TEXT: Hybrid Blood
  by David Silver
  
  Pathfinder Roleplaying Game rules used under the Open Game License. Learn more about Pathfinder at http://paizo.com and peruse their 
  official database of rules at http://paizo.com/pathfinderRPG/prd/
  5th Edition rules used under the Open Game License. Learn more about the game at http://dnd.wizards.com/ and peruse their official data-
  base of rules at http://dnd.wizards.com/dungeons-and-dragons/start-playing
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, 
  and does not endorse this product.
  Compatibility with the Starfinder Roleplaying Game requires the Starfinder Roleplaying Game from Paizo Inc. See http://paizo.com/starfinder 
  for more information on the Starfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.
  Declaration of Open Game Content
  All texts pertaining to game mechanics and statistics are declared Open Game Content. All items subject to the definition of Product Identity 
  are the property of Silver Games, LLC, and cannot be used without written permission.
  Product Identity
  The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: all trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, 
  artwork, and trade dress. Elements that have previously been designated as Open Game Content or are in the public domain are not included 
  in this declaration.
  Open Content
  Except for material designated as Product Identity (see above), the game mechanics of this product are Open Game Content, as defined in the 
  Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be repro-
  duced in any form without written permission.
  Starfinder is a registered trademark of Paizo Inc., and the Starfinder Roleplaying Game and the Starfinder Roleplaying Game Compatibility 
  Logo are trademarks of Paizo Inc., and are used under the Starfinder Roleplaying Game Compatibility License. See http://paizo.com/starfind-
  er/compatibility for more information on the compatibility license.
  Pathfinder Roleplaying Game rules used under the Open Game License. Learn more about Pathfinder at http://paizo.com and peruse their 
  official database of rules at http://paizo.com/pathfinderRPG/prd/
  Starfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. See paizo.com/starfinder for more infor-
  mation on the Starfinder Roleplaying Game.
  Writers David Silver
  Assistant Writers David N. Ross
  Art Sita Duncan, Tama’at Studios, Keith Wood
  Editor Thomas Behrens Jr., Regan Anderson (Llisandur)
  Layout J Gray
  Credits
  Hybrid Blood
  Assistant Producers
  A big shout and thanks to our Patreon backers who helped make this possible:
  Pyrocat, Dorian Saignren, Fox Cutter, Freewing Alchemist, Steel Prism, Tida, 
  ShiningArrow, Kayila, Alynna Trypnotk, Casey Ludwig, Wolf, and Rome Silvanus
  http://patreon.com/ponyfinder
  
  Hybrid Blood provides material for use with The Pathfinder Roleplaying Game, 
  The Starfinder Roleplaying Game, and 5th Edition.
  Sections dedicated to a specific ruleset are designated with unique colors and 
  symbols. For the convenience of the reader, a key is provided below.
  Pathfinder
  5th Edition
  Starfinder
  
  The Author’s Work, Beast People .............................................5
   
  Diet ....................................................................................7
   
  Mobility .............................................................................9
   
  Beast People Feats ........................................................... 16
  Lashtada’s Will .......................................................................25
   
  Hybridization ..................................................................26
   
  Basic Race Physical Qualities ..........................................28
   
  Everglow Race Physical Qualities ................................... 31
   
  Starjammer Races ...........................................................44
   
  Featured Race Physical Qualities ....................................45
   
  Monstrous Race Physical Qualities .................................53
   
  Basic Race Upbringings ..................................................69
   
  Featured Race Upbringings ............................................74
   
  Unusual Upbringings ......................................................76
   
  Building a Hybrid ............................................................79
   
  Character Options .......................................................... 80
  Table of Contents
  
  4
  Hybrid Blood contains several references to the fingerless rules from the Ponyfinder 
  Campaign Setting. They are reprinted here for the sake of convenience.
  Fingerless Rules
  • 
  Hand and ring slot items automatically adjust to fit, becoming anklets that 
  otherwise function normally.
  • 
  Any worn magical foot slot items (boots, shoes, etc.) adapt to cover all 
  extremities.
  • 
  Those with hooves may use horseshoe items, but doing so occupies the foot slot, preventing 
  boots, shoes, and other such things.
  • 
  Creatures with the fingerless racial trait may wield/use items with their mouth as if with 
  their primary hand.
  • 
  Touch attacks can be made with paws, talons, hooves, or horn. There is no mechanical 
  benefit to this and it resolves exactly the same as a humanoid touch with a finger.
  • 
  Unarmed attacks from fingerless characters can come in the form of teeth, slams, or 
  hooves. They do normal damage for an unarmed adventurer of the appropriate size and 
  are resolved entirely as unarmed, not natural, attacks.
  • 
  Somatic components are handled with hoof, horn, or the appropriate appendage. 
  • 
  One-handed weapons with the ammunition property may be loaded despite lacking a 
  free hand.
  Fingerless Rules
  • 
  Hand and ring covering magic items automatically adjust to fit, becoming 
  anklets that otherwise function normally.
  • 
  Any worn magical foot items (boots, shoes, etc.) adapt to cover all four 
  extremities.
  • 
  Those with hooves may use horseshoe items, but doing so occupies the hooves, preventing 
  boots, shoes, and other such things.
  • 
  Creatures with the fingerless racial trait may wield/use items with their mouth as if their 
  primary hand.
  • 
  Abilities requiring touch can be made with paws, talons, hooves, or horn. There is no 
  mechanical benefit to this and it resolves exactly the same as a humanoid touch with a 
  finger.
  • 
  Unarmed attacks from fingerless characters can come in the form of teeth, slams, or 
  hooves. They do normal damage for an unarmed adventurer of medium size and are 
  resolved entirely as unarmed attacks.
  • 
  Somatic components are handled with hoof, talon, or the appropriate appendage..
  • 
  One-handed weapons with the ammunition property may be loaded despite lacking a 
  free hand.
  
  5
  The Author was nothing if not insatiable in her need to create. While seeking out 
  the ideal race, she tried her hand at countless blends of beast and man. Though she 
  eventually settled on ponies with the fiery intelligence of man, she did not start there. 
  In her mission to create perfection, she tried blending animal and man in a more 
  even mix, with the two allowed to compete directly.
  What became evident was that her creations did not stand out on their own. Many 
  faded into human settlements as odd neighbors, and others joined tribes of more 
  bestial races. Gnolls barely knew the difference when hyena-men mingled among 
  their number. To ponies, they were humans, just like all bipeds. Their bigotry towards 
  all bipedal races blinded them to the work of the Author standing in front of them.
  Only one specific creation of hers broke this trend, the bear folk. They created a 
  country of their own, and took upon themselves a name that none were allowed to 
  forget. The Big Mao are the mightiest, in terms of societal progress and unity, of the 
  Author’s beast people. There are countless others, but only the bears ever managed 
  to win acknowledgement from the other fey species.
  The Author’s Work, 
  Beast People
  
  6
  Beast People
  They appear as a person with strong bestial 
  traits or as if a beast just rose up onto their hind 
  legs and decided that it was just as good a way of 
  living as being on the ground. There are as many 
  kinds of beast people as there are animals in the 
  world, which gives their entire species a dizzying 
  variety.
  Beast People Pathfinder Traits
  +2 to Two Ability Scores, -2 to One Ability Score: Beast people gain a +2 racial bonus to two 
  ability scores and a -2 penalty to one ability score to represent their varied nature. These must be 
  chosen from their strengths and deficiencies.
  Hit Points (Starfinder Only): 4
  Beast People: Beast people are fey with the beast people subtype.
  Medium or Small: Beast people are either Medium creatures and receive no bonuses or penalties due to their 
  size or Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their 
  CMB and CMD, and a +4 size bonus on Stealth checks. Their size is chosen at creation.
  Normal Speed: Beast people have a base speed of 30 feet.
  Low-Light Vision: As with most fey, beast people can see twice as far as humans in dim light.
  Diet: Beast people select one diet and gain its abilities and effects.
  Mobility: Beast people select one mobility and gain its abilities and effects.
  Languages: Beast people speak Common and the Sylvan of Everglow. Especially intelligent beast people may 
  select elemental languages (Aquan, Auran, Ignan, or Terran) or fey languages (Elven or Gnome) as bonus 
  languages.
  Beast People 5e Traits
  Ability Score Increase. You may assign up to three points among your listed strengths, with no 
  more than 2 in any single ability score.
  Age. A beast person lives about the same amount of time and matures at about the same rate as a 
  human.
  Alignment. Beast people can be of any alignment, but tend towards lawful or good when they descend from more 
  social animals, especially those that work cooperatively.
  Size. Your size is Medium or Small, chosen at character creation.
  Speed. Your base walking speed is 30 feet.
  Diet. Select one diet and gain its effect and abilities.
  Mobility. Select one mobility and gain its effects and abilities.
  Languages. You can read, write, and speak Common and Sylvan.
  
  7
  HeigHt and WeigHt (Use tHe second ValUe if YoU are small)
  Base Height
  Base Weight
  Modifier
  Weight Modifier
  4 ft. 5 in. OR 2 ft. 3 in.
  120 lbs. OR 40 lbs.
  2d6
  x6 lbs. OR x2 lbs.
  age
  random starting ages
  Adulthood
  Intuitive
  Self-Taught
  Trained
  14 years
  +1d4
  +1d6
  +2d6
  age categories
  Middle Age
  Old
  Venerable
  Maximum Age
  37 years
  55 years
  75 years
  75 years + 2d20
  All animals need to eat, and the beast people are no 
  exception. From the long narrow beak of a woodpecker 
  to the massive jaws of an alligator, a beast person will 
  demonstrate the tools of their original bestial tribe, 
  even if they have since become civilized. These meth-
  ods of eating are often expressed in methods of attack 
  or defense, allowing the animal to consume their food, 
  or avoid being consumed in return. The list of possible 
  animals are just examples. There are more animals in 
  the world than any chronicler can dream of counting or 
  categorizing, though some try.
  Browser
  Such animals are typically herbivorous, with a proud 
  rack of horns, antlers, or tusks to attract partners and 
  dissuade predators. Beast people with such horns may 
  use them less often for spirited jousts; instead adorning 
  them with jewelry or shaving them to specific forms.
  Possible Animals: Antelope, Boars, Bison, Deer, 
  Elephants, Goats, Narwhals, Rhinoceroses, Walruses, 
  Zebras.
  Racial Notes
  Strengths: Constitution, Strength, Charisma.
  Deficiencies: Strength, Dexterity, Charisma.
  Natural Attack: You have a natural attack, selected 
  from the options below:
  • 
  A primary gore attack that deals 1d4 piercing damage 
  (1d3 if you are Small).
  • 
  A primary hoof attack that deals 1d4 bludgeoning 
  damage (1d3 if you are Small).
  Scent: You have the scent ability with a range of 30 feet.
  Racial Notes
  Strengths. Constitution, Strength, Charisma
  Horn. You have a natural gore weapon. It deals 1d4 
  piercing damage. You are proficient with it.
  Scent. You have advantage on Wisdom (Perception) 
  checks based on scent.
  Generalist
  Some animals prefer to eat whatever happens to be 
  available. Scavengers and omnivores, they tend to not 
  have specialized weapons, but can survive in many more 
  places than other, more focused, creatures. Such beast 
  people fit in easily with others, going with the flow with-
  out looking clumsy.
  Possible Animals: Corvids, Coyotes, Dolphins, Foxes, 
  Monkeys, Opossums, Otters, Raccoons, Rats.
  Racial Notes
  Strengths: Constitution, Strength, Charisma, Intelli-
  gence.
  Deficiencies: Strength, Dexterity, Charisma.
  Natural Attack: You have a secondary bite attack that 
  deals 1d3 bludgeoning, slashing, and piercing damage 
  (1d2 if you are Small).
  Bonus Feat: You may surrender one strength and one 
  deficiency. If you do so, you gain a bonus feat at first 
  level.
  Diet
  
  8
  Racial Notes
  Strengths. Constitution, Strength, Charisma, Intelli-
  gence.
  Expert. You begin with one additional tool proficiency.
  Jaws
  Many animals focus much of their power in their 
  jaws, where they catch their food, whether that be other 
  animals or the tough fibrous stalks of plants. Such animals 
  often have great smiles, promising pain to any that would 
  bother them. Beast folk of this diet display their animal’s 
  teeth with even the slightest provocation, and tend to 
  enjoy eating as a social activity.
  Possible Animals: Bears, Canines, Felines, Foxes, 
  Hyenas, Hippos, Komodo Dragons, Mice, Orcas, 
  Rabbits, Rats, Sharks, Wolves.
  Racial Notes
  Strengths: Strength, Constitution, Wisdom.
  Deficiencies: Dexterity, Intelligence, Wisdom.
  Natural Attack: You have a primary bite attack that 
  deals 1d6 bludgeoning, slashing, and piercing damage 
  (1d4 if you are Small).
  Jaw Focus: You are considered to have improved grap-
  ple and improved trip, regardless of requirements, but 
  only while using your jaws to perform the act.
  Scent: You have the scent ability with a range of 30 feet.
  Racial Notes
  Strengths. Strength, Constitution, Wisdom.
  Bite. You have a natural bite weapon. It deals 1d6 slash-
  ing damage. You are proficient with it.
  Scent. You have advantage on Wisdom (Perception) 
  checks based on scent.
  Venomous
  Brandishing nature’s rapiers with dangerous toxins 
  hidden inside, poisonous animals are often avoided by 
  others, even those that may be significantly larger than 
  them. Some animals have deadly fangs that serve much 
  the same purpose. Venomous beast people tend to show 
  little fear even in the face of physical superiority.
  Possible Animals: Ants, Bees, Cone Snails, Jellyfish, 
  Komodo Dragons, Platypuses, Scorpions, Sea Urchins, 
  Snakes, Spiders, Wasps.
  Racial Notes
  Strengths: Constitution, Dexterity, Intelligence.
  Deficiencies: Strength, Dexterity, Intelligence.
  Natural Attack: You have a primary sting attack that 
  deals 1d4 piercing damage (1d3 if you are Small).
  Poison (Ex): Any creature harmed by your sting must 
  make a saving throw against DC 10 + ½ your level + 
  your Constitution modifier or become sickened for 1 
  minute. If they are already suffering from this poison 
  and are struck again and fail their saving throw, they 
  become nauseated for 1 round, but cease being sick-
  ened.
  Racial Notes
  Strengths. Constitution, Dexterity, Intelligence.
  Sting. You have a natural bite weapon. It deals 1d4 pierc-
  ing damage. You are proficient with it.
  Poison. Any creature harmed by your sting must make 
  a Constitution saving throw against DC 8 + your profi-
  ciency bonus + your Constitution modifier against 3d6 
  poison damage. Success reduces the damage by half.
  Skilled
  Some animals do a very specific job very well. 
  Whether that is battering into wood to unearth insects, 
  flying in a way no other animal could dream of, or utiliz-
  ing some special anatomy in a specific way to survive. 
  Skilled beast people tend to turn that focus into their 
  profession, taking great pride in the quality of their work.
  Possible Animals: Anteaters, Beavers, Corvids, 
  Dolphins, Hummingbirds, Octopuses, Otters, 
  Raccoons, Simians, Woodpeckers.
  Racial Notes
  Strengths: Dexterity, Constitution, Intelligence.
  Deficiencies: Strength, Dexterity, Wisdom.
  Scent: You have the scent ability with a range of 30 feet.
  Focused: Any one skill becomes a class skill for you. If 
  
  9
  that skill becomes a class skill through other means 
  (such as taking a level in a class), you gain a +2 racial 
  bonus to that skill.
  Racial Notes
  Strengths. Dexterity, Constitution, Intelligence.
  Scent. You have advantage on Wisdom (Perception) 
  checks based on scent.
  Focused. You gain proficiency in one additional skill.
  Sun Powered
  Few beast people are not bestial at all. They draw 
  instead from the plant kingdom. They look much like 
  the beast people, but have traits of flora instead of fauna. 
  Their behavior and physiology can be difficult to predict, 
  echoing their plant nature in sometimes obtuse ways.
  Possible Animals: Cacti, Flowers, Gourds, Trees, 
  Vines.
  Racial Notes
  Strengths: Strength, Constitution, Charisma.
  Deficiencies: Any.
  Plant Anatomy: When you would suffer precision 
  damage or a critical hit, you have a 25% chance of 
  negating the extra damage. This functions as and does 
  not stack with fortification.
  Photosynthesis: If you spend at least 8 hours in the sun 
  on any given day, you do not require food.
  Racial Notes
  Strengths. Strength, Constitution, Charisma.
  Photosynthesis. If you spend at least 8 hours in the sun 
  on any given day, you do not require food.
  Tooth and Claw
  Sharpened fangs and rending claws make an excel-
  lent combination. Descending on foes in a terrible fury, 
  such creatures are usually predators, and hunt to sate 
  their hunger. Tooth and Claw beast people share their 
  love for meat, and often find a special thrill when they can 
  take part in the hunting or preparation process.
  Possible Animals: Bears, Birds, Felines.
  Racial Notes
  Strengths: Dexterity, Strength, Wisdom.
  Deficiencies: Strength, Intelligence, Charisma.
  Natural Attacks: You have a primary bite attack that 
  deals 1d4 bludgeoning, slashing, and piercing damage 
  (1d3 if you are Small) and two secondary claw attacks 
  that deal 1d3 bludgeoning and slashing damage (1d2 if 
  you are Small).
  Racial Notes
  Strengths. Dexterity, Strength, Wisdom.
  Bite. You have a natural bite weapon. It deals 1d4 slash-
  ing damage. You are proficient with it.
  Claw. You have a natural claw weapon. It deals 1d3 slash-
  ing damage. You are proficient with it. It has the light 
  property.
  Mobility
  How an animal gets from place to place can dramat-
  ically change how they approach the world. A cat and a 
  hawk both descend suddenly on prey with mouth poised 
  for the killing blow and terrible grasping digits that tear 
  and hold, but few would mistake one for the other.
  Ambush
  Animals that demonstrate this, most often cold-
  blooded species, seem to be still as a rock until they are 
  suddenly on top of their prey. Conserving their energy 
  until the precise right moment, and not given to chases, 
  even short ones, these animals are finely tuned machines 
  of sudden death. Beast people with this trait tend to be 
  defined by using few needless words and being patient 
  for the right time to act.
  Possible Animals: Alligators, Felines, Snakes, Many 
  insects.
  Racial Notes
  Strengths: Strength, Intelligence, Wisdom.
  Deficiencies: Constitution, Dexterity, Charisma.
  Lurking: Stealth becomes a class skill for you. If you 
  gain Stealth as a class skill through any other means 
  (such as taking a level in a class), you gain a +2 racial 
  bonus to Stealth.
  Sudden Pounce (Ex): You have a pounce attack, allow-
  ing you to make a full attack at the end of a charge, but 
  only during surprise rounds.
  Racial Notes
  Strengths. Strength, Intelligence, Wisdom.
  Lurking. You gain proficiency in the Stealth skill.
  Sudden Pounce. When you attack an enemy that is 
  unaware of your presence, you can gain advantage on 
  the attack as a bonus action.
  
  10
  Aquatic
  The water was the starting point of life, and some still 
  find it quite comfortable. Such beast people take plea-
  sure in swimming, even though they breathe just fine in 
  the dry air. Their behaviors vary as wildly as the ocean’s 
  mood.
  Possible Animals: Alligators, Amphibians, Dolphins, 
  Fish, Otters, Snakes, Whales.
  Racial Notes
  Strengths: Strength, Dexterity, Intelligence.
  Deficiencies: Dexterity, Wisdom, Charisma.
  Swim: You have a swim speed of 30 feet.
  Amphibious: You have the amphibious special quality.
  Aquatic: You have the aquatic subtype.
  Racial Notes
  Strengths. Strength, Dexterity, Intelligence.
  Amphibious. You can breathe water and air inter-
  changeably.
  Speed. You have a swimming speed of 30 feet.
  Climber
  Scaling trees or scaling rocks, such animals specialize 
  in traversing terrain by the ground that other animals 
  would balk at even attempting. Such beast people tend to 
  have a fascination with getting into things and a burning 
  curiosity.
  Possible Animals: Cats, Goats, Koalas, Simians, Sloths, 
  Spiders.
  Racial Notes
  Strengths: Strength, Constitution, Intelligence.
  Deficiencies: Dexterity, Intelligence, Charisma.
  Climb: You gain a climb speed of 30 feet.
  Racial Notes
  Strengths. Strength, Constitution, Intelligence
  Speed. You have a climbing speed of 30 feet.
  Flyer
  If you have wings, it is time to fly. This covers the 
  majority of fliers that move in graceful occasional flaps 
  when the wind isn’t doing most of the work for them. 
  
  11
  Being a broad category of so many different species, beast 
  people of this mobility can be harder to stereotype.
  Possible Animals: Bats, Birds, Insects.
  Racial Notes
  Strengths: Dexterity, Constitution, Charisma.
  Deficiencies: Dexterity, Strength, Charisma.
  Winged: You can make a Fly check to avoid taking 
  damage when falling. Fly is also a class skill for you.
  Racial Notes
  Strengths. Dexterity, Constitution, Charisma.
  Winged. When falling, you may make a Dexterity (Acro-
  batics) check to land safely.
  Hoverer
  Not all flyers are the same. Some are small and dart-
  ing things, taken to extreme maneuverability. Such beast 
  people tend to be quick to take action, for good or bad, 
  sometimes not thinking through the consequences.
  Possible Animals: Hummingbirds, Insects.
  Racial Notes
  Strengths: Dexterity, Constitution, Wisdom.
  Deficiencies: Dexterity, Constitution, Strength, Intel-
  ligence.
  Winged: You can make a Fly check to avoid taking 
  damage when falling. Fly is also a class skill for you.
  Precise Wings: If you gain the ability to fly with your 
  wings, improve your maneuverability by one step. 
  Flying is a taxing act, having the same round limits 
  as running. You may not use winged flight for long 
  distance travel. You gain Hover as a bonus feat.
  Racial Notes
  Strengths: Dexterity, Constitution, Wisdom
  Deficiencies: Dexterity, Constitution, Strength, Intel-
  ligence
  Winged. When falling, you may make a Dexterity (Acro-
  batics) check to land safely.
  Precise Wings. If you gain the ability to fly with your 
  wings, you have advantage on any Acrobatics or Athlet-
  ics checks related to flying. Flying is a taxing act; if you 
  end your turn flying, make a Constitution save against 
  DC 13 or fall. You may not use winged flight for long 
  distance travel.
  Leaper
  Powerful legs, often with pronounced thighs, propel 
  such beasts in great leaps forward. Such creatures often 
  have little need for walking, even finding such actions 
  awkward. Leaping beast people tend to be flighty in 
  personality and prove easily distracted.
  Possible Animals: Antelope, Deer, Impalas, Kanga-
  roos, Kangaroo rats, Rabbits, Wallabies.
  Racial Notes
  Strengths: Dexterity, Strength, Wisdom.
  Deficiencies: Strength, Constitution, Intelligence.
  Astounding Leap: You take no penalty for jumping 
  without a running start. When performing a high jump, 
  the base DC to make the jump is three times the height 
  to be reached instead of four times.
  Lucky Bounce: If you move through, but don’t stop on, 
  a square with a pressure-sensitive trap or mechanism, 
  there is a 50% chance you were in the air at the time 
  you passed by and do not trigger it.
  Spry: Acrobatics is a class skill for you. If you gain Acro-
  batics as a class skill through any other means (such as 
  taking a level in a class), you gain a +2 racial bonus to 
  Acrobatics checks.
  Racial Notes
  Strengths: Dexterity, Strength, Wisdom
  Astounding Leap. You take no penalty for jumping 
  without a running start, and you can move 50% further 
  when jumping.
  Lucky Bounce. If you move through, but don’t stop on, 
  a space with a pressure-sensitive trap or mechanism, 
  there is a 50% chance you were in the air at the time 
  you passed by and do not trigger it.
  Spry. You are proficient in Athletics.
  Slider
  Some things just have no legs, and get along just fine 
  despite that. Sliding beast people are quite noticeable, 
  with a powerful tail replacing their legs, like that of a naga 
  or a related creature.
  Possible Animals: Snakes.
  Racial Notes
  Strengths: Strength, Constitution, Charisma.
  Deficiencies: Dexterity, Intelligence, Wisdom.
  Legless: You have no legs, making you impossible to 
  trip. Feet slot items that you wear become a decorative 
  
  12
  covering along the underside of your body until you 
  remove them. You must wear both boots as normal, or 
  the transformation fails to occur.
  Balanced Tail: When balancing on narrow platforms, 
  consider them twice as wide for the DC of retaining 
  balance.
  Climb: You gain a climb speed of 20 feet.
  Racial Notes
  Strengths: Strength, Constitution, Charisma
  Legless. You have no legs. Magic items that you normally 
  wear over your feet that become a decorative covering 
  along the underside of your body until you remove 
  them. You must wear both boots as normal, or the 
  transformation fails to occur.
  Balanced Tail. When balancing on narrow platforms, 
  consider them twice as wide for the difficulty of retain-
  ing balance.
  Speed. You gain a climbing speed of 20 feet.
  Stampeder
  Not always the fastest, but once they start moving, 
  nothing can hope to stop them. Especially in groups, but 
  even alone, most predators don’t want to get in the way 
  of one of these once they get moving at full speed. Such 
  beast people are known for being slow to act, but also slow 
  to stop, devoting themselves to a given task.
  Possible Animals: Bears, Bison, Elephants, Horses, 
  Whales
  Racial Notes
  Strengths: Strength, Constitution, Charisma.
  Deficiencies: Dexterity, Intelligence, Wisdom.
  Slow and Steady: Your base speed decreases by 5 feet. 
  You are not slowed down by armor or encumbrance.
  Overwhelming Pace: You gain Improved Overrun as 
  a bonus feat.
  Racial Notes
  Strengths: Strength, Constitution, Charisma
  Speed. Your movement rate decreases by 5 feet. You are 
  not slowed down by encumbrance.
  Strider
  Always be moving. Striders are endurance machines, 
  capable of keeping up a lively motion for hours at a time 
  without tiring. While a sprint or full run will tire them as 
  quickly as any other, they are always just a little faster. 
  Striding beast people tend to seem restless when they 
  must be still.
  Possible Animals: Camels, Canines, Horses.
  Racial Notes
  Strengths: Strength, Constitution, Intelligence.
  Deficiencies: Strength, Dexterity, Intelligence, 
  Wisdom.
  Fleet-Footed: Your base speed increases by 5 feet.
  Racial Notes
  Strengths: Strength, Constitution, Intelligence
  Speed. Your movement rate increases by 5 feet.
  Sudden
  Animals with this mobility are ground-bound, but 
  ready for a sudden rush, be it towards food or away from 
  a predator that has decided to do much the same to them. 
  What they lack in staying power, they pour into intense 
  bursts of speed. Beast people with this trait tend to be a 
  little jumpy, as if looking for a chance to strike, or flee.
  Possible Animals: Felines, Antelope, Boars, Bison, 
  Deer, Rodents, Equines.
  Racial Notes
  Strengths: Dexterity, Constitution, Wisdom.
  Deficiencies: Strength, Dexterity, Intelligence.
  Sudden Turn: When taking a withdraw, run, or charge 
  action, your base speed increases by 10 feet.
  Bolt: Once per day, you can move twice as far as normal 
  when taking the run action.
  Racial Notes
  Strengths: Dexterity, Constitution, Wisdom
  Bolt: You can take the dash action as a bonus action.
  Tunneller
  While some escape into the lofty heights, others find 
  the other way from the surface works equally as well. 
  Such burrowing creatures find safety in their dens, where 
  fewer predators can find them, and their prey tends to 
  be slower. Such beast people often sport claws or fingers 
  that look intimidating, though they are meant for dirt, 
  not flesh. They are good at keeping secrets, and not prone 
  to gossip.
  Possible Animals: Badgers, Chipmunks, Foxes, 
  Groundhogs, Moles, Mongooses, Rabbits, Some 
  spiders.
  
  13
  Racial Notes
  Strengths: Strength, Constitution, Wisdom.
  Deficiencies: Dexterity, Intelligence, Wisdom.
  Burrow: You gain a burrow speed of 20 feet that func-
  tions in dirt, sand, and other equally as tough materials. 
  You may leave a passage other creatures of your size 
  or less can traverse by moving half as fast, otherwise it 
  collapses after you within a round’s time.
  Racial Notes
  Strengths: Strength, Constitution, Wisdom
  Speed. You gain a burrow speed of 20 feet that func-
  tions in dirt, sand, and other equally as tough materials. 
  You may leave a passage other creatures of your size 
  or less can traverse by moving half as fast, otherwise it 
  collapses after you within a round’s time.
  Beast People Power
  To explain the power of these people is difficult. Their 
  primary strength is variety. Even two beast people of 
  the same apparent species may express themselves in 
  wildly different ways. One bovine-person may become an 
  unstoppable force when provoked, while another moves 
  with delicate purpose, darting nimbly despite their bulk.
  Some animals seem to lend themselves to an even 
  more dizzying variety. Foxes, for instance, can specialize 
  with their teeth, claws, or opt entirely for the sharpness 
  of their mind and skills, to speak nothing of the wide 
  modes of motion they may employ, from darting foxes, 
  to climbing foxes, to foxes that dig or spring as if in joy.
  There are some traits that bond all beast people 
  together. Their eyes shine in the dark, allowing them to 
  see further in dim lighting. They all glimmer in that subtle 
  way of the fey races, and they are all bound to the natural 
  world. This attachment can be strong or weak, but no 
  beast person can bring themselves to harm or mistreat 
  a member of the race they appear as. Just as ponies love 
  their ‘simple hoof’ horses, a Big Mao will always revere a 
  bear, and a beast person, even starving, will find another 
  meal instead of taking it from the jaws of a feral member 
  of their own.
  Beast People Naming
  The beast people rarely refer to themselves as beast 
  people. They feel far more kindred with their individual 
  species than beasts as a whole. It was humans that gave 
  them the name, and it stuck quite firmly. Often living on 
  the peripheries of human society, the beast people often 
  end up with human-sounding names, with nicknames 
  that poke at their specific beast. Example names: Tod 
  Purrfect, Susan Longtail, Stripes Mcgee, Big Daddy Bear, 
  Madame Lafume.
  A Brief History of Beast People
  At first mistaken for new breeds of lycanthropes, the 
  beast people were not welcomed among most human 
  settlements. It was a druid that proved with finality that 
  they were a new sort of creature, and weren’t shapeshift-
  ers at all. The same druid, who would have been remem-
  bered as a hero among the beast people, also gave them 
  their name. They settled the difference in quietly forget-
  ting the druid’s name, rather than bear a grudge on the 
  title they’d rather forget.
  Some withdrew into the wilderness, carving out tiny 
  hamlets where it felt natural for them to do so. A few 
  became consummate loners, claiming it was as nature 
  intended. The warring nature of the human-held lands 
  did not treat them well. Seeking more resources, human 
  kingdoms had little patience for the claims of a lone crea-
  ture over a territory that had any resources worth taking.
  The bear folk turned this into a lesson, becoming the 
  Big Mao and a nation that proved impossible to invade. 
  For the rest, their efforts were long and painful, and not 
  always as successful. The most prosperous of the beast 
  people were those who got along with humans in their 
  cities. Animals that could survive in urban settings often 
  turned out beast people that could do the same. Foxes, 
  coyotes, cats and dogs, mice, rats, and other beast people 
  roam the dense city streets with far greater ease than 
  more ‘wild’ breeds.
  Some of the more wild breeds found that their talents 
  were appreciated in mercenary work. They became sells-
  words and adventurers, where they could apply their 
  abilities alone or in small groups and reap the rewards 
  from larger entities that they didn’t wish to be a true part 
  of. A lone rhino that doesn’t socialize often, but will keep a 
  watchful eye over their target at all times can be an excel-
  lent bodyguard. Aquatic beast people band together, even 
  purchasing a boat to share among them and make a living 
  plying the trade routes. Otters, sharks, and dolphins all 
  find the life of sailing pleasing, and enjoy making their 
  livelihood from the waves.
  They entered the pony lands late in the game. They 
  walked beside the humans, and were called as such by 
  the fey that lived there. It was perhaps a cruel irony that 
  even other fey creatures, like satyrs and nymphs, were 
  seen as humans by those that lived there. Neither ponies 
  nor the feline species accepted them as kin, even as they 
  welcomed the Big Mao.
  Life of Beast People
  A varied people, the life of any one beast person can 
  be quite different from another. Typically, two beast 
  people will find one another and create the next genera-
  tion. Many make enduring bonds that persist until one 
  partner dies, but some become bored, or simply never 
  create that lasting bond to start with, much like some of 
  
  14
  the humans they live with. The fact that they are compat-
  ible with most humanoids only strengthens this, leading 
  them to often take up the marriage and house-forming 
  habits of the society they live in.
  Beast people tend to beget other beast people of the 
  same species as them. This only diverges reliably when 
  the two parents don’t share the same bond, or one of them 
  isn’t even a beast person. This creates a desire in most 
  beast people to find others who are like themselves, which 
  is common enough in most species. If a beast person does 
  pair up with a non-matching partner, the child may take 
  after either of its parents.
  A beast person cub will start life much like a cub of 
  whatever species they are bonded to. This may make 
  things easier on their parents, or keep them constantly 
  on their toes. Development of speech and more civilized 
  thoughts take as long to develop for such children as 
  any other, even if they are scampering around days after 
  birth, getting into anything their parents didn’t secure 
  well enough.
  As soon as the cub begins to learn the language of 
  their parents, they begin to ask questions about what 
  the parents do. If they work within sight of the cub, the 
  cub will often watch and study the motions used, eagerly 
  absorbing them. If the parent can afford it, this is often 
  when schooling is considered, to let their eagerly-learning 
  child receive the education they desire. Even if such a cub 
  is sent to school, they will have no shortage of questions 
  for their parents when they are home.
  The drives that power a cub become more and more 
  pronounced as they grow towards adulthood. They will 
  slow down, or pick up. They may seek out friends, or 
  withdraw. Each cub is a special case, and they begin 
  to show those traits more and more clearly. Civilized 
  beast people will often seek a master for their child to 
  apprentice to if they’ve shown any interest in a skill. 
  Wilder beast people begin to take their children on 
  hunts, serving as a personal mentor in how to survive.
  Setting out on their own, most beast people bid 
  their parents a fond farewell and seek to establish 
  themselves. While a once-cub may stay in the same 
  town or city, they will often avoid competing with 
  their parents. If practical, they will visit for holi-
  days, often coming home bearing all manner of 
  gifts and foods. It is said that this was, long ago, a 
  gift to avoid being attacked by territorial parents. 
  It has become a fond tradition, with most such 
  parents wishing no ill on their children, even 
  when visiting as adults.
  When a beast person feels age starting to 
  tug at them, they slow as most animals do. 
  Their approach of the increasing signs of their 
  mortality are met on their own. While some 
  beast people have friends they trust enough 
  to approach and talk about their crisis, most 
  face it in their own individual way. The beast 
  people often lack cohesive enough social structures to 
  have a communal response to the event.
  Beast people die much as their bonded animal, 
  often retreating when they are in pain or feel the end 
  coming. They only rarely leave a body to be found easily. 
  If they had surviving family in the area and their death 
  is reasonably confirmed, their possessions are taken by 
  their closest blood relative if no proper will is left, which 
  it often isn’t. Beast people who accomplished great things 
  are then commemorated by those that knew them, often 
  with a lasting monument that can be enjoyed by others. 
  A public bench, an artificial pond, a statue, or a play set 
  may all be fine things to remember the 
  dearly departed.
  
  15
  Stereotypes of other Races
  Ponykind: They see us as just another variety of human. 
  If you have horse blood, it’s easy to confuse them. 
  Otherwise, they have little to do with us. There’s an 
  irony, a four-legged race thinking so highly of them-
  selves. We won’t be as easily fooled as ‘humans’ into 
  thinking they are anything but wickedly clever.
  Humans: We blend in with them. When they say ‘beast 
  person’, that person part is their short-form for human. 
  Humans are about as bad as ponies at thinking the 
  world revolves around them, as if other sapients are not 
  people. Still, they provide fine cities to live in, if you’re 
  up for that sort of thing.
  Elves: Most of them fled long ago to their precious conti-
  nent across the seas. Some still lurk around. They live 
  with the humans, or the ponies, mostly. Some of them 
  try to set up their own little communes. They don’t 
  usually consider us, for good or bad. That can be a posi-
  tive. Make your first impression good.
  Dwarves: They dig deep. If you are a digger yourself, 
  you may feel some distant kinship. I wouldn’t count on 
  it. Most of them look down on us, even if you’re twice 
  their size.
  Halflings and Gnomes: They are the ‘humans’ ponies 
  like. If you want to get in with the ponies, make friends 
  with the short-folk, and have them introduce you. It’s 
  the easiest and most direct way. A gnome-vetted person 
  is almost instantly trusted.
  Orcs: They love a good fight. Do you? You might be able 
  to win respect with them. Be strong, relentless, and be 
  ready to have that tested constantly. For some, that 
  sounds ideal, for others, a nightmare. Make your own 
  decision, but make it loudly, or nowhere they can see it.
  Felines: The feline species of Everglow are kin. The 
  ponies deny it, but the cats never moved far from their 
  roots. If you share their bond, they will accept you. 
  You’ll have to prove yourself. Rare is the pride that 
  accepts a member that can’t pull their own weight, after 
  all. A fine people, if you’re a cat.
  Cloven: Polite, courteous, and driven by results. The 
  cloven have no issue with one of us moving in beside 
  them, provided we cause them no trouble. If we actually 
  improve the community, they’ll notice, and comment, 
  and compliment. They’ll speak up if we’re trouble just 
  as easily, though they’ll try to keep it polite. They’ll give 
  you a fair chance, is what I’m saying.
  Flutterponies: Those butterfly ponies? They like colors, 
  I hear. Dress your best and be ready for them to talk and 
  talk and talk and talk. Don’t mind that? They’ll be fine.
  Big Mao: First rule, capitalize their names. They hate 
  it when you don’t. They are us, but they fought for the 
  right to be called what they wanted. They fought for the 
  right to rule a country of their own. They will welcome 
  us like lost brothers and sisters, but their country is 
  theirs, and they leave little room for doubt.
  Impure: Odd ponies that the ponies hate. They can 
  become easy friends. Poor things are so used to being 
  outcast, a friendly face can really turn around their day. 
  They’re mostly alright, if you don’t mind four-leggers.
  Ruminants: Never heard of them.
  Drakehooves: They are more common in human lands 
  than the pony ones, which is a bit off if you think about 
  it. They don’t act like ponies, and they demand respect. 
  They’re usually ready to back up their demands with 
  actual strength and skill though, so don’t discount 
  them.
  Krava: When they first had the fire light in their eyes, 
  they belonged to the humans. There is a reason they 
  were able to escape, and we played some part in that. I 
  hear they are quite well-off with the ponies, marching 
  with their herd. I wonder if they remember us...
  Gem Gnolls: Ugh. People mistake us for them, and it 
  never ends well for us. Heaven forbid you’re of hyena 
  blood. If you are, avoid any area that the gnolls, of any 
  kind, may frequent. You’ve signed on for a hard life.
  Divine Opinions
  Blaze: One of the many foul impurities that threaten 
  my wards. If they dare to move against us, I will see 
  them burned.
  Moon Princess: Many of them enjoy the touch of my 
  moon. They can live alongside ponies, so I see little 
  reason to scorn them.
  Sun Queen: Humanity can shine in so many colors, 
  and this is but one of their hues. To call it a single hue 
  is, perhaps, an oversimplification, as they also dazzle 
  the world with their many colors. I enjoy watching 
  them, especially those that burn so brightly with their 
  passions. They are not a bad people, but few of them 
  look to me specifically.
  Night Mare: Worthy of control. Worthy of use. They 
  can be spoken to, making them fine servants. Some of 
  them yearn for acceptance, use that, and them. Turn 
  them against our enemies.
  Sheila the Author: …
  Apep: Maybe one of these ages will be for them. We won’t 
  know until I burn it all away. What do you say? Holding 
  me back is possibly hurting your chances. Let’s give 
  progress a chance!
  Lashtada: Mmmm, look at them. Two species, wed and 
  bound. How can I not like them? I wish they’d smile 
  back at me. They also seem to avoid mixing things 
  further, which is troublesome. Perhaps, one day, I’ll 
  reach them.
  Soft Whisper: They are not mine to care for. The human 
  
  16
  gods step up and cast their judgments, if their souls 
  reach them. It seems little surprise to me that humans 
  become mindless and tormented undead so easily, with 
  divinity that expects so much from a freshly passed 
  soul. I do not envy them. If one were to worship the 
  pony pantheon, I would walk at their side that one vital 
  time.
  Kara: They are humans, but not. My children know how 
  to assume much the same role, but my children are 
  not noticed, whereas a beast person has no choice but 
  to stand out, more often than not. They make suitable 
  pawns, but little more, in the end.
  Unspoken: They’re hard to predict, I like that. One may 
  play a game with you, happy as can be, while another 
  gets grumpy the moment something unexpected 
  happens. They run the gamut, which makes them tricky 
  to approach. I enjoy a challenge...
  Princess Luminace: It has long been a topic of interest 
  to me, enough to fill several considerable tomes with 
  the collected data I’ve managed to compile with the aid 
  of my priests. I feel certain that they are the Author’s 
  children, just like we, ponies, are. It seems a shame that 
  we don’t offer a hoof of friendship to them, our cousins. 
  I encourage my priests to remember my teaching. They 
  can be allies, and I think most of them would welcome 
  the chance.
  Beast Satyrs
  This is an alternate racial trait that pony satyrs can 
  access by surrendering their unique destiny. When a 
  beast person crosses with a human or other non-beast 
  person, sometimes their animal half seems to collect at 
  the bottom, the top looking like their other parent. Unlike 
  most other pony satyrs, not being pony blooded, they 
  have no brand of destiny.
  Mobility: You gain one mobility and its effects.
  Diet: You gain one diet and its effects. Determine your 
  ability scores as a beast person.
  Beast Blood: You qualify as a beast person for feats, 
  classes, spells, and any other effect used by or against 
  you.
  Destiny: Lose the Unique Destiny racial trait. You do not 
  qualify as ponykind for effects related to race.
  Blendless: Lose the Blend of Views racial trait.
  Beast People Feats
  An important note: These feats are designed to let you 
  emulate the unique anatomy of all manner of animal, but 
  you should not take them all. You are a specific animal, 
  and your feats should reflect that. A fox does not have 
  spines, nor does an owl have a brutal kick. Your GM is 
  encouraged to keep feat picks thematic for your animal.
  ampHibioUs
  You have no need of holding your breath in the waves, 
  for they have enough air for you.
  Prerequisites: Beast people, swim speed.
  Benefit: You gain the ability to breathe in water, gain-
  ing the amphibious quality.
  bear HUg (combat)
  Despite its name, many animals attack by squeez-
  ing their victim, crushing organs and choking them to 
  death all at once. This mode of attack is most common in 
  snakes, appearing only rarely outside of them.
  Prerequisites: Beast people, slider mobility.
  Benefit: You gain the constrict ability, dealing 1d6 + 
  your Strength bonus bludgeoning damage every time you 
  make a successful grapple check.
  biosHock
  Some creatures can deliver painful, potentially lethal, 
  jolts of electricity on command. Turns out you’re one of 
  them.
  Prerequisites: Aquatic mobility, beast people. 
  Benefit: Once per day, you may use a standard action 
  to deliver a painful jolt of electricity as if casting shocking 
  grasp. This is an extraordinary ability. This use of the 
  spell does not have a limit on its damage dice and uses 
  your character level and Constitution. If you are capa-
  ble of casting spells, you may spontaneously convert a 
  1st-level or higher prepared spell or available spell slot 
  to cast shocking grasp as a spell, though the level cap on 
  damage applies when cast this way.
  biolUminescent
  You can give off a glow, dim or bright. You save so 
  much a year on torches and candles.
  WHat aboUt tHe otHers?
  There are countless possibilities in Everglow. 
  What about the bison, the jaguars, and the alpaca? 
  When are we going to get to giving those stats? The 
  short answer is, maybe never. The longer answer is, 
  you have them, right here. Create a beast person and 
  give them quadruped (if they aren’t a bird or simian 
  ) and fingerless (optional for birds, up to you how 
  agile those talons feel like being, probably not for 
  simians or raccoons). Just like that, you’ve made a 
  new Everglow race.
  
  17
  Prerequisite: Beast people.
  Benefit: You can glow with a variable intensity, shed-
  ding up to a 30-foot radius of bright light and increasing 
  the light level by one step for another 30 feet. Changing 
  your light is a standard action, including turning it off or 
  on. The color of the light is usually static, but some crea-
  tures of the deep make quite a show. Once per day, you 
  can emit a blinding flash as a standard action. Everyone 
  other than yourself within 30 feet must make a Fortitude 
  save (DC 10 + ½ your level + your Constitution modifier) 
  or become blinded for 1d4 rounds. Those who succeed on 
  the save are instead dazzled for one minute.
  Special: When activated or used within the range of 
  magical darkness, this counts as a spell level equal to half 
  your character level, maximum 9th.
  bracHiation
  To some primates, the trees are only an aid to move-
  ment, not a hindrance.
  Prerequisite: Beast people.
  Benefit: In thick vegetation, you can swing from 
  branch to vine to any other convenient handhold with 
  ease, allowing you to move full speed even in a jungle, 
  and giving you an essential climb speed equal to your land 
  movement rate when in such lush places. You must have 
  your hands free to use this movement.
  brUtal kick (combat)
  Intense leg muscles, a hardened hoof, deadly claws, or 
  possibly a combination make dealing with your sudden 
  kicks a hazardous task.
  Prerequisite: Beast people.
  Benefit: You gain a kick primary natural attack. It 
  deals 1d6 bludgeoning and slashing damage (1d4 if you 
  are Small).
  cHameleon Hide
  Your pigmentation can adjust to fit the surroundings, 
  allowing you to hide with greater ease.
  Prerequisite: Beast people.
  Benefit: Stealth becomes a class skill for you. When 
  hiding, your Stealth check increases by 1 every round. 
  This stacks up to once per 3 character levels. Moving 
  removes this bonus, requiring more time remaining still 
  to regain it.
  compressible bodY
  Rodents and spineless creatures are sometimes capa-
  ble of amazing acts of contortion, fitting into areas 
  smaller than even their head.
  Prerequisite: Beast people.
  Benefit: You gain the compression ability. You can 
  move through an area as small as one-quarter your space 
  without squeezing or one-eighth your space when squeez-
  ing.
  constant boUnce
  Some creatures seem to barely ever touch the ground. 
  You are either still, or jumping. There is no middle 
  ground.
  Prerequisites: Beast people, leaper mobility.
  Benefit: You are always jumping. You do not touch the 
  ground while moving, only where you begin your move-
  ment and when you end it. You must touch the ground to 
  change direction, but can do so as part of your movement 
  without slowing. You no longer make Acrobatics skill 
  checks for long jumps, only restricted to your movement 
  rate in a given round.
  Special: When using Rebounding Jump, you must 
  still make skill checks.
  crUsHed Underfoot
  People know how dangerous it can be to get your kind 
  moving. If they don’t, teach them.
  Prerequisites: Beast people, stampeder mobility.
  Benefit: You gain the trample ability. You may use 
  a claw, gore, or hoof attack instead of a slam attack for 
  damage purposes but you must have one of those attack 
  options to use this ability. As per trample, add 1 ½ times 
  your Strength modifier to the trample damage.
  defensiVe cUrl (combat)
  Some animals wear segmented suits of armor natu-
  rally. A quick tuck and their softer parts are hidden from 
  predators beneath the protection.
  Prerequisite: Beast people.
  Benefit: As a move or immediate action, you may curl 
  or uncurl. While curled, you cannot move and are denied 
  your Dexterity bonus and any dodge bonuses to your 
  Armor Class, but are not helpless. Your natural armor 
  increases by 1. This bonus increases by 1 for every 3 levels 
  you have. You gain the effects of evasion while curled. If 
  you already have evasion, this becomes improved evasion 
  instead. This can be done after a rolled attack, possibly 
  turning a hit into a miss, but must be used before a Reflex 
  saving throw is made.
  discerning nose
  It is one thing to be able to smell out prey or an oncom-
  ing predator, but another thing entirely to be able to 
  determine the ingredients of a meal with just a sniff.
  Prerequisites: Beast people, scent ability.
  
  18
  Benefit: You may identify potions, chemicals, and 
  food by scent, not requiring a taste. Given the smell or 
  presence of a living thing, you may make a Knowledge 
  or Perception check to identify it, even if you only have a 
  lingering scent to work with.
  eartH sense
  You can feel it, that faint tremble. It means something, 
  and you understand.
  Prerequisites: Aquatic or tunneller mobility, beast 
  people, character level 7th.
  Benefit: You gain tremorsense with a range of 30 feet.
  ecHolocation
  With a shrill sound that only you can hear, you can get 
  a sense of the world even while moving quickly.
  Prerequisites: Beast people, character level 7th.
  Benefit: You gain blindsense with a range of 30 feet.
  flexible mobilitY
  While most beasts focus on one means of escaping 
  danger and securing their food, some blur the lines.
  Prerequisite: Beast people.
  Benefit: You gain a second mobility and all its benefits. 
  This does not affect your ability scores.
  grasping JaWs (combat)
  Once you sink your teeth into your prey, you don’t 
  let go.
  Prerequisites: Beast people, bite attack.
  Benefit: Your bite gains the grab ability, allowing 
  you to start a grapple as a free action when scoring a hit 
  with your bite attack on an opponent that is your size or 
  smaller. This grapple attempt does not provoke attacks 
  of opportunity.
  HeaVY Hide (combat)
  Your skin has become as thick and tough as the animal 
  you represent, deflecting otherwise lethal blows.
  Prerequisite: Beast people.
  Benefit: Every day, renewed after a night’s sleep, you 
  gain 3 temporary hit points per level.
  Honed Horn (combat)
  You have learned to maximize the use of your natural 
  weapons in brilliant charges.
  Prerequisite: Gore attack.
  Benefit: When you knock enemies prone as part of an 
  overrun combat maneuver, you may make an attack of 
  opportunity against those targets using your gore attack. 
  If you fail the overrun or move past them without knock-
  ing them over, you may still make an attack of opportu-
  nity against them using your gore attack, but you have a 
  -5 penalty to the attack roll.
  letHal toxins (combat)
  Your poisons have become immediately hazardous 
  to those injected, not that anyone was rushing to try it 
  before.
  Prerequisites: Beast people, venomous diet, char-
  acter level 3rd.
  Benefit: When a victim is exposed to your sting’s 
  poison, it deals damage on the first exposure (not on 
  repeated saving throws to throw off the poison). This 
  deals 1d6 damage for every three character levels and 
  ignores damage resistance unless it is DR/—. Success-
  fully saving against this poison reduces this damage to 
  half. Creatures immune to poison are also immune to 
  this effect.
  massiVe JaWs (combat)
  They didn’t get physically bigger, you just became 
  better at using them.
  Prerequisites: Beast people, bite attack, character 
  level 5th.
  Benefit: Your bite attack’s die size increases by one 
  and you may add 1 ½ times your Strength modifier to 
  your bite damage whenever you make an attack with it 
  alone.
  more beast tHan man
  Even those accustomed to beast people can be 
  surprised by the first sight of your form.
  Prerequisite: Beast people.
  Benefit: You are a taur, with the full body of your beast, 
  its neck and head replaced with the torso of a humanoid. 
  This grants you the benefits of being quadrupedal (+50% 
  carrying capacity and +4 CMD vs. trip attacks). Your 
  weight doubles. Your size also increases by one category, 
  but you become a long creature, often meaning your reach 
  is unchanged by your new size. You gain the undersized 
  weapons ability, allowing you to wield weapons sized for 
  your original size. Your Strength increases by 2. Your 
  natural armor increases by 1.
  Special: You must take this feat at 1st level.
  mUsk cloUd (combat)
  When pressed into a corner, you can emit a foul odor 
  that can leave foes reeling. Watch out, it works on you 
  just as well.
  Prerequisites: Beast people, character level 5th.
  
  19
  Benefit: As a standard action, you may emit a cloud 
  of foul-smelling chemicals that burn at the softer parts of 
  your enemies. This functions as a stinking cloud with a 
  caster level equal to your character level and your Consti-
  tution serving as the casting ability score for its DC. You 
  may do this once per day, gaining an additional use per 
  day at 10th level and every five levels thereafter.
  natUral sWimmer (combat)
  You are not a fish or something like it, but you play 
  the part quite nicely when you decide to enter the water.
  Prerequisites: Beast people, must not have aquatic 
  mobility.
  Benefit: You gain a swim speed of 20 feet.
  poisoned skin (combat)
  Your brightly-colored skin is a warning to others. To 
  sample your flesh is to invite death.
  Prerequisite: Beast people.
  Benefit: Those that land a bite attack on you, grap-
  ple you or are grappled by you, or who otherwise make 
  contact with your skin are exposed to your poison. Once 
  per day, you can apply this poison to a weapon without 
  risk of injury to yourself. Those who swallow you are 
  exposed to the poison twice at once, causing one saving 
  throw with the DC increased by +2, but they are not 
  exposed again while you remain inside them. A target 
  can only be exposed to your poison due to contact once 
  per round. You may select any one of the poisons below, 
  but the decision is permanent.
  Necrosis Poison—injury, contact, ingested; Save 
  Fortitude DC 10 + ½ level + Constitution modifier; 
  Frequency 1/round for 2 rounds; Effect 1d8 damage 
  per 2 character levels; Cure 1 save.
  Neurotoxin Poison—injury, contact, ingested; Save 
  Fortitude DC 10 + ½ level + Constitution modifier; 
  Frequency 1/round for 6 rounds; Effect 1d2 Wis 
  damage; Cure 1 save.
  Numbing Poison—injury, contact, ingested; Save 
  Fortitude DC 10 + ½ level + Constitution modifier; 
  Frequency 1/round for 6 rounds; Effect 1d2 Dex 
  damage; Cure 1 save.
  preHensile tail (combat)
  Your tail is exceptionally strong and agile, where most 
  beast people are happy if they can get theirs to wag reli-
  ably. For some beast people, it is no tail at all, instead a 
  grasping trunk or a tentacle does their work for them.
  Prerequisite: Beast people.
  Benefit: You can draw an item as a swift action. If you 
  fail a climb check mid-climbing, you may make another 
  check immediately against the same DC to avoid falling.
  pronking gait (combat)
  Your movement is jarring and full of little jumps that 
  throw off the aim of those who would make you their 
  meal. When you feel threatened, you can make it even 
  worse.
  Prerequisites: Beast people, one of browser diet, 
  sudden mobility, or leaper mobility.
  Benefit: You gain a +1 dodge bonus to your AC so long 
  as you aren’t unable to move. As a move action, you can 
  increase this bonus by 1. You can increase the bonus by 
  an additional 1 at 5th level and another 1 every five char-
  acter levels. You may move up to your normal speed while 
  performing this action, and provoke attacks of opportu-
  nity as normal. If you have the Run feat, you may activate 
  this as part of the run action.
  raking claWs (combat)
  When you have your enemy in your grasp, you make 
  short work of them with rapid swipes of your claws. 
  Most who have this ability wear shoes that leave their 
  hind claws available for the task.
  Prerequisites: Beast people, claw attack.
  Benefit: You gain the rake ability. When you begin a 
  round in a grapple, you may make two free claw attacks 
  against any target in the grapple with you.
  reboUnding JUmp
  Is this even physically possible? Most blame your fey 
  nature.
  Prerequisite: Leaper mobility.
  Benefit: When jumping, you can move between two 
  or more surfaces and will not fall so long as you don’t 
  stop moving from surface to surface. You must make an 
  Acrobatics check each time you rebound off a surface, and 
  if you don’t reach another surface in the distance allowed 
  by the check, you immediately fall.
  regenerating limbs
  A lost limb is a life of misery for most. For you, a 
  temporary inconvenience, and a possible escape.
  Prerequisite: Beast people.
  Benefit: Like a lizard, you can shed a limb if need be, 
  and grow it back later. As part of an Escape Artist or CMB 
  check to escape a grapple, you may designate a limb (tail 
  is valid) to shed. Doing so causes you 1 damage per char-
  acter level. This damage cannot be avoided or negated by 
  any means. This gives you a +4 circumstance bonus to 
  the check to escape. Your removed limbs, from this abil-
  ity or other misfortune, regrow in a week’s time. Bonds 
  are easier to slip in this fashion. Shackled or bound, the 
  voluntary removal of an arm is generally sufficient for 
  escape, allowing you to escape without a roll.
  
  20
  scalding spraY (combat)
  Some few animals can spray a terrible mix of chemi-
  cals that become boiling hot by the time they splash on 
  the poor victim.
  Prerequisite: Beast people.
  Benefit: You can, as a standard action, make a ranged 
  attack on an enemy within 30 feet. On a hit, they take 
  1d6 fire damage per character level. If you use this ability 
  again in the same day, you suffer a -5 cumulative penalty 
  to your attack roll for each previous time you fired that 
  day.
  scUrrY
  Dashing from cover to cover, it is the only way some 
  prey animals stay alive at all.
  Prerequisite: Beast people.
  Benefit: When you start a round from cover or 
  concealment, you may make a run action or move without 
  being slowed by stealth and without breaking stealth, so 
  long as you end the movement in cover or concealment. 
  You must then make a new Stealth check as normal for 
  such a movement.
  sensitiVe Hearing
  Your ears may be quite large on your head, or hold 
  hidden power.
  Prerequisites: Wis 13, beast people.
  Benefit: When making a sound-based Perception 
  check, roll twice and take the better result.
  sHarp nose
  While many beast people have keen senses of smell, 
  others have to work at it, and others still labor to prac-
  tice and perfect it.
  Prerequisite: Beast people.
  Benefit: You gain the scent ability to a range of 60 feet.
  spider climbing
  While you always displayed a propensity for climbing, 
  it took some practice to get it to the point that you can 
  cling to ceilings.
  Prerequisite: Climbing mobility.
  Benefit: You can climb and travel on vertical surfaces 
  or even traverse ceilings as well as a spider does. You must 
  have your hands free to climb in this manner. You receive 
  a +8 racial bonus to Climb skill checks.
  spined defense (combat)
  Those who come too close will regret it.
  Prerequisite: Beast people.
  Benefit: You are covered in sharp quills. Those who 
  grapple you or are grappled by you, or attack you with a 
  melee weapon that is not a manufactured weapon with 
  reach, must make a Reflex saving throw or suffer 1d6 
  damage. This is enhanced by anything you possess that 
  enhances all natural attacks. The DC is 10 + ½ your level 
  + your Constitution modifier. If you take a total defense 
  action, there is no saving throw and you may add your 
  Strength bonus to the damage. If you are swallowed 
  whole, the swallower suffers this damage every round 
  on their turn so long as you are alive. At 5th level, the 
  damage die improves to 1d8. It further improves to 2d6 
  at 9th level, 2d8 at 13th level, 3d6 at 16th level, and 4d6 
  at 20th level.
  sUrprising strengtH
  Some animals seem to have a strength far beyond their 
  stature, especially insects.
  Prerequisite: Beast people.
  Benefit: Your strength is calculated as if you were one 
  size category larger for the sake of carrying capacity and 
  encumbrance.
  team HUnt (teamWork)
  Some animals hunt in packs, sharing the bounty 
  among their family and starving together just as easily.
  Prerequisite: Beast people.
  Benefit: When you attack an enemy that has been 
  dealt hit point damage by any ally other than yourself 
  since the end of your last turn, you are considered flank-
  ing the enemy for melee attacks, even if your position is 
  wrong. If the ally that inflicted the damage also has this 
  feat, you may add your flanking bonus to weapon damage 
  rolls against the affected enemy. If the enemy cannot be 
  flanked (due to immunity to flanking or other such abil-
  ity), this feat has no effect.
  tongUe pUll (combat)
  Your sticky tongue can reach out and draw your 
  enemies, or treasure, closer.
  Prerequisites: Beast people, character level 5th.
  Benefit: You may perform a reposition (but only to 
  pull towards yourself) or steal combat maneuver up to 
  fifteen feet away. You can also grab unattended items 
  from up to fifteen feet away, provided they do not weigh 
  more than half of what you could handle at a light encum-
  brance. This provokes an attack of opportunity just the 
  same as picking up an item.
  tripping teetH (combat)
  Much of combat is about positioning. Take the better, 
  force your enemy into the inferior. Even animals know 
  this.
  
  21
  Prerequisites: Beast people, bite attack.
  Benefit: Your bite gains the trip ability, allowing you 
  to attempt to trip your opponent as a free action without 
  provoking an attack of opportunity when scoring a hit 
  with your bite attack on an opponent that is your size or 
  smaller. If you have both grab and trip, you can only use 
  one such ability when landing a hit.
  trUe fligHt
  You have practiced with your wings and gained the 
  gift of the air and liberation from the foul mistress of 
  gravity.
  Prerequisites: Beast people, character level 5th, 
  hoverer or flyer mobility.
  Benefit: You gain a natural fly speed of 30 feet with 
  poor maneuverability. Fly becomes a class skill for you if 
  it wasn’t already.
  Beast People Feats
  ampHibioUs
  Prerequisites: Beast people, a swim speed
  You are at home in the water, and it is where you thrive. 
  You gain the following benefits:
  ● 
  You can breathe air and water.
  ● 
  Your swim speed increases by 10 feet.
  ● 
  When swimming, you can use take a bonus 
  action to perform the Dash or Disengage action.
  bestial combant
  Prerequisite: A natural weapon (claws, bite, horn, 
  etc)
  You are especially adept at using your natural weap-
  ons to gain advantage in combat. You gain the following 
  benefits:
  ● 
  When you hit with a natural attack, you can use 
  your bonus action to initiate a grapple or shove 
  contest.
  ● 
  Your natural weapon is hardened, and can be 
  used to deflect attacks. When an attack against 
  you hits, you can use your reaction to attempt to 
  deflect the blow. Roll dice equal to the damage 
  dealt by your natural weapon. You can subtract 
  that amount from the dice roll total made to 
  attack you. You can do this once, and can do so 
  again after finishing a short or long rest.
  ● 
  You can use your reaction to attack a creature 
  that moves into an adjacent square. You can 
  do so once, and regain the ability to do so after 
  finishing a long rest. If a creature has used the 
  disengage action, or otherwise used an ability 
  that would prevent an opportunity attack, you 
  cannot use your reaction to attack that creature.
  beast nose
  Prerequisite: Beast people, Wisdom 13 or higher
  Your nose is honed to pick up the faintest scents, and 
  you are adept at tracking through smell alone. You gain 
  the following benefits:
  ● 
  You gain proficiency in the Perception skill. If 
  you are already proficient, you can choose to roll 
  a Wisdom (Perception) check with advantage 
  once. You regain the ability to do so after finish-
  ing a short or long rest.
  ● 
  You may identify potions, chemicals, food, and 
  even poison by scent. You can make a Wisdom 
  (Perception) check to discern such an item’s 
  properties. The DC is set by the GM, though 
  foods tend to be between 12-16, chemicals and 
  potions 14-18, and poison 15 and higher.
  ● 
  You can make a Wisdom (Perception) check 
  against a creature within 60 feet that you cannot 
  see, as long as you could conceivably smell them. 
  Once you have perceived an unseen character, 
  you can attack them without disadvantage if you 
  spend a bonus action “sniffing” them out.
  bioelectricitY
  Prerequisite: Beast people
  You gain the ability to generate electric charges for 
  various purposes, including damaging shocks, and even 
  bioluminescence. You gain the following benefits:
  ● 
  You learn the shocking grasp cantrip.
  ● 
  You can use an action to shed a blue hued light 
  as per the light spell. You can do this twice, and 
  must finish a short or long rest to regain spent 
  uses.
  ● 
  If you are at least 8th level, you gain a blind-
  sight with a radius of 5 feet to sense creatures 
  that generate electrical impulses. This includes 
  most living creatures, but not constructs, most 
  elementals, and undead. At 14th level, this radius 
  extends to 10 feet. When sensing creatures that 
  innately generate electricity, these ranges are 
  doubled.
  bio-odditY
  Prerequisite: Constitution 13 or higher
  Your body can create bizarre effects that defy the natu-
  ral world. You learn two cantrip spells that reflect your 
  ability to create these bodily oddities. Examples include 
  acid splash, firebolt, poison spray, and shocking grasp.
  
  22
  You also gain one first level spell that similarly 
  reflects these natural abilities. You can cast this spell 
  once in this way, and must finish a long rest before you 
  can do so again. Examples include detect evil and good, 
  detect poison and disease, expeditious retreat, feather-
  fall,  jump, and longstrider.
  Your spellcasting ability for these spells is Constitu-
  tion. You do not have to provide material components 
  for these spells as long as it doesn’t have a stated cost. 
  Work with your GM to find something that works. For 
  instance, you might be able to spray a scalding hot chem-
  ical that has the same effects as a firebolt. It is probably 
  not acceptable to create a wholly magical effect, such as 
  unseen servant.
  Note: This feat can be taken without restriction of 
  spell selection at the discretion of your GM. In this case, 
  it would reflect a natural ability for magic. Your spellcast-
  ing ability would instead be your choice of Intelligence, 
  Wisdom, or Charisma, but you would have to provide a 
  material component for any relevant spell.
  HUnter’s adVantage: strengtH
  You are a hunter that relies on strength and athletic 
  prowess. Few rival your might. You gain the following 
  benefits:
  ● 
  Increase your Strength score by 1, to a maximum 
  of 20.
  ● 
  You count as one size larger when determining 
  your carrying capacity and the weight you can 
  push, drag, or lift. If you are 8th level or higher, 
  this ability stacks with any other ability that 
  increases your ability to carry, push, drag, or lift.
  ● 
  One natural weapon of your choice becomes 
  more deadly. Your dice type increases as follows: 
  1 to 1d4, 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, and 
  1d10 to 1d12. 
  Note: You can only take this feat once.
  natUrallY atHletic
  Prerequisite: Beast people
  You are a potent creature filled with nature’s vigor. You 
  gain the following benefits:
  ● 
  Increase your Dexterity, Constitution or Strength 
  score by 1, to a maximum of 20.
  ● 
  You have advantage on saving throws made to 
  avoid exhaustion.
  ● 
  Your gain your choice of a swim or climb speed 
  of 30 feet.
  ● 
  You can roll a Dexterity, Constitution, or 
  Strength check with advantage once. You must 
  finish a short or long rest before you can do so 
  again.
  preY’s defense: armor
  Prerequisite: Constitution 13 or higher
  You have a natural armor that helps you avoid danger. 
  You might be able to curl up or face an opponent to make 
  the most of this armor, making you harder to damage. 
  You gain the following benefits:
  ● 
  Your armor class increases by 1.
  ● 
  As a reaction, you can take a defensive pose. Until 
  the end of your next turn, attacks against you 
  are made with disadvantage, and your speed is 
  halved. You can use this ability once, and must 
  finish a long rest before being able to use it again.
  ● 
  Any time you finish a short rest and have used 
  hit dice to heal, you gain a number of temporary 
  hit points equal to the dice expended during that 
  short rest. These temporary hit points last until 
  you finish a long rest, or they are lost through 
  damage.
  preY’s defense: mobilitY
  Prerequisite: Dexterity 13 or higher
  There are the quick, and the dead. You are the former. 
  You live to run from danger, or potentially to it, but no 
  one will get there faster than you. You gain the following 
  benefits:
  ● 
  Your long jump distances are increased by 4 feet, 
  and your high jump distances are increased by 
  2 feet. These values are halved if you are making 
  a standing jump
  ● 
  As a bonus action, you can make a DC 12 Dexter-
  ity (Acrobatics) check to ignore difficult terrain 
  until the end of your current turn.
  ● 
  When you move at least 15 feet during your turn, 
  attacks against you have disadvantage until the 
  start of your next turn.
  preY’s defense: stealtH
  Prerequisite: Dexterity 13 or higher
  You may not be the fastest, but you are the sneakiest. 
  You can hide in a dense forest or a crowded street. Those 
  who find you often do so only after it is too late. You gain 
  the following benefits:
  ● 
  You gain proficiency in the Stealth skill. If you 
  are already proficient, you can choose to roll a 
  Dexterity (Stealth) check with advantage once. 
  You regain the ability to do so after finishing a 
  short or long rest.
  ● 
  When you move from one concealed position to 
  another, you can remain hidden. You must make 
  another Dexterity (Stealth) check, contested by 
  any relevant passive Perception scores.
  
  23
  ● 
  When standing still and not moving, your Dexter-
  ity (Stealth) checks can never be less than 15. If 
  you have advantage on this roll, the result can 
  never be less than 20. Any intentional movement 
  on your part would immediately require a new 
  Dexterity (Stealth) check that would not benefit 
  from this ability.
  preY’s defense: toxicitY
  You can hone the natural toxins that your body 
  produces, causing you to be deadly to the touch. You gain 
  the following benefits:
  ● 
  You become resistant to poison damage. At 5th 
  level, you gain advantage on saving throws to 
  avoid being poisoned. If a spell or ability would 
  grant you resistance to poison damage, or advan-
  tage to resist being poisoned, this feat instead 
  grants you immunity to the damage or condition 
  as long as that other ability or spell lasts.
  ● 
  When you deal slashing or piercing damage to an 
  enemy with a natural weapon, you can use your 
  bonus action to inflict an additional 1d6 poison 
  damage. If you do so, the opponent must make 
  a DC 13 Constitution saving throw or become 
  poisoned for 1d4 rounds. You can do this once, 
  and must finish a short or long rest to do so again. 
  The damage of your poison increases to 1d8 at 
  5th level, 1d10 at 11th level, and 1d12 at 16th level.
  ● 
  When a creature that comes in contact with you 
  through grappling or a natural attack or unarmed 
  attack, you can use your reaction to poison them. 
  The creature must make a DC 14 Constitution 
  saving throw or become poisoned for 1 minute. 
  The creature makes another saving throw at 
  the end of each round, removing the poisoned 
  condition on a success.
  spider Walk
  Prerequisite: A climb speed
  Your ability to climb is unparalleled, and you 
  can walk on ceilings with near impunity. You gain 
  the following benefits:
  ● 
  As long as your have two free appendages, 
  you can climb on sheer surfaces and ceil-
  ings. If you take damage, you must make a 
  Constitution saving throw equal to 10 or the 
  damage dealt, whichever is higher, falling off 
  if you fail.
  ● 
  Your climbing speed increases by 10 feet.
  ● 
  While climbing, you can take a bonus action to 
  perform the Dodge action.
  spined defense
  Prerequisite: Beast people
  Those who come too close to you will regret it. You gain 
  the following benefits:
  ● 
  You are covered in sharp quills. Those who 
  grapple you or are grappled by you, or attack 
  you with a melee weapon that is not a manufac-
  tured reach weapon, must make a Reflex saving 
  throw or suffer 1d6 damage. This is enhanced by 
  anything you possess that enhances all natural 
  attacks. The DC is 8 + your proficiency bonus + 
  your Constitution modifier. If you take a total 
  defense action, there is no saving throw and you 
  may add your Strength bonus to the damage. If 
  you are swallowed whole, the swallower suffers 
  this damage every round on their turn so long 
  as you are alive. At 5th level, the damage die 
  improves to 1d8. It further improves to 2d6 at 
  9th level, 2d8 at 13th level, 3d6 at 16th level, and 
  4d6 at 20th level.
  
  24
  trUe fligHt
  Prerequisites: Beast people, flyer or hoverer mobility
  You have practiced with your wings and gained the gift 
  of the air and liberation from the foul mistress of gravity. 
  You gain the following benefits:
  ● 
  Increase either your Strength or Constitution by 
  1, to a maximum of 20.
  ● 
  You gain a fly speed of 30 feet.
  tWice tHe magic
  Prerequisites: Beast people, Charisma or Intelligence 
  13 or higher
  Your horns conduct magic as well as the unicorn one. 
  You gain the following benefits:
  ● 
  Increase either your Charisma or Intelligence 
  score by 1, to a maximum of 20.
  ● 
  You gain the ability to innately cast unseen 
  servant twice, and regain the ability to do so after 
  finishing a long rest. 
  ● 
  You also learn the light cantrip.
  Versatile tongUe
  Prerequisites: Beast people, Dexterity 13 or higher
  Your tongue is agile and useful, and can perform many 
  tricks and even supernatural feats! You gain the following 
  benefits:
  ● 
  Your tongue extends your reach by 5 feet when 
  you perform a combat maneuver such as grap-
  pling, disarming, or shoving. You also no longer 
  grant advantage to attackers when using your 
  tongue.
  ● 
  As an action, you can use your tongue to heal 
  an ally within 5 feet. That ally recovers 1d4 hit 
  points. If an ally is suffering from disease, or 
  is poisoned, they receive an additional saving 
  throw to remove that condition, in addition to 
  regaining hit points. Each ally can only benefit 
  from this ability once until after a long rest. You 
  can use this ability a number of times equal to 
  your Constitution modifier, and regain all uses 
  after finishing a long rest. At 12th level, this abil-
  ity heals 1d8 hit points per use, and can be used 
  as a bonus action.
  ● 
  You can cook food or rations and feed twice as 
  many people with each portion. At 10th level, 
  you can feed four times as many people with each 
  portion!
  Beast People Traits
  Beast Empathy (Race, Beast people): You get along 
  particularly well with animals related to your bond. You 
  gain a +2 trait bonus to Bluff, Diplomacy, or Animal 
  Handling checks against them.
  Danger Sense (Race, Beast people): Prey are cautious, 
  or dead. You prefer cautious. When you approach 
  within 5 feet of a trap, the GM should make a hidden 
  Perception check against it, possibly noticing it. If you 
  gain this ability elsewhere, its distance is increased by 
  5 feet.
  Eager Hunter (Race, Beast people): You took to hunting 
  at an early age, and never lost the thrill of it. You gain 
  a +1 trait bonus to Stealth and Survival. One of these 
  becomes a class skill for you.
  Extinct Species (Race, Beast people): Your bonded 
  race is basically never seen in the world, making you a 
  striking sight. You gain a +1 trait bonus to Diplomacy 
  and Intimidation and one of them becomes a class skill 
  for you.
  Life or Death (Race, Beast people): When death seems 
  closest, you never feel more alive. You will rise to the 
  challenge. When you have hit points remaining equal 
  to or less than twice your character level, you gain a 
  +1 trait bonus to weapon damage and attack rolls and 
  a +1 dodge bonus to your armor class. This lasts for 1 
  minute. Once this ability is triggered, it cannot be trig-
  gered again for one hour.
  Pouched (Race, Beast people): You can store up to five 
  pounds and six inches (modified by your size if you’re 
  not Medium) worth of material in your pouch. Items in 
  your pouch may easily bypass detection and are difficult 
  to pickpocket without your noticing, if even possible (at 
  GM’s discretion). If someone specifically searches the 
  cavity, it is no more difficult to search than any other.
  Surprise Speed (Race, Beast people): It is in the first 
  few instants of an ambush that one secures dinner, or 
  becomes one. During a surprise round, your base land 
  speed increases by 20 feet.
  
  25
  Lashtada’s
  Will
  Even while dismissed from the world, her influence creeps in through the cracks. 
  In her eyes, all species can be made better through the power of love, and love bids 
  two to become one. The result is better than either of their progenitors, and must 
  then repeat the process, finding a match to make a more powerful, loving, couple to 
  produce another generation.
  There are some species that feel this urge more strongly than others. Ponies can, 
  and do, find love in the strangest of places. Humans have long since developed a repu-
  tation for seeking companionship where ‘sane’ species would rather flee. Dragons, 
  powerful and long-lived, have blood that can mix with most anything else. Though 
  these three enjoy their position of prolific love finders, the itch can be felt in other, 
  less likely, races.
  This tome is written to allow you to easily take combinations of races and create a 
  character with shared blood and upbringing. While a traditional half-elf is a skilled 
  diplomat, what if they are raised entirely by elves, or even dwarves? We seek to cover 
  such hybrids of genetics and upbringing.
  
  26
  Hybridization
  To make a hybrid character:
  • 
  Select any two different physical qualities. 
  • 
  These qualities can be from the same race or 
  different races. 
  • 
  Select one upbringing quality. The result is your 
  hybrid. 
  • 
  Follow the rules given in each quality to create your 
  character. 
  • 
  Your GM, of course, has the option to veto combi-
  nations they feel do not fit their campaign. 
  • 
  If no speed is defined, it defaults to 30 feet. 
  • 
  You begin at Medium size unless otherwise noted. 
  • 
  Once you have chosen your qualities, you may 
  increase any two ability scores listed as strengths by 
  2 and must decrease one listed as a weakness. 
  • 
  If you have no weaknesses in any of your quali-
  ties, then you simply have none.
  • 
  Alternate Racial Traits can be taken if they replace a 
  specific trait you possess from a given species.
  • 
  If a given trait gives something and you trade it away, 
  you trade away any other trait that also gives same 
  thing.
  Hybridization
  To make a hybrid character:
  • 
  Select any two different physical qualities. 
  • 
  These qualities can be from the same race or 
  different races. The result is your hybrid. 
  • 
  Follow the rules given in each quality to create your 
  character. 
  • 
  Your GM, of course, has the option to veto combi-
  nations they feel do not fit their campaign. 
  • 
  If no speed is defined, it defaults to 30 feet. 
  • 
  You begin at Medium size unless otherwise noted.
  • 
  Once you have chosen your qualities, you may distrib-
  ute 3 points across any ability scores listed as favored 
  ability scores on any of your qualities, with no more 
  than 2 points to any single ability score. 
  reincarnation and bodY sWapping
  Reincarnation, the spell, puts you in a new body, with 
  all your old memories. If you have these old memories, 
  how do you suddenly forget racial abilities that are more 
  tied to training and childhood rearing? How do you gain 
  new traits that would also require vital teaching at an 
  early age? These rules can be used to address this failing. 
  When reincarnated, retain the upbringing of your race, 
  and lose the physical qualities that make up your race. 
  Then, take the physical qualities of your new race. This 
  can result in an elf reincarnating into an orc and remem-
  bering how to use bows, and being less intimidating than 
  those actually raised by orcs properly.
  Similarly, possession and other tricks can get your 
  mind in the body of another creature. An elf inhabiting 
  the body of a dwarf would have no skill with a dwarven 
  axe, but wouldn’t forget how to use a bow. In such a case, 
  exchange physical qualities with the inhabited body, but 
  retain your upbringing.
  faVored class bonUses
  Hybrids may select from any of their qualities for 
  options of favored class bonuses.
  HUmanitY
  Humans are great. There’s a good chance you’re one 
  of them. Humans, by the basic rules, are a little plain. 
  This book gives them a dash of spice. You can take both 
  human physical qualities (human blooded and unshack-
  led destiny), then take an upbringing that matches the 
  backstory you have in mind. You will be a little more 
  powerful than a standard human, but not terribly so, we 
  feel, and you will hopefully enjoy the flavor given to your 
  character.
  Hierarchy of Types
  You can have only one type. If the physical qualities 
  you choose have different types, such as outsider and 
  construct, compare both to the following list. Use the type 
  with the lower number. For instance, if you have outsider 
  (1) and construct (3), your hybrid character is an outsider.
  1. 
  Outsider
  2. Aberration
  3. Construct
  4. Fey
  5. Dragon
  6. Plant
  7. Monstrous Humanoid
  8. Magical Beast
  9. Humanoid
  10. Animal
  Hierarchy of Types
  You can have only one type. If the physical qualities 
  you choose have different types, such as celestial and 
  construct, compare both to the following list. Use the type 
  
  27
  with the lower number. For instance, if you have celestial 
  (1) and construct (3), your hybrid character is a celestial.
  1. 
  Celestial
  2. Aberration
  3. Construct
  4. Fey
  5. Dragon
  6. Plant
  7. Monstrosity
  8. Humanoid
  9. Beast
  Hit Points
  • 
  Default to 4.
  • 
  Add 2 if Constitution is selected as a strength.
  • 
  Add 2 if Large sized.
  • 
  Subtract 2 if Small sized.
  • 
  Subtract 2 if Constitution is taken as a weakness.
  • 
  Minimum 2.
  sUb-races
  Some races that would normally have a sub-race 
  instead have a default sub-race embedded into their 
  qualities and will note which sub-race they contain. If a 
  resulting hybrid has all traits from a sub-race and at least 
  one physical quality from the race, it can be replaced with 
  another sub-race for that race. For example, if a hybrid 
  had both the Elven Bodied and Raised by High Elves, they 
  can use another elven subrace, since the hybrid has all of 
  the traits from the High Elf Subrace. 
  Whenever a hybrid choses a sub-race or similar choice, 
  it gains all the features of the sub-race except for any abil-
  ity score increases unless otherwise noted. Instead, they 
  may treat any ability score that would be increased by the 
  sub-race as an additional favored ability score.
  special racial trait conditions
  Some racial traits have special conditions that affect 
  how a hybrid character acquires them. These conditions 
  and their effects are listed below.
  composite
  This racial trait is only given to the hybrid if it is part of 
  at least two of their qualities. Regardless of the number of 
  qualities a composite trait is part of, the resulting hybrid 
  only gains the trait once. For example, if a quality had 
  Bonus Feat (Composite) trait, they would only gain the 
  bonus feat if they had that trait from at least two qualities, 
  and even if they received that trait from all three qualities, 
  the resulting hybrid would only have one bonus feat. 
  Composite traits are only gained if they appear in 2 
  or more of a hybrid’s qualities. A composite trait can 
  only be gained once. For example, a hybrid character 
  with Human Blooded, Halfling Blooded, and Raised by 
  Halflings does not gain the Bonus Feat trait, but one with 
  Human Blooded and Unshackled Destiny would. If that 
  hybrid also had an upbringing that offered the Bonus Feat 
  trait, it would still only gain the trait once.
  trait composite
  Similarly to a standard composite trait, this racial 
  trait is only granted if a trait is part of at least two of the 
  hybrids qualities. The difference is that, the trait that the 
  hybrid needs two of is a separate trait from the one that is 
  given. Also, the trait required for this trait is completely 
  replaced by this trait. For example, if a quality had the 
  trait Earthbound (Physical Heritage Composite), that 
  would mean that if the hybrid gained Physical Heritage 
  from at least two qualities, they would gain the Earth-
  bound trait instead of the Physical Heritage trait.
  trait dependent
  This racial trait is only given when the hybrid has the 
  trait listed, for which incomplete composite traits do not 
  count. For example, if a quality had the racial trait Quad-
  ruped (Fingerless Dependent), it would only function if 
  the resulting hybrid had a functional Fingerless trait, but 
  not if it only had one instance of Fingerless (Composite).
  trait oVerrides
  This racial trait prevents the indicated trait from being 
  given. For example, if a quality had the Earthbound 
  (Physical Heritage Override) racial trait, any hybrid with 
  that quality could not have the Physical Heritage trait.
  
  28
  mUltiple tYpes
  If two types are listed via and or a comma (“,”), then 
  the trait is only given if both conditions are met. If the 
  types are listed via an or, then only one must be met.
  The following section details the Physical and Upbring-
  ing qualities available to help create your hybrid races. 
  The material compatible with the Pathfinder Roleplaying 
  Game is presented first, followed by the Fifth Edition 
  rules for each given quality.
  Physical Qualities
  Basic Race Physical Qualities
  Condensed Bodied (dwarf)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the dwarf subtype.
  Strengths: Constitution, Wisdom.
  Weaknesses: Charisma.
  Slow and Steady: Your base speed is reduced by 10 
  feet, to a minimum of 20 feet, but your speed is never 
  modified by armor or encumbrance.
  Stability: You gain a +4 bonus to your Combat Maneu-
  ver Defense when resisting a bull rush or trip attempt 
  while standing on the ground.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the dwarf tag.
  Favored Ability Scores. Constitution, Wisdom.
  Slow and Steady. Your base walking speed is reduced 
  by 5 ft. Your speed is not reduced by wearing heavy 
  armor.
  Dwarven Toughness. Your hit point maximum 
  increases by 1 and increases by 1 every time you gain 
  a level.
  Mountain Blooded (dwarf)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the dwarf subtype.
  Strengths: Constitution, Wisdom.
  Weaknesses: Charisma.
  Darkvision: You can see in the dark up to 60 feet.
  Hardy: You gain a +2 racial bonus on saving throws 
  against poison, spells, and spell-like abilities.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the dwarf tag.
  Favored Ability Scores. Constitution, Wisdom.
  Darkvision. You can see in dim light within 60 feet as 
  though it were bright light and in darkness as if it were 
  dim light. You can’t discern color in darkness, only 
  shades of grey.
  Dwarven Resilience. You have advantage on saving 
  throws against poison and you have resistance against 
  poison damage.
  Ancient Magic Bodied (elf)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the elf subtype.
  Strengths: Dexterity, Intelligence.
  Weaknesses: Constitution.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Elven Immunities: You are immune to magic sleep 
  effects and gain a +2 racial saving throw bonus against 
  enchantment spells and effects.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the elf tag.
  Favored Ability Scores. Dexterity, Intelligence.
  Darkvision. You can see in dim light within 60 feet as 
  though it were bright light and in darkness as if it were 
  dim light. You can’t discern color in darkness, only 
  shades of grey.
  Fey Ancestry. You have advantage on saving throws 
  against being charmed and magic cannot 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.
  
  29
  Elven Blooded (elf)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the elf subtype.
  Strengths: Dexterity, Intelligence.
  Weaknesses: Constitution.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Elven Magic: You receive a +2 racial bonus on caster 
  level checks made to overcome spell resistance. In addi-
  tion, you receive a +2 racial bonus on Spellcraft skill 
  checks made to identify the properties of magic items.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the elf tag.
  Favored Ability Scores. Dexterity, Intelligence.
  Keen Senses. You have proficiency in the Perception 
  skill.
  Cantrip. You know one cantrip of your choice from the 
  wizard spell list. Intelligence is your spellcasting ability 
  for it.
  Gnome Blooded (gnome)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the gnome subtype.
  Strengths: Constitution, Charisma.
  Weaknesses: Strength.
  Small: Your size is reduced by one category, to a mini-
  mum of Small.
  Slow Speed: Your base speed is reduced by 5 feet, to a 
  minimum of 20 feet.
  Illusion Resistance: You gain a +1 racial saving throw 
  bonus against illusion spells and effects. This bonus 
  stacks with other abilities of the same name.
  Keen Senses: You receive a +2 racial bonus on Percep-
  tion checks.
  Traits 
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the gnome tag.
  Favored Ability Scores. Intelligence, Constitution.
  Size. Your size is reduced by one category, to a minimum 
  of Small.
  Speed. Your base speed is reduced by 5 feet, to a mini-
  mum of 20 feet.
  Darkvision. You can see in dim light within 60 ft as 
  though it were bright light and in darkness as if it were 
  dim light. You can’t discern color in darkness, only 
  shades of grey.
  Lesser Gnome Cunning. You have advantage on all 
  Charisma saving throws against magic.
  Wild Bodied (gnome)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the gnome subtype.
  Strengths: Constitution, Charisma.
  Weaknesses: Strength.
  Small: Your size is reduced by one category, to a mini-
  mum of Small.
  Slow Speed: Your base speed is reduced by 5 feet, to a 
  minimum of 20 feet.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Gnome Magic: You add +1 to the DC of any saving 
  throws against illusion spells that you cast. If you have 
  a Charisma score of 11 or higher also gain the following 
  spell-like abilities: 1/day—dancing lights, ghost sound, 
  prestidigitation, and speak with animals. The caster 
  level for these effects is equal to your level. The DC 
  for these spells is equal to 10 + the spell’s level + your 
  Charisma modifier.
  Illusion Resistance: You gain a +1 racial saving throw 
  bonus against illusion spells and effects. This bonus 
  stacks with other abilities of the same name.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the gnome tag.
  Favored Ability Score. Constitution, Intelligence.
  Size. Your size is reduced by one category, to a minimum 
  of Small.
  Speed. Your base speed is reduced by 5 feet, to a mini-
  mum of 25 feet.
  Lesser Gnome Cunning. You have advantage on all 
  Intelligence and Wisdom saving throws against magic.
  
  30
  Halfling Blooded (halfling)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the halfling subtype.
  Strengths: Dexterity, Charisma.
  Weaknesses: Strength.
  Halfling Luck: You receive a +1 racial bonus on all 
  saving throws.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the halfling tag.
  Favored Ability Score. Dexterity, Charisma.
  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.
  Short Bodied (halfling)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the halfling subtype.
  Strengths: Dexterity, Charisma
  Weaknesses: Strength
  Small: Your size is reduced by one category, to a mini-
  mum of Small.
  Slow Speed: Your base speed is reduced by 5 feet, to a 
  minimum of 20 feet.
  Sure-Footed: You receive a +2 racial bonus on Acro-
  batics and Climb checks.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the halfling tag.
  Favored Ability Scores. Dexterity, Charisma.
  Size. Your size is reduced by one category, to a minimum 
  of Small.
  Speed. Your base speed is reduced by 5 feet, to a mini-
  mum of 25 feet.
  Halfling Nimbleness. You can move through the space 
  of any creature that is of a size larger than yours.
  Human Blooded (human)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the human subtype.
  Strengths: You may choose to increase any one abil-
  ity score by 2 instead of taking two strengths and one 
  weakness.
  Bonus Feat (Composite): You gain a bonus feat.
  Skilled: You gain an additional skill rank at first level 
  and one additional rank whenever you gain a level.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the human tag.
  Favored Ability Score. Choose one.
  Diversity. Gain +1 to an ability score not already 
  increased by your race.
  Unshackled Destiny (human)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the human subtype.
  Strengths: You may choose to increase any one abil-
  ity score by 2 instead of taking two strengths and one 
  weakness.
  Bonus Feat (Composite): You gain a bonus feat.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the human tag.
  Favored Ability Score. Choose one.
  Diversity. Gain +1 to an ability score not already 
  increased by your race.
  Orc Blooded (orc or half orc, 
  chosen at first level)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the orc subtype.
  Strengths: Strength. You may choose to increase any 
  one ability score by 2 instead of taking two strengths 
  and one weakness.
  
  31
  Weaknesses: Intelligence, Wisdom, Charisma
  Darkvision: You can see in the dark up to 60 feet.
  Ferocity: You possess the ferocity ability which allows 
  you to remain conscious and continue fighting even if 
  your hit point totals fall below 0. You are still staggered 
  at 0 hit points or lower and lose 1 hit point each round 
  as normal.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the orc tag.
  Favored Ability Scores. Strength, Constitution.
  Darkvision. Thanks to your orc blood, you have supe-
  rior 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.
  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.
  Everglow Race  
  Physical Qualities
  Beast Hunger (beast people)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the beast people subtype.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Diet: Gain one diet.
  Traits
  Type. Gain the fey type.
  Tag. Gain beast people tag.
  Darkvision. Thanks to your animal 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.
  Diet: Gain one diet.
  Beast Motion (beast people)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the beast people subtype.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Mobility: Gain one mobility.
  Traits
  Type. Gain the fey type.
  Tag. Gain beast people tag.
  Mobility: Gain one mobility.
  Big Mao Bodied (big mao)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the big mao subtype.
  Strengths: Strength, Wisdom.
  Weaknesses: Dexterity.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Martial Training: Your dodge bonus to AC increases 
  by 1.
  Thick Fur: You gain a +1 natural armor bonus to AC.
  
  32
  Traits
  Type. Gain the fey type.
  Tag. Gain the big mao tag.
  Favored Ability Scores. Strength, Wisdom.
  Defense Combatant A combination of training from 
  youth and thick fur gives you an edge in combat. Your 
  armor class increases by 1.
  Big Mao Blooded (big mao)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the big mao subtype.
  Strengths: Strength, Wisdom.
  Weaknesses: Dexterity.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Elemental Affinity: You gain resistance 5 against one 
  of the following types of energy: acid, cold, electricity, 
  fire, positive, or negative.
  Martial Training: Your dodge bonus to AC increases 
  by 1.
  Traits
  Type. Gain the fey type.
  Tag. Gain the big mao tag.
  Favored Ability Scores: Strength, Wisdom.
  Elemental Affinity: Select one of the following types of 
  energy: acid, cold, fire, lightning, necrotic or radiant. 
  You gain resistance against the chosen energy.
  Cloven Blooded (cloven)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the cloven subtype.
  Strengths: You may choose to increase any one abil-
  ity score by 2 instead of taking two strengths and one 
  weakness.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Fingerless (Composite): You utilize the fingerless rules.
  Horned: You have a primary natural gore attack that 
  deals 1d4 points of piercing damage (1d3 if you are 
  Small).
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%. You can move bipedally, losing the 
  bonuses and decreasing your speed by half, to a mini-
  mum of 20 feet.
  Traits
  Type. Gain the fey type.
  Tag. Gain the cloven tag.
  Favored Ability Scores. Choose one.
  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.
  Fingerless (Composite). You utilize the fingerless rules.
  Horned. You gain a gore attack natural weapon that 
  deals 1d4 piercing damage. You may use this gore 
  attack as though it were a light weapon.
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage.
  Cliffside Blooded (cloven)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the cloven subtype.
  Strengths: You may choose to increase any one abil-
  ity score by 2 instead of taking two strengths and one 
  weakness.
  Fast Speed (Fingerless Dependent): Your speed 
  increases by 10 feet, to a maximum of 40 feet, and you 
  may move bipedally at half speed.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Fingerless (Composite): You utilize the fingerless rules. 
  Natural weapons Proficiency
  Unless otherwise stated, all creatures are proficient with any of their natural weapons.
  
  33
  Cloven Resilience: You get a racial bonus against 
  poisons equal to your character level.
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%. You can move bipedally, losing the 
  bonuses and decreasing your speed by half, to a mini-
  mum of 20 feet.
  Traits
  Type. Gain the fey type.
  Tag. Gain the cloven tag.
  Favored Ability Scores. Choose one.
  Speed (Fingerless Dependent). Your speed increases by 
  10 feet, to a maximum of 40 feet, and you may move 
  bipedally at half speed.
  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.
  Fingerless (Composite). You utilize the fingerless rules. 
  Cloven Resilience: You gain resistance to poison 
  damage and advantage on saving throws against 
  poison.
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage.
  Equine Blooded (ponykind)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the ponykind subtype.
  Strengths: Constitution, Wisdom.
  Weaknesses: Dexterity.
  Fast Speed (Fingerless Dependent): Your speed 
  increases by 10 feet, to a maximum of 40 feet, and you 
  may move bipedally at half speed.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Fingerless (Composite): You utilize the fingerless rules. 
  Physical Tribe: Select a pony physical tribe. Any posi-
  tive ability score it offers becomes a strength, and any 
  negative is a weakness.
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases bt 50%. You can move bipedally, losing the 
  bonuses and decreasing your speed by half, to a mini-
  mum of 20 feet.
  Traits
  Type. Gain the fey type.
  Tag. Gain the ponykind tag.
  Favored Ability Scores. Constitution.
  Speed (Fingerless Dependent). Your speed increases by 
  10 feet, to a maximum of 40 feet, and you may move 
  bipedally at half speed.
  Fingerless (Composite). You utilize the fingerless rules. 
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage. 
  Sub-race (Physical Heritage Override). Gain a pony-
  kind Physical Tribe.
  Ponykind Destined (ponykind)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the ponykind subtype.
  Strengths: Constitution, Wisdom.
  Weaknesses: Dexterity.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Fingerless (Composite): You utilize the fingerless rules. 
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%. You can move bipedally, losing the 
  bonuses and decreasing your speed by half, to a mini-
  mum of 20 feet.
  Unique Destiny: Select a pony spiritual tribe. Any attri-
  In order to replicate being a more exotic physical pony (such as a pegasus), use the provided rules for 
  being a pony satyr of the pony type, unless you also have a Physical Tribe quality.
  
  34
  bute it increases becomes a strength instead and any 
  ability score it decreases becomes a weakness.
  Traits
  Type. Gain the fey type.
  Tag. Gain the ponykind tag.
  Favored Ability Scores: Constitution.
  Fingerless (Composite). You utilize the fingerless rules. 
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage. 
  Physical Heritage. Gain one satyr Physical Heritage.
  Spiritual Tribe. Gain one ponykind Spiritual Tribe.
  Flutter Blooded (flutterpony)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the flutterpony subtype.
  Strengths: Dexterity, Charisma.
  Weaknesses: Strength.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Fingerless (Composite): You utilize the fingerless rules. 
  Glowing: As an at-will supernatural ability, you can emit 
  a dim glow from your antenna equivalent to a candle 
  (5-foot radius). Igniting or dousing this light is a free 
  action.
  Pony Kin: You are considered ponykind for all purposes.
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%. You can move bipedally, losing the 
  bonuses and decreasing your speed by half, to a mini-
  mum of 20 feet.
  Small Origins: You may shrink yourself as per reduce 
  person once per day as a spell-like ability with a caster 
  level equal to your character level.
  Traits
  Type. Gain the fey type.
  Tag. Gain the flutterpony tag.
  Favored Ability Scores. Dexterity, Charisma.
  Fingerless (Composite). You utilize the fingerless rules. 
  Four-Legged (Fingerless Dependent or Composite): 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage. 
  Glowing. As an at-will supernatural ability, you can 
  emit a dim glow from your antenna equivalent to a 
  candle (5-foot radius). Igniting or dousing this light is 
  a bonus action.
  Pony Kin. You are considered ponykind for all purposes.
  Small Origins. You may shrink yourself as per the 
  reduce function of the enlarge/reduce spell. After 
  you use this feature, you can’t use it again until you 
  complete a long rest.
  Flutter Bodied (flutterpony)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the flutterpony subtype.
  Strengths: Dexterity, Charisma.
  Weaknesses: Strength.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Butterfly Wings: You have a fly speed of 30 feet with 
  average maneuverability. You cannot fly in medium or 
  heavy armor. Fly becomes a class skill.
  Fingerless (Composite): You utilize the fingerless rules. 
  Pony Kin: You are considered ponykind for all purposes.
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%. You can move bipedally, losing the 
  bonuses and decreasing your speed by half, to a mini-
  mum of 20 feet.
  Traits
  Type. Gain the fey type.
  Tag. Gain the flutterpony tag.
  Favored Ability Scores. Dexterity, Charisma.left
  Butterfly Wings. You have diaphanous wings. You gain 
  a fly speed of 30 feet and you can hover. You cannot 
  fly if you are wearing armor you are not proficient in, 
  armor not tailored to accommodate your wings, or a 
  backpack not specially tailored to your wings. While 
  flying, you have disadvantage on Strength checks to 
  interact with objects that are on the ground.
  
  35
  Fingerless (Composite). You utilize the fingerless rules. 
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage. 
  Pony Kin. You are considered ponykind for all purposes.
  Griffon Bodied (griffon)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the feline and griffon subtypes.
  Strengths: Strength, Wisdom.
  Weaknesses: Charisma.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Quadruped (Composite): Due to being four-legged, you 
  receive a +4 bonus to your CMD against trip attacks 
  and your carrying capacity increases by 50%. You can 
  move bipedally, losing the bonuses and decreasing your 
  speed by half, to a minimum of 20 feet.
  Wings: You have a fly speed of 40 feet with poor maneu-
  verability. You cannot fly in medium or heavy armor. 
  Fly becomes a class skill.
  Traits
  Type. Gain the fey type.
  Tag. Gain the feline and griffon tags.
  Favored Ability Scores. Strength, Wisdom.
  Flight. You have feathered wings, and your base flying 
  speed is 40 feet. You cannot fly if you are wearing armor 
  you are not proficient in, armor not tailored to accom-
  modate your wings, or a backpack not specially tailored 
  to your wings. While flying, you have disadvantage on 
  strength checks to interact with objects that are on the 
  ground. You fall to the ground at the end of your turn 
  unless you move at least half your flying speed during 
  your turn.
  Four-Legged (Composite). Being a four-legged crea-
  ture, you can bear greater weights than a human of the 
  same Strength without being encumbered (increas-
  ing your carrying capacity by 50%). Any roll to avoid 
  becoming prone is made with advantage.
  Griffon Blooded (griffon)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the feline and griffon subtypes.
  Strengths: Strength, Wisdom.
  Weaknesses: Charisma.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Bite: You have a primary natural bite attack that deals 
  1d6 points of bludgeoning, slashing, and piercing 
  damage (1d4 if you are Small).
  Cloud Walker: You may treat fog, mist, or any cloud 
  as solid.
  Quadruped (Composite): Due to being four-legged, you 
  receive a +4 bonus to your CMD against trip attacks 
  and your carrying capacity increases by 50%. You can 
  move bipedally, losing the bonuses and decreasing your 
  speed by half, to a minimum of 20 feet.
  Traits
  Type. Gain the fey type.
  Tag. Gain the feline and griffon tags.
  Favored Ability Scores. Strength, Wisdom.
  Beak. You gain a natural attack with your beak, it has 
  the finesse property, and deals 1d6 piercing damage.
  Cloud Walker. You can treat fog, mist, or any cloud 
  as solid.
  
  36
  Four-Legged (Composite). Being a four-legged crea-
  ture, you can bear greater weights than a human of the 
  same Strength without being encumbered (increas-
  ing your carrying capacity by 50%). Any roll to avoid 
  becoming prone is made with advantage.
  Donkey Bodied (impure)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the impure subtype.
  Strengths: Constitution, Wisdom.
  Weaknesses: Dexterity.
  Fast Speed (Fingerless Dependent): Your speed 
  increases by 10 feet, to a maximum of 40 feet, and you 
  may move bipedally at half speed.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Fingerless (Composite): You utilize the fingerless rules. 
  Hoof: You have a primary natural hoof attack that deals 
  1d4 (if you are Medium) bludgeoning damage + 1 ½ 
  your Strength modifier.
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%. You can move bipedally, losing the 
  bonuses and decreasing your speed by half, to a mini-
  mum of 20 feet.
  Stable Footing: You gain a +4 racial bonus to CMD 
  when resisting bull rush or trip attempts.
  Traits
  Type. Gain the fey type.
  Tag. Gain the impure tag.
  Favored Ability Scores. Constitution, Wisdom.
  Speed (Fingerless Dependent). Your speed increases by 
  10 feet, to a maximum of 40 feet, and you may move 
  bipedally at half speed.
  Fingerless (Composite). You utilize the fingerless rules. 
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage.
  Hoof. You gain a hoof attack natural weapon that deals 
  1d4 bludgeoning damage. You may use this hoof attack 
  as though it were a finesse light weapon.
  Donkey Blooded (impure)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the impure subtype.
  Strengths: Constitution, Wisdom.
  Weaknesses: Dexterity.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Fingerless (Composite): You utilize the fingerless rules.
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%. You can move bipedally, losing the 
  bonuses and decreasing your speed by half, to a mini-
  mum of 20 feet.
  Stubborn: You gain a +2 racial bonus on Will saves 
  against enchantment (compulsion) and enchantment 
  (charm) effects. When you fail such a save, you receive 
  one more save a round later to throw off the effect 
  (using the same DC).
  Tough Hide: You gain a +1 natural armor bonus.
  Traits
  Type. Gain the fey type.
  Tag. Gain the impure tag.
  Favored Ability Scores. Constitution, Wisdom.
  Fingerless (Composite). You utilize the fingerless rules. 
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage.
  Stable Footing. You gain advantage on ability checks 
  and saving throws to avoid being shoved or otherwise 
  moved against your will.
  Stubborn. After failing a Wisdom saving throw against 
  an effect with a duration longer than 1 round, at the 
  start of your next turn you may roll your saving throw 
  again at the same DC to end the effect. 
  Cow Bodied (krava)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the krava subtype.
  
  37
  Strengths: Constitution, Charisma.
  Weaknesses: Dexterity.
  Fast Speed (Fingerless Dependent): Your speed 
  increases by 10 feet, to a maximum of 40 feet, and you 
  may move bipedally at half speed.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Fingerless (Composite): You utilize the fingerless rules. 
  Heavy Frame: You are a solid creature that is not easily 
  diverted. When moving, effects that entangle, grapple, 
  or knock you prone are delayed until the end of the 
  movement. If the creature must be adjacent to you, they 
  may either abort the attempt or move with you. This 
  movement does not provoke attacks of opportunity or 
  count against the creature’s movement on its next turn.
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%. You can move bipedally, losing the 
  bonuses and decreasing your speed by half, to a mini-
  mum of 20 feet.
  Traits
  Type. Gain the fey type.
  Tag. Gain the krava tag.
  Favored Ability Scores. Constitution, Charisma.
  Speed (Fingerless Dependent). Your speed increases by 
  10 feet, to a maximum of 40 feet, and you may move 
  bipedally at half speed.
  Fingerless (Composite). You utilize the fingerless rules. 
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). You gain advantage on any ability checks or 
  saving throws to avoid the prone condition
  Heavy Frame. Krava are solid creatures that are not 
  easily diverted. When moving, if you would become 
  prone, grappled, or restrained, the condition is delayed 
  until the end of your movement. If the creature must be 
  adjacent to you, they may either abort the attempt or 
  move with you. This movement does not count against 
  the creature’s next turn.
  Cow Blooded (krava)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the krava subtype.
  Strengths: Constitution, Wisdom.
  Weaknesses: Dexterity.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Fingerless (Composite): You utilize the fingerless rules. 
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%. You can move bipedally, losing the 
  bonuses and decreasing your speed by half, to a mini-
  mum of 20 feet.
  Scent: Like cows, you have a keen nose that give you the 
  scent ability with a range of 60 feet.
  Talented Tongue: Your tongue, like a cow’s tongue, 
  is agile, rough, and useful. Its presence allows you to 
  wield two-handed melee weapons in your mouth as 
  adeptly as any human. You can also reach 5 feet further 
  to manipulate or pick up an item, but such stretching 
  leaves you vulnerable, provoking an attack of oppor-
  tunity.
  Traits
  Type. Gain the fey type.
  Tag. Gain the krava tag.
  Favored Ability Scores. Constitution, Charisma.
  Fingerless (Composite). You utilize the fingerless rules. 
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage.
  Scent. You have an amazing sense of smell and suffer 
  no penalty to perceive invisible targets within 60 feet 
  unless they have no scent. When you successfully win 
  a Wisdom (Perception) check opposed by an invisible 
  creature’s Dexterity (Stealth) check, you treat the target 
  as if they were not invisible. You gain advantage on 
  Survival checks to track by smell.
  Talented Tongue. You may use two-handed weapons in 
  your mouth, despite being fingerless, and count as your 
  size for the purpose of wielding things in your mouth. 
  You may also use your tongue to manipulate or pick 
  up objects up to 5 feet away, but doing so leaves you 
  exposed, granting advantage to all attacks against you 
  until the start of your next turn.
  
  38
  Phoenix Wolf Bodied  
  (phoenix wolf)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the phoenix wolf subtype.
  Strengths: Dexterity, Wisdom.
  Weaknesses: Intelligence.
  Fast Speed (Fingerless Dependent): Your speed 
  increases by 10 feet, to a maximum of 40 feet, and you 
  may move bipedally at half speed.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Bite: You have a primary natural bite attack that deals 
  1d6 points of bludgeoning, slashing, and piercing 
  damage (1d4 if you are Small).
  Fiery Pelt: You have fire resistance 5.
  Fingerless (Composite): You utilize the fingerless rules.
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%. You can move bipedally, losing the 
  bonuses and decreasing your speed by half, to a mini-
  mum of 20 feet.
  Traits
  Type. Gain the fey type.
  Tag. Gain the phoenix wolf tag.
  Favored Ability Scores. Dexterity, Wisdom.
  Speed (Fingerless Dependent). Your speed increases by 
  10 feet, to a maximum of 40 feet, and you may move 
  bipedally at half speed.
  Bite. You gain a bite attack natural weapon that deals 
  1d6 piercing damage. You may use this bite attack as 
  though it were a finesse weapon.
  Darkvision. Your eyes are lit by the embers of your soul. 
  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.
  Fiery Pelt. You gain resistance to fire damage.
  Fingerless (Composite). You utilize the fingerless rules.
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage.
  Phoenix Wolf Blooded  
  (phoenix wolf)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the phoenix wolf subtype.
  Strengths: Dexterity, Wisdom.
  Weaknesses: Intelligence.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Fire Heart: If you have a Charisma of 11 or higher, you 
  gain the following spell-like abilities: 1/day—danc-
  ing lights, flare, prestidigitation, produce flame. The 
  caster level for these effects is equal to your character 
  level. The DC for these spells is equal to 10 + the spell’s 
  level + your Charisma modifier.
  Fire Nature: You increase your caster level by 1 when 
  casting a spell with the fire descriptor, using powers of 
  the fire elemental bloodline, casting spells from the fire 
  domain, or using the revelations of the oracle’s flame 
  mystery, and treat your alchemist level as one higher 
  when determining the damage of alchemist bombs.
  Fingerless (Composite): You utilize the fingerless rules. 
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%. You can move bipedally, losing the 
  bonuses and decreasing your speed by half, to a mini-
  mum of 20 feet.
  Traits
  Type. Gain the fey type.
  Tag. Gain the phoenix wolf tag.
  Favored Ability Scores. Dexterity, Wisdom.
  Darkvision. Your eyes are lit by the embers of your soul. 
  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.
  Fingerless (Composite). You utilize the fingerless rules.
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage.
  Subrace. Choose a phoenix wolf subrace. If the subrace 
  would give you the fingerless quality, it is considered 
  to be Fingerless (Composite) instead.
  
  39
  Purrsian Bodied (purrsian)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the feline subtype.
  Strengths: Dexterity, Charisma.
  Weaknesses: Wisdom.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Fanged: You have a primary natural bite attack that 
  deals 1d6 points of bludgeoning, slashing, and piercing 
  damage (1d4 if you are Small).
  Feline Speed: You gain a +10 foot racial bonus to land 
  speed when using the charge, run, or withdraw action.
  Quadruped (Composite): Due to being four-legged, you 
  receive a +4 bonus to your CMD against trip attacks 
  and your carrying capacity increases by 50%. You can 
  move bipedally, losing the bonuses and decreasing your 
  speed by half, to a minimum of 20 feet.
  Traits
  Type. Gain the fey type.
  Tag. Gain the feline tag.
  Favored Ability Scores. Dexterity, Charisma.
  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.
  Fangs. You gain a bite attack natural weapon that deals 
  1d4 piercing damage. You may use it as though they 
  were a finesse weapon. If you also have a claw attack, 
  you can use your bonus action to make a claw attack 
  after making a bite attack but you do not add your rele-
  vant ability modifier to damage when you do so.
  Feline Charisma. When making a Charisma check 
  with the Deception or Persuasion skills, you are never 
  at disadvantage. 
  Feline Speed. You can use a bonus action to Dash or 
  Disengage. Once you use this feature, you can’t use it 
  again until you finish a long rest. If you later gain the 
  ability to Dash or Disengage as a bonus action, you 
  add 10 feet to your movement any time you take either 
  action.
  Four-Legged (Composite). Being a four-legged crea-
  ture, you can bear greater weights than a human of the 
  same Strength without being encumbered (increas-
  ing your carrying capacity by 50%). Any roll to avoid 
  becoming prone is made with advantage.
  Purrsian Blooded (purrsian)
  Traits
  Type: Gain the fey type.
  
  40
  Subtype: Gain the feline subtype.
  Strengths: Dexterity, Charisma.
  Weaknesses: Wisdom.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Feline Charisma: When you attempt to change a crea-
  ture’s attitude and fail by 5 or more, you can try again, 
  even if 24 hours have not passed.
  Quadruped (Composite): Due to being four-legged, you 
  receive a +4 bonus to your CMD against trip attacks 
  and your carrying capacity increases by 50%. You can 
  move bipedally, losing the bonuses and decreasing your 
  speed by half, to a minimum of 20 feet. 
  Wings: You have a fly speed of 30 feet with clumsy 
  maneuverability. You cannot fly in medium or heavy 
  armor. Fly becomes a class skill.
  Traits
  Type. Gain the fey type.
  Tag. Gain the feline tag.
  Favored Ability Scores. Dexterity, Charisma.
  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.
  Flight. You have feathered wings that grant you a fly 
  speed of 30 feet. You cannot fly if you are wearing 
  armor you are not proficient in, armor not tailored to 
  accommodate your wings, or a backpack not specially 
  tailored to your wings. While flying, you are at disad-
  vantage on Strength checks to interact with objects that 
  are on the ground. You fall to the ground at the end of 
  your turn unless you move at least half your fly speed 
  during your turn.
  Four-Legged (Composite). Being a four-legged crea-
  ture, you can bear greater weights than a human of the 
  same Strength without being encumbered (increas-
  ing your carrying capacity by 50%). Any roll to avoid 
  becoming prone is made with advantage.
  Steelheart Bodied (steelheart)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the half-construct subtype.
  Strengths: Constitution, Intelligence.
  Weaknesses: Wisdom.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Conductive: You have electricity resistance 5.
  Fingerless (Composite): You utilize the fingerless rules.
  Fragile Soul: You may not be raised or resurrected.
  Iron Lungs: You do not eat, breathe, or sleep. You may 
  do so if you wish, for instance quaffing a potion.
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%. You can move bipedally, losing the 
  bonuses and decreasing your speed by half, to a mini-
  mum of 20 feet.
  Traits
  Type. Gain the fey type.
  Favored Ability Scores: Constitution, Intelligence.
  Cold Heart. Any spell that would bring you to life cannot 
  be cast unless it is in a functional factory and uses added 
  material components needed to enact physical repairs.
  Conductive. You gain resistance to lightning damage.
  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.
  Fingerless (Composite). You utilize the fingerless rules.
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage.
  Iron Lungs. You do not eat, breathe, or sleep. You may 
  do so if you wish, for instance quaffing a potion.
  Unique Heritage. You count as both a half-construct 
  and a fey for all purposes.
  Steelheart Spirit (steelheart)
  Traits
  Type: Gain the fey type.
  Strengths: Constitution, Intelligence.
  Weaknesses: Wisdom.
  Fingerless (Composite): You utilize the fingerless rules. 
  Heart of Steel: You gain a +2 racial bonus vs disease, 
  mind-affecting effects, poison, and effects that cause 
  either exhaustion or fatigue.
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  
  41
  increases by 50%. You can move bipedally, losing the 
  bonuses and decreasing your speed by half, to a mini-
  mum of 20 feet.
  Traits
  Type. Gain the fey type.
  Favored Ability Scores. Constitution, Intelligence.
  Fingerless (Composite). You utilize the fingerless rules.
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage.
  Heart of Steel. You gain advantage on saving throws 
  against disease and the charmed, exhaustion, and 
  poisoned conditions. You gain resistance to poison 
  damage.
  Unique Heritage. You count as both a half-construct 
  and a fey for all purposes.
  Sun Cat Bodied (sun cat)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the feline subtype.
  Strengths: Strength, Wisdom.
  Weaknesses: Intelligence.
  Fast Speed (Quadruped Dependent): Your speed 
  increases by 10 feet, to a maximum of 40 feet, and you 
  may move bipedally at half speed.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Claws: You have two primary natural claw attacks that 
  deal 1d4 points of bludgeoning and slashing damage 
  (1d3 if you are Small).
  Quadruped (Composite): Due to being four-legged, you 
  receive a +4 bonus to your CMD against trip attacks 
  and your carrying capacity increases by 50%. You can 
  move bipedally, losing the bonuses and decreasing your 
  speed by half, to a minimum of 20 feet.
  Traits
  Type. Gain the fey type.
  Tag. Gain the feline tag.
  Favored Ability Score. Strength, Wisdom.
  Speed (Four-Legged Dependent). Your speed increases 
  by 10 feet, to a maximum of 40 feet, and you may move 
  bipedally at half speed.
  Claw. You gain a claw attack natural weapon that deals 
  1d4 slashing damage. You may use it as though they 
  were a finesse weapon. If you also have a bite attack, 
  You can use your bonus action to make a bite attack 
  after making a claw attack but you do not add your 
  relevant ability modifier to damage when you do so.
  Four-Legged (Composite). Being a four-legged crea-
  ture, you can bear greater weights than a human of the 
  same Strength without being encumbered (increas-
  ing your carrying capacity by 50%). Any roll to avoid 
  becoming prone is made with advantage.
  Predator. You have a natural affinity for being tactical 
  and gain proficiency in either Perception or Stealth.
  Sun Cat Blooded (sun cat)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the feline subtype.
  Strengths: Dexterity, Charisma.
  Weaknesses: Wisdom.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Feline Speed: You gain a +10 foot racial bonus to land 
  speed when using the charge, run, or withdraw action.
  Fanged: You have a primary natural bite attack that 
  deals 1d3 points of bludgeoning, slashing, and piercing 
  damage (1d2 if you are Small).
  Quadruped (Composite): Due to being four-legged, you 
  receive a +4 bonus to your CMD against trip attacks 
  and your carrying capacity increases by 50%. You can 
  move bipedally, losing the bonuses and decreasing your 
  speed by half, to a minimum of 20 feet.
  Scent: You gain the scent ability.
  Traits
  Type. Gain the fey type.
  Tag. Gain the feline tag.
  Favored Ability Score. Strength, Wisdom.
  Speed (Four-Legged Dependent). Your speed increases 
  by 10 feet, to a maximum of 40 feet, and you may move 
  bipedally at half speed.
  Fangs. You gain a bite attack natural weapon that deals 
  1d4 piercing damage. You may use it as though they 
  were a finesse weapon. If you also have a claw attack, 
  You can use your bonus action to make a claw attack 
  after making a bite attack but you do not add your rele-
  
  42
  vant ability modifier to damage when you do so.
  Feline Speed. You can use a bonus action to Dash or 
  Disengage. Once you use this feature, you must finish 
  a long rest before you can use it again. If you later gain 
  the ability to Dash or Disengage as a bonus action, add 
  10 feet to your movement any time when doing so.
  Four-Legged (Composite). Being a four-legged crea-
  ture, you can bear greater weights than a human of the 
  same Strength without being encumbered (increas-
  ing your carrying capacity by 50%). Any roll to avoid 
  becoming prone is made with advantage.Uncommon 
  Everglow Race Physical Qualities
  Luminous Bodied  
  (luminous dragon)
  Traits
  Type: Gain the and fey type.
  Subtype: Gain the ponykind subtype.
  Strengths: Any.
  Weaknesses: Any.
  Small: Your size is reduced by one category, to a mini-
  mum of Small.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Armed: You emerge from your egg with two primary 
  claw attacks that deal 1d3 points of damage (1d4 if you 
  are Medium) and a primary bite attack that deals 1d4 
  points of damage (1d6 if you are Medium).
  Dragon Blood: You count as both your type and drag-
  ons for any effect related to race.
  Scaled: Your tough scales impart you with a +1 natural 
  armor bonus.
  Traits
  Type. Gain the fey type.
  Tag. Gain the ponykind tag.
  Favored Ability Score. Choose one
  Size. Your size is reduced by one category, to a minimum 
  of Small.
  Armed. You emerged from the egg with two claws and 
  sharp teeth. These natural weapons are considered 
  light and finesse weapons that deal 1d3 damage. The 
  claws deal slashing damage and the bite inflicts piercing 
  damage.
  Dragon Ancestry. You count as both your type and 
  dragons for any effect related to type.
  Luminous Blooded  
  (luminous dragon)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the ponykind subtype.
  
  43
  Strengths: Any.
  Weaknesses: Any.
  Fast Speed: Your speed increases by 10 feet, to a maxi-
  mum of 40 feet.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Quadruped (Composite): Due to being four-legged, you 
  receive a +4 bonus to your CMD against trip attacks 
  and your carrying capacity increases by 50%. You can 
  move bipedally, losing the bonuses and decreasing your 
  speed by half, to a minimum of 20 feet.
  Dragon Blood: You count as both your type and drag-
  ons for any effect related to race.
  Wings: You have a fly speed of 30 feet with clumsy 
  maneuverability. You cannot fly in medium or heavy 
  armor. Fly becomes a class skill.
  Traits
  Type. Gain the fey type.
  Tag. Gain the ponykind tag.
  Favored Ability Score. Choose one.
  Speed. Your speed increases by 10 feet, to a maximum 
  of 40 feet.
  Dragon Ancestry. You count as both your type and 
  dragons for any effect related to type.
  Flight. You have 30 feet of fly speed. You suffer disad-
  vantage on strength checks when dealing with objects 
  on the ground when flying. You cannot fly in armor you 
  are not proficient in or isn’t modified to accommodate 
  your wings.
  Four-Legged (Composite). Being a four-legged crea-
  ture, you can bear greater weights than a human of the 
  same Strength without being encumbered (increas-
  ing your carrying capacity by 50%). Any roll to avoid 
  becoming prone is made with advantage.
  Ruminant Bodied (ruminant)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the ruminant subtype.
  Strengths: Intelligence, Dexterity.
  Weaknesses: Charisma.
  Fast Speed: Your speed increases by 10 feet, to a maxi-
  mum of 40 feet.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Antlers: You have a fine set of antlers that give you a 
  primary 1d6 (medium) gore attack.
  Quadruped (Composite): Due to being four-legged, you 
  receive a +4 bonus to your CMD against trip attacks 
  and your carrying capacity increases by 50%. You can 
  move bipedally, losing the bonuses and decreasing your 
  speed by half, to a minimum of 20 feet.
  Traits
  Type. Gain the fey type.
  Tag. Gain the ruminant tag.
  Favored Ability Scores. Dexterity, Intelligence
  Speed. Your speed increases by 10 feet, to a maximum 
  of 40 feet.
  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.
  Four-Legged (Composite). Being a four-legged crea-
  ture, you can bear greater weights than a human of the 
  same Strength without being encumbered (increas-
  ing your carrying capacity by 50%). Any roll to avoid 
  becoming prone is made with advantage.
  Subrace. Choose a ruminant subrace.
  Ruminant Blooded (ruminant)
  Traits
  Type: Gain the fey type.
  Subtype: Gain the ruminant subtype.
  Strengths: Intelligence, Dexterity.
  Weaknesses: Charisma.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Clouded History: An abandoned child of your people, 
  the bloodlines of others run in your veins. Select an 
  impurity from the Pathfinder impurity list (Ponyfin-
  der - Forgotten Past). This choice cannot be changed. 
  Your appearance is also strongly influenced by your 
  bloodline, and you can attempt to disguise yourself as 
  another race, if appropriate, with a +10 racial bonus 
  to the check.
  Quadruped (Composite): Due to being four-legged, you 
  receive a +4 bonus to your CMD against trip attacks 
  and your carrying capacity increases by 50%. You can 
  move bipedally, losing the bonuses and decreasing your 
  speed by half, to a minimum of 20 feet.
  
  44
  Traits
  Type. Gain the fey type.
  Tag. Gain the ruminant tag.
  Favored Ability Scores. Dexterity, Intelligence.
  Clouded History. An abandoned child of your people, 
  the bloodlines of others run in your veins. Select an 
  impurity from the 5e impurity list (Ponyfinder - Forgot-
  ten Past). Your appearance is also strongly influenced 
  by your bloodline, and you gain advantage on attempts 
  to disguise yourself as another race, as appropriate. 
  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.
  Four-Legged (Composite). Being a four-legged crea-
  ture, you can bear greater weights than a human of the 
  same Strength without being encumbered (increas-
  ing your carrying capacity by 50%). Any roll to avoid 
  becoming prone is made with advantage.
  Starjammer Races
  Tortanian Blooded (tortanian)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the tortanian subtype.
  Appearance: The blood of the tortanians is not imme-
  diately obvious at a glance, but any time spent around 
  one makes itself clear. Slow in action and purpose, but 
  quite steadfast once they get moving.
  Strengths: Constitution, Intelligence, Charisma. Taking 
  this quality increases your Constitution by 2 in addition 
  to other strengths taken, even Constitution.
  Weaknesses: Dexterity.
  Slow and Steady: Your base speed is reduced by 10 
  feet, to a minimum of 20 feet, but your speed is never 
  modified by armor or encumbrance.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Stability: You gain a +4 bonus to your Combat Maneu-
  ver Defense when resisting a bull rush or trip attempt 
  while standing on the ground.
  Stubborn: You gain a +2 racial bonus on Will saving 
  throws to resist spells and spell-like abilities of the 
  enchantment (charm) and enchantment (compul-
  sion) subschools. In addition, if you fail such a save, 
  you receive another save 1 round later to prematurely 
  end the effect (assuming the spell or spell-like ability 
  has a duration greater than 1 round). This second save 
  is made at the same DC as the first. If you have a similar 
  ability from another source (such as a rogue’s slippery 
  mind class feature), you can only use one of these abil-
  ities per round, but can try the other on the second 
  round if the first reroll ability fails.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the tortanian tag.
  Appearance. The blood of the tortanians is not imme-
  diately obvious at a glance, but any time spent around 
  one makes itself clear. Slow in action and purpose, but 
  quite steadfast once they get moving.
  Favored Ability Scores. Constitution, Charisma.
  Speed. Your base walking speed is reduced by 5 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.
  Stable Footing. You gain advantage on ability checks 
  and saving throws to avoid being shoved or otherwise 
  moved against your will.
  Stubborn. After failing a Wisdom saving throw against 
  an effect with a duration longer than 1 round, at the 
  start of your next turn you may roll your saving throw 
  again at the same DC to end the effect.
  Tortanian Bodied (tortanian)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the tortanian subtype.
  Appearance: Those that carry this quality are difficult 
  to miss, with a large shell that covers their front and 
  back like the tortoises they likely resemble.
  Strengths: Constitution, Intelligence, Charisma. Taking 
  this quality increases your Wisdom by 2 if it was not 
  already raised by a strength.
  Weaknesses: Dexterity.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Enshell (Ex): As a move action that does not provoke 
  attacks of opportunity, you can withdraw your head, 
  arms, and legs fully into your shell. Small or light held 
  objects or weapons can be pulled inside your shell as 
  part of the same action, while larger held objects are 
  dropped in your square. You have soft cover (+4 bonus 
  to AC) while enshelled and do not have line of sight to 
  
  45
  anything unless you have some means with which to 
  see through your shell. Your shell structure prevents 
  you from falling prone while enshelled. The bonus to 
  AC increases by +1 at 6th, 12th, and 18th levels, to a 
  maximum of +7 at 18th level. While enshelled, you can 
  take no actions other than to exit from your shell (as 
  a move action that does not provoke attacks of oppor-
  tunity) and do not threaten spaces around yourself. 
  The enshell effect ends automatically if you becomes 
  unconscious or dead.
  Hard-Shelled: The shell of a tortanian protects you 
  from many threats. You have a +2 natural armor bonus.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the tortanian tag.
  Appearance. Those that carry this quality are difficult 
  to miss, with a large shell that covers their front and 
  back like the tortoises they likely resemble.
  Favored Ability Score. Constitution, Intelligence.
  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.
  Enshell. As an action, you can withdraw your head, 
  arms, and legs fully into your shell. Objects smaller 
  than a cubic foot or light weapons that you are hold-
  ing can be pulled inside your shell as part of the same 
  action, while larger held objects are dropped in your 
  square. All attacks against you have disadvantage and 
  you do not have line of sight to anything unless you 
  have some means with which to see through your shell. 
  Your shell structure makes you immune to prone while 
  enshelled. While enshelled, you can take no actions 
  other than to exit from yourshell (as a bonus action) 
  and you do not threaten spaces around yourself. The 
  enshell effect ends automatically if you becomes inca-
  pacitated or dead.
  Featured Race  
  Physical Qualities
  Aasimar Blooded (aasimar)
  Traits
  Type: Gain the outsider type.
  Subtype: Gain the native subtype.
  Strengths: Charisma, Wisdom.
  Weaknesses: Anyone with this blood does not need to 
  select a weakness.
  Darkvision: You can see in the dark up to 60 feet.
  Spell-Like Ability: You can use daylight once per day 
  as a spell-like ability (caster level equal to your class 
  level).
  Aasimar Heritage: You may take alternate heritages, 
  changing matching traits to match your altered heri-
  tage, namely your strengths and spell-like ability.
  Traits
  Type. Gain the humanoid type if no other types are pres-
  ent.
  Tag. Gain the Aasimar tag.
  Favored Ability Scores. Charisma.
  Subrace. Choose one of the following subraces.
  Zealous
  • 
  Favored Ability Score. Constitution.
  • 
  Righteous Resistance. You have resistance to 
  lightning damage.
  • 
  Smiting Brand. When you successfully strike a 
  creature with a weapon attack, you may choose to 
  brand it for retribution. The brand lasts until the end 
  of your next turn and while branded, once per turn, 
  the creature takes an extra 1d4 radiant damage from 
  weapon attacks. This damage increases to 2d4 at 11th 
  level. You may use this ability once, and regain the 
  use of it after a short rest.
  Soothing 
  • 
  Favored Ability Score. Wisdom.
  • 
  Compassionate Resistance. You have resistance 
  to cold damage.
  • 
  Guiding Light. As a reaction, you may bless a crea-
  ture you can see with divine insight, increasing any 
  attack roll, ability check, or saving throw by 1d4. 
  You may do this after the roll, but before the GM 
  announces if the roll was successful or not or damage 
  is rolled. You may do so once, regaining the use of this 
  ability after a short rest.
  Aasimar Bodied (aasimar)
  Traits
  Type: Gain the outsider type.
  Subtype: Gain the native subtype.
  Strengths: Charisma, Wisdom.
  Weaknesses: Anyone with this blood does not need to 
  select a weakness.
  
  46
  Celestial Resistance: You have acid resistance 5, cold 
  resistance 5, and electricity resistance 5.
  Aasimar Heritage: You may take alternate heritages, 
  changing matching traits to match your altered heri-
  tage, namely your strengths and spell-like ability.
  Traits
  Type. Gain the humanoid type if no other types are pres-
  ent.
  Tag. Gain the Aasimar tag.
  Favored Ability Scores. Wisdom, Charisma.
  Light-Born. You know the light cantrip. Wisdom is 
  your spellcasting ability for this spell. You may cast 
  this cantrip as either a reaction or a bonus action. At 
  3rd level, you treat any spell that generates darkness as 
  one level lower for the sake of dispelling that darkness. 
  At 5th level, you can cast the daylight spell. Charisma 
  is your spellcasting ability for this spell. You may cast 
  these spells once each with this trait and you must 
  finish a long rest before you can cast them again.
  Feline Blooded (catfolk)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the catfolk subtype.
  Strengths: Dexterity, Charisma.
  Weaknesses: Wisdom.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Cat’s Luck (Ex): Once per day when you make a Reflex 
  saving throw, you can roll the saving throw twice and 
  take the better result. You must decide to use this ability 
  before the saving throw is attempted.
  Sprinter: You gain a 10-foot racial bonus to your speed 
  when using the charge, run, or withdraw actions.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the catfolk tag.
  Favored Ability Score. Dexterity, Charisma.
  Cat’s Luck. You may choose to gain advantage on a 
  Dexterity saving throw before rolling. Once you use 
  this feature, you must finish a long rest before you can 
  use it again. 
  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.
  Feline Speed. You can use a bonus action to Dash or 
  Disengage. Once you use this feature, you can’t use it 
  again until you finish a long rest. If you later gain the 
  ability to Dash or Disengage as a bonus action, add 10 
  feet to your movement any time when doing so.
  Undead Tainted (dhampir)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the dhampir subtype.
  Strengths: Dexterity, Charisma.
  Weaknesses: Constitution.
  Darkvision: You can see in the dark up to 60 feet.
  Negative Energy Affinity: Though a living creature, a 
  you react to positive and negative energy as if you were 
  undead—positive energy harms you, while negative 
  energy heals you.
  Resist Level Drain (Ex): You take no penalties from 
  energy drain effects, though you can still be killed if you 
  gain more negative levels then you have Hit Dice. After 
  24 hours, any negative levels you take are removed 
  without the need for an additional saving throw.
  Undead Resistance: You gain a +2 racial bonus on 
  
  47
  saving throws against disease and mind-affecting 
  effects.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the dhampir tag.
  Favored Ability Scores. Dexterity, Charisma.
  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.
  Deathly Vigor. Your max hit points cannot be reduced 
  due to effects from undead such as vampire’s bite or a 
  wight’s life drain.
  Undead Nature. You have resistance to necrotic 
  damage and whenever you would be healed by an effect 
  that cannot affect the undead, you only recover half the 
  hit points you would normally.
  Drow Blooded (drow)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the elf subtype.
  Strengths: Dexterity, Charisma.
  Weaknesses: Constitution.
  Darkvision: You can see in the dark up to 60 feet.
  Spell-Like Abilities: You can cast dancing lights, dark-
  ness, and faerie fire, once each per day, using your total 
  character level as your caster level and Charisma for 
  your spellcasting ability.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the elf tag.
  Favored Ability Scores. Dexterity, Charisma.
  Darkvision. 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.
  Drow Legacy. You know the dancing lights cantrip. 
  When you reach 3rd level, you can cast the faerie fire 
  spell as a 2nd-level spell. When you reach 5th level, you 
  can cast the darkness spell. Charisma is your spellcast-
  ing ability for these spells.You may cast these spells 
  once each with this trait and you must finish a long rest 
  before you can cast them again.
  Sunlight Sensitivity. While in sunlight, you have 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Drow Bodied (drow)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the elf subtype.
  Strengths: Dexterity, Charisma.
  Weaknesses: Constitution.
  Superior Darkvision: Your darkvision increases by 
  60 feet, stacking with any other racial darkvision you 
  may have.
  Immunities: You are immune to magic sleep effects 
  and gain a +2 racial bonus on saving throws against 
  enchantment spells and effects.
  Spell Resistance: You possess spell resistance (SR) 
  equal to 6 plus your total number of class levels.
  Light Blindness: You suffer from light blindness. 
  Abrupt exposure to any bright light blinds you for 1 
  round. On subsequent rounds, you are dazzled as long 
  as you remain in the affected area.
  Traits 
  Drow share Ancient Magic Bodied with the Elf Race
  Shadow Resident (fetchling)
  Traits
  Type: Gain the outsider type.
  Subtype: Gain the native subtype.
  Strengths: Dexterity, Charisma.
  Weaknesses: Wisdom.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Spell-Like Abilities (Sp): You can use disguise self 
  once per day as a spell-like ability. You can assume the 
  form of any humanoid creature. When you reach 9th 
  level in any combination of classes, you gain shadow 
  walk (self only) as a spell-like ability usable once per 
  day and at 13th level, you gain plane shift (self only, to 
  the Shadow Plane or the Material Plane only) usable 
  once per day. Your caster level is equal to your total 
  Hit Dice.
  Traits
  Type. Gain the humanoid type if no other type is present.
  
  48
  Tag. Gain the fetchling tag.
  Favored Ability scores. Dexterity, Charisma.
  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.
  Legacy of Shadows. You can cast the disguise self 
  spell.. When you reach 5th level, you can cast the blur 
  spell. Charisma is your spellcasting ability for these 
  spells. You may cast these spells once each with this 
  trait and you must finish a long rest before you can 
  cast them again.
  Shadow Bodied (fetchling)
  Traits
  Type: Gain the outsider type.
  Subtype: Gain the native subtype.
  Strengths: Dexterity, Charisma.
  Weaknesses: Wisdom.
  Darkvision: You can see in the dark up to 60 feet.
  Shadow Blending (Su): Attacks against you in dim 
  light have a 50% miss chance instead of the normal 20% 
  miss chance. This ability does not grant total conceal-
  ment; it just increases the miss chance.
  Shadowy Resistance: You have cold resistance 5 and 
  electricity resistance 5.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the fetchling tag.
  Favored Ability Scores. Dexterity, Charisma.
  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.
  Shadow Blending. When an attacker is treated as 
  blinded due to darkness, you are also considered to 
  have half cover
  Shadowy Resistance. You have resistance to cold 
  damage.
  Goblin Blooded (goblin)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the goblinoid subtype.
  Strengths: Dexterity.
  Weaknesses: Strength, Charisma.
  Small: Your size is reduced by one category, to a mini-
  mum of Small.
  Normal Speed: You are fast for your size, allowing you 
  to move at a base speed of 30 feet despite being Small. 
  If this racial trait is traded away, reduce your movement 
  by 10 feet to a minimum base speed of 20 feet.
  Darkvision: You can see in the dark up to 60 feet.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the goblinoid tag.
  Favored Ability Score. Dexterity.
  Size. Your size is reduced by one category, to a minimum 
  of Small.
  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.
  Nimble Escape. You can either Disengage or Hide as a 
  bonus action on your turn.
  Hobgoblin Blooded (hobgoblin)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the goblinoid subtype.
  Strengths: Dexterity, Constitution.
  Weaknesses: Those with this quality need not select a 
  weakness.
  Darkvision: You can see in the dark up to 60 feet.
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the goblinoid subtype.
  Strengths: Dexterity, Constitution.
  Weaknesses: Those with this quality need not select a 
  weakness.
  Darkvision: You can see in the dark up to 60 feet.
  Fire Blooded (ifrit)
  Traits
  Type: Gain the outsider type.
  
  49
  Subtype: Gain the native subtype.
  Strengths: Dexterity, Charisma.
  Weaknesses: Wisdom.
  Darkvision: You can see in the dark up to 60 feet.
  Energy Resistance: You have fire resistance 5.
  Fire Affinity: If you have the elemental (fire) blood-
  line, treat your Charisma score as 2 points higher for 
  all sorcerer spells and class abilities. If you have the 
  Fire domain, use your domain powers and spells at +1 
  caster level.
  Spell-Like Ability: You can use burning hands 1/day 
  as a spell-like ability (caster level equals your level; DC 
  11 + Charisma modifier).
  Traits
  Type. Gain the elemental type.
  Tag. Gain the ifrit tag.
  Favored Ability Scores. Dexterity, Charisma.
  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.
  Fire Affinity. You may cast burning hands once with 
  this trait and regain the ability to do so when you finish 
  a long or short rest. Charisma is your spellcasting abil-
  ity for this spell.
  Nature of the Flame. You have fire resistance.
  Fox Bodied (kitsune)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the kitsune and shapechanger subtypes.
  Strengths: Dexterity, Charisma.
  Weaknesses: Strength.
  Change Shape (Su): You can assume the appearance 
  of a specific single human form of the same sex. You 
  always take this specific form when you use this ability. 
  When you are in human form, you cannot use your bite 
  attack, but gain a +10 racial bonus on Disguise checks 
  made to appear human. Changing shape is a standard 
  action. This ability otherwise functions as alter self, 
  except that you do not adjust your ability scores and 
  can remain in this form indefinitely.
  Natural Weapons (Ex): In your natural form, you have 
  a bite attack that deals 1d4 points of damage.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the kitsune and shapechanger tags.
  Favored Ability Scores. Dexterity, Charisma.
  Change Shape. You can assume the appearance of a 
  specific single human form of the same sex as an action. 
  You always take this specific form when you use this 
  ability. You cannot use your bite while in this form.
  Natural Weapons: You have a natural bite attack that 
  deals 1d4 piercing damage and counts as a light finesse 
  weapon.
  Fox Blooded (kitsune)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the kitsune subtype.
  Strengths: Dexterity, Charisma.
  Weaknesses: Strength.
  Kitsune Magic (Ex/Sp): You add +1 to the DC of any 
  saving throws against enchantment spells that you cast. 
  
  50
  If you have a Charisma score of 11 or higher you gain 
  the following spell-like ability: 3/day—dancing lights 
  (caster level equals your level).
  Traits
  ● 
  Type. Gain the humanoid type if no other 
  type is present.
  ● 
  Tag. Gain the kitsune tag.
  ● 
  Favored Ability Score. Dexterity, Charis-
  ma.
  ● 
  Kitsune Magic. You know the dancing 
  lights cantrip. Charisma is your spellcasting 
  ability for this spell.
  Kobold Blooded (kobold)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the reptilian subtype.
  Strengths: Dexterity.
  Weaknesses: Strength, Constitution.
  Small: Your size is reduced by one category, to a mini-
  mum of Small.
  Darkvision: You can see in the dark up to 60 feet.
  Armor: Your scaly skin grants you a +1 natural armor 
  bonus.
  Light Sensitivity: Your naturally dark lands have 
  caused you to suffer from light sensitivity.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the kobold tag.
  Favored Ability Score. Dexterity.
  Size. Your size is reduced by one category, to a minimum 
  of Small.
  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.
  Pack Tactics. You have advantage on an attack roll 
  against a creature if at least one of your allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Sunlight Sensitivity. While in sunlight, you have 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Earth Blooded (oread)
  Traits
  Type: Gain the outsider type.
  Subtype: Gain the native subtype.
  Strengths: Strength, Wisdom.
  Weaknesses: Charisma.
  Slow Speed: Your base speed is reduced by 10 feet, to a 
  minimum of 20 feet.
  Darkvision: You can see in the dark up to 60 feet.
  Earth Affinity: If you have the elemental (earth) blood-
  line, treat your Charisma score as 2 points higher for 
  all sorcerer spells and class abilities. If you have the 
  Earth domain, use your domain powers and spells at 
  +1 caster level.
  Energy Resistance: You have acid resistance 5.
  Spell-Like Ability: You can use magic stone 1/day as 
  a spell-like ability (caster level equals your total level; 
  DC 11 + Charisma modifier).
  Traits
  Type. Gain the elemental type.
  Tag. Gain the oread subtype.
  Favored Ability Scores. Strength, Wisdom.
  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.
  Earth Affinity. You can create a shockwave. It has a save 
  DC of 8 + your proficiency modifier + your strength 
  modifier. This functions as per the spell thunderwave, 
  except that it only affects things currently on the ground 
  and it does not make excessive noise. Once you use this 
  feature, you can’t use it again until you finish a short 
  or long rest.
  Nature of the Stone. You have acid resistance.
  Rat Blooded (ratfolk)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the ratfolk subtype.
  Strengths: Dexterity.
  Weaknesses: Strength, Constitution.
  Small: Your size is reduced by one category, to a mini-
  mum of Small.
  
  51
  Slow Speed: Your base speed is reduced by 10 feet, to a 
  minimum of 20 feet.
  Darkvision: You can see in the dark up to 60 feet.
  Rodent Empathy: You gain a +4 racial bonus on 
  Handle Animal checks made to influence rodents.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the goblinoid tag.
  Favored Ability Score. Strength.
  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.
  Martial Advantage. Once per turn, you can deal 
  an extra 4 (1d6) damage to a creature you hit with a 
  weapon attack if that creature is within 5 feet of an ally 
  of yours that is not incapacitated.
  Air Blooded (sylph)
  Traits
  Type: Gain the outsider type.
  Subtype: Gain the native subtype.
  Strengths: Dexterity, Intelligence.
  Weaknesses: Constitution.
  Darkvision: You can see in the dark up to 60 feet.
  Air Affinity: If you have the elemental (air) bloodline, 
  treat your Charisma score as 2 points higher for all 
  sorcerer spells and class abilities. If you have the Air 
  domain, use your domain powers and spells at +1 caster 
  level.
  Energy Resistance: You have electricity resistance 5.
  Spell-Like Ability: You can use feather fall 1/day as a 
  spell-like ability (caster level equals your total level; DC 
  11 + Charisma modifier).
  Traits
  Type. Gain the elemental type.
  Tag. Gain the slyph tag.
  Favored Ability Scores. Dexterity, Intelligence.
  Air Affinity. You may cast feather fall once with this 
  trait and regain the ability to do so when you finish a 
  long or short rest. Charisma is your spellcasting ability 
  for this spell.
  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.
  Nature of the Lightning. You have lightning resis-
  tance.
  Raven Blooded (tengu)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the tengu subtype.
  Strengths: Dexterity, Wisdom.
  Weaknesses: Constitution.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Gifted Linguist: You gain a +4 racial bonus on Linguis-
  tics checks, and learn 2 languages each time you gain a 
  rank in Linguistics rather than 1 language.
  Natural Weapons: You have a bite attack that deals 
  1d3 points of damage.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the tengu tag.
  Favored Ability Scores. Dexterity, Wisdom.
  Gifted Linguist. You know one additional language of 
  your choice. In addition, you may learn new languages 
  in half the time.
  Natural Weapons. You have a natural bite weapon 
  with the finesse property that deals 1d4 points of pierc-
  ing damage.
  
  52
  Dark Bodied (tiefling)
  Traits
  Type: Gain the outsider type.
  Subtype: Gain the native subtype.
  Strengths: Dexterity, Intelligence.
  Weaknesses: Charisma.
  Darkvision: You can see in the dark up to 60 feet.
  Fiendish Resistance: You have cold resistance 5, elec-
  tricity resistance 5, and fire resistance 5.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the tiefling tag.
  Favored Ability Score. Intelligence, Charisma.
  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.
  Dark-Born. Starting at 3rd level, you treat magical 
  darkness as normal darkness instead. At 5th level, you 
  may cast the darkness once with this trait and regain 
  the ability to do so when you finish a long or short rest. 
  Charisma is your spellcasting ability for this spell.
  Dark Blooded (tiefling)
  Traits
  Type: Gain the outsider type.
  Subtype: Gain the native subtype.
  Strengths: Dexterity, Intelligence.
  Weaknesses: Charisma.
  Darkvision: You can see in the dark up to 60 feet.
  Fiendish Sorcery: If you are a sorcerer with the abyssal 
  or infernal bloodlines treat your Charisma score as 2 
  points higher for all sorcerer class abilities.
  Spell-like Ability: You can use darkness once per day 
  as a spell-like ability. The caster level for this ability is 
  equal to your class level.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the tiefling tag.
  Favored Ability Score. Charisma.
  Subrace. Choose one of the following sub-races.
  Defiler
  • 
  Favored Ability Score. Intelligence.
  • 
  Accursed Luck. As a reaction, you may curse a 
  creature you can see with bad fortune, reducing any 
  attack roll, ability check, or saving throw by 1d4. 
  You may do this after the roll, but before the GM 
  announces if the roll was successful or not or damage 
  is rolled. You may do so once, regaining the use of this 
  ability after a short rest.
  • 
  Corrupt Resistance. You have resistance to poison 
  damage.
  Destroyer
  Favored Ability Score. Strength.
  Baleful Resistance. You have resistance to fire damage.
  Dark Fury. When you successfully attack a creature, you 
  may add an additional 1d8 fire damage. This damage 
  increases by 1d8 at 5th, 11th, and 17th level. You may 
  do this once, regaining the use of this ability after a 
  short rest.
  Water Blooded (undine)
  Traits
  Type: Gain the outsider type.
  Subtype: Gain the native subtype.
  Strengths: Dexterity, Wisdom.
  Weaknesses: Strength.
  Darkvision: You can see in the dark up to 60 feet.
  Water Affinity: If you have the elemental (water) blood-
  line treat your Charisma score as 2 points higher for 
  all sorcerer spells and class abilities. If you have the 
  Water domain use your domain powers and spells at 
  +1 caster level.
  Spell-Like Ability: You can use hydraulic push 1/day 
  as a spell-like ability (caster level equals your level; DC 
  11 + Charisma modifier).
  Traits
  Type. Gain the elemental type.
  Tag. Gain the undine subtype.
  Favored Ability Score Dexterity, Wisdom.
  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.
  Nature of Ice. You have cold resistance.
  Water Affinity. You may cast hydraulic push once with 
  
  53
  this trait and regain the ability to do so when you finish 
  a long or short rest. Charisma is your spellcasting abil-
  ity for this spell.
  Water Bodied (undine)
  Traits
  Type: Gain the outsider type.
  Subtype: Gain the native subtype.
  Strengths: Dexterity, Wisdom.
  Weaknesses: Strength.
  Darkvision: You can see in the dark up to 60 feet.
  Energy Resistance: You have cold resistance 5.
  Swimmers: You have a swim speed of 30 feet, can move 
  in water without making Swim checks, and always treat 
  Swim as a class skill.
  Traits
  Type. Gain the elemental type.
  Tag. Gain the undine subtype.
  Favored Ability Score. Dexterity, Wisdom.
  Amphibious. You can breathe air and water.
  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.
  Swimmers. You have a swim speed of 30 feet and have 
  advantage on Strength (Athletics) checks to swim.
  Monstrous Race 
  Physical Qualities
  Aboleth Bodied (aboleth)
  Traits
  Type: Gain the aberration type, overriding any other 
  type save outsider.
  Appearance: Slick slime seems to coat you even just 
  after a bath. Your whiskers or beard, if you have any, 
  seem unnaturally long and thick and twitch occasion-
  ally.
  Strengths: Strength, Constitution, Charisma, Wisdom.
  Weaknesses: Intelligence.
  Darkvision: You can see in the dark up to 60 feet.
  Fingerless (Composite): You utilize the fingerless rules.
  Tentacles: You have grasping tentacles that can batter 
  those that displease you. You can use them to make a 
  primary natural attack that deals 1d3 points of blud-
  geoning damage (1d2 if you are Small). You begin with 
  a single attack, but gain another when your base attack 
  bonus reaches 6 and every 5 after that.
  Water Born: You can breathe underwater and gain a 
  swim speed of 60 feet. Your land speed is reduced by 
  10 feet, to a minimum of 20 feet.
  Traits
  Type. Gain the aberration type, overriding any other 
  type.
  Appearance. Slick slime seems to coat you even just 
  after a bath. Your whiskers or beard, if you have any, 
  seem unnaturally long and thick and twitch occasion-
  ally.
  Favored Ability scores. Strength, Wisdom.
  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.
  Fingerless (Composite). You utilize the fingerless rules. 
  Tentacles. You have grasping tentacles that can batter 
  those that displease you. These also function as a light 
  natural weapon that deals 1d4 bludgeoning damage.
  Water Born. You can breathe water and gain a swim 
  speed of 60 feet. Your land speed is reduced by 10 feet, 
  to a minimum of 20 feet.
  Aboleth Blooded (aboleth)
  Traits
  Type: Gain the aberration type, overriding any other 
  type save outsider.
  Appearance: Slick slime seems to coat you even just 
  after a bath. When in contact with water, you cloud it 
  in a foul mixture.
  Strengths: Strength, Constitution, Charisma, Wisdom.
  Weaknesses: Intelligence.
  Fingerless (Composite): You utilize the fingerless rules. 
  Mucus Cloud: While underwater, you exude a cloud of 
  transparent slime. All creatures adjacent to you must 
  succeed on a Fortitude save each round or lose the abil-
  ity to breathe air (but gain the ability to breathe water) 
  for 3 hours. The save DC is equal to 10 + ½ your level 
  + your Constitution modifier. Renewed contact with 
  your mucus cloud and failing another save extends the 
  effect for another 3 hours.
  Slime (Tentacles Dependent): A creature hit by your 
  
  54
  tentacle must succeed on a Fortitude save or its skin 
  and flesh transform into a clear, slimy membrane 
  over the course of 1d4 rounds. The save DC is equal 
  to 10 + ½ your level + your Constitution modifier. 
  The creature’s new “flesh” is soft and tender, reduc-
  ing its Constitution score by 4 as long as it persists. 
  If the creature’s flesh isn’t kept moist, it dries quickly 
  and the victim takes 1d12 points of damage every 10 
  minutes. Remove disease and similar effects can restore 
  an afflicted creature to normal, but immunity to disease 
  offers no protection from this attack.
  Warped Perceptions: Once per day, you may cast 
  minor image as a spell-like ability with a caster level 
  equal to your character level. The save DC is 12 + your 
  Charisma modifier. This becomes an at will ability at 
  5th level. At 10th level you may cast persistent image 
  once per day with a save DC equal to 15 + you Charisma 
  modifier.
  Traits
  Type. Gain the aberration type, overriding any other 
  type.
  Appearance. Slick slime seems to coat you even just 
  after a bath. When in contact with water, you cloud it 
  in a foul mixture.
  Favored Ability Scores. Constitution, Charisma.
  Fingerless (Composite). You utilize the fingerless rules. 
  Mucus Cloud. While underwater, you are surrounded 
  by transformative mucus. A creature that touches you 
  or that hits you with a melee attack while within 5 feet 
  of you must make a Constitution saving throw with a 
  DC equal to 8 + your proficiency bonus + your Consti-
  tution modifier. On a failure, the creature is diseased 
  for 1d4 hours. The diseased creature can only breathe 
  underwater.
  Probing Telepathy. If a creature communicates tele-
  pathically with you and you can see the creature, you 
  can immediately make a contested Wisdom (Insight) 
  ability check against the target’s Charisma (Decep-
  tion) to learn the creature’s greatest desires. You cannot 
  make another attempt on the same creature for 24 
  hours.
  Slime (Tentacles Dependent). You can coat your tenta-
  cles with slime when you make an attack. A creature 
  hit this way must succeed on a Constitution saving 
  throw with a DC of 8 + your proficiency bonus + your 
  Constitution modifier or become diseased. The disease 
  has no effect for 1 minute and can be removed by any 
  magic that cures disease. After 1 minute, the diseased 
  creature’s skin becomes translucent and slimy, and the 
  creature can’t regain hit points unless it is underwater. 
  When the creature is outside a body of water, it takes 6 
  (1d12) acid damage every 10 minutes unless moisture 
  is applied to the skin before 10 minutes have passed. 
  Once you use this feature, you must finish a long rest 
  before you can use it again.
  Centaur Blooded (centaur)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid.
  Appearance: One unifying trait of those with your blood 
  is quite obvious. You have four hooves instead of two 
  feet.
  Strengths: Strength, Constitution, Dexterity, Wisdom.
  Fast Speed: Your speed increases by 10 feet, to a maxi-
  mum of 40 feet.
  Darkvision: You can see in the dark up to 60 feet.
  Fingerless (Composite): You utilize the fingerless rules. 
  Quadruped: Due to being four-legged, you receive a 
  +4 bonus to your CMD against trip attacks and your 
  carrying capacity increases by 50%.
  Traits
  Type. Gain the monstrosity type.
  Appearance. One unifying trait of those with your blood 
  is quite obvious. You have four hooves instead of two 
  feet.
  Favored Ability Score. Constitution, Wisdom.
  Speed. Your speed increases by 10 feet, to a maximum 
  of 40 feet.
  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.
  Fingerless (Composite). You utilize the fingerless rules.
  Four-Legged. Being a four-legged creature, you can 
  bear greater weights than a human of the same Strength 
  without being encumbered (increasing your carrying 
  capacity by 50%). Any roll to avoid becoming prone is 
  made with advantage.
  Centaur Bodied (centaur)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid.
  Appearance: You have the physique and size of a 
  centaur. Your muscles are well defined and your 
  features are fit for carving on the finest of stone.
  
  55
  Strengths: Strength, Constitution, Dexterity, Wisdom.
  Large: Your size increases by one category, to a maxi-
  mum of Large. If you are a quadruped, you do not gain 
  reach from this.
  Natural Armor: You have the thick skin one might 
  expect of a horse. Your natural armor increases by +1.
  Traits
  Type. Gain the monstrosity type.
  Appearance. You have the physique and size of a 
  centaur. Your muscles are well defined and your 
  features are fit for carving on the finest of stone.
  Favored Ability Score. Strength, Dexterity.
  Size. Your size increases by one category, to a maximum 
  of Large.
  Charge. As an action, you may move 30 feet straight 
  towards a target and make an attack with a weapon. 
  This movement is in addition to your normal allotment. 
  You may do so once and regain the use of this ability 
  when you finish a short or long rest.
  Draconic Turtle Blooded  
  (dragon turtle)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid.
  Appearance: The shell on your back is hard to misplace 
  as anything but a sign of your thick carapace.
  Strengths: Strength, Constitution.
  Weaknesses: Dexterity.
  Slow Speed: Your base speed is reduced by 10 feet, to a 
  minimum of 20 feet.
  Darkvision: You can see in the dark up to 60 feet.
  Armored: Your thick shell isn’t just for show. Your natu-
  ral armor increases by +2. At 5th level and every five 
  levels beyond, your natural armor increases by +1, to a 
  maximum of +5 at 20th level.
  Fingerless (Composite): You utilize the fingerless rules.
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%.
  Traits
  Type. Gain the monstrosity type.
  Appearance. The shell on your back is hard to misplace 
  as anything but a sign of your thick carapace.
  Favored Ability Score. Strength, Constitution.
  Armored. Gain a +1 bonus to AC.
  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.
  Fingerless (Composite). You utilize the fingerless rules.
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage.
  Draconic Turtle Breath  
  (dragon turtle)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid.
  Appearance: Your neck has wrinkly folds that may 
  make you look older or overweight, but the truth is far 
  more dangerous.
  Strengths: Strength, Constitution.
  Weaknesses: Dexterity.
  Darkvision: You can see in the dark up to 60 feet.
  Breath Weapon (Su): Once per day, you can breathe 
  a cloud of steam 20 feet high, 25 feet wide, and 50 feet 
  long. It deals 1d6 points of fire damage per character 
  level. Those caught in the area of the breath receive a 
  Reflex save for half damage. The DC of this save is equal 
  to 10 + ½ your level + your Constitution modifier. It is 
  effective both on the surface and underwater.
  Fingerless (Composite): You utilize the fingerless rules. 
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%.
  Traits
  Type. Gain the monstrosity type.
  Appearance. Your neck has wrinkly folds that may 
  make you look older or overweight, but the truth is far 
  more dangerous.
  Favored Ability Scores. Strength, Constitution.
  Amphibious. You can breathe air and water.
  Breath Weapon. You can exhale scalding steam in a 
  
  56
  15-foot cone. Each creature in that area must make 
  a Constitution saving throw. The DC for this saving 
  throw equals 8 + your Constitution modifier + your 
  proficiency bonus. A creature takes 2d6 fire damage on 
  a failed save, and half as much damage on a success-
  ful one. The damage increases to 3d6 at 6th level, 4d6 
  at 11th level, and 5d6 at 16th level. Being underwater 
  doesn’t grant resistance against this damage. After you 
  use your breath weapon, you can’t use it again until you 
  complete a long rest.
  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.
  Fingerless (Composite). You utilize the fingerless rules.
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage.
  Dragon Breath (dragon)
  Traits
  Type: Gain the dragon type.
  Appearance: Patches of colored scales betray your 
  exotic origin. Your mouth and throat can stretch to 
  unwholesome amounts.
  Strengths: Strength, Constitution.
  Weaknesses: Dexterity.
  Darkvision: You can see in the dark up to 60 feet.
  Element: Select an energy type: acid, cold, electricity, or 
  fire. If any other quality also has the Element trait, you 
  must make the same choice for all of them. This choice 
  is made at character creation and does not change.
  Breath Weapon (Su): Once per day, you can breathe 
  a 30-foot cone or 60-foot line, chosen at character 
  creation, of your chosen energy type. This breath 
  weapon deals 1d6 points of damage per character level. 
  Those caught in the area of the breath receive a Reflex 
  save for half damage. The DC of this save is equal to 10 
  + ½ your level + your Constitution modifier.
  Elemental Resistance: You gain resistance 5 against 
  your energy type. This increases by 5 at 5th level every 
  5 levels afterwards, granting resistance 25 at 20th level.
  Fingerless (Composite): You utilize the fingerless rules.
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%.
  Traits
  Type. Gain the dragon type.
  Appearance. Patches of colored scales betray your 
  exotic origin. Your mouth and throat can stretch to 
  unwholesome amounts.
  Favored Ability Scores. Strength, Constitution.
  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.
  Element. Select an element: acid, cold, fire, lightning, 
  or poison. If any other quality also has the Element 
  trait, you must make the same choice for all of them. 
  This choice is made at character creation and does not 
  change.
  Breath Weapon. You can exhale your chosen element 
  in either a 15-foot cone or 30-foot line, chosen at char-
  acter creation. Each creature in that area must make 
  a dexterity saving throw. The DC for this saving throw 
  equals 8 + your Constitution modifier + your profi-
  ciency bonus. A creature takes 2d6 of your element’s 
  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 long rest.
  Elemental Resistance. You have resistance to your 
  chosen element.
  Fingerless (Composite). You utilize the fingerless rules.
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage.
  Dragon Body (dragon)
  Traits
  Type: Gain the dragon type.
  Appearance: Great bulk and reptilian wings leave little 
  to the imagination as to your possible origins.
  Strengths: Strength, Constitution.
  Weaknesses: Dexterity.
  Large: Your size increases by one category, to a maxi-
  mum of Large. If you are a quadruped, you do not gain 
  reach from this.
  Darkvision: You can see in the dark up to 60 feet.
  Element: Select an energy type: acid, cold, electricity, or 
  
  57
  fire. If any other quality also has the Element trait, you 
  must make the same choice for all of them. This choice 
  is made at character creation and does not change.
  Fingerless (Composite): You utilize the fingerless rules.
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%.
  Wings: You have wings that grant you a fly speed of 30 
  feet with clumsy maneuverability.
  Traits
  Type. Gain the dragon type.
  Appearance: Great bulk and reptilian wings leave little 
  to the imagination as to your possible origins.
  Favored Ability Score. Strength, Constitution.
  Size: Your size increases by one category, to a maximum 
  of Large.
  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.
  Element. Select an element: acid, cold, fire, lightning, 
  or poison. If any other quality also has the Element 
  trait, you must make the same choice for all of them. 
  This choice is made at character creation and does not 
  change.
  Fingerless (Composite). You utilize the fingerless rules.
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage.
  Flight. You have draconic wings, and your base flying 
  speed is 30 feet. You cannot fly if you are wearing armor 
  you are not proficient in, armor not tailored to accom-
  modate your wings, or a backpack not specially tailored 
  to your wings. While flying, you have disadvantage on 
  strength checks to interact with objects that are on the 
  ground. You fall to the ground at the end of your turn 
  unless you move at least half your flying speed during 
  your turn.
  Couatl Blooded (couatl)
  Traits
  Type: Gain the outsider type.
  Subtype: Gain the native subtype
  Appearance: Your form becomes longer, narrower and 
  sleeker, to say nothing of your wide wings that can carry 
  you aloft. You peer with a penetrating gaze.
  Strengths: Strength, Constitution, Wisdom.
  Slow Speed: Your base speed is reduced by 10 feet, to a 
  minimum of 20 feet.
  Darkvision: You can see in the dark up to 60 feet.
  Senses: As a standard action you may use detect chaos, 
  evil, good, or law as a supernatural ability.
  Fingerless (Composite): You utilize the fingerless rules.
  Wings: You have wings that grant you a fly speed of 30 
  feet with clumsy maneuverability.
  Traits
  Type. Gain the celestial type.
  Appearance. Your form becomes longer, narrower and 
  sleeker, to say nothing of your wide wings that can carry 
  you aloft. You peer with a penetrating gaze.
  Favored Ability Score. Strength, Constitution, 
  Wisdom.
  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.
  Fingerless (Composite). You utilize the fingerless rules. 
  Flight. You have feathered wings, and your base flying 
  speed is 30 feet. You cannot fly if you are wearing armor 
  you are not proficient in, armor not tailored to accom-
  modate your wings, or a backpack not specially tailored 
  to your wings. While flying, you have disadvantage on 
  strength checks to interact with objects that are on the 
  ground. You fall to the ground at the end of your turn 
  unless you move at least half your flying speed during 
  your turn.
  Natural Intuition. You gain proficiency in the Insight 
  skill.
  Shielded Mind. You have advantage on any save to 
  resist to Scrying and any effect that would sense your 
  emotions, read your thoughts, or detect your location.
  Gnoll Blooded (gnoll)
  Traits
  Type: Gain the humanoid type if no other type is present.
  Subtype: Gain the gnoll subtype.
  Appearance: Shaggy fur, hulking forms, and a haunting 
  laugh are all marks of the gnoll blooded.
  Strengths: Strength, Constitution.
  
  58
  Weaknesses: Anyone with this blood does not need to 
  select a weakness.
  Tough Hide: Your natural armor increases by 2.
  Traits
  Type. Gain the humanoid type if no other type is present.
  Tag. Gain the gnoll tag.
  Appearance. Shaggy fur, hulking forms, and a haunting 
  laugh are all marks of the gnoll blooded.
  Favored Ability Score. Strength, Constitution
  Bite. You have a natural bite weapon that deals 1d4 pierc-
  ing damage and counts as a light weapon.
  Rampage. When you reduce a creature to 0 hit points 
  with a melee attack on your turn, you can take a bonus 
  action to move up to half your speed and make a bite 
  attack.
  Deep Blooded (--)
  Traits
  Type: Gain the aberration type, overriding any other 
  type save outsider.
  Appearance: Your head is unnaturally bulbous and 
  long tendrils hang from your face, twitching fitfully, 
  especially when you are excited or agitated. Your skin 
  has an unhealthy sheen, as if kept slick and moist.
  Strengths: Intelligence, Charisma.
  Weaknesses: Strength.
  Darkvision: You can see in the dark up to 60 feet.
  Unnatural Thoughts: Touched by things that should 
  not be, your thoughts take unintuitive leaps. You may 
  spend a full-round action when frightened, shakened, 
  distracted, confused, panicked, or cowering to end all 
  of those conditions. This does not protect you from 
  gaining them again.
  Traits
  Type. Gain the aberration type, overriding any other 
  type.
  Appearance. Your head is unnaturally bulbous and 
  long tendrils hang from your face, twitching fitfully, 
  especially when you are excited or agitated. Your skin 
  has an unhealthy sheen, as if kept slick and moist.
  Favored Ability Scores. Intelligence, Charisma.
  Alien Mind. You have resistance against psychic 
  damage.
  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.
  Unnatural Thoughts. Touched by things that should 
  not be, your thoughts take unintuitive leaps. You may 
  take an action once when frightened or charmed to end 
  either of those conditions and may do so again after 
  finishing a short or long rest. This does not protect you 
  from gaining them again.
  Artificially Tainted (golem)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid or have no type specified.
  Subtype: Gain the half-construct subtype.
  Appearance: You have faint lines at your joints. You 
  are a creation or at least partially so. Perhaps you were 
  saved from death, but now you are less than living.
  Strengths: Anyone with this quality gains no strengths 
  or weaknesses. This overrides strengths and weak-
  nesses gained from any other trait.
  Darkvision: You can see in the dark up to 60 feet.
  Artificial Resilience: You have a +2 racial bonus to 
  saving throws against mind-affecting effects, disease, 
  death effects, sleep, or necromancy effects.
  Fragile Soul: You may not be raised or resurrected.
  Traits
  Type. Gain the monstrity type if you would otherwise be 
  humanoid or have no type specified.
  Tag. Gain the half-construct tag.
  Appearance. You have faint lines at your joints. You 
  are a creation or at least partially so. Perhaps you were 
  saved from death, but now you are less than living.
  Favored Ability Scores. Anyone with this quality gains 
  no favored ability scores. This overrides favored ability 
  scores gained from any other trait.
  Artificial Resilience. You have resistance against 
  poison and psychic damage.
  Constructed Fortitude. You have advantage on saves 
  against being charmed or poisoned and are immune 
  to diseases.
  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.
  Fragile Soul. You may not be raised or resurrected.
  
  59
  Artificially Bodied (golem)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid or have no type specified.
  Subtype: Gain the half-construct subtype.
  Appearance: Thick plates of non-living matter protect 
  whatever is inside you. You are no normal living thing.
  Strengths: Anyone with this quality gains no strengths 
  or weaknesses. This overrides strengths and weak-
  nesses gained from any other trait.
  Fragile Soul: You may not be raised or resurrected.
  Non-living: You do not eat, breathe, or sleep. You may 
  do so if you wish or to gain a benefit, for instance quaff-
  ing a potion.
  Well Constructed: You begin play with the toughness 
  feat.
  Traits
  Type. Gain the monstrity type if you would otherwise be 
  humanoid or have no type specified.
  Tag. Gain the half-construct tag.
  Appearance. Thick plates of non-living matter protect 
  whatever is inside you. You are no normal living thing.
  Favored Ability Score. Anyone with this quality gains 
  no favored ability score. This overrides favored ability 
  scores gained from any other trait.
  Fragile Soul. You may not be raised or resurrected.
  Non-living. You do not eat, breathe, or sleep. You may 
  do so if you wish or to gain a benefit, for instance quaff-
  ing a potion.
  Well Constructed. Your maximum hit points are 
  increased by 1 per level.
  Manticore Blooded (manticore)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid. Gain the magical beast type if 
  no other type is specified.
  Appearance: Wickedly sharp predator’s teeth and 
  bestial eyes are a sign that a beast’s blood runs in your 
  veins. If your race does not normally have wings, you 
  may surprise others with your draconic wings.
  Strengths: Strength, Dexterity, Constitution.
  Weaknesses: Intelligence, Charisma.
  Darkvision: You can see in the dark up to 60 feet.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Fingerless (Composite): You utilize the fingerless rules. 
  Predator’s Maw: You have a primary natural bite 
  attack that deals 1d6 points of bludgeoning, slashing, 
  and piercing damage (1d4 if you are Small).
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%.
  Traits 
  Type. Gain the monstrosity type if no other type than 
  humanoid is specified.
  Appearance. Wickedly sharp predator’s teeth and 
  bestial eyes are a sign that a beast’s blood runs in your 
  veins. If your race does not normally have wings, you 
  may surprise others with your draconic wings.
  Favored Ability Scores. Strength, Dexterity, Consti-
  tution.
  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.
  Fingerless (Composite). You utilize the fingerless rules.
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage. 
  Predator’s Maw: You have a natural bite attack that 
  deals 1d6 piercing damage.
  
  60
  Manticore Bodied (manticore)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid. Gain the magical beast type if 
  no other type is specified.
  Appearance: It is impossible to miss the great spiked 
  tail that sways dangerously from your back end. If your 
  race does not normally have wings, you may surprise 
  others with your draconic wings.
  Strengths: Strength, Dexterity, Constitution.
  Weaknesses: Intelligence, Charisma.
  Claws: You have two primary natural claw attacks that 
  deal 1d4 points of bludgeoning and slashing damage 
  (1d3 if you are Small).
  Fingerless (Composite): You utilize the fingerless rules. 
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases bt 50%.
  Tail Spikes: With a snap of your tail, you can loose a 
  volley of four spikes as a standard action (make an 
  attack roll for each spike). This attack has a range of 180 
  feet with no range increment. All targets must be within 
  30 feet of each other. You can launch only 4 spikes per 
  two levels (minimum 4) in any 24-hour period. This 
  attack is treated as a thrown weapon that deals 1d4 
  piercing damage.
  Traits
  Type. Gain the monstrosity type if no other type than 
  humanoid is specified.
  Appearance. It is impossible to miss the great spiked 
  tail that sways dangerously from your back end. If your 
  race does not normally have wings, you may surprise 
  others with your draconic wings.
  Favored Ability Scores. Strength, Dexterity, Consti-
  tution.
  Claws. You have two natural claw weapons that deal 1d4 
  slashing damage and count as light finesse weapons.
  Fingerless (Composite). You utilize the fingerless rules.
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage. 
  Tail Spikes: With a snap of your tail, you can fire a spike 
  as a thrown ranged weapon attack that deals 1d4 pierc-
  ing damage with a range of 100/200. When you do so, 
  you may fire two additional spikes as a bonus action. 
  You have a number of spikes equal to 4 + your level 
  and you regain your spent spikes when you finish a 
  long rest.
  Nymph Blooded (nymph)
  Traits
  Type: Gain the fey type.
  Appearance: Long pointed ears and a voice that one 
  could get lost in are signs that any given non-elf may 
  have nymph’s blood.
  Strengths: Dexterity, Charisma.
  Weaknesses: Strength.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Inspiration (Su): You can choose an intelligent crea-
  ture to inspire and serve as a muse by giving that crea-
  ture some token of your affection (typically a lock of 
  your hair). As long as you retain your favor for this 
  creature and as long as the creature carries your token, 
  the creature gains a +4 insight bonus on all Will saving 
  throws, Craft checks, and Perform checks. A bard who 
  has you for a muse in this way can use their bardic 
  performance for an additional number of rounds per 
  day equal to your Charisma modifier. You retain a link 
  to your token and its carrier as if you had cast a status 
  spell on the carrier. You can end this effect at any time 
  as a free action. You may only inspire one creature at a 
  time in this manner.
  Unearthly Grace (Su): If you have the ability to add 
  Charisma to your saving throws or armor class, your 
  Charisma is considered four higher for those effects.
  Traits
  Type. Gain the fey type.
  Appearance. Long pointed ears and a voice that one 
  could get lost in are signs that any given non-elf may 
  have nymph’s blood.
  Favored Ability Scores. Dexterity, Charisma.
  Inspiration (Su). You can choose an intelligent crea-
  ture to inspire and serve as a muse by giving that crea-
  ture some token of your affection (typically a lock of 
  your hair). As long as you retain your favor for this crea-
  ture and as long as the creature carries your token, the 
  creature may add 1d4 to any ability check, attack roll, 
  or saving throw once, regaining the use after finishing 
  a short rest. A bard who has you for a muse in this way 
  instead gains an extra die of bardic inspiration that 
  refreshes after a short rest. You retain a link to your 
  
  61
  token and its carrier, allowing you to know the general 
  direction and distance to the carrier as well as their 
  overall well being. You can end this effect at any time 
  as a bonus action. You may only inspire one creature 
  at a time in this manner.
  Nymph Bodied (nymph)
  Traits
  Type: Gain the fey type.
  Appearance: No matter what other lines you may share, 
  you appear enchantingly attractive, almost painfully so.
  Strengths: Dexterity, Charisma.
  Weaknesses: Strength.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Blinding Beauty (Su): Once per day, you may use this 
  ability to affect all humanoids within 30 feet. Those 
  who look directly at you must succeed on a Fortitude 
  save or be blinded permanently. Using this ability is a 
  standard action. The DC for this ability is equal to 10 + 
  ½ your character level + your Charisma.
  Stunning Glance (Su): When you attempt to intimi-
  date to frighten a foe, the victim becomes stunned for 
  one round if you succeed by 10 or more.
  Wild Empathy (Su): This functions as the druid ability 
  of the same name, using your character level instead of 
  your druid level. If you are a single classed druid, you 
  gain a +2 bonus to wild empathy rolls.
  Traits
  Type. Gain the fey type.
  Appearance. No matter what other lines you may share, 
  you appear enchantingly attractive, almost painfully so.
  Favored Ability Scores. Dexterity, Charisma.
  Unearthly Beauty. You channel your impossible splen-
  dor towards as single creature as an action. The target 
  must make a Charisma saving throw with a DC equal to 
  8 + your proficiency bonus + your Charisma bonus. On 
  a failed save you may choose to either blind them for 1 
  minute or stun them for 1 round. Once you use this abil-
  ity, you cannot use it again until you finish a long rest.
  Owlbear Blooded (owlbear)
  Traits
  Type: Gain the magical beast type.
  Appearance: A large hulking form and a terrible mix of 
  fur and feathers are the obvious sign of anyone touched 
  by owlbears.
  Strengths: Strength, Constitution.
  Weaknesses: Intelligence, Charisma.
  Large: Your size increases by one category, to a maxi-
  mum of Large. If you are a quadruped, you do not gain 
  reach from this.
  Darkvision: You can see in the dark up to 60 feet.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Scent: You gain the scent ability.
  
  62
  Fingerless (Composite): You utilize the fingerless rules.
  Mute (Composite): You do not verbalize. While you may 
  make noises, they aren’t words. If you are mute, you 
  may not cast spells with verbal components.
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases bt 50%.
  Traits
  Type. Gain the monstrosity type.
  Appearance: A large hulking form and a terrible mix of 
  fur and feathers are the obvious sign of anyone touched 
  by owlbears.
  Favored Ability Scores: Strength, Constitution.
  Size: Your size increases by one category, to a maximum 
  of large.
  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.
  Fingerless (Composite). You utilize the fingerless rules.
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage. 
  Keen Sight and Smell. You have advantage on Wisdom 
  (Perception) checks that rely on sight or smell.
  Mute (Composite). You do not verbalize. While you may 
  make noises, they aren’t words. If you are mute, you 
  may not cast spells with verbal components.
  Owlbear Bodied (owlbear)
  Traits
  Type: Gain the magical beast type.
  Appearance: A large hulking form and a terrible mix of 
  fur and feathers are the obvious sign of anyone touched 
  by owlbears.
  Strengths: Strength, Constitution
  Weaknesses: Intelligence, Charisma
  Bite: You have a primary natural bite attack that deals 
  1d6 points of bludgeoning, slashing, and piercing 
  damage (1d4 if you are Small).
  Claws: You have two primary natural claw attacks that 
  deal 1d4 points of bludgeoning and slashing damage 
  (1d3 if you are Small).
  Fingerless (Composite): You utilize the fingerless rules. 
  Grab: When you strike with your claws, you may, up 
  to once per round, make a free attempt to grapple the 
  target as per the grab universal monster ability.
  Mute (Composite): You do not verbalize. While you may 
  make noises, they aren’t words. If you are mute, you 
  may not cast spells with verbal components.
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases bt 50%.
  Traits
  Type. Gain the monstrosity type.
  Appearance. A large hulking form and a terrible mix of 
  fur and feathers are the obvious sign of anyone touched 
  by owlbears.
  Favored Ability scores. Strength, Constitution.
  Weaknesses. Intelligence, Charisma.
  Bite: Your bite is a natural weapon that deals 1d6 pierc-
  ing damage. When you bite, you may make an extra 
  claw attack.
  Claws. Your claws are a natural weapon that deals 1d4 
  slashing damage and are considered a light weapon.
  Fingerless (Composite). You utilize the fingerless rules.
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage. 
  Mute (Composite). You do not verbalize. While you may 
  make noises, they aren’t words. If you are mute, you 
  may not cast spells with verbal components.
  Thought Tainted (--)
  Traits
  Type: Gain the aberration type, overriding any other 
  type.
  Appearance: Your head is unnaturally bulbous and 
  long tendrils hang from your face, twitching fitfully, 
  especially when you are excited or agitated. Your skin 
  has an unhealthy sheen, as if kept slick and moist.
  Strengths: Intelligence, Charisma.
  Weaknesses: Strength.
  Darkvision: You can see in the dark up to 60 feet.
  Delicious Brains: If you are grappling an opponent and 
  
  63
  succeed in a grapple check to maintain it, you may deal 
  1d2 intelligence damage with your invasive tendrils. 
  You gain 5 temporary hit points when you do so.
  Twisted Magic: Your spells bend and heave in unnatu-
  ral ways. You gain a +2 to caster level checks to dispel 
  magic, counter magic, or overcome spell resistance.
  Traits
  Type. Gain the aberration type, overriding any other 
  type.
  Appearance. Your head is unnaturally bulbous and 
  long tendrils hang from your face, twitching fitfully, 
  especially when you are excited or agitated. Your skin 
  has an unhealthy sheen, as if kept slick and moist.
  Favored Ability Scores. Intelligence, Charisma.
  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.
  Delicious Brains. If you successfully attack a creature 
  you have grappled, you may deal an extra 1d6 psychic 
  damage with your invasive tendrils as a bonus action. 
  You gain 5 temporary hit points when you damage a 
  creature this way.
  Twisted Magic. Your spells bend and heave in unnat-
  ural ways. You are proficient in ability checks to dispel 
  magic or counter magic.
  Firebird Blooded (phoenix)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid. Gain the aberration type if no 
  other type is specified.
  Appearance: Your form seems to shimmer with unfelt 
  heat at times. Your eyes have an intense depth to them, 
  burning with the same vibrance. 
  Strengths: Any.
  Darkvision: You can see in the dark up to 60 feet.
  Always Rising: If you are returned from the dead 
  through any means, the cost to do so is halved, as are 
  any penalties (such as negative levels) gained from 
  doing so.
  Burning Soul: You may begin burning as a standard 
  action. Your entire form becomes wreathed in flames 
  for up to a minute, leaving your equipment unharmed. 
  Anyone who ends their turn within your natural reach 
  must make a Reflex save against a DC of 10 + ½ your 
  character level + your Constitution modifier or take 
  1d6 fire damage. You can use this ability once per day 
  at 1st level and one additional time per day for every 
  five character levels you possess beyond 1st, up to four 
  times per day at 16th level. You may end a burning early 
  as a standard action.
  Fingerless (Composite): You utilize the fingerless rules.
  Traits
  Type. Gain the monstrosity type if you would otherwise 
  be humanoid. If no type is specified, you gain the aber-
  ration type.
  Appearance. Your form seems to shimmer with unfelt 
  heat at times. Your eyes have an intense depth to them, 
  burning with the same vibrance. 
  Favored Ability score. Choose one.
  Always Rising. If you are returned from the dead 
  through any means, the cost to do so is halved, as are 
  any penalties gained from doing so (such as those from 
  raise dead or resurrection).
  Burning Soul. You may begin burning as a action. Your 
  entire form becomes wreathed in flames for up to a 
  minute, leaving your equipment unharmed. You may 
  dismiss this effect as a bonus action. Anyone who ends 
  their turn within 5 feet of you must make a Dexterity 
  save against a DC of 8 + your proficiency bonus + your 
  Constitution modifier or take 1d6 fire damage. You 
  can do this once and may do so an additional time at 
  5th, 11th, and 17th level, regaining all uses on a short 
  or long rest.
  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.
  Fingerless (Composite). You utilize the fingerless rules.
  Ooze Senses (ooze)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid. Gain the aberration type if no 
  other type is specified.
  Appearance: Ooze blood is often hard to hide, as most 
  such hybrids have skin that shines in light, occasionally 
  even semi-transparent in various bold colors. Those 
  with just the senses of an ooze tend to be slightly more 
  subtle, and solid. Though flexible, they are solid.
  Strengths: Strength, Constitution.
  Weaknesses: Dexterity, Intelligence, Wisdom, 
  Charisma.
  Blindsight: You gain blindsight 20 feet. This will stack 
  with other racial sources of blindsight.
  
  64
  Fingerless (Composite): You utilize the fingerless rules. 
  Flexible Body: You gain a +2 racial bonus to Escape 
  Artist and Climb.
  Mute (Composite): You do not verbalize. While you may 
  make noises, they aren’t words. If you are mute, you 
  may not cast spells with verbal components.
  Traits
  Type. Gain the monstrosity type if you would otherwise 
  be humanoid. If no type is specified, you gain the aber-
  ration type.
  Appearance. Ooze blood is often hard to hide, as most 
  such hybrids have skin that shines in light, occasionally 
  even semi-transparent in various bold colors. Those 
  with just the senses of an ooze tend to be slightly more 
  subtle, and solid. Though flexible, they are solid.
  Favored Ability Scores. Strength, Constitution.
  Blindsight. You can perceive your surroundings within 
  20 foot without relying on sight. You do not suffer the 
  effects of being blinded within this range.
  Fingerless (Composite). You utilize the fingerless rules. 
  Flexible Body. You have advantage on Dexterity (Acro-
  batics) checks to escape from bonds, grapples or other 
  tight spaces as well as on Strength (Athletics) checks 
  to climb.
  Mute (Composite). You do not verbalize. While you may 
  make noises, they aren’t words. If you are mute, you 
  may not cast spells with verbal components.
  Ooze Bodied (ooze)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid. Gain the aberration type if no 
  other type is specified.
  Appearance: Ooze blood is often hard to hide, as most 
  such hybrids have skin that shines in light, occasionally 
  even semi-transparent in various bold colors.
  Strengths: Strength, Constitution.
  Weaknesses: Dexterity, Intelligence, Wisdom, 
  Charisma.
  Slow Speed: All movement rates you have are reduced 
  by 10 feet, to a minimum of 20 feet.
  Fingerless (Composite): You utilize the fingerless rules. 
  Mute (Composite): You do not verbalize. While you may 
  make noises, they aren’t words. If you are mute, you 
  may not cast spells with verbal components.
  Uncertain Anatomy: You have fortification, giving 
  you a 50% chance to ignore incoming critical hits or 
  sneak attacks.
  Traits
  Type. Gain the monstrosity type if you would otherwise 
  be humanoid. If no type is specified, you gain the aber-
  ration type.
  Appearance. Ooze blood is often hard to hide, as most 
  such hybrids have skin that shines in light, occasionally 
  even semi-transparent in various bold colors.
  Favored Ability Scores. Strength, Constitution.
  Speed: All movement rates you have are reduced by 5 
  feet, to a minimum of 25 feet.
  Fingerless (Composite). You utilize the fingerless rules. 
  Mute (Composite). You do not verbalize. While you may 
  make noises, they aren’t words. If you are mute, you 
  may not cast spells with verbal components.
  Uncertain Anatomy. When you are hit with a weapon 
  attack, you may take a reaction to gain resistance to 
  bludgeoning, piercing, or slashing damage as well as 
  treat a critical hit as a normal hit instead.
  Petrified (gargoyle)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid.
  Appearance: Your features are craggy and composed of 
  jutting stone, any soft curves lost to the encroachment 
  of dull grey granite.
  Strengths: Strength. You may increase strength by 4. 
  If you do so, your Intelligence, Wisdom, and Charisma 
  decrease by 2 and you cannot select other strengths or 
  weaknesses.
  Weaknesses: Intelligence, Wisdom, Charisma.
  Stone Skin: You gain a +1 natural armor bonus. This 
  increases by an additional +1 every four character levels 
  to a maximum of +5 at 16th level.
  Winged: You have wings that allow you to glide, falling 5 
  feet for every 10 feet you move laterally. You may make 
  a DC 10 Fly check to avoid taking falling damage. 
  Winged, Improved (Winged Composite): You gain a 
  fly speed of 30 feet with poor maneuverability.
  Traits
  Type. Gain the monstrosity type if you would otherwise 
  by humanoid.
  Appearance. Your features are craggy and composed of 
  jutting stone, any soft curves lost to the encroachment 
  of dull grey granite.
  Favored Ability Scores. Strength.
  
  65
  Stone Skin. You gain a +1 bonus to AC.
  Winged. You have wings that allow you to fall at a very 
  slow and safe pace. You can make a DC 15 Strength 
  (Athletics) check to fall safely from any height without 
  taking falling damage, as if using feather fall. When fall-
  ing safely, you may make an additional DC 15 Strength 
  (Athletics) check to glide, moving 5 feet laterally for 
  every 10 feet you fall.
  Winged, Improved (Winged Composite): You have 
  stoney wings, and your base flying speed is 30 feet. 
  You cannot fly if you are wearing armor you are not 
  proficient in, armor not tailored to accommodate your 
  wings, or a backpack not specially tailored to your 
  wings. While flying, you have disadvantage on Strength 
  checks to interact with objects that are on the ground. 
  You fall to the ground at the end of your turn unless you 
  move at least half your flying speed during your turn.
  Stone Guardian (gargoyle)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid.
  Appearance: Your features are craggy and composed of 
  jutting stone, any soft curves lost to the encroachment 
  of dull grey granite. When you are enraged, your eyes 
  seem to glow red.
  Strengths: Strength. You may increase strength by 4. 
  If you do so, your Intelligence, Wisdom, and Charisma 
  decrease by 2 and you cannot select other strengths or 
  weaknesses.
  Weaknesses: Intelligence, Wisdom, Charisma.
  Darkvision: You can see in the dark up to 60 feet.
  Quiet Watcher: You gain a +2 racial bonus to Stealth.
  Winged: You have wings that allow you to glide, falling 5 
  feet for every 10 feet you move laterally. You may make 
  a DC 10 Fly check to avoid taking falling damage.
  Traits
  Type. Gain the monstrosity type if you would otherwise 
  be humanoid.
  Appearance. Your features are craggy and composed of 
  jutting stone, any soft curves lost to the encroachment 
  of dull grey granite. When you are enraged, your eyes 
  seem to glow red.
  Favored Ability Scores. Strength.
  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.
  Quiet Watcher. You gain advantage on Dexterity 
  (Stealth) checks to remain motionless or to blend in 
  with statuary or in a stony environment and do not 
  require cover to hide in such places.
  Winged. You have wings that allow you to fall at a very 
  slow and safe pace. You can make a DC 15 Strength 
  (Athletics) check to fall safely from any height without 
  taking falling damage, as if using feather fall. When fall-
  ing safely, you may make an additional DC 15 Strength 
  (Athletics) check to glide, moving 5 feet laterally for 
  every 10 feet you fall.
  Spider Blooded (giant spider)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid.
  Appearance: Your teeth are pointed fangs, suitable for 
  delivering venom.
  Strengths: Dexterity, Constitution.
  Weaknesses: Intelligence, Charisma.
  Bite: You have a primary natural bite attack that deals 
  1d6 points of bludgeoning, slashing, and piercing 
  damage (1d4 if you are Small). Those bitten are affected 
  by your poison.
  Poison (Ex): Bite—injury; save Fort DC 10 + ½ your 
  character level + your Constitution modifier; frequency 
  1/round for 4 rounds; effect 1d2 Strength damage; cure 
  1 save. At 5th level, your poison becomes more fierce 
  and you can choose to have it deal 1d4 Strength or 1d2 
  Constitution damage instead. This choice is permanent.
  Fingerless (Composite): You utilize the fingerless rules. 
  Mute (Composite): You do not verbalize. While you may 
  make noises, they aren’t words. If you are mute, you 
  may not cast spells with verbal components.
  Web: You may make a ranged touch attack against a 
  creature up to one size larger than you. On a hit, the 
  target is entangled. The creature can break free by 
  making a combat maneuver check or Escape Artist 
  check as a standard action against a DC of 10 + ½ your 
  character level + your Constitution modifier.
  Traits
  Type. Gain the monstrosity type if you would otherwise 
  be humanoid.
  Appearance. Your teeth are pointed fangs, suitable for 
  delivering venoms.
  Favored Ability Scores. Dexterity, Constitution.
  Bite. You have a natural bite weapon that deals 1d6 pierc-
  ing damage. Those bitten are affected by your poison 
  
  66
  and must succeed a Constitution saving throw against 
  a DC of 8 + your proficiency bonus + your Constitution 
  modifier or take an additional 1d6 poison damage. At 
  11th level, they are also poisoned until the end of their 
  next turn on a failed save. 
  Fingerless (Composite). You utilize the fingerless rules. 
  Mute (Composite). You do not verbalize. While you may 
  make noises, they aren’t words. If you are mute, you 
  may not cast spells with verbal components.
  Web. You may make a ranged weapon attack against 
  a creature up to one size larger than you. On a hit, 
  the target is restrained by webbing. As an action, the 
  restrained target can make a Strength check against 
  a DC of 8 + your proficiency bonus + your Constitu-
  tion modifier, bursting the webbing on a success. The 
  webbing can also be attacked and destroyed (AC 10; hp 
  5; vulnerability to fire damage; immunity to bludgeon-
  ing, poison, and psychic damage).
  Spider Bodied (giant spider)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid.
  Appearance: If you are bipedal, you have the lower 
  form of a spider-like being. Otherwise you likely feature 
  more legs than is typical of your other physical line.
  Strengths: Dexterity, Constitution.
  Weaknesses: Intelligence, Charisma.
  Fingerless (Composite): You utilize the fingerless rules. 
  Many Legged: You have eight legs and receive a +12 
  bonus to your CMD against trip attacks and your carry-
  ing capacity increases by 50%.
  Mute (Composite): You do not verbalize. While you may 
  make noises, they aren’t words. If you are mute, you 
  may not cast spells with verbal components.
  Wall Climber: You have a climb speed of 30 feet.
  Traits
  Type. Gain the monstrosity type if you would otherwise 
  be humanoid.
  Appearance. If you are bipedal, you have the lower 
  form of a spider-like being. Otherwise you likely feature 
  more legs than is typical of your other physical line.
  Strengths. Dexterity, Constitution.
  Fingerless (Composite). You utilize the fingerless rules. 
  Many Legged. You have eight legs and can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage.
  Mute (Composite). You do not verbalize. While you may 
  make noises, they aren’t words. If you are mute, you 
  may not cast spells with verbal components.
  Wall Climber. You have a climb speed equal to your 
  natural land speed and have advantage on all Strength 
  (Athletics) checks related to climbing.
  Wild Blooded (dryad)
  Traits
  Type: Gain the fey type.
  Appearance: Your skin has a subtle wood grain that 
  becomes more obvious as you gain in power. Flowers 
  and plants seem to sprout from your hair over time. 
  Those of your ilk tend to be quite comely.
  Strengths: Dexterity, Wisdom, Charisma.
  Weaknesses: Strength.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Plant Kin: You can speak to plants at all times as if 
  under the effects of the speak with plants spell.
  Wild Empathy: This functions as the druid ability of the 
  same name, using your character level instead of your 
  druid level. If you are a single classed druid, you gain a 
  +2 bonus to wild empathy rolls.
  Traits
  Type. Gain the fey type.
  Appearance. Your skin has a subtle wood grain that 
  becomes more obvious as you gain in power. Flowers 
  and plants seem to sprout from your hair over time. 
  Those of your ilk tend to be quite comely.
  Strengths. Dexterity, Wisdom, Charisma.
  Plant Powers. You know the druidcraft and shillelagh 
  cantrips. Charisma is your spellcasting ability for these 
  spells.
  Speak with Beasts and Plants. You can communicate 
  with beasts and plants as if you shared a language.
  Tree Blooded (dryad)
  Traits
  Type: Gain the fey type.
  Appearance: Your skin has a subtle wood grain that 
  becomes more obvious as you gain in power. Flowers 
  and plants seem to sprout from your hair over time. 
  
  67
  Those of your ilk tend to be quite comely.
  Strengths: Dexterity, Wisdom, Charisma.
  Weaknesses: Strength.
  Low-Light Vision: You can see twice as far as humans 
  in conditions of dim light.
  Plant Magic: When casting spells that specifically affect 
  or operate through plants, such as entangle or tree 
  stride, your caster level is increased by 1.
  Wood Skin: You gain DR 1/Cold Iron. This increases by 
  1 every 5 levels to a maximum of 5 at 20th level.
  Traits
  Type. Gain the fey type.
  Appearance. Your skin has a subtle wood grain that 
  becomes more obvious as you gain in power. Flowers 
  and plants seem to sprout from your hair over time. 
  Those of your ilk tend to be quite comely.
  Favored Ability Scores. Dexterity, Wisdom, Charisma.
  Plant Magic. Starting at 5th level, you can cast barkskin 
  without concentration or material components. You 
  must target yourself with this spell. Charisma is your 
  spellcasting ability for this spell. You can do so once and 
  regain the use of this ability after finishing a long rest.
  Tree stride. Once on your turn, you can use 10 feet of 
  your movement to step magically into one living tree 
  within your reach and emerge from a second living 
  tree within 60 feet of the first tree, appearing in an 
  unoccupied space within 5 feet of the second tree. Both 
  trees must be Large or bigger. You regain the use of this 
  ability when you finish a long rest. At 5th level, you may 
  instead use this again after finishing a short rest.
  Troll Blooded (troll)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid. Gain the giant type if no other 
  type is specified.
  Appearance: Green skin prone to maladies covers you 
  in a sickly hide, to say nothing of your deep black pits 
  for eyes.
  Strengths: Strength, Constitution.
  Weaknesses: Intelligence, Wisdom, Charisma. If you 
  take this quality, you must select one additional weak-
  ness.
  Large: Your size increases by one category, to a maxi-
  mum of Large. If you are a quadruped, you do not gain 
  reach from this.
  Darkvision: You can see in the dark up to 60 feet.
  Bite: You have a primary natural bite attack that deals 
  1d8 points of bludgeoning, slashing, and piercing 
  damage (1d6 if you are Medium).
  Traits
  Type. Gain the monstrosity type if you would otherwise 
  be humanoid. If no type is specified, you gain the giant 
  type.
  Appearance. Green skin prone to maladies covers you 
  in a sickly hide, to say nothing of your deep black pits 
  for eyes
  Favored Ability Scores. Strength, Constitution.
  Size. Your size increases by one category, to a maximum 
  of Large.
  Bite. You gain a natural bite weapon that deals 1d8 pierc-
  ing damage.
  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.
  Troll Bodied (troll)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid. Gain the giant type if no other 
  type is specified.
  Appearance: Thick menacing arms end in razor sharp 
  claws. Your hair is often a tangled mess unless constant 
  
  68
  effort is put into combatting it.
  Strengths: Strength, Constitution.
  Weaknesses: Intelligence, Wisdom, Charisma.
  Claws: You have two primary natural claw attacks that 
  deal 1d4 points of bludgeoning and slashing damage 
  (1d3 if you are Small or 1d6 if you are Large).
  Fast Healing: You regain 1 hit point per round, provided 
  you have not suffered fire or acid damage since your 
  last turn and are not suffering from starvation of suffo-
  cation.
  Traits
  Type. Gain the monstrosity type if you would otherwise 
  be humanoid. If no type is specified, you gain the giant 
  type.
  Appearance. Thick menacing arms end in razor sharp 
  claws. Your hair is often a tangled mess unless constant 
  effort is put into combatting it.
  Favored Ability Scores. Strength, Constitution.
  Claws. You gain a natural claw weapon that deals 1d4 
  slashing damage and counts as a light weapon.
  Regeneration. You regain 1 hit point at the start of 
  your turn. If the you take acid or fire damage, this trait 
  doesn’t function at the start of the your next turn.
  Wolf Bodied (worg)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid. Gain the aberration type if no 
  other type is specified.
  Appearance: Those with warg blood tend to bear 
  wolven mouths, jutting from their face with deadly 
  teeth. They have a propensity to sniff the air constantly.
  Strengths: Strength, Dexterity, Wisdom.
  Weaknesses: Intelligence.
  Scent: You gain the scent ability.
  Bite: You have a primary natural bite attack that deals 
  1d6 points of bludgeoning, slashing, and piercing 
  damage (1d4 if you are Small).
  Fingerless (Composite): You utilize the fingerless rules.
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%.
  Traits
  Type. Gain the monstrosity type if you would otherwise 
  be humanoid. If no type is specified, you gain the aber-
  ration type.
  Appearance. Those with warg blood tend to bear 
  wolven mouths, jutting from their face with deadly 
  teeth. They have a propensity to sniff the air constantly.
  Favored Ability Score. Strength, Dexterity, Wisdom.
  Bite. You gain a natural bite weapon that deals 1d6 Pierc-
  ing damage.
  Fingerless (Composite). You utilize the fingerless rules.
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage.
  Keen Smell. You have advantage on Wisdom (Percep-
  tion) checks that rely on smell.
  Worg Blooded (worg)
  Traits
  Type: Gain the monstrous humanoid type if you would 
  otherwise be humanoid. Gain the aberration type if no 
  other type is specified.
  
  69
  Appearance: Those with warg blood tend to bear 
  wolven mouths, jutting from their face with deadly 
  teeth. Canine ears are also common, twitching at the 
  slightest sound.
  Strengths: Strength, Dexterity, Wisdom.
  Weaknesses: Intelligence.
  Darkvision: You can see in the dark up to 60 feet.
  Fingerless (Composite): You utilize the fingerless rules. 
  Quadruped (Fingerless Dependent or Composite): Due 
  to being four-legged, you receive a +4 bonus to your 
  CMD against trip attacks and your carrying capacity 
  increases by 50%.
  Warg Instincts: You gain a +2 racial bonus to Percep-
  tion, Stealth, and Survival.
  Traits
  Type. Gain the monstrosity type if you would otherwise 
  be humanoid. If no type is specified, you gain the aber-
  ration type.
  Appearance. Those with warg blood tend to bear 
  wolven mouths, jutting from their face with deadly 
  teeth. Canine ears are also common, twitching at the 
  slightest sound.
  Favored Ability Score. Strength, Dexterity, Wisdom.
  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.
  Fingerless (Composite). You utilize the fingerless rules.
  Four-Legged (Fingerless Dependent or Composite). 
  Being a four-legged creature, you can bear greater 
  weights than a human of the same Strength without 
  being encumbered (increasing your carrying capacity 
  by 50%). Any roll to avoid becoming prone is made 
  with advantage.
  Keen Hearing: You have advantage on Wisdom 
  (Perception) checks that rely on hearing.
  Upbringing Qualities
  Basic Race Upbringings
  Raised by Dwarves (dwarf)
  Traits
  Weaknesses: Charisma.
  Defensive Training: You gain a +4 dodge bonus to AC 
  against monsters of the giant subtype.
  Greed: You gain a +2 racial bonus on Appraise checks 
  made to determine the price of non-magical goods that 
  contain precious metals or gemstones.
  Hatred: You gain a +1 racial bonus on attack rolls 
  against humanoid creatures of the orc and goblinoid 
  subtypes because of your special training against these 
  hated foes.
  Stonecunning: You gain a +2 bonus on Perception 
  checks to notice unusual stonework, such as traps and 
  hidden doors located in stone walls or floors. They 
  receive a check to notice such features whenever they 
  pass within 10 feet of you, whether or not they are 
  actively looking.
  Weapon Familiarity: You are proficient with battle-
  axes, heavy picks, and warhammers, and treat any 
  weapon with the word “dwarven” in its name as a 
  martial weapon.
  Languages: You begin play speaking Common and 
  Dwarven. If you have a high Intelligence score, you 
  can choose from the following: Giant, Gnome, Goblin, 
  Orc, Terran, and Undercommon.
  Traits
  Dwarven Combat Training. You have proficiency with 
  the battleaxe, handaxe, light hammer, and warhammer.
  Tool Proficiency. You gain proficiency with the arti-
  san’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.
  Raised by Elves (elf)
  Traits
  Weaknesses: Constitution.
  Keen Senses: You receive a +2 racial bonus on Percep-
  tion checks.
  Weapon Familiarity: You are proficient with longbows 
  (including composite longbows), longswords, rapiers, 
  and shortbows (including composite shortbows), and 
  treat any weapon with the word “elven” in its name as 
  a martial weapon.
  Languages: You begin play speaking Common and 
  Elven. If you have a high Intelligence score, you can 
  choose from the following: Celestial, Draconic, Gnoll, 
  Gnome, Goblin, Orc, and Sylvan.
  
  70
  Traits
  Elf Weapon Training. You have proficiency with the 
  longsword, shortsword, shortbow, and longbow.
  Extra Language. You can speak, read, and write one 
  extra language of your choice.
  Languages. You can speak, read, and write Common 
  and Elvish.
  Raised by Gnomes (gnome)
  Traits
  Defensive Training: You gain a +4 dodge bonus to AC 
  against monsters of the giant subtype.
  Hatred: You receive a +1 bonus on attack rolls against 
  humanoid creatures of the reptilian and goblinoid 
  subtypes because of your special training against these 
  hated foes.
  Obsessive: You receive a +2 racial bonus on a Craft or 
  Profession skill of your choice.
  Weapon Familiarity: You treat any weapon with the 
  word “gnome” in its name as a martial weapon.
  Languages: You begin play speaking Common, Gnome, 
  and Sylvan. If you have a high Intelligence score, you 
  can choose from the following: Draconic, Dwarven, 
  Elven, Giant, Goblin, and Orc.
  Traits
  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 camp-
  fire. 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.
  Languages. You can speak, read, and write Common 
  and Gnomish.
  Raised by Halflings (halfling)
  Traits
  Fearless: You receive a +2 racial bonus on all saving 
  throws against fear. This bonus stacks with the bonus 
  granted by halfling luck.
  Keen Senses: You receive a +2 racial bonus on Percep-
  tion checks.
  Weapon Familiarity: You are proficient with slings 
  and treat any weapon with the word “halfling” in its 
  name as a martial weapon.
  Languages: You begin play speaking Common and 
  Halfling. If you have a high Intelligence score, you can 
  choose from the following: Dwarven, Elven, Gnome, 
  and Goblin.
  Traits
  Brave. You have advantage on saving throws against 
  being frightened.
  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.
  Languages. You can speak, read, and write Common 
  and Halfling.
  Arena Bloodied (--)
  Traits
  Practiced Weapon: The fans love a gladiator that has a 
  signature weapon, whatever that weapon might be. You 
  receive exotic weapon proficiency or weapon focus with 
  the weapon of your choice as a bonus feat at 1st level.
  Put on a Show: You spent no few years earning your 
  living in a fighting pit, arena, or similar structure. 
  You’ve learned how to make a show of most anything. 
  You can spend a standard action attempting to move a 
  crowd during performance combat.
  Languages: You begin play speaking Common. If you 
  have a high Intelligence score, you can choose any 
  languages you want (except secret languages, such as 
  
  71
  Druidic).
  Traits
  Practiced Warrior: The fans love a gladiator that has 
  a signature weapon and iconic gear, whatever that 
  might be. You begin play proficient with your choice of 
  weapon and light armor.
  Put on a Show: You spent no few years earning your 
  living in a fighting pit, arena, or similar structure. 
  You’ve learned how to make a show of most anything. 
  You are proficient in the Perform skill 
  Languages: You can speak, read, and write Common.
  Circus Raised (--)
  Traits
  Strengths: Charisma.
  Believe the Lie: As a standard action, you may make a 
  Bluff check as if attempting a feint against every viable 
  target that can see and hear you. On a success, the DC 
  for them to disbelieve a target illusion within 30 feet of 
  you is increased by 4. This extra DC is lost if the target 
  is informed it is an illusion. This is a mind-affecting 
  language-dependant ability.
  Expressive: You gain a +2 racial bonus to Acrobatics, 
  Bluff, or a Perform skill, and that skill becomes a class 
  skill for you.
  Misdirection: Almost all walks of the circus life requires 
  knowing how to direct people’s attention. You gain a 
  +2 racial bonus to Sleight of Hand and it becomes a 
  class skill for you.
  Languages: You begin play speaking one language of 
  your race and Common. You may select a regional 
  language belonging to the region of your youth. If you 
  have a high Intelligence score, you can choose from the 
  following: Common, Elven, Dwarven, Gnome, Halfling, 
  and Orc.
  Traits
  Favored Ability Score. Charisma.
  Believe the Lie. As an action, you may make a Charisma 
  (Deception) check against the passive Wisdom (Insight) 
  of all creatures who can see, hear, and understand you 
  within 30 feet. Any creature you succeed against has 
  disadvantage on all saving throws and ability checks 
  to determine if something is an illusion until they are 
  informed of the existence of that illusion.
  Born Showman. You are proficient in one of the 
  following skills: Acrobatics, Deception, Performance, 
  or Sleight of Hand.
  Languages: You can speak, read, and write one language 
  of your race and Common. You may select a regional 
  language belonging to the region of your youth.
  Country Raised (--)
  Traits
  Strengths: Constitution.
  Country Twang: When speaking to other rural resi-
  dents, you gain a +2 racial bonus to Diplomacy and 
  Sense Motive. This becomes a penalty when dealing 
  with urban people.
  Tough: You receive Endurance as a bonus feat at 1st 
  level. If you already have Endurance from another qual-
  ity, you gain the Toughness feat instead.
  Languages: You begin play speaking only the language 
  of your race, or Common if your race has no language. 
  You may select a regional language belonging to the 
  region of your youth. If you have a high Intelligence 
  score, you can choose from the following: Common, 
  Elven, Dwarven, Gnome, Halfling, and Orc.
  Traits
  Favored Ability Scores. Constitution.
  Hardy Stock. You gain 1 additional hit point per level.
  Languages. You can speak, read, and write Common 
  and a regional language belonging to the region of your 
  youth.
  Orphan Raised (--)
  Traits
  Favored Weapon: You have learned to defend yourself 
  as best you can. Pick any one weapon and gain profi-
  ciency with it. If the weapon costs 150 gp or less, you 
  begin play with one at no cost. For the cost of 50 gp of 
  your starting funds, it can be masterwork quality.
  Isolated: Your parental figure was constantly changing 
  and you never learned to form proper bonds. You’ve 
  learned to make things work on your own. Morale 
  bonuses are halved, but you may roll twice and take 
  the better result on any saving throw against fear or 
  emotion effects.
  Languages: You begin play speaking one language of 
  your race, or Common if your race has no language. You 
  may select a regional language belonging to the region 
  of your youth. If you have a high Intelligence score, 
  you can choose from the following: Common, Elven, 
  Dwarven, Gnome, Halfling, and Orc.
  
  72
  Traits 
  Favored Weapon. You have learned to defend yourself 
  as best you can. Pick any one weapon and gain profi-
  ciency with it. 
  Isolated. Your parental figure was constantly changing 
  and you never learned to form proper bonds. You’ve 
  learned to make things work on your own. You can gain 
  advantage once on on any saving throw against being 
  frightened or that would manipulate your emotions 
  directly, and may do so again after finishing a short rest.
  Languages: You can speak, read, and write Common 
  and a regional language belonging to the region of your 
  youth.
  Slave (--)
  Traits
  Weaknesses: Any.
  Know Your Place: You gain a +2 bonus to Knowledge 
  (nobility) and it becomes a class skill for you, though 
  you may be shy about sharing the knowledge you have.
  Preferably not Seen or Heard: Going about your 
  constant chores quickly, efficiently, and quietly were 
  the keys to happiness for you. You gain a +2 bonus 
  to saving throws that would result in you becoming 
  fatigued or exhausted and Stealth becomes a class skill 
  for you.
  Languages: You begin play speaking the language of 
  your owner. If you have a high Intelligence score, you 
  can choose from the following: Common, Elven, Dwar-
  ven, Gnome, Halfling, and Orc.
  Traits
  Know Your Place. You are proficient on any Intelli-
  gence check related to nobility or other upper classes 
  you may have reasonably witnessed, though you may 
  be shy about sharing the knowledge you have.
  Preferably not Seen or Heard. Going about your 
  constant chores quickly, efficiently, and quietly were 
  the keys to happiness for you. You ignore the penalties 
  due to your exhaustion if it is only level 1.
  Languages: You can speak the language of your owner 
  and Common, but cannot read or write. You can become 
  literate the same way as learning a new language.
  Street Rat (--)
  Traits
  Weaknesses: Any.
  Ignoble Beginning: You learned to live without much, 
  by hook or by crook. In a city, you can always find some-
  place to sleep where you won’t be immediately found 
  by guards or irritate local gangs by making a Knowl-
  edge (local) check with a DC equal to 15 + twice the 
  size category of the settlement above small city. This 
  DC is reduced by 10 for the city you grew up in. Success 
  gets you minimal shelter and enough food and water to 
  sustain yourself for a day. For every 5 you exceed the 
  roll, you can take care of two additional people.
  Street Smarts: You receive a +2 racial bonus to Percep-
  tion, Bluff, and Knowledge (local).
  Languages: You begin play speaking Common. If you 
  have a high Intelligence score, you can choose from the 
  following: Celestial, Draconic, Elven, Gnoll, Gnome, 
  Goblin, Orc, and Sylvan.
  Traits
  Ignoble Beginning. You learned to live without much, 
  by hook or by crook. In a city, you can always find some-
  place to sleep where you won’t be immediately found 
  by guards or irritate local gangs.
  Street Smarts. You become proficient in Perception 
  or Bluff.
  Languages. You can speak, read, and write Common.
  Adaptable Upbringing (half-elf)
  Traits
  Strengths: You may choose to increase any one ability  
  by 2 instead of taking two strengths and one weakness.
  Adaptability: You receive Skill Focus as a bonus feat 
  at 1st level.
  
  73
  Multitalented: You choose two favored classes at first 
  level and gain +1 hit point or +1 skill point whenever 
  you take a level in either one of those classes.
  Languages: You begin play speaking Common and 
  Elven. If you have a high Intelligence score, you 
  can choose any languages you want (except secret 
  languages, such as Druidic).
  Traits
  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.
  Raised by Orcs (orc or half-orc, 
  chosen at first level)
  Traits
  Intimidating: You receive a +2 racial bonus on Intim-
  idate checks due to your fearsome nature.
  Weapon Familiarity: You are always proficient with 
  greataxes and falchions, and treat any weapon with the 
  word “orc” in its name as a martial weapon.
  Languages: You begin play speaking Common and Orc. 
  If you have a high Intelligence score, you can choose 
  from the following: Dwarven, Giant, Gnoll, Goblin, and 
  Undercommon.
  Traits
  Menacing. You gain proficiency in the Intimidation 
  skill. 
  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.Everglow Race Upbringings
  Raised by Fey (--)
  Traits
  Practiced Magic: When using any racial spell-like abil-
  ity, increase your caster level by 1. If any racial spell-like 
  ability has a limited daily number of uses, gain one 
  more daily use at 10th level.
  Languages: You begin play speaking Common and 
  Sylvan. If you have a high Intelligence score, you 
  can choose any languages you want (except secret 
  languages, such as Druidic).
  Traits
  Practiced Magic. You may cast a spell gained from 
  a racial feature at one level higher. You can gain this 
  bonus once, and regain use of this ability after a long 
  rest.
  Languages. You can speak, read, and write Common 
  and Sylvan.
  Raised by Goats (cloven)
  Traits
  Cloven Watchfulness: You gain a +2 racial bonus on 
  Appraise checks and a +2 racial bonus to Perception 
  checks to find hidden objects (including traps and 
  secret doors), determine whether food is spoiled, or 
  identify a potion by taste.
  Mountain Footed: You are immune to altitude sickness 
  and keep your Dexterity bonus to armor class while 
  making Climb or Acrobatics checks to cross narrow or 
  slippery surfaces.
  Languages: You begin play speaking Common. If you 
  have a high Intelligence score, you can choose from the 
  following: Elven, Gnome, Sylvan, and Terran.
  Traits 
  Cloven Watchfulness. You are considered proficient 
  when you make ability checks to find hidden objects, 
  secret doors, to discern the inherent value of an object, 
  or to discern whether food is spoiled or poisoned by 
  taste.
  Mountain Footed. You are immune to altitude sick-
  ness, and can ignore difficult terrain when it is a rocky 
  or uneven surface.
  Languages. You can speak, read, and write Common. 
  You can also choose one language from the following 
  list: Sylvan, Elvish, Primordial, or Gnomish.
  Raised by Ruminants (ruminant)
  Traits
  Dash to Safety: When you withdraw, the first ten feet 
  instead of the first five are safe from attacks of oppor-
  tunity.
  Mechanically Adept: Assembling and tinkering with 
  complex devices fills you with a sort of joy. You gain 
  a +2 racial bonus to Disable Device and Knowledge 
  (engineering) checks.
  
  74
  Languages: You begin play speaking Common and 
  Ruminant. If you have a high Intelligence score, you 
  can choose from the following: Auran, Celestial, Dwar-
  ven, Elven, Terran, and any human regional tongue.
  Traits
  Dash to Safety. When you take a disengage action, 
  increase your movement by 10 feet.
  Mechanically Adept. Assembling and tinkering with 
  complex devices fills you with a primal sort of joy. You 
  may add your proficiency bonus to use thieves tools 
  and ability checks involving engineering knowledge.
  Languages. You can speak, read, and write Common 
  and Ruminant. You can also choose one language from 
  the following list: Aquan, Celestial, Dwarvish, Elvish, 
  Terran, or any human regional tongue.
  Featured Race  
  Upbringings
  Divinely Raised (aasimar)
  Traits
  Skilled: You have a +2 racial bonus on Diplomacy and 
  Perception checks.
  Languages: You begin play speaking Common and 
  Celestial. If you have a high intelligence score, you can 
  choose from the following: Draconic, Dwarven, Elven, 
  Gnome, Halfling, and Sylvan.
  Aasimar Heritage: You may take alternate heri-
  tages, changing matching traits to match your altered 
  heritage, namely your skills. Your choice of heritage 
  remains true for all qualities affected by it.
  Drow Raised (drow)
  Traits
  Keen Senses: You gain a +2 racial bonus on Perception 
  checks.
  Poison Use: You are skilled in the use of poisons and 
  never risk accidentally poisoning yourself.
  Weapon Familiarity: You are proficient with the hand 
  crossbow, rapier, and shortsword.
  Languages: You begin play speaking Elven and Under-
  common. If you have a high intelligence score, you 
  can choose from the following: Abyssal, Aklo, Aquan, 
  Common, Draconic, Drow Sign Language, Gnome, or 
  Goblin.
  Traits
  Drow Weapon Training. You have proficiency with 
  rapiers, shortswords, and hand crossbows.
  Languages. You can speak, read, and write Common, 
  Elvish, and Undercommon.
  Shadow Raised (fetchling)
  Traits
  Skilled: You have a +2 racial bonus on Knowledge 
  (planes) and Stealth checks.
  Languages: You begin play speaking Common. If you 
  have a high intelligence score, you can choose from 
  the following: Aklo, Aquan, Auran, Draconic, D’ziriak 
  (understanding only, cannot speak), Ignan, Terran, and 
  any regional human tongue.
  Goblin Raised (goblin)
  Traits
  Skilled: You gain a +4 racial bonus on Ride and Stealth 
  checks.
  
  75
  Languages: You begin play speaking Goblin. If you 
  have a high intelligence score, you can choose from 
  the following: Common, Draconic, Dwarven, Gnoll, 
  Gnome, Halfling, and Orc.
  Traits
  Ambush Savvy. You are proficient in Stealth.
  Languages. You can speak, read, and write Common 
  and Goblin.
  Dungeon Raised (kobold)
  Traits
  Crafty: You gain a +2 racial bonus on Craft (traps), 
  Perception, and Profession (miner) checks. Craft 
  (traps) and Stealth are always class skills for you.
  Trap Savvy: You have grown used to spotting and avoid-
  ing traps that may litter your home. You gain a +2 racial 
  bonus to Perception when searching for traps and auto-
  matically receive a Perception roll when within 5 feet of 
  a trap. This distance stacks with similar abilities.
  Languages: You begin play speaking Draconic. If you 
  have a high Intelligence score, you can choose from the 
  following: Common, Dwarven, Gnome, and Under-
  common.
  Traits
  Crafty. You have proficiency with artisan’s tools (tinker’s 
  tools) and double your proficiency bonus when using 
  those tools to create traps.
  Trap Savvy. You have grown used to spotting and 
  avoiding traps that may litter your home. You gain a 
  +5 bonus to your passive Perception for the purpose 
  of detecting traps.
  Languages. You can speak, read, and write Common 
  and Draconic.
  Planar Raised (planetouched)
  Traits
  Child of the Planes. Whenever you make an Intelli-
  gence (Arcana) check related to the planes, you are 
  considered proficient in the Arcana skill. In addition 
  you add double your proficiency bonus to the check, 
  instead of your normal proficiency bonus, if dealing 
  with the plane you were raised in.
  Planar adaptation. You are proficient in one skill 
  thematically tied to the plane you were raised in.
  Languages. You can speak, read, and write Common as 
  well as the language tied to the plane you were raised in, 
  typically a dialect of Primordial, Fiendish, or Celestial.
  Rodent Raised (ratfolk)
  Traits
  Swarming: You are used to living and fighting commu-
  nally, and are adept at swarming foes for your own gain 
  and your foes’ detriment. Assuming all allies with this 
  racial trait are small sized or smaller, up to two of you 
  can share the same square at the same time. If two of 
  you with this racial trait in the same square attack the 
  same foe, you are considered to be flanking that foe as 
  if you and your ally were in two opposite squares.
  Tinker: You gain a +2 racial bonus on Craft (alchemy), 
  Perception, and Use Magic Device checks.
  Languages: You begin play speaking Common. If you 
  have a high Intelligence score, you can choose from the 
  following: Aklo, Draconic, Dwarven, Gnoll, Gnome, 
  Goblin, Halfling, Orc, and Undercommon.
  Traits
  Pack Tactics. You have advantage on an attack roll 
  against a creature if at least one of your allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Tinker. Choose either tinker’s tools or alchemist’s 
  supplies. You are proficient with the chosen tool.
  Languages. You can speak, read, and write Common.
  Raven Raised (tengu)
  Traits
  Sneaky: You gain a +2 racial bonus on Perception and 
  Stealth checks.
  Swordtrained: You were trained from birth in sword-
  play, and as a result are automatically proficient with 
  swordlike weapons (including bastard swords, daggers, 
  elven curve blades, falchions, greatswords, kukris, 
  longswords, punching daggers, rapiers, scimitars, 
  shortswords, and two-bladed swords).
  Languages: You begin play speaking Common and 
  Tengu. If you have a high Intelligence score, you 
  can choose any languages you want (except secret 
  languages, such as Druidic).
  Traits
  Swordtrained. You were trained from birth 
  in swordplay, and as a result are automatically 
  proficient with swordlike weapons (including 
  
  76
  daggers, greatswords, longswords, rapiers, and 
  shortswords).
  Languages. You can speak, read, and write 
  Common and Tengu.
  Unusual Upbringings
  Dragonborn (--)
  Traits
  Ancient Treasure: Your parent taught you how to tell 
  junk from true treasures. You gain a +2 racial bonus to 
  Appraise checks and Appraise is a class skill for you.
  Dragon Born: You were not literally born of a dragon, 
  perhaps, but you were privileged in being raised by 
  them. While some things may startle you, you quickly 
  adjust, as you had to around your parent. Whenever 
  you are subjected to a fear-based effect, you become 
  immune to further uses of that ability for an hour.
  Horde: You were given the smallest token of affection to 
  start what will hopefully become much more. Increase 
  your starting gold by 200.
  Languages: You begin play speaking Common and 
  Draconic. If you have a high Intelligence score, you 
  can choose from the following: Celestial, Gnoll, Gnome, 
  Goblin, Orc, Sylvan and any regional dialect.
  Traits
  Ancient Treasure. Your parent taught you how to tell 
  junk from true treasures. You are proficient in any 
  Intelligence check to determine the value of an object.
  Dragon Born. You were not literally born of a dragon, 
  perhaps, but you were privileged in being raised by 
  them. While some things may startle you, you quickly 
  adjust, as you had to around your parent. Whenever 
  you are frightened by an ability, you become immune 
  to further uses of that ability for an hour.
  Languages. You can speak, read, and write Common 
  and Draconic.
  Prophesied Birth (--)
  Traits
  Favored by Destiny: Having your fate pre-ordained 
  may be bad for self-direction, but at least you know 
  what you must do. Any time you are suffering from 
  paralysis or confusion, you may take a full-round action 
  to make a Will save against the DC of the original effect 
  (or 10 + the CR of the source if no DC is given) to end 
  the condition.
  The One: The ancient texts, spirits, or some rambling 
  person was quite insistent; you are The One. You were 
  raised towards whatever goal this is (discuss this with 
  your GM) and stand ready to meet the challenge. Add 
  your character level to your Constitution score to deter-
  mine when you die from hit point loss.
  Languages: You begin play speaking the language of 
  your race, or Common if your race has no language. You 
  may select a regional language belonging to the region 
  of your youth. If you have a high Intelligence score, 
  you can choose from the following: Common, Elven, 
  Dwarven, Gnome, Halfling, and Orc.
  Traits
  Favored by Destiny. Having your fate pre-ordained 
  may be bad for self-direction, but at least you know 
  what you must do. You have advantage on saving 
  throws against being charmed or abilities that remove 
  your self control such as the confusion spell.
  The One. The ancient texts, spirits, or some rambling 
  person was quite insistent; you are The One. You were 
  raised towards whatever goal this is (discuss this with 
  your GM) and stand ready to meet the challenge. Add 
  your proficiency bonus to death saving throws.
  Languages. You can speak, read, and write the languages 
  of your race, or Common if your race has no language.
  Raised by Animals (--)
  Traits
  On Your Own: You are not used to the benefits of soci-
  ety and instead you forge your own path. Once per day, 
  when you receive a blow equal to half your total hit 
  points or greater, you may, as an immediate action, 
  gain 2 temporary hit points per character level. This 
  can prevent you from dying or falling unconscious. 
  They remain for one minute.
  Will to Live: You’re either fast, or lunch. You are always 
  ready for danger. You gain a +2 racial bonus on initia-
  tive checks, and a +2 racial bonus to Survival and 
  Perception.
  Languages: You begin play speaking no languages. 
  If you have a high Intelligence score, you can choose 
  languages common to the closest settlement to your 
  origin, at your GM’s discretion. You are not literate.
  Traits
  On Your Own. You are not used to the benefits of society 
  and forge your own paths. When you receive a blow of 
  half your total hit points or greater, you may, as a reac-
  tion, gain 2 temporary hit points per character level. 
  
  77
  This can prevent you from dying or falling unconscious. 
  They remain for one minute. You may use this ability 
  once, regaining the use of it after finishing a long rest.
  Will to Live. You’re either fast, or lunch. You are always 
  ready for danger. You are proficient in the Survival skill.
  Languages. You can speak Common, but cannot read or 
  write. You can become literate the same way as learning 
  a new language.
  Raised by a God (--)
  Traits
  In Their Footsteps: Being touched by a god is one 
  thing, being raised by one is another. When casting a 
  divine spell from your parent-figure’s list of domain 
  spells your effective caster level for that spell increases 
  by +1.
  Parental Advice: Raised by a deity (but not necessarily 
  a child of one), you find yourself always able to reach 
  out to your mentor with but a little focus. You are able 
  to cast augury once per day as a spell-like ability.
  Languages: You begin play speaking either Celestial, 
  Infernal, Abyssal, or Demonic. If you have a high Intel-
  ligence score, you can choose any languages you want 
  (except secret languages, such as Druidic).
  Traits
  In Their Footsteps. Being touched by a god is one 
  thing, being raised by one is another. When casting a 
  divine spell from your parent-figure’s domain, you treat 
  it as though it was cast from a slot that was one level 
  higher, to a maximum of your highest spell level. You 
  may do so once, regaining the use of this ability when 
  you finish a long rest.
  Parental Advice. Raised by a deity (but not necessarily 
  a child of one), you find yourself always able to reach 
  out to your mentor with but a little focus. You are able 
  to cast augury once, without material components, 
  regaining the use after finishing a long rest.
  Languages. You can speak, read, and write Common as 
  well as either Celestial, Infernal, Abyssal, or Demonic.
  Raised by Innovation (--)
  Traits
  Armed with Invention: You receive Gunsmithing as 
  a bonus feat at 1st level and begin play with a battered 
  firearm as the gunslinger gunsmith class feature. If you 
  would gain the Gunsmithing feat from your starting 
  class, you instead gain Skill Focus in Disable Device or 
  in a Craft skill of your choice. You are proficient with 
  the specific type of firearm you select.
  Clever Eye: Raised by one who enjoyed and possibly 
  made inventions of steam or gunpowder, you are used 
  to their presence. You gain a +2 bonus to any roll to use 
  or identify objects of greater technology and may enact 
  repairs on any such object, though some require exotic 
  materials that will take you some effort to obtain.
  Languages: You begin play speaking Common. If you 
  have a high Intelligence score, you can choose any 
  languages you want (except secret languages, such as 
  Druidic).
  Traits
  Armed with Invention. You begin play with either a 
  pistol or musket and are proficient with all firearms.
  Clever Eye. Raised by one who enjoyed and possibly 
  made inventions of steam or gunpowder, you are used 
  to their presence. You add your proficiency bonus to 
  any Intelligence check to use or identify objects of 
  greater technology and may enact repairs on any such 
  object, though some require exotic materials that will 
  take you some effort to obtain.
  Languages. You can speak, read, and write Common.
  Reincarnated (--)
  Traits
  Old Soul: You are older than you appear, and it reflects 
  in not just your soul, but your sense of self. Choose 
  another race. You count as that race, in addition to your 
  own, for the purposes of trait, feat, spell, and equip-
  ment prerequisites.
  Remembered Traditions: Your memories reach 
  back to your former life, and the experiences from it 
  can smooth out the present. Gain a +4 racial bonus to 
  Diplomacy when dealing with the race chosen as part 
  of Old Soul.
  Languages: You begin play speaking the same language 
  as the race selected with Old Soul. If you have a high 
  Intelligence score, you can choose any languages you 
  want (except secret languages, such as Druidic).
  Traits
  Old Soul. You are older than you appear, and it reflects 
  in not just your soul, but your sense of self. Choose 
  another race. You count as that race, in addition to your 
  own, for the purposes of any prerequisites.
  Remembered Traditions. Your memories reach back 
  to your former life, and the experiences from it can 
  
  78
  smooth out the present. Gain advantage on Charisma 
  (Diplomacy) checks when dealing with the race chosen 
  as part of Old Soul.
  Languages. You can speak, read, and write the same 
  languages as the race selected with Old Soul.
  Spellcaster Raised (--)
  Traits
  Magic Knowledge: You were raised by a wizard, cleric, 
  or other sort of spellcaster. You learned by listening as 
  they worked. Sure, you were supposed to be a famil-
  iar, guard, or even companion, but your time was not 
  wasted. You gain a +2 racial bonus to either Knowledge 
  (arcane) or Knowledge (religion) and that skill becomes 
  a class skill for you.
  Trained Assistant: Being raised around many magic 
  items, you learned of their care and use. You gain a +2 
  racial bonus to Use Magic Device and it becomes a class 
  skill for you. Select one spellcasting class, the same that 
  you were raised by. You are considered to be a member 
  of that class for the purpose of activating magic items.
  Languages: You begin play speaking any one language, 
  which could even be a secret language that was known 
  by your creator. If you have a high Intelligence score, 
  you can choose any languages you want (except secret 
  languages, such as Druidic).
  Traits
  Magic Knowledge. You were raised by a wizard, cleric, 
  or other sort of spellcaster. You learned by listening as 
  they worked. Sure, you were supposed to be a famil-
  iar, guard, or even companion, but your time was not 
  wasted. You are proficient in either Arcana or Religion.
  Trained Assistant. Being raised around many magic 
  items, you learned of their care and use. Select one 
  spellcasting class, the same that you were raised by. 
  You are considered to be a member of that class for the 
  purpose of activating magic items.
  Languages. You can speak, read, and write Common 
  and any one language, which could even be a secret 
  language that was known by your creator.
  
  79
  Building a Hybrid 
  1. 
  Select your physical upbringings. For this example, 
  we will take mountain blooded and feline bodied, 
  to make a dwarf/catfolk.
  2. Select an upbringing. How was your hybrid raised? 
  In this case, we’ll go with raised by dwarves.
  3. Follow the rules of both qualities to determine the 
  type and add all specified subtypes.
  • 
  Both say to be humanoid, so our hybrid is of the 
  humanoid type.
  • 
  They get the dwarf and catfolk subtypes.
  4. Select two ability score listed as strengths and gain 
  +2 in them.
  • 
  We’ll take Constitution and Charisma, both 
  increasing by 2.
  5. Select one ability score listed as a weakness that 
  you haven’t taken as a strength to decrease by 2. 
  If no weaknesses are listed, you don’t take a weak-
  ness.
  • 
  In this case, we’ll go with Wisdom, decreasing 
  it by 2.
  6. Add together all the traits of both qualities.
  7. Since neither of these qualities modifies our 
  hybrid’s size or speed, it is a Medium creature and 
  has a base speed of 30 feet.
  8. Add the traits given by your selected upbringing 
  and select any languages, if applicable.
  In the end, we have this:
  dWarf/catfolk raised bY dWarVes
  ● 
  Type: You are a humanoid with the dwarf 
  and catfolk subtypes.
  ● 
  Ability Scores: +2 Constitution, +2 Charis-
  ma, -2 Wisdom.
  ● 
  Medium: You are a Medium creature and 
  receive no bonuses or penalties due to your 
  size.
  ● 
  Normal Speed: You have a base speed of 30 
  feet.
  ● 
  Darkvision: You can see in the dark up to 
  60 feet.
  ● 
  Low-Light Vision: You can see twice as far 
  as humans in conditions of dim light.
  ● 
  Cat’s Luck (Ex): Once per day when you 
  make a Reflex saving throw, you can roll the 
  saving throw twice and take the better result. 
  You must decide to use this ability before the 
  saving throw is attempted.
  ● 
  Defensive Training: You gain a +4 dodge 
  bonus to AC against monsters of the giant 
  subtype.
  ● 
  Hardy: You gain a +2 racial bonus on saving 
  throws against poison, spells, and spell-like 
  abilities.
  ● 
  Hatred: You gain a +1 racial bonus on attack 
  rolls against humanoid creatures of the orc 
  and goblinoid subtypes because of your spe-
  cial training against these hated foes.
  ● 
  Greed: You gain a +2 racial bonus on Ap-
  praise checks made to determine the price 
  of non-magical goods that contain precious 
  metals or gemstones.
  ● 
  Sprinter: You gain a 10-foot racial bonus 
  to their speed when using the charge, run, or 
  withdraw actions.
  ● 
  Stonecunning: You gain a +2 bonus on 
  Perception checks to notice unusual stone-
  work, such as traps and hidden doors located 
  in stone walls or floors. They receive a check 
  to notice such features whenever they pass 
  within 10 feet of you, whether or not they are 
  actively looking.
  ● 
  Weapon Familiarity: You are proficient 
  with battleaxes, heavy picks, and warham-
  mers, and treat any weapon with the word 
  “dwarven” in its name as a martial weapon.
  ● 
  Languages: You begin play speaking Com-
  mon and Dwarven. If you have a high Intelli-
  gence score, you can choose from the follow-
  ing: Giant, Gnome, Goblin, Orc, Terran, and 
  Undercommon.
  Building a Hybrid
  1. 
  Select your physical upbringings. For this example, 
  we will take mountain blooded and feline bodied, 
  to make dwarf/catfolk.
  2. Select an upbringing. How was your hybrid raised? 
  In this case, we’ll go with raised by dwarves.
  3. Follow the rules of both qualities to determine the 
  type and add all specified tags.
  • 
  Both say to be humanoid, so our hybrid is of the 
  humanoid type.
  • 
  They get the dwarf and catfolk targs.
  4. Distribute 3 points between any ability scores listed 
  as a favored ability score, with no more than 2 in 
  any single ability score.
  • 
  We’ll add +2 to Constitution and and +1 to 
  Charisma
  5. Add together all the traits of both qualities.
  6. Since neither of these qualities modifies our 
  hybrid’s size or speed, it is a Medium creature and 
  has a speed of 30 feet.
  7. Add the traits given by your selected upbringing 
  and select any languages, if applicable.
  In the end, we have this:
  
  80
  dWarf/catfolk raised bY dWarVes
  ● 
  Type. Humanoid (dwarf, catfolk).
  ● 
  Ability Score Increase. Your Constitution 
  score increases by 2 and your Charisma score 
  increases by 1.
  ● 
  Size. You size is Medium.
  ● 
  Speed. Your base walking speed is 30 feet.
  ● 
  Cat’s Luck. You may choose to gain ad-
  vantage on a Dexterity saving throw before 
  rolling. Once you use this feature, you must 
  finish a long rest before you can use it again. 
  ● 
  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 dis-
  cern color in darkness, only shades of gray.
  ● 
  Dwarven Combat Training. You have 
  proficiency with the battleaxe, handaxe, light 
  hammer, and warhammer.
  ● 
  Dwarven Resilience. You have advantage 
  on saving throws against poison, and you 
  have resistance against poison damage.
  ● 
  Feline Speed. You can use a bonus action to 
  Dash or Disengage. Once you use this feature, 
  you can’t use it again until you finish a long 
  rest. If you later gain the ability to Dash or 
  Disengage as a bonus action, add 10 feet to 
  your movement any time when doing so.
  ● 
  Stonecunning. Whenever you make an In-
  telligence (History) check related to the origin 
  of stonework, you are considered proficient in 
  the History skill and add double your pro-
  ficiency bonus to the check, instead of your 
  normal proficiency bonus.
  ● 
  Tool Proficiency. You gain proficiency with 
  the artisan’s tools of your choice: smith’s 
  tools, brewer’s supplies, or mason’s tools.
  ● 
  Languages. You can speak, read, and write 
  Common and Dwarvish.
  Character Options
  Feats
  born again
  As an adult, you were taken in and trained in the ways 
  of a people not like those you were originally raised by. 
  You learned their tricks and ways and made them your 
  own. 
  Benefit: You gain a second upbringing quality. You 
  gain all automatically granted languages of that upbring-
  ing. Whenever you may select another language due to 
  an increased Intelligence modifier, you may select from 
  either list. This does not change your ability scores.
  draconic arms
  Swords? Maces? You have no need for those. Just look 
  at the ends of your arms and you will find quality weap-
  ons fit for a true warrior.
  Prerequisite: Dragon.
  Benefit: If you had less than two claw attacks, you 
  now have two claw attacks. These are primary natural 
  weapons that deal 1d4 points of bludgeoning and slashing 
  damage (1d3 if you are Small).
  draconic masterY
  While your allies may be enchanting their weapons 
  with greater power, your options are fewer, with your 
  weapons embedded in your flesh. Still, you can use your 
  innate magic to even the odds.
  Prerequisites: Dragon, two claw attacks, bite attack.
  Benefit: Your bite attack adds 1+½ Strength modifier 
  damage despite not being your only natural attack. The 
  critical threat range of your claws becomes 19-20.
  draconic palette
  The terrible rows of daggers in your jaws are a part 
  of your legend. Keep them sharp, and wet them on those 
  that displease you, or look tasty.
  Prerequisite: Dragon.
  Benefit: You have a primary natural bite attack that 
  deals 1d6 points of bludgeoning, slashing, and piercing 
  damage (1d4 if you are Small). This attack has 5 feet 
  longer reach than your base reach.
  draconic resistance
  Your scales are not just for show, turning aside magic 
  that displeases you.
  Prerequisites: Dragon, character level 6th.
  
  81
  Benefit: You gain spell resistance equal to 6 + your 
  character level.
  draconic resistance, greater
  Your scales are not just for show, turning aside magic 
  that displeases you.
  Prerequisites: Dragon, Draconic Resistance, char-
  acter level 12th.
  Benefit: You gain spell resistance equal to 10 + your 
  character level.
  exotic cHimera
  Your creation was a strange thing, with bloods flow-
  ing in ways that it normally does not. What strange 
  forces were at work?
  Prerequisite: Character level 1st only.
  Benefit: You gain another physical quality. This 
  quality does not affect your ability scores. If only one 
  of your existing qualities had Quadruped (compos-
  ite) and the new one does, you may be quadrupe-
  dal or not, but this decision cannot be changed.  
  Special: This feat cannot be retrained or changed unless 
  you change species first.
  reclaimed fligHt
  Your heritage includes that of the sky. With enough 
  effort, you can reclaim it for yourself.
  Prerequisites: Character level 7th, must be a race 
  that has wings and/or normally flies.
  Benefit: You gain a natural Fly speed of 30 feet with 
  clumsy maneuverability. Fly becomes a class skill for you.
  Traits
  Animal-Like (racial, quadruped): Should you wish it, 
  you can appear as an unintelligent member of your 
  quadruped species, presuming such normally exists. 
  You gain a +4 to bluff checks for this specific lie and, 
  provided you don’t speak or otherwise act oddly for a 
  beast, most will not question it.
  Bestial Incantations (racial, any mute race): Assum-
  ing you can make any utterance, be it a hiss, growl, 
  howl, bark, or other such thing, you can cast with it as 
  a human might with their words. Those who can hear 
  your noises may use Spellcraft against your spells as 
  normal and otherwise react to the verbal component 
  being used.
  Mutt Ruggedness (racial, hybrid): Like many domestic 
  creatures, your hybrid nature has brought out some of 
  the best of your genetics, making you a healthy exam-
  ple of your line. You gain a +1 trait bonus to Fortitude 
  saves and gain a +1 bonus to Constitution checks made 
  to stabilize.
  Confusing Tracks (racial, hybrid): You leave strange 
  tracks that could easily be confused with several 
  species, giving those following you a +2 to the DC of 
  doing so, but a +2 to any roll to identify the tracks as 
  yours, presuming they have dealt with your tracks 
  before. When you make specific efforts to disguise your 
  tracks, these effects double.
  You Have Their Eyes (racial, hybrid): Your heritage 
  leans heavily towards one of the two sides of your 
  parentage, allowing you to automatically pass as a 
  pureblood member of that race.
  
  82
  New Archetypes
  cross pollinator (drUid)
  While most druids celebrate beasts of the land that 
  remain pure and survive on their individual merits, some 
  question if an animal with unusual ancestry is any less 
  ‘natural’ than another. It shows in their magic; blending 
  bloodlines together, between animals, and later even the 
  very forces of nature.
  Hybrid Form (Su): At 4th level, cross pollinators call 
  on divergent lines, becoming beasts that the world has 
  not, yet, born witness to. By surrendering two abilities 
  (such as scent or an increased land speed or movement 
  type) when wild shaping, they may gain one ability that 
  is not possessed by the creature they are becoming. 
  The extra ability can come from another polymorph 
  spell with higher and lower level versions (beast shape, 
  elemental body, plant shape, or similar effects) of a 
  spell level less than the original effect. This modifies 
  wild shape.
  Only one additional ability can be gained in this way 
  per use of wild shape.
  Flexible of Form (Ex): At 9th level, the increased 
  flexibility of forms frees a cross pollinator from effects 
  that would change their form or petrify them. As a full-
  round action while suffering such an effect, even when 
  normally unable to act, they may end one such effect. 
  This replaces venom immunity.
  HYbrid sHifter (sHifter)
  Hybrid shifters have a wider array of aspects to choose 
  from, some not even animal in origin, but otherwise func-
  tion much like other shifters.
  Hybrid Aspects (Su): When selecting an aspect, you 
  may select any one physical quality to gain instead. At 
  8th level, you gain a +2 enhancement to any one ability 
  score the aspect considers a strength while active. At 
  15th level, this increases to a +4 enhancement. This 
  modifies shifter aspect.
  pHalanx Warpriest (Warpriest)
  While many will wield a weapon in one hand and a 
  shield ranging from a small buckler to a massive tower 
  shield in the other, only a select few wade into the thick of 
  things with two great shields to provide both defense and 
  offense, often providing cover for themselves and allies 
  behind them. In a world of strange combinations, is it any 
  wonder that such a curious fighting style might take root?
  Shield Mastery (Ex): Phalanx warpriests specialize 
  in the use of shields. They are proficient with tower 
  shields, but do not gain proficiency with their deity’s 
  favored weapon. Their focus weapon must be a kind of 
  shield. This modifies focus weapon and armor profi-
  ciencies.
  Sacred Shields (Su): This works as sacred weapon, but 
  only on shields of any variety. If the shield is normally 
  too heavy to use as a weapon, it becomes usable, dealing 
  bludgeoning damage equal to the warpriest’s sacred 
  weapon damage. A tower shield does not impose an 
  attack penalty for a phalanx warpriest.
  The warpriest can perform a mighty strike with both of 
  their wielded shields. When wielding two shields, you can 
  treat the damage rolls of one of your wielded shields as if 
  it was a two-handed weapon of one size category larger 
  (also increasing sacred weapon damage). You cannot 
  make attack rolls with your second wielded shield until 
  the beginning of your next turn. You must choose to use 
  this ability before making your first attack roll on your 
  turn, and its effects last until the beginning of your next 
  turn.
  tribal cHemist (alcHemist)
  Everyone belongs to a tribe, usually two; that of their 
  mother and father. You belong to many, and learn about 
  as many more as you can along the way. Seeking mastery 
  of yourself, you reach ever outwards, even beyond the 
  reach of this world if you can.
  Chimeric Mutagen (Su): Just before you consume a 
  mutagen, you may spend a full-round action lacing it 
  with special ingredients to bring out a special effect, 
  granting you a physical quality of any race for which 
  you have the formula. When you do this, the mutagen 
  grants no natural armor bonus. You begin play with 
  two such formula for races that match your type. You 
  can gain new formula for the price, time, and pages 
  required as if they were 1st-level extracts if their type 
  matches yours. If they do not match your type, they are 
  considered 3rd-level extracts for price, time, and pages 
  required for the notes, and you must be able to prepare 
  3rd-level extracts to do so.
  Learning a new racial formula requires a member of 
  the race to be present the entire time you are creating the 
  formula. If you are copying from another tribal chem-
  ist’s book, this is not required. If the member is dead, 
  the corpse must be fresh and it takes twice as long and 
  requires twice as much gold. This modifies mutagen.
  New Sub-Classes
  pHalanx Warpriest (diVine domain)
  While many will wield a weapon in one hand and a 
  shield ranging from a small buckler to a massive tower 
  shield in the other, only a select few wade into the thick of 
  things with two great shields to provide both defense and 
  offense, often providing cover for themselves and allies 
  behind them. In a world of such strange combinations, 
  
  83
  is it any wonder that such a curious fighting style might 
  take root?
  pHalanx Warpriest domain spells
  Cleric Level
  Spells
  1st
  protection from good and evil, 
  shield
  3rd
  aid, warding bond
  5th
  protection from energy, spirit 
  guardians
  7th
  fire shield, stoneskin
  9th
  antilife shell, wall of stone
  bonUs proficiencY
  When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  sHield masterY
  Also starting at 1st level, you gain mastery of shield 
  use. You gain proficiency with shields as a melee weapon 
  that deal 1d6 bludgeoning damage. Additionally, your 
  shields can act as a focus and holy symbol for your spells 
  and abilities.
  cHannel diVinitY: sacred sHields
  Starting at 2nd level, you can use your Channel Divinity 
  to improve your shields as weapons. 
  As an bonus action, you can spend a use of Channel 
  Divinity to bless your shields, allowing you to benefit from 
  two shields at once. For the next minute, while you are 
  wielding two shields, you gain a +4 bonus to AC instead 
  of the normal +2 from using a shield and the damage of 
  your shield attacks also increases to 1d8. You may end 
  this effect as a reaction to give a friendly creature within 
  30 feet of you a +5 bonus to their AC until the start of 
  their next turn.
  Starting at 5th level, you can treat shields as light weap-
  ons for the purpose of two-weapon fighting while under 
  the effects of this ability.
  HolY bUlWark
  Beginning at 6th level, you can also use your reaction 
  to gain half cover (+2 bonus to AC and Dexterity saving 
  throws) as long as you are holding a shield until the start 
  of your next turn. At 10th level, you can instead gain 
  three-quarters cover (+5 bonus to AC and Dexterity 
  saving throws) when using this ability. You can use this 
  ability a once, and regain the use of it either after finishing 
  a short or long rest or by spending an action and expend-
  ing a 1st-level or higher spell slot.
  cHannel diVinitY: HolY defense
  When you reach 8th level, your ability to defend others 
  improves. As a reaction, you can use your Channel Divin-
  ity to create a stationary holy shield of force energy in 
  front of one or more allies. This shield is large enough 
  to provide total cover for Medium sized creatures and 
  smaller, or three-quarters cover for creatures that 
  are Large sized. Creatures larger than this do not bene-
  fit from the shield. Each ally after the first requires you 
  to expend an additional use of your Channel Divinity. 
  Shields created through this feature fade at the end of 
  your next action. These energy shields can otherwise be 
  treated as a 10-foot tall by 5-foot wide wall of force panel, 
  as per the spell.
  diVine protection
  Starting at 17th level, you can use your Holy Bulwark 
  ability an unlimited number of times. You can also spend 
  a 1st-level or higher spell slot as a reaction to gain total 
  cover (can’t be targeted directly) until the start of your 
  next turn, in place of the normal benefits of Holy Bulwark.
  Bardic Masterpieces
  beast WitHin YoU  
  (string, percUssion, sing)
  With deep tones and possibly a gravelly voice, you bid 
  the beasts that hide in all supposedly civil creatures to 
  rise to the surface.
  Prerequisites: Perform (string), Perform (sing) or 
  Perform (percussion) 5 ranks, bardic performance.
  Cost: Feat or 2nd-level bard spell known.
  Effect: Allies who can hear the audible component of 
  this bardic performance and are within close (25 ft. + 
  5 ft./2 levels) range transform dramatically as if under 
  the effects of enhance form. The performer decides 
  what physical quality is gained, and can change it at 
  the start of any of their turns while they continue the 
  performance. This functions as a polymorph spell for 
  sake of interacting with other polymorph spells. Ending 
  the performance also ends the effect immediately.
  Use: 2 bardic performance rounds per round.
  Action: 1 standard action.
  Magic
  ancestor’s call
  School divination; Level bard 2, psychic 2, shaman 2, 
  sorcerer/wizard 2, spiritualist 2
  Casting Time 1 standard action
  Components V, S, F (a mask of the desired upbringing 
  worth at least 100 gp)
  
  84
  Range personal
  Target you
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  Placing the mask over your face and casting this spell 
  allows you to see life from another’s perspective. You gain 
  an upbringing quality for the duration of the spell. If the 
  quality would give you a language, you can understand 
  and speak it for the duration, but no change comes due to 
  your Intelligence. Your ability scores do not change due to 
  this new quality. You can be under the effects of only one 
  ancestor’s call spell at a time; if you cast it a second time, 
  the effect of the first spell immediately ends.
  enHance form
  School transmutation [forgotten, polymorph]; Level 
  alchemist 2, bard 2, magus 2, shaman 2, sorcerer/
  wizard 2, summoner/unchained summoner 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a piece of the creature whose form 
  you plan to incorporate)
  Range personal
  Target you
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  This spell alters your form, adding some of the powers 
  and abilities of another race. Select any physical qual-
  ity you do not have. For the duration of the spell, you 
  appear more like the species it came from and gain the 
  abilities that the quality offers. You may gain a +2 size 
  bonus to one ability score offered by the chosen quality 
  as a strength. The faithful of Lashtada and other gods that 
  praise hybrids and monstrosities of the sort may consider 
  this spell not forgotten.
  master of reincarnation
  School transmutation [evil, forgotten]; Level druid 6, 
  shaman 6, witch 6
  Components V, S, M, DF (oils worth 4,000 gp, a living 
  creature of every quality used)
  This spell functions as greater reincarnate, but works 
  on living or dead targets. A living target must be willing 
  or the spell fails. A living target immediately dies and is 
  reborn, suffering all effects from their death and reincar-
  nation.The qualities chosen can be from different species 
  and do not need to match the original type of the target. 
  monstroUs HYbrid
  School transmutation [forgotten, polymorph]; Level 
  alchemist 4, bard 4, magus 4, shaman 4, sorcerer/
  wizard 4, summoner/unchained summoner 4, witch 4
  Casting Time 1 standard action
  Components V, S, M (a piece of the creature whose form 
  you plan to incorporate)
  Range personal
  Target you
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  This spell functions as enhance form save that you 
  gain two physical qualities that belong to the same race. 
  With GM approval, you can take two qualities from very 
  related creatures of the same type. Your form is changed 
  more dramatically. If used as part of a disguise, you enjoy 
  a +10 bonus to the roll as per most magical aids to the 
  attempt. You may gain a +2 size bonus to two different 
  ability scores offered by the chosen qualities as strengths.
  reincarnate, greater
  School transmutation [forgotten]; Level druid 5, 
  shaman 5, witch 5
  Components V, S, M, DF (oils worth 2,000 gp)
  This spell functions as reincarnate, but allows for 
  greater control, allowing the caster to decide on the phys-
  ical qualities (which must come from the same species, up 
  to 2) that the target will receive. The species chosen must 
  be of the same type as the target’s new form. The target 
  retains the upbringing quality of their race. If their race 
  has no defined upbringing quality, the GM decides what 
  traits are upbringing or not that they get to keep.
  reincarnate, instant
  School transmutation [forgotten]; Level druid 5, 
  shaman 5, witch 5
  Components V, S, M, DF (oils worth 2,000 gp)
  This spell functions as greater reincarnate, but only 
  works on living targets. The target must be willing or the 
  spell fails. The target immediately dies and is reborn, 
  suffering all effects from their death and reincarnation.
  WitcH’s cUrse
  School transmutation [curse, polymorph]; Level 
  shaman 4, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration permanent until discharged (D)
  Saving Throw see text; Spell Resistance yes
  A tool used to punish the wicked, or those that simply 
  
  85
  offended that spellcaster, this spell curses the target to 
  a more bestial form that, in theory, better reflects their 
  crimes. The target may attempt a Fortitude saving throw 
  to resist the effect. On a success, it lasts only 1 round per 
  caster level. On a failure, the target must make a Will 
  save against the same DC or become shaken or sickened 
  (caster’s choice) for 1 round per level. If the target was 
  under the effect of any other polymorph magic or effect, 
  it immediately ends.
  Those suffering from this curse gain one physical qual-
  ity chosen by the caster and becomes an exaggerated 
  chimera of the new species. For instance, someone force-
  fully crossed a goblin will have immense ears and crooked 
  teeth, making their punishment clear. Any weaknesses 
  the quality has become a -2 penalty to those scores while 
  the curse persists.
  While this curse remains, other polymorph effects 
  cannot be used on the target. It can be broken with break 
  enchantment or remove curse, but not dispel magic.
  WitcH’s cUrse, greater
  School transmutation [curse, polymorph]; Level 
  shaman 6, sorcerer/wizard 6, witch 6
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration permanent until discharged (D)
  Saving Throw see text; Spell Resistance yes
  This spell functions as witch’s curse but inflicts two 
  qualities instead of one. The spellcaster may strip phys-
  ical traits from the target from their original form. For 
  instance, they could turn someone into an owlbear with 
  no fingers. If the target qualities would both not typically 
  speak, the caster can remove the target’s ability to speak 
  as part of the spell.
  Magic
  enHance form
  2nd-level transmutation
  Classes: Bard, Druid, Sorcerer, Wizard, Warlock
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a piece of the creature whose 
  form you plan to incorporate)
  Duration: Concentration, up to 1 minute
  This spell alters your form, adding some of the powers 
  and abilities of another race. Select any physical quality 
  you do not have. For the duration of the spell, you appear 
  more like the species it came from and have the abilities 
  that the quality offers. You may gain advantage on abil-
  ity checks for one of the chosen quality’s favored ability 
  scores.
  intentional reincarnation
  6th-level transmutation
  Classes: Druid, Warlock
  Casting Time: 1 hour
  Range: Self
  Components: V, S, M (oils worth 4,000 gp, a living 
  creature of every quality used)
  Duration: Instantaneous
  This spell functions as reincarnate, but you can choose 
  the form that the receiving character takes. A living char-
  acter can be the target target of this spell, but they must be 
  willing or the spell fails. A living target immediately dies 
  and is reborn, suffering all effects from their death and 
  reincarnation.The qualities chosen can be from different 
  species and need not match the original type of the target.
  monstroUs HYbrid
  4th-level transmutation
  Classes: Bard, Sorcerer, Warlock, Wizard
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a piece of the creature whose 
  form you plan to incorporate)
  Duration: Concentration, up to 1 minute
  This functions as enhance form save that you gain two 
  physical qualities that belong to the same race. With GM 
  approval, you can take two qualities from very related 
  creatures of the same type. Your form is changed more 
  dramatically. If used as part of a disguise, you gain a +10 
  bonus to the roll as per most magical aids to the attempt. 
  You may have advantage on two different ability checks 
  offered by the chosen qualities as favored ability scores.
  WitcH’s cUrse
  4th-level transmutation
  Class: Druid, Warlock, Wizard
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  A tool used to punish the wicked, or those that simply 
  offended that spellcaster, this spell curses the target to 
  a more bestial form that, in theory, better reflects their 
  
  86
  crimes. The target gets Constitution saving throw to resist the effect. On a success, it lasts only 1 round. On a failure, 
  the target is transmuted for 1 minute. The target must also succeed at an additional Wisdom save or become frightened 
  for 1 minute. If the target was under the effect of any other polymorph magic or similar effect, it immediately ends.
  Those suffering from this curse gain one physical quality chosen by the caster and becomes an exaggerated chimera 
  of the new species. For instance, someone forcefully crossed a goblin will have immense ears and crooked teeth, making 
  their punishment clear. Choose one ability score that is not a favored ability score of the quality; the target suffers a 
  -2 penalty to that ability score while the curse persists.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can inflict an additional 
  physical quality on the target. When using a spell of 6th level or higher, you can incorporate one trait of a beast, such 
  as the lack of fingers and thumbs or the lack of speech. You cannot use this spell to strip the ability to breathe air.
  
  87
  Disclaimer
  The Pathfinder Roleplaying game is owned and created 
  by the awesome people of Paizo. Go check them out at 
  http://paizo.com
  Compatibility with the Pathfinder Roleplaying Game 
  requires the Pathfinder Roleplaying Game from Paizo 
  Inc.. See http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game. Paizo 
  Inc. does not guarantee compatibility, and does not 
  endorse this product.
  Pathfinder is a registered trademark of Paizo Inc., and 
  the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks 
  of Paizo Inc., and are used under the Pathfinder Roleplay-
  ing Game Compatibility License. See http://paizo.com/
  pathfinderRPG/compatibility for more information on 
  the compatibility license.
  OGL
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the 
  Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
  Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copy-
  right and/or trademark owners who have contributed 
  Open Game Content; (b) “Derivative Material” means 
  copyrighted material including derivative works and 
  translations (including into other computer languages), 
  potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, trans-
  formed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, trans-
  mit or otherwise distribute; (d) “Open Game Content” 
  means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is 
  an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by 
  the Contributor, and means any work covered by this 
  License, including translations and derivative works 
  under copyright law, but specifically excludes Prod-
  uct Identity. (e) “Product Identity” means product and 
  product line names, logos and identifying marks includ-
  ing trade dress; artifacts, creatures, characters, stories, 
  storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, like-
  nesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchant-
  ments, personalities, teams, personas, likenesses and 
  special abilities; places, locations, environments, crea-
  tures, equipment, magical or supernatural abilities or 
  effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f ) 
  “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or 
  its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” 
  or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Mate-
  rial of Open Game Content. (h) “You” or “Your” means 
  the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of 
  this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game 
  Content You indicate Your acceptance of the terms of 
  this License.
  4. Grant and Consideration: In consideration for agree-
  ing to use this License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open 
  Game Content. 
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the 
  rights conveyed by this License.
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include 
  the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distribut-
  ing, and You must add the title, the copyright date, and 
  the copyright holder’s name to the COPYRIGHT NOTICE 
  of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any 
  Product Identity, including as an indication as to compat-
  ibility, except as expressly licensed in another, indepen-
  dent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trade-
  mark or Registered Trademark. The use of any Prod-
  uct Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Identity. 
  The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to 
  that Product Identity.
  
  88
  8. Identification: If you distribute Open Game Content 
  You must clearly indicate which portions of the work that 
  you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated 
  Agents may publish updated versions of this License. You 
  may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of 
  this License with every copy of the Open Game Content 
  You distribute.
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to 
  comply with any of the terms of this License with respect 
  to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may 
  not Use any Open Game Material so affected.
  13. Termination: This License will terminate automat-
  ically if You fail to comply with all terms herein and fail 
  to cure such breach within 30 days of becoming aware of 
  the breach. All sublicenses shall survive the termination 
  of this License.
  14. Reformation: If any provision of this License is held 
  to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the 
  Coast, Inc. 
  System Reference Document © 2000. Wizards 
  of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Advanced Player’s Guide © 2010, Paizo Publishing, 
  LLC; Author: Jason Bulmahn.
  Gods and Magic © 2008, Paizo Publishing, LLC; 
  Author: Sean K Reynolds.
  Paizo Blog © 2010–2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC, or as credited in individ-
  ual blog entries.
  Pathfinder 24 © Paizo 2009. All Rights Reserved.
  Pathfinder Adventure Path: Rise of the 
  Runelords Anniversary Edition © 2012, Paizo 
  Publishing, LLC; Authors: Wolfgang Baur, Stephen S. 
  Greer, James Jacobs, Nicolas Logue, Richard Pett, and 
  Greg A. Vaughan.
  Pathfinder Character Traits Web Enhancement 
  © 2009, Paizo Publishing, LLC. Author: James Jacobs 
  and F. Wesley Schneider.
  Pathfinder Chronicles Campaign Setting © 
  2008, Paizo Publishing, LLC; Authors: Mike McArtor, 
  Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason 
  Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. 
  Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito 
  Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason 
  Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley 
  Schneider, Leandra Christine Schneider, David Schwartz, 
  Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stew-
  art, James L. Sutter, Greg A. Vaughan, Jeremy Walker, 
  JD Wiker.
  Pathfinder Companion: Adventurer’s Armory 
  © 2010, Paizo Publishing, LLC; Authors: Jonathan Keith, 
  Hal Maclean, Jeff Quick, Christopher Self, JD Wiker, and 
  Keri Wiker.
  Pathfinder Roleplaying Game Advanced Race 
  Guide © 2012, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
  Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, 
  Jason Nelson, Stephen Radney-MacFarland, Owen K.C. 
  Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 2 © 2010, 
  Paizo Publishing, LLC; Authors Wolfgang Baur, Jason 
  Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, 
  Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James 
  Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean 
  K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, 
  James L. Sutter, Russ Taylor, and Greg A. Vaughan, based 
  on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 3 © 
  2011, Paizo Publishing, LLC; Authors Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. 
  Wesley Schneider, James L. Sutter, and Russ Taylor, 
  based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Pathfinder Roleplaying Game Bestiary Preview 
  © 2009, Paizo Publishing, LLC. Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat 
  © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian 
  J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, 
  Colin McComb, Jason Nelson, Tom Phillips, Patrick 
  Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equip-
  ment © 2012, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian 
  J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, 
  Michael Kenway, Hal MacLean, Jason Nelson, Tork 
  
  89
  Shaw, Owen KC Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic 
  © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game: Ultimate 
  Campaign © 2013, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan 
  Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James 
  Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, 
  Richard Pett, Stephen Radney-MacFarland, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, James L. 
  Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder RPG Bestiary © 2009, Paizo Publish-
  ing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Core Rulebook © 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on mate-
  rial by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG GameMastery Guide © 2010, 
  Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang 
  Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme 
  Davis, Adam Daigle, Joshua J. Frost, James Jacobs, 
  Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, 
  Rob McCreary, Hal Maclean, Colin McComb, Jason 
  Nelson, David Noonan, Richard Pett, Rich Redman, Sean 
  K Reynolds, F. Wesley Schneider, Amber Scott, Doug 
  Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, 
  Russ Taylor, Penny Williams, Skip Williams, Teeuwynn 
  Woodruff.
  Pathfinder Roleplaying Game Ultimate Wilder-
  ness © 2017, Paizo Inc.; Authors: Alexander Augunas, 
  John Bennett, Robert Brookes, John Compton, Dan 
  Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, 
  Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, 
  Stephen Radney-MacFarland, Alex Riggs, David N. Ross, 
  David Schwartz, Mark Seifter, Jeffery Swank, and Linda 
  Zayas-Palmer.
  Ponyfinder: Race Book © 2013, Silver Games, LLC; 
  Authors: David Silver.
  Ponyfinder: Campaign Setting © 2013, Silver 
  Games, LLC; Authors: David Silver, Stephen Ritterbrush.
  Ponyfinder: Griffons of Everglow © 2014, Silver 
  Games, LLC; Authors: David Silver
  Ponyfinder: Races of Everglow © 2017, Silver 
  Games, LLC; Authors: David Silver
  Ponyfinder: Beyond Everglow © 2017, Silver 
  Games, LLC; Authors: David Silver
  Ponyfinder: Hybrid Blood © 2018, Silver Games, 
  LLC; Authors: David Silver
  Starjammer © 2016 Open Gaming LLC; Authors: 
  Peter K. Ullmann, Kirby Flake, John Reyst, Troy Daniels, 
  Michael McNeill, Manuel A. Oaxaca, Allen Snyder, 
  Michael Ritter
  Starfinder Roleplaying Game Core Rulebook 
  © 2017, Paizo Inc.; Authors: Alexander Augunas, Logan 
  Bonner, Jason Bulmahn, Thurston Hillman, Amanda 
  Hamon Kunz, Jason Keeley, Rob McCreary, Stephen 
  Radney-MacFarland, Amber E. Scott, Mark Seifter, Owen 
  K.C. Stephens, and James L. Sutter, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Starjammer: Races of the Void © 2017 Open 
  Gaming LLC; Author: Tyler Beck
  Disclaimer
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the 
  Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
  Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright 
  and/or trademark owners who have contributed Open 
  Game Content; (b)”Derivative Material” means copy-
  righted material including derivative works and transla-
  tions (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form 
  in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, 
  rent, lease, sell, broadcast, publicly display, transmit or 
  otherwise distribute; (d)”Open Game Content” means the 
  game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not 
  embody the Product Identity and is an enhancement over 
  the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means 
  any work covered by this License, including translations 
  and derivative works under copyright law, but specifi-
  cally excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and iden-
  tifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes 
  and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, envi-
  ronments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, 
  sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor 
  
  90
  (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement. Not 
  for resale. Permission granted to print or photocopy this 
  document for personal use only.
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of 
  this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using 
  this License.
  3.Offer and Acceptance: By Using the Open Game 
  Content You indicate Your acceptance of the terms of 
  this License.
  4. Grant and Consideration: In consideration for agree-
  ing to use this License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open 
  Game Content.
  5.Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the 
  rights conveyed by this License.
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include 
  the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distribut-
  ing, and You must add the title, the copyright date, and 
  the copyright holder’s name to the COPYRIGHT NOTICE 
  of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any 
  Product Identity, including as an indication as to compat-
  ibility, except as expressly licensed in another, indepen-
  dent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trade-
  mark or Registered Trademark. The use of any Prod-
  uct Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Identity. 
  The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to 
  that Product Identity.
  8. Identification: If you distribute Open Game Content 
  You must clearly indicate which portions of the work that 
  you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated 
  Agents may publish updated versions of this License. You 
  may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of 
  this License with every copy of the Open Game Content 
  You Distribute.
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to 
  comply with any of the terms of this License with respect 
  to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may 
  not Use any Open Game Material so affected.
  13. Termination: This License will terminate automat-
  ically if You fail to comply with all terms herein and fail 
  to cure such breach within 30 days of becoming aware of 
  the breach. All sublicenses shall survive the termination 
  of this License.
  14. Reformation: If any provision of this License is held 
  to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, Inc.
  System Reference Document 5.0 Copyright 2016, 
  Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy 
  Crawford, Chris Perkins, Rodney Thompson, Peter Lee, 
  James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris 
  Sims, and Steve Townshend, based on original material 
  by E. Gary Gygax and Dave Arneson.
  System Reference Document © 2000, Wizards of 
  the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson
  Ponyfinder: Campaign Setting: Dawn of the 
  Fifth Age © 2016, Silver Games LLC; Authors David 
  Silver, Byron Mulvogue, Ismael Alvarez
  Ponyfinder: Tribes of Everglow: Dawn of the 
  Fifth Age © 2017 Silver Games LLC; Authors David 
  Silver, Byron Mulvogue, Ismael Alvarez
  Ponyfinder: Races of Everglow © 2017, Silver 
  Games LLC; Authors David Silver, Ismael Alvarez
  Ponyfinder: Beyond Everglow © 2017, Silver 
  Games LLC; Authors David Silver
  Ponyfinder: Hybrid Blood © 2018, Silver Games 
  LLC; Authors David Silver
  
  In a world steeped with magic, even the most  
  unlikely matches are occasionally made. Sometimes
  through wildly inventive sorcery, the interference of  
  otherworldly gods, or even the spark of true love may 
  bring two distant lines together. Such creatures may be 
  an anomaly, or give rise to whole new species.
  Even if one doesn’t force blood together that normally 
  would remain separated as water and oil, the nurture side 
  of what makes a person who they are cannot be denied. 
  What if your halfling was raised by orcs? Or that orc was 
  brought up by elves? Without a single physical exchange, 
  lines can be brought together.
  ● 
  Hundreds of racial combinations
  ● 
  New Feats
  ● 
  New Magic to blur racial lines
  ● 
  Reincarnation handled with grace and ease
  ● Compatible with Pathfinder and 5th Edition!
  
SOURCE: textdata/thevault/Ponyfinder Collection (PF1 SF1 DND5e)/core/Ponyfinder - Hybrid Blood.pdf