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World of Shantar D&D 5e House Rules

Version 2.0.1

Playable Races

NameDetails
HumanSubraces of humans
AkeshanHarsh 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.
GobianProud nomadic tribesmen and horse lords
KæshanOriginally island dwellers, Kæshans have long since dominated trade and the seas
NorianAnother 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 RacesPlease 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.
EldarYour 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.
PharonicPart divine race descended from powerful ancient gods.
GoliathLarger 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.
Human Sub-races

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.

Akeshan
Harsh desert environments and a strict social caste system means Akeshans have a lot of emotional fortitude. A strong oral tradition of lore and cultural history means that Akeshans have great memories and love stories of adventure.
Ability Score Increase
Your Wisdom score increases by 2 and two other ability scores of your choice increase by 1.
Akeshan Resolve
You are proficient on all Wisdom saving throws.
Ancestral Knowledge
You gain proficiency in the History skill.
Anatran (The Oath Bound)
Oath Bound are a fairly secluded culture nestled in rocky terrain near the sea. Shamed long ago for cowardice, Oath Bound has since served the high seat of Skye for countless generations. They tend to be lawful and stoic, as well as being fast and having great fortitude. Oath Bound have darker colored hair and grey, green, or brown eyes.
Alignment Restriction
You may not be any chaotic alignment.
Ability Score Increase
Your Constitution score and Dexterity score increase by 2.
Anatran Senses.
You have superior vision across great distances. You have advantage with Perception skill checks and do not suffer penalties for distance.
Swift movement.
Your base movement rate is 35'.
Anatran fearlessness.
You are immune to fear and automatically succeed in saving throws versus fear and paralyzation.
Anatran Survival
You gain proficiency with the Survival skill.
Aluthian (Pict)
Picts come from an advanced tribal society with a strong reverence for the earth. Their hair color ranges from blonde to auburn to dark black and what is predominant depends on the tribe. They are strong and many are very competent in survival.
Ability Score Increase
Your Strength score increases by 2 and two other ability scores of your choice increase by 1.
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. If a class ability grants this feature, you may make a Constitution check DC 10 to use this ability each time beyond the first. After a single fail, you must wait until a long rest before you can attempt to use this feature again.
Pictish Prowess.
You gain proficiency in either Athletics or Survival
Shaderan (The Anglessey)
The most dominant racial subgroup of humans. Angles tend to have blonde, auburn, or dark brown hair that is straight. Their skin tends to be lighter colored ranging from a light tan to a soft brown color. Eye color ranges across the gamut; the most common being hazel and brown.
They use the standard human racial traits in the Players Handbook.
Gobian
You come from an ancestry of proud nomadic tribesmen and horse lords. You tend to be taller then the other human sub races with an average height of 5’10” for women and 6’2” for men. Hair tends to be thick and dark brown with dark and chocolate brown eye color. Skin color tends to be light brown.
Ability Score Increase
Your Constitution score increases by 2 and two other ability scores of your choice increase by 1.
Gobian Resilience.
You have advantage on saving throws against poison.
Nature bound.
You gain proficiency in Nature.
Kæshan

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.

Ability Score Increase
Your Dexterity score increases by 2, and two ability scores of your choice increase by 1.
Kæshan Seafarer.
You gain proficiency with an additional language of your choice from the following: Akeshan, Surian, Norian, Orcish, Elvish, Dwarven
Kæshan Trader.
You gain proficiency in one skill of your choice from the following Intelligence, Wisdom, or Charisma Skills: History, Arcana, Insight, Perception, Persuasion
Norian
Norian's tend to have auburn to black hair that is wavy. Their skin tends to be lighter colored ranging from a light tan to a soft brown color. Eye color ranges across the gamut; the most common being green and hazel.
They use the standard human racial traits in the Players Handbook.
Feytouched (or Bátrian)(Nearly identical to the Players Handbook Half-elf)
+2 Charisma, making them natural diplomats, but also get +1 to two other ability scores of their choice, are automatically proficient in two skills of their choice, as well as retaining the darkvision and resistances to charming and sleep of their elven ancestors.
Ability Score Increase
Your Wisdom score increases by 2 and two other ability scores of your choice increase by 1.
Human Versatility
You gain proficiency in two skills of your choice.
Fey Ancestry
You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.
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.
Languages
You can speak, read, and write Common, Elvish, and one extra Language of your choice.
Age
Feytouched 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.

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

Legendary Saves.Your may automatically succeed in a saving throw you failed once per long rest.
Legendary Skills.Your may automatically succeed in a skill check you failed once per long rest.
Eldar Intuition.You have advantage on Charisma ability checks against humanoids.
Eldar Skill.You gain proficiency in Persuasion.
Ability Score Increase
Your Intelligence score increases by 2 and two other ability scores of your choice increase by 1.

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.

Age.A Verdant Elf has lifespans that are shorter than their other elven kin. A Verdant Elf typically claims adulthood and an adult name around the age of 30 and can live to be 200 years old.
SizeVerdant Elves are between 4 and a half to 5 and a half feet tall and weigh between 70 and 120 pounds. Your size is Small.
Elf Weapon Training You have proficiency with the scimitar, shortsword, shortbow, spear, and longbow.
Verdant Elf Traits
Elf Weapon Training You have proficiency with the rapier, shortsword, shortbow, and spear.
Telepathic Communication You gain the ability of telepathically communicate with your bonded Animal Companion (see below), and a much more limited version of telepathy to all intelligent creatures.

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.

Animal Companion.You may select a bonded animal companion as per the Beast Master Conclave of the Ranger Class. You are restricted to the following companions: a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. Your Companion's Bond is further restricted in that it does not get additional proficiencies, or the favored enemy feature as stated in the Companion's Bond.
Languages.You can speak, read, and write Common and Elven

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

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

Birth NamesAukan, Eglath, Gae-Al, Gauthak, Ilikan, Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla, Orilo, Paavu, Pethani, Thalai, Thotham, Uthal, Vaunea, Vimak
NicknamesBearkiller, Dawncaller, Fearless, Flintfinder, Horncarver, Keeneye, Lonehunter, Longleaper, Rootsmasher, Skywatcher, Steadyhand, Threadtwister, Twice-Orphaned, Twistedlimb, Wordpainter
Clan NamesAnakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-Laga

Goliath Traits

Goliaths share a number of traits in common with each other.

Ability Score Increase.Your Strength score increases by 2, and your Constitution score increases by 1.
Age.Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Alignment.Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality.
Size.Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet.
Natural Athlete.You have proficiency in the Athletics skill.
Stone’s Endurance.You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Powerful Build.You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born.You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Languages.You can speak, read, and write Common and Giant.