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Table Of Contents

Creatures of Orynthe 1 Unicorned 8


5 new lineages for D&D 5e 1 Unicorned Features 9
Foreword 3 Blessed 10
Orynthe’s Map 3 Accursed 10
Half-Giant 4 Snailoid 11
Half Giant’s Features 5 Snailoid Features 12
Hill Half-Giant 5 Slugger 12
Stone Half-Giant 5 Sheller 12
Frost Half-Giant 6 Phytos 13
Fire Half-Giant 6 Phytos Features 14
Cloud Half-Giant 7 Kreez 15
Half Storm Giant 7 Kreez Features 16
Credits 17
To know 17
Foreword
rynthe is one of the two continents that

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make up the world of Navak. Unlike the
other, Lyserion, Orynthe is divided into
three main islands (Luvania, Berythania,
and Tatan’Kaleh), a smaller one to the east
(Ras’Lyn), and a host of tiny islands all
around. It is a land where wild nature still
reigns supreme, although there are a few towns and
villages all over the place (especially since the
colonization by the inhabitants of Lyserion). Immense
forests rub shoulders with mountains whose peaks are
so high they seem to touch the sky, sandy deserts
stretch as far as the eye can see, and Tatan’Kaleh, in the
southwest of the continent, is completely covered with a
dense and hostile jungle. It is in this environment that
many species have developed, and here we will discover
some of them.
Orynthe’s Map

FOREWORD 3
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Half-giants

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Half-Giant
n the world of Orynthe, Giants used to live quite

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peacefully with the other races, until the
Awakening of the Giant Lords. Then, they Hill Half-Giant
became agressive and attacked every village, Hill Half-Giants are somewhat smaller than the rest of
town or country to empower their Lords. Half- their species. They are close to nature and love wide
Giants are the breed of a giant and a human. They open spaces like hills or plains. Smaller and often less
used to be accepted everywhere, but since the intelligent than the other half-giants, they are
Awakening, and even if it is over, they have been nevertheless the most social, the friendliest with the
ostracised by other races like if they were Giants. They other inhabitants of Orynthe. They are the ones who
regroup in small clans or live as ermits, depending on have the least difficulty adapting to life in society.
their kind.
Ability Score Increase Your Constitution increases
Half Giant’s Features by 1.
Ability Score Increase Your Strenght increases by 2. Speed Your base speed increases to 35 ft, and you
Age Half Giants grow up and age like humans, but gain a climbing speed of 30 ft.
have a longer life. They can live up to 100-130 years, Nature Expert You gain proficiency in Intelligence
and become adults at 20 years old. They most likely (Nature), and your bonus proficiency is double when
die in battle before their 90. you roll Intelligence (Nature).
Light Footed You ignore non magical difficult terrain.
Size Half Giants weights around 330 - 440 Lbs and
are between 8,3 and 9 ft tall. Their size is Large.
Alignment Half Giants can be drawn into violence Stone Half-Giant
and chaos as well as law and order, good and evil are Stone Half-Giants live in caves, mostly alone, like
vague notions, depending on the way they were hermits. They are resilient and have a strong
raised. constitution. They are one of the more peaceful group of
Double Nature Half-Giants are half Humanoid, Half half-giants, generally preferring to live away from other
Giant, so they have both types. peoples and avoid conflict.
Languages They can speak Common and Giant.
Speed Your base speed is 30 ft (except if your Ability Score Increase Your Constitution increases
subrace says something else). by 1.
Gigantic Strenght You have advantage on Strenght Stone Skin Your skin is hard like stone. When you
rolls and Strenght Save rolls. take non magical physical damage, you can use your
Strike Hard Whenever you hit with a melee weapon reaction to reduce the damage by 1d4.
or with an unarmed strike, you deal an additional Stone Toughness You are tougher than the rest of
1d4 damage. your kind. Your hit point maximum increases by 1,
Way Too Big Your armor has to be specially shaped and it increases by 1 every time you gain a level.
to suit your unusual morphology. When you buy an
armor, you have to pay double the price. Additionally,
when you buy a magical armor, you have to double
the price as well. If you wear an armor at the wrong
size, your AC is decreased by 1.
Not So Stealthy You have disadvantage on Dexterity
(Stealth) and Dexterity (Sleight of Hand) rolls, and
on Dexterity saving throws to dodge.
Subraces Half Giants are subdivided in 6 subraces,
depending on their Giant parent : Hill, Stone, Fire,
Frost, Cloud and Tempest.

PART I : HALF-GIANTS
5
Frost Half-Giant Fire Half-Giant
Frost Half-Giants come from the cold, deep north, Fire Half-Giants come from the depths of the world,
beyond the Frosthammer battlefront. They are cold- where it is so hot that one cannot normally survive.
blooded killers with a streak of violence. When the Their bodies are acclimatized to this heat and they have
Giant Lords awoke, they soon followed Anlar Icefang, learned to use the fire in which they were born. They
the Frost Giant Lord. At the death of this one, although are generally more belligerent than other half-giants,
most have calmed down and joined villages of other due to the hot blood running through their veins, and
species, some still hope for the return of their King, or during the Awakening of the Giant Lords, they were the
of another who will take his place and raise the Frost first to turn on other peoples.
Giants to the rank of living legends.
Ability Score Increase Your Constitution increases Ability Score Increase Your Constitution increases
by 1. by 1.
Not So Cold You have resistance against cold Darkvision Accustomed to the darkness of the
damage. Additionally, as you are familiar with depths, you have superior vision in dark and dim
freezing temperatures, you ignore penalties due to conditions. You can see in dim light within 60 feet of
cold environnement. you as if it were bright light, and in darkness as if it
Frozen Armor You learn the spell Armor of Agathys were dim light. You can’t discern color in darkness,
and you can cast it at level 1 without expending a only shades of gray.
spell slot once a day. Once you cast this spell with Not so hot You have resistance against fire damage.
this trait, you can’t cast that spell with it again until Additionally, as you are familiar with heat, you ignore
you finish a long rest. You can also cast it using any penalties due to hot environnement.
spell slots you have. Charisma is your spellcasting Burn, baby, burn ! You know the Fire bolt cantrip.
ability for this spell when you cast it with this trait. Charisma is your spellcasting ability for this spell.
Savage Attacks When you score a critical hit with a Through the fire You learn the spell Hellish Rebukke
melee weapon attack, you can roll one of the and you can cast it at level 1 without expending a
weapon’s damage dice one additional time and add it spell slot once a day. Once you cast this spell with
to the extra damage of the critical hit. this trait, you can’t cast that spell with it again until
Agressive As a bonus action, you can move up to you finish a long rest. You can also cast it using any
your speed toward an enemy of your choice that you spell slots you have. Charisma is your spellcasting
can see or hear. You must end this move closer to ability for this spell when you cast it with this trait.
the enemy than you started.

6 PART I : HALF-GIANTS
Cloud Half-Giant
Cloud Half-Giants are more charismatic than the rest of
their kind. They are lighter and like to live in airy places.
They are the only ones who did not swear allegiance to
any of the Giant Lords during their Awakening,
preferring to remain perfectly neutral. It happens that
certain peoples ask a half-giant of the Clouds to be their
emissary, because these are excellent negotiators.
Ability Score Increase Your Charisma increases by
1.
Like a feather in the sky You are constantly under
the Feather Fall spell.
Mental Training You have advantage on all
Intelligence, Wisdom, and Charisma saves against
magic.
Silver tongue You gain proficiency in Charisma
(Persuasion) skill, and one additional language of
your choice.
Storm Half-Giant
Storm Half-Giants are taller than the rest of their kind.
They are quick and they are wiser than many people.
It’s hard to anger a half-storm giant. During the
Awakening of the Giant Lords, they did not hesitate to
answer the call of Memnoch, the Storm King. Now that
he is gone, most have returned to their former lives. It is
said that a small band of wise men protect Light
Breaker, the legendary hammer of King Memnoch.
Ability Score Increase Your Wisdom increases by 1.
Speed Your base speed increases to 35 ft.
Darkvision Accustomed to the darkness of the
storms, 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.
Resistance Acclimated to the strongest storms, you
have resistance against thunder damage.
Reach You are taller than the other half giants.
When you make a melee attack on your turn, your
reach for it is 5 feet greater than normal.

PART I : HALF-GIANTS 7
II
Unicorned

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Unicorned
ith their long horn on their foreheads and Your horn is a natural melee weapon,

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Alicorn’s Hit
their hooves at the end of their legs, it is which you can use to perform unarmed attacks.
clearly visible that the Unicorned are the When you take the Attack action on your turn in
descendants of the majestic unicorns that combat, you can, as a bonus action, choose to gore
once populated the lands of Orynthus. They your opponent. You can use Strength or Dexterity to
live in peace with other peoples, both in the do this. On hit, the horn slap deals 1d6 + STR or
smallest villages and the largest cities on DEX piercing damage. You can use this trait a
the continent. They are a people respected for their number of times per day equal to your proficiency
wisdom and beauty, but also feared, as it is said that bonus, and you regain uses of the trait after a long
there are certain Licornids who willingly embraced their rest.
curse, preferring to do evil rather than good. Subspecies. The Unicorned are divided into two
subspecies: the Blessed and the Accursed.
Unicorned Features
Ability Score Increased. One characteristic value
increases by 2 and one characteristic value increases
by 1, or three different characteristic values increase
by 1 (choose one)
Age. Unicorned come of age at age 30 and live an
average of 250 to 300 years.
Alignment. Most Unicorned are Good aligned,
though some are Neutral, and in rare cases Evil.
They tend to follow Lawful ways.
Size. They measure on average 6,5 ft, and are of
Medium size.
Type. Unicorned are both humanoid and celestial.
Speed. Thanks to their long legs, Licornids have a
movement speed of 35ft.
Unicorned Resilience. You have advantage on saving
throws against poison and the Poisoned state, and
you also have resistance to poison.

PART II : UNICORNED 9
Blessed Accursed
The Blessed represent the vast majority of Unicorned. There is a curse that has weighed on the Unicorned
They do good, even if some are more moderate in their people for millennia. It is said that if a Unicorned
actions and prefer neutrality. They are respected and willfully does evil, then its skin will turn the color of
appreciated by most peoples, and live among all in the darkness, its eyes the color of the flames of Hells, and
towns and villages of Orynthe, where they are often its mind will twist open to madness and corruption. The
assigned an important position. Accursed are few in number, but they are Unicorned
who have chosen the path of Evil. They are feared more
Unicorned Magic. You know the Cure wounds spell than respected, and few dare contradict an Accursed.
and can cast it once per day with this trait, and you
regain this ability after completing a long rest. If you Unicorned Magic. You know the Inflict wounds spell
are a spellcaster, you can also cast this spell using and can cast it once per day with this trait, and you
one of your spell slots. Intelligence, Wisdom or regain this ability after completing a long rest. If you
Charisma is your characteristic for this spell (your are a spellcaster, you can also cast this spell using
choice when you create your character). one of your spell slots. Intelligence, Wisdom or
Lucky. When you roll a 1 on an ability check, attack Charisma is your characteristic for this spell (your
roll or saving throw, you can re-roll the die and must choice when you create your character).
then use this new result. Bad luck. You curse one of your opponents, forcing
him to re-roll an attack roll or a saving throw. You
can use this trait a number of times per day equal to
your proficiency bonus, and you regain uses of the
trait after a long rest.

10 PART II : UNICORNED
III
Snailoids

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Snailoid
nailoids are snails that have mutated and In order to keep their skin

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Water Addiction.
taken on certain humanoid appearances, such moisturized, Sluggers must immerse themselves in
as arms and legs. They are very close to the fresh water daily. If they fail to submerge themselves
forest, which they usually only leave to find in water for at least 1 hour during a day, they suffer 1
their soul mate. They are hermaphroditic and level of exhaustion at the end of that day. They can
very loyal creatures. It is said that a Scargot only recover from this exhaustion through magic or
who gives birth dies soon after giving birth. by submerging themselves in water for at least 1
They have a genetic memory that makes children hour.
remember the lives of their parents, although they are
no longer there to tell them. Sheller
Shellers have a shell on their backs, which makes them
Snailoid Features similar to their snail cousins. They are relatively lean,
Ability Score Increased. One characteristic value but their shell provides them with substantial cover in
increases by 2 and one characteristic value increases times of danger. Moreover, they have, like the Sluggers,
by 1, or three different characteristic values increase a certain affinity with poison.
by 1 (choose one) Speed. Shellers are rather slow due to their heavy
Age. Snailoids come of age when they are 2 years
old and live an average of 20 years. shell. They have a movement speed of 20ft.
Alignment. They can be of any alignment. Sticky Slime. They can scale difficult surfaces and be
Size. They measure on average 1,6 ft to 2,9 ft, and on the ceiling upside down without needing to make
are size Small. an ability check.
Type. Snailoids are both Humanoids and Beasts. Like a rock. In reaction to being attacked, the Sheller
Four Eyes’d Since Snailoids have four eyes at the can enter its shell until the start of its next turn. As
end of their antennae, they have better vision than long as it is in its shell, it is 3/4 covered. The Sheller
most races. They have control over Wisdom can use this trait a number of times per day equal to
(Perception) rolls. its proficiency bonus, and regains all uses after a
Languages. They can speak, read and write long rest.
Common and another language of their choice. One with nature. Shellers are very close to their
Subspecies. There are two types of Snailoids, from natural environment. Thus, they have control over
distinct tribes: the Sluggers and the Shellers. Intelligence (Nature) rolls.
Sheller’s Resilience. Shellers have advantage on
Slugger saving throws against poison and gain resistance
Sluggers have the particularity of not having shells, like against poison damage.
Toxic Spit. They know the Poison Spray cantrip.
their slug cousins. However, they possess arms and legs Healing Saliva As an action, they can touch a
like a standard humanoid. Their skin is slimy and creature to apply slime to its wounds and roll a
poisonous to anyone who touches it directly. number of d4s equal to their proficiency bonus. The
Speed. They move a little faster than Shellers, due to
creature recovers a number of life points equal to the
the fact that they have no shell on their backs. Their total obtained. Once this trait is used, they cannot
base movement speed is 25ft. use it again until they complete a long rest.
Poisonous Skin. Any creature that grapples the
Slugger or comes into direct contact with its hide
must succeed on a DC12 Constitution saving throw
or be poisoned for 1 minute. A poisoned creature
that is no longer in contact with the Slugger can
repeat the saving throw at the end of each of its
turns, ending the effect on a success. Additionally,
the Slugger can apply this poison to a piercing
weapon when it takes the Attack action, although
when hit the poison acts differently. The target hit
must make a DC 12 Constitution saving throw or
take 2d4 poison damage.
Sluggery Immunity. They have immunity to poison
damage and poisoned status.

12 PART III : SNAILOID


IV
Phytos

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Phytos
hytos come from the jungles and forests of You don’t need to eat. To feed

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Photosynthesis.
Orynthe. Born from Mother Earth, they are yourself, you only need to stay one hour a day in the
extremely close to nature. The Phytos live in sun. On the other hand, you always need to hydrate
small clans, and rarely leave the forest where yourself, otherwise, like any other plant, you wither
they were born. It is very often colonization away.
that pushes them to leave their land of origin. Ceremonial Weapons. The Phytos are very attached
You have to be wary of their apparent calm, to their traditions. Each people has a sacred spear,
because they are not as peaceful as you might think at or ancestral bow. Any Phytos can become a leader
first glance. The Phytos are a very territorial people, and and obtain custody of this object, all Phytos receive
they hate when a stranger comes to tread their lands special training from an early age. You master the
without their consent. However, it regularly happens Spear as well as the Shortbow.
that some of them decide to leave their clan to discover
the vast world. Most of them, however, often return full
of disappointment and resentment towards other
peoples.
Phytos Features
Ability Score Increased. One characteristic value
increases by 2 and one characteristic value increases
by 1, or three different characteristic values increase
by 1 (choose one)
Age. Phytos reach their majority at 12 years and live
on average about sixty years.
Alignment. They are Neutral most of the time, but
have a tendency to Chaos when they witness
aggression against Nature.
Size. They average six to eighty feet tall, and are
Medium.
Type. The Phytos are both Humanoids and Plants.
Speed. Accustomed to the sometimes difficult
terrain of the jungle, they learned to move quickly
and with agility. Their base speed is 35ft.
Languages. They can speak, read and write
Common and Sylvan.
One with nature. Your life spent in the midst of
hostile nature has allowed you to learn more about
it. You have mastered the Nature and Survival skills.
Additionally, when you make a Dexterity (Stealth)
check while in a jungle or forest, you can roll with
advantage, as your plant-colored skin helps you
blend in with the woods.
Phytos Magic. At 1st level, you know the Magic
Stone cantrip. At 3rd level, you learn the
Goodberries spell and at 5th level the Spike Growth
spell. You can cast them once per day through this
trait, and you regain this ability after completing a
long rest. If you are a spellcaster, you can also cast
these spells using one of your spell slots.
Intelligence, Wisdom or Charisma is your
characteristic for this spell (your choice when you
create your character).

14 PART IV : PHYTOS
PART V
Kreez

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Kreez
he Kreez are a people descended from the

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great flying insects of Orynthe. They are
beasts intelligent enough to live in a
perfectly hierarchical and matriarchal
society. The Queen never leaves the huge
hive where she lays her eggs and gives
birth to dozens of Kreez every week. The
Kreez are divided into different castes, ranging from the
worker to the soldier, and passing through the mages or
the famous flying archers. It’s extremely rare to see a
Kreez leave the hive of their own will, usually when one
of them goes on an adventure it’s either because they’ve
been banished or they’re on a mission to his Queen, or
in very rare cases that he is the last of his hive.
Kreez Features
Ability Score Increased. One characteristic value
increases by 2 and one characteristic value increases
by 1, or three different characteristic values increase
by 1 (choose one)
Age. The Kreez come of age at age 3 and live an
average of 10 to 12 years.
Alignment. They are generally Loyal, most often to
their hive.
Size. They come in various sizes, ranging from
Medium to Small.
Type. The Kreez are Beast-type.
Speed. Their base speed is 30ft, but their dual wings
also grant them a flight speed of 30ft, provided they
are not wearing medium or heavy armor.
Languages. They can speak, read and write
Common and another of their choice.
Sting. The stinger that ends your caudal appendage
is a natural melee weapon, which you can use to
perform unarmed attacks. When you take the Attack
action on your turn in combat, you can choose to
sting your opponent. You can use Strength or
Dexterity to do this. On hit, the hit does 1d4 + STR
or DEX piercing damage, and your target must
succeed on a DC12 Constitution Saving Throw or be
poisoned for one minute. The poisoned target can
make another Constitution saving throw at the end
of each of its turns, ending the effect on a success.

16 PART V : KREEZ)
Credits
his race compendium is adapted for

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Dungeons & Dragons 5th Edition, using
the Open Game License Version 1.0a
owned by Wizards of the Coast, Inc.
Navak, which includes Lyserion and
Orynthe, is an original universe created by
Albane KNOBLAUCH (Aetherya).
It was laid out on The Homebrewery website. All
illustration images were made with AI and photoshoped
by Albane KNOBLAUCH (Aetherya) (except Orynthe’s
map, made by Albane KNOBLAUCH (Aetherya) using
Inkarnate.
This pdf is the intellectual property of Albane
KNOBLAUCH (Aetherya). Any reproduction without her
consent is strictly prohibited.
To know
Orynthe is a rich universe of stories, myths and legends.
It is planned to eventually offer a complete book in
which you will find more detailed descriptions of the
continent, its history, its geography, its politics and its
cosmogony. However, writing all of this takes time, so
be patient !

CREDITS 17

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