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Homebrewed/Modified Races

Ratkin

Ability Score Increase: Your Dexterity score increases by 2

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Age: They reach adult age at about 10 and grow old by 20, and usually only live to be about 30.

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Alignment: The Galdur tend towards being Chaotic Neutral

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Size: Small

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Speed: Your base walking speed is 30 feet.

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Darkvision: You have superior vision in dark and dim light. 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 grey.

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Nimbleness: Moving through other creatures space does not count as difficult terrain. You have Advantage on Acrobatics checks when moving through hostile creatures space.

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Rat Tactics: True flanking based advantage

Subraces

Galdur

Galdur are primitive, tribal, perceptive, and strategic scavengers. They like taking, using, and consuming the valuable parts of their enemies- making the best of everything. They eat the meat and intestines, make leather, weapons, and trinkets out of the skin and bones of all they can find... including their own kin.

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As a Galdur, you gain the following traits:

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Ability Score Increase: Your Wisdom score increases by 1.

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Age: They reach adult age at about 10 and grow old by 20, and usually only live to be about 30.

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Alignment: The Galdur tend towards being Chaotic Neutral

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Cannibalism: You can use a bonus action to take a bite out of the corpse of a dead creature and gain 5 + level temporary hitpoints as you enter a feeding frenzy. The next attack you make is at advantage. This may only be used once per long rest.

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Scavengers: You gain proficiency in the Investigation skill.

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Animalistic Sprint: When you take the Dash action, you can move an additional 10 ft. as part of that action.

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

Ratfolk

Ratfolk are small, rodentlike humanoids with twitching snouts, bony feet, and long, pink tails. They are about the same size as halflings but of a slimmer build. They often wear hooded cloaks or long robes to conceal their true nature from the gaze of casual onlookers. They rarely venture forth from their home in the Maze, a complex collectivist society hidden deep underground.

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As a Ratfolk, you gain the following traits:

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Ability Score Increase: Your Intelligence Score increases by 1.

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Age: Ratfolk have shorter lifespans than humans, reaching adulthood at around age 12. They live up to 60 years.

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Alignment: Ratfolk care more about their close-knit families and acquiring material goods than any lofty ideals. Most tend to be neutral in alignment.

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Rodent Empathy: You have advantage on Handle Animal checks to influence the behavior of rodents.

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Pristine: You have resistance to poison damage. You may reroll a save against poison, disease, or corruption a number of times per long rest equal to your proficiency modifier

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Languages: You speak Common and Galdur.

goblins

Goblin

Goblins live in loose clans ruled by a leader they refer to as a Mob Boss. Evil goblin societies frequently war against their neighbors, if not attempt to annoy them. More peaceable goblins, who are fewer and far between, prefer to play practical jokes on neighbors, which sometimes can be just as bad as if they had declared war.

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Ability Score Increase: Your Dexterity score increases by 2. Age: Goblins mature faster than other races considered fully grown at the age of 3. Unfortunately, goblins are also a very short-lived race not because of the shortness or their natural lifespan but because the majority of them live brutal and short lives or do brutal and stupid things. Allegedly they can live to be up to 60 years old.


Alignment: Goblins alignment tends to differ by subrace, however, it is very unlikely a goblin, regardless of subrace, will ever be lawful.


Size: Goblins are short, usually 3 to 4 feet and weigh about 50 pounds. Your size is Small.


Speed: Goblins are naturally fast despite being small creatures. Your base walking 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. Nimble Escape: Goblins know when to run when things get heated. The goblin can take the Disengage or Hide action as a Bonus Action on each of its turns.
Languages: You can speak, read and write Common, and Goblin.

Subraces

Greenskins (Traditional Goblins)

Greenskins are what people think about when they hear the word "goblin". Their skin are shades of green or yellow, and their faces are squat and flat. These goblins are the most numerous and savage of their kin and war against anything that’s not a goblinoid. Until anything conquers and enslaves them, that is.


Ability Score Increase: You have been beaten and bruised enough to be slightly tougher than others of your kind. Your Constitution score is increased by 1.


Mud Slinger: Insults are your pastime. You gain the cantrip vicious mockery. Charisma is your spellcasting ability for this spell.


Worg Rider: Greenskins have an amicable relationship with worgs, whom they ride into battle. You have proficiency in the Animal Handling skill.


Run For It: When the odds are against you, at least you can trust your legs. When using the disengage action, difficult terrain doesn't cost you extra movement on that turn.

Boggarts (Swamp Goblins)

Boggarts are goblins that live in the swamps and marshes of the world. While they are smaller in number than greenskins, they make up for it with strong communal relationships and fierce defense of their territory. Boggarts skin range from brown to black and have little hair on their heads, though they have been known to grow beards and whiskers. Unlike their more unruly kin, Boggarts very rarely interact with other races, preferring to keep to themselves. The only race they are openly hostile against are the Bullywugs, which they are at constant war with.


Ability Score Increase: Years in the swamp has made your kind craftier than the average goblin. Your Wisdom score is increased by 1.

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Bog Swimmer: Boggart hit and run tactics usually include a good dose of swimming through less than cooperative waters. You have a swimming speed of 30 feet.

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Boggart Weapon Proficiency: Your clan has trained you well. You have proficiency with the blowgun and net.


Swamp Life: You have advantage on saving throws against poison and diseases, and you have resistance against poison damage.


Amphibious: You have Gills that let you breathe underwater.

Gremlins (Tinker Goblins)

A long time ago, a group of Rock Gnomes enslaved a clan of Goblins that had been marauding in their territory. The descendants of these Goblins are known today as Gremlins. Gremlins are unlike the rest of their race, they have long noses unlike the usual squat noses of goblinoids, skin that ranges from turquoise to red, and some hair on their body. They are incredibly intelligent for goblins and have a passion for creating that matches even the most dedicated of gnomes. Unfortunately, this passion is for creating things that destroy, which puts the goblins in a vicious cycle of rebuilding and destroying. They are the fewest among the goblins mostly because of their mad experiments. The main cause of death among gremlins is "immolation".


Ability Score Increase: You may not have a fiber of common sense in your little red body, but that doesn't mean you're not a genius! Your Intelligence Score is increased by 1.


Almost Fire Proof: You have set yourself on fire so often you've gotten used to it. You are resistant to fire damage.

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Dangerous Tinker: The gnomes like pretty things, but you like your creations to be a little more dynamic. You have proficiency with one artisan’s tool of your choice.

 

Using those tools, you can spend 1 hour and 10gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp) that works for 24 hours, or when you use your action to dismantle it. You can have up to three such devices active at one time. You may reclaim the parts used to create the device once it stops functioning, only if it did not explode. When you create a device, choose one of the following options:

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  • Arsonist's Friend: A small brass rod with a slit at the top and a button on the side. When the button on the device is pushed roll 1d6. On a roll of 2-6, the device produces a miniature flame, which you can use to light a candle, torch, or campfire. On a roll of 1, the device explodes causing 1d4 fire damage to the user.

  • Blast Orb: The device is a small brass orb that makes a ticking sound once a small button on the top is pressed. One round after the button at the top is pressed the device explodes in a 5-foot radius dealing 1d8 fire damage to anything within it. If the device is destroyed, nothing happens.

  • Bomb Boy: A clockwork tiny construct that is in the form of a goblin. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in the direction it is facing making a loud wailing sound as it walks. When it is destroyed roll a d20. On a roll of 12 or higher, the object explodes in a sphere five feet in diameter dealing 1d4 piercing damage.

Humans

  • Variant Humans gain 1 talent point instead of a feat.

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  • Base Humans gain +1 Sanity

Kobold

  • Uses MotM printing, but with original Ability Scores.

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