TEXT:  
  5 
   
   
  
   
  5 
   
   
  Races 
   
  Credits 
  Design and Development by L. J. Ogre 
  Editing by Heather Clift and Les Moore 
  Graphic Design by Joel Grahn 
  Some Graphic Elements by Lord Zsezse Works 
  Art by Nils Bloomer, Hieronymus Bosch, Adolphe 
  Alexandre Lesrel, August Malmström, Sir Edward John 
  Poynter, Henrietta Rae, Arthur Rackham, and Pal Merse 
  Szinyei 
  Contents 
  Gray Dwarf 
  Faun 
  Giant Kin 
  Light Elf  
  Nymph  
  Reptilian 
   
   
   
   
  
   
  5 
   
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  5 
   
  Introduction  
   
   Welcome to the Races supplement for the Amazons 
  Vs Valkyries campaign setting. These rules are designed 
  for use with the 5th edition of the world’s most popular 
  role playing game. A free version of those rules can be 
  found right here.  
   
  While humans are the most common race in this 
  setting, there are a handful of other races available for 
  players. However, game masters should keep in mind 
  that most adventuring groups will have no more than a 
  couple of these races among them.  
   
  Table 1: Races at a Glance 
  Race 
  Home 
  World 
  Type 
  Size 
  Alignment 
  Tendency 
  Gray 
  Dwarves 
  Nidavellir 
  Humanoid 
  (Dwarf) 
  Small 
  Chaotic 
  Faun 
  Prime 
  material 
  Fey 
  Medium 
  Chaotic 
  Giant Kin 
  Prime 
  material 
  Humanoid 
  (Jotunn) 
  Medium 
  Chaotic 
  Light 
  Elves 
  Alfheim 
  Humanoid 
  (Elf) 
  Medium 
  Lawful 
  Nymph 
  Prime 
  material 
  Fey 
  Medium 
  Neutral 
  Reptilian 
  Prime 
  material 
  Humanoid 
  (Reptilian) 
  Medium 
  Neutral 
   
  WHAT’S NEW 
   
  These races were originally designed as advanced 
  races for the Pathfinder system and were intentionally 
  more powerful than the standard races. For this edition, 
  we have toned them down to be comparable to standard 
  races.  
   
  Other appropriate races for this setting from the core 
  rules include all subraces of dwarves, elves, gnomes, and 
  humans. Halflings and half elves are extremely rare. 
  There are no half-orcs, dragonborn, or tieflings.  
   
  IN THIS FILE 
   
  The six races outlined in this file are:  
   
  Gray Dwarves: Mischievous and grotesque little artisans 
  with an aversion to sunlight.  
  Fauns: Hedonistic and playful fairies who roam the 
  wilderness and protect it from harm. 
  Giant Kin: Mighty giants from a primeval world.  
  Light Elves:  Angelic sorceresses and servants of the 
  Vanir.    
  Nymphs: Beautiful, ageless maidens with supernatural 
  powers and an affinity with the gods.  
  Reptilians: Prehistoric humanoids that have built a hidden 
  city deep within the earth.  
   
  
   
  5 
   
  RACIAL ABILITY SCORE MODIFIERS 
   
  Table 2 below, summarizes the ability score modifiers 
  for all the races in this file.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  RANDOM HEIGHT AND WEIGHT  
   
  On Table 3, below, the Height Modifier indicates the 
  character’s additional number of inches in height. That 
  result multiplied by the dice roll indicated in the Weight 
  Modifier column indicates the character’s additional 
  weight above their base weight.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Table 2: Racial Ability Score Modifiers 
  Race 
  Str Dex Con Int Wis Cha 
  Faun 
  - 
  +2 
  - 
  - 
  - 
  +1 
  Gray Dwarf +1 
  - 
  +2 
  - 
  - 
  - 
  Giant Kin 
  +2 
  - 
  +1 
  - 
  - 
  - 
  Light Elf 
  - 
  +1 
  - 
  - 
  +2 
  - 
  Nymph 
  - 
  - 
  - 
  - 
  +1 
  +2 
  Reptilian 
  +1 
  - 
  - 
  +2 
  - 
  - 
   
  Table 3: Random Height and Weight 
  Race 
  Base 
  Height 
  Height 
  Modifier 
  Base 
  Weight 
  Weight 
  Modifier 
  Faun 
  4’10” 
  +2d10 
  80 lbs 
  X (2d4) lb. 
  Gray Dwarf 
  2’8” 
  +2d6 
  40 lbs 
  X (1d4) lb. 
  Giant Kin 
  6’6” 
  +2d10 
  280 lbs 
  X (2d6) lb. 
  Light Elf 
  4’0” 
  +2d6 
  60 lbs 
  X (1d4) lb. 
  Nymph 
  4’4” 
  +2d6 
  55 lbs 
  X (1d4) lb. 
  Reptilian 
  5’0” 
  +2d12 
  120 lbs 
  X (2d6) lb. 
  
   
  5 
   
  Fauns 
  Fauns are a race of very social and friendly fey 
  creatures that enjoy merriment, revelry, and games. 
  Fauns are carefree and capricious, living hedonistic lives 
  steeped in strong wine, gluttonous feasts, and wild 
  debauchery.  
   
  Fauns also protect the wild frontiers from malicious 
  threats, exploitation, and invasion. They cooperate with 
  humans and other fey in times of desperation, but 
  otherwise rarely seek out assistance.  
   
  WILD AND BESTIAL  
   
  Fawns are smaller than humans with lean, athletic 
  bodies and tanned skin. A typical faun is around 6 feet 
  tall and on average weighs 145 lbs. They are often 
  confused for satyrs, as they look similar to their 
  mischievous cousins. However, a faun’s horns are much 
  smaller than a satyr’s, so small that they may be hidden 
  under their curly hair. Fauns also have very human-like 
  faces. The only thing that betrays their heritage is their 
  legs, which are covered in thick goat hair and end in 
  hooves. Fauns rarely wear anything more than a loin 
  cloth, and they are rarely seen without their panpipes. 
  Hunters usually carry a short bow or a spear. When 
  dressed for war, fauns may wear armor and carry swords 
  and shields.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  5 
   
  FUN AND GAMES 
  Fauns are quick and light on their feet, like the winds 
  that race through the open fields where they play. 
  Frolicking and cavorting until the morning dawns, they 
  thoroughly enjoy games, music, poetry, gossip, and 
  freewheeling adventure.  
   
  Fauns can be unreliable, frivolous, and spontaneous. 
  They enjoy ribald songs of misadventure and heart-felt 
  eulogies for fallen heroes. Although they experience 
  powerful emotions, these tumultuous feelings never last 
  long.  
   
  NOMADIC AND TRIBAL 
   
  Fauns live in nomadic hunter/gatherer tribes that 
  roam the wild lands of Thrace, Macedonia, and Scythia, 
  roaming freely between hunting grounds, fishing holes, 
  and groves of lush fruit trees, taking only what they need 
  and spending most of their time relaxing and playing. 
  They are very social and often visit with other fey as they 
  travel. Their culture is rather lawless and disorganized, 
  and their social structure has only a few specific roles. 
  Bards and philosophers are common in most tribes, as 
  are oracles and healers. A few fauns in each tribe 
  consider themselves warriors or hunters, and there is 
  usually a tribal leader. Most fauns, however, are nothing 
  more than drunken revelers.  
   
  EVERY DAY IS A NEW ADVENTURE  
  Fauns are perhaps the most adventurous race, always 
  looking for excitement and mischief. Their nomadic and 
  free-spirited lifestyle often invites dramatic encounters. 
  Easily bored, fauns are always happy to hunt chthonic 
  beasts, explore new territory, or fend off barbaric 
  invaders. 
   
  FAUN RACIAL TRAITS 
   
  Ability Score Increase. Your Dexterity score 
  increases by 2 and your Charisma score increase by 1.  
   
  Age. Fauns mature much faster than humans, 
  reaching adulthood after 15 years. On average, they live 
  about 70 years. 
   
  Alignment. Fauns are usually chaotic in nature and 
  more likely to be neutral or good than evil. They always 
  worship the Olympian deities. 
   
  Size. Fauns average about five and a half feet tall 
  and weigh about 145 pounds. Their size is Medium.  
   
  Speed. Fauns are very quick. Your base walking 
  speed is 40 feet.  
   
   
  
   
  5 
   
  Enchanting Magic. You can cast the hideous 
  laughter spell once with this trait and regain the ability to 
  do so when you finish a long rest. When you reach 3rd 
  level, you can cast the sleep 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.  
   
  Rapid Reflexes. You have advantage on all 
  Dexterity saving throws against magic.  
   
  Talented Musician. Whenever you make a 
  Charisma (performance) skill check to play music, you 
  add double your proficiency bonus to the check, instead 
  of your normal proficiency bonus.   
   
  Languages. You can speak, read, and write Sylvan 
  and Koine Greek. Fauns rarely write anything down and 
  most of them cannot read or write at all. (player 
  characters can read and write, unless the DM decides 
  otherwise). However, their culture has a rich oral 
  tradition with countless epic poems, historical ballads, 
  and wild drinking songs.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  5 
   
  Gray Dwarves 
  Gray dwarves are a diminutive, mystical race of 
  people who visit Midgard searching for adventure and 
  riches. They live in dark caverns and dank hovels deep 
  inside their subterranean world of Nidavellir, where the 
  ringing of anvils mingles with the mournful cries of their 
  slaves. Gray dwarves love power, wealth, self indulgence, 
  and cruel practical jokes.  
   
  Before Odin blessed them with wisdom, purpose, and 
  a humanoid form, gray dwarves were maggots feeding 
  on Ymir’s corpse. Odin shaped the crawling bugs into 
  legendary craftsmen, masters of stonecutting, and 
  brilliant metalworkers. The gray dwarves became famous 
  for their engineering, artisanship, and skill.  
   
  REPULSIVE AND VILE  
  Gray dwarves are short, ugly creatures, with bent 
  spines and gangly, misshapen limbs. A long, hooked 
  nose, crooked teeth, and beady, coal-like eyes are often 
  all that can be seen amid a gray dwarf’s thick mask of 
  black whiskers typically worn to conceal their grotesque 
  facial features; however, some go brazenly unshaven, 
  proudly displaying their malformed features to horrified 
  onlookers. 
   
  A gray dwarf’s hair is always black and their skin is 
  deathly white. Gray dwarves often wear earth tones: 
  greens, browns, and shades of grey. 
  LEGENDARY 
  CRAFTSMEN, EPIC 
  VILLAINS  
  Despite their physical 
  deformities, or perhaps 
  because of them, Gray 
  dwarves are remarkably 
  strong. They are also very 
  wise, having witnessed the 
  folly of mankind since the 
  earliest age. Although it is a 
  myth that sunlight turns Gray 
  dwarves to stone, the sun’s 
  rays do cause them significant 
  discomfort.  
   
  Gray dwarves are renowned for their artisanship and 
  have forged several of the most famous weapons of 
  legend including Mjolnir and Gungnir. They also find 
  great humor in the suffering of others and are known for 
  the cruel and hurtful games they play.  
   
  THE KINGDOM OF DARKNESS  
  Gray dwarves live in the subterranean world of 
  Nidavellir, also called Myrkheim or Svartalfheim, a land of 
  vast caverns and endless tunnels that are connected to 
  certain caves in Midgard.   
   
  
   
  5 
   
   Gray dwarves live in small family units who make 
  their homes in the caverns and halls of Nidavellir. Gray 
  dwarves are a fiercely independent and resourceful 
  people. Their culture is a confusing whirlwind of 
  disparate ideologies, philosophies, and theories. Pranks, 
  practical jokes, insult comedy, and riddles are all 
  common ways of gaining status in gray dwarves society.   
  EXCITEMENT AND ENTERTAINMENT  
  Gray dwarves frequently visit Midgard for adventure 
  and excitement. They see the world of men as a place 
  for amusement, relaxation, and entertainment. It is a 
  great land for treasure hunting and for playing pranks on 
  foolish people. They also appreciate the fact that Midgard 
  is a crossroads of cultures and they are always interested 
  in meeting other travelers.  
   
  GRAY DWARF RACIAL TRAITS 
   
  Ability Score Increase. Your Strength score 
  increases by 1 and your Constitution score increases by 
  2.  
   
  Age. Gray 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. 
   
  Alignment. Gray dwarves are usually chaotic and as 
  likely to be good as evil. Quite a few are chaotic neutral 
  as well. Gray dwarves always worship the Norse gods. 
  Size. Gray dwarves average about three and a half 
  feet tall and weigh about 50 pounds. Their size is Small.  
   
  Speed. Your base walking speed is 25 feet. Your 
  speed is not reduced by wearing heavy armor.  
   
  Beguiling Liar. You add double your proficiency 
  bonus to any Charisma (deception) checks you make, 
  instead of your normal proficiency bonus.   
   
  Darkvision. Accustomed to dark caverns and 
  lightless tunnels, you have superior vision in dark and 
  dim conditions. You can see in dim light within 120 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. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  5 
   
  Cave Dweller. You gain double your proficiency 
  bonus on any Wisdom (perception) and Wisdom 
  (survival) checks made while underground.  
   
  Darklands Stalker.  Moving through nonmagical 
  difficult terrain while underground costs you no extra 
  movement.  
   
  Tool Proficiency. You gain proficiency with the 
  artisan’s tools of your choice: smith’s tools, jeweler’s 
  tools, or mason’s tools. 
   
  Magically Enhanced. When you reach 3rd level, you 
  can cast the enhance ability 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 
  this spell.  
   
  Poison Resistance. You have a natural resistance to 
  poison damage.  
   
  Light Sensitivity. If you, your opponent, or 
  whatever you may be trying to perceive is in direct 
  sunlight, you have disadvantage on attack rolls, as well 
  as on Wisdom (Perception) checks that rely on sight. 
   
  Languages.  You can speak, read, and write 
  Dwarvish and Germanic. Gray dwarves literature is 
  primarily concerned with tales of heroic smiths and 
  cunning pranksters. While some is written down, it is 
  primarily an oral tradition. Their songs are particularly 
  bawdy and crude.  
   
   
   
   
   
   
   
  
   
  5 
   
  Giant Kin 
   
  Giant kin are humans with a giant somewhere in their 
  recent family history, usually within three generations. 
  Some say giant kin benefit from the best qualities of both 
  races: the size and strength of a giant mixed with the 
  sensibilities and intellect of a human.  
   
  In regions where humans and giants have lived in 
  close proximity for centuries, there are entire clans of 
  giant kin that live apart from their human and giant 
  cousins.  However, such clans are extremely rare. Most 
  giant kin live among humans, where they are revered for 
  their efficacy in labor and war, but are also targets of 
  racial hatred and relegated to the fringes of society. 
  Those who live among giants are either leaders or slaves. 
  They are never seen as equal to full blooded giants. 
  Many giant kin, facing bigotry and outright hostility from 
  both societies, decide to live alone or in small groups of 
  other outcasts.  
   
  There are three types of giant kin; those with a fire 
  giant in their ancestry, those descended from a frost 
  giant, and those with an earth giant ancestor.  
   
   
   
   
   
   
  BIG AND POWERFUL 
  Giant kin appear to be oversized humans, standing 
  around 8 feet tall and weighing more than 500 pounds. 
  They tend to have broad foreheads and large jaws, 
  making them appear somewhat like Neanderthals. Those 
  with frost giant in their ancestry are fair skinned and 
  have blue or green eyes. Their hair may be yellow, red, 
  or black. Those descended from fire giants have dark 
  skin, black eyes, and flaming red or orange hair. Giant 
  kin with an earth ancestry are as varied in their 
  appearance as humans.  
  
   
  5 
   
  VIOLENT AND 
  HELPFUL  
   
  Giant kin tend to 
  live short, violent 
  lives of meagerness 
  and hardship marked 
  by brief periods of 
  extreme largess and 
  abundance. They can be domineering 
  and judgmental, but are also known to be 
  generous, compassionate, and helpful. 
  They are proud and boisterous, but their 
  hardy laughter comes easily as well. They 
  are suspicious of strangers, but once their 
  trust is earned they become loyal allies until death.  
   
  AMBITION AND REVENGE  
   
  Giant kin often turn to adventure and travel in an 
  effort to improve their lot in life and find a place where 
  they are welcomed and accepted. They may also leave 
  home in seek of riches or revenge. Both giants and 
  humans have exploited and victimized giant kin in the 
  past, and the giant kin are often motivated to reclaim 
  their stolen treasures and honor.   
   
   
  GIANT KIN TRAITS  
   
  Ability Score Increase. Your Strength score 
  increases by 2 and your Constitution score increases by 
  1. 
   
  Age. Giant kin mature at the same rate humans do 
  and reach adulthood around the age of 20. They live 
  much longer than humans, however, often exceeding 
  140 years. 
   
  Alignment. Giant kin are usually chaotic and about 
  as likely to be good as evil. Rarely are giant kin neutral. 
  Those with frost or fire giant ancestry typically follow the 
  Norse gods. Those with earth giant ancestry more often 
  follow Geek or Phoenician deities.    
   
  Size. Giant kin range in height from under seven feet 
  tall to over eight feet tall. They have robust builds and 
  can weigh over 500 pounds. Their size is Medium.  
   
  Speed. Your long strides carry you faster than the 
  shorter races. Your walking speed is 35.   
   
  Big Boned. Your tough hide and thick bones afford 
  you greater protection against injury, increasing your AC 
  to 11 + your Dexterity modifier.  
   
  Load Bearing. You are considered one size larger 
  when determining your carrying capacity and how much 
  weight you can push, pull, or drag.  
  
   
  5 
   
  Languages. You can speak, read, and write Koine 
  Greek or Germanic, plus one other language of your 
  choice. Because giant kin have no culture or homeland of 
  their own, they typically live among humans and adopt 
  the local human language, culture, and customs. You 
  may also see the Languages supplement to randomly 
  determine your homeland.  
   
  Subrace. The three subraces of giant kin (earth, fire, 
  and frost) are outlined below.    
   
  EARTH GIANT 
  Individuals with earth giants in their ancestry are the 
  most common giant kin and may be found throughout 
  the Mediterranean and beyond.  
   
  Geologic Metabolism. Your 
  slow metabolism and thick blood 
  grants you advantage on saving 
  throws against poison and 
  resistance to poison damage.  
   
  Survivalist. You gain double 
  your proficiency bonus on any 
  Wisdom (perception) and Wisdom 
  (survival) checks made in one of 
  the following environments: 
  coastal, forest, grassland, hill, 
  mountain, or swamp.  
  FIRE GIANT  
  Fire giants are found beyond the scorching deserts of 
  Arabia and Libya.  
   
  Fire Resistance. The blood of your fiery ancestors 
  still flows in your veins. You have resistance to fire 
  damage.  
   
  Survivalist. You gain double your proficiency bonus 
  on any Wisdom (perception) and Wisdom (survival) 
  checks made in a desert environment.  
   
  FROST GIANT 
  Frost giant kin are most commonly found in the 
  northern regions of Europa and Asia.   
   
  Cold Resistance. The blood of your icy ancestors 
  still flows in your veins. You have resistance to cold 
  damage.  
   
  Survivalist. You gain double your proficiency bonus 
  on any Wisdom (perception) and Wisdom (survival) 
  checks made in an arctic environment.  
   
   
   
   
   
   
  
   
  5 
   
  Light Elf 
  The light elves are a race of magical creatures 
  endowed with the power of the sun. They are the 
  guardians of Alfheim, the world they share with the 
  Vanir, and they are allies of the people of Midgard.  They 
  enjoy frolicking in the moonlight, whirling and dancing to 
  the rhythms of nature. Their songs harmonize with the 
  birds and trees as they celebrate seasonal changes and 
  religious observances.  
   
  Although they do not have wings, they can glide on 
  windy gusts as if they did. Light elves are also masters of 
  lore and posses innate artistic talent.   
   
  GRACEFUL WAIFS  
  The light elves are shorter than humans and have 
  pale white skin. Most have white hair that almost glows, 
  though some dye their hair in shades of lavender, indigo, 
  verdant, or scarlet. They have very long ears, tapered 
  chins, and large, enchanting eyes. They are unnaturally 
  thin and appear very delicate. Light elves often dress in 
  white robes or gowns. Golden jewelry adorns their 
  fingers, wrists, and necks. When battle calls, they don 
  silvery armor and carry long spears and elegant swords.  
   
   
   
   
   
   
   
  PATIENT AND CALM 
  Light elves are pragmatic, patient and tolerant, 
  bending in the face of adversity like a reed in the wind. 
  They are slow to anger and rarely enraged. If one was to 
  become angered, they would never show it.  
   
  They are unconcerned with the daily petty squabbles 
  that preoccupy other races. Light elves value their own 
  calmness of spirit over winning a prideful feud with an 
  associate.  
   
   
  
   
  5 
   
  HARMONY AND 
  PEACE 
  The light elves 
  have a vast 
  kingdom in Alfheim, 
  the mystical land of 
  fey and Vanir. 
  Alfheim is a world 
  of primeval forests, majestic 
  mountains, and vast prairielands that 
  stretch from one horizon to the other. 
   
   Most light elves have simple lives of 
  subsistence, service, and worship. They 
  enjoy benevolent rulers and bountiful 
  harvests. Light elf culture reinforces their 
  esteem for fine art and harmony.  
  Although they are a peaceful race, they are 
  capable of war and do not shrink from battle. The society 
  of light elves is egalitarian, cooperative, and ordered with 
  an elaborate legal code and hundreds of specialized 
  professions. Large, extended families are at the core of 
  light elf society. The eldest matriarch is often the head of 
  the family.   
   
   
   
   
   
  RELUCTANT HEROES  
  Light elves are not a particularly adventurous or 
  curious race. When a light elf decides to leave her home 
  and face the unknown hardships of the worlds abroad, it 
  is usually for a very good and noble reason.  
   
  LIGHT ELF RACIAL TRAITS 
   
  Ability Score Increase. Your Dexterity score 
  increase by 1 and your Wisdom score increases by 2.  
   
  Age. Although light elves reach physical maturity at 
  about the same age as humans, their understanding of 
  adulthood goes beyond physical growth to encompass 
  worldly experience. A light elf typically claims adulthood 
  and an adult name around the age of 100 and can live to 
  be 750 years old. 
   
  Alignment. Light elves tend to be good and many 
  are also lawful. Light elves always follow the Norse 
  deities and favor the Vanir. 
   
  Size. Light elves range from just under five feet tall 
  to nearly six feet tall. Regardless of your position within 
  that in that range, your size is medium.  
   
  Speed. Your base walking speed is 30 feet. 
   
   
  
   
  5 
   
  Arcane Lore.  Whenever you make an Intelligence 
  (History) check related to magic items, alchemical 
  objects, or artifacts, you can add twice your proficiency 
  bonus, instead of any proficiency bonus you normally 
  apply.  
   
  Darkvision. Being a creature of light, your vision 
  penetrates darkness. 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.  
   
  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. 
   
  Fey Ancestry. You have advantage on saving throws 
  against being charmed, and magic can’t put you to sleep. 
   
  Gliding. Although you do not have wings, you can 
  float on the air as if you had gliding wings. You take no 
  damage from falling (as if subject to a constant feather 
  fall spell). While in midair, you can move up to 5 feet in 
  any horizontal direction for every 1 foot you fall, at a 
  speed of 60 feet per round. You cannot gain altitude with 
  this ability; you merely coast in other directions as you 
  fall. If subjected to a strong wind or any other effect that 
  causes you to rise, you can take advantage of the 
  updraft to increase the distance you can glide.  
   
  Light Bringer. You know the light cantrip.  
   
  Rhythmic Life. You double your proficiency bonus to 
  all Charisma (performance) checks made to perform 
  songs and dances.  
   
  Languages. You can speak, read, and write own 
  racial language of elven as well as Germanic. Their 
  language is melodic and harmonious, with lilting accents 
  and soft consonants. Light elves have a deep wealth of 
  literature, poetry, and songs that serve as entertainment 
  and education.  
   
   
  
   
  5 
   
  Nymph 
  Nymphs are created through magic, rather than being 
  conceived and born. While some nymphs are referred to 
  as “daughters” of the Olympians or of other nymphs, this 
  is merely a shorthand way of explaining the magical 
  process that brings them into being.  
   
   All nymphs are female. A nymph will sometimes mate 
  with a satyr, which always produces another satyr. 
  Nymphs also procreate with humans; the offspring are 
  always humans with the fey bloodline. The Olympic 
  deities sometimes conceive 
  with nymphs as well, these 
  children are either nymphs 
  (made through magic) or 
  heroes such as Dardanus, 
  Lycus, and Aspledon. 
   
  Although they are not 
  immortal, nymphs do not 
  grow old and cannot die from 
  natural causes. They are 
  immune to the effects of 
  aging, both magical and 
  natural, and they possess a 
  supernatural resistance to 
  harm.    
   
   
   
   
  DEVINE BEAUTY  
  Nymphs resemble 
  beautiful human maidens, 
  youthful and demure. Their 
  physical characteristics are 
  exaggerated to the point of 
  godlike beauty; large, 
  entrancing eyes, luscious 
  red lips, and a thick mane of 
  hair that shines in the 
  sunlight.  Nymphs dislike 
  clothing and wear as little as 
  possible. Often, leaves, 
  vines, or a wispy, 
  diaphanous shawl is all that 
  covers their lithe, bronze 
  bodies.  
   
  PLAYFUL AND INSPIRING 
  Nymphs enjoy frivolity and play as much as fauns, 
  though they are more delicate with their expression. 
  Nymphs enjoy experiencing powerful emotions; being 
  madly in love is at the top of their list. Their near 
  immortal nature causes them to be careless and 
  unconcerned with the dealings of civilization, sometimes 
  to a fault. Nymph sisterhoods can be so insular and 
  isolated that they don’t recognize tragedy approaching 
  until it’s too late.  
   
  
   
  5 
   
  UNSPOILED NATURE  
  Nymphs are native to the prime material plane and 
  favor places that are unspoiled and rich in natural beauty 
  such as fresh springs, ancient trees, and waterfalls. Most 
  nymphs live in groves, vales, or oases. Some nymphs live 
  in caves in the mountains, while others dwell near the 
  sea.  
   
   Nymphs live in small, informal groups, sometimes 
  known as covens, sisterhoods, or circles. These groups 
  usually number no more than ten or fifteen members. 
  They usually have no need for laws or rules beyond 
  common courtesy.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NYMPH TRAITS  
   
  Ability Score Increase. Your Charisma score 
  increase by 2 and your Wisdom score increases by 1.  
   
  Age. Nymphs are created through magic and do not 
  age. They are immune to all natural and magical aging.  
   
  Alignment. Nymphs may be of any alignment, 
  though most are neutral. They always worship the 
  Olympian deities and some choose a particular deity as 
  their patron, such as Poseidon, Dionysius, or Artemis.   
   
  Size. Nymphs range from four-and-a-half feet tall to 
  five-and-a-half feet tall.  Regardless of your position 
  within that in that range, your size is medium.  
   
  Speed. Your base walking speed is 30 feet. 
   
  Ageless. Nymphs are always youthful and do not 
  age. They are immune to any magic that causes aging.  
   
  Animal Empathy. With soft sounds and careful 
  gestures, nymphs can communicate basic ideas with 
  Small or smaller creatures of the Beast type.  
   
  Resistant Will. Nymphs have advantage on all 
  Wisdom saving throws made against spells and magic.  
   
  
   
  5 
   
  Hard Body. When the gods create a nymph, they 
  imbue her with a natural resistance to injury and harm. 
  Because of this, your AC is 11 + your Dexterity modifier.  
   
  Inspiration. Upon reaching 5th level, you can choose 
  an intelligent creature to inspire and serve as a muse by 
  giving that creature some token of your affection 
  (typically a lock of your hair). As long as you retain favor 
  for this creature and as long as the creature carries your 
  token, the creature gains advantage on all Dexterity 
  checks made to craft items, Intelligence checks made to 
  draft speeches and songs, and Charisma checks made to 
  give public performances.  
   
  A bard who has you for a muse in this way increases 
  her bardic inspiration die to the next larger size. For 
  example, a third level bard would normally roll a d6 for 
  bardic inspiration, but with you for a muse, she rolls d8 
  instead. The largest die a bard can roll for inspiration is 
  still d12.  
   
  You can end this effect at any time as a bonus action. 
  You may only inspire one creature at a time in this 
  manner. 
   
  Languages. You can speak, read, and write sylvan 
  and Koine Greek. Nymphs have a rich tradition of 
  storytelling and song, but very little of it is written down. 
   
   
   
  FOREST NYMPH 
  Forest nymphs dwell in deep, unspoiled glades and 
  dense Cyprus groves. These nymphs are especially skilled 
  at concealment.  
   
  Nature’s Veil. When you are only lightly obscured by 
  foliage, heavy rain, mist, falling snow, or other natural 
  phenomena, you can attempt to hide.  
   
   WATER NYMPH 
  Water nymphs usually live near fresh pools and 
  springs, though some prefer to make their homes in 
  saltwater coves or brackish estuaries.  
   
  Swim. You have a swim speed of 30 feet.  
   
  
   
  5 
   
  Reptilian 
   
  Long before the rise of Atlantis, reptilians ruled the 
  earth. When a devastating meteor shower destroyed 
  their civilization, the survivors moved underground and 
  built the subterranean city of Mesaca. In the ages that 
  followed, a new mammalian species came to dominate 
  the surface world and the reptilians faded into obscurity.  
   
  Despite their cultural advances, reptilians remain feral 
  and savage in many ways. Although they have developed 
  a written language and mastered metallurgy, they are 
  still ambush hunters who run down their prey and eat it 
  raw. Consequently, reptilians find the idea of being 
  served cooked food in a tavern very unusual.  
   
  ALIEN REPTILIANS  
  Reptilians have thick, hunched bodies and walk with a 
  shuffling gait. They are slightly shorter than humans and 
  covered with green and yellow scales. Their faces are 
  bestial with small, black eyes, long snouts, and rows of 
  sharp teeth. They usually wear brown or black robes and 
  adorn themselves with morbid trinkets and jewelry.  
   
  A reptilian’s personality is usually dry, dour, and easily 
  offended. Males and females are indistinguishable from 
  each other to non-reptilians. 
   
   
  SUBTERRANEAN CLANS 
  Many reptilians live in small clans or extended family 
  units. Those that live in the city of Mesaca tend to have 
  smaller families and are accustomed to much more strict 
  and ordered lifestyles than those who live in the 
  wilderness.  
   
  While most Reptilians live in the subterranean city of 
  Mesaca, many others live in caverns and dens far away 
  from the city, often hidden near bodies of water.  
   
  
   
  5 
   
  CHAOTIC DRAGON WORSHIPERS 
  Reptilians tend to be neutral or chaotic in nature and 
  are usually not good or evil. They usually worship an 
  ancient sea goddess called Tiamat.  
   
  TREASURE HUNTERS  
  Reptilians often travel abroad to seek out lost 
  treasures or artifacts of their people. They also work to 
  prevent outsiders from gaining too much knowledge 
  about the ancient past or about their own subterranean 
  cities and culture.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  REPTILIAN TRAITS  
   
  Ability Score Increase. A Reptilian’s Intelligence 
  score increases by 2 and its Strength score increases by 
  1.  
   
  Age: Reptilians reach maturity in about 120 years. 
  They age somewhat faster than other races and rarely 
  live longer than 600 years.  
   
  Alignment. Although reptilians are descended from 
  the nagas and evil is in their blood, some of them 
  manage to turn away from their innate desires and follow 
  a more benevolent and righteous path. Regardless of the 
  spirit of a reptilian, they are usually respectful of order 
  and rules and prefer to have structure in their live.   
   
  Size. Reptilians are slightly shorter than humans and 
  of slightly thicker build. Your size is Medium.   
   
  Speed. Your base walking speed is 30 feet.  
   
  Darkvision. You have superior 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.  
   
   
   
   
  
   
  5 
   
  Reptilian Magic. As a reptilian, 
  you know the minor illusion cantrip. 
  When you reach 3rd level you can cast 
  the disguise self spell once with this 
  trait and regain the ability to do so 
  when you complete a long rest. When 
  you reach 5th level, you can cast the 
  silent image spell once with this trait 
  and regain the ability to do so when 
  you finish a long rest. Intelligence is 
  your spell casting ability for these spells.  
   
  Reptilian Resistance. You have advantage on all 
  Wisdom saving throws against spells and magic.  
   
  Bonus Ancient Language. You can speak, read, 
  and write one extinct language chosen from the following 
  list: Draconic, Mu, Akkadian, Amorite, Archaic Egyptian, 
  Assyrian, Babylonian, Hittite, Mycenaean Greek, Old 
  Aramaic, or Sumerian. 
   
  Languages. You can speak, read, and write your 
  native language of Lemurian plus one common language 
  of surface dwellers, either Koine Greek or Germanic. Most 
  reptilian writings are concerned with history, science, and 
  magic. There are scant few examples of reptilian 
  literature, poetry, or song.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  5 
   
  OPEN GAME LICENSE VERSION 1.0A 
  The following text is the property of Wizards of the Coast, Inc. 
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  5 
   
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  15 COPYRIGHT NOTICE System Reference Document 5.1 
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  Amazons Vs Valkyries: Races, Copyright 2020, Bloodstone Press 
   
  
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