Ability Scrore Increase. Two different ability scores of your choice increase by 1.
Linguistic Diversity. Kalligo is a land of many tongues,
Kalligan Humansstart with an extra language, reflecting
their exposure to diverse cultures.
Kalligan Resolve. Kalligans are resilient and stong folk.
once-per-long-rest you gain advantage on saving throws against the fear condition.
Character Creator
Creating a Character
Kalligo, character creation is an intricate and rewarding experience, vastly different from what you may be accustomed to in the base game of Dungeons & Dragons 5e. In Kalligo, your character is not just a collection of stats and abilities, but a living, breathing entity shaped by a rich tapestry of lineage and background.
As you embark on this journey of character creation, you are invited to delve deep into the lore and history of Kalligo. Here, your character’s lineage is not just a mere detail but a foundational aspect that influences their journey. Your choice of lineage, be it the noble elves of the Silverwood Forest or the stoic dwarves of the Iron Mountains, will imbue your character with unique traits, abilities, and a distinct worldview shaped by their culture and ancestry.
Furthermore, your character's background plays a pivotal role in defining their place in the world of Kalligo. Unlike in standard Dungeons & Dragons 5e, the background in Kalligo is more than a simple backstory; it's a living part of your character that affects how they interact with the world and its inhabitants. Whether your character is a battle-hardened warrior from a long line of knights, a cunning rogue who grew up on the streets of a bustling city, or a wise mage who studied in the ancient libraries of Kalligo, each background comes with its own set of challenges, allies, and enemies.
As you weave the story of your character, consider how their lineage and background influence their motivations, fears, dreams, and relationships. Perhaps your character seeks to uphold the honor of their family, break free from the expectations of their lineage, or discover the secrets of their mysterious heritage.
Remember, in Kalligo, your character's journey is not just about their abilities or the quests they undertake; it’s about who they are, where they come from, and how they grow and change throughout their adventures. So, take a moment to ponder, explore, and create a character that is truly your own – a character that is not just a player in the game but a part of the living, breathing world of Kalligo."
Now, to create a character, we will go step by step by filling in your Kalligo character sheet. If you don't already have your character sheet, click here to download one.
Choose a Ancestry
Human
Human
"In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds."
Ability Scrore Increase. Two different ability scores of your choice increase by 1.
Arkean Legacy. Your ancestors' intimate connection with the arcane has left a magical
imprint on your being. You have learned to harness a fragment of this power.
- Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
- Arcane Inheritance. You may choose one 1st-level spell from the wizard spell list. Once you cast this spell, you must finish a long rest before you can cast it again in this way. Intelligence is your spellcasting ability for this spell.
"All your ability scores each increase by 1"
Ability Scrore Increase. Two different ability scores of your choice increase by 1.
Skills. You gain proficiency in one skill of your choice.
Feat. You gain one Feat of your choice.
Dwarf
Dwarf
"Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs – these common threads unite all dwarves."
As a Mystbound Dwarf, you are attuned to the arcane energies of other realms,
possessing an innate mystical insight and a unique mastery over rare materials.
Your people, guardians of the ancient gateways, dwell in the mist-laden fens where
the fabric of the worlds grows thin. The Mystbound are known for their otherworldly
craftsmanship, creating artifacts infused with the essence of elemental planes.
Ability Scrore Increase. Your Intelligence score increases by 2.
Mystic Artisan. You gain proficiency in the Arcana skill. Additionally,
you can add double your proficiency bonus to any ability checks you make that
use this skill for identifying or appraising magical items.
Riftsense.
As a Mystbound Dwarf, you possess an innate sense for detecting
the subtle energies of rifts, portals, and mystical fens.
Feature. Starting at 1st level, you gain the ability to sense the presence
of planar gateways, rifts, and fens within a certain radius around you.
- Range: You can sense these phenomena within a 3 mile radius.
- Activation: As an action, you can open your senses to detect these energies. This ability can be used a number of times equal to 1 + your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
- Detection: When you use this ability, you know the direction and distance to the closest portal, rift, or fen within range, if any are present.
- Identification If you study a detected portal, rift, or fen for at least 1 minute, you can make an Intelligence (Arcana) check to discern some basic properties about it, such as its stability, where it might lead, or if it's naturally occurring or artificially created.
As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.
The gold dwarves of Faerun in their mighty southern kingdom are hill dwarves,
They as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting.
Ability Scrore Increase. Your Wisdom score increases by 1.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Ability Scrore Increase. Your Strength score increases by 2.
Dwarven Armor Training. You have proficiency with light and medium armor.
Galdoryn
Galdoryn
"The Galdoryn, also known as the Sunfire Elves or Desert Elves are a race both
formidable and enigmatic warriors, their essence woven
from the tapestry of shadow and strength. Visually striking, they tower with
an imposing stature, their skin a rich mosaic of dark hues, set apart by small,
pointed ears. Their hair, a cascade of vibrant colors, serves as a living testament
to their age and martial prowess—growing more intense with the passage of years or
the heat of battle.
In the heart of their culture lies a warrior's ethos, where strength and combat
expertise dictate one's standing within their societal hierarchy. Yet, amidst
this martial society, the Oracles, primarily women, stand as mystical pillars—imbuing
the Galdoryn with a deeper, more esoteric dimension. These Oracles undergo arduous rituals,
a blend of physical trials and arcane mastery, to earn their revered status."
Ability Score Increase. When determining your character’s ability scores,
increase one score by 2, increase a different score by 1, or increase three different
scores by 1. You can't raise any of your scores above 20.
Age. Galdoryn mature at the same rate as other elves but live a few centuries longer.
The vibrancy of their hair serves as an indicator of their age and experience in combat.
Size. Galdoryn are taller and more robust than the typical elf, often exceeding 6 feet
in height. Your size is Medium.
Speed. Your base walk speed is 35 feet.
Darkvision. 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.
Languages. You can speak, read, and write Common and Elvish. In addition, you can
communicate in a unique dialect known only to your people, a blend of Elvish and ancient desert tongues.
Desert Endurance. You are acclimated to life in the desert. You have advantage on
Constitution saving throws made to endure extreme heat and resist exhaustion caused by a
lack of water.
Warriors Presence. You have proficiency in the Intimidation skill, reflecting your
imposing stature and combat-focused upbringing.
Warrior's Zeal. You can enter a state of heightened combat focus a number of
times equal to your proficiency bonus (minimum of once). You regain all expended uses
when you finish a long rest. As a bonus action, you can activate this state for one round.
During this time, you gain the following benefits:
- You have advantage on melee weapon attack rolls using Strength.
- You gain a bonus to melee weapon damage rolls equal to your proficiency bonus.
- If you take the Attack action on your turn, you can make one additional melee weapon attack as part of that action.
Oracle's Insigth. You gain proficiency in one of the following skills of your choice:
Arcana, History, or Religion. This represents the mystical knowledge imparted by the Oracles.
Oracle's Foresight. Embodying the clairvoyant powers of the Oracles, you can use your
reaction to focus your senses and foresee imminent threats. When you use this ability, for 1 round,
attackers have disadvantage on attack rolls against you, and you have advantage on all saving throws.
You can use this ability a number of times equal to your proficiency bonus, and you regain all expended
uses when you finish a long rest.
Firbolg
Firbolg
"Distant cousins of giants, the first firbolgs wandered the primeval forests of the
multiverse, and the magic of those forests entwined itself with the firbolgs’ souls.
Centuries later, that magic still thrums inside a firbolg, even one who has never
lived under the boughs of a great forest.
A firbolg’s magic is an obscuring sort, which allowed their ancestors to pass through
a forest without disturbing it. So deep is the connection between a firbolg and the
wild places of the world that they can communicate with flora and fauna."
Ability Score Increase. When determining your character’s ability scores,
increase one score by 2, increase a different score by 1, or increase three different
scores by 1. You can't raise any of your scores above 20.
Age. As humanoids related to the fey, firbolg have long lifespans.
A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.
Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.
Speed. Your base walk speed is 30 feet.
Languages. You can speak, read, and write Common, Elvish, and Giant.
Firbolg Magic. You can cast the Detect Magic and Disguise Self spells with this trait. When you use
this version of Disguise Self, you can seem up to 3 feet shorter or taller. Once you cast either of these
spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also
cast these spells using any spell slots you have.
- Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)
Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Wilderkin
Nephridai
Nephridai
"The Nephridai, with their striking forms and
impressive powers, are a testament to the union of
celestial and infernal energies. Their society is highly
communal, and they fiercely protect each other as a
family bound by their shared heritage. Though cautious
In their interactions with outsiders, the Nephridai
remain steadfast in their dedication to promoting peace.
and understanding between the planes. Despite facing
discrimination and the need for secrecy, the Nephridai
continue to inspire awe and wonder, and their legacy
lives on as a reminder of the potential for unity in even
the most seemingly disparate of beings."
Ability Score Increase. When determining your character’s ability scores,
increase one score by 2, increase a different score by 1, or increase three different
scores by 1. You can't raise any of your scores above 20.
Age. Nephridai typically have lifespans similar to those of their human,
Aasimar, and Tiefling ancestors, with a maximum age of around 100 to 120 years.
Size. Nephridai stand anywhere between 5ft and 6ft tall. Your size is medium.
Speed. Your base walk speed is 30 feet.
Languages. You can speak, read, and write Common, Celestial or Infernal.
Darkvision. Nephridai 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 discern colors in that darkness only as shades of gray..
Dormant Energy. When you reach 3rd level, you can use a bonus
action to unleash the celestial or infernal energy
within yourself, causing spectral wings to sprout
from your back temporarily. Your transformation
lasts for 1 minute or until you end it as a bonus
action. Once you transform, you can’t use it again
until you finish a long rest. You gain a flight speed
equal to your walking speed. Also, you can’t fly in
medium or heavy armor.
Radiant Soul. You gain resistance to radiant damage.
Light Bearer. You know Light cantrip. Once you reach 3rd level,
you can cast the Guiding Bolt spell once as a 2nd-level spell.
Charisma is your spellcasting ability for these spells.
Hellish Resistance. You have resistance to fire damage.
Infernal Soul. You know the Thaumaturgy cantrip. Once
you reach 3rd level, you can cast the Hellish Rebuke spell
once as a 2nd-level spell. Charisma is your spellcasting
ability for these spells.
Tiefling
Tiefling
"To be greeted with stares and whispers, to suffer violence and insult on the street,
to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife,
tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus,
overlord of the Nine Hells (and many of the other powerful devils serving under him) into their bloodline.
Their appearance and their nature are not their fault but the result of an ancient sin, for which they and
their children and their children's children will always be held accountable."
Ability Score Increase. When determining your character’s ability scores,
increase one score by 2, increase a different score by 1, or increase three different
scores by 1. You can't raise any of your scores above 20.
Age. Tieflings mature at the same rate as humans but live a few years longer.
Size. Tieflings are about the same size and build as humans. Your size is Medium.
Speed. Your base walk speed is 30 feet.
Languages. You can speak, read, and write Common and Infernal.
Darkvision. Thanks to your infernal heritage, 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.
Hellish Resistance. You have resistance to fire damage.
The tieflings connected to Nessus command the power of fire and darkness,
guided by a keener than normal intellect, as befits those linked to Asmodeus himself.
Infernal Legacy. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can
cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can
also cast the Darkness spell once. You must finish a long rest to cast these spells again
with this trait. Charisma is your spellcasting ability for these spells.
The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting
those whose minor sins can be transformed into acts of damnation. Tieflings linked to
this archdevil can corrupt others both physically and psychically.
Legacy of Baalzebul. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can
cast the Ray of Sickness spell once as a 2nd-level spell. Once you reach 5th level, you can
also cast the Crown of Madness spell once. You must finish a long rest to cast these spells
again with this trait. Charisma is your spellcasting ability for these spells.
The great city of Dis occupies most of Hell's second layer. It is a place where secrets
are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent
spies and infiltrators.
Legacy of Dis. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can
cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also
cast the Detect Thoughts spell once. You must finish a long rest to cast these spells again with
this trait. Charisma is your spellcasting ability for these spells.
A master manipulator, Fierna grants tieftings tied to her forceful personalities.
Legacy of Phlegethos. You know the Friends cantrip. Once you reach 3rd level,
you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level,
you can also cast the Suggestion spell once. You must finish a long rest to cast these
spells again with this trait. Charisma is your spellcasting ability for these spells.
Glasya, Hell's criminal mastermind, grants her tiefiings magic that is useful for committing heists.
Legacy of Malbolge. You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast
the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the
Invisibility spell once as a 2nd-level spell. You must finish a long rest to cast these spells again with this trait.
Charisma is your spellcasting ability for these spells.
Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
Legacy of Stygia. You know the Ray of Frost cantrip. Once you reach 3rd level,
you can cast the Armor of Agathys spell once as a 2nd-level spell. Once you reach 5th level,
you can also cast the Darkness spell once. You must finish a long rest to cast these spells
again with this trait. Charisma is your spellcasting ability for these spells.
The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.
Legacy of Minauros. You know the Mage Hand cantrip. Once you reach 3rd level,
you can cast the Tenser's Floating Diskspell once as a 2nd-level spell.
Once you reach 5th level, you can also cast the Arcane Lock spell once.
You must finish a long rest to cast these spells again with this trait.
Charisma is your spellcasting ability for these spells.
In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.
Legacy of Cania. You know the Mage Hand cantrip. Once you reach 3rd level,
you can cast the Burning Hands spell once as a 2nd-level spell. Once you reach 5th level,
you can also cast the Flame Blade spell once as a 3rd-level spell. You must finish a long
rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.
Legacy of Avernus. You know the Thaumaturgy cantrip. Once you reach 3rd level,
you can cast the Searing Smite spell once as a 2nd-level spell. Once you reach 5th level,
you can also cast the Branding Smite spell once as a 3rd-level spell. You must finish a
long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells
Halfling
Halfling
"The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies. Others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened."
The Shorestride Halflings of Kalligo are known for their resourcefulness
and adaptability, having thrived in the coastal regions. Their lives are
intertwined with the sea, from fishing to navigating the tides. These Halflings
are skilled sailors and fishers, known for their ability to read the weather
and seas like an open book.
Ability Scrore Increase. When determining your character’s ability scores, instead
of the standard 2 to Dexterity you can increase one score by 2, increase a different score
by 1, or increase three different scores by 1. You can't raise any of your scores above 20
Aquatic Adaptation. Adapted to life near water, Shorestride Halflings are excellent swimmers.
- You have a swimming speed of 30 feet.
Seafarer’s Intuition. You gain proficiency in the Survival skill. Additionally, while you are at sea or in coastal areas, you have advantage on Survival checks related to navigation and weather prediction.
As a lightfoot halfling, you can easily hide from notice,
even using other people as cover. You're inclined to be
affable and get along well with others. Lightfoot halflings
have spread the farthest and thus are the most common variety.
Lightfoots are more prone to wanderlust than other halflings,
and often dwell alongside other races or take up a nomadic life.
Ability Scrore Increase. Your Charisma score increases by 1.
Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.
As a stout halfling, you're hardier than average and have some resistance
to poison. Some say that stouts have dwarven blood.
In Kalligo, these halflings are called stronghearts, and they're most common in the south.
Ability Scrore Increase. Your Constitution score increases by 1.
Stout Resilience. You have advantage on saving throws against poison, and you have resistance to poison damage.
Ghostwise halflings trace their ancestry back to a war among halfling
tribes that sent their ancestors into flight from Luiren. Ghostwise halflings
are the rarest of the hin, found only in the Chondalwood and a few other
isolated forests, clustered in tight-knit clans.
Many ghostwise clans select a natural landmark as the center of their territory,
and members carry a piece of that landmark with them at all times. Clan warriors
known as nightgliders bond with and ride giant owls as mounts.
Ability Scrore Increase. Your Wisdom score increases by 1.
Silent Speech. You can speak telepathically to any creature
within 30 feet of you. The creature understands you only if the two
of you share a language. You can speak telepathically in this way to
one creature at a time.
Astral Elf
Astral Elf
"Long ago, groups of elves ventured from the Feywild to the Astral Plane to be
closer to their gods. Life in the Silver Void has imbued their souls with a spark
of divine light. That light manifests as a starry gleam in an astral elf's eyes.
Because nothing ages on the Astral Plane, astral elves who inhabit that plane can
be very old, and their longevity gives them an unusual perspective on the passage
of time. Some are prone to melancholy, while others might display an absence of feeling.
Many look for creative ways to occupy themselves. Whether they choose to live in quiet
contemplation or strike out to explore the reaches of the multiverse, astral elves tend
to see things through the lens of time as having little or no meaning to them. Astral
elves who don't dwell in the Astral Plane can live to be more than 750 years old."
Ability Score Increase. When determining your character’s ability scores,
increase one score by 2, increase a different score by 1, or increase three different
scores by 1. You can't raise any of your scores above 20.
Age. Although elves reach physical maturity at about the same age as humans,
the elven understanding of adulthood goes beyond physical growth to encompass worldly
experience. An elf typically claims adulthood and an adult name around the age of 100
and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds.
Your size is Medium.
Speed. Your base walk speed is 30 feet.
Darkvision. 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 Elvish.
Ethereal Sight. Once per long rest, as an action, you can gain the ability
to see into the Ethereal Plane for up to 1 minute. During this time, you can see
ethereal creatures and objects as if they were visible, and you can see into the
Ethereal Plane out to a range of 60 feet
Astral Trance. You don't need to sleep, and magic can't put you to sleep.
You can finish a long rest in 4 hours if you spend those hours in a trancelike
meditation, during which you remain conscious. Whenever you finish this trance,
you gain proficiency in one skill of your choice and with one weapon or tool of
your choice, selected from the Player's Handbook. You magically acquire these
proficiencies by drawing them from shared elven memory and the experiences of
entities on the Astral Plane, and you retain them until you finish your next long rest.
Ethereal Passage. Your bond with the Ethereal Plane allows you to momentarily
become ethereal, enabling you to pass through obstacles.
- Ability. Once per long rest, as an action, you can turn ethereal for a brief moment. For the next 6 seconds, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
- Duration. This ethereal state lasts until the end of your turn.
- Restrictions. While ethereal, you can't affect or be affected by anything in the material world, except you can take force damage.
Starlight Step. As a bonus action, you can magically teleport up to 30
feet to an unoccupied space you can see. You can use this trait a number of
times equal to your proficiency bonus, and you regain all expended uses when
you finish a long rest.
Astral Trance. You don't need to sleep, and magic can't put you to sleep.
You can finish a long rest in 4 hours if you spend those hours in a trancelike
meditation, during which you remain conscious. Whenever you finish this trance,
you gain proficiency in one skill of your choice and with one weapon or tool of
your choice, selected from the Player's Handbook. You magically acquire these
proficiencies by drawing them from shared elven memory and the experiences of
entities on the Astral Plane, and you retain them until you finish your next long rest.
Lunari
Lunari
"The Lunari Drow are a testament to resilience and the pursuit of freedom. During the chaos of the Godswars, they seized their chance to escape the oppressive clutches of Lolth and the Underdark. They journeyed to the surface world, finding solace in the dense, verdant expanse of Zorashan, a sprawling jungle adjacent to the desert nation of Bhaaj'ir. Over generations, they adapted to their new home, developing unique skills and abilities that helped them thrive in the jungle environment. The Lunari Drow have forged a symbiotic relationship with the Galdoryn, sharing resources and knowledge. Known for their affinity with the moon and the shadows, they have earned their names as Moonwalkers and Shadewalkers, respected by the surface dwellers for their wisdom and mystical powers."
Ability Score Increase. When determining your character’s ability scores,
increase one score by 2, increase a different score by 1, or increase three different
scores by 1. You can't raise any of your scores above 20.
Age. Although elves reach physical maturity at about the same age as humans,
the elven understanding of adulthood goes beyond physical growth to encompass worldly
experience. An elf typically claims adulthood and an adult name around the age of 100
and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds.
Your size is Medium.
Speed. Your base walk speed is 30 feet.
Darkvision. 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, Elvish and Undercommon.
Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.
Jungle Adaptaion. Lunari Drow have adapted to the dense jungle of Zorashan.
You gain proficiency in the Survival skill and have advantage on Dexterity (Stealth)
checks made in forested or jungle terrain.
Shadow Walk. Starting at 3rd level, you can use your action to step into a
shadow and emerge from another shadow within 30 feet of you. This ability can be
used once per long rest.
Lunari Magic. Your connection to the moon grants you unique magical abilities.
You know the Light cantrip
(moonlight version). At 3rd level, you can cast the Moonbeam
spell once and regain the ability to do so after a long rest. At 5th level, you can cast
the Pass Without Trace spell once and regain the ability to do so after a long rest. Wisdom
is your spellcasting ability for these spells.
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Drow
Drow
"Drow, also known as dark elves, deep elves, night elves, under-elves,
and the Dark Ones among orcs, are a dark-skinned sub-race of elves that predominantly
live in the Underdark.They ae hated and feared due to their cruelty, though some
non-evil and an even smaller number of good drow exist.
Descended from an earlier subrace of dark-skinned elves, the drow were banished from
the surface world for following the goddess Lolth down the path to evil and corruption.
Now they have built their own civilization in the depths of the Underdark, patterned after
the Way of Lolth. Also called dark elves. The drow have black skin that resembles polished
obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale
as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They lend
to be smaller and thinner than most elves."
Ability Score Increase. When determining your character’s ability scores,
increase one score by 2, increase a different score by 1, or increase three different
scores by 1. You can't raise any of your scores above 20.
Age. Although elves reach physical maturity at about the same age as humans,
the elven understanding of adulthood goes beyond physical growth to encompass worldly
experience. An elf typically claims adulthood and an adult name around the age of 100
and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds.
Your size is Medium.
Speed. Your base walk speed is 30 feet.
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, Elvish and Undercommon.
Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.
Sunlight Sentitivity. You have disadvantage on attack rolls and Wisdom (Perception)
checks that rely on sight when you, the target of the attack, or whatever you are trying
to perceive is in direct sunlight.
Drow Magic. You know the Dancing Lights cantrip. When you reach 3rd level, you can
cast the Faerie Fire spell once with this trait and regain the ability to do so when you
finish a long rest. When you reach 5th level, you can cast the Darkness spell once and regain
the ability to do so when you finish a long rest. Charisma is your spellcasting ability for
these spells.
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Eladrin
Eladrin
"Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons — affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season forever. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season.
Eladrin Seasons
Roll a d4 to determine your season.- Autumn:peace and goodwill, when summer's harvest is shared with all
- Winter:contemplation and dolor, when the vibrant energy of the world slumbers
- Spring:cheerfulness and celebration, marked by merriment and hope as winter's sorrow passes
- Summer:boldness and aggression, a time of unfettered energy and calls to action
Ability Score Increase. When determining your character’s ability scores, increase one score by 2, increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walk speed is 30 feet.
Darkvision. 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 discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):
- Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
- Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
- Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
- Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.
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, Elvish and Fey.
High Elf
High Elf
"As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves."
Ability Score Increase. When determining your character’s ability scores,
increase one score by 2, increase a different score by 1, or increase three different
scores by 1. You can't raise any of your scores above 20.
Age. Although elves reach physical maturity at about the same age as humans,
the elven understanding of adulthood goes beyond physical growth to encompass worldly
experience. An elf typically claims adulthood and an adult name around the age of 100
and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds.
Your size is Medium.
Speed. Your base walk speed is 30 feet.
Darkvision. 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 Elvish.
Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Wellspring Elf
Wellspring Elf
“Amidst the elven kin, there are few who can rival the Wellspring Elves in their
mastery of the arcane. Their connection to the Wellspring and devotion to Mystra
grant them a profound understanding of magic, allowing them to wield the great
art of Arselu'Tel'Quess with unparalleled finesse and power. They are true guardians
of the arcane, and their very existence reminds us of the depths of magic that lie
waiting to be uncovered.
Wellspring Elves have lived near the Wellspring for centuries, and their society has
evolved around it. They have a strong tradition of magic, and many of their most
powerful mages draw their strength directly from the Wellspring. They are fiercely
protective of the wellspring and will go to great lengths to ensure its safety.
In times of crisis, the Wellspring Elves have been known to band together with other
races to protect the Wellspring and prevent it from falling into the wrong hands."
Ability Score Increase. When determining your character’s ability scores,
increase one score by 2, increase a different score by 1, or increase three different
scores by 1. You can't raise any of your scores above 20.
Age. Although elves reach physical maturity at about the same age as humans,
the elven understanding of adulthood goes beyond physical growth to encompass worldly
experience. An elf typically claims adulthood and an adult name around the age of 100
and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds.
Your size is Medium.
Speed. Your base walk speed is 30 feet.
Darkvision. 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.
Cantrip. You know one cantrip of your choice from the Wizard
spell list. Intelligence is your spellcasting ability for it.
Arselu'Tel'Quess. Wellspring Elves are masters of Elven High Magic, and can use it to great effect.
At 3rd level, a Wellspring Elf gains proficiency in Arcana, and can cast the Detect Magic spell at
will without expending a spell slot. At 5th level, they can cast the Arcane Eye spell once per long rest.
Languages. You can speak, read, and write Common and Elvish.
Sea Elf
Tidesong Elf
"In the heart of Kalligo, where the vast ocean meets civilization, the Tidesong Elves thrive along the
vibrant and treacherous Tidesong coastline. These elves, shaped by the rhythms of the sea and the bustling
trade routes, possess an unparalleled affinity for navigating the waters, their lives deeply intertwined
with the ebb and flow of tides and the creatures beneath the waves. Their existence is a harmonious blend
of the wild beauty of the ocean and the intricate dance of commerce, making them as adept in steering
through the crowded trade paths frequented by majestic dragon turtles as they are in the delicate art
of diplomacy and trade.
The Tidesong coastline, a realm where every sunset paints a new masterpiece on the canvas of the sky,
is home to these graceful beings. Here, amidst the whisper of the waves and the salt in the air, Tidesong
Elves have built their communities to reflect the balance of their ecosystem, ensuring the prosperity of
their trade does not come at the expense of the sea they revere. As stewards of this precious strip of
land and sea, they embody the essence of the ocean—mysterious, beautiful, and profound. The ancestry
of a Tidesong Elf is to embrace the legacy of the ocean's embrace, embarking on a journey that weaves the
depth of ancient waters with the vibrant threads of worldly trade."
Ability Score Increase. When determining your character’s ability scores,
increase one score by 2, increase a different score by 1, or increase three different
scores by 1. You can't raise any of your scores above 20.
Age. Although elves reach physical maturity at about the same age as humans,
the elven understanding of adulthood goes beyond physical growth to encompass worldly
experience. An elf typically claims adulthood and an adult name around the age of 100
and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds.
Your size is Medium.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Darkvision. 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.
Child of the Sea. You can breathe air and water, and you have resistance to cold damage.
Friend of the Sea. Aquatic animals have an extraordinary affinity with your people.
You can communicate simple ideas to any Beast that has a swimming speed. It can understand
your words, though you have no special ability to understand it in return.
Languages. You can speak, read, and write Common and Elvish.
Tidesong Blessing. You have mastered the art of water manipulation through your innate connection to the ocean. Once per long rest, you can cast one of the following spells without expending a spell slot and without requiring material components:
- At 1st level, you can cast create or Destroy Water.
- Starting at 3rd level, you can also choose to cast Shape Water.
- Beginning at 5th level, you gain the ability to cast Control Water.
Coastal Vision. Enhanced darkvision up to 90 feet, symbolizing your adaptation to the deep and sometimes dark waters of Tidesong. You can discern vibrant colors in the darkness, a gift from the colorful aquatic life of your home.
Maritime Senses. Proficiency in the Perception skill and an additional proficiency in either Survival (to navigate the treacherous coast) or Persuasion (to reflect their role in trade negotiations).
Hyvarian
Hyvarian
“In the tapestry of arcane lineages, the Hyvarians emerge as a marvel of heritage, blending human resilience with the mystic essence of dragons. Unlike their dragonborn kin, famed for their brute strength and draconic visage, the Hyvarians inherit the subtler, more potent magics of their ancestors. From the tenderest of ages, they exhibit a remarkable proficiency in illusion magic and bear the inborn resistance to arcane forces that once shielded their dragon forebears. Marked by subtle scales and a golden gleam in their eyes, the Hyvarians' beauty is as understated as it is captivating, revealing itself fully only as they step into adolescence. This rare gift, emerging from a lineage that encompasses the majestic spectrum of draconic legacy—from the noble metallics to the vibrant chromatics and the rare gem dragons—renders the Hyvarians a living bridge between the ancient magic of dragons and the boundless potential of humanity. Across Kalligo, these children of magic stand testament to the enduring legacy and diverse heritage of dragons, celebrated by many yet misunderstood by some, as they navigate a world where their very existence weaves together the fabric of the arcane and the mundane."
Ability Score Increase. When determining your character’s ability scores,
increase one score by 2, increase a different score by 1, or increase three different
scores by 1. You can't raise any of your scores above 20.
Age. Hyvarian mature at the same rate as their human cousins, but live to be
500 years old.
Size. You stand anywhere between 5 and 6. Your size ts Medium.
Speed. Your base walk speed is 30 feet.
Draconic Lineage. Your lineage determines your natural resistance and ability.
Color | Resistance | Color | Resistance |
---|---|---|---|
Amethyst | Force | Crystal | Radiant |
Topaz | Necrotic | Sapphire | Thunder |
Red | Fire | Blue | Lightning |
Black | Acid | Green | Poison |
White | Cold | Gold | Fire |
Brass | Fire | Bronze | Lightning |
Copper | Lightning | Silver | Cold |
Lunar | Cold | Solar | Radiant |
Deep | Psychic | Death | Necrotic |
Dragonblood. You are considered a dragonborn for the purposes of qualifying for feats. And are affected by enchantments specific to dragons as if you were a dragon.
Graceful Levitation. You can cast the feather fall spell on yourself once per day, however you cannot target additional creatures when using this feature.
Practiced Disguise. You have advantage on deception checks made to hide your appearance or appear as an ordinary human, and you may add deception to your class skills.
Languages. You can speak, read, and write Common and Draconic.
You are a descendant of the crystalline family of dragonkind,
and you have inherited one of their most prized traits: the
ability to manipulate your surroundings through sheer will of mind.
Psionic Shift. Once per day you can releases a wave of telekinetic energy from your mind. Every creature within 15 feet must make a DC 15 Intelligence saving throw or be pushed 10 feet away.
Greater Mind. You are a natural learner and, instincivly, seek out knowledge and understanding of the world around you.
- You gain proficiency in Investigation.
You are a descendant of the chromatic family of dragonkind,
and you have inherited one of their most prized traits:
the ability to frighten anyone who looks at you.
Frightful Presence. One per day, you can choose a target within 60
feet of you and attempt to frighten the target with your presence.
The creature must succeed on a DC 15 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a success.
If a creature's saving throw is successful or the effect ends for it,
the creature is immune to the dragon's frightful presence for the next 24 hours.
Commanding Will. You are a master of intimidation, a skill passed down from your ancestor,
and you have a natural ability to impose your will on others.
- You gain proficiency in Intimidation.
You are a descendant of the metallic family of dragonkind,
and you have inherited one of their most prized traits:
the ability to blend in to any environment and society.
Shape Change. You can cast disguise self on
yourself once per day, but you can also shape into beasts
with a challenge rating no higher than your own, or back
into your true form. You revert back to your true form if
you fall unconscious. Any equipment you are wearing or carrying
is absorbed or borne by the new form. In this new form, you
retain your alignment, hit points, hit dice, ability to speak,
and proficiencies.
Elegant Deception. Deceiving others is second nature to you.
Guided by the silver tongue of your ascestors, you glide through
conversation like no other.
- You gain proficiency in Persuasion.
Pureblood Yuan-Ti
Changling
Hobgoblin
Orc
Half Orc
Titanborn
Minotaur
Danwgar
Eshatra
Dragonborn