in the Intimidation skill.

Gria
Size. Small
Speed. 25 feet
Ability Score Increase. +2 Strength, +1 Wisdom
Wings. When unencumbered, Gria are capable of flying at a movement
speed of 30 feet. This ability works only in short bursts: they will fall if
they end their turn in the air and nothing else is holding them aloft. The
Gria must spend their entire next turn on the ground before they can use
this ability again.
Glide. When not grappled, restrained, or incapacitated, Gria can use
their wings to glide safely down and take no falling damage.
Dragon's Strength. Gria can use Heavy Weapons without
Disadvantage.
Weapon Training. Gria are proficient in using Greatswords, Glaives,
Bows, and Longswords.
Gria’s Talent. Gria gain proficiency in the Athletics skill.

Hume
Size. Medium
Speed. 30 feet
Ability Score Increase. +1 to all stats.
Skilled. Humans gain proficiency in one skill of their choice.

Variant Hume
Size. Medium
Speed. 30 feet
Ability Score Increase. +1 to two stats of their choice.
Feat. Humans gain one feat of their choice.
Skilled. Humans gain proficiency in one skill of their choice.
Moogle
Size. Small
Speed. 25 feet
Ability Score Increase. +1 Intelligence
Flutter. When unencumbered, Moogles may use their wings to flutter a few
feet off the ground and traverse Difficult Terrain without penalties.
Lucky. When a Moogle rolls a 1 on an attack roll, ability check, or saving
throw, they may reroll the die and must use the new roll.
Nimble. Moogles can move through the space of any larger creatures.
Innate Talent. Moogles may choose from either the Mercantile Talent or the
Roguish Talent.

Innate Talent
Mercantile Talent
Ability Score Increase. +2 Charisma
Gadgeteer. Mercantile Moogles have proficiency with artisan’s tools (tinker’s tools). Using these
tools, they can spend 1 hour and 10 gil 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. 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,
lantern, 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.
Merchant's Talent. Proficiency in either: Deception, Intimidation, Performance, or Persuasion

Roguish Talent
Ability Score Increase. +2 Dexterity
Naturally Stealthy. Roguish Moogles can attempt to hide even when obscured only by a
creature at least one size larger.
Thief's Talent. Proficiency in either: Acrobatics, Sleight of Hand, Stealth, or Investigation

Nu Mou
Size. Medium
Speed. 30 feet
Ability Score Increase. +1 Charisma
Damage Resistance. Nu Mou have resistance against Radiant, Fire,
Cold, and Lightning damage from magical sources.
Magical Training. Nu Mou may choose from either Black Magic
Training or White Magic Training.
Magical Training
Black Magic Training
Ability Score Increase. +2 Intelligence
Black Magic Basics. Choose one of the following cantrips. Nu Mou can cast it using Int as their
Spellcasting stat: Fire Bolt, Shocking Grasp, or Ray of Frost.
Theoretical Knowledge. Proficiency in either: Arcana, History, Nature, or Religion.

White Magic Training


Ability Score Increase. +2 Wisdom
White Magic Basics. Nu Mou can cast Cure Wounds using Wis as their Spellcasting stat. This
can’t be cast again until after a long rest.
Practical Knowledge. Proficiency in either: Animal Handling, Insight, Medicine, or Perception

Seeq
Size. Medium
Speed. 30 feet
Ability Score Increase. +2 Constitution, +1 Strength
Savage Attacks. Scoring a critical hit with a weapon allows the Seeq to
roll one of the weapon's damage dice an additional time and add it to the
extra damage of the critical hit.
Trapping Proficiency. Seeq are proficient with Trapper's Tools.
Seeq Weapon Training. Seeq are proficient with Greataxes, Bows, and
Nets.
Seeq's Talents. Seeq gain proficiency in Stealth and either: Nature or
Survival

Viera
Size. Medium
Speed. 35 feet
Ability Score Increase. +2 Dexterity, +1 Wisdom
Darkvision. 60 feet
Mask of the Wild. Viera can attempt to hide when lightly obscured by
foilage, heavy rain, falling snow, mist, and other natural phenomena.
Viera’s Cunning. Viera have advantage on all Wisdom, Intelligence, and
Charisma saves against magic.
Clerics and Ivalice

The gods in Ivalice are the Occuria, are not only boring but also have very little
distinction from each other or information about each in general. Because of this,
running a campaign in Ivalice or an Ivalice-inspired setting may require Clerics to work a
bit differently. I suggest using the Espers, aka the Scions of Darkness, as functional
deities for clerics. Instead of traditional Clerics, players and GM’s may wish to instead
refer to them as Evokers or Summoners playing up the aspect that the Espers are
powerful beings chained to this world and that characters are calling upon fragments of
their power to fuel their own.

The Espers

Belias, the Gigas


Sign: Aries
Domains: Light, War
Chaos, Walker of the Wheel
Sign: Taurus
Domains: Tempest, Life

Zalera, the Death Seraph


Sign: Gemini
Domains: Death, Knowledge
Zeromus, the Condemner
Sign: Cancer
Domains: Death, War

Hashmal, Bringer of Order


Sign: Leo
Domains: Nature, War
Ultima, the High Seraph
Sign: Virgo
Domains: Life, Light

Exodus, the Judge-Sal


Sign: Libra
Domains: Knowledge, Nature
Cúchulainn, the Impure
Sign: Scorpio
Domains: Trickery, Death

Shemhazai, the Whisperer


Sign: Sagittarius
Domains: Knowledge, Trickery
Adrammelech, the Wroth
Sign: Capricorn
Domains: Tempest, War

Famfrit, the Darkening Cloud


Sign: Aquarius
Domains: Water*, Death
Mateus, the Corrupt
Sign: Pisces
Domains: Water*, Knowledge

Zodiark, Keeper of Precepts


Sign: Ophiuchus
Domains: Light, Death
Water Domain for Famfrit and Mateus

Water Domain:

-Bonus Cantrip
“When you choose this domain at 1st level, you gain the
ray of frost cantrip if you don’t already know it.”
-Disciple of the Waves
“You become proficient in Athletics, and when you would roll an ability check to
swim or stay afloat in water, your proficiency bonus is doubled.”
-Channel Divinity: Slowing Chill
“Starting at 2nd level, you can use your Channel Divinity
to infuse a cold effect with an ice that halts opponents in their tracks. When you
deal cold damage, you can use your Channel Divinity to halve the target or
targets’ movement speed (if the spell already lowers movement, the lower of the
two adjusted values is used) for a number of rounds equal to your Wisdom
modifier. Those affected by this ability cannot take reactions for its duration.”
-Biting Cold
“At 6th level, your magic affects even those protected from the winter’s embrace.
Your spells and Divine Strike ignore cold resistance.”
-Divine Strike
“At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 cold damage to
the target. When you reach 14th level, the extra damage
increases to 2d8.”
-One With the Ocean
“At 17th level, you gain a swimming speed equal to your walking speed and can
breathe underwater.”
-Domain Spells
1st create or destroy water, fog cloud
3rd blur, frost sphere*
5th water breathing, sleet storm
7th control water, ice storm
9th conjure elemental (water only), cone of cold
*As flaming sphere, but cold instead of fire damage and unable to shed light or
ignite objects. The sphere freezes water it touches directly.

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