Iomandra Minor Races

Last 3 Edits

June 26th, 2018

  • Updated the 5E D&D rules for most of these races. (Porting over from the 'backtracked' Race Page at CC).
  • Also adjusted Religion to match the Religion Page here.

Nov 7th, 2017. Added orcs.
4th Sep, 2017

  • Added: Religion to each race present.

PLEASE NOTE: All text in white boxes is from Christopher Perkins' blog posts on the Wizards of the Coast website. Archive link.

dragons-divider.png

These are the races that can be found in isolated pockets and do not reign over a significant region or civilisation. They are less likely to be encountered on a regular basis in the central Dragon Isles. As such, these races have shorter write-ups and rules for playing them may not be below. If you wish to play one of the following, let me know and I will write the race up in full.

Table of Contents
dragons-divider.png
Draconians.jpg

DRACONIANS

Not content with just warping creatures to reflect her beloved chromatic dragons, Tiamat has recently had her priests perform rituals on metallic dragon eggs. This was done as a direct affront to Bahamut and to 'beat' Bahamut from creating his own kind of metallic spawn. (Something Bahamut is very unlikely to do as he devotes his attention to the dragonborn). These new breeds of 'spawn' can be found anywhere there are devoted followers of Tiamat, but they have only appeared in the last few years. Obviously, metallic dragons eggs are sought after by these cults for the creation of more draconians.


Alignment & Outlook

Realms & Regions

Groups of draconians have been reported in Arkhosia, Maru-Qet and Sanghor, but there is no knowing where they will turn up next.

Religion & Deities

The draconians are devoted to serving Tiamat, her spawn and her priests.

dragons-divider.png
Blackspawn%20raider.jpg

DRAGONSPAWN

(4E D&D Draconomicon - Chromatic Dragons)
Otherwise known as the 'Spawn of Tiamat', there a many variations and draconically-mutated creatures that fall under the spawn, but there are also several humanoids that are possible as player characters despite their wicked tendencies. Some of the known intelligent humanoid spawn include: blackspawn raiders, greenspawn sneaks (commonly known as goblins), greenspawn zealots, brownspawn marauders, redspawn arcanis and purplespawn nightmares. Though there may be others in distant realms and regions.
As part of her attempt to gain more influence over Iomandra, Tiamat created (and continues to create) her spawn. They are not her only draconic creations (see draconians above).


Alignment & Outlook

Possible Reasons to Adventure

Realms & Regions

These evil servants of Tiamat are one of the most populous races of Arkhosia. Many perform specialised roles for the Dragovar Dynasty. In Bael Nerath, some surviving dragonspawn inhabit ghettos or live lonely lives among the civilised areas, barring the brownspawns, that live in the wild.
Dragonspawn are one of the major races of Sanghor and rule alongside the orcs in a kingdom devoted to Tiamat. Dragonspawn hold similar positions in Maru-Qet but there are also wild brownspawn marauders in the deserts.
Lone tribes of dragonspawn are found among the islands of Kotar and are considered enemies to the humans there.

Religion & Deities

It goes without saying that dragonspawn typically worship Tiamat.

dragons-divider.png
Dvati.jpg

DVATI

(3E D&D Dragon Compendium Vol1 p14)
There are two known enclaves of these strange, dual-bodied beings in Bael Nerath (one isolated in the eastern hills of Clovengrag, the other, a walled compound in the city of Dragonfall, capital of the Barony of Marckwild). They are free citizens of the realm, but are still regarded with caution or outright awe by many locals. If you play a dvati, here are some things to remember:

• You excel at seeing all things from two different points of view.
• You are like no other race known. Others find your duality confusing and will likely bombard you both with endless questions before they are comfortable dealing with you.
• You know dvati enclaves are found throughout other planes and worlds. You feel no strong connection to Bael Nerath, or even Iomandra itself. It is merely one curiosity among many in the multiverse.

Alignment & Outlook

Possible Reasons to Adventure
To find lost artwork, treasures and luxuries of past empires, to better the connection between your pair, to prove a theory or something you read somewhere, to seek the best instructor for your chosen pursuit, wanderlust, to learn more about another race, or simply to experience something new.

Realms & Regions

Known dvati compounds are only found in Bael Nerath.

Religion & Deities

Dvati worship their own god, Thelmeth the Unifier (as detailed on Iomandra Religion page).

dragons-divider.png
Dwarf%20sailor.jpg

DWARVES

Thousands of years ago, the dwarves were slaves of the dragonborn. When Io submerged the continents of the world, the dwarves led a massive uprising against their dragonborn oppressors and won their freedom. Their joy was short-lived, however, as they returned to their ancestral homelands to find all but one of their kingdoms wiped out. If you play a dwarf, here are some things to remember:
• Dwarves have long memories and haven’t quite forgiven the dragonborn, but they’re trying.
• Status within dwarven society is based on wealth; the rich lead, and the poor follow.
• Dwarves are elemental souls with as much fondness for the open sea as the land.

Alignment & Outlook

Possible Reasons to Adventure

Search for the glory that comes only from wealth, help your people rebuild the kingdom of Gar Morra, build your own ship in the name of Moradin, forge new relations with the dragonborn, explore the mysteries of the Hollowdark, or slay the orcs who murdered your kin.

Realms & Regions

Most dwarves have committed themselves to rebuilding Gar Morra, but some dwarves are scattered across the Dragon Sea, living in Bael Nerath, Arkhosia or on the open seas.

Religion & Deities

Dwarves see the elements as philosophical forces as well as physical. Dwarven priests typically revere a chosen element over the others, but may also dedicate themselves to each of the elements. Some dwarves also follow deities of the Standard Pantheon (as on the Iomandra Religion page).


GAME MECHANICS

Dungeons & Dragons 5E

As dwarf in the 5e D&D Player's Handbook chapter 2 with the following adjustments:

(NB: There are no dwarf subraces in Iomandra, but rules-wise, feel free to use either hill or mountain dwarf subraces to create your character).

Typical Dwarf Drawbacks

  • Clumsy (Minor) OR Stubborn (Minor). With their sturdy build, dwarves are not as dextrous as others and many dwarves have a stubborn nature.
  • Honorable (Minor). Dwarves have a lot of racial pride to uphold.

Bonus Proficiencies. For each minor drawback assigned to a dwarf, you select one of the following: Endurance, History, Crossbows (Simple + Martial), Shields (Simple + Martial), Siege Weapons (Simple + Martial), smith's tools, brewer's supplies, or mason's tools.

dragons-divider.png
Earth%20gnome.jpg

EARTH GNOMES

(4E D&D Advanced Player's Guide)
The gnomes of Arkhosia were never really subjugated or enslaved by the dragonborn, even though the dragonborn claimed their lands. This is most likely a combination of two reasons: the several scattered clans of earth gnomes were well hidden and their deceptive and jovial nature meant they did not make great slaves to the dour dragonborn. In any case, earth gnomes have always had a fascination for the settlements of other races, and now that most races are considered free citizens of Arkhosia, many earth gnomes are found in the communities there. If you play an earth gnome, here are some things to remember:
• Dragonborn lack a sense of humour. At least humans seem more accepting.
• You need to acquire wealth for your clan on your wanderings.
• Always think of a reason to go to a new place, never a reason not to go.

Alignment & Outlook

Possible Reasons to Adventure
Amass wealth for your clan, mere amusement or curiosity, to better an ancestor’s accomplishment (of defeating a bigger monster, finding a greater treasure or sailing further), to protect a friend from the truth.

Realms & Regions

There are no known earth gnome communities beyond the many hidden clans found throughout Arkhosia.

Religion & Deities

Gnomes never really show the inclination for devotion to deities. They do not deny they exist, but simply have no time for them. It is said this was not true before the dragonborn enslaved the gnomes, but since then, the gnomes have not concerned themselves with the gods.

dragons-divider.png
Githyanki.jpg

GITHYANKI

Little is known about this plane-travelling mysterious race, but they have been granted some sort of protection in Arkhosia as the emperor has several Witches of the Weird in his employ.

Realms & Regions

Arkhosia - mainly on the island of Mragvar.

Religion & Deities

? Check Race writeup? OR Dead/abandoned gods.


GAME MECHANICS

Dungeons & Dragons 5E

As gith with the githyanki subrace in the 5e D&D Mordenkainen's Tome of Foes chapter 4 with the following adjustments:

Altered Githyanki Traits

  • Martial Prodigy. The individual weapon proficiencies become proficiency in Long Blades (Simple + Martial) and Short Blades (Simple + Martial) if using our weapon group proficiencies.

Typical Githyanki Drawbacks

  • Frail (Minor) OR Socially Inept (Minor). Gith are self-centered and have a slender build.
  • Mean (Minor). Githyanki despise all other races and are very aggressive in their dealings. The penalty does not apply to other githyanki.
  • Outsider (Minor). Githyanki are outright xenophobic.

Bonus Proficiencies. For each minor drawback assigned to a githyanki, you select one of the following: Athletics, Endurance, Intimidation, Perception, or any one weapon group proficiency (Simple).

dragons-divider.png
Goliath.jpg

GOLIATHS

(4E D&D Player's Handbook 2, use art and appearance from 4E D&D Dark Sun)
Goliaths have only recently joined the people of Bael Nerath. Previously, people took them for surviving giants and therefore enemies, but soon discovered goliaths shared very little with their primordial-worshipping brethren. Along with the trolls and chorrim (both of distant lands), they may well be the only surviving ‘giants’ in all of Iomandra. There are many clans, all dwelling in the eastern mountain range of Ravan (Bael Nerath), though more and more, young goliaths are spending time with ‘downlanders’. If you play a goliath, here are some things to remember:
• People that accept challenges and are competent impress you. People that do not accept challenges and are incompetent are not worth worrying about.

Alignment & Outlook

Possible Reasons to Adventure
To assist a close friend or clanmate, for the challenge, to hunt the greatest beast, to bring back items of use to your clan, to experience new terrain and survive it, to act as a guide, because you were exiled, to find the old gods, or you are young and want something more than clan life.

Realms & Regions

Bael Nerath (Ravan only).

Religion & Deities

Elders speak of a time when goliaths worshipped their own gods, but now they follow the gods of the Standard Pantheon. Kord is an obvious favourite among the Goliaths.


GAME MECHANICS

Dungeons & Dragons 5E

As goliath in the Volo's Guide to Monsters chapter 2 with the following adjustments:

Typical Goliath Drawbacks

  • Lumbering (Minor) or Shy (Minor). Your bulk means you are not as agile or flexible as other races and goliaths typically live in isolation and are self-reliant.
  • Outsider (Minor). You are from an isolated mountain home and this applies when dealing with lowlanders. Goliaths commonly trade with dwarves, so it does not apply to them.

Bonus Proficiencies. For each minor drawback assigned to a goliath, you select one of the following: Endurance, Insight, Intimidation, Survival, or leatherworker's tools.

dragons-divider.png
Kobold.jpg

KOBOLDS

(5E D&D Volo's Guide to Monsters)
Strangely, kobolds do not fit into any society, including any other draconic civilizations such as Arkhosia and Maru-Qet. Kobolds serve dragons directly and are only ever found on islands with dragon overlords. They answer to no one and serve none other than their dragon overlord. Kobolds have been known to go insane or even will themselves to death at the loss of their overlord. Others will immediately seek out another master. As they do not travel by sea, it is suggested master-less kobolds sprout wings and fly to the nearest dragon lair, drawn by some mystical connection (or just the will of Io).

Realms & Regions

Anywhere there are dragon overlords, including isolated and undiscovered islands.

Religion & Deities

As might be expected, religious kobolds worship their dragon overlord and possibly pay fealty to that dragon's deity too.


GAME MECHANICS

Dungeons & Dragons 5E

As kobold in the Volo's Guide to Monsters chapter 2 with the following adjustments:

Typical Kobold Drawbacks

Kobolds already have two drawbacks factored into their statistics. So these are not optional and you do not get further benefits for having a penalty to Strength or Sunlight Sensitivity.

  • Outsider (Minor). Kobolds have a strong affinity for dragons, but not other humanoids.

Bonus Proficiencies. For each minor drawback assigned to a kobold, you select one of the following: Arcana, Endurance, Perception, Stealth, or trapmaker's tools.

dragons-divider.png
Nautolan.jpg

NAUTOLANS

Nautolans live in the seas in eastern and southwestern Bael Nerath. They are two different civilizations, but other than colour (yellow and green respectively) there appears to be little difference between the two groups. They have worked with and against humans in this region since the days before the empire of Bael Nerath fell. If you play a nautolan, here are some things to remember:
• You are more at home in water, but along with your race’s association with the land dwellers of Bael Nerath, your pheromone sensors are also improving with time on land.
• As your mood tends to reflect that of other people around you, it takes others some time to work you out.
• You and your clan have likely sworn allegiance to one of the Barons.

Alignment & Outlook

Possible Reasons to Adventure
(Nautolans need very little motivation to adventure, as most are adventurers at heart). To destroy sahuagin or anguillian settlements or those that would ally with them, for excitement, to see new people and places, because your companions are, or because the world is there to be explored.

Realms & Regions

Bael Nerath.

Religion & Deities

Nautolans are not religious at all. Sane nautolans try not to get the attention of the dark entities of the deeps. Very few have heard of the strangely-named beings of Nautolan myths, but a few crazed cultists might think they worship beings like Cthulhu. Anyone that does uses the warlock class (5E D&D The Great Old One patron, Player's handbook p109. Also see the Star Pact feature from 4E D&D Player's Handbook).


GAME MECHANICS

Dungeons & Dragons 5E

Nautolan Traits

  • Ability Score Increase. Your Constitution score increases by 2, and your Dexterity by 1.
  • Amphibious. Nautolans can breathe air and water.
  • 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 colour in darkness, only shades of grey. Your large, dark eyes have adapted to the dim conditions of the deeps.
  • Languages. Common, Aquan.
  • Swim. You have a swim speed of 30 feet.
  • Pheromone Sensors: Advantage on Wisdom (Insight) rolls against targets within 5 feet. (This extends to 30 feet underwater). A nautolan's head tendrils 'read' pheromones.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Nautolan Drawbacks

  • Dullard (Minor) OR Unwise (Minor). Nautolans rely too much upon instincts and their mental state is easily affected by those around them.
  • Loyal (Minor). Nautolans are loyal and steadfast companions.
  • Pheromone sensors (Racial Minor Flaw): If another creature within 5 feet of you displays a strong emotion, such as fear, anger or hatred, you must make a DC 10 Wisdom save or replicate that emotion. (This extends to 30 feet underwater). This often means taking on background flaws, drawbacks or a condition such as Frightened temporarily, or even abiding by the restrictions of something like a barbarian's rage. The absorption of pheromones through the head tendrils can cause unwanted chemical changes. This is why a nautolan's mood often replicates the strongest emotion around them.

Bonus Proficiencies. For each minor drawback assigned to a nautolan, you select one of the following: Acrobatics, Endurance, Insight, Intimidation, Performance, Persuasion, or one musical instrument group.

dragons-divider.png
Necropolitan.jpg

NECROPOLITAN

(3E D&D Libris Mortis - The Book of Undead)
Undead citizens of the little-known southern city of Nocturnus in Bael Nerath, these are people that have entered unlife willingly to continue their magical studies. Generally, people that know of necropolitans vary in their reactions. Some people will associate them with other undead that wreak destruction in other parts of the realm, but given the realm’s appreciation of arcane magic, many also understand why one would undertake the Ritual of Crucimigration.

Realms & Regions

Bael Nerath

Religion & Deities

Necropolitans tend to continue to worship the deities they did in life, so most come from the Standard Pantheon. Of course, given most necropolitans have sought undeath, Vecna is by far the most commonly worshipped deity in Nocturnus.

dragons-divider.png
Orc.jpg

ORCS

Orcs are fairly typical tribal raiders as presented in the core rules, however, many tribes are also sea-faring savages. They use large rafts, canoes and sometimes massive combinations of these vessels. They are often heavily tattooed and go on long journeys to raid and settle.

Realms & Regions

Although primarily found in Gar Morra, Kotar and Sanghor, individual tribes that have sailed to distant lands can appear anywhere. (Inspired by the Polynesian sailors and explorers of the real world, orcs are fascinated with ocean voyages and settling new islands).

Religion & Deities

Orcs practice animism and worship spirits from insignificant forest and sea spirits to greater spirits with individual names that are essentially gods.


GAME MECHANICS

Dungeons & Dragons 5E

As orc in the Volo's Guide to Monsters chapter 2 with the following adjustments:

Typical Orc Drawbacks

Orcs already have a drawback factored into their statistics. So, this is not optional and you do not get further benefits for having a penalty to Intelligence.

  • Anti-Social (Minor) OR Dullard (Minor). Orcs are certainly not known for their pleasantries and can often come across as stupid, despite their cunning. (If you take the Intelligence reduction, this is on top of the penalty that already applies to orcs).
  • Outsider (Minor). Civilised societies see orcs a savages and a lone orc will find it difficult to break down common perceptions.
  • Violent (Minor). Aggression is core to an orc's being. You do not have to take this drawback - it is optional. As an adventurer, you may have overcome your violent nature.

Bonus Proficiencies. For each minor drawback assigned to an orc-blooded, you select one of the following: Athletics, Axes & Picks (Simple + Martial), Brawling Weapons (Simple + Martial), or Spears (Simple + Martial).

dragons-divider.png
Orc%20blooded.jpg

ORC-BLOODED

(4E D&D Advanced Player's Guide)
The orc-blooded of Arkhosia are the descendants from the orcs that were brought to Arkhosia by Emperor Azunkhan V (The Conqueror). After fighting alongside the dwarves, he helped to defeat several orc tribes in Gar Morra, but the more he battled the orcs, the more he admired their ferocity. Eventually, he took command of a whole tribe and returned with them to Arkhosia where he had them trained as shock troops. Future emperors did not find the orcs easy to work with at all and they were cast loose. Most found work as marines or fought in the gladiator pits: those that didn’t became bounty hunters or explorers. With few females in the lands of Arkhosia, orcs bred with humans. Over the many years since, these descendants have become their own race. If you play an orc-blooded, here are some things to remember:
• You value your status as strong warriors, but likely employ dragonborn arms and armor, and even methods.
• You have no homeland. You feel no connection to any place, but are comfortable living with the dragonborn.

Alignment & Outlook

Possible Reasons to Adventure
Seek fortune for your family, make a name for yourself as a great gladiator, explore new lands and old ruins, forge alliances with lost tribes, locate and tame rare beasts, find a bounty, or simply seek to prove your people are greater than their humble beginnings.

Realms & Regions

Arkhosia.

Religion & Deities

Your religious inclination can vary as much as any human's. Being raised in Arkhosia, makes Bahamut or Tiamat your likely deity if you have one. You are also free to follow other deities of the Standard Pantheon.


GAME MECHANICS

Dungeons & Dragons 5E

As half-orc in the 5e D&D Player's Handbook chapter 2, with the following adjustments:

Typical Orc-Blooded Drawbacks

  • Socially Inept (Minor) OR Dullard (Minor). Many half-orcs have grown up having difficulty communicating and others have inherited their lack of wit from their orcish heritage.
  • Outsider (Minor). This drawback only applies outside of Arkhosia. In Arkhosia the warrior tradition of orc-blooded is admired. (You cannot benefit from this drawback if the game is taking place in Arkhosia).

Bonus Proficiencies. For each minor drawback assigned to a half-orc, you select any one of the following: Athletics, Endurance, Intimidation, Axes & Picks (Simple + Martial), Brawling (Simple + Martial), Clubs & Staffs (Simple + Martial), Long Blades (Simple + Martial), Spears (Simple + Martial).

dragons-divider.png
Sahuagin.jpg

SAHUAGIN

Alliances have been formed with these sea devils and trade flourishes with them among the corrupt of Maru-Qet and Arkhosia. The sahuagin are seekers of sunken treasures.

Realms & Regions

Arkhosia and Maru-Qet.

Religion & Deities

It appears sahuagin worship has no consistency across tribes. One tribe may worship a demon prince like Dagon, another a unique god, whilst a third may pay lip-service to a powerful dragon or any other entity.

dragons-divider.png
Sea%20Kin.jpg

SEA KIN

(3E D&D Races of Destiny)
There are only three known settlements of sea kin in Bael Nerath, but many coastal settlements are visited by them. When Io sank the lands beneath the sea, a small group of humans that had a great bond for the sea were saved by the goddess Melora. She spared these drowning humans and granted them the ability to breathe water. In time, they became the sea kin. If you play a sea kin, here are some things to remember:
• Humans tend to remain on good terms with your people, as you are able to return many great treasures to the surface world.
• You are shy and feel uncomfortable after spending time in the settlements of other races.

Alignment & Outlook

Possible Reasons to Adventure
Simple inquisitiveness, seek to improve the health and wealth of your community, gain vengeance upon an enemy that targeted a sea kin home, find treasures in submerged ruins, embrace the merging of the land and sea, find other sea-dwelling races that could become allies, or establish friends and contacts upon the land that will benefit you and your community.

Realms & Regions

Bael Nerath.

Religion & Deities

Most sea kin see Melora as their patron deity, for it was she that saved the humans from sea-side towns that worshipped her when the cataclysm struck. Melora granted her followers life and the first sea kin came to be. However, whilst Melora is considered a racial patron, individuals are free to worship any deity they wish.

dragons-divider.png
Shade.jpg

SHADOVAR

(4E D&D Forgotten Realms Campaign Setting)
Members of a small group of islands in the southeast of Bael Nerath that have devoted themselves to the powers of the Shadowfell. The people of Bael Nerath are usually unfriendly to the shades.

Realms & Regions

Bael Nerath.

Religion & Deities

Shadovar worship a goddess unknown to the rest of Iomandra that goes by the name of Shar (as on the Iomandra Religion page).

GAME MECHANICS

Most shadovar simply use the shadar-kai race (4E D&D Dragon Magazine article/PDF). The most powerful become shades. (Shade template in the 4E D&D Forgotten Realms Campaign Settingp260).

dragons-divider.png
Thri%20Kreen.png

THRI KREEN

Only found in the grasslands in the east parts of Bael Nerath (though there are rumours of insectoid sentients wandering the wastes of Maru-Qet too). They remain completely autonomous to the governments of the barons. All negotiations with them have not even got off the ground, as the thri kreen hunt any trespassers on their lands. Most people are indifferent to the kreen, except those that have suffered directly from their hunts.

Realms & Regions

Bael Nerath.

Religion & Deities

Religion is an alien concept to the thri-kreen. The only reported case of them paying any fealty to another being is when they have served dragon overlords in the past.

dragons-divider.png
Verrik.jpg

VERRIK

(3E D&D Monte Cook's Arcana Unearthed p23)
It is unknown where the verrik came from or how long they have been on Iomandra. When humans sought new lands following Io’s cataclysm, they came across verrik settlements in the few dry lands of Bael Nerath. When the barons came seeking conquest, the verrik refused to fight and instead a client relationship was set up for each of their settlements. Verrik rule their own communities, but are subject to the law of the local baron whilst within their lands. Verrik are seen as an enigma by most people. If you play a verrik, here are some things to remember:
• You are aware you make others uncomfortable or curious.
• You see beyond skin and scales. A race is to be judged by its capabilities and intelligence.
• Although you recognise they exist, you do not worship gods. Such time wasted is not practical.

Alignment & Outlook

Possible Reasons to Adventure
To find an explanation to a curiosity such as the Dragonsea, the Black Curtain or the Storm of Io. To find evidence for a long term plan of your people, such as finding another new home, to discover other people with similar mind powers, to find ancient artefacts or components required for important rituals or learning, to learn from a known hero, seek out lost lore in ancient ruins, or to attain power and treasure that will help you (and your people) in the future.

Realms & Regions

Bael Nerath. (Verrik are actually from Maru-Qet, where their ruins can be found. They fled to Nerath not long after the cataclysm as they were systematically being wiped out by the ruling dragonborn there).

Religion & Deities

Verrik do not worship gods, but recognise their existence. Much like the tieflings, they accept ancestor worship, but this does not pervade verrik culture.


GAME MECHANICS

Dungeons & Dragons 5E

Verrik Traits

  • Ability Score Increase. Your Wisdom score increases by 2 and your Intelligence score increases by 1.
  • Sensory Control. As a bonus action or a reaction a verrik can shut down any number of their senses. This means applying the deafened and/or blinded condition. Loss of smell could provide bonuses against scent-induced sickness and shutting off touch reduces all damage by 2 for the round, but the verrik has disadvantage on all Strength, Dexterity and Constitution checks, including attack rolls made with these abilities. Verrik can also ignore the effects of extreme heat and cold, as described in chapter 5 of the Dungeon Master's Guide.
  • Telepathy: Verrik can communicate telepathically with any creature within 30 feet (Near range for our house rules) that has a language.
  • Verrik Psionics. You know the mage hand cantrip and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the command spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components and you can use your Telepathy trait rather than verbalising them.
  • Size. Medium.
  • Speed. Base speed is 30 feet.
  • Languages. Verrik and Common.

Verrik Drawbacks

  • Outsider (Minor). Despite appearing mostly human, verrik neither think nor feel like humans and often have difficulty relating to other races.
  • Anti-Social (Minor) OR Weak (Minor). Verrik can come across as aloof or self-centered and very few of them have large builds.

Bonus Proficiencies. For every minor drawback assigned to a verrik character, choose one of the following: Acrobatics, Arcana, Intimidation, Investigation or calligrapher's supplies.

dragons-divider.png

TEMPLATE

RACE

Alignment & Outlook

Possible Reasons to Adventure

Realms & Regions

GAME MECHANICS

Dungeons & Dragons 5E

dragons-divider.png
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License