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Of Two Cultures, or of None

Half-bloods often occupy unique positions in their societies.


Among cultures more accepting of half-bloods, they might
serve as diplomats, helping to negotiate disputes and
agreements between their two cultures. Other cultures are
not so accepting of half-bloods, and so many half-bloods find
themselves adrift from the culture of their parents, forced to
live as wanderers. Rarely does a half-blood feel completely at
home in one of their parents' culture; differences in height,
maturity, physique, and aptitude always seem to set them
apart no matter where they go. Because of this, half-bloods of
all ancestries tend to congregate, sharing the experience of
alienation together.
Half-Blood Names
Half-bloods are typically named according to the traditions of
one of their parents. Some half-bloods prefer to reject the
culture of their parents, however, and pick new names that
match the culture they end up living in. A half-orc-half-
dragonborn who lives among humans might choose to pick a
human name, for example.
Half-Blood Traits
A half-blood character's traits are in part determined by the
races of their parents. Pick two of the races found in the
Player's Handbook. These are the races of your parents, and
your traits will partially depend on the traits of those races.
Ability Score Increase. One ability score of your choice
increases by 2, and another ability score of your choice
increases by 1. You must choose ability scores that are
increased by one or both of your parents' races or subraces.
For example, a half-orc-half-dwarf could choose any of the
following ability scores for their increases: Strength,
Constitution, or Wisdom.
Half-Blood Age. How quickly a half-blood matures, and how long they
live, will be determined by their parents' races. Some half
ONE OF THE GUARDS OWETH HIRED FOR THIS LEG
bloods age at a rate half way between those of their parents;
of the journey was quite a peculiar sight - he had the tusks others will age more akin to one parent than the other.
and grey skin of an orc, but the narrow frame and pointed Alignment. Whether a half-blood is good or evil will
ears of an elf! I later learned that he was of mixed parentage, depend heavily on the races of their parents, as well as the
and had been rejected by both communities. Poor fellow. culture they were brought up in. Many half-bloods lean
Without a place to call home, he'd taken up work as a towards Chaos, as they often don't fit in the structures and
travelling mercenary, putting his elvish combat training and conventions of society.
orcish endurance to good use. If I ever pass through the Size. The height and physique of a half-blood is often a
swamps of Myristad again, I'll be sure to see if he's looking blend of their parents', though they may lean more towards
for work. one parent or the other. You are the same size as your
– Garret Gamwich, A Journal of Journeys smallest parent.
Speed. You have the same walking speed as your slowest
Mixed Appearance parent.
Languages. You speak Common, and two other languages
Half-bloods typically appear to be a blend of their parents' of your choice. These languages are usually the ones spoken
races. A half-orc-half-elf might have the greyish skin and tusks by your parents, but not always.
of an orc along with the slim build and pointed ears of an elf. Additional Traits. You gain additional traits from your
A half-tiefling-half-dwarf might have the red skin and horns of parents' races. The traits you gain from each race are
a tiefling, but the stout build and large beard of a dwarf. In detailed in the following lists.
some cases, though, a half-blood will more strongly resemble If both of your parents had the Darkvision or Powerful
only one of their parents' races; a half-tiefling-half-dwarf with Build traits, you also gain those traits.
more influence from his dwarvish side might appear to be an
otherwise normal dwarf with an unusually ruddy complexion.

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Races from the Player's


Handbook
Dragonborn
  Breath Weapon. You can use your action to exhale
destructive energy. Your draconic ancestry determines the
size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the
area of the exhalation must make a saving throw, the type of
which is determined by your draconic ancestry. The DC for
this saving throw equals 8 + your Constitution modifier +
your proficiency bonus. A creature takes 2d6 damage on a
failed save, and half as much damage on a successful one.
The damage increases to 3d6 at 6th level, 4d6 at 11th level,
and 5d6 at 16th level.
After you use your breath weapon, you can't use it again
until you complete a short or long rest.
Forceful Presence. You can use your understanding of
creative diplomacy or intimidation to guide a conversation in
your favor. When you make a Charisma (Intimidation or
Persuasion) check, you can do so with advantage. Once you
use this trait, you can't do so again until you finish a short or
long rest.
Draconic Ancestry
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Gnome
Green Poison 15 ft. cone (Con. save)   Gnome Cunning. When you are forced to make an
Red Fire 15 ft. cone (Dex. save) Intelligence, Wisdom, or Charisma saving throw against
magic, you can use your reaction to gain advantage on the
Silver Cold 15 ft. cone (Con. save) roll. You must make this decision before the outcome of the
White Cold 15 ft. cone (Con. save) roll is determined.
Halfling
Dwarf   Halfling Nimbleness. You can move through the space of
  Dwarven Resilience. You have advantage on saving any creature that is of a size larger than yours.
throws against poison, and you have resistance against Lucky. When you roll a 1 on an attack roll, ability check, or
poison damage. saving throw, you can reroll the die and must use the new roll.
Sturdy Build. Your speed is not reduced by wearing heavy
armor. Human
Elf
  Adaptable. An ability score of your choice increases by 1,
so long as it has not already been increased by your race.
  Fey Ancestry. You have advantage on saving throws Skill Versatility. You gain proficiency in one skill of your
against being charmed, and magic can't put you to sleep. choice.
Trance. Elves don't need to sleep. Instead, they meditate
deeply, remaining semiconscious, for 4 hours a day. (The Orc (PHB)
Common word for such meditation is "trance.") While   Relentless Endurance. When you are reduced to 0 hit
meditating, you can dream after a fashion; such dreams are points but not killed outright, you can drop to 1 hit point
actually mental exercises that have become reflexive through instead. You can't use this feature again until you finish a long
years of practice. After resting in this way, you gain the same rest.
benefit that a human does from 8 hours of sleep.

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  Savage Attacks. When you score a critical hit with a melee Genasi (Water)
weapon attack, you can roll one of the weapon's damage dice   Amphibious. You can breathe air and water.
one additional time and add it to the extra damage of the Call to the Wave. You know the shape water cantrip.
critical hit. When you reach 3rd level, you can cast the create or destroy
Tiefling water spell as a 2nd-level spell once with this trait, and you
  Infernal Legacy. You know the thaumaturgy cantrip. Once regain the ability to cast it this way when you finish a long
you reach 3rd level, you can cast the hellish rebuke spell as a rest. Constitution is your spellcasting ability for these spells.
2nd-level spell; you must finish a long rest in order to cast the Swim. You have a swimming speed of 30 feet.
spell again using this trait. Once you reach 5th level, you can Tortle
also cast the darkness spell; you must finish a long rest in
order to cast the spell again using this trait. Charisma is your   Natural Armor. Due to your shell and the shape of your
spellcasting ability for these spells. body, you are ill-suited to wearing armor. Your shell provides
ample protection, however; it gives you a base AC of 16 (your
Dexterity modifier doesn't affect this number). You gain no
Non-Asmodean Tieflings benefit from wearing armor, but if you are using a shield, you
If you wish to be of a different Tiefling lineage, you
can apply the shield's bonus as normal.
can exchange your Infernal Legacy trait for a Legacy
trait associated with a different Tiefling lineage, as
detailed in Mordenkainen's Tome of Foes.
Races from Mystic Oddysey
of Theros
Centaur
Races from Explorer's   Charge. If you move at least 30 feet straight toward a
target and then hit it with a melee weapon attack on the same
Guide to Wildemount turn, you can immediately follow that attack with a bonus
action, making one attack against the target with your
Aarakocra hooves.
  Limited Fight. You have wings, though they are not as Hooves. Your hooves are natural melee weapons, which
strong as your parent's. You have a flying speed of 30 feet, but you can use to make unarmed strikes. If you hit with them,
you fall if you end your turn in the air and nothing else is you deal bludgeoning damage equal to 1d4 + your Strength
holding you aloft. To use this flying speed, you can't be modifier, instead of the bludgeoning damage normal for an
wearing medium or heavy armor. unarmed strike.
Talons. Your talons are natural weapons, which you can
use to make unarmed strikes. If you hit with them, you deal Leonin
slashing damage equal to 1d4 + your Strength modifier,   Claws. Your claws are natural weapons, which you can use
instead of the bludgeoning damage normal for an unarmed to make unarmed strikes. If you hit with them, you can deal
strike. slashing damage equal to 1d4 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
Genasi (Air) strike.
  Mingle with the Wind. You can cast the levitate spell once Daunting Roar. As a bonus action, you can let out an
with this trait, requiring no material components, and you especially menacing roar. Creatures of your choice within 10
regain the ability to cast it this way when you finish a long feet of you that can hear you must succeed on a Wisdom
rest. Constitution is your spellcasting ability for this spell. saving throw or become frightened of you until the end of
Unending Breath. You can hold your breath indefinitely your next turn. The DC of the save equals 8 + your
while you're not incapacitated. proficiency bonus + your Constitution modifier. Once you use
this trait, you can't use it again until you finish a short or long
Genasi (Earth) rest.
  Earth Walk. You can move across difficult terrain made of
earth or stone without expending extra movement. Minotaur
Merge with Stone. You can cast the pass without trace   Hammering Horns. Immediately after you hit a creature
spell once with this trait, requiring no material components, with a melee attack as part of the Attack action on your turn,
and you regain the ability to cast it this way when you finish a you can use a bonus action to attempt to shove that target
long rest. Constitution is your spellcasting ability for this with your horns. The target must be no more than one size
spell. larger than you and within 5 feet of you. Unless it succeeds
on a Strength saving throw against a DC equal to 8 + your
Genasi (Fire) proficiency bonus + your Strength modifier, you push it up to
  Fire Resistance. You have resistance to fire damage. 10 feet away from you.
Reach to the Blaze. You know the produce flame cantrip. Horns. Your horns are natural melee weapons, which you
Once you reach 3rd level, you can cast the burning hands can use to make unarmed strikes. If you hit with them, you
spell once with this trait as a 1st-level spell, and you regain deal piercing damage equal to 1d6 + your Strength modifier,
the ability to cast it this way when you finish a long rest. instead of the bludgeoning damage normal for an unarmed
Constitution is your spellcasting ability for these spells. strike.

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Satyr Bugbear
  Ram. You can use your head and horns to make unarmed   Long-Limbed. When you make a melee attack on your
strikes. If you hit with them, you deal bludgeoning damage turn, your reach for it is 5 feet greater than normal.
equal to 1d4 + your Strength modifier.
Reveler. You have proficiency in the Performance and Firbolg
Persuasion skills, and you have proficiency with one musical   Firbolg Magic. You can cast detect magic and disguise self
instrument of your choice. with this trait, using Wisdom as your spellcasting ability for
them. Once you cast either spell, you can't cast it again with
Races from this trait until you finish a short or long rest. When you use
this version of disguise self, you can seem up to 3 feet shorter
Mordenkainen's Tome of than normal, allowing you to more easily blend in with
humans and elves.
Foes Speech of Beast and Leaf. You have the ability to
communicate in a limited manner with beasts and plants.
Gith They can understand the meaning of your words, though you
  Gith Psionics. You know the mage hand cantrip, and the have no special ability to understand them in return. You have
hand is invisible when you cast the cantrip with this trait. advantage on all Charisma checks you make to influence
Mental Discipline. When you make a saving throw against them.
the charmed or frightened conditions, you can use your
reaction to grant yourself advantage on the roll. You must Goblin
make this decision before the outcome of the roll is   Nimble Escape. You can take the Disengage or Hide
determined. action as a bonus action on each of your turns.
Goliath
Races from Volo's Guide   Mountain Born. You're acclimated to high altitude,
to Monsters including elevations above 20,000 feet. You're also naturally
adapted to cold climates, as described in chapter 5 of the
Aasimar Dungeon Master's Guide.
  Celestial Resistance. You have resistance to necrotic Stone's Endurance. You can focus yourself to occasionally
damage and radiant damage. shrug off injury. When you take damage, you can use your
Healing Hands. As an action, you can touch a creature and reaction to roll a d12. Add your Constitution modifier to the
cause it to regain a number of hit points equal to your level. number rolled, and reduce the damage by that total. After you
Once you use this trait, you can't use it again until you finish a use this trait, you can't use it again until you finish a short or
long rest. long rest.
Hobgoblin
  Martial Training. You are proficient with two martial
weapons of your choice and with light armor.
Saving Face. Hobgoblins are careful not to show
weakness in front of their allies, for fear of losing status. If
you miss with an attack roll or fail an ability check or a saving
throw, you can gain a bonus to the roll equal to the number of
allies you can see within 30 feet of you (maximum bonus of
+5). Once you use this trait, you can't use it again until you
finish a short or long rest.
Kenku
  Kenku Training. You are proficient in your choice of two of
the following skills: Acrobatics, Deception, Stealth, and
Sleight of Hand.
Mimicry. You can mimic sounds you have heard, including
voices. A creature that hears the sounds can tell they are
imitations with a successful Wisdom (Insight) check opposed
by your Charisma (Deception) check.
Kobold
  Grovel, Cower, and Beg. As an action on your turn, you
can cower pathetically to distract nearby foes. Until the end
of your next turn, your allies gain advantage on attack rolls
against enemies within 10 feet of you that you can see. Once
you use this trait, you can't use it again until you finish a short
or long rest.

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  Sneaky. You are proficient in the Stealth skill.


Lizardfolk
Credits
Half-Blood player race by /u/Enraric
  Bite. Your fanged maw is a natural weapon, which you can Aru, Half-orc Mage art by Caio Santos
use to make unarmed strikes. If you hit with it, you deal Clegg Zincher art by Paizo
piercing damage equal to 1d6 + your Strength modifier, Half-Orc Girl art by RoninDude
instead of the bludgeoning damage normal for an unarmed Half-Tabaxi D&D art by Brenna Dolce
strike. Racial traits by WotC, with some tweaking by
Natural Armor. You have tough, scaly skin. When you /u/Enraric.
aren't wearing armor, your AC is 13 + your Dexterity modifier.
You can use your natural armor to determine your AC if the This document is unofficial Fan Content permitted
armor you wear would leave you with a lower AC. A shield's under the Fan Content Policy. Not
benefits apply as normal while you use your natural armor. approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the Coast.
Orc (VGM) ©Wizards of the Coast LLC.
  Aggressive. As a bonus action, you can move up to your
movement speed toward a hostile creature you can see or
hear. You must end this move closer to the enemy than you
started.
Menacing. You are proficient in the Intimidation skill.
Tabaxi
  Cat's Claws. Because of your claws, you have a climbing
speed of 20 feet. In addition, your claws are natural weapons,
which you can use to make unarmed strikes. If you hit with
them, you deal slashing damage equal to 1d4 + your Strength
modifier, instead of the bludgeoning damage normal for an
unarmed strike.
Feline Agility. Your reflexes and agility allow you to move
with a burst of speed. When you move on your turn in
combat, you can double your speed until the end of the turn.
Once you use this trait, you can't use it again until you move 0
feet on one of your turns.
Triton
  Amphibious. You can breathe air and water.
Guardians of the Depths. Adapted to even the most
extreme ocean depths, you have resistance to cold damage,
and you ignore any of the drawbacks caused by a deep,
underwater environment.
Swim Speed. You have a swimming speed of 30 feet.
Yuan-Ti
  Innate Spellcasting. You know the poison spray cantrip.
Poison Resistance. You have advantage on saving throws
against poison, and you have resistance against poison
damage.

Racial Feats & Magic Items


Half-bloods count as their parents' races when
choosing feats and attuning to magic items, but
not their subraces. For example, a half-dwarf-half-
elf could take the Elven Accuracy feat, but not
Drow High Magic. Similarly, the same half-dwarf-
half-elf could attune to a magic sword that can only
be attuned to by elves, but not a cursed artifact of
Lolth that can only be attuned to by drow.

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