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[[Legacy Races]]
[[Legacy Races]]


== Common Races =
== Common Races ==
Below are the common Races in Drakomere, if you wish to play another race, talk to your DM about it.
Your creature type is assumed to be Humanoid, your base Walking Speed is assumed to be 30ft, and your size is assumed to be Medium unless otherwise stated.
Some features imply they are based on culture, such as the Bugbear’s Surprise Attacks, or the Dragonwrought's Air of Authority, if you don’t feel these fit your character, work with your DM to create, or swap it out for a comparably powered feature. Most skill proficiencies and languages are also cultural, if you don’t feel these fit with your character, work with your DM to swap them out for more fitting ones.


FYI: There's still some info to add to the races like Age and Alignment, if it is not present, just ask your DM for what it would roughly be.


[[Bugbear|Bugbears]] are neither bugs nor bears, they are the hulking cousins of goblins and hobgoblins. They are stealthy hunters, using their long limbs to gain the upper hand on their enemy.
[[Bugbear|Bugbears]] are neither bugs nor bears, they are the hulking cousins of goblins and hobgoblins. They are stealthy hunters, using their long limbs to gain the upper hand on their enemy.
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[[(aazh'-aal (Centaurs)]] have the upper bodies, down to the waist, of muscular humans, but below the waist, they have the bodies of muscular horses. They're powerful bodies and large sizes make them feared fighters and fast runners.
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[[Crystalkin|Crystalkin]] are  crystalline humanoids, floating a few feet off the ground, with psychic and radiant abilities. Their innate powers make them feared mages and spellcasters.
[[Crystalkin|Crystalkin]] are  crystalline humanoids, floating a few feet off the ground, with psychic and radiant abilities. Their innate powers make them feared mages and spellcasters.
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[[Depricated Dragonwrought]] are dragon-esque humanoids, with features and abilities based on which type of dragon their wrought from. Their brawn and innate breath weapons make them dangerous combatants on the battlefield.
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[[Deepling|Deeplings]] are writhing masses of tentacles, capable of shifting into many forms and camouflaging themselves. They're innate stealth makes them excellent ambushers.
[[Deepling|Deeplings]] are writhing masses of tentacles, capable of shifting into many forms and camouflaging themselves. They're innate stealth makes them excellent ambushers.
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[[Legacy Dwarf|Dwarves]] are stout humanoids, descended from a race of giants forgotten long ago. They're proud and hardy culture and physiology makes them adept brawlers.
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[[Faerie|Faeries]] are tiny fey creatures, endlessly curious and adaptable, they try numerous occupations and hobbies. They're adaptability makes them an unending source of utility.
[[Faerie|Faeries]] are tiny fey creatures, endlessly curious and adaptable, they try numerous occupations and hobbies. They're adaptability makes them an unending source of utility.
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[[Firbolg|Firbolgs]] are large humanoids directly descended from Giants, but cursed to become more passive and peaceful, which they have embraced. Their harmony with nature and natural caring intuition makes them wonderful supporters.
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[[Genasi]] are half-genies, either by lineage or given power, with strong innate elemental prowess. This strength and resilience to elements make them varied, wild, and resistant warriors.
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[[Grung]] are frog-like humanoids, descended from unthinkable monsters and pure elemental power. Their wicked claws and elemental skin-coating makes them a force to be reckoned with.
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[[Gnoll|Gnolls]] are hyena humanoids, twisted by aberrant forces but brought back from madness by Sardior. They have an adaptable, varied, and either wildly ferocious or skilled and tactical combat style.
[[Gnoll|Gnolls]] are hyena humanoids, twisted by aberrant forces but brought back from madness by Sardior. They have an adaptable, varied, and either wildly ferocious or skilled and tactical combat style.
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[[Goblin|Goblins]] are short, green, and sneaky humanoids, related to bugbears and hobgoblins. Their short stature and wiry nature makes them almost implacable.
[[Goblin|Goblins]] are short, green, and sneaky humanoids, related to bugbears and hobgoblins. Their short stature and wiry nature makes them almost implacable.
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[[Goliath|Goliaths]] are tall, beefy humanoids, related to Dwarves, they have massive power and muscles. Their innate resilience and strength makes them insurmountable towers to take down.
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[[Legacy Halfling|Halflings]] are a laid back folk, descended from a particular family of Half-Kethie-Dwarves. Even though the majority are usually content to live in their homes with simple pleasures, those who adventure use their inexplicable luck and their foes underestimation of them to great effect.
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[[Legacy Hobgoblin|Hobgoblins]] are the third Goblinoid race, along with Goblins and Bugbears. They have a natural gift for command, and become more powerful with more allies, which is used to great extent in combat.
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[[Human|Humans]] are adaptable, strong-willed, and unshakable. With a natural talent for magic, sword, and skill, they can do anything they put their minds to.
[[Human|Humans]] are adaptable, strong-willed, and unshakable. With a natural talent for magic, sword, and skill, they can do anything they put their minds to.
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[[Ìqáalìe]] are lizard humanoids, generally reclusive, with innate magic for communication. Their unique culture and sharp teeth make them skilled warriors.
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[[Legacy Kalashtari|Kalashtari]] are psychically gifted humans, descended from the Kalashtar, having lost their connection to their previous source of psionic power, they began filling their minds with fictional worlds and stories. Their expansive minds and storied subconscious makes them resilient to psychic invasion.
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[[Kethie]] are denizens of the Lierethi, a forest continent, in other worlds they would be called Elves, they are expert hunters, able to speak in a single-handed sign language. Their skill with hunting makes them skilled and deadly warriors.
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[[Kobold|Kobolds]] are smaller draconic humanoids, based on where they live, they are generally either treated horribly or accepted in society. No matter how they're treated, Kobolds are naturally sneaky and creative, using both of these to great effect, either cowering to distract enemies, or roaring to inspire allies.
[[Kobold|Kobolds]] are smaller draconic humanoids, based on where they live, they are generally either treated horribly or accepted in society. No matter how they're treated, Kobolds are naturally sneaky and creative, using both of these to great effect, either cowering to distract enemies, or roaring to inspire allies.
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[[Leonin]] are lion humanoids from the Wild-Plains, along with Centaurs, Ursan, and others. With a culture of Might Makes Right, Leonin are a ferocious flurry of claws and teeth on the battlefield.
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[[Locathah]] are fish folk who live in the Archipelago along with Loxodon, Triton, and Ìqáalìe. Their scaly skin and surprising strength makes them unexpectedly effective warriors in combat
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[[Loxodon]] are large elephant folk who lead the day-to-day duties of the established cities in the Archipelago. They're large trunks, thick hide, and brawny arms makes them tough opponents on the battlefield.
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[[Minotaur|Minotaurs]] are bull folk, strong willed, curly horned, and muscly. They are ferocious opponents in combat and have an exceptional memory.
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[[Otterfolk]] are residents of Mooraarbaa, excellent swimmers and aquatic way finders. Their skill in the water and their cultural weapons makes them slippery and deadly warriors.
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[[Shifter|Shifters]] are often called were-touched, half-shifting to a lycanthropic form. They completely have this shifting under control and use it to great effect in battle.
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[[Ursan]] are bear folk, ferocious, often unbreakable, and with a hunger for honey. Their need to sleep longer then most and cravings for honey is more then made up for by their powerful claws and thick hide.
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[[Tortle|Tortles]] are turtle humanoids, with strong shells, and a love for the simple things. Their natural armor and resilient nature makes them warriors full of stamina and strength.
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[[Treant|Treants]] are tree creatures, ranging from sizes of tiny to large, they are some of the most varied creatures in Drakomere. Their natural resistance to bludgeons counteracts their weakness to axes and flame, and their ability to sense the tremors in the earth around them and to subsist purely on light makes them expert survivalists.
[[Treant|Treants]] are tree creatures, ranging from sizes of tiny to large, they are some of the most varied creatures in Drakomere. Their natural resistance to bludgeons counteracts their weakness to axes and flame, and their ability to sense the tremors in the earth around them and to subsist purely on light makes them expert survivalists.
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[[Triton|Tritons]] are frilly humanoids, blue and proud. They inspire others and have great skill both on land and in the sea.
[[Triton|Tritons]] are frilly humanoids, blue and proud. They inspire others and have great skill both on land and in the sea.
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[[Verdan]] are humanoids born of pure chaos, arrayed on all ends of spectrum of stealth, brawn, skill, and magic.


== Monstrous Races ==
The following are a set of miscellaneous monstrous races.
Most races in this section have a Level Adjustment feature, this feature indicates the relative power level of the race and balances accordingly. Level adjustment lowers the levels you have in classes, but does not lower your effective character level, for example, a Harpy has a level adjustment of 1, if you were a 3rd level Harpy Wizard, you would be a 2nd level Wizard, and being a Harpy would use one of those levels.
This is all incredibly homebrewed material and will be worked on as the campaign is played.
To-Make: Aboleth, Troll, Lycanthropes, Elementals, Ettercaps, Dragons, Animated Objects, Blights, Draco-Sphinxes, Yetis
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[[Harpy]]
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[[Ogre]]
[[Ogre]]
== Half Races ==
Below are a list of half-races to choose from, this list will most likely be incomplete for a while, and it may be done in a very different way in the future.
== Rare Races ==
Below are the uncommon and rare races in Drakomere. These races are most likely to not show up in games and most player characters wouldn't be one of them. If you want to play a rare race, talk to your DM about why you're one of them.
[[Aasimar]]
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[[Aarakocra]]
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[[Changeling]]
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[[Dhampir]]
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[[Uncommon Dwarves]]
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[[Gith]]
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[[Giff]]
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[[Gnomes]]
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[[Hadozee]]
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[[Harengon]]
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[[Hexblood]]
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[[Kenku]]
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[[Uncommon Kethie]]
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[[Orc]]
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[[Owlin]]
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[[Plasmoid]]
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[[Reborn]]
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[[Satyr]]
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[[Simic Hybrid]]
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[[Tabaxi]]
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[[Thri-Kreen]]
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[[Tiefling]]
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[[Vedalken]]
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[[Warfoged]]
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[[Yuan-Ti]]

Revision as of 17:28, 26 August 2026

Races

Reworked Races

Below are the Races in Drakomere, that when complete, will be the only races playable in Drakomere (there are always exceptions to the rule). The goal is for each race to have subraces.

Races Classes
Class Origin Lineage? Dragon Type (Classification) Magical Tone Magical Harmony Magical Melody Region Description
Anansi Yes Sapphire (Crystalline) Scrying Divination Divine Stellarsiege spoodermannn
Automaton No TBD (TBD) TBD TBD TBD First created in Steelshroud Real Steel
Beastfolk Yes Anthophyta (Vegatative) Empowerment Transmutation Primal Wild Plains furry
Bugbear No TBD (TBD) TBD TBD TBD Halflings bursted with Khaagaazh when first entering the Wild Plains Longfurryarm
Crystalkin Yes Pinophyta (Vegatative) Scrying Divination Divine Stellarsiege A freaking crystal
Deepling Yes Topaz (Crystalline) Wither Degeneration Divine The Chaos Tentacle
Doppleganger Yes Clubmoss (Vegatative) Fabrication Transmutation Primal The Chaos Shapeshift?
Dwarf No Aluminum (Metallic) Negation Abjuration Arcane Split off from Dwoliath in Drakion Gimli Gloinson
Elf Yes Liverwarts (Vegatative) Transportation Conjuration Primal Drakion theyre taking the hobbits to isengard
Faerie Yes Moss (Vegatative) Elecroturgy Dynamancy Primal Steelshroud Tinkerbell
Gnoll No TBD (TBD) TBD TBD TBD Humans bursted with corrupted Khaagaazh upon entering the Twisted Lands Hyenaboi go brrrrr, also Jillta the trauma gnoll was here and he was sad
Goblin No TBD (TBD) TBD TBD TBD Dwarf bursted with Khaagaazh upon entering the Wild Plains short gremlin lookin ahh
Goliath No TBD (TBD) TBD TBD TBD Split off from Dwoliath in Drakion david killed them idk
Croaken Yes Indium (Metallic) Enchantment Manipulation Arcane Stormwood elemental F R O G
Halfling No TBD (TBD) TBD TBD TBD Offshoot of Elves and Dwarves in Drakion Frodo Baggypaddy
Highborne Yes Chrysoberyl (Crystalline) Vitalising Regeneration Divine Wild Plains Dance Birds
Hobgoblin No TBD (TBD) TBD TBD TBD Elves bursted with Khaagaazh when entering the Wild Plains Goblin but order
Human Yes Thallium (Metallic) Domination Manipulation Arcane Wild Plains Joe
Infused Yes Tin (Metallic) Infusion Evocation Arcane The Chaos Elemental People
Kalashtari Yes Gnetophyta (Vegatative) Farcrying Conjuratin Primal Twisted Lands Mental worldbuilding to resist psychic damage
Kobold Yes Flourite (Crystalline) Augury Divination Divine Drakion Shark face with a knife named croc
Floundring Yes Gallium (Matellic) Kineticism Evocation Arcane Archipelago deficiency? uhh yea? where else would da fish be?
Hathine Yes Malachite (Crystalline) Plague Degeneration Divine Archipelago Elephant
Triton Yes Algae (Vegatative) Alchemy Transmutation Primal Archipelago Mermaid but no tail
Lumen Yes Bismuth (Metallic) Illusion Manipulation Arcane Stellarsiege its a staaaaaaarrrrr
Ogre Yes Ginkgo (Vegatative) Chronomancy Conjuration Primal Stormwood Ogre only can identify surface themes of religion and nationalism and cant comprehend deeper messaging like remorse of conscious q_q
Ork Yes Beryl (Crystalline) Wounding Degeneration Divine Steelshroud Ork go smash and sometimes have hoof
Plumbite Yes Lead (Metallic) Contradynation Abjuration Primal Twisted Lands Lead man go brrrrrr
Saurian Yes Calcite (Crystalline) Clairvoyance Divination Divine Stonebloom Plateau jurassic park if it was a person
Stonebloom No Mercury/Fern (Metallic/Vegatative) Protection/Magneturgy Abjuration/Dynamancy Arcane/Primal Merging of Stonelings and Bloomlings in the Stonebloom Plataeu Three consciousnesses in a single plant and rock body
ZreQrinn Yes Quartz (Crystalline) Mending Regeneration Divine Twisted Lands bugboy
Treant No TBD (TBD) TBD TBD TBD TBD haroom taroom taroondaromm
Troll Yes Celestine (Crystalline) Curing Regeneration Divine Stormwood the internet in the early 2000s be like









Legacy Races

Common Races

Bugbears are neither bugs nor bears, they are the hulking cousins of goblins and hobgoblins. They are stealthy hunters, using their long limbs to gain the upper hand on their enemy. Crystalkin are crystalline humanoids, floating a few feet off the ground, with psychic and radiant abilities. Their innate powers make them feared mages and spellcasters.

Deeplings are writhing masses of tentacles, capable of shifting into many forms and camouflaging themselves. They're innate stealth makes them excellent ambushers.

Faeries are tiny fey creatures, endlessly curious and adaptable, they try numerous occupations and hobbies. They're adaptability makes them an unending source of utility. Gnolls are hyena humanoids, twisted by aberrant forces but brought back from madness by Sardior. They have an adaptable, varied, and either wildly ferocious or skilled and tactical combat style.

Goblins are short, green, and sneaky humanoids, related to bugbears and hobgoblins. Their short stature and wiry nature makes them almost implacable.

Humans are adaptable, strong-willed, and unshakable. With a natural talent for magic, sword, and skill, they can do anything they put their minds to.


Kobolds are smaller draconic humanoids, based on where they live, they are generally either treated horribly or accepted in society. No matter how they're treated, Kobolds are naturally sneaky and creative, using both of these to great effect, either cowering to distract enemies, or roaring to inspire allies.
Treants are tree creatures, ranging from sizes of tiny to large, they are some of the most varied creatures in Drakomere. Their natural resistance to bludgeons counteracts their weakness to axes and flame, and their ability to sense the tremors in the earth around them and to subsist purely on light makes them expert survivalists.

Tritons are frilly humanoids, blue and proud. They inspire others and have great skill both on land and in the sea.


Ogre