Et has a mingle of most of the civilized races to be found nearby in The Expanse. The city is populated by tribes from The Expanse that wished to band together for security and trade, and full tribes of people to lone individuals have gained citizenship. None are turned away by shape, size, or color, though certain races may draw a bit more suspicion than others.

The racial options below include content from the Wizards of the Coast's Systems Reference Document (SRD). The content below specific to our setting have been added in blue; content in black text is pulled from the SRD.


Dwarf

Ability Score Increase. Your Constitution score increases by 2.

Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

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.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Hill Dwarf

Hill dwarves find their natural homes in, on, and around defensible hills within The Expanse. Hill dwarves are members of large clans, but are divided into smaller tribes, each responsible for its own survival. Hill dwarves regard dependability and personal strength as paramount traits, and will consider other beings as members of their tribe, if not their clan, so long that being earns the hill dwarf’s respect.

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.

Ability Score Increase. Your Wisdom score increases by 1.

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

Cave Dwarf

Cave dwarves' natural homes are burrowed deep within the mountains in the north of Etheria, but they were driven out by subterranean creatures long ago; whereupon a group of them founded the city of Kolfür. Cave dwarves have long memories, and will often look to a person's clan name before regarding them as an individual. The cave dwarves descended from the founders of Kolfür recognize the city as a great contribution, but may remember another clan’s value from before such time as they were driven out, and regard such value as equally relevant.

As a cave dwarf, you have a remarkable memory, an eye for detail, and a deep cultural heritage.

Ability Score Increase. Your Intelligence score increases by 1.

Memory of the Caves. You gain proficiency in the History skill and have resistance to cold damage.

Elf

Ability Score Increase. Your Dexterity score increases by 2.

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to twilit forests and the night sky, 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.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

High Elf

High elves are the descendants of the tribe that began the settlement of Et, called the High Families. High elves place reason above pride, and will reliably seek the best result for a given situation, though the definition of ‘best’ can vary widely by individual. Almost all high elves still reside in Et, as members of their respective families, but it is not unheard of to find an estranged high elf, inside the city walls or out.

As a high elf, you have a keen mind and a mastery of at least the basics of magic.

Ability Score Increase. Your Intelligence score increases by 1.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

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

Extra Language. You can speak, read, and write one extra language of your choice.

Wild Elf

The wild elves are the more common elf race native to Etheria. Their values, personalities, and societal structures can vary seemingly without limit, with some calling Et their home while others claim the city an abomination (and everything in between). Wild elves are one of the most common races in Etheria, since they can survive in most environments, and many believe the original tribes of wild elves were foundational to the other races’ survival in The Expanse.

As a wild elf, you are lithe, durable, and in tune with the fey of the world.

Ability Score Increase. Your Constitution score increases by 1.

Lithe. If you move at half your speed or less for your full movement, you can move away from another creature without provoking an attack of opportunity.

Natural Familiarity. You have advantage on Persuasion checks against fey creatures that can understand your language.

Halfling

Ability Score Increase. Your Dexterity score increases by 2.

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave. You have advantage on saving throws against being frightened.

Halfling 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. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Lightfoot

Lightfoot halflings are prone to wanderlust and often dwell alongside other races or take up a nomadic life. Lightfoot halflings thrive in groups, and are as likely to be found as a part of tribes within the walls of Et as tribes in The Expanse, but purely lightfoot halfling tribes are scarce.

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others.

Ability Score Increase. Your Charisma score increases by 1.

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

Keen

Keen halflings are less inclined towards wanderlust than their lightfoot relatives, but possess a powerful curiosity that, once provoked, may become the drive behind a quest lasting several years. Lost artifacts and ancient relics of The Expanse are of particular interest to their sense of curiosity and adventure. Keen halflings will join up with groups of any race and affiliation if needed, but tend to stay within their own groups until stirred by the call of a new mystery or quest.

As a keen halfling, you have an innate affinity for the natural world and your adept mind and body make you well suited to its exploration.

Ability Score Increase. Your Wisdom score increases by 1.

Strong Willed. You gain proficiency in Wisdom saving throws. If your chosen class grants you proficiency also, you may double your proficiency bonus for Wisdom saving throws.

Human

Humans naturally tend towards no particular direction, and can meld into most tribes without difficulty (provided the tribe is welcoming). Humans can adapt to varied living situations, and can be found living amongst cities, tribes, or even groups of animals.

Natural

It’s hard to make generalizations about humans, but your human character has these traits.

Ability Score Increase. Your ability scores each increase by 1.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Adopted

For humans that have been a part of a non-human tribe since birth, their natural adaptability can alter them beyond their inborn capabilities.

In addition to the features below, you might also take on minor visual characteristics of your adoptive tribe.

Ability Score Increase. Your Wisdom score increases by 2 and one other ability score of your choice increases by 1.

Gifted Learner. You can add one racial feat from a member of your adoptive tribe, except for an Ability Score Increase.

Languages. You can speak, read, and write Common and one language spoken by your adoptive tribe.

Dragonborn

Dragonborn exist in fiercely loyal nomadic tribes that move throughout The Expanse. It is rare to see a lone dragonborn separate from a full tribe; only an outcast or an individual driven by some passion would leave the order of family and tribe behind. Dragonborn tend to stick to members of their similar coloration system, either chromatic or metallic, though it is more due to societal differences than any moral disparity.

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Draconic Ancestry. You have draconic ancestry. 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.

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Dex. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Dex. save)
White Cold 15 ft. cone (Dex. save)

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.

Gnome

Ability Score Increase. Your Intelligence score increases by 2.

Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Darkvision. Accustomed to life underground, 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.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Rock Gnome

Rock gnomes are whimsical and playful beings who find themselves mixed in with groups inside the walls of Et as well as out in The Expanse. Rock gnomes’ innate curiosity often finds them pursuing the latest oddity or interest with little or no caution, so it is more common to find them with other, more careful races than in communities of other rock gnomes. Amongst the other races, rock gnomes favor good cheer, and will prosper it with pranks and jokes.

As a rock gnome, you have an innate curiosity about the world, which is well-cushioned by your resilient nature and inventive mind.

Ability Score Increase. Your Constitution score increases by 1.

Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Fey Gnome

Fey gnomes are independent tricksters who, for the most part, make their own way in The Expanse. They have a closer connection with the power of The Expanse than other races, and consider themselves the original fey creatures of the world, taking delight in magic and power. Most fey gnomes treat other creatures as opportunities for fun or mischief, so other races tend to treat them with caution.

As a fey gnome, you have strong ties to The Expanse, both magically and naturally, and apply your sharp mind to the mysteries it holds.

Ability Score Increase. Your Charisma score increases by 1.

Fey Legacy. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the misty step spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Affinity to Tricksters. Whenever you make a Wisdom (Insight) check to read the intentions of a fey creature, you are considered proficient in the Insight skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Half-Elf

Half-elves generally take after their elven parentage, but also gain some of the human adaptability. Half-elves are integrated into tribes of all kinds, but generally take after and fall into the same cultural group as their elven parent.

Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your elf blood, 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.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Skill Versatility. You gain proficiency in two skills of your choice.

Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

Half-Orc

Half-orcs are the surprising result of adopted humans (in an orc tribe) mating with full-blood orcs. The offspring of a human and orc are often regarded with suspicion, or even outright fear. While it is not always true, many assume that a half-orc will take after its parents; a full-blood, violent orc and/or a human violent enough to survive and procreate with members of that tribe. Half-orcs do keep some of the natural orcish proficiency for battle, but their temperament is due to upbringing, not blood.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your orc blood, 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.

Menacing. You gain proficiency in the Intimidation skill.

Relentless Endurance. 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.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Tiefling

Tieflings are regarded warily by all except those who know them personally. Tieflings bear a striking resemblance to humans, only with the addition of devilish features (most notably horns) and a few extra abilities. As humans are most notable for their ability to integrate with existing tribes, a tiefling’s features bring to mind a human who has been adopted by and is taking after a devil. There are still many who believe tieflings did not yet exist when Et was founded, proffering the question of where they actually did come from.

Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2.

Age. Tieflings mature at the same rate as humans but live a few years longer.

Size. Tieflings are about the same size and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hellish Resistance. You have resistance to fire damage.

Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

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