Vana’diel DnD Races


In addition to the races listed below, Humans* (called Humes in Vana’diel) and Half-Elves from the PHB are also available to choose from. Be aware that Half-Elves are fairly rare within the world, as 9/10 are stillbirths. Half-Elves also do not get their Fey Ancestry.

*(Variant Humans will use human racial feats found in Xanathar’s and Unearthed Arcana)

Au Ra

We Xaela are nomads who roam and live off the land. My tribe was no different. Yet though we did no harm to those whose lands we traversed, they treated us as vermin. in their ignorance, they feared us, and that fear manifested as spite and violence.

My loved ones and I were cursed at, spat upon, beaten, and worse. It was out of the desire to protect them that I began my research.
-Alaqa the Witch

The Au Ra are a misunderstood people due to their physical appearance. Their scaled bodies and horns led many to fear them, as they are rumored to be descendants of dragons or demons. This fear led to hate, which gave way to violence, leaving these proud people few in number across the world. These conditions have led the Au Ra to value their families beyond all else.

Variable Size
Au Ra are characterized by their curved horns and intricate patterning of black or white scales across their bodies. Sleek and powerful tails extend out from behind the Au Ra. There is a striking difference in height between the males and females of the race, the men ranging from just over 6 feet tall to 7 and a half feet tall, while the women are dwarfed, rarely coming close to 5 and a half feet tall. Their faces contain sharp features and piercing eyes, alluding to their normally serious and sullen demeanor. Au Ra tend to dress very modestly, wearing simple robes and lengths of cloth draped over their bodies as cloaks, especially amongst the nomadic Xaela tribe.

Divided By Blood
The Auri creation myth tells the tale of two beings, the Wyrmking Bahamut and the Demon-King Dormin. The two kinds of Au Ra have beliefs about their connection to these beings. The dark scaled Xaela view themselves as free spirit folk, who roam the lands hunting, gathering, and battling against other roaming tribes, in honour of their ancestors of the past. The light scaled Raen on the other hand has moved on from the nomadic lifestyle, building a great city beneath the waves of the Ruby Sea to make their home. Here the Raen live a life of  tranquility and solitude from the rest of the world.

Peaks, Valleys and Plains
The Au Ra's homeland is known as Tsahya, a region to the far south-east. A majority of their homeland is covered by sprawling plains known as the Azim Steppe which dominates their country. The Xaela clans travel across this sea of land in close knit tribes. The south-western reaches of Tsahya are shielded with with a ring of high mountain peaks shrouded in mist that they call the Forbidden Land. To the East extends the Ruby Sea, beneath which the Raen have made their home, hidden from the world.

For my family
An Au Ra may set off on an adventure for any number of reasons. A thirst for adventure may awaken in them and draw them from their isolated clan lives, or an act against their clan or tribe has forced them to action. This could go as far as searching for lost family members, or seeking revenge for a slight against their family. For the Au Ra, family is extremely important to them, and may serve a central purpose to drive them to explore the world.


Au Ra Names
The Au Ra approach names in two starkly different ways. The Xaela see many names shared across tribes, but there are as many spellings for the same name as there are tribes. Xaela take the name of their tribe as their surname. The Raen name themselves in their tongue in a way that their name carries meaning. Only those belonging to the ruling and warrior class of society legally have surnames, while commoners may take a surname, it is not legally recognized. Raen who are in power often take surnames related to their feats in battle, while commoners take names related to their profession.

Male Raen Names. Tosetu, Keimei, Rakuyo, Hien, Genbu, Fugetsu, Unzan, Masatsuchi, Izuna, Sagan,                     Karaku. Chikamasa Rokuyari,Tanehiro,Yoshikore,Hidetake, Norishig.

Female Raen Names. Yachiyo, Kikyo, Awayuki, Narumi, Azami, Kurenai, Tsubaki, Chidori, Suzume, Mizuki, Ibuki.

Male Xaela Names. Arslang, Agasiletai, Chaghagan, Chuacenur, Bayan, Luvsan, Bujeg, Khalja, Charakha, Khaishan, Chigu, Jebke, Cirina, Narangerel, Ogul, Altan

Female Xaela Names. Boragchin, Narengawa, Chotan, Qoyar, Khorchi, Ogul, Checheyigen, Altun, Eji, Baguchi, Odchigin, Khorghosun, Yesun, Ariunbold, Bayar.

Clan Names. A full list of Xeala clans can be found here.

Family Names. Obinata, Yuzuka, Yatsurugi, Rokuyari, Godo, Tabito, Yumishi, Musa

Au Ra Traits

Ability Score Increase. Your Constitution score increases by 2.

Age. Despite their extraordinary physical features, the Au Ra live about as long as any of the other races of Vana’diel, reaching physical maturity around the age of 16, and living to be around 80 years old.

Alignment. The Au Ra as a whole do not tend to neither good nor evil, or towards law or chaos. The Xaela tend strongly towards the chaotic lives of nomads outside of the laws of civilized city-states, while the Raen enjoy the order provided by the law. Often times an Au Ra finds themself to be the product of their upbringing.

Size. There is a large size disparity between men and women of the Au Ra. Males range anywhere from 6 and a half to 7 feet tall with a lean build dwarfing the females who rarely grow taller than 5 feet. Your size is medium.

Speed. Your base walking speed is 30ft.


Damage Type

Breath Weapon



5 by 30 ft. line (Dex. save)



5 by 30 ft. line (Dex. save)



5 by 30 ft. line (Dex. save)



5 by 30 ft. line (Dex. save)



5 by 30 ft. line (Dex. save)



15 ft. cone (Dex. save)



15 ft. cone (Con. save)



15 ft. cone (Dex. save)



15 ft. cone (Con. save)



15 ft. cone (Con. save)

Draconic Ancestry: You have draconic ancestry which takes shape by the color of your eyes. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage Resistance are determined by the dragon type, as shown in the table.

Breath Weapon: You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.

Damage Resistance: You have Resistance to the damage type associated with your draconic ancestry.

Languages: You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Subrace.The Au Ra's bloodline has split into two distinct groups, the nomadic Xaela and the solitary Raen. Select one of the two subraces of Au Ra.

As a Xaela, you've been hardened by your life on the road as a part of a nomadic tribe. A life of hunting and warring has led you to martial prowess and improved strength. You are more outgoing than your Raen counterparts and are much more willing to engage in battle to resolve a conflict. Xaela tribes are small but numerous, battling for territory against one another on the Azim Steppe. Despite a willingness to fight, Xaela do not seek war, it is merely a tool to settle differences.

Ability Score Increase. Your Strength score increases by 1.

Xaela weapon training. You gain proficiency with the shortbow and spear.

Nomadic Instincts. Due to your tribal ancestry you gain proficiency in the survival skill.

The Raen live beneath the churning waters of the Ruby Sea, eastern waters dotted by islands and amongst the sharp peaks of Tsahya. They prefer the pen to the sword and would rather solve a problem with diplomacy rather than resort to violence. They are a reserved people, living in isolation from the world, but have no animosity towards other city states. There is simply no reason for them to become involved with others outside of trade, and to do so could bring ruin upon their hardwon peace beneath the waves and atop the mountains.

Ability Score Increase. Your Charisma score increases by 1.

Naturally Insightful. You gain proficiency in the insight skill.

Eyes of the Mists. Accustomed to life beneath the sea, 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.


For centuries, our nation has been punished for the sins of our forefathers. If our punishment is to end, I believe we must right the wrongs of antiquity and move forward as a nation united. Needless to say, my father did not share this opinion.

-Ser Aymeric de Borel, Lord Commander of the Holy See of Ishgard

The Elvaan are a race divided within themselves, and their often arrogant attitudes keep the other races at an arms reach. The Aldianians live off the lush forests, vast plains, and frigid mountains, using their keen eyes to hunt and gather in the dense forests or live in the religious oligarchy of Ishgard, cut off from rest of the world. The San d’Orian’s in contrast are are renowned for establishing a strict and powerful military within the Middle Lands.

Elegance and Pride
Long legs, slender bodies, pointed ears and sharp features are all marks of an elvaan. Only rivaling their otherworld appearance is the poise with which they carry themselves. Their tall, thin frames only differ within the race by the colour of their skin. All Elvaan try to clothe themselves whenever it is appropriate, valuing their appearance.

Difference of Opinion
The Elvaan race is divided due to their pride. The Aldianians and those that would form San d’Oria found they could not coexist and distanced themselves from one another. The Aldianians believing they are the true rulers of the lands in which they live and hold dominion. The largest population of Aldianian Elvaan live in Ishgard, a massive religious city embroiled in a war against dragonkind, closed off from much of the world. The San d’Orians, who made their homes on the continent of Quon, are in a constant war with the Orcish Host from Rhazowa.

Honour and Vengeance
An Elvaan may set out on an adventure for many different reasons. An Ishgardian hungry for revenge against the dragons may set out to seek greater strength, while another may take up arms to defend their home from an encroaching threat against the Orcish Host. One may set out to gain honour and riches to support their family or to seek glory in battle, and head out to find this fame.

Elvaan Names
Both the Aldianian and San d'Orian clans of Elvaan spell their names very similarly. Men's names are longer and always in *-loix, -aux, -mont,* or *-geant.* A female's name will always end in *-ne, -ette, -elle,* or *-ie.*

Despite the similarity in their first names, the Elvaan tribes over time claimed surnames for either side. These surnames will never cross clans, but only those who live within the race will know the difference.

Male Elvaan Names. Adeux, Beichault, Dreauchant, Eauplaux, Etrent, Gloffaux, Jodeaux, Joyent, Ulmant, Ulwex,

Female Elvaan Names. Adreanne, Iflione, Eaupline, Eranne, Etrene, Moriene, Peronne, Cummone , Phivonne, Paxeonne

Elvaan Surnames. Breaunojuste, Douvionne, Feajorins, Gehon, Glauvefand, Grurubont, Nahame, Prihaux, Shogamie, Zuhepane

Elvaan Traits
Your Elvaan character has a variety of natural abilities.

Ability Score Increase. Your Wisdom score increases by 2.

Age. Though Elvaan are one of the longest standing races, they do not live much longer than anyone else. They reach physical maturity around age 18 and live into their nineties.

Alignment. Elvaan lean towards lawful alignments, be it their upbringing to protect the forest or life within the religious walls of Ishgard or San d’Oria

Size. Elvaan are known for their tall slender bodies. Men can reach a maximum 6 feet 8 inches and rarely are shorter than 6 foot 3 inches. Women reach a maximum of 6 and a half feet and rarely shorter than 6 feet tall. Your size is medium.

Speed. Your base walking speed is 30ft.

Languages. You can speak, read and write Common and Elven

Superb Hearing. You gain advantage when making a perception check which involves hearing.

Subrace. The Elvaan come from two different clans. Select one of the two subraces of Elvaan. 

The Aldianian Elvaan have become the protectors of their lands and mortal enemies of dragonkind depending on where they are living. Despite this, the Aldianian keep a tight hold on their homes, defending them aggressively. They have learned to live off the land wherever they find themselves. Years of life in the forests of the Black Shroud, tundras of Coerthas, and mountains of Dravania have imbued them with various abilities.

Ability Score Increase. Your Dexterity score increases by 1.

Aldianian weapon training. You gain proficiency with shortbows, longbows, and daggers.

Hawk Sight. The normal range of your ranged weapon is increased by 30 ft.

Prying Eye. You gain advantage when making a perception check which involves sight.

San d'Orian
San d'Orians are Elvaan who made their home on the land of Quon. Their light hair and dark skin sets them apart. San d'Orians are expert knights and are renowned for establishing a strict and powerful military originally divided into two sects. The Temple Knights, from which came Paladins, value honor and a deep, unshakable faith. The Royal Knights, on the other hand, are more secular and are involved in more missions outside the Kingdom.

Ability Score Increase. Your Strength score increases by 1.

San d'Orian Weapon Training. You gain proficiency with longswords, shortswords, rapiers, spears, and javelins.

Relentless Assault. When you score a critical hit with a melee weapon attack, you can roll the weapons damage dice one additional time and add it to the extra damage of the critical hit.



I will see them suffer no longer. The victory feast shall provide the stage on which I declare the dissolution of the sultanate. 'Tis mine intent that the ruling class of our golden city should take its place beside the common man in a fair and equitable republic. No more shall this nation bow to the whims of a privileged few.

-Nanamo Ul Namo, Sultana of Ul'Dah

The Tarutaru are the most skilled race when it comes to the use of magic. They originated from the Fauregandi Region in Quon from which many were eventually led to the Sarutabaruta Region in Mindartia, which they now call home. They are the creators of the magical automatons known as Cardians. Tarutaru children are, in fact, smaller than the adults, but the entire race has childlike proportions compared to the other races. They are among the most dedicated, yet childish races of Vana'diel. They welcomed the Mithra into their home of Windurst at some point in history, and the two races have lived together in peace and harmony ever since. The only thing threatening that peace is a race of Beastmen that call themselves the Yagudo.

Tiny Yet Mighty
Tarutaru anatomy sees these kindly people rarely growing to be 3 feet tall. Their short bodies are rotund, with short feeble looking legs. But appearances can be deceiving as Tarutarus bodies are highly efficient, allowing them to travel long distances on their short legs. The Windurstian have developed a sense of smell for magical effects, while the Snowfolk developed a thicker warmer skin, protecting them from the cold of the mountains. Additionally out of tradition, Snowfolk will place gemstones associated with their zodiacal sign on their foreheads.

Products of the Land
The Tarutaruin homelands produced two types of people, from which they take their names. The Windurstian started off as agriculturalists living their lives on their farms, eventually discovering the ruins of Horutoto and learning magic which began a conquest of the Middle Lands, and leading Tarutarus to spread across the world. The Snowfolk began and remain as mountain dwelling folk, their bodies adapting to the harsh conditions.

Magical Schools and Towering Mountains
The Tarutaru can trace their ancestry back to two key areas. The Windurstian began as farmers in the south of Mindartia, farming the fertile lands of their namesake before finding ruins that would teach them magic. The Snowfolk were not so lucky to have farmable land and instead turned to animal husbandry and mining. Traditionally Snowfolk built their homes on the backs of beasts of burden, travelling with their herds. Eventually the Snowfolk founded a great city of wealth within a mountain in Uleguerand Range, where nearly all Snowfolk live today.

Family and Fortune
Tarutarus care deeply for their small families and would do anything for them. They may set out on an adventure to support their families or in their defense. Not all Tarutarus have such pure goals though as many contain a great deal of ambition in their tiny bodies. Merchants travel all over the land, researchers seeking knowledge in secret places, sellswords bravely take on jobs to prove themselves. Tarutarus may be small, but they take on the world in a big way.

Tarutaru Names
Both the Windurstian and the Snowfolk name themselves using set rhyming schemes, ruled by rhythm and repetition. Syllables are combining in various combinations to form playful sounding names. This means that Tarutarus generally do not have surnames unless they come from royalty, which adds their family name in the middle. Each gender and subrace of Tarutaru have their own ruleset detailed below. Each letter indicates a syllable or pair of syllables.

Tarutaru Naming Convention

| Gender and Subrace | Rhyming Scheme |
| Male Windurstian          | AB – CB |
| Female Windurstian      | ABB – AB |
| Male Snowfolk          | AAB – CCB |
| Female Snowfolk      | AAB – AB |

Male Windurstian Names. Budadi Yidadi, Egul Sagul, Erelo Forelo, Elehul Pedulehul, Gusis Shisis

Female Windurstian Names. Icucu Icu, Badada Bada, Usoso Uso, Kikuku Kiku.

Male Snowfolk Names. Wowokima Chichikima, Sheshehici Rorohici, Hihihebo Ruruhebo, Tutushuhu Kukushuhu, Gogoreba Susureba

Female Snowfolk Names. Ejaja Eja, Babayi Bayi, Rerega Rega, Chochosha Chosha, Bobochu Bochu, Lelepu Lepu

Tarutaru Traits
Your Tarutaru character has a variety of natural abilities derived from their ancestry.

Ability Score Increase. Your Intelligence score increases by 2.

Age. These smallfolk are able to live just as long as the other races. Tarutarus reach physical maturity around the age of 18, and live until their mid eighties.

Alignment. Generally speaking, Tarutarus lean towards a good natured alignment, though some shrewd businessman may push far away from this approach to life. Neither the Windurstian or Snowfolk have a inclination to law or chaos, with individuals falling into all categories.

Size. Tarutarus are a diminutive people who see no difference in height due to gender. Their heights on average range from 2 feet and 8 inches to just over 3 feet. Your size is small.

Speed. Your base walking speed is 25ft.

Innate Magic. You know one 1st level spell of your choice from the Wizard spell list within the Enchantment, Evocation, Illusion, or Transmutation Schools of Magic, Intelligence is your spellcasting ability for it. Additionally, your spellpoint maximum increases by 1, and it increases by 1 every time you gain a level.

Naturally Stealthy. You can attempt to hide even when when you are obscured only by a creature that is at least one size larger than you.

Tarutaru Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read and write Common and Halfling.

Subrace. The Tarutaru come from two distinct groups of people. Select one of the two subraces of Tarutaru.

As a Windurstian, you have spent some time studying and have had information passed down to you from one of the magical schools. Your highly sensitive nose and knowledge of the arcane has led to the development that sets you apart from your fellow Tarutaru, the Snowfolk.

Ability Score Increase. Your Wisdom score increases by 1. 

Cantrip: You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.

Magic Scent. You gain the ability to smell out magic. When you make a perception or investigation check involving magic, you gain advantage.

As a Snowfolk, you have an instinctive ability to find the best deal or price of things. Additionally you've adapted to the harsh cold underground mountain environments and thrived. 

Ability Score Increase. Your Constitution score increases by 1.

Merchant's Intuition. You gain proficiency in the Persuasion skill.

Darkvision. Your eyes have adapted to help you see in the dark. 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 colour in darkness, only shades of grey.


The Nunh that I once fought also believed that his strrrength would save him. He was wrong, and I am now Nunh. Many years ago I joined the Sin Hunters to hone my skills instead of challenging my predecessor before I was ready. Even when I was young I understood that victorrrry goes to the patient, the cunning, the pragmatic."

-U'odh Nunh, leader of the Drake Tribe

A race of humanoid cats. These cat-like people live alongside the Tarutaru in Windurst and in the small town of Kazham in the Outlands. Their homeland of Gha Naboh, with its capital City of Yhoh is located on the continent of Olzhirya to the far south.The tails of the Mithra give them an excellent sense of balance that no other race seems to be able to compare with. Like all cats, they have unbelievable energy and curiosity. Thanks to the friendly relationship with the Tarutaru (whom many Mithra view as little brothers and sisters), Windurst enjoys a peace and prosperity that is only threatened by the Yagudo, with whom Windurst shares an uneasy truce.

Lithe Hunters
The Mithra are a feline race with large catlike ears, fanged teeth and long tails. They have a highly tuned sense of smell and powerful legs, which have allowed them to become natural hunters. The Olzhiryan's ears are wider with thicker fur, while the Mindartian's ears are longer and stylized, with shorter fur. Furthermore, the eyes of the Olzhiryan has developed such that the pupils are slit tight, to help guard their eyes from the exposure of the sun, while the Mindartians' pupils have become large and rounded. 

Adventure Calls
The Mithra tend to differ on their approach to life depending on their ethnicity. The Mindartians are bold individuals who are quick to jump into action, but also become bored easily. This natural need for excitement may call a Mithra to action, leading them out into the world to explore. Those from traditional tribes may leave their tribe seeking to start their own clan, becoming the alpha of their group. Olzhiryans are guarded and brooding, which may stall them from setting out on a journey, but when the need arises to protect family, friends or their home, a Olzhiryan will stop at nothing to protect that which they cherish.

Mithra Names
Olzhiryan’s use a simple naming convention. Male names are one or two syllables and preceded by a letter which is associated with the tribe.  The extra aitches (H) we see in names such as represent a slight hissing/spitting sound that is made when the name is pronounced by the cat-like Mithra. Many of the other races in Vana’diel cannot accurately reproduce this sound, so the aitches (H) end up going silent when read. They do not take a family name, but instead are given the name Tia at birth. If successful the two trade titles. Female Olzhiryans’ first names are given in the same way with three or more syllables, but the surname is the first name of the breeding male who sired her.

The tribal prefix often gets dropped in casual conversation and with close friends and family.

The female Mindartian use one to two syllable first names without a tribal prefix due to their small communities. Additionally in their culture the mother's surname is passed on to the children. The males born into the Mindartian' communities take both of their mother's names, adding a suffix to the end of their first name to indicate their birth order counting the males. It is rare that more than 3 suffixes are needed.

Male Olzhiryan Names. I'wheto, S'ciwah, Q'tuja, P'fhemeh, I'chelu, B'cuhguh, S'tohm, S'ghut, M'bod, I'phur.

Female Olzhiryan Names. C'nhamfaule, C'qhaalkamo, D'mhagsoo, G'ganni, H'yhaafoqu, J'gidhiju, K'jotnhu, L'keknhegu, M'yhaiabdu, N'zhamroli

Male Mindartian Names. Axah'a, Gohkoh'to, Luhga'li, Mahgeh'sae, Mucih'ra, Nohpu'ir, Sahxa'wo, Suleh'ya, Vehse'zi, Wizo'tan.

Female Mindartian Names. Nuhmu, Ota, Pehbi, Vehba, Yaba, Miko, Fafoh, Cehxi, Xarih, Ecih

Mindartian Surnames. Dagnheive, Dopsha, Gauvro, Jadnhapo, Jhendaka, Khutnauyu, Phemfa, Mhento, Rheibfuqe, Ruyhaia.

Olzhiryan Tribes
There are 26 tribes within Olzhirya, here is a list to help you decide what tribe your Mithra came from.

| Tribe Letter | Associated Creature |
| A' | Antelope
| B' | Boar
| C' | Coeurl
| D' | Dodo
| E' | Eft
| F' | Bear
| G' | Gryphon
| H' | Gigantoad
| I' | Buffalo
| J' | Jackal
| K' | Hipparion

| L' | Viper
| M' | Marmot
| N' | Aldgoat
| O' | Mole
| P' | Basilisk
| Q' | Puk
| R' | Raptor
| S' | Zu
| T' | Condor
| U' | Drake
| V' | Vulture
| W' | Wolf
| X' | Lynx
| Y' | Jaguar
| Z' | Ziz

Mithra Traits
Your Mithra character has a variety of natural abilities related to their natural physical traits.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Mithra tend to live secluded, healthy lives reaching physical maturity around the age of 16, and living to be around 80 years old.

Alignment. Mithra who live within a traditional tribal setting lean towards a lawful alignment, adhering to the laws of their people. Those who are born or live in more diverse settings tend to lean in no particular direction.

Size. Mithra are a people people with powerful leg muscles. Their slender builds distract from how powerful their bodies really are. On average males tend to range in height from 5 feet to 5 and a half feet tall, while females range from 4 feet 9 inches to 5 feet 3 inches Your size is medium.

Speed. Your base walking speed is 30ft.

Darkvision. Your eyes have adapted to help you see in the dark. 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 colour in darkness, only shades of grey.

Predation. You have the senses of an expert hunter. You gain advantage on wisdom checks to track beasts, as well as intelligence checks to recall information about beasts you have encountered in the past. You gain proficiency in the stealth skill.

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Languages. You can speak, read and write Common and one language of your choice. When speaking Common, your pronunciation of "r" sounds are sometimes extended with a purr.

Subrace. The Mithra are made up of two distinct clans. Select one of the two subraces of Mithra.

You come from a race of renowned hunters. Olzhiryans live in a matriarchal society which worships the sun. This past has given you the tools to become a deadly hunter, capable of wounding their marks with great efficiency.

Ability Score Increase. Your Strength score increases by 1.

Olzhiryan weapon training. You gain proficiency with Daggers, and Shortbows.

Graceful Speed. Your base walking speed is 35ft.

You come from a highly spiritual matriarchy, your people worship the moon. Many Mindartians make use of war paint as they believe it helps to channel the power of the moon into their bodies. 

Ability Score Increase. Your Charisma score increases by 1.

Tenacity. 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.

Night Stalker. As a bonus action, you can use the Hide action, if it is within darkness you do so with advantage. Once you use this ability you can’t use it again until you finish a short or long rest.


They sought to secure a place to breed and multiply, that their kind might survive. Self-preservation, as you say. But we have as much right to live and thrive as they. If our own survival is threatened, are we to lay down our arms and welcome oblivion? Nay.

-Merlwyb Bloefhiswyn, Leader of the Hellsguard

Galka are a hulking race of powerful warriors. The Galka were the first among the enlightened races to create a civilization: the desert kingdom of Altepa, on Zepwell Island near the Quon continent. Six Hundred years ago the Antica, a race of giant ant creatures, attacked Altepa destroying the city and massacring its population, forcing the survivors to flee to what is now Bastok through Korroloka Tunnel. The Galka feel they are exploited by the Humes of Bastok since their primary employment is as manual laborers, mainly in the nearby mines. Some Galka are resentful of their "given name", generally a descriptor, such as Invincible Shield, though such names are just as likely to be honorific as derogatory. These are the main factors contributing to a growing discontent among the Galka toward the Humes.

Size Matters
Galka are enormous humanoids with a hulking muscular build. Men and women alike grow to tower over the other races. Partly due to their size, Galka as a whole love competitions of strength and courage, challenging one another to push themselves and their bravery. Their faces have fierce features and large flat noses. Due to their large size, Galka tend to wear durable, flexible clothing which allows them to move easily.

In Their Nature
The Galka people are a boisterous race, seeking out challenges to test their power and bravery. They rarely need much convincing to head into the heat of battle for a cause they believe in, though coin may help speed them along. 

Galka reproduce through a form of reincarnation, but usually have no recollection of their past life.The details of Galkan reincarnation are not known. Elderly Galka will go into seclusion, and upon their death are enveloped by a bright light. Some time later, a Galkan child will be found wandering into a town or village. Only the Talekeeper, who serves as the spiritual leader of the galka, can recollect not only his own past life, but those of all Galka over the past 200 years.

Galka Names
Quonites and Hellsguard follow very different rules when it comes to naming conventions. Hellsguard all derive their names by combining two words from their ancient Galka Language. Women of the Hellsguard also derive their names by combining two words. Hellsguard form their surnames by taking their mother’s name for males and fathers name for females and adding a third word; *syn* for males and *wyn* for females, indicating they are a son or daughter respectively.
Quonites on the other hand are not named in their ancient language and use the common tongue. Their names are formed using two words as well, often drawing inspiration from nature. Women of the Quonites tend to use plant imagery in their names as well, but are not restricted to do so. Nearly all Quonites no longer use their family names out in the open.

Male Hellsguard Names. Klynnahct, Flazfolg, Roehahtyn, Broenstymm, Haergeiss, Nedyrsatz, Unsynfarr

Female Hellsguard Names. Rhotbryda, Hezzwyb, Rhenbryda, Grynegeim, Ketenbryda, Skaenswys, Swozthota, Wyznthota, Rhotbryda, Trahggeim

Male Quonite Names. Aware Sun, Major Wind, Blue Yew, Grateful Forest, Surprised Cavern, Bright Island, Flawed Lake, Fearless Oak, Dirt Snow, Stark Crow

Female Quonite Names. Soft Pea, Obedient Apple, Honored Eclipse, Orange Autumn, Silly Feather, Carefree Locust, Secret Lavender, Careful Vapor, Optimistic Blossom, Innocent Daffodil.

Galka Traits
Your Galka character has a variety of natural abilities which all members of their race have.

Ability Score Increase. Your Strength score increases by 2.

Age. Though physically larger than the other races, the Galka do not live any longer; reaching full maturity around the age of 20 and living into their eighties.

Alignment. Galka have no heavy leaning towards good or evil. The Quonites value the chaotic nature of adventuring and lean towards this alignment, while the Hellsguard look to laws of their ancestors to guard the sacred deserts they've lived near for ages.

Size. Galkas are a massive people who grow much taller than their fellow races. Males grow as tall as 7 and a half feet tall, while women can grow to be 7 foot 3 inches tall. Despite your powerful build and great height, your size is medium.

Speed. Your base walking speed is 30ft.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Stone’s Endurance. 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.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read and write Common and Galka.

Subrace. The Galka have settled into two distinct lifestyles. Select a subrace based on where you come from.

The Quonites have a storied history of being great sailors, warriors and miners. Many live within the technological marvel that is the city-state of Bastok, allowing many to learn a trade that they may make a living on.

Ability Score Increase. Your Constitution score increases by 1.

Quonite Weapon Training. You gain proficiency with greataxes and handaxes.

Bastokan Technology. You gain Proficiency with two Artisans tools of your choice.

The elusive Hellsguard still live in Altepa Desert, located on Zepwell Island. They have lived in solitude for hundreds of years guarding the island from spirits seeking passage from the world of the dead into their own world and protecting themselves from the Anticans. A long history of practicing magic in the desert has left the Hellsguard with innate supernatural abilities.

Ability Score Increase. Your Intelligence score increases by 1.

Magical Knowledge. You gain proficiency with the arcana skill.

Child of the Sun. You know the Firebolt cantrip. At 3rd level you learn the Burning Hands spell and may cast it at the 1st level once before requiring a long rest. Intelligence is your spell casting ability for these spells.

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