World of Shantar D&D 5e House Rules
Version 2.0.1
Playable Races
Name | Details |
Human | Subraces of humans |
Akeshan | Harsh desert environments and a strict social caste system gives Akeshans a lot of emotional fortitude. |
Shaderan (The Anglessey) | Most predominate human peoples of the Westlands. |
Gobian | Proud nomadic tribesmen and horse lords |
Kæshan | Originally island dwellers, Kæshans have long since dominated trade and the seas |
Norian | Another western culture that is very common in most lands. |
Aluthian (Pict) | Picts come from an advanced tribal society with a strong reverence for the earth. |
Other Nonhuman Races | Please confim with the Dungeon Master. |
Batrian (Fey Touched) | Born with both fey and human parentage, you have a touch of the wilds in their blood. |
Barrow (Halflings) | While smaller than most humans, Barrow are highly skilled. |
Eldar | Your ancestors worked hard to ensure that your bloodline became enhanced, even resorting to magical means. |
Verdant Elf (Elf subrace) | Verdant Elves are a smaller tribal culture strongly touched by the fey and able to telepathically communicate. |
Pharonic | Part divine race descended from powerful ancient gods. |
Goliath | Larger and stronger, these giants tend to be secluded and seldom descend from their mountain clans. |
All of the races in the Players Handbook are available with the exceptions listed here:
- Dragonborn - Exceptionally rare. Allowed, but you should seek permission from the DM
- Gnomes - Not a playable race. However some of the elves and barrow possess their attributes. So you will call yourself a Barrow but can use the gnome features instead of the Barrow ones.
- Halflings - Look at the barrow race for a replacement. Halflings as a racial descriptor are insulting to the barrow.
Many arcanists theorize that the great diversity of human archetypes stemmed from ancient exposure to powerful magics.
Each sub-race may choose to forgo the +1 bonus in two abilities and instead choose a feat of their choice. Alternatively you use the standard or variant rules for the Human race in the PHB and choose a race below for thematic purpose only.
For example, you could choose to play a Human by the variant rules in the PHB and choose the Akeshan racial type. In making this choice you would not gain Akeshan Resolve or Akeshan Knowledge, nor the ability score changes as specified.As another example, you could play a Shaderan and give up 2 of your +1 bonuses and select a feat for character creation.
Selecting a sub-race of human from this list replaces the default human traits for attributes, skills, and feats listed in the Players Handbook.
Originally island dwellers, Kæshans have long since dominated trade and the seas. While Kæshans can be found in most every port and inland city, their dominance of the sea makes them a formidable sub-race of humans. For centuries wizards have endeavored have used magic to make Kæshans formidable seafarers. Now they aspire to influence trade, art, and politics in most every major city.
Kæshans tend to appear a bit thinner than other humans and fairly dexterous. Hair tends to be thick and dark brown with a strongly varied eye color. Skin color tends to be tan to light brown.
Male Names: Barend, Bram, Bonifacious, Dael, Dirck, Ede, Espen, Haven, Johan, Lars, Markus, Perth, Scholar, Vernal, Vincente
Female Names: Aleta, Anika, Anke, Arabella, Franceska, Choir, Mina, Pim, Scholara, Sofie, Verena
Dress: Several layers of cotton or silks including head coverings. Bright colors that include red, the historical patriot colors of Kæsha.
Eldar
The Eldar are said to originate from the elvan lands long ago. They pursued for many generations to enhance their lineage through magic. Long ago the eldar were nearly destroyed by the elves and humans, but some still exist. Many eldar consider themselves as half elves and do not know their true lineage.
Eldar Names
Forthcoming.
Eldar Traits
Barrow (Equivalent to Halfling race in the Players Handbook)
The Barrowlands are known for their rolling plains, great farming land, and peaceful towns. the barrow are a wonderfully diverse and creative race. Barrow are known to produce the best brewers, smiths, cooks, and artisans. While peaceful, they do have a lust for knowledge that sometimes leads them into adventures. As a result, you will find barrow in most every civilization. They manage inns, run guilds, and sometimes even command troops into battle.
You can use the sub-races of Halfling and call yourself a Barrow
Verdant Elf (subrace of elf)
Verdant elves, or otherwise known as "Bonded Elf" are smaller than other elves, and are able to telepathically communicate with fauna. They tend to be very loyal and in time can share thoughts with their bonded mates.
Their hair tends to vary season to season with darker colors through the summer, redden in the fall, and turn silver or grey in the winter.
You can telepathy speak to any single creature with 30' of you as long as they can be influenced by the Telepathy Spell. You do not need to understand a common language for it to understand your intent. The thoughts and ideas you send them must be simple, slow, and limited; allowing you to transmit and receive only simple ideas and straightforward concepts. You can use this feature as your bonus action or reaction in combat.
You have a much more deep connection to your Animal Companion. You are limited to line of sight up to 120'. You have a deep sense of each of your thoughts at all times... fear, anger, hunger, as well as you can direct your animal companion in simple ways that it can understand "leap", "track this scent", etc.
Pharonic
Ability Score Increase. Your Intelligence score increases by 2 and two other ability scores of your choice increase by 1. Darkvision. 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 grey. Divine Cunning. You have advantage on all saving throws against magic. Ancestral Knowledge. You gain proficiency in the History skill.
Pharonic Names
Forthcoming.
Pharonic Traits
Dwarf +2 bonus to Constitution, have Darkvision, protection against poison, training with axe and hammer weapons, training with several kinds of artisan's tools, the usual dwarven armored movement and stone knowledge. - Hill Dwarf wiser (+1 Wisdom) and even tougher than regular dwarves, giving them extra maximum hit points equal to their character level. - Mountain Dwarf +2 Strength and free proficiency with light armor and medium armor. - Mantle Dwarf Same in appearance to a Mountain Dwarf. +1 to Charisma, darkvision, fire resistance, and can cast the produce flame cantrip, plus burning hands at level 3. Advantage on skill checks or attribute to forge or shape metal items. - Song Dwarf Darker skinned. +1 to Charisma, darkvision. Advantage on skill checks or attribute to forge or shape metal items. Elf - High Elves (Silver Elf) +1 Intelligence, proficiency with long & short swords and bows, an extra language, and the ability to cast one wizard cantrip of the player's choice. - Wood Elves (Tanu) +1 to Wisdom, same weapon proficiency as High Elves, even quicker (they have base speed 35 feet, making them the fastest of the default races), and they're extra adept at using natural phenomena for hiding. - Song Elves +1 to Charisma, shape spells. Can add song spells to spell list if caster: no somatic component, no material component if there is no cost to it. Earth stride: Move across difficult terrain (stone or earth) at normal speed. Minor illusion cantrip. - Mystic Elves/ Mountain Elves +1 Charisma, ignore movement penalties from earth/stone-based difficult terrain, and can cast pass without trace. - Dark Elves *with permission* innate magic (Dancing Lights cantrip at level 1, Faerie Fire 1/day at level 3, Darkness 1/day at level 5), Superior Darkvision (Darkvision to 120 feet), +1 Charisma, proficiency with rapiers, shortswords and hand crossbows, and are the only (sub)race in the corebook with any kind of racial penalty; they take disadvantage to attack rolls and Perception checks when they or their target is in direct sunlight. Missing/changed races: Half-Elf (see Human: Feytouched) Dragonborn (see Human: Wyrmtouched) +2 Strength, +1 Charisma, and choose one Chromatic or Metallic Dragon; they get a breath weapon shape, breath weapon damage, and damage resistance based on what they chose (cold for Silver Dragonborn, acid for Black, etc).
Goliath
At the highest mountain peaks—far above the slopes where trees grow and where the air is thin and the frigid winds howl—dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.
Driven Competitors
Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual’s heroic effort can ensure the entire group’s survival.
Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills.
This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.
Fair Play
For goliaths, competition exists only when it is supported by a level playing field. Competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other. Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A goliath who relies too much on them can grow complacent, a recipe for disaster in the mountains.
This trait manifests most strongly when goliaths interact with other folk. The relationship between peasants and nobles puzzles goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and mock folk who rely on society’s structures or rules to maintain power.
Survival of the Fittest
Among goliaths, any adult who can’t contribute to the tribe is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can’t take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play. A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate.
In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay.
Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by longterm leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age.
Goliath Names
Every goliath has three names: a birth name assigned by the newborn’s mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel.
Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a goliath, the person who is best at a job should be the one tasked with doing it.
A goliath’s nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual’s notable deeds.
Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname.
Goliath Traits
Goliaths share a number of traits in common with each other.