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Broken Skies

A setting loosely inspired by Endless Legend.

When the world was young, the Endless ruled supreme as its undisputed masters, toying with
forces beyond understanding. Not bound by any morals that would be comprehensible to us,
they followed agendas beyond mortal ken, and created with wild abandon. Many of their
creations were flawed, while others had untold consequences - whether by design,
carelessness, or by evolving beyond their maker's intent, none can tell. They played at gods
amidst their creations, but uncaring deities they were, abandoning their toys when they grew
tired of them.

In the end, their name carried considerable irony, as the undying Endless are no more - just
their legacy of creation and destruction.

Our tale takes place in Tar Sanil, the Second World, that is separated from the First World of the
Endless by the Interregnum, a time of utter chaos that followed the demise or departure of the
Endless.
Tar Sanil is a world that's broken, yet remarkably robust, stumbing onwards despite its failing
nature .. though, who knows for how long? Its people, left to their own devices, will have to
shape their destiny; whether it includes mending their broken home, or departing towards a
brighter future elsewhere, we shall see.

The flaws of reality

The day and night


Denizens of Tar Sanil know well that some things in their world have their own, aberrant logic
caused by distortions of reality - for example, look at the suns. We know the world is round and
spins, but the suns travel through the sky in a strange dance. Paleday is illuminated by a sole
sun, the Torch. It is followed by the Short Dark, which yields to Brightday; two suns ascend the
skies at that time, the Torch and its mightier sister, the Blaze. The second day-half is far warmer,
but this is outweighed by the Long Night that follows.

The shattered sky


Commonly, the sky is an azure blue - but not always. From afar, patches of different colours can
be seen, inevitably accompanied by a stretch of alien land underneath. Strange creatures and
plants are often found in such locales, and laws of nature often apply differently there.
The eye of the practiced magician will notice hairline fractures in the firmament - these are the
cracks through which raw magic seeps into the world; at their conjunctions, the flow is stronger,
creating places of enchantment.

The lay of the land


A number spatial of anomalies dot the land, resulting in phenomena dangerous and useful. To
name but a few:
> The Recurrent Current (Back-Water) is a river that begins and ends in a co-localised spatial
anomaly, eternally flowing downhill and never arriving at the sea. It gathers water from its
tributaries, loses it through evaporation, and deposits its cargo of silt and salt in its massive
inundation areas.
> The city of Yrun is built in a place of anomalous gravity, with 'down' being the closest solid
ground - this sometimes being a rock that seems to float, sometimes a cliff side. The
architecture is thoroughly puzzling for the foreigner, and many strange machines make use of
this property.
> The Shredding Vale: a barren place a mile across, it is home to a most lethal anomaly. Every
few hours, small areas of space shift against each other slightly, taking matter along with them.
While the changes to rock formations are just interesting, a living organism cannot survive
having its pieces shifted against each other by a few milimeters. A select few denizens of the
surrounding areas can predict the time of the next shift.
> The city of Gateway is built in a place where local borders of reality are weak. Many shortcuts
through portals criss-cross the town, and numerous extra-dimensional pockets are accessible to
those in the know. Occasionally, a gate can lead to a strange place, and its resources can be
harvested by the daring - or its dangers fought.

Setting characteristics
The setting is dark fantasy - there's a lot of horrible things out there, and in here, the people
aren't flawless either (honestly, few have the luxury to be). The setting has fairly low contrast -
heroes aren't differentiated from villains by a vast gulf of moral high ground they would never
cross. Sometimes, a hero is a criminal who does the right thing, a monster that decides to reign
in its natural urges for a while, or a villain we, the audience, have ample reasons to empathise
with.

Defining elements of the setting:


> There are fairly few people in total; the setting has a Wild West feeling, with islands of
civilisation (such as they are) separated by lawless wasteland.
> Speaking of lawless, there are few large political entities, and the seats of power of those are
far away from most places. There's not much in the way of globalisation, roads are dangerous,
news travel slowly, and most places qualify as The Frontier. The law reaches only a short
distance from the townships, and depends more on the local lawmen than their sovereign (if
any).
> The default unit of civilisation is a self-sufficient village or town. City states are common.
> There's fairly few people, and the actions of a few individuals matter. Conflicts are small-scale.
> The frontier people are hardened, and often do not have civilised notions such as presumption
of innocence. Better safe than sorry.
> A pair of shoes or the content of someone's pack can mean the difference between death and
survival. Otherwise honest people can be driven to ruthless deeds by desperation.
> Reputations carry far.

Sapient species
The world is home to a plethora of sapient species, many obviousy made by the Endless, while
some may have developed naturally, or arrived from elsewhere. On rare ocasions, the creators
made but one individual of a species; the remains of these make for interesting exhibits, but
when coupled with a sufficiently long lifespan, this makes for aeons of loneliness - and at least
one unlikely hero.

Aasimar
The Celestials are not called so due to a Christian notion of Heaven, but doe to the simple fact
that the Divine has manifested for the first time in Feria, a flying city that remained airborne
during the Interregnum.
Those who gave themselves to the Light were re-made, becoming the Celestials and Aasimar.
The Divine is a strange and alien harmony, and hard to comprehend for creatures of flesh. Its
will is obscure, and made known through visions, meditation, and other attempts at communion.
It is said that to face the Divine in its unbridled power is to be unmade, the prophets and oracles
being a prime example, their frail bodies and spirits harmed by their heightened understanding
of the Divine. The clerics and paladins know that by changing themselves, their souls, to
resonate with the Divine harmony is the source of their miraculous abilities, and their loss comes
not from an act of displeasure by the deity, but rather by falling out of tune with Divinity. It is akin
to a journey towards a lighthouse, but instead of being a change in location, it is a change of
mind. Wisdom lies in being in tune with the Divine, and avoiding hubris that would draw one too
close before the soul is ready.

The Aasimar have the stats below:

● Ability Score Increase. Your Charisma score increases by 2.


● Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.
● Size. Aasimar have the same range of height and weight as humans. Your size is
Medium.
● Speed. Your base walking speed is 30 feet.
● Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness.
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.
● Celestial Resistance. You have resistance to necrotic damage and radiant damage.
● Healing Hands. As an action, you can touch a creature and cause it to regain a number
of hit points equal to your level. Once you use this trait, you can't use it again until you
finish a long rest.
● Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
● Halo: Your attunement to the Divine suffuses you with radiant energy that you can
manifest as a shining halo. The Halo protects you and your allies. At the start of your
turn, you and all allies within 10 ft of you gain temporary hit points according to your Halo
strength. The Halo strength is equal to your proficiency bonus.

Halo strength +2 +3 +4 +5 +6

Temp. HP 2 3 5 8 13

You can choose to instensify your halo as a bonus action a number of times equal to
your proficiency bonus. When you do, choose one of the following effects:

○ Blind one creature that can see you within 30 ft unless it makes a CON save with
a DC of (8+CHA bonus+proficiency bonus). The creature can repeat the save at
the end of each turn, recovering its eyesight when it succeeds.
○ Use the Word of Radiance cantrip.
○ Give a number of Undead or Outsiders equal to your proficiency bonus within 30
ft. disadvantage on all saving throws until your next turn.
○ Re-roll any dice on the next spell you cast this turn.

Your Halo strength decreases by 1 each time you use one of these effects, and you can't
use the above abilities when it reaches 0. You regain all uses when you finish a long
rest.

● Languages. You can speak, read, and write Common and Celestial.

Also choose a subtype:

Protector Aasimar

● Ability Score Increase. Your Wisdom score increases by 1.


● Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy
within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to
sprout from your back.
○ Your transformation lasts for 1 minute or until you end it as a bonus action.
During it, you have a flying speed of 30 feet, and once on each of your turns, you
can deal extra radiant damage to one target when you deal damage to it with an
attack or a spell. The extra radiant damage equals your level.
○ Once you use this trait, you can't use it again until you finish a long rest.

Scourge Aasimar

● Ability Score Increase. Your Constitution score increases by 1.


● Radiant Consumption. Starting at 3rd level, you can use your action to unleash the
divine energy within yourself, causing a searing light to radiate from you, pour out of your
eyes and mouth, and threaten to char you.
○ Your transformation lasts for 1 minute or until you end it as a bonus action.
During it, you shed bright light in a 10-foot radius and dim light for an additional
10 feet, and at the end of each of your turns, you and each creature within 10
feet of you take radiant damage equal to half your level (rounded up). In addition,
once on each of your turns, you can deal extra radiant damage to one target
when you deal damage to it with an attack or a spell. The extra radiant damage
equals your level.
○ Once you use this trait, you can't use it again until you finish a long rest.

Fallen Aasimar

● Ability Score Increase. Your Strength score increases by 1.


● Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine
energy within yourself, causing your eyes to turn into pools of darkness and two skeletal,
ghostly, flightless wings to sprout from your back. The instant you transform, other
creatures within 10 feet of you that can see you must each succeed on a Charisma
saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become
frightened of you until the end of your next turn.
○ Your transformation lasts for 1 minute or until you end it as a bonus action.
During it, once on each of your turns, you can deal extra necrotic damage to one
target when you deal damage to it with an attack or a spell. The extra necrotic
damage equals your level.
○ Once you use this trait, you can't use it again until you finish a long rest.

Broken Lords
Inspired by Endless Legend.

Suits of animated armour that serve as vessels for their souls, Broken Lords still have the
memories of life vivid in their minds, and can refresh them by taking the life of others.

The Breaking was one of the last echoes of the Interregnum, afflicting the ancestors of the
Broken Lords with an incurable wasting curse, one and all. In an act of desperation, their
greatest wizards devised the solution - crafting bodies of metal and stone to hold the souls of
their people.
The vital energy sustains their crafted shells indefinitely, but is not enough to restore their
integrity if damaged. Taking life of another is the simplest solution, as all of their number
possess the instinctive ability to siphon off the souls of the dying; the influx of vital energy is
coupled with a feeling of euphoria. Some Broken Lords embrace this ability, while others
eschew its use, holding on to the high moral standards of the Old Republic.
Biology and Appearance:
Even in their condition, Broken Lords *can* reproduce - two of them can spark a new soul, for
which a body must be built. Usually, the newborn soul circles its parents before it is mature
enough to control its own body.
Broken Lords appear to be statues of stone and metal, but their individual features are highly
dependent on the fashion at their time of creation - and both the artistic skill of the sculptor and
investment of the parents-to-be. The inhabitant of the body can alter the body in minor ways
through sheer willpower, but generally, one is stuck with what one is given. Later alterations hurt
- the stone and metal are alive. Broken Lords who come into money later frequently wear masks
or have their body plated in precious metal. Some simply don armour, and are done with it. Still,
the social upstart is very obvious.
Barring violence, Broken Lords can live forever. Damage to their shells can be restored by
magic or life energy; until the soul leaves, even catastrophic damage (such as severed limbs)
can be repaired.

Broken Lords have the stats below:

● You are a Sapient Construct.


● Speed. Your base walking speed is 20 feet.
● Ability Score Increase. Your Constitution score increases by 2, and one other ability
score of your choice increases by 1.
● Constructed Resilience. Your unliving nature confers remarkable fortitude, represented
by the following benefits:
○ You gain +1 AC.
○ You have advantage on saving throws against being poisoned, petrified,
paralyzed, or stunned, and you have resistance to poison damage.
○ You don’t need to eat, drink, or breathe.
○ You are immune to disease, bleeding, and other such effects that apply only to
living creatures.
○ You don't need to sleep, and magic can't put you to sleep; you don't suffer the
effects of exhaustion due to lack of rest.
● Sentry's Rest. When you take a long rest, you must spend at least six hours in an
inactive, motionless state, rather than sleeping. In this state, you appear inert, but it
doesn’t render you unconscious, and you can see and hear as normal.
● Animated Armour: Broken Lords are never slowed by armour, and armour does not
give them disadvantage on Stealth. They double the possible DEX bonus to armour
class of all armors. Broken Lords can move enchantments from one armour to another,
carrying them along with their soul. Enchantments of the same type are not added; they
overwrite those on the target armour. Items with restrictive enchantments can have their
enchantments trasferred only as a whole.
● Drain Life: whenever you deal necrotic damage to a living creature of CR ¼ or higher,
you recover d3 hit points and can spend hit dice to recover hit points as if you rested,
recovering up to as many hit points as you dealt necrotic damage.
● Death Knell: as an action, you can drain the ebbing life of a dying sapient creature that
you touch. The target must succeed at a DC (8+CON bonus+proficiency bonus) Wisdom
saving throw. If it fails, it dies, and you are healed 1d6 hit points / CR of the creature (or
gain as many temporary hitpoints). Furthermore, this gives you a Soul die. You can store
a number of Soul Dice equal to your proficiency bonus. Soul dice are d4, and increase
one step for every 3 CR of the creature (d6 for CR 3, d8 for CR 6, d10 for CR 9, d12 for
CR 12, and d20 for CR 15 and above).
You can expend a Soul Die to gain one of the following benefits.
○ Add the Soul Die to your initiative, and twice the Soul Die to your walking speed
(roll for speed each turn).
○ Add the Soul die to spell damage rolls, or melee attack damage rolls (roll the
Soul Die for each attack and each of a spell's targets separately).
○ Add the Soul Die to attribute checks using one attribute, or to one type of saving
throw.
The bonus persists until you roll a natural 1 on the Soul Die, or until you take a rest.
● Unliving: You do not recover hit points during a long rest, and healing spells cannot
restore your hitpoints. The Mending cantrip allows you to spend a hit die to recover HP.
Spells that can reshape the material you are made of (i.e., metal, such as Fabricate)
work like any healing spell of the same level; they can be cast using higher spell slots to
emulate higher level healing spells.
● Proficiencies: Broken Lords gain proficiency with a tool of their choice. They also gain
Proficiency in Arcana or History.

Dhampiri
The vampires were made by the Endless, possibly as lieutenants whose loyalty was ensured by
restricting the supply of vital energy they needed for survival. With the fall of the Endless, some
adapted, and thrived, feeding on mortals to sustain their existence.
True vampires are the stuff of legend, shadowy eminences, but each has left a sizeable progeny
of dhampiri, their mortal spawn. To what end, none know, but it is likely a part of their
far-reaching plots.
Dhampiri are technologically inclined, clustering into city-states. The lineages of individual
dhampiri can be quite easily traced to their vampiric progenitor based on inherited traits. The
profound influence the heritage has leads them to cluster with their kin. As to prevent
inbreeding, unwed males - appropriately called 'Journeymen' - have to travel between city states
to find their match; the added benefit is the exchange of ideas.
Notably resistant to necrotic energies, they dare to venture into places lethal for others, and
count many daring archaeologists amongst their number.
Some of their number would like to know their founder's will, while others fear they - as a
species - are being manipulated towards sinister ends. Most dhampiri though have concluded
that they are on their own, and approach the issue of life and all that with pragmatism and a
'humanist' spirit.
Appearance and Biology:
Dhampiri are generally pale, and more slender than their parent race, still hiding surprising
strength in their sinewy bodies. Dhampiri of elven stock often appear positively willowy, even
wispy, but all possess a visceral, feral magnetism.
Though Dhapiri are cross-fertile with their parent species, there is an interesting peculiarity -
Dhampir females will give birth to Dhampiri almost unequivocally, while Dhampir males only
rarely sire a Dhampir with a non-Dhampir female. The theory goes that the fetus is suffused in
necrotic essence while gestating inside a Dhampir female, but surrounded by life energy in a
normal mortal mother, cleansing the vapiric essence from it.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or
increase three different ability scores by 1.
Languages. You can speak, read, and write Common and one other language that you and
your DM agree is appropriate for the character.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you gain this lineage.
Speed. Your walking speed is 35 feet.
Proficency in two skills of your choice.
Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in
darkness as if it were dim light. You discern colors in that darkness as shades of gray.
Deathless Nature. You don't need to breathe. You are immune to necrotic damage.
Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level,
you can move up, down, and across vertical surfaces and upside down along ceilings, while
leaving your hands free.
Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon
with which you are proficient. You add your Constitution modifier, instead of your Strength
modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing
damage on a hit. While you are missing half or more of your hit points, you have advantage on
attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you reduce
its hit point maximum by the damage dealt, and can empower yourself in one of the following
ways of your choice:
➢ You regain hit points equal to the piercing damage dealt by the bite. This also restores
hit point maximum lost to Blood Power.
➢ You gain a bonus to the next ability check or attack roll you make; the bonus equals the
piercing damage dealt by the bite.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long rest.
The victim of your bite regains their hit point maximum when they finish a long rest.
Blood Power: At the start of its turn, as a free action, a Dhampir may reduce its current and
maximum hit points to activate one of the following effects (the cost depends on their proficiency
bonus):
➢ double your movement speed this turn (cost: 2xPB).
➢ gain a bonus action this turn and a reaction that you can use until your next turn (cost:
1.5xPB)
➢ add your proficiency bonus to the damage of all attacks and spells this turn (cost: PB).
➢ gain an action (cost: 4xPB)
Transfusion: As an action, two consenting Dhampiri who are not incapacitated can freely
exchange hit points. They can also exchange lost hit point maximums.

Draconians
Inspired by Endless Legend.
The Endless warred across many worlds against other mysterious elder races - or why else
would they have need of so many warriors? Dragons, Draconians, Demons, and so many
others? Perchance a few of the elder dragons recall those days. The Draconian culture of today
is still martial in many regards, to ensure survival and sovereignity, but the word is preferred
over the sword. More centralised than many other races, the Draconians seek to unite others
under their banner and their enlightened rule. Those who find them too insistent just highlight
that perhaps their vision is not as enlightened as they'd like to think. Meanwhile, Dwarven books
speak of aeons of conflict with the Drakes, the henchmen of tyrannical wannabe-gods. Suffice to
say, no love is lost between Draconian and Dwarf even today.
Appearance and Biology:
Draconians are strongly built, with males decidedly athletic, and females pronouncedly
amazonian, towering above men and elves. Draconians are oviparous mammals with
pronounced reptilian features. Due to their sizeable eggs and voracious offspring, the sexual
dimorphism is quite pronounced in Draconians. Generally, each Draconian has two dominant
colours, one for skin areas, the other for scales, horns, and the leonine mane.

Type: Monstrous humanoid


Attributes: Draconians gain +2 STR, and +2 INT.
Speed: 30 feet.
Size: medium.
Languages: Common, and Draconic.
Flight (40 ft.)
Sky Sentinel: As a bonus action, Draconians my add +d4 to either their attacks or their AC
against flying creatures. This die increases as the Draconian gains levels (to d6 at lvl 6, d8 at lvl
8…). The attack bonus lasts until the end of their turn, the defense bonus until their next turn.
Draconic Energy: Each Draconian can manifest elemental energy. Choose an elemental
damage cantrip (e.g., Ray of Frost); the save DC is (8+CON modifier+proficiency bonus); you
gain a natural attack that works like the spell. The Draconian is also resistant to that type of
damage.
Durable Scales: You can focus yourself to occasionally shrug off injury. When you take
damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number
rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until
you finish a short or long rest.
Military Acumen: all Draconians go through some degree of military training in adolescence,
and are well-versed in battlefield tactics. This gives them the following abilities:
➢ Coordination: When rolling for Initiative, a Draconian may either exchange their initiative
count with a willing ally within 15 ft, or average both their Initiative values (rounding up).
➢ Rotation: As a bonus action, a Draconian may swap places with a willing adjacent ally.
➢ United We Stand: As a reaction, a Draconian may take half the damage of an attack
instead of an adjacent ally. If an effect that allows a saving throw targets both a
Draconian and an adjacent ally, the Draconian may swap their saving throws as a
reaction.
Natural Weapons:
Skill Proficiencies: Sense Motive.
Armor and weapon Proficiencies: Draconians are proficient with light armor and one martial
weapon of their choice.

Dwarves
Whether they were once the enslaved workforce of the Endless, or - as they claim - their sole
undefeated enemies, enclaves of Dwarves have survived the Interregnum by hiding deep
underground. Many of the Vaults failed. Many have lost much of their legacy in the cataclysmic
changes. A select few remained intact, and thrived.
The great dwarven holds are hard for the outsider to enter - the dwarves value safety above all
else, and will do everything to prevent their havens from being tainted in any way - or their
secrets from being stolen.
Dwarves blend mysticism and thaumaturgy with a technological approach.

Dwarves gain the following traits:


Type: Humanoid
Attributes: Your Constitution score increases by 2, and either your Strength or Wisdom
increases by 1.
Size: Your size is Medium.
Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy
armor.
Darkvision: Accustomed to the deep recesses of the earth, 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.
Magic Resistance: You have endured the sorcery of the Endless, what is a little mortal magic?
You gain advantage on saving throws against spells.
Dwarven Resilience: Your body adapts to whatever the hostile world can throw at it. After
taking damage, you gain resistance against that type of damage. At the start of your next turn,
you choose one type of resistance to keep, and lose the others.
Grudge and Vengeance: You never forget a slight against yourself or your kin. Then you finish
a long rest, you can choose either an individual enemy, or group of enemies.
➢ Group: you add an additional d4 to hit and to damage rolls against this group.
➢ Individual: you add an additional d8 to hit and to damage rolls against this enemy. This
enemy cannot frighten or charm you. You are immune to any effects that individual could
use to move you against your will, or reduce your movement (e.g., paralysis, restrain…).
Tool Proficiency. You gain proficiency with the artisan's tools of your choice.

Elves
Natives of Tar Sanil, the elves were slaves to the Endless throughout their reign, but have
learned secret lore during their service. Following the fall of their masters, Elves split based on
their reaction to this event. The wood elves, calling themselves Wild Walkers, have returned to
nature, seeing the prideful dominance of the Endless as utter hubris, and look for ways to mend
the world. The high elves have preserved as much of their culture and legacy as possible, and
seek to recover whatever can be saved, before they depart the world for a brighter tomorrow.
Steeped in learning and research, many of their brightest minds spend their time working on
how to achieve such a feat. Finally, the drow see themselves as the heirs of the Endless, and
seek to emulate their works, only better this time (without the whole cataclysm and extinction
thing); drow wish for dominance over all other species.

All Elves regardless of type gain the following:


Type: Humanoid
Attributes: Your Dexterity score increases by 2.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: Accustomed to twilit forests and the night sky, 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.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't
put you to sleep.
Trance: Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for
4 hours a day. The Common word for this meditation is "trance." While meditating, you dream
after a fashion; such dreams are actually mental exercises that have become reflexive after
years of practice. After resting in this way, you gain the same benefit a human would from 8
hours of sleep.
Keen Senses: You have proficiency in the Perception skill.
Languages: You can speak, read, and write Common and Elven.

Furthermore, choose one subtype:


High Elves
High Elves espouse magical learning in a bid to leave the broken world of Tar Sanil, and travel
to a new home. They have suffused themselves with living arcane energies that have become a
part of their very being.
Attributes: Your Intelligence score increases by 1.
Unshakable Will: You add your proficiency bonus to Concentration checks. You gain
proficiency with Wisdom saving throws. If already proficient, you gain Expertise.
Innate Magic: You know one cantrip from the Wizard spell list. Intelligence is your spellcasting
ability for it.
Command Magic: Your control over magical flows is unmatched. As a reaction, you may use
one of the following effects:
➢ If you succeed at the initial saving throw against a targeted (non-AoE) spell, you may
re-direct it from yourself to the caster or another target within its range (if it has multiple
targets, the others are still affected as normal).
➢ If you Counterspell or Dispel one or more spells, you may choose a new target for one of
these spells within their range.
➢ If you disrupt a caster's Concentration, you may re-direct the spell to another target
provided that you, the original target, and the new target are within the spell's range of
each other.
Singularity: High Elves seek to transcend their physical forms to become one with magical
energies. Presently, they are able to maintain such states but briefly. As a bonus action, you can
become one with magic, gaining the following benefits for a number of rounds equal to your
proficiency bonus:
➢ Resistance to non-magical bludgeoning, piercing, and slashing damage
➢ +4 bonus to an attribute of your choice
➢ All spells you cast are treated as if they were cast one spell slot level higher
➢ Re-roll any dice rolled for each spell once
➢ Ignore Concentration requirements.
You need to perform a long rest before using this ability again.
Extra Language. You can read, speak, and write one additional language of your choice.

Wood Elves
Wood elves seek to restore balace to the world of Tar-Sanil. They foster a strong connection to
nature and safeguard sources of life energy remaining in the world.

Ability Score Increase. Your Wisdom score increases by 1.


Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and
longbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage,
heavy rain, falling snow, mist, and other natural phenomena.
Tree Stride. Your close connection to nature allows you to step magically into one living tree
within your reach and emerge from a second living tree within 30 feet of the first tree, appearing
in an unoccupied space within 5 feet of the second tree. You can use this ability once per turn.
Both trees must be Medium or larger in size.
Rewards of Peace. If you have caused no damage and did not inflict any other harm during
your turn, you may use your reaction to gain a bonus to AC or saving throws equal to half your
proficiency bonus, rounded up. This bonus lasts until the end of your next turn.
Life Warden. If your familiar, animal companion, steed obtained via (Greater) Find Steed, or
another creature that has a similarly close bond to you is within 15 ft. of you, and takes damage
or fails its save against a hostile spell or negative condition, you may use your reaction to take
the damage or suffer the negative effect instead.
Enduring Renewal. When you finish a short or long rest, you may begin Concentrating. As long
as you maintain Concentration, you have Fast Healing equal to your Proficiency Bonus. If your
concentration is broken, you need to rest to reactivate this ability.
Innate Magic. You know the Druidcraft cantrip.

Dark Elves
The Dark Elves were not deterred by the fall of the Endless - rather, they seek to pick up their
tarnished crown, and rule the world (without breaking it this time, if they can help it). Through
dabbling in dark secrets left behind by the Endless, Dark Elves have gained a faint reflection of
their dark majesty.

Ability Score Increase. Your Charisma score increases by 1.


Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.
Master's Delight. As long as a hostile creature of CR ¼ or higher is frightened of you, or
charmed / paralyzed / restrained by you, you gain benefit of the Heroism spell, using your
Charisma modifier as spellcasting modifier (min. 1).
Tyranny. You are well-versed in keeping your victims down. This grants you the following
benefits:
➢ You do not need to Concentrate on the Bane spell and Bane effects.
➢ As a bonus action, you may apply Bane to one creature you have dealt damage to this
turn. The save DC against this effect is (8+your Proficiency Bonus+your CHA modifier).
You may use this ability an number of times equal to your Proficiency Bonus. You regain
all uses when you finish a short rest.
➢ Whenever a creature fails a roll because of your Bane effect or spell, it takes the result of
the d4 as psychic damage.
Untarnished Majesty. As long as you have your maximum hit points, and are not suffering from
a negative condition, you gain the benefit of an effect equivalent to the Sanctuary spell, with the
exception that it does not end when you perform hostile actions. The save DC against this effect
is (8+your Proficiency Bonus+your CHA modifier). This effect does not work on Dark Elves of a
higher level, and on mindless creatures.

The Forsaken
A race loosely inspired by Endless Legend.
Type: Humanoid
Attributes: Add +2 to an attribute of your choice.
Speed: 40 feet.
Size: medium.
Languages: Common. Furthermore, the Forsaken know a type of rudimentary telepathy that
works like the Message spell.

Shadow Blending: Attacks made against members of this race while they are within areas of
dim light have disadvantage. This trait does not grant concealment; it just increases the miss
chance.
Mist Child: You can partially lose substance when you are concealed, e.g. by foliage, smoke, or
mist. Half concealment counts as half cover; any greater concealment counts as three-quarters
cover.
Darkvision to 60 ft.
Change Shape, lesser: As an action, you can change your appearance and your voice to one
alternative form. You choose your alternate form at level 1, and may change the form into which
you transform when you gain a level. You determine the specifics of the changes, including your
coloration, hair length, and sex. You can also adjust your height and weight, but not so much
that your size changes. You can make yourself appear as a member of another race, though
none of your game statistics change. You can't duplicate the appearance of a creature you've
never seen, and you must adopt a form that has the same basic arrangement of limbs that you
have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Trickster. You know the Minor Illusion cantrip. Intelligence is your spellcasting ability for this
spell.
Skill Proficiencies: Stealth.

None truly know whether the Forsaken were denizens of Tar Sanil already during the reign of
the Endless, and the Forsaken prefer to evade such questions - as is the case with most
questions, in fact.
Nomadic and clannish, the Forsaken prefer to live in societies of ther species, often assuming a
role for extended periods of time. Often working as travelling craftsmen and artists, or as
merchants, the Forsaken are an excellent source of information, trading secrets at hidden
meetings, which they also use to socialise in their natural guise, to make matches, and make
decisions that affect more than the individual.
Other species, once they learn of the existence of the Forsaken, tend to ascribe nefarious
ulterior motives to them, wary of their covert ways. Meanwhile, the Conspiracy is a running joke
amongst the Forsaken. Or is it?

Gnomes
The Gnomes are cousins of Dwarves who served the Endless with glee. In essence, they are
similar to the Zastur I used for a different setting.
https://strolen.com/viewing/Dark_Gnomish_Evil_or_how_to_improve_a_hopeless_race
Still clustered along the masters they once served, Gnomes seek to bring back the Endless and
restore what they see as their golden age. Meanwhile, they are a veritable plague upon the
land, whether through slavery, warfare, pillalge, or the fallout of their misconceived
experimentation.
Their society is organised into cabals united by two facts - their trade and their deceased
master. So, alchemists, necromancers and summoners will have their own cabals, as
machinists and biomancers - those will be subsections of of a dead master’s following. So, the
“Cabal of Behtevet the Night-Born Soul-Flayer” will feature gnomes of all trades, who will be in
various subsections, distinguished by titles, medals and various insignia - gnome heraldry is
about as complex as Chinese writing.
Most cabals will have a central focus mirroring their master’s main interest in his lifetime. The
Cabal of Mosgaron the Dystopic Blood-Forged Hell-Stone might be excellent at making golems,
while the Cabal of Helshiraz Atrocious Immolator of Untainted Hearts might have the best
battlemages around.
The population of gnome Apostates (those who have forsaken their legacy) is small, but vocal -
sometimes, one wants to create in peace without being disturbed to kiss boots or to polish
statues of long-dead god-things. Also, one has to be pretty vocal about no longer being a
supremacist maniac to be allowed amongst other species, and prove himself over and over
again.

Gnome traits are revised in comparison to the PHB.


Type: Humanoid
Attributes: -2 STR, +2 CON, +2 INT
Speed: 25 ft.
Size: small.
Languages: Common, Gnome.

Obsessive: Gain Proficiency and Expertise with one tool of your choice.
Pyromaniac: Resistance to fire. All fire spells and fire attacks used by the Gnome deal +1
damage per die.
Demolitions Expert: gain Evasion against attacks originating from the gnome himself or from
his allies.
Creative Harm(ony): Each Gnome gains proficiency with one exotic weapon. 5e doesn't
feature exotic weapons, but options include:
> Double Weapon (for two-weapon fighting)
> Firearm
> Weapon that adds another die on a critical.
Lab Rat: Immunity to Poison. Each time a Transmutation spell or ability is used on a Gnome, he
may elect to halve or double its duration. If the Gnome desires, then Transmutation effects cast
upon it by others do not require Concentration.
Tiny Bastard: against opponents who are flanked, or suffer from a negative status effect
(stunned, restrained, etc.), the gnome gains +1 to hit, +1 to damage, +1 to DC of all spells and
abilities, +1 to critical range of all weapons, and may even land critical hits with attacks that don't
normally cause them (e.g., Fireball)(roll a d20, a critical is scored on a 20).
Natural Henchman: if the gnome is within 10 ft. of his leader, any positive spells affecting the
leader may also affect the gnome.

Goblins
The wilds of Tar Sanil are a dangerous place, especially to small folk like Goblins. That's why
most of them found shelter in the cities of bigger folk. Whether Human, High Elf, or Draconian,
townships have Goblin quarters, and actually benefit from it. Densely populated, Goblin quarters
teem with craftsmen and service providers of all sorts. A driven restlessness characterises the
diminutive greenskins, the need to do something right here, right now. Creative and intuitive,
Goblins do not reach the meticulousness of dwarven cratsmanship, but they excel at providing
ad hoc solutions tailored to the situation at hand. Given their "can do" attitude and the view that
"in a time of need, the worst thing you can do is nothing", they may not always present the right
solution, but they will present a solution. The best cooperations are born when a wiser, more
tempered being helps them pick out the more considerate solutions, and steers their
enthusiasm in a productive fashion.
A trait found curious by other races is that Goblins generally care far less about the magnitude
of a piece of work than about how well it is executed, how well it fulfills its purpose - so would
the builder of an excellent water mill be more acclaimed than the architect of a mediocre
cathedral. Similarly, they take pride in doing their job well, regardless of what it may be - a
Goblin plumber will be pretty proud of being a good plumber, and a Goblin prostitute will try to
be a good one as well. Living in extended family structures, all goblins chip in with their bit, and
if no one can, then the cousin of the cousin perhaps knows who can help. Family is their most
precious asset, and women, especially the matriarchs of extended clans, hold considerable
power.
Meanwhile, nomadic goblins travel in mobile townships composed of multiple wheeled buildings
drawn by heavy beasts of burden; these can be assembled into larger structures when they stay
in one locale for an extensive period of time. Nomadic goblins live by herding, trade, and by
offering their skills and services to settlements they pass by.

All Goblins have the traits below.


Type: Humanoid
Speed: 25 ft.
Size: small.
Languages: Common, Gnome.
Convenient: the Goblin may share his square with one ally.

Furthermore, choose a subtype - Nomadic Goblin, or City Goblin; the latter also choose
between Boffin and Tinker.

Nomadic Goblins:
City Goblins:
Humble: City Goblins need very little. They consume half the food a small humanoid would. A
City Goblin gets 2 uses out of a magical potion.
Furthermore, when a beneficial spell or effect with a limited duration is cast on the Goblin, add
1d6 time increments to its duration (so, a spell with a duration of CL minutes would last CL+1d6
minutes when cast on a City Goblin).
Helping Hand: the 'Help' action can target two allies instead of one.
Skill Proficiencies: Perception.

City Goblins come in two flavours, depending on their natural gifts and training - Tinkers and
Boffins.

Boffins
Boffins are goblins with a talent for the arcane.
Attributes: Boffins gain +2 to two of: INT, WIS, CHA. Boffins suffer -2 STR.
Flexible Magic: Boffins may use Flexible Magic a number of times equal to their Proficiency
bonus. They regain all uses when they finish a short rest. They choose one of the following
effects each time it is used:
➢ Elemental change: change the type of damage done by a spell they cast (reaction).
➢ Share magic: Move one of their active spells from one target to another within 10 ft. The
spell ends for its original target and begins affecting the new target. Enemies get to
make a new saving throw (if they succeed, the spell still ends for the original target)
(bonus action).
➢ Waste Not: When all targets succeed at their initial saving throws against your spell, you
may regain the spell slot (reaction).
A Personal Touch: Each Boffin who belongs to a class that prepares spells in advance also
has a personalised list that's always prepared. Each time he gains access to a new spell level,
the Boffin chooses one spell of the given level for his personal spontaneous casting list.
Furthermore, each time he gains access to a spell level beyond 3, he may add another spell to
the list; this must be 3 or more levels lower than the highest spell level he may cast. The Boffin
may spend a spell slot to cast a spell of the same or lower level from this list. Each time he
gains a level, he may change one spell in the list.
Boffins who belong to a class that casts spells without preparing them in advance simply add +1
to the number of spells known for each spell level they have access to.

Tinker
Tinker Goblins have a knack for engineering and alchemy.
Attributes: Tinker Goblins gain +2 DEX and +1 INT.
Waste Not, Want Not: when a Tinker crafts items in a location where appropriate material could
realistically be scrounged, improvised, or borrowed from your cousin, he reduces the cost of the
item by 1d20 x 5% (yes, on a 20, it's free).
Hobbyist. Tinkers gain proficiency with three tools of their choice.
Special Effects: items in a Tinker's possession perform better thanks to minor helpful
modifications. A Tinker may have a number of modified items equal to their proficiency bonus.
These bonuses work only for the Tinker who made them; for others, the modified item performs
worse (the bonus is reversed).
➢ For weapons, the Tinker may increase the critical range by 1, or the damage die by 1
step (1d4 to 1d6 and so on), or increase the range of a ranged weapon by 20%.
➢ For armours, the Tinker may increase armour class by 1, remove its penalty to stealth,
decrease its weight class by one step, or add damage reduction 1 against one specific
type of physical damage (bludgeoning, piercing, or slashing).
➢ For other items, the special effect is usually good for a +1 bonus to a specific skill under
specific circumstances.
The special effect stays the same once chosen. The Tinker may alter them with the appropriate
tools, as if he was repairing the item.
Dismantle. Tinkers add their proficiency bonus to damage against Constructs, items, and
structures.

Halflings
Fearless and lucky, halflings have conquered many inaccessible reaches of Tar Sanil.
Numerous tribes have descended into a feral state, such as is the case with the halflings of the
Elder Woses. Relentless, halfling societies have thrived in orc-infested badlands and similar
locales where settlements of ostensibly hardier folk have failed. The feared mounted nomads of
the Shadow Steppes are none other than halflings, as are Roskill's Airship Pirates. So are the
Picts of the Grimfang Heights and the treetop dwellers of Utulu. To most is common an
adventurous spirit, a plucky attitude, and the drive to carpe diem.
Halflings are a prolific race, used to rough life, fond of rough humour, not needing anyone to pull
their punches - and not pulling theirs. Their prime religion is pragmatism and common sense,
their prime directive independence, and the person most responsible for your well-being is you.

Halflings gain the following:


Type: Humanoid
Attributes: Your Dexterity score increases by 3. You may increase Dexterity up to 22.
Size: Your size is Small.
Speed: Your base walking speed is 30 feet.
Languages: Common. You also gain a dialect that's common to your tribe that's hardly
intelligible to anyone else.
Agile: You have proficiency in the Acrobatics and Stealth skills.
Lucky: You can gain Advantage on any roll. You can use this feature a number of times
equal to your Proficiency bonus; you regain all uses when you finish a long rest.
Elusive: You are hard to pin down, and enemies have a hard time getting hold of you.
That's good for someone snack-sized (like you).
➢ You can attempt to escape grapples and restraints as a bonus action.
➢ You may use Disengage as a bonus action.
➢ When you use the Dash action, you may also Dodge for free.
➢ You may use Dodge as a bonus action. You may do this up to a number of times equal
to your Proficiency bonus. You regain all uses when you finish a long rest.
Indefatigable: You have a vast amount of energy that keeps you going. This means:
➢ You can take an extra level of exhaustion before receiving penalties.
➢ 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.
➢ You receive the benefit of a Lesser Restoration when you finish a short rest.

Humans
There are theories that humans were one of the original species enslaved by the Endless at the
start of their reign, and used extensively for various kind of experimentation, as well as starting
material in many a nefarious project. Flexible, adaptable, and fairly prolific, mankind was
certainly well-suited for such endeavours. The fact that humans are highly cross-fertile with
Elves and Demons and even dragons, for example, lends credence to this notion.
This mutability and adaptability has given rise to many strains of humans, from the Iceborn of
the Frostfell to the cannibals of the Ardakar Wastes.
Free of the yoke of the masters of old, humanity has spread across Tar-Sanil, settiling down in
societies ranging from basically what amounts to Stone Age tribes to Rennaissance
pre-industrial societies.
An unifying feature of humanity is their abilty to learn with great alacrity, as well as their
individualistic free-thinking nature. Ironically, they are fairly hard to unite just because of this.
Another salient aspect is their susceptibility to outside influeces; after all, Dhampiri and
Necrophages are originally of human stock. Some human societies take this as matter of fact,
while others cautiously guard their heritage and purity, investing heavily in personal protection
(for example the Imperials, or Vaulters).

Humans gain the following:


Type: Humanoid
Attributes: All your Attributes increase by 1.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet.
Quick Learner: You become proficient in two skills of your choice.
Adaptable: You gain a Feat every three levels (3, 6, 9, etc.).

Necrophages
Necrophages of Tar Sanil are very loosely based on Endless Legend.
Numerous dangers pervade the wilderness of Tar Sanil, and the Necrophages epitomise this
threat. Humanoids with insect traits, Necrophages have obviously humans in their ancestry -
and something monstrous, feral, and ever so hungry. Driven by an imperious will of the
collective, they propagate in great underground cities, to descend upon other sapients… and
make them theirs.
As their evolution advanced, the collective has seen the need to create individuals capable of
independent, novel thought to develop creative solutions, and to lead groups outside the range
of the Unity. Some of these Alphas became independent by a flaw in their design, ever denied
the security and comfort of Unity. Some have wrested the control of their faculties from the
collective, fiercely defending their individuality at all cost.
Due to their unique talents, some of these Necrophage outsiders are tolerated in societies of
other races, but rarely if ever welcome.

The possible shapes a Necrophage can take are near infinite. This comes from the fact that
eggs incubated in the carcass of a sapient being can take on some of its attributes. This is the
source of the species' name - a wide-held belief is that the adaptations of the Necrophages
come from eating corpses. Furthermore, Necrophage Alphas are cross-fertile with most sapient
races, their secretions adapting their partner to be receptive to impregnation, while their bodies
are highly receptive to many types of seed.

All Necrophages gain:


Attributes: gain +4 to either STR, or DEX, or CON, and -4 to CHA.
Carrion Sense: a natural ability to sniff out carrion. This functions like the scent ability, but only
for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Consume Essence: by feeding on a fresh corpse, you can absorb some of its essence and use
it to adapt your body. You may have one adaptation at a time. When you first touch a corpse of
a certain kind of creature, your GM will inform you what adaptation you can gain from it.
Adaptations you have once gained are not lost when you gain a new one; you may switch
between your adaptations when you finish a long rest.
Darkvision: 60 ft.
Plagueborn: gain advantage on saving throws against disease and ingested poisons, and
resistance to poison damage.
Strain adaptation: choose one:
> Might:
- Gain +2 STR and +1 CON; you may increase your STR to up to 22 naturally.
- Powerful Build: You count as one size larger for purposes of grappling, and when
determining your carrying capacity and the weight you can push, drag, or lift. You have
advantage on checks against being Restrained.
- Long Limbs: Your melee strikes have +5ft reach
- Natural weapons: your claws and spikes are natural weapons, which you can use to
make unarmed strikes. If you hit with them, you deal slashing or piercing damage equal
to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an
unarmed strike. When you hit a creature with a natural weapon attack, you may grapple
or shove them as a bonus action. When grappling, you can make an attack with natural
weapons as a bonus action.
- You gain proficiency with Athletics.
- Speed: 30 ft.
> Grace:
- Gain +2 DEX and +1 INT; you may increase your DEX to up to 22 naturally.
- Speed: 40 ft.
- Gain climb speed equal to your walking speed.
- Adrenaline Glands: You gain advantage on Initiative rolls.
- You gain proficiency with Acrobatics or Stealth.
- Venom:
- You gain the Poison Spray cantrip. Dexterity is your spellcasting ability for it.
- You may choose to spray stronger venom when you use the Poison Spray
cantrip. You may do this a number of times equal to your proficiency bonus, and
regain all uses when you finish a long rest. Choose one:
- Corrosive Venom: change the damage type to Acid. A creature who fails a
saving throw must repeat the save each turn until it succeeds, taking
damage on a failure.
- Lasting Venom: a creature who failes a save against your venom is
Poisoned until it recovers as many hit points as it lost to this attack.
- Aphrodisiac: change the damage type to psychic. A creature that would
die to this venom does not take damage, and is enamored with you
instead until it finishes a long rest. Do note that enamoured creatures are
jealous of each other, and fiercely competitive.
- Lurker: you benefit from a constant Nondetection effect.
Endurance:
- Gain +2 CON and +1 WIS; you may increase your CON to up to 22 naturally.
- Speed: 30 ft.
- Digging Claws: Gain burrow speed equal to half your walking speed.
- Stability: You have advantage on checks to resist being tripped, shoved, knocked away,
and similar effects that move you against your will via application of force; you are
entitled to a saving throw even when the effect usually does not allow those.
- Armored Carapace: you gain temporary hit points equal to 5x your proficiency bonus.
You recover lost carapace hit points when you finish a long rest. When you are healed
by magic while already at full hit points, you may also recover lost carapace hit points.
- Focused Defense: as a bonus action, you may indicate that you are focusing your
defenses towards a particular direction. Against attacks originating from that direction
and adjacent ones, you count as Dodging.
- You gain proficiency with Survival.

Orcs
Orcs are modified in comparison to the Monster Manual.
Not a creation of the Endless, Orcs were created during the Interregnum by a large-scale leak of
a corrupting compound from an Endless ruin. The alchemical concoction has killed many, and
changed the survivors into furious brutes. Even today, there exist stagnant pools of greenish
water that can drive a man into unthinking rage and madness.
Today, the Orcs are a menace that loves to pillage and destroy, and to subjugate the weak. On a
fundametal level, Orcs respect only strength. To avoid constant infighting and shows of force,
they have developed a culture of boisterous warrior honour; regardless, challenges and brawls
are on daily order, as each Orc possesses a deep inner fount of murderous wrath that just begs
to surface. The less organised tribes live in a state of constant power stuggle and mayhem,
while the more successful ones adopt a rigid feudal structure under a powerful leader, effectively
delegating intimidation. Think 'feudal Japan' without all the pretty culture, and with less
constrained living space.

Orcs gain:
Attributes: +2 STR, +2 CON, -2 INT.
Speed: 30 ft.
Weapon Familiarity: Orcs are always proficient with some sort of unweildy murder instrument.
Orcs gain proficiency with a heavy weapon.
Darkvision: Orcs can see perfectly in the dark up to 60 feet.
Vessel of Wrath: Orcs harbour a seething, barely restrained wrath inside. An orc may spend a
number of Wrath points per turn equal to their Proficiency bonus. Spending Wrath during other
turns uses up their reaction. A Wrath point can be spent to:
> Gain Advantage on a melee attack or a destructive action (such as breaking down a door).
> Continue functioning for 1 round at 0 hit points (continue rolling death saves).
> Gain Advantage on a CON save, WIS save, or Intimidate roll, or to break free of restrains.
> Add +1d6 damage to a Melee attack or damaging spell (the bonus must be bought before
rolling to hit / before saving throws).
An Orc starts each combat with 1 Wrath point, and gains further points as follows:
> 1 point each time the orc is wounded.
> 1 point each time the orc is affected by a hostile combat maneuver.
> 1 point each time the orc is targeted by a hostile spell.
> 1-5 points for a preparatory rousing speech (Perform), based on the degree of success.
> if an orc is deliberately goaded into rage (e.g., with the attempt to make him abandon caution,
or lure him out of position), treat the skill roll as a preparatory rousing speech.
All Wrath points are lost when the orc rests.
Menacing: gain proficiency with Intimidation.
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.

Tieflings
The Tieflings are revised stat-wise in comparison to the PHB
The Interregnum has brought many a strange creature to this world; others have escaped from
the laboratories of the Endless, demons amongst those - creatures of pure magic, originally
intended as weapons, but now masterless. The tyrannical devils have stumbled into this world
from another reality, and became trapped as the wild energies of the Interregnum faded, and the
interplanar paths became dangerous even to creatures such as them.
Devils have created a tyrannical oligarchy, while demons are out for themselves, either utterly
mad, or absolutely selfish and out for number one.
Tieflings come into being in numerous ways, of which all have in common that a mortal life is
fused with demonic energies.
> Devils and demons sometimes offer to save a dying infant by using unholy energy, in return
for a service from the parents.
> Devils and demons are none too fertile, but their success at conception is slightly better with
the mortal races. Tieflings are often the product of supernatural rape, though voluntary congress
with infernals is shockingly common as well.
> Unholy contamination of some areas can lead to pregnancies resulting in tiefling births.
Sometimes, there is no father involved, and a spontaneous conception occurs in females
exposed to high concentrations of taint.

The above align with the tiefling Legacies: Pact, Progeny, or Pollution.
> A tiefling born from a Pact can ascend for the first time when it achieves character level 7, and
fulfills a task of moderate difficulty for a devil. It can ascend for a second time when it fullfills a
task of great difficulty for its sire.
> A tiefling that is dark Progeny may ascend for the first time when it achieves character level 7,
and lands the killing blow on an evil outsider of CR7 or higher. It can ascend for a second time
when it its sire dies the true death, or relinquishes its bond to the tiefling. It needs to be
mentioned that while a demon or devil puts itself at risk by breeding tieflings, it also gains power
with each of its mortal spawn that lives (the more powerful the spawn, the better) - unless the
spawn is released.
> A tiefling born of Pollution can ascend for the first time when it achieves character level 7, and
absorbs the power of a corrupted magical node, which includes defeating its guardians and
whoever may be wanting to use its unholy power. It can ascend for a second time when it
absorbs the power of a major corrupted magical node, a daunting task involving the defeat of
competitors, as well as powerful creatures. It is worthy of note that the absorbed corruption does
not vanish from the world; rather, it germinates inside the tiefling. Unless the soul is sealed away
somehow, the corruption leaves the body upon death, giving rise to new corrupted nodes.
Each Ascension is accompanied by another maturation step, where the tiefling undergoes
another rapid puberty inside a magical chrysalis, gaining new abilities. Its appearance changes
with each Ascension as well, becoming more pronounced; lesser physical changes are also
common.

Besides the above, there are two additional ways to create tieflings - a tiefling can take another
humanoid inside its chrysalis, transforming it into a tiefling; also, ascended tieflings born of
Progeny and Pollution can sire/bear tiefling children.

Tieflings gain the following:


Attributes: +2 INT, -2 WIS, and +2 to a physical attribute of your choice.
Speed: 30 ft.
Darkvision: Tieflings can see perfectly in the dark up to 60 feet.
Languages: You can speak, read, and write Common and Infernal.
The hellspawn take many shapes. Each tiefling selects one type and one legacy. The type
determines starting abilities, while the legacy determines how higher-tier type abilities can be
unlocked.
Types:
Destroyer: the destructive nature of the Source of the tiefling's corruption is manifested in its
physical form.
> Vicious Claws: You have claws that deal 1d6 slashing damage, and have the Finesse trait.
You gain the Two-Weapon Fighting style, and benefit from the Two-Weapon Fighter feat when
using your claws.
> Horns: Your horns are natural melee weapons, which you can use to make unarmed strikes.
If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of
the bludgeoning damage normal for an unarmed strike.
> Goring Rush: Immediately after you use the Dash action on your turn and move at least 20
feet, you can make one melee attack with your horns as a bonus action.
> Carnage Incarnate: you thrive on bloodshed and gore. Track the level of carnage
surrounding you. The carnage level becomes 1 once you inflict damage to the hit points of a
living creature, and drops one level on each of your turns where you did not do so. It increases
by one level:
● whenever you slay a creature of CR ¼ or greater
● whenever a creature of CR ¼ or greater is slain within 5 ft. of you
● whenever you land a critical hit
gain access to the following:
● Rend: when you hit the same creature with at least two melee attacks on the same turn,
you may inflict an additional 2d6+(str mod) slashing damage to it.

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