{
  "id": "dnd-fantasy-species",
  "name": "D&D Fantasy Species",
  "title": "D&D Fantasy Species",
  "description": "383 fantasy species (races) from Dungeons & Dragons 5th Edition and expansions, including descriptions, publishers, and source books.",
  "category": "entertainment",
  "source": "https://github.com/nick-aschenbach/dnd-data",
  "source_url": "https://github.com/nick-aschenbach/dnd-data",
  "updated": "2026-04",
  "record_count": 383,
  "columns": [
    {
      "key": "name",
      "label": "Name",
      "type": "string"
    },
    {
      "key": "description",
      "label": "Description",
      "type": "string"
    },
    {
      "key": "publisher",
      "label": "Publisher",
      "type": "string"
    },
    {
      "key": "book",
      "label": "Book",
      "type": "string"
    },
    {
      "key": "category",
      "label": "Category",
      "type": "string"
    },
    {
      "key": "expansion",
      "label": "Expansion",
      "type": "number"
    }
  ],
  "rows": [
    {
      "name": "Aarakocra",
      "description": "A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air—and were imbued with a measure of their masters’ power over winds. Their descendants still command echoes of that power. From below, aarakocra look like large birds and thus are sometimes called birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, ",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Aarakocra",
      "description": "Many people across Wildemount consider the winged aarakocra to be a myth, so infrequently do they descend from their lofty aeries to deal with wingless folk. Where they are known, the aarakocra rarely engage with the land-bound societies of Wildemount, though some take great pleasure in traveling on the open ocean with Concord sailors and Revelry pirates. Some legends say that Melora the Wild Mother created the aarakocra as storm herders who drive the clouds across the sky, and some aarakocra tr",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Aarakocra (EGTW)",
      "description": "Many people across Wildemount consider the winged aarakocra to be a myth, so infrequently do they descend from their lofty aeries to deal with wingless folk. Where they are known, the aarakocra rarely engage with the land-bound societies of Wildemount, though some take great pleasure in traveling on the open ocean with Concord sailors and Revelry pirates. Some legends say that Melora the Wild Mother created the aarakocra as storm herders who drive the clouds across the sky, and some aarakocra tr",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount (deprecated)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Aasimar",
      "description": "Whereas tieflings have fiendish blood in their veins, aasimar are the descendants of celestial beings. These folk generally appear as glorious humans with lustrous hair, flawless skin, and piercing eyes. Aasimar often attempt to pass as humans in order to right wrongs and defend goodness on the Material Plane without drawing undue attention to their celestial heritage. They strive to fit into society, although they usually rise to the top, becoming revered leaders and honorable heroes. You might",
      "publisher": "Wizards of the Coast",
      "book": "Dungeon Master's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Aasimar",
      "description": "I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept once, twice, three times. The devils’ heads hit the ground, one after another. And thus we learned that an aasimar traveled in our ragtag band. —Geldon Parl, Of the Tyranny of Dragons Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount C",
      "publisher": "Wizards of the Coast",
      "book": "Volo's Guide to Monsters",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Aasimar",
      "description": "Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens. Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the abilit",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Aasimar",
      "description": "The light of the gods still shines upon Exandria, even from behind the Divine Gate. Aasimar are the purest expression of that divine light as it burns within every mortal soul, for the souls of those blessed with an angelic ancestor blaze brighter than any other. Even rarer than the tieflings with whom they share a commonality of ancestry, aasimar are mortal, and yet are understood to be destined for a grander cosmic purpose than others around them. In every culture across the continent of Wilde",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Aasimar",
      "description": "Creature Type Humanoid Size Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species Speed 30 feet Aasimar (pronounced AH-sih-mar) are mortals who carry a spark of the Upper Planes within their souls. Whether descended from an angelic being or infused with celestial power, they can fan that spark to bring light, healing, and heavenly fury. Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and ",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook (2024)",
      "category": "Races",
      "expansion": 32231
    },
    {
      "name": "Aasimar (EGTW)",
      "description": "The light of the gods still shines upon Exandria, even from behind the Divine Gate. Aasimar are the purest expression of that divine light as it burns within every mortal soul, for the souls of those blessed with an angelic ancestor blaze brighter than any other. Even rarer than the tieflings with whom they share a commonality of ancestry, aasimar are mortal, and yet are understood to be destined for a grander cosmic purpose than others around them. In every culture across the continent of Wilde",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount (deprecated)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Accursed Tiefling",
      "description": "The city of Luyarnha has never experienced the threat of devils, as if fiends fear coming near the city walls. This absence extends to those of infernal descent; tieflings born in the gothic city are severed from their devilish origins, their blood becoming tied to something far more sinister. Called “accursed” due to their monstrous appearance, they are feared by most, and their powers envied by nearly as many, letting their jealousy morph into hatred; an accursed existence indeed. These tiefli",
      "publisher": "MonkeyDM",
      "book": "Steinhardt's Guide to the Eldritch Hunt",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Air Genasi",
      "description": "Genasi Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie’s magic. A typical genasi has a life span of 120 years. Air Genasi Traits Air genasi are descended from djinn, the genies of the E",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Aldani",
      "description": "The aldani, or lobsterfolk, are a rare sight in the Forgotten Realms. These creatures resemble giant lobsters that walk upright and have humanoid faces save for the chitinous armour that clads them, and their eyestalks. Aldani vary in colour, red Aldani are common in Chult, and blue in the Trackless Sea. Aldani are peaceful yet xenophobic. The aldani of Chult live almost exclusively in the Aldani Basin, where they stay in seclusion from the surrounding sentient races. The lobsterfolk of the Trac",
      "publisher": "JVC Parry",
      "book": "Call from the Deep",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Alseid",
      "description": "Alseid are graceful woodland cousins to centaurs, blending the torsos of elves with the lower bodies of nimble deer. Because they rarely venture far from their wooded glades, some call them “grove nymphs,” although they’re certainly more closely related to elves than nymphs. Alseid see the forest as an individual and a friend. They are suspicious of outsiders who do not share this view. Lost travelers who demonstrate deep respect for the forest may spot a distant alseid’s white tail and chase af",
      "publisher": "Kobold Press",
      "book": "Margreve Player's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Alseid",
      "description": "Alseid are graceful woodland cousins to centaurs, blending the torsos of elves with the lower bodies of nimble deer. Because they rarely venture far from their wooded glades, some call them “grove nymphs,” although they’re more closely related to elves than nymphs. Alseid see the forest as an individual and a friend. They are suspicious of outsiders who do not share this view. Lost travelers who demonstrate deep respect for the forest may spot a distant alseid’s white tail and chase after it as ",
      "publisher": "Kobold Press",
      "book": "Tome of Heroes",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Amoeboid",
      "description": "\"Another failed experiment,\" muttered Yr. The amoeboid’s nucleus flashed dark red, his version of a resigned sigh. Standing in the medical bay of his saucer, he watched a pair of automatons clean viscera off the walls and ceiling. \"The serum made no difference; those cows were just like the last batch,\" said Yr, making a gesture like stroking his chin. He made his way to the next room, where a terrified human man lay restrained on a table, yelling incoherently. He touched the man and his shape c",
      "publisher": "Mage Hand Press",
      "book": "Dark Matter Starter Kit",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Animal Yokai",
      "description": "Yōkai is a term that covers countless different supernatural beings of Rokugan, from wayfaring fox spirits who guide (or deceive) lost travelers to carnivorous umbrellas, and everything in between. The yōkai broadly termed “animal yōkai” tend to take the form of sentient animals with paranormal abilities. Folk belief in Rokugan holds that when animals reach a certain age, or encounter a certain natural phenomena, they become yōkai. In contrast, Rokugani scholars attest that animal yōkai originat",
      "publisher": "Edge Studio",
      "book": "Adventures in Rokugan",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Ashenforged",
      "description": "“We gave them life, sure. But it was not for any sort of empathy nor any grand sense of purpose. We were desperate, and through such desperation we could not see that we were doing what we, as a people, would never think of doing to ourselves. By the time we realized what we had done, it was too late to go back. So, in the end, instead of taking credit for giving them life, we took pride in giving them their lives back.” — Halfath Ganric, dendus scholar Given life with no soul, but imbued with p",
      "publisher": "Alligator Alley Entertainment",
      "book": "Esper Genesis Core Manual",
      "category": "Races",
      "expansion": 27051
    },
    {
      "name": "Ashfolk",
      "description": "Born from the fires of the apocalypse, the Ashfolk are a race that emerged out of an incinerated land. As the world Virthys was torn apart by a mad dragon god, flames erupted from the core of the world as it broke apart. Blazing fire turned the land of Dvarys into ash and coal, and those who weren’t consumed by the flames were buried as the land itself collapsed. Before all that, Dvarys was a highly advanced republic. Driven by the search for knowledge and the desire to better people's lives, it",
      "publisher": "Braythe RPG",
      "book": "Braythe - Shattered Realities",
      "category": "Races",
      "expansion": 17295
    },
    {
      "name": "Astral Elf",
      "description": "Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests as a starry gleam in an astral elf’s eyes. Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual perspective on the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many l",
      "publisher": "Wizards of the Coast",
      "book": "Spelljammer - Adventures in Space",
      "category": "Races",
      "expansion": 16643
    },
    {
      "name": "Astral Emergent",
      "description": "Astral Emergent You were born from the thoughts and dreams of mortal beings. Your consciousness was once a string of thoughts and desires lost within the aether’s vastness. Then, your peaceful existence as thought alone was disturbed when a body crashed into the aether. This body was torn, broken, and dying—or dead already. Your essence surged into this shattered vessel, and you willed the aether to heal its flaws. Not long after, you emerged from the waves and marveled at your new, physical for",
      "publisher": "Ghostfire Gaming",
      "book": "Aetherial Expanse Setting Guide",
      "category": "Races",
      "expansion": 32048
    },
    {
      "name": "Astral Merfolk",
      "description": "Astral Merfolk The merfolk of the Aetherial Expanse make their home in the Constellation Isles, where they’re locked in eternal enmity with their age-old foes, the astral merrow. The merfolk of the Constellation Isles tell tales of tumbling into this world of eternal, starlit twilight long ago. And though many of their kind died—or worse, mutated into merrow—over time, they became at home in the aether. The magic of the Aetherial Expanse has made their skin bright with shining colors, giving the",
      "publisher": "Ghostfire Gaming",
      "book": "Aetherial Expanse Setting Guide",
      "category": "Races",
      "expansion": 32048
    },
    {
      "name": "Autognome",
      "description": "Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own. An autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome’s manufacture can vary wildly; one autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust o",
      "publisher": "Wizards of the Coast",
      "book": "Spelljammer - Adventures in Space",
      "category": "Races",
      "expansion": 16643
    },
    {
      "name": "Automaton",
      "description": "An automaton is an artificial life form—not a construct, but a living organism. Though superficially an automaton resembles a human, having the same general physical characteristics, the perfection of its form is a clue to their its nature. Its facial features are just a bit too symmetrical, its skin too unblemished, its body shape just a shade too robotic. Inside, their muscles, bones and organs resemble those of typical humans, but an artificially created crimson liquid flows through their vei",
      "publisher": "Kobold Press",
      "book": "Wastes of Chaos",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Automaton",
      "description": "Automaton When the Karelagne Empire discovered the portal to the Aetherial Expanse, everything changed on their homeworld. One of the most profound changes was the unlocking of the potential for aether and aetherium to allow for the creation of magitech technology. The technology brought about by magitech revolutionized many aspects of life in the Empire, from manufacturing to warfare. And it also created a new type of being: the automaton. The first automatons were fairly simple beings, powered",
      "publisher": "Ghostfire Gaming",
      "book": "Aetherial Expanse Setting Guide",
      "category": "Races",
      "expansion": 32048
    },
    {
      "name": "Avia-Ra",
      "description": "Upon the Black and Night Crusade, Rode the fearless, heroes they. Citadel, unto their grasp, Fleets adjoined; O' pilgrim's wrath. Prostrate ‘fore the Sun Above, All to arms – never love. — 3rd Hymn of the Night Crusade The avia-ra are a sun-worshipping race of wingless birdmen, which appear to primitive cultures to spread their ancient religion. Ancient God-Kings Depictions of the avia-ra can be found in the ruins of ancient cultures throughout the galaxy. Often, but not always, they are portray",
      "publisher": "Mage Hand Press",
      "book": "Dark Matter Starter Kit",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Bearfolk",
      "description": "All bearfolk share an inherent iron resolve, but none more so than those who call the Shadow Realm their home. The bearfolk who hail from the Moonlit Glades are hardened by a life of constant peril—the ever-present battle against shadow corruption. Only by banding together in tight-knit communities dedicated to fulfilling their noble purpose have the bearfolk miraculously continued to thrive. Since Mesikämmen the Bear King issued his fateful decree, the bearfolk have fought to stand as a source ",
      "publisher": "Kobold Press",
      "book": "Book of Ebon Tides Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Bearfolk",
      "description": "Bearfolk are massive people of iron resolve and deep nobility, resembling bears that walk upright rather than all fours. Hailing from either the cold climates of Midgard’s Northlands or from a nation of light carved out of the Shadow Realm itself, bearfolk put their trust in family and tribe to stand against the world. In defiance of their brutish appearance, they are deeply spiritual and artistic. Fearsome and Strong Bearfolk are broad-shouldered, bipedal humanoids. Although they strongly resem",
      "publisher": "Kobold Press",
      "book": "Midgard Heroes Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Beastborn",
      "description": "Beastborn \"How I miss Barl… the old caretaker to the Well. He was always hunched over, but still seemed tall to me. I remember his big, ursine face, smiling down at me. A good man, he treated me (despite my own differences) with such kindness. Maybe we shared that, being different. I felt so safe with him. But he grew old too fast and one day he just wandered back into the woods…\" —Fyrkat, Seerguard Once an ordinary animal living a content life in the forests, seas, or skies of Grimnir, the beas",
      "publisher": "Runic Tales Inc.",
      "book": "Raiders of the Serpent Sea - Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Beastfolk",
      "description": "One general law, leading to the advancement of all organic beings, namely, multiply, vary, let the strongest live and the weakest die. —Charles Darwin, The Origin of Species Beastfolk is a catchall term for a collection of humanoid peoples, each of which bear a strong resemblance to an animal. Due to the dizzying variety of animals in the world, and beastfolk that take after them, beastfolk as a whole have few common bonds. They may form small communities, particularly if they all resemble the s",
      "publisher": "Sterling Vermin Adventuring Co.",
      "book": "The Ultimate Adventurer's Handbook",
      "category": "Races",
      "expansion": 20542
    },
    {
      "name": "Beefling",
      "description": "Archfiends aren’t the sole progenitors of tiefling heritage. Fiends of all ranks and power can leave their mark on a family with the right contract, even including a lowly imp or a bullish balor, which result in implings and beeflings, respectively. These fiendish influences have a more dramatic impact on tieflings. The appearance is often monstrous, closer to that of the fiend than the parents. Tiny, winged implings might end up needing doll clothing, whereas Large beeflings do their best not t",
      "publisher": "MCDM Productions",
      "book": "Arcadia Issue No. 14",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Belare",
      "description": "“They are considered to be ancients to even the oldest of the spacefaring races, though you would never know by their state of technological advancements. It almost seems as if they are a people that had died and been reborn in the wrong place and time. Many times in my travels have I seen the ancient structures of the belare. Barely worthy of being called ruins, they are some of the beautiful sights I’ve seen in my lifetime. What must they have been when these places were in their time of great",
      "publisher": "Alligator Alley Entertainment",
      "book": "Esper Genesis Core Manual",
      "category": "Races",
      "expansion": 27051
    },
    {
      "name": "Bisque Geppettin",
      "description": "“As soon as he reached home, Geppetto took his tools and began to cut and shape the wood into a Marionette.” —Carlo Collodi, Le Avventure di Pinocchio Ever a joy to children, geppettin resemble living playthings made of wood, cloth, or porcelain. Though easily mistaken for puppets, geppettin aren’t manipulated by a just-out-of-sight puppeteer; they are animated, sentient, and independent. Living Toys As a race, the geppettin are an oddity. Though rare, they are numerous enough and share enough s",
      "publisher": "Mage Hand Press",
      "book": "Valda's Spire of Secrets",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Bugbear",
      "description": "Bugbear Traits Your bugbear character has the following racial traits. Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1. Age. Bugbears reach adulthood at age 16 and live up to 80 years. Alignment. Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be chaotic evil. Size. Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is M",
      "publisher": "Wizards of the Coast",
      "book": "Volo's Guide to Monsters",
      "category": "Races",
      "expansion": 1
    },
    {
      "name": "Bugbear",
      "description": "Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for lurking just out of sight, and many of them have sneaked away from that god’s influence. They are long o",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Bugbear",
      "description": "Bugbear Racial Traits A bugbear character has the following racial traits. Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1. Age. Bugbears reach adulthood at age 16 and live up to 80 years. Alignment. Bugbears value self-sufficiency and violence. They are generally chaotic, organizing in loose tribes under charismatic and powerful leaders. Size. Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium. Her",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Bugbear (Eberron)",
      "description": "Hoisting the head by the fading plumes of the ruined helmet, still tied under the chin by a cord, Haruuc raised it in one hand and his bloody sword in the other. “Your lord is dead!” he howled in the human language. “The battle is done! By my sword, I claim this place and name it Rhukaan Draal, the crown city of Darguun, the land of the people!” —Don Bassingthwaite, The Doom of Kings The goblinoid species—goblins, hobgoblins, and bug bears—were once the dominant civilization in Khorvaire, with t",
      "publisher": "Wizards of the Coast",
      "book": "Eberron - Rising from the Last War",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Bugbear (EGTW)",
      "description": "A bugbear character has the following racial traits. Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1. Age. Bugbears reach adulthood at age 16 and live up to 80 years. Alignment. Bugbears value self-sufficiency and violence. They are generally chaotic, organizing in loose tribes under charismatic and powerful leaders. Size. Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium. Here’s how to determine y",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount (deprecated)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Carapace Gnome",
      "description": "Gnomes in the world Gnomes in Virthys were pretty much like everywhere: They loved life and did their best to enjoy it. Now, this goal becomes compromised when everyone around you is fighting religious wars. As the conflicts got worse, many gnomes retreated from civilization. They hid in secluded places, magically protected their cities from being seen and kept contact with most other races to a minimum. Their closest contacts in most places were halflings, as they shared a divine pantheon and a",
      "publisher": "Braythe RPG",
      "book": "Braythe - Shattered Realities",
      "category": "Races",
      "expansion": 17295
    },
    {
      "name": "Catfolk",
      "description": "Catfolk are a social and active people of natural grace and obsessive curiosity, resembling bipedal, feline humanoids with tails, cat-like ears, and fur. They are equally comfortable wandering in far-off regions, wallowing in the heart of the largest cities, or delving into the lair of forgotten horrors. Most catfolk dwell in the deserts and endless plains of the Southlands, but love of travel and new experiences often draw catfolk to distant realms. There are whispers of hidden catfolk communit",
      "publisher": "Kobold Press",
      "book": "Southlands Player's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Catfolk",
      "description": "Catfolk are a social and active people of natural grace and obsessive curiosity, resembling bipedal, feline humanoids with tails, cat-like ears, and fur. They are equally comfortable wandering in far-off regions, wallowing in the heart of the largest cities, or delving into the lairs of forgotten horrors. Most catfolk dwell in deserts and endless plains, but love of travel and new experiences often draw catfolk to distant realms. There are whispers of hidden catfolk communities in the deepest ju",
      "publisher": "Kobold Press",
      "book": "Tome of Heroes",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Centaur",
      "description": "In the sprawling city of Ravnica, where “open road” seems like a contradiction and “open plain” is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the freedom to travel. As much as they can, centaurs run—in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them, until the next wall looms in their path and brings them to a stop. Nature’s Cavalry Centaurs have the upper bodies, down to the waist, of",
      "publisher": "Wizards of the Coast",
      "book": "Guildmasters' Guide to Ravnica",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Centaur",
      "description": "Centaur Powerful and curious, quick to act and knowledgeable of the wider world, centaurs seek to experience life's boundless bounty. The centaurs of Theros are divided into two groups: members of the far-traveling Lagonna band and the proud raiders of the Pheres band. These bands occupy territories situated between the three major human poleis, making them common sights to those who travel human lands. Not ones to settle in permanent homes, though, centaurs might be found wherever there are won",
      "publisher": "Wizards of the Coast",
      "book": "Mythic Odysseys of Theros",
      "category": "Races",
      "expansion": 5432
    },
    {
      "name": "Centaur",
      "description": "Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the waist up, they resemble elves, displaying all the elf varieties of skin tone. From the waist down, they have the bodies of horses. Centaur Traits As a centaur, you have the following racial traits. Creature Type. You are a Fey. Size. Your size is Medium. Speed. Your walking speed is 40 feet. Charge. ",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Centaur (Midgard)",
      "description": "On the plains, in the forests, and across the steppes live creatures who blend humanoid and equine aspects. Centaurs are neither man nor beast, but occupy a strange niche in both the civilized and natural worlds. They are born with grace befitting a human king, but are possessed of the fierce savagery of a wild stallion. Centaurs are a scattered race, roaming in small clan groups from the Rothenian Plain (where their numbers are great) to the court of the young Valeran Emperor, whom several serv",
      "publisher": "Kobold Press",
      "book": "Midgard Heroes Handbook",
      "category": "Races",
      "expansion": 9
    },
    {
      "name": "Centaur (Thylean)",
      "description": "A noble race that roams the great plains of the world, centaurs are both feared and respected by other intelligent creatures. Centaur legends claim that they are the offspring of a powerful god of war that came down to the mortal plane in the form of a stallion. They are proud of this divine heritage and demand that the proper respect be shown to them. Equine Nomads Centaurs possess a humanoid torso with a horse’s lower body. They are as varied in coloration and physical build as humans and hors",
      "publisher": "Arcanum Worlds",
      "book": "Odyssey of the Dragonlords Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Cervan",
      "description": "Cervans are a versatile deer-like folk who make their homes in small, intimate villages throughout Humblewood. More insular than other humblefolk, cervans often reside deep in the most ancient parts of Humblewood’s vast forest, in tree stands and groves far from birdfolk perches. Hale and Hearty Cervans have a robust physique and are rarely sick. They are one of the longest-lived races among the humblefolk. Though their wariness has earned them a reputation as timid, cervans are cautious because",
      "publisher": "Hit Point Press",
      "book": "Humblewood",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Changeling",
      "description": "With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For other changelings, a new face may reveal an aspect of their soul. The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides h",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Changeling (Eberron)",
      "description": "Long ago there was a woman named Jes, and she had one hundred children. Her rivals conspired against her and swore to kill her children. Jes begged the Sovereigns for help, but their only answer was the wind and rain. In the depths of her despair, a lonely traveler took her hand. “I will protect your children if they follow my path. Let them wander the world. They may be shunned and feared, but they will never be destroyed.” Jes agreed, and the traveler gave her his cloak. When she draped it ove",
      "publisher": "Wizards of the Coast",
      "book": "Eberron - Rising from the Last War",
      "category": "Races",
      "expansion": 4480
    },
    {
      "name": "Chazrac",
      "description": "Chazrac are a race of sentient lizards that originate from Shamrua. They have been living there in small tribal communities for tens of thousands of years. During the Age of Spirits on Virthys, they slowly became the dominant race of Shamrua, but they didn't spread much beyond the borders of this region. A few smaller communities are known to exist in the Bleeding Jungles. The Chazrac are hulking reptiles with strong tails, and long arms that they often use as front legs. They walk as much on al",
      "publisher": "Braythe RPG",
      "book": "Braythe - Shattered Realities",
      "category": "Races",
      "expansion": 17295
    },
    {
      "name": "Chromatic Dragonborn",
      "description": "Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green, red, and white dragons gleam in those dragonborn's scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and forest, toxic and corrosive. Chromatic Dragonborn Traits You have the following racial traits. Creature Type. ",
      "publisher": "Wizards of the Coast",
      "book": "Fizban's Treasury of Dragons",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Chthonic Scions",
      "description": "“Captain.” The elf’s voice pierces the dull roar of warfare over the hills. Metal shrieking against metal, boots pulling from the muck, a rallying call strangled with fear. If they’d just been faster— “Captain.” Her lieutenant, Cian, is more insistent. Captain Jivanna drags her eyes from the wreckage to follow his gaze. “What? I already told you, leave them behi—” “Look.” Cian gestures to a solitary figure that descends on the massacre of bodies and beasts. Murky wings of water fold into the fig",
      "publisher": "MCDM Productions",
      "book": "Arcadia Issue No. 11",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Cnidaran",
      "description": "“Don’t. Break. The. Coral. No souvenirs, no trinkets, no keepsakes. That’s someone’s grandparent.” - Jack Kusto, Oceanographer From nomadic, floating cities whose coral exoskeletons stretch down into the dark ocean depths to mile-long reefs and small atolls, cnidaran (NI-da-ran) settlements can be found wherever salt meets water. Their unique, bipartite lifecycle sets them apart from most other humanoids and fosters a zealous loyalty between cnidaran and home. Disperse and Deploy Cnidarans have ",
      "publisher": "Loot Tavern",
      "book": "Heliana's Guide to Monster Hunting - Compendium",
      "category": "Races",
      "expansion": 23695
    },
    {
      "name": "Coalder",
      "description": "Deep beneath the mantle of the Material Plane, the hardy coalder people thrive. These Large humanoids have massive arms and walk on their knuckles. Long, oily hair adorns their stone-chiseled heads, hands, and feet. Their dusty skin is marbled, mixed with the primary minerals of their five birth parents. Coalders came about as the plane's response to the tarrasque. They can withstand the harshest environments and stay close to the monster to keep it sated and asleep, knowing that if they fail, t",
      "publisher": "MCDM Productions",
      "book": "Arcadia Issue No. 14",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Corvum",
      "description": "Corvums are a crow-like race with dark feathers and sharp minds. Their reputation in birdfolk society is nothing short of villainous, and they are regularly cast as the antagonists of any given situation. It’s hard to say whether the corvums are distrusted because they behave the way they do, or if they behave the way they do because they are distrusted. For Personal Gain It is widely believed that corvums only look out for themselves. Sometimes this presents as flexible morals, and at other tim",
      "publisher": "Hit Point Press",
      "book": "Humblewood",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Cursed-Blood",
      "description": "The cursed-blood are so named for their accursed lineage, forever bound by the twisted tethers of their very own blood. From the moment of their birth, they are each adorned with a quiescent mask, sealing their features in a permanent expression of cold, unfeeling marble. Nevertheless, these fated beings find strength in the familial bonds that tie them together, for they must rely on each other to survive the foul scourge that has befallen Luyarnha. Alas, the cursed-blood are shunned and abhorr",
      "publisher": "MonkeyDM",
      "book": "Steinhardt's Guide to the Eldritch Hunt",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Cyclopian",
      "description": "“Okay, ready? Left eye. Right eye. Left eye. Righ- oh I do beg your pardon.” - Sia Lotta’ize, Opthamolagist The pursuit of knowledge, the acquisition of secrets, and the hoarding of trinkets with storied histories are common practices among any creature raised by cyclopians (sy-CLO-pee-ans). From dog tags to tapestries, musical manuscripts to carved tablets, and magical memory orbs to worthless heirlooms, their ‘libraries’ (as cyclopians refer to their homes) are filled with knowledge. With thei",
      "publisher": "Loot Tavern",
      "book": "Heliana's Guide to Monster Hunting - Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Darakhul",
      "description": "In the lightless depths beneath the ground, an empire of devouring ambition grows and plots and dreams. Its citizens call themselves the People, but the rest of Midgard calls them the Lords Subterranean, the Ghoul Imperium, or simply the Empire of the Ghouls. Their cities lie out of sight, their agents infiltrate the underworlds of a score of surface cities, and their goals know no limits. To them, if you are not a member of the People, you are food. Their empire maintains complex social structu",
      "publisher": "Kobold Press",
      "book": "Underworld Player's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Darakhul",
      "description": "In the lightless depths beneath the ground, an empire of devouring ambition grows and plots and dreams. Their cities lie out of sight, their agents infiltrate the underworlds of a score of surface cities, and their goals know no limits. To them, if you are not a member of their empire, you are food. Their empire maintains complex social structures and forges serious alliances. They scheme and plot. They hunger for the flesh of the living. They are the ghoulish darakhul. Into the Big, Wide, World",
      "publisher": "Kobold Press",
      "book": "Tome of Heroes",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Darakhul",
      "description": "The darakhul are no strangers to darkness, and over the years, the members of the Twilight Empire deftly adapted to their new home and carved out a thriving civilization in the Shadow Realm. They have grown into a powerful force. Living flesh is scarce in the Shadow Realm, so while the darakhul still hunt the living denizens of the plane and maintain elaborate trade networks to secure living cargo from mortal lands, they have discovered that the crackling trees—an invasive species originating in",
      "publisher": "Kobold Press",
      "book": "Book of Ebon Tides Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Deep Gnome",
      "description": "Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm’s magic. They can supernaturally camouflage themselves, and their svirfneblin magic renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark. Like other gnomes, deep gnomes can live for centuries, up to 500 years. Deep Gnome Traits As a deep gnome, you have the following racial traits. Creature Type. You are a Humanoid. Yo",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Deep One Dwarf",
      "description": "Far removed from the splendorous halls of their ancestral kingdoms, the dwarves of Luyarnha have undergone a profound transformation, the likes of which none of their kin foresaw. These once grand merchants perpetrated a sin – coveting that which was not rightfully theirs – and for this dereliction of morality, they begot a curse of unspeakable malevolence, condemning their blood to the compelled service of He Who Lies Dreaming. His Blessing. Their very nature was irrevocably altered, much like ",
      "publisher": "MonkeyDM",
      "book": "Steinhardt's Guide to the Eldritch Hunt",
      "category": "Races",
      "expansion": 27461
    },
    {
      "name": "Demidritch",
      "description": "Easily distinguished by their eyes—brightly colored irises that swirl like galaxies in a jet-black sclera—demidritch occupy a precarious precipice in the minds of Luyarnhians, equal parts revered and abhorred. Born of a union between humanoids and eldritch beings, demidritch are often referred to as ‘half-angels’, a misnomer arising from Luyarnhians’ mistaken belief that these creatures are descended from celestials. Stories abound of radiant silhouettes—eldritch creatures wreathed in powerful i",
      "publisher": "MonkeyDM",
      "book": "Steinhardt's Guide to the Eldritch Hunt",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Dendus",
      "description": "“A great sense of pride, purpose, and tradition runs deep within the dendus clans. But with all of their history, they are known throughout the galaxy for being able to do one thing better than the rest: they endure. Their people have fallen and risen again in dramatic fashion to the point that we’d think they would hate all other species. But instead, it’s the opposite. Their sense of wonder and love of life is sometimes infectious. Make no mistake, though. The dendus still hold grudges... and ",
      "publisher": "Alligator Alley Entertainment",
      "book": "Esper Genesis Core Manual",
      "category": "Races",
      "expansion": 27051
    },
    {
      "name": "Derro",
      "description": "Deep beneath the earth, the derro wait in twisted cities built by their mad architects. These insane humanoids live, work, and somehow thrive in the lightless depths. They understand the truth about the uncaring gods that dwell between the stars, and they abandoned sanity long ago to save themselves. The derro hide within their insanity in the hope that the dark gods they fear will turn that sinister attention to other, saner races first. Despite the great distances between their Underworld citi",
      "publisher": "Kobold Press",
      "book": "Underworld Player's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Derro",
      "description": "Deep beneath the earth, the derro wait in twisted cities built by their mad architects. These insane humanoids live, work, and somehow thrive in the lightless depths. They understand the truth about the uncaring gods that dwell between the stars, and they abandoned sanity long ago to save themselves. The derro hide within their insanity in the hope that the dark gods they fear will turn that sinister attention to other, saner races first. Despite the great distances between their underground cit",
      "publisher": "Kobold Press",
      "book": "Tome of Heroes",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Dhakaani Ghaal'dar (Hobgoblin)",
      "description": "Dhakaani hobgoblins are known as ghaal’dar , “mighty folk”—not to be confused with the Ghaal’dar tribes that dominate Darguun. The ghaal’dar are soldiers, scholars, and leaders, valued for their versatility and their vision. Your ghaal’dar character has the following traits. Ability Score Increase. Your Constitution score increases by 2. Age. Ghaal’dar mature at the same rate as humans and have lifespans similar to theirs. Size. Ghaal’dar are between 5 and 6 feet tall and weigh between 150 and 2",
      "publisher": "Keith Baker Presents",
      "book": "Exploring Eberron",
      "category": "Races",
      "expansion": 20973
    },
    {
      "name": "Dhakaani Golin'dar (Goblin)",
      "description": "Dhakaani goblins are known as golin’dar , “quick folk.” They reproduce and mature faster than other dar, and form the bulk of the labor force in Dhakaani society. This includes menial labor, agriculture, food preparation, and skilled craftwork. Though ghaal’dar are the primary smiths of weapons and armor, most other manufacturing is done by the golin’dar. While this work may be less dramatic than the martial paths of the ghaal’dar and guul’dar, it’s vital to survival and the golin’dar are respec",
      "publisher": "Keith Baker Presents",
      "book": "Exploring Eberron",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Dhakaani Guul'dar (Bugbear)",
      "description": "Dhakaani bugbears are known as guul’dar , “strong folk,” and are celebrated for their strength and courage. They help perform heavy labor where strength is required, but most yearn to prove their mettle on the battlefield, risking their lives to earn the glory known as atcha . Your guul’dar character has the following traits. Ability Score Increase. Your Strength score increases by 2, and either your Dexterity or Constitution score increases by 1 (your choice). Age. Guul’dar reach adulthood at a",
      "publisher": "Keith Baker Presents",
      "book": "Exploring Eberron",
      "category": "Races",
      "expansion": 20973
    },
    {
      "name": "Dhampir",
      "description": "The dhampir Savra Sunstar confronts her father, the vampire Jander Sunstar Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite. With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply per",
      "publisher": "Wizards of the Coast",
      "book": "Van Richten's Guide To Ravenloft",
      "category": "Races",
      "expansion": 10535
    },
    {
      "name": "Dhampir (EotG)",
      "description": "The half-living children of vampires and human mothers, dhampirs are born into a world that rejects them. Stigma and suspicion follow them regardless of whether the truth of a dhampir child’s nature is known. This mistrust either forces a dhampir to develop a disarming wit and charm, or to embrace bitterness and keep others at arm’s length through guile or outright intimidation. Few dhampirs find solace with their undead forebears. As living creatures, even tainted ones, the reality of living wi",
      "publisher": "Kobold Press",
      "book": "Underworld Player's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Dhampir (MHH)",
      "description": "The half-living children of vampires and human mothers, dhampirs are born into a world that rejects them. Stigma and suspicion follow them regardless of whether the truth of a dhampir child’s nature is known. This mistrust either forces a dhampir to develop a disarming wit and charm, or to embrace bitterness and keep others at arm’s length through guile or outright intimidation. Few dhampirs find solace with their undead forebears. As living creatures, even tainted ones, the reality of living wi",
      "publisher": "Kobold Press",
      "book": "Midgard Heroes Handbook",
      "category": "Races",
      "expansion": 9
    },
    {
      "name": "Draconblood Dragonborn",
      "description": "Wildemount was the cradle from which all dragonborn civilization grew. The city-state of Draconia rose in the Dreemoth Ravine along the southern edge of the continent, when foreign dragonkin fleeing the gods’ wrath during the Calamity forged an alliance with native dragonborn already dwelling there. The colonizing dragonborn, who called themselves draconbloods, worked with the native dragonborn, called ravenites, to build a society that could withstand the wandering monsters of Xhorhas. However,",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount (deprecated)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Draconblood Dragonborn",
      "description": "Draconbloods possess long tails and a knack for social manipulation. They remember the days when they were once mighty conquerors. A draconblood uses the dragonborn traits in the Player’s Handbook , with the following traits replacing the Ability Score Increase and Damage Resistance traits. Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness a",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Dragonborn",
      "description": "These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Dragonborn Traits Your draconic heritage manifests in a variety of traits ",
      "publisher": "Wizards of the Coast",
      "book": "Free Basic Rules (2014)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Dragonborn",
      "description": "Her father stood on the first of the three stairs that led down from the portal, unmoving. The scales of his face had grown paler around the edges, but Clanless Mehen still looked as if he could wrestle down a dire bear himself. His familiar well-worn armor was gone, replaced by violet-tinted scale armor with bright silvery tracings. There was a blazon on his arm as well, the mark of some foreign house. The sword at his back was the same, though, the one he had carried since even before he had f",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Dragonborn",
      "description": "Draconic humanoids descended from dragons; this Lineage holds a fraction of the elemental power of their ancestors. Size: Medium. Draconic Ancestry: Your bloodline stems from a particular kind of dragon. Choose a type of dragon from the Draconic Ancestry table; this determines the damage and area of your breath weapon and the type of resistance you gain. Draconic Resistance: You have Resistance to the damage type associated with your Draconic Ancestry. Breath Weapon: You can use your action to e",
      "publisher": "Cubicle 7 Entertainment",
      "book": "A Life Well Lived",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Dragonborn",
      "description": "Creature Type Humanoid Size Medium (about 5–7 feet tall) Speed 30 feet The ancestors of dragonborn hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat, who wanted to populate the multiverse with people created in their image. Another story claims that dragons created the first dragonborn without the gods’ blessings. Whatever their origin, dragonborn have made homes for themselves on the Material Plane. Dragon",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook (2024)",
      "category": "Races",
      "expansion": 32231
    },
    {
      "name": "Dreevith",
      "description": "Philosophy. Beauty. Art. According to the Dreevith, toad-like humanoids living in the swamps of Shamrua, these are the keys to the soul. And those who have true access to their soul gain freedom, happiness and enlightenment. All three of these aspects are included in the word Gron'Dab, the great goal of every single soul. Dreevith resemble slender walking toads, with wide mouths and large vocal sacs. They usually have a combination of green and yellow skin colours, but many other variations are ",
      "publisher": "Braythe RPG",
      "book": "Braythe - Shattered Realities",
      "category": "Races",
      "expansion": 17295
    },
    {
      "name": "Drow",
      "description": "The denizens of the surface world did not know of the existence of the drow until recently in the world’s history. Even other creatures who lived beneath the surface only heard of the race through rumors and half-mythical stories. The magnificent cities and structures created by the drow were viewed by very few outsiders, as the locales were kept secret, protected by traps, magic, and a network of fortifications and soldiers. With the rise of the darakhul and their empires, however, the drow civ",
      "publisher": "Kobold Press",
      "book": "Tome of Heroes",
      "category": "Races",
      "expansion": 16832
    },
    {
      "name": "Drow (Midgard)",
      "description": "The denizens of the surface world did not know of the existence of the drow until recently in the world’s history. Even other Underworld creatures only heard of the race through rumors and half-mythical stories. The magnificent cities and structures created by the drow were viewed by very few outsiders, as the locales were kept secret, protected by traps, magic, and a network of fortifications and soldiers. With the rise of the Ghoul Imperium, however, the drow civilization is now exposed to the",
      "publisher": "Kobold Press",
      "book": "Underworld Player's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Duergar",
      "description": "Duergar are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underdark. That chthonic realm is saturated with strange magical energy, and over generations, early duergar absorbed traces of it. They were further altered when mind flayers and other Aberrations invaded and performed horrific experiments on them. Fueled by Underdark magic, those experiments left early duergar with psionic powers, which have been passed down to their descendants. In time, they",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Dust Goblin",
      "description": "Of all the humanoid races that live in the blighted lands of the world, perhaps the most successful are the dust goblins. Their ability to survive in almost any environment and the prolific rate at which they breed enables them to face nearly any challenge that comes their way. Indeed, in a land populated by otherworldly horrors, unhinged cultists, and rampaging dragons, that they not only survive but prosper is something of a miracle. MALNOURISHED AND TWISTED Dust goblins appear to be perpetual",
      "publisher": "Kobold Press",
      "book": "Wastes of Chaos",
      "category": "Races",
      "expansion": 25357
    },
    {
      "name": "Dwarf",
      "description": "These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Dwarf Traits Your dwarf character has an assortment of inborn abilities, p",
      "publisher": "Wizards of the Coast",
      "book": "Free Basic Rules (2014)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Dwarf",
      "description": "Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred⁠ of goblins and orcs—these common⁠ threads unite all dwarves. Long Memory, Long Grudges Dwarves can live to be more than 400 years old. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don’t aban",
      "publisher": "Wizards of the Coast",
      "book": "Essentials Kit",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Dwarf",
      "description": "“Yer late, elf!” came the rough edge of a familiar voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven friend. In spite of the added discomfort, the dwarf’s long, pointed, often-broken nose and gray-streaked though still-fiery red beard came as a welcome sight to Drizzt. “Knew I’d find ye in trouble if I came out an’ looked for ye! ” —R. A. Salvatore, The Cr⁠ystal Shard⁠ Kingdoms rich in ancient grandeur, halls carv",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Dwarf",
      "description": "Short, stout, and hardy individuals whose size belies their strength. Size: Medium. 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 colour in darkness, only shades of grey. Dwarven Resilience: You have Advantage on Saving Throws against Poison, and you have resistance against Poison Damage. Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.",
      "publisher": "Cubicle 7 Entertainment",
      "book": "A Life Well Lived",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Dwarf",
      "description": "The dwarves are an ancient people and have a culture as rich as any in Eredane. Dwarven society is structured along familial lines, and as with the Dorns, clan loyalty and honor lie at the center of their lives. Historical records indicate that in the First Age, more than six hundred dwarven clanholds were spread throughout the Kaladrun Mountains. Now there are fewer than two hundred, and this number continues to fall as the Shadow advances. The clan is the basic dwarven social and political uni",
      "publisher": "Edge Studio",
      "book": "Midnight - Legacy of Darkness",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Dwarf",
      "description": "Creature Type Humanoid Size Medium (about 4–5 feet tall) Speed 30 feet Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years. Squat and often bearded, the original dwarves carved cities and strongholds into mountainsides and under the",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook (2024)",
      "category": "Races",
      "expansion": 32231
    },
    {
      "name": "Dwarf",
      "description": "Creature Type Humanoid Size Medium (about 4–5 feet tall) Speed 30 feet Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years. Squat and often bearded, the original dwarves carved cities and strongholds into mountainsides and under the",
      "publisher": "Wizards of the Coast",
      "book": "Free Basic Rules (2024)",
      "category": "Races",
      "expansion": 33335
    },
    {
      "name": "Dwarves - Nani",
      "description": "The dwarves are descendants of the titans from early times. Back in those days, dwarves were towering, magical beings called gigantes, serving their ancestors, the titans, by bringing order to the chaotic flux of magic. This was mostly done by mining the Earth for stone and ore, which was then used to build palaces for the titans to live in, and armor and weapons to make them invincible. Then two catastrophes happened. The first one is well remembered in the legends of the nani: The titans grew ",
      "publisher": "Vortex Verlag",
      "book": "The Straight Way Lost",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Earth Genasi",
      "description": "Genasi Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie’s magic. A typical genasi has a life span of 120 years. Earth Genasi Traits Tracing their ancestry to dao, the genies of the Eleme",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Eladrin",
      "description": "Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season forever. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season. Like othe",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Eldori",
      "description": "“Some say the nesieve might have been on the cusp of the next phase of evolution. They might have even achieved the mercurial state of the belare at the height of their potential. Maybe what happened to them, the fracturing of their species, was inevitable. Like the belare, they could have been so powerful that the universe needed to give them a lesson in humility. If that was the case, the eldori have certainly learned that lesson better than the rest of us. ” — Gento Mosh, kesh explorer One of",
      "publisher": "Alligator Alley Entertainment",
      "book": "Esper Genesis Core Manual",
      "category": "Races",
      "expansion": 27051
    },
    {
      "name": "Elf",
      "description": "These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Elf Traits Your elf character has a variety of natural abilities, the resu",
      "publisher": "Wizards of the Coast",
      "book": "Free Basic Rules (2014)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Elf",
      "description": "“I have never imagined such beauty existed,” Goldmoon said softly. The day’s march had been difficult, but the reward at the end was beyond their dreams. The companions stood on a high cliff over the fabled city of Qualinost. Four slender spires rose from the city’s corners like glistening spindles, their brilliant white stone marbled with shining silver. Graceful arches, swooping from spire to spire, soared through the air. Crafted by ancient dwarven metalsmiths, they were strong enough to hold",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook",
      "category": "Races",
      "expansion": 5
    },
    {
      "name": "Elf",
      "description": "A people of otherworldly grace, elves dwell in places of ethereal beauty, in the midst of ancient forests or in spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children. A Timeless Perspective Elves can live well over 700 years, giving them",
      "publisher": "Wizards of the Coast",
      "book": "Essentials Kit",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Elf",
      "description": "Slender and sharp-featured, Elves have superior vision and traces of Fey blood. Size: Medium. 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 colour in darkness, only shades of grey. Cantrip : You know one cantrip of your choice from the Wizard or Druid spell list. Intelligence is your spellcasting ability for it. Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’",
      "publisher": "Cubicle 7 Entertainment",
      "book": "A Life Well Lived",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Elf",
      "description": "The elves are more like the elder fey than any of the other fey peoples of Eredane, both physically and culturally. They are a slight people, lithe, quick, and agile. They are all children of nature, and even with their ancient culture and powerful magic, they still live close to the wilds as part of the Great Forest of Erethor. Most are a unified people, allied not to clan or family groups but instead to a single royal line that rules over all of Erethor. Their devotion to their Queen, Aradil, ",
      "publisher": "Edge Studio",
      "book": "Midnight - Legacy of Darkness",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Elf",
      "description": "Created by the god Corellon, the first elves could change their forms at will. They lost this ability when Corellon cursed them for plotting with the deity Lolth, who tried and failed to usurp Corellon’s dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon’s forgiveness, but that which Corellon had taken from them was lost forever. No longer able to shape-shift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane’s influ",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook (2024)",
      "category": "Races",
      "expansion": 32231
    },
    {
      "name": "Elf",
      "description": "Created by the god Corellon, the first elves could change their forms at will. They lost this ability when Corellon cursed them for plotting with the deity Lolth, who tried and failed to usurp Corellon’s dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon’s forgiveness, but that which Corellon had taken from them was lost forever. No longer able to shape-shift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane’s influ",
      "publisher": "Wizards of the Coast",
      "book": "Free Basic Rules (2024)",
      "category": "Races",
      "expansion": 33335
    },
    {
      "name": "Elves - Elfi",
      "description": "The elves are emigrés from the fae realm. They are the descendants of fae who wanted what humans could have: children and family, and thus a measure of Permanence. The price they had to pay for this was mortality. Since bearing children is almost impossible in the fae realm, and strictly forbidden to anyone but the queens anyway, they are stranded in the human realm and live their lives just as humans do, but usually hidden away in some form to prevent persecution. There are small communities of",
      "publisher": "Vortex Verlag",
      "book": "The Straight Way Lost",
      "category": "Races",
      "expansion": 30058
    },
    {
      "name": "Ember Half-Orc",
      "description": "Half-Orcs in the world Not all orcs on Virthys were as civilized as the Ember Orcs. And the more tribal savages had offspring with other races, in particular humans, just as on other worlds. During the War of Vallenis, many of them became mercenaries. Half-orc chieftains sometimes led their entire clans into war, for glory and treasure. The last few decades on Virthys are known to many orcs as the Days of Blood. While this allowed them to live as mighty warriors, the death toll was so high that ",
      "publisher": "Braythe RPG",
      "book": "Braythe - Shattered Realities",
      "category": "Races",
      "expansion": 17295
    },
    {
      "name": "Ember Orc",
      "description": "Ember Orcs are denizens of Larysh, now known as the Ember Wastelands. They resemble regular orcs in many ways, but they have also been strongly influenced by their relations to the Plane of Fire. Their skin is red, and many Ember Orcs also have red or yellow eyes. Their culture has risen beyond primitive tribes since a long time, and they live in cities built by master craftsmen and elemental magic. Their architecture incorporates lots of metal, but also gemstones, stained glass and fire magic m",
      "publisher": "Braythe RPG",
      "book": "Braythe - Shattered Realities",
      "category": "Races",
      "expansion": 17295
    },
    {
      "name": "Erina",
      "description": "The enigmatic hedgehog-folk of Midgard trace their history back to the beginning of the world—further back than the rule of the elves—to the first groves and wild grasslands, to those green places between the elemental poles that birthed all that is. Or so the erina druids like to claim. The erina are a small-statured race of creatures resembling bipedal hedgehogs. They often escape the notice of the powerful rulers of Midgard, though anyone traveling through the wilds would do well to have them",
      "publisher": "Kobold Press",
      "book": "Margreve Player's Guide",
      "category": "Races",
      "expansion": 16
    },
    {
      "name": "Erina",
      "description": "The enigmatic hedgehog-folk trace their history back to the beginning of the world—further back than even elves can trace—to the first groves and wild grasslands, to those green places between the elemental poles that birthed all that is. Or so the erina druids like to claim. The erina are a small-statured race of creatures resembling bipedal hedgehogs. They often escape the notice of the powerful rulers of the land, though anyone traveling through the wilds would do well to have them as allies.",
      "publisher": "Kobold Press",
      "book": "Tome of Heroes",
      "category": "Races",
      "expansion": 16832
    },
    {
      "name": "Fairy",
      "description": "The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well. Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characte",
      "publisher": "Wizards of the Coast",
      "book": "The Wild Beyond the Witchlight",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Fairy",
      "description": "The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well. Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characte",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Feyblood",
      "description": "The elves of Silfast deem themselves fortunate to have those known as the Feyblood as their neighbors. It is even rumored that they can resist the effects of the blighted lands within the Empyrean. However, it is not so for these people beyond the borders of Anchorome. Most denizens of Faerun see little difference between them and other beasts, while those within the Feywild count them amongst the Unseelie. With hope, these faerie-kin shall one day be recognized as allies instead of adversaries.",
      "publisher": "Castle Skydawn Design",
      "book": "Xanathar's Lost Notes to Everything Else",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Finfolk Adult",
      "description": "“The roar of the sea is my calling. I may stand on land, but the water still tries to find me, kissing the shores again and again to woo my earth-walking legs back home.” - Wenda Ryba, Finfolk artisan Mysterious and enchanting, Finfolk are closely connected with the sea. While perfectly able to live their whole lives out of the water, Finfolk feel most at home in watery environments, often seen gracefully swimming or hunting for fish in the ocean. Human in appearance, Finfolk have smooth skin an",
      "publisher": "Renegade Game Studios",
      "book": "Wardlings Campaign Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Finfolk Wardling",
      "description": "“The roar of the sea is my calling. I may stand on land, but the water still tries to find me, kissing the shores again and again to woo my earth-walking legs back home.” - Wenda Ryba, Finfolk artisan Mysterious and enchanting, Finfolk are closely connected with the sea. While perfectly able to live their whole lives out of the water, Finfolk feel most at home in watery environments, often seen gracefully swimming or hunting for fish in the ocean. Human in appearance, Finfolk have smooth skin an",
      "publisher": "Renegade Game Studios",
      "book": "Wardlings Campaign Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Firbolg",
      "description": "We spent three months tracking the green dragon before locating the forest in which it sought refuge. On our second day in that place, we woke to find the dragon’s head placed in the center of our camp. Soveliss told me that firbolgs must have claimed the forest, and they wanted to show us we had no further business there. If we lingered, he assured me, our heads would be next. —Gimble, Notes from a Treasure Hunter Firbolg tribes cloister in remote forest strongholds, preferring to spend their d",
      "publisher": "Wizards of the Coast",
      "book": "Volo's Guide to Monsters",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Firbolg",
      "description": "Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs’ souls. Centuries later, that magic still thrums inside a firbolg, even one who has never lived under the boughs of a great forest. A firbolg’s magic is an obscuring sort, which allowed their ancestors to pass through a forest without disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Firbolg",
      "description": "Firbolgs are a forest-dwelling race native to the Greying Wildlands, particularly the mysterious Savalirwood. Their bodies are covered with thick fur ranging from tones of earthen brown and ruddy red to cool grays and blues, and even to wild hues of pink and green. Their bodies are bovine or camelid in appearance, with floppy, pointed ears and broad, pink noses, but they are bipedal and have hands that can manipulate weapons and objects. Most firbolgs live in extended family units, and it is unu",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Firbolg (EGTW)",
      "description": "Firbolgs are a forest-dwelling race native to the Greying Wildlands, particularly the mysterious Savalirwood. Their bodies are covered with thick fur ranging from tones of earthen brown and ruddy red to cool grays and blues, and even to wild hues of pink and green. Their bodies are bovine or camelid in appearance, with floppy, pointed ears and broad, pink noses, but they are bipedal and have hands that can manipulate weapons and objects. Most firbolgs live in extended family units, and it is unu",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount (deprecated)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Fire Genasi",
      "description": "Genasi Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie’s magic. A typical genasi has a life span of 120 years. Fire Genasi Traits Descended from efreet, the genies of the Elemental Plan",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Gallus",
      "description": "The gallus commonly dwell in small, familial communities as opposed to the grand perches of the Wood. Of the birdfolk, they are the most likely to be found living among the humblefolk. Gallus have a deep respect for nature and a love of gardening unmatched by other birdfolk. They value their social bonds above all else, and are always ready to help their neighbors and promote the common good. They are polite but have little patience for deceit and rudeness. A Varied Folk The gallus are a varied ",
      "publisher": "Hit Point Press",
      "book": "Humblewood",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Garden Born",
      "description": "Effectively living dirt, the Garden Born are sentient Creatures created from a bond between the earth and life itself within the Feywild . Gardenlings typically are host to some type of plant organism or insect, and must keep that organism alive in order to stay sentient. Gardenling aren’t born with an outer shell, instead transferring themselves from casing to casing as they mature. Gardenling often wear handcrafted masks so that they can blend in more comfortably with intelligent Humanoids , b",
      "publisher": "Mad Sparrow",
      "book": "Garden Born for 5E",
      "category": "Races",
      "expansion": 15446
    },
    {
      "name": "Garden Gnome",
      "description": "One of the most proliferative, yet rarely encountered, gnomes are the garden variety. Tiny garden gnomes hide in plain sight amid flower fields and toadstools, seeing to the health and vibrancy of the rolling plains they call home. Making contact with folks other than bugs and little animals might jeopardize the safety of their large families, but a garden gnome would be hard-pressed to turn down the call to adventure when a threat shows its face. Garden Gnome Traits As a gnome, you have the fol",
      "publisher": "MCDM Productions",
      "book": "Arcadia Issue No. 14",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Gearforged",
      "description": "Originally created as powerful soldiers, gearforged must now find their own paths to navigate the second life they’ve been given. Many devote themselves to civil service, others to their gods. Some dedicate their extraordinarily long lives to the pursuit of knowledge. A few, naturally, seek out lives of adventure. The gearforged are an artificial race. More importantly, its members are created one at a time and come from a vast array of backgrounds. Nevertheless, they maintain rich traditions of",
      "publisher": "Kobold Press",
      "book": "Midgard Heroes Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Gearforged",
      "description": "Originally created as powerful soldiers, gearforged must now find their own paths to navigate the second life they’ve been given. Many devote themselves to civil service, others to their gods. Some dedicate their extraordinarily long lives to the pursuit of knowledge. A few, naturally, seek out lives of adventure. The gearforged are an artificial race. More importantly, its members are created one at a time and come from a vast array of backgrounds. Nevertheless, they maintain rich traditions of",
      "publisher": "Kobold Press",
      "book": "Tome of Heroes",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Gem Dragonborn",
      "description": "Gem dragonborn partake of the heritage of gem dragons, who claim to be heirs of Sardior, the Ruby Dragon. The colors and mysterious powers of gem dragons—amethyst, crystal, emerald, sapphire, and topaz—gleam in these dragonborn's scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, and the resounding echo of discovery—but also the desiccation of despair. Gem Dragonborn Traits You have the following racial traits. Creat",
      "publisher": "Wizards of the Coast",
      "book": "Fizban's Treasury of Dragons",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Genasi",
      "description": "Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals. The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for ",
      "publisher": "Wizards of the Coast",
      "book": "Princes of the Apocalypse",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Genasi",
      "description": "Genasi are exceedingly rare on Exandria, as befits their unique origins. Most live among the elementally attuned Ashari tribes of Tal’Dorei or on the Elemental Planes. However, there are no major rifts to the Elemental Planes in Wildemount, and thus no Ashari to safeguard them. The few genasi who dwell on this continent are often created as the result of a powerful elemental influence at the moment of their birth. A baby born within the eye of a hurricane might become an air genasi, while a fire",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Genasi (EGTW)",
      "description": "Genasi are exceedingly rare on Exandria, as befits their unique origins. Most live among the elementally attuned Ashari tribes of Tal’Dorei or on the Elemental Planes. However, there are no major rifts to the Elemental Planes in Wildemount, and thus no Ashari to safeguard them. The few genasi who dwell on this continent are often created as the result of a powerful elemental influence at the moment of their birth. A baby born within the eye of a hurricane might become an air genasi, while a fire",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount (deprecated)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Giff",
      "description": "Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size and unforgettable appearance, giff are noticed wherever they go. Giff put their great size to use in all sorts of ways, from lifting heavy loads and tying tight knots to opening stuck doors and seeing over crowds. They're also natural swimmers. Most giff believe they originated on one world, but their home ",
      "publisher": "Wizards of the Coast",
      "book": "Spelljammer - Adventures in Space",
      "category": "Races",
      "expansion": 16643
    },
    {
      "name": "Gifted",
      "description": "As a species, the gifted are not distinct from humans; rather, they are individuals of the human race who are either born with a special “gift”, or acquire it during their lifetime under various circumstances, and usually bear a visible mark of their exceptionality. Almost as numerous as the gifted themselves, the traditions regarding their birth and the reason for their unique powers, innate or otherwise, include being: descendants of a malebranche or a turquoise; conceived during special plane",
      "publisher": "Acheron Games",
      "book": "Brancalonia - Core Rulebook Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Gith",
      "description": "At the DM’s option, you can create a gith character, using the following traits. Gith Traits Your character shares the following traits with other gith. Ability Score Increase. Your Intelligence score increases by 1. Age. Gith reach a⁠dulthood in their late teens and live for about a century. Size. Gith are taller and leaner than humans, with most a slender 6 feet in height. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Gith. Subrace. There are t",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen's Tome of Foes",
      "category": "Races",
      "expansion": 4
    },
    {
      "name": "Githyanki",
      "description": "Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their psionic powers and built a great city called Tu’narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their children can reach adulthood. A lanky people with skin tones of yellows, greens, and browns, githyanki comp",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Githzerai",
      "description": "Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy, collapsing and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the ages passed, githzerai explorers ranged out to other planes and worlds of the multiverse. Githzerai ar",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Gnoll",
      "description": "The average gnoll views work and self-sufficiency with distaste. Gnolls with leadership skills or who tire of sharing the fruits of their labors break off from the pack, alone or in small groups, to fend for themselves. Sometimes a male gnoll announces he believes males are more fit to lead and necessarily sets out on his own until he can find a new pack or the controversy is forgotten. Gnolls who possess the will to face danger make excellent adventurers. Gnoll Traits Your gnoll character has s",
      "publisher": "Kobold Press",
      "book": "Southlands Player's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Gnoll",
      "description": "The average gnoll views the virtues of work and self‑sufficiency with distaste. Gnolls with leadership skills or who tire of sharing the fruits of their labors frequently break off from the pack alone or in small groups to fend for themselves. Sometimes a male gnoll foolishly announces that he believes males are more fit to lead, and necessarily sets out on his own until he can find a new pack or the controversy is forgotten. Gnolls who possess the will to face danger make excellent adventurers.",
      "publisher": "Kobold Press",
      "book": "Midgard Heroes Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Gnoll",
      "description": "Centuries ago, the gnolls of the Znir Pact turned their backs on the worship of fiends, resolving to live as free people. Chapter 4 discusses their role in Droaam and across the land of Khorvaire. Your gnoll character has the following racial traits. Ability Score Increase. Your Constitution score increases by 1. In addition, either your Strength or Dexterity score increases by 2. Age. Young gnolls grow with uncanny speed. A gnoll is capable of fending for itself after only a few months, and is ",
      "publisher": "Keith Baker Presents",
      "book": "Exploring Eberron",
      "category": "Races",
      "expansion": 20973
    },
    {
      "name": "Gnome",
      "description": "Skinny and flaxen-haired, his skin walnut brown and his eyes a startling turquoise, Burgell stood half as tall as Aeron and had to climb up on a stool to look out the peephole. Like most habitations in Oeble, that particular tenement had been built for humans, and smaller residents coped with the resulting awkwardness as best they could. But at least the relative largeness of the apartment gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a ",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Gnome",
      "description": "These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Gnome Traits Your gnome character has certain characteristics in common wi",
      "publisher": "Wizards of the Coast",
      "book": "Free Basic Rules (2014)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Gnome",
      "description": "Gnomes have a natural cunning and a magical connection with the creatures of the world. Size: Small. Gnome Cunning: You have Advantage on all Intelligence, Wisdom, and Charisma saves against magic. Natural Illusionist: You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it. Speak with Small Beasts: You may communicate simple ideas with Small or smaller beasts through sound and gestures.",
      "publisher": "Cubicle 7 Entertainment",
      "book": "A Life Well Lived",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Gnome",
      "description": "The gnomes are a clever and resourceful people. Though it is well-known that they share ancient kin with the dwarves, even the Kurgun do not like to claim responsibility for the lineage. Gnomes are barely taller than halflings, with only a slightly stouter build. They are bronze skinned but pale eyed, with jet-black hair that they keep short, as they are constantly in and out of the water. Gnomish culture and history reflect their adaptable nature. Their nimble outlook on life allowed them to fi",
      "publisher": "Edge Studio",
      "book": "Midnight - Legacy of Darkness",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Gnome",
      "description": "Creature Type Humanoid Size Small (about 3–4 feet tall) Speed 30 feet Gnomes are magical folk created by gods of invention, illusions, and life underground. The earliest gnomes were seldom seen by other folk due to the gnomes’ secretive nature and their propensity for living in forests and burrows. What they lacked in size, they made up for in cleverness. They confounded predators with traps and labyrinthine tunnels. They also learned magic from gods like Garl Glittergold, Baervan Wildwanderer, ",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook (2024)",
      "category": "Races",
      "expansion": 32231
    },
    {
      "name": "Gobboc",
      "description": "“I think I’ll call you McNugget.” - Ur-Gahl, Orc Adventurer Nestled in secluded clearings in the woods, on hilltops with extraordinary vantages, or in easily collapsible canyons, gobbocs (go-BOC) seek safety above all else. Survival is a gobboc’s watchword; their own survival is their number one goal on expedition—treasure, glory, and saving the world be damned. Brave Cowards You’ll likely recognise the back of a gobboc’s head more than the front, given their propensity to run away at the first ",
      "publisher": "Loot Tavern",
      "book": "Heliana's Guide to Monster Hunting - Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Goblin",
      "description": "Whether sniveling in fear, cackling with mad laughter, or snarling in a fury, goblins are wretched and inconsequential—at least in the eyes of most of Ravnica’s other folk. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit for their tenacity, agility, crafty ingenuity, and dumb luck, all of which has enabled them to survive in a world overrun with cr",
      "publisher": "Wizards of the Coast",
      "book": "Guildmasters' Guide to Ravnica",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Goblin",
      "description": "A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Mag­lubiyet conquered them, early goblins served in the court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to wor",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Goblin",
      "description": "Goblin Racial Traits A goblin character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Age. Goblins reach adulthood at age 8 and live up to 60 years. Alignment. Goblins tend to look out for themselves, preferably without drawing unwanted attention from any larger and more powerful people. Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. Here’s how to deter",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Goblin (Eberron)",
      "description": "Hoisting the head by the fading plumes of the ruined helmet, still tied under the chin by a cord, Haruuc raised it in one hand and his bloody sword in the other. “Your lord is dead!” he howled in the human language. “The battle is done! By my sword, I claim this place and name it Rhukaan Draal, the crown city of Darguun, the land of the people!” —Don Bassingthwaite, The Doom of Kings The goblinoid species—goblins, hobgoblins, and bug bears—were once the dominant civilization in Khorvaire, with t",
      "publisher": "Wizards of the Coast",
      "book": "Eberron - Rising from the Last War",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Goblin (EGTW)",
      "description": "A goblin character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Age. Goblins reach adulthood at age 8 and live up to 60 years. Alignment. Goblins tend to look out for themselves, preferably without drawing unwanted attention from any larger and more powerful people. Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. Here’s how to determine your height and ",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount (deprecated)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Goblin (Volo's)",
      "description": "Goblin Traits Your goblin character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Age. Goblins reach adulthood at age 8 and live up to 60 years. Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely. Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. Speed. Y",
      "publisher": "Wizards of the Coast",
      "book": "Volo's Guide to Monsters",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Godsong Scions",
      "description": "“I’ve only met a godsinger once. It was at the moment she awoke—I ain’t never heard anything like it, and I might never again.” —Nilmuan Malrinn, dragonborn naval captain There is power in music. Choruses have thrummed through celestial realms since the first sounds echoed across the great vastness of space and existence. When a mortal is born with a divine song in their blood and a connection to an empyrean chorus, they are called a godsinger. Godsong scions are hymnal, drawn to where they can ",
      "publisher": "MCDM Productions",
      "book": "Arcadia Issue No. 11",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Goliath",
      "description": "At the highest mountain peaks—far above the slopes where trees grow, where the air is thin and the frigid winds howl—dwell the reclusive goliaths. Few other folk can truthfully claim to have seen a goliath, and fewer still to have forged a friendship with one. Goliaths love to compete and keep score, counting up their deeds and tallying their accomplishments to compare to what others have done. Goliaths love to win, but they see defeat as an incentive to improve their skills. Above all else, eve",
      "publisher": "Wizards of the Coast",
      "book": "(Deprecated) Rime of the Frostmaiden",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Goliath",
      "description": "Goliaths can prove useful allies, but never turn to them in weakness. They are as hard and unforgiving as the mountain stone, as cold and pitiless as its bitter, cold winds. If you approach them in strength, they might consider you worthy of an alliance. —Tordek, A Guide to the Peaks At the highest mountain peaks—far above the slopes where trees grow and where the air is thin and the frigid winds howl—dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can cl",
      "publisher": "Wizards of the Coast",
      "book": "Volo's Guide to Monsters",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Goliath",
      "description": "The first goliaths lived on the highest mountain peaks—far above the tree line, where the air is thin and frigid winds howl. Distantly related to giants and infused with the supernatural essence of their ancestors’ mountainous home, goliaths stand between 7 and 8 feet tall and have a wide array of skin tones resembling different types of stone. Goliath Traits As a goliath, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is ",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Goliath",
      "description": "At the highest mountain peaks—far above the slopes where trees grow, where the air is thin and the frigid winds howl—dwell the reclusive goliaths. Few other folk can truthfully claim to have seen a goliath, and fewer still to have forged a friendship with one. Goliaths love to compete and keep score, counting up their deeds and tallying their accomplishments to compare to what others have done. Goliaths love to win, but they see defeat as an incentive to improve their skills. Above all else, eve",
      "publisher": "Wizards of the Coast",
      "book": "Icewind Dale - Rime of the Frostmaiden",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Goliath",
      "description": "The goliaths of Exandria are a mighty people with stone giant blood running in their veins. Most stand well over seven feet tall and are blessed with a naturally powerful physique. Like their stone giant progenitors, goliaths are a rare sight in Wildemount. Most live on isolated peaks in the Cyrios Mountains, the Penumbra Range, and on the isolated land of Eiselcross. Those few goliaths who are exiled from their herds and wander into more densely peopled lands are uniformly greeted with fear and",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Goliath",
      "description": "Creature Type Humanoid Size Medium (about 7–8 feet tall) Speed 35 feet Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants—favors that manifest in various supernatural boons, including the ability to quickly grow and temporarily approach the height of goliaths’ gigantic kin. Goliaths have physical characteristics that are reminiscent of the giants in their family lines. For example, some goliaths look like stone giants, while oth",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook (2024)",
      "category": "Races",
      "expansion": 32231
    },
    {
      "name": "Goliath (EGTW)",
      "description": "The goliaths of Exandria are a mighty people with stone giant blood running in their veins. Most stand well over seven feet tall and are blessed with a naturally powerful physique. Like their stone giant progenitors, goliaths are a rare sight in Wildemount. Most live on isolated peaks in the Cyrios Mountains, the Penumbra Range, and on the isolated land of Eiselcross. Those few goliaths who are exiled from their herds and wander into more densely peopled lands are uniformly greeted with fear and",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount (deprecated)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Golynn",
      "description": "“I was just out watering my prize-winnin’ gourds when a blasted mole the size of my house took the whole lot of them! Sure they left a generous helping of gold, but I wasn’t gonna till my garden for another week!“ - Pottleberry Tom, Garden Gnome Extraordinaire The rich scent of freshly-turned earth may be a sure indicator that a group of nomadic golynn (GO-lin) is in the area. Vivacious wanderers, golynn are creatures of nature and have little use for the trappings of modern society. Their shove",
      "publisher": "Loot Tavern",
      "book": "Heliana's Guide to Monster Hunting - Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Grim",
      "description": "Grims \"Though I’ve yet to meet a grim as old as myself, they are long lived. And in those long lives, they have seen much. Seldom have I spent a more pleasant evening than among the grims, sharing tall tales and listening to their delightful music. Their perspective is unusual for they see the world quite differently than those of us who live most of our lives on the surface. Yet, they can become restless and short-tempered, especially if reminded of all they believe they have lost. Respect thos",
      "publisher": "Runic Tales Inc.",
      "book": "Raiders of the Serpent Sea - Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Grimalkin",
      "description": "Whenever the grimalkin caravans come to town, all the casinos hire extra muscle to keep a special eye on those tricky fey cats. Their good fortune seems an awful lot like cheating. Or maybe it’s their cheating that looks an awful lot like good fortune? —Victor, thief The grimalkin were once a people divided. There were grimalkin native to the Feywild and grimalkin native to the Shadowfell. The two sides were locked in a war which, for grimalkin, meant an endless parade of usually harmless, often",
      "publisher": "Sterling Vermin Adventuring Co.",
      "book": "The Ultimate Adventurer's Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Hadozee",
      "description": "Hadozees' progenitors were mammals no bigger than housecats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to branch. Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their homeworld and explore other worlds. In addition to being natural climbers, hadozees have feet that are as dexterous as their hands, even to the extent of having opposable thumbs. Membranes of skin hang lo",
      "publisher": "Wizards of the Coast",
      "book": "Spelljammer - Adventures in Space",
      "category": "Races",
      "expansion": 16643
    },
    {
      "name": "Half Aquatic Elf",
      "description": "An elf who looks upon a half-elf sees a human, and a human who beholds the same person sees an elf. Though this characterization is simplistic, it gets to the heart of what it means to be a half-elf in Faerûn. To elves who have an extreme viewpoint on the matter, half-elves are emblematic of the decline of elven civilization, a dilution of the race’s heritage and culture that will lead to its eventual dissolution. To the humans at the other end of the spectrum, half-elves have an unfair advantag",
      "publisher": "Wizards of the Coast",
      "book": "Sword Coast Adventurer's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Half Drow Elf",
      "description": "An elf who looks upon a half-elf sees a human, and a human who beholds the same person sees an elf. Though this characterization is simplistic, it gets to the heart of what it means to be a half-elf in Faerûn. To elves who have an extreme viewpoint on the matter, half-elves are emblematic of the decline of elven civilization, a dilution of the race’s heritage and culture that will lead to its eventual dissolution. To the humans at the other end of the spectrum, half-elves have an unfair advantag",
      "publisher": "Wizards of the Coast",
      "book": "Sword Coast Adventurer's Guide",
      "category": "Races",
      "expansion": 6286
    },
    {
      "name": "Half Moon Elf",
      "description": "An elf who looks upon a half-elf sees a human, and a human who beholds the same person sees an elf. Though this characterization is simplistic, it gets to the heart of what it means to be a half-elf in Faerûn. To elves who have an extreme viewpoint on the matter, half-elves are emblematic of the decline of elven civilization, a dilution of the race’s heritage and culture that will lead to its eventual dissolution. To the humans at the other end of the spectrum, half-elves have an unfair advantag",
      "publisher": "Wizards of the Coast",
      "book": "Sword Coast Adventurer's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Half Sun Elf",
      "description": "An elf who looks upon a half-elf sees a human, and a human who beholds the same person sees an elf. Though this characterization is simplistic, it gets to the heart of what it means to be a half-elf in Faerûn. To elves who have an extreme viewpoint on the matter, half-elves are emblematic of the decline of elven civilization, a dilution of the race’s heritage and culture that will lead to its eventual dissolution. To the humans at the other end of the spectrum, half-elves have an unfair advantag",
      "publisher": "Wizards of the Coast",
      "book": "Sword Coast Adventurer's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Half Wood Elf",
      "description": "An elf who looks upon a half-elf sees a human, and a human who beholds the same person sees an elf. Though this characterization is simplistic, it gets to the heart of what it means to be a half-elf in Faerûn. To elves who have an extreme viewpoint on the matter, half-elves are emblematic of the decline of elven civilization, a dilution of the race’s heritage and culture that will lead to its eventual dissolution. To the humans at the other end of the spectrum, half-elves have an unfair advantag",
      "publisher": "Wizards of the Coast",
      "book": "Sword Coast Adventurer's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Half-Dwarf",
      "description": "We spent all day and all night trying to dig those villagers out of the collapsed mine. When the rest of us passed out from exhaustion she just kept at it. By the time I woke up, they were all free and she hadn’t broken a sweat. —Chando, half-orc retired adventurer Half-dwarves, known as muls on some worlds, are the rare offspring between human and dwarven parents. Dwarven culture is conservative and implicitly forbids relationships between dwarves and other races, so most half-dwarves are born ",
      "publisher": "Sterling Vermin Adventuring Co.",
      "book": "The Ultimate Adventurer's Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Half-dwarves - Mezzi-Nani",
      "description": "Early in history dwarves have mated with humans and thus the species of half-dwarves was born. Unlike pure dwarves, half-dwarves do not shun human company, but actively seek it out instead. Many are proud artisans who have created beautiful works of art or contributed to famous cathedrals, like Nanni di Banco “Il nano Nanni” (1373–1421), who worked on the facade of the duomo in Florence. Others are prosperous merchants or even scholars, but most prefer a more active lifestyle and like to work wi",
      "publisher": "Vortex Verlag",
      "book": "The Straight Way Lost",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Half-Elf",
      "description": "These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Half-Elf Traits Your half-elf character has some qualities in common with ",
      "publisher": "Wizards of the Coast",
      "book": "Free Basic Rules (2014)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Half-Elf",
      "description": "Flint squinted into the setting⁠ sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow⁠ of a tall pine to see better. The man’s walk was marked by an easy grace—an elvish⁠ grace, Flint would have said; yet the man’s body had the thickness and tight muscles of a human, while the facial hair was definitely humankind’s. All the dwarf could see of the man’s face beneath a green hood was tan skin and a brownish-red beard. A longbow⁠ was slung over ",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Half-Elf",
      "description": "Half elves inherit Human emotional capacity and Elven fey influence. Size: Medium. 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 colour in darkness, only shades of grey. Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep. Passionate: You gain Proficiency in one skill of your choice.",
      "publisher": "Cubicle 7 Entertainment",
      "book": "A Life Well Lived",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Half-Elves - Mezzelfi",
      "description": "In our setting, half-elves are often integrated into human society and may well be members of important families due to their special traits and graceful appearance. It is said that the humanist Pope Pius II (Enea Silvio Piccolomini) was a half-elf and instructed his family in the ancient history of this species. Pius founded the city of Pienza as a secret refuge for all elves and half-elves who felt rejected or threatened by human society. Please read the introduction (chapter 1) and the text a",
      "publisher": "Vortex Verlag",
      "book": "The Straight Way Lost",
      "category": "Races",
      "expansion": 30058
    },
    {
      "name": "Half-Orc",
      "description": "These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Half-Orc Traits Your half-orc character has certain traits deriving from y",
      "publisher": "Wizards of the Coast",
      "book": "Free Basic Rules (2014)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Half-Orc",
      "description": "The warchief Mhurren roused himself from his sleeping-furs and his women and pulled a short hauberk of heavy steel rings over his thick, well-muscled torso. He usually rose before most of his warriors, since he had a strong streak of human blood in him, and he found the daylight⁠ less bothersome than most of his tribe did. Among the Bloody Skulls, a warrior was judged by his stren⁠gth, his fierceness, and his wits. Human⁠ ancestry was no blemish against a warrior—provided he was every bit as str",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook",
      "category": "Races",
      "expansion": 5
    },
    {
      "name": "Half-Orc",
      "description": "Tall, muscular, and hardy, a Half-Orc’s physiology is perfectly suited to the rough adventuring life. Size: Medium. 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 colour in darkness, only shades of grey. Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can only use this feature again after you finish a Long Rest. Brutal Atta",
      "publisher": "Cubicle 7 Entertainment",
      "book": "A Life Well Lived",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Halfling",
      "description": "The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. Small and Practical The diminutive halflings survive in a wo",
      "publisher": "Wizards of the Coast",
      "book": "Essentials Kit",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Halfling",
      "description": "These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Halfling Traits Your halfling character has a number of traits in common w",
      "publisher": "Wizards of the Coast",
      "book": "Free Basic Rules (2014)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Halfling",
      "description": "Regis the halfling, the only one of his kind for hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blank⁠et of the tree trunk. Regis was short, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as the opportunities presented themselves. The crooked stick that served as his fishing pole rose up abo",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook",
      "category": "Races",
      "expansion": 5
    },
    {
      "name": "Halfling",
      "description": "A short Lineage, Halflings have adapted snappy reflexes to survive a harsh world. Size: Small. Lucky: When you roll a 1 on an Attack Roll, Attribute check, or Saving Throw, you can reroll the die. You must use the new result. Brave: You have Advantage on Saving throws against being Frightened. Nimble: You can move through the space of any creature that is of a size larger than yours.",
      "publisher": "Cubicle 7 Entertainment",
      "book": "A Life Well Lived",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Halfling",
      "description": "Halflings are a tiny folk whom some believe descended from the elves. They call themselves the Dunni, or “the people” in their own tongue. They share the same range of skin and hair color as the elves, but their ears are less pointed and their brown or green eyes are not as large and penetrating. Where still free-living, the nomadic tribes dwell on the open plains in large hide tents they share with their extended families. The farming families have almost been wiped out by the advance of the Sh",
      "publisher": "Edge Studio",
      "book": "Midnight - Legacy of Darkness",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Halfling",
      "description": "Creature Type Humanoid Size Small (about 2–3 feet tall) Speed 30 feet Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings possess a brave and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human child—helps them pass through crowds unno",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook (2024)",
      "category": "Races",
      "expansion": 32231
    },
    {
      "name": "Halfling",
      "description": "Creature Type Humanoid Size Small (about 2–3 feet tall) Speed 30 feet Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings possess a brave and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human child—helps them pass through crowds unno",
      "publisher": "Wizards of the Coast",
      "book": "Free Basic Rules (2024)",
      "category": "Races",
      "expansion": 33335
    },
    {
      "name": "Harengon",
      "description": "Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s exuberance with them and learning new languages as they went. Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blesse",
      "publisher": "Wizards of the Coast",
      "book": "The Wild Beyond the Witchlight",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Harengon",
      "description": "Here and gone. Fey puns are a menace! — Mordenkainen Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s exuberance with them and learning new languages as they went. Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Hedge",
      "description": "The most diplomatic and good natured of all the humblefolk, hedges like to live quiet lives in villages throughout the Wood, or within the safety of birdfolk perches. They resemble hedgehogs, although the quills that cover their backs are far tougher, hard enough to repel blades and sharp enough to pierce the solid hides of monstrous creatures. Despite their sturdiness, hedges are sensitive and emotional creatures, who display meekness more than bravado. Their meek demeanor and deference in soci",
      "publisher": "Hit Point Press",
      "book": "Humblewood",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Heru",
      "description": "Ravenfolk, called heru in the Southlands, are valued and honored citizens in most realms. Most worship the falcon-headed god Horus, with the vast majority of heru residing in his temples. Several martial orders—most notably the Talons of Horus and the Lapis Falcon Knights—boast numerous heru members, including several prominent leaders. Heru who live outside the temples of Horus tend to view outsiders, particularly non-heru, with mild suspicion. Some might require those seeking assistance to per",
      "publisher": "Kobold Press",
      "book": "Southlands Player's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Hexblood",
      "description": "Hexbloods infused with the magic of sea, green, and annis hags share a moment around the cauldron. Where wishing fails, ancient magic can offer a heart’s desire—at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag’s influence: ears that split in forked points, skin in lurid shades, long hair that re",
      "publisher": "Wizards of the Coast",
      "book": "Van Richten's Guide To Ravenloft",
      "category": "Races",
      "expansion": 10535
    },
    {
      "name": "Hobgoblin",
      "description": "Hobgoblin Traits Your hobgoblin character has the following racial traits. Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1. Age. Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs. Alignment. Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil. Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your",
      "publisher": "Wizards of the Coast",
      "book": "Volo's Guide to Monsters",
      "category": "Races",
      "expansion": 1
    },
    {
      "name": "Hobgoblin",
      "description": "Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering god Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild’s rule of reciprocity, which creates a mystical bond between the giver and the receiver of a gift. On some worlds, such bonds lead hobgoblins ",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Hobgoblin",
      "description": "Hobgoblin Racial Traits A hobgoblin character has the following racial traits. Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1. Age. Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs. Alignment. Hobgoblins adhere to a strict code of honor and a rigid idea of martial discipline. Most are lawful, tending toward harsh enforcement of their laws. Size. Hobgoblins are between 5 and 6 feet tall and weig",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Hobgoblin (Eberron)",
      "description": "Hoisting the head by the fading plumes of the ruined helmet, still tied under the chin by a cord, Haruuc raised it in one hand and his bloody sword in the other. “Your lord is dead!” he howled in the human language. “The battle is done! By my sword, I claim this place and name it Rhukaan Draal, the crown city of Darguun, the land of the people!” —Don Bassingthwaite, The Doom of Kings The goblinoid species—goblins, hobgoblins, and bug bears—were once the dominant civilization in Khorvaire, with t",
      "publisher": "Wizards of the Coast",
      "book": "Eberron - Rising from the Last War",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Hobgoblin (EGTW)",
      "description": "A hobgoblin character has the following racial traits. Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1. Age. Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs. Alignment. Hobgoblins adhere to a strict code of honor and a rigid idea of martial discipline. Most are lawful, tending toward harsh enforcement of their laws. Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 po",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount (deprecated)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Human",
      "description": "In the reckonings of most worlds, humans are the youngest of the common⁠ races, short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. Variety in All Things Humans",
      "publisher": "Wizards of the Coast",
      "book": "Essentials Kit",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Human",
      "description": "Humans are by far the largest population in the Kingdom and, for that matter, in the rest of Occasia and the Orb. Along with their more common variants, such as sylvans, gifted, and morgants, humans are also supposedly the only self-aware species in the known world, while the others all have magical and supernatural (or subnatural, unnatural, preternatural, or paranatural) origins. Or so they think, but beings such as pantegans, mandrakes, and wolf-cats totally disagree. One way or another, huma",
      "publisher": "Acheron Games",
      "book": "Brancalonia - Core Rulebook Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Human",
      "description": "These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Human Traits It’s hard to make generalizations about humans, but your huma",
      "publisher": "Wizards of the Coast",
      "book": "Free Basic Rules (2014)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Human",
      "description": "These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that sang from every page. Long into the night Liriel read, lighting candle⁠ after precious candle⁠. She’d never given much thought to humans, but these stories fascinated her. In these yellowed pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part an",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Human",
      "description": "Humans are by far the most prevalent sentient species in Rokugan. From a rules perspective, the humans of Rokugan and its neighboring countries are just that: humans. As such, when making a human character, you can choose to use either the default rules for humans (reprinted here) or any variant rules presented in 5e materials that your GM deems appropriate. To learn more about how the humans of this fantasy world live, organize themselves, name themselves, and think about their cultural identit",
      "publisher": "Edge Studio",
      "book": "Adventures in Rokugan",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Human",
      "description": "“At first, one could only be fascinated by their limitless potential. There are so many variations in their species which in turn created vast differences in culture and practice. Whe re that is one of their greatest assets, we also realized that it may also be one of their greatest weaknesses. Their power breeds fear, which causes them to turn upon their own kind so quickly. Such was the fate of my own people. I would not wish to see it repeated. If this species were to realize its true greatne",
      "publisher": "Alligator Alley Entertainment",
      "book": "Esper Genesis Core Manual",
      "category": "Races",
      "expansion": 27051
    },
    {
      "name": "Human",
      "description": "Short-lived in comparison to other Lineages, Humans feel emotions more intensely than others and often make as much of an impact on the world as their longer-lived counterparts. Size: Medium. Ambitious: Two different Attribute scores of your choice increase by 1. Passionate: You gain Proficiency in one Skill of your choice.",
      "publisher": "Cubicle 7 Entertainment",
      "book": "A Life Well Lived",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Human",
      "description": "The humans of Eredane were once a proud and unified people who shared a rich historical legacy born of invasion, expansion, and grand alliance. Now, the conquest of Izrador has left them a broken and divided people, increasingly suspicious and base. In once-great cities, they live as a people subjugated by the minions of the Shadow, and in the wilderness, they live a brutal and wretched existence. Most live in daily fear for their lives and those of their families. More isolated settlements driv",
      "publisher": "Edge Studio",
      "book": "Midnight - Legacy of Darkness",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Human",
      "description": "Found throughout the multiverse, humans are as varied as they are numerous, and they endeavor to achieve as much as they can in the years they are given. Their ambition and resourcefulness are commended, respected, and feared on many worlds. Humans are as diverse in appearance as the people of Earth, and they have many gods. Scholars dispute the origin of humanity, but one of the earliest known human gatherings is said to have occurred in Sigil, the torus-shaped city at the center of the multive",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook (2024)",
      "category": "Races",
      "expansion": 32231
    },
    {
      "name": "Human",
      "description": "Found throughout the multiverse, humans are as varied as they are numerous, and they endeavor to achieve as much as they can in the years they are given. Their ambition and resourcefulness are commended, respected, and feared on many worlds. Humans are as diverse in appearance as the people of Earth, and they have many gods. Scholars dispute the origin of humanity, but one of the earliest known human gatherings is said to have occurred in Sigil, the torus-shaped city at the center of the multive",
      "publisher": "Wizards of the Coast",
      "book": "Free Basic Rules (2024)",
      "category": "Races",
      "expansion": 33335
    },
    {
      "name": "Human Adult",
      "description": "“When does a man viewed as common become unique? It is only when he makes himself stand out through kindness and bravery.” - Josef Rodson, Human Blacksmith Humans are the most commonly seen race in Ne’Oor, but because they hail from all over the Mainland, they are vastly different from each other in many ways, including their appearance, hairstyles, style of dress, and customs. These are passed down by way of culture and community, rather than just by genetic traits. Wardling humans are more aty",
      "publisher": "Renegade Game Studios",
      "book": "Wardlings Campaign Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Human Branded Tribute",
      "description": "Humans in the world Humans were the dominant humanoid race on most continents of Virthys. They had the strongest presence in the nations of Rhavun, theocratic countries that, with a few exceptions, were in constant conflict with each other. But they had their realms on other continents, too - with the exception of Zacrath. Also called the Realm of Venom, humans were not welcome in this land of snakes and other reptilian races. After the apocalypse, most humans tried to flock together with the ot",
      "publisher": "Braythe RPG",
      "book": "Braythe - Shattered Realities",
      "category": "Races",
      "expansion": 17295
    },
    {
      "name": "Human Wardling",
      "description": "“When does a man viewed as common become unique? It is only when he makes himself stand out through kindness and bravery.” - Josef Rodson, Human Blacksmith Humans are the most commonly seen race in Ne’Oor, but because they hail from all over the Mainland, they are vastly different from each other in many ways, including their appearance, hairstyles, style of dress, and customs. These are passed down by way of culture and community, rather than just by genetic traits. Wardling humans are more aty",
      "publisher": "Renegade Game Studios",
      "book": "Wardlings Campaign Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Humans - Umani",
      "description": "After God created Heaven and Earth, he awakened men and women as the first sapient mortals. They are therefore the oldest, but not the most powerful species. Their advantage mostly lies in their adaptability to new situations as well as the strong will to explore and conquer the Earth. Our setting background is based on the worldview of Renaissance Europeans, so most of what you can read in the Bible about the creation and early history of humankind is believed to be true. Humans can be played w",
      "publisher": "Vortex Verlag",
      "book": "The Straight Way Lost",
      "category": "Races",
      "expansion": 30058
    },
    {
      "name": "Impling",
      "description": "Archfiends aren’t the sole progenitors of tiefling heritage. Fiends of all ranks and power can leave their mark on a family with the right contract, even including a lowly imp or a bullish balor, which result in implings and beeflings, respectively. These fiendish influences have a more dramatic impact on tieflings. The appearance is often monstrous, closer to that of the fiend than the parents. Tiny, winged implings might end up needing doll clothing, whereas Large beeflings do their best not t",
      "publisher": "MCDM Productions",
      "book": "Arcadia Issue No. 14",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Irridian",
      "description": "Irridians are wiry humanoids with blue skin that have adapted to prolonged exposure to radiation. Resilient and pragmatic, irridians have a rich cultural tradition that celebrates adventure and community. While their nomadic lifestyle has instilled a sense of independence and self-sufficiency in most irridians, their societies also tend to place a high value on sharing – whether that entails experiences or wealth. Each tribe or clan has its own unique traditions, but they find common ground in t",
      "publisher": "Eventyr Games",
      "book": "Mareesha's Cosmic Curiosities",
      "category": "Races",
      "expansion": 34474
    },
    {
      "name": "Jerbeen",
      "description": "\"I shall reclaim the Gasparian Isles and return my family to their homeland\" - Pico Piante, Swashbuckler Extraordinaire Jerbeens are small mouse-like folk with long, furred tails that help them balance. In proportion to the rest of their body, a jerbeen’s legs are long and powerful. Jerbeens can be found in a variety of places across the Wood, usually forming their own communities within birdfolk perches and humblefolk villages. Seldom do they live alone. A jerbeen’s home can contain several gen",
      "publisher": "Hit Point Press",
      "book": "Humblewood",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Jinnborn",
      "description": "Native to the deepest deserts, the jinnborn claim they were the first mortals to walk the world. They say in the beginning, all the world was a vast desert beneath a fiery sun; in those times, the jinnborn wandered where they willed and ruled over all they saw. They refer to themselves as the sab siraat, or “people of the path.” Descended from powerful elemental creatures called the Jinn (singular: jinni), the jinnborn manifest gifts through their lineage that help them survive their harsh home ",
      "publisher": "Kobold Press",
      "book": "Southlands Player's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Kalashtar",
      "description": "I am kalashtar, born of two worlds. Over a thousand years ago, my ancestor bound her bloodline to the spirit Kashtai, and I am a child of that union. Kashtai moves within me. Her memories come to me in dreams, and at times her voice whispers in the silence of my mind. As long as at least one of my sisters is alive, Kashtai will survive—and as long as she lives, she will fight il-Lashtavar. —Lakashtai, servant of the light The kalashtar are a compound people, created from the union of humanity an",
      "publisher": "Wizards of the Coast",
      "book": "Eberron - Rising from the Last War",
      "category": "Races",
      "expansion": 4480
    },
    {
      "name": "Keenok",
      "description": "Keenoks are tall and muscular humanoids with teal or purple skin and tentacle-like appendages flowing from their scalps. They are known for their stoic nature and for preferring deeds over dialogue. Keenoks mature faster than humans and reach adulthood around age 15. They live up to 150 years. Adventurous and bold by nature, keenoks have evolved several traits that help them survive anywhere in the wide cosmos. While resting, keenoks can adapt their physical and mental defenses to protect them a",
      "publisher": "Eventyr Games",
      "book": "Mareesha's Cosmic Curiosities",
      "category": "Races",
      "expansion": 34474
    },
    {
      "name": "Kender",
      "description": "During the mythical origins of Krynn, Reorx, god of craft, indulged in an age of unfettered creation. Many peoples sprang from his divine forge, but not all among them remained as the god created them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender. Originating on the world of Krynn, kender are diminutive Humanoids who look like humans with pointed ears and diverse appearances. Kender have a sup",
      "publisher": "Wizards of the Coast",
      "book": "Dragonlance - Shadow of the Dragon Queen",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Kenku",
      "description": "The map we found showed the entrance to the Priest King’s treasure cache right in the middle of the ruined section of the city. We approached our destination without issue, but as we arrived at the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city’s safer avenues. Only when we were back within the area patrolled by the guard did she explain that the noises indicated that the wingless folk had claimed that a",
      "publisher": "Wizards of the Coast",
      "book": "Volo's Guide to Monsters",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Kenku",
      "description": "Feathered folk who resemble ravens, kenku are blessed with keen observation and supernaturally accurate memories. None of them can remember the origin of the first kenku, however, and they often joke that there are as many kenku origin stories as there are kenku. Some of them paint their genesis as a curse, being a flightless bird people doomed to mimic other people’s creations. Other kenku recite cryptic but beautiful poems about their advent being a blessed event in which they were sent into t",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Kenku",
      "description": "In ancient times, kenku were black-winged angels—ambassadors who served the Raven Queen as her emissaries of death. Their voices were once heard across entire planes, calling the dead to the Raven Queen’s embrace. The kenku likewise served as her loyal warriors in the Calamity, and even saved her from a near-fatal encounter with the Betrayer God known as Tharizdun. Though the kenku saved the Raven Queen from oblivion, all of her black-winged emissaries were consumed by Tharizdun’s infinite void.",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Kenku (EGTW)",
      "description": "In ancient times, kenku were black-winged angels—ambassadors who served the Raven Queen as her emissaries of death. Their voices were once heard across entire planes, calling the dead to the Raven Queen’s embrace. The kenku likewise served as her loyal warriors in the Calamity, and even saved her from a near-fatal encounter with the Betrayer God known as Tharizdun. Though the kenku saved the Raven Queen from oblivion, all of her black-winged emissaries were consumed by Tharizdun’s infinite void.",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount (deprecated)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Kesh",
      "description": "“All I can say is that they’re the dictionary definition of persistence. Imagine spending your life wandering the stars hoping to be that lucky lottery winner that finds the home that once was. And if you don’t, it gets passed down to your next generation. Even with all that, they’re friendlier than the lizards and a lot less stuffy than the glowy folk in the suits. If you haven’t done one of those memory-melds with a kesh, make sure you try it at least once. You’ll be in for a treat, for sure. ",
      "publisher": "Alligator Alley Entertainment",
      "book": "Esper Genesis Core Manual",
      "category": "Races",
      "expansion": 27051
    },
    {
      "name": "Kilnkin",
      "description": "I’d believed the rasapota, as the kilnkin call themselves, were only legends. As I traversed that secluded valley with its majestic river I discovered how wrong I was. Their civilization, long hidden, had flourished in the shadows of the mountains. —Darius Stryx, cartographer On the banks of a mystic river, in a region secluded from the outside world, there is a clay that can be shaped, fired, and filled with an alchemical concoction that transmutes these raw materials into new life. The people ",
      "publisher": "Sterling Vermin Adventuring Co.",
      "book": "The Ultimate Adventurer's Handbook",
      "category": "Races",
      "expansion": 20542
    },
    {
      "name": "Kobold",
      "description": "Of the smaller races, the kobolds have adapted best to the changing world. Enslaved long ago by reaver dwarves, kobolds quickly carved a niche for themselves as miners, scouts, and tinkerers: small enough to be useful, and also small enough to be dismissed as a threat. At first they were tolerated, then largely ignored. As a result, the shadows of dwarven society are rife with kobold rogues and entrepreneurs (many of them secret worshippers of Loki), seemingly subservient but busily trading dwar",
      "publisher": "Kobold Press",
      "book": "Midgard Heroes Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Kobold",
      "description": "Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ancestry in the glint of their scales and in their roars. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons. In some lands, kobolds serve chromatic or metallic dragons—even worshiping them as divine beings. In other places, kobolds know too well how dangerous those dragons can be and help others defend against draconic destruction. Whatever their relationsh",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Kobold (Volo's)",
      "description": "Kobold Traits Your kobold character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 2. Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so. Alignment. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law. Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small. Speed. Your base walking speed is 30 feet.",
      "publisher": "Wizards of the Coast",
      "book": "Volo's Guide to Monsters",
      "category": "Races",
      "expansion": 1
    },
    {
      "name": "Lemurian",
      "description": "“The memory of the Lemurian race was not as yet fully evolved, and they were without language, although they could communicate with each other by a species of thought transference. Lemurian man had ‘imbibed the physical and chemical forces inherent in lifeless things,’ and had but to look at objects to judge their weight-bearing capacity. Thus he could build and erect without recourse to the arts of engineering, and could lift enormous weights by the exercise of will-power alone. Will-power, was",
      "publisher": "Sterling Vermin Adventuring Co.",
      "book": "The Ultimate Adventurer's Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Leonin",
      "description": "Leonin The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos's border mountains and seek to test themselves in a wider world. Noble and Fierce Leonin tend to be tall compared to humans and move with a boldness that suggests their phy",
      "publisher": "Wizards of the Coast",
      "book": "Mythic Odysseys of Theros",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Lizardfolk",
      "description": "If you’re considering taking a scaled one along on an adventure, remember this important fact. The strange, inhuman glint in its eyes as it looks you over is the same look you might give a freshly grilled steak. —Tordek, dwarf fighter and adventurer Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and ",
      "publisher": "Wizards of the Coast",
      "book": "Volo's Guide to Monsters",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Lizardfolk",
      "description": "The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizar",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Lizardfolk (Midgard)",
      "description": "The lizardfolk are a little-known race in the Southlands, but they have existed in Midgard for untold ages. While most are content to remain within their jungles or marshes and care little for the extravagant pleasures of warm-blood civilizations, those lizardfolk who become adventurers form strong attachments to their companions, calling them “not-egg-brothers” and “not-egg-sisters.” Lizardfolk Names Southlands lizardfolk often have a use-name followed by a title, such as Tekul, Slayer of Beast",
      "publisher": "Kobold Press",
      "book": "Southlands Player's Guide",
      "category": "Races",
      "expansion": 11996
    },
    {
      "name": "Lotol",
      "description": "“You’d think the perpetual grin would be a cute thing, but you haven’t seen them on the battlefield. Stuff of nightmares, this kid.” - Grenkogg the Barricade, Barbarian Adventurer Creatures of swamp, river, and lake, these salamander-kin go with the flow—literally. Where the water wends, lotol (LOT-ol) make their home. Despite their shorter lives, lotol rarely rush; they have little to prove and trust in the currents of fate to take them where they need to be. Masters of adaptation, it is the lo",
      "publisher": "Loot Tavern",
      "book": "Heliana's Guide to Monster Hunting - Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Loxodon",
      "description": "The humanoid elephants called loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action, loxodons are true terrors—bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds. Lumbering Giants Loxodons tower above most other humanoids, standing over 7 feet tall. They have the heads—trunks, t",
      "publisher": "Wizards of the Coast",
      "book": "Guildmasters' Guide to Ravnica",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Luma",
      "description": "Lumas are a race of polar opposites when it comes to their role in perch society. They are as often shunned for their eccentricities as they are celebrated for them. Lumas are smaller than most birdfolk, and resemble either doves or pigeons. Many have ruffs of feathers that shine with unique iridescent colors, something which can be seen as either alluring or unusual. Most fledgling lumas approach social situations with hesitation, until a time when society inevitably labels them an outcast or a",
      "publisher": "Hit Point Press",
      "book": "Humblewood",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Malebranche",
      "description": "Malebranche are literally devils. Former subjects of Lucifuge, they proclaimed the Great Refusal and left Inferno to walk out in the open under the sun and stars again. With the end of their infernal service, they lost many of their previous supernatural powers and most of their inhuman traits, becoming almost-ordinary humans, barely marked by minor beast-like peculiarities and instincts. Even their memories from before they left the underworld and their knowledge of an eternity of damnation are",
      "publisher": "Acheron Games",
      "book": "Brancalonia - Core Rulebook Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Mandrake",
      "description": "It was an ancient thing of moss-covered wood which creaked like a greatoak as it breathed, but I’ll never forget its eyes: those glowing points were a thing of the fey, a thing of the deep woods forgotten to man. —Faizon the Blue, encountering a mandrake Laymen believe that mandrakes are wailing babies grown from the roots of a plant. However, such mandrakes are those which are harvested too early; literally children still in infancy. If allowed to grow for a year and a day before being harveste",
      "publisher": "Mage Hand Press",
      "book": "Valda's Spire of Secrets",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Manikin",
      "description": "With a touch of gold, a breath of lightning, and hours of meticulous welding and articulation, a manikin is ‘born’. Often called ‘marionettes’ or ‘living dolls’, these creatures were originally the creations of the Scions, a Luyarnhian sect who seek to craft a force capable of protecting the city. Though each manikin looks different—indeed, they can resemble any race—the thin golden stitching that joins the plates of their artificial skin is a giveaway that the creature is a man-made creation. F",
      "publisher": "MonkeyDM",
      "book": "Steinhardt's Guide to the Eldritch Hunt",
      "category": "Races",
      "expansion": 27461
    },
    {
      "name": "Mapach",
      "description": "Naturally curious, mapachs are a medium-sized racoon-like race. They are crafty, hearty, and tough, but their true strength lies in the potential they see when looking at the world around them. Mapachs have incredibly light hands and a great degree of fine motor control that doesn’t diminish with age. They are also adept at climbing and sneaking. This, combined with their love of trinkets, has earned them an undeserved reputation as thieves. While there are exceptions, most mapachs are quite goo",
      "publisher": "Hit Point Press",
      "book": "Humblewood",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Marionette",
      "description": "In bygone times, marionettes were extraordinarily rare, but in recent centuries their presence has become increasingly common in the Kingdom’s cities, theaters, and companies, along with that of marottes and other artifact creatures made of triflewood, aka “turquoise wood”. Once grown exclusively in the most remote recesses of the town of Cuccaigne and impossible to find, this material is now being cultivated in various places around the Kingdom – with the turquoises’ authorization – and more fr",
      "publisher": "Acheron Games",
      "book": "Brancalonia - Core Rulebook Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Marionette Geppettin",
      "description": "“As soon as he reached home, Geppetto took his tools and began to cut and shape the wood into a Marionette.” —Carlo Collodi, Le Avventure di Pinocchio Ever a joy to children, geppettin resemble living playthings made of wood, cloth, or porcelain. Though easily mistaken for puppets, geppettin aren’t manipulated by a just-out-of-sight puppeteer; they are animated, sentient, and independent. Living Toys As a race, the geppettin are an oddity. Though rare, they are numerous enough and share enough s",
      "publisher": "Mage Hand Press",
      "book": "Valda's Spire of Secrets",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Mark of Detection Half-Elf",
      "description": "Variant Half-Elf: Mark of Detection If your half-elf character has the Mark of Detection, the following traits replace the half-elf’s Ability Score Increase and Skill Versatility traits in the Player’s Handbook. Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1. Deductive Intuition. When you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the ability check. Magical D",
      "publisher": "Wizards of the Coast",
      "book": "Eberron - Rising from the Last War",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Mark of Finding Half-Orc",
      "description": "Variant Half-Orc or Human: Mark of Finding If your half-orc or human character has the Mark of Finding, the following traits replace the character’s racial traits in the Player’s Handbook , aside from age, alignment, size, and speed. Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1. 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,",
      "publisher": "Wizards of the Coast",
      "book": "Eberron - Rising from the Last War",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Mark of Finding Human",
      "description": "Variant Half-Orc or Human: Mark of Finding If your half-orc or human character has the Mark of Finding, the following traits replace the character’s racial traits in the Player’s Handbook , aside from age, alignment, size, and speed. Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1. 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,",
      "publisher": "Wizards of the Coast",
      "book": "Eberron - Rising from the Last War",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Mark of Handling Human",
      "description": "Variant Human: Mark of Handling If your human character has the Mark of Handling, the following traits replace the human’s Ability Score Increase trait in the Player’s Handbook . Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1. Wild Intuition. When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check. Primal Connection. You can cast the animal friend",
      "publisher": "Wizards of the Coast",
      "book": "Eberron - Rising from the Last War",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Mark of Making Human",
      "description": "Variant Human: Mark of Making If your human character has the Mark of Making, the following traits replace the human’s Ability Score Increase trait in the Player’s Handbook . Ability Score Increase. Your Intelligence score increases by 2, and one other ability score of your choice increases by 1. Artisan’s Intuition. When you make an Arcana check or an ability check involving artisan’s tools, you can roll a d4 and add the number rolled to the ability check. Maker’s Gift. You gain proficiency wit",
      "publisher": "Wizards of the Coast",
      "book": "Eberron - Rising from the Last War",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Mark of Passage Human",
      "description": "Variant Human: Mark of Passage If your human character has the Mark of Passage, the following traits replace the human’s Ability Score Increase trait in the Player’s Handbook . Ability Score Increase. Your Dexterity score increases by 2, and one other ability score of your choice increases by 1. Courier’s Speed. Your base walking speed increases to 35 feet. Intuitive Motion. When you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4",
      "publisher": "Wizards of the Coast",
      "book": "Eberron - Rising from the Last War",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Mark of the Sentinel Human",
      "description": "Variant Human: Mark of Sentinel If your human character has the Mark of Sentinel, the following traits replace the human’s Ability Score Increase trait in the Player’s Handbook . Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1. Sentinel’s Intuition. When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check. Guardian’s Shield. You can cast the shield spell once with this trai",
      "publisher": "Wizards of the Coast",
      "book": "Eberron - Rising from the Last War",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Mark of the Storm Half-Elf",
      "description": "Variant Half-Elf: Mark of Storm If your half-elf character has the Mark of Storm, the following traits replace the half-elf’s Ability Score Increase and Skill Versatility traits in the Player’s Handbook . Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1. Windwright’s Intuition. When you make a Dexterity (Acrobatics) check or any ability check involving navigator’s tools, you can roll a d4 and add the number rolled to the ability check. Storm’s B",
      "publisher": "Wizards of the Coast",
      "book": "Eberron - Rising from the Last War",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Matokai",
      "description": "“These beasts are an amalgam of organic matter and the primordial essence that makes up our universe. Very few understand their antiquated tribal customs and myth-laden practices. Their only known lineage hails from the enigmatic nature of the bahtera. Though honor-bound by their own internal code, they are also highly reclusive, which makes me wonder how deep the internal struggles lie between their peoples. ” — Valara Drake, promethean commander For over a thousand years, the major races of th",
      "publisher": "Alligator Alley Entertainment",
      "book": "Esper Genesis Core Manual",
      "category": "Races",
      "expansion": 27051
    },
    {
      "name": "Mazoku",
      "description": "Judging the souls of the dead is a massive undertaking, even for a Fortune such as the Overlord of Judgment. To aid him in his duty, the Fortune of Death maintains a large staff, including servants, judges, scribes, guards, bailiffs, and all manner of administrators. Most of the mazoku servants and administrators hope to earn a better reincarnation by serving the Fortune of Death loyally, though there are some who revel in holding such power over others. Mazoku Physiology Mazoku are dreadful bei",
      "publisher": "Edge Studio",
      "book": "Adventures in Rokugan",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Medusa (Thylean)",
      "description": "Medusa are humanoids that have made a bargain with dark powers to achieve beauty, eternal youth, great wealth, or some other mortal desire. As a consequence, their hair has been replaced with snakes, and their eyes have the power to petrify the unwary. They are despised and shunned by all other mortal races, and they must be careful to hide their identity when traveling in the civilized places of the world. Legend of the Medusa Thousands of years ago, a woman came to Thylea seeking her fortune. ",
      "publisher": "Arcanum Worlds",
      "book": "Odyssey of the Dragonlords Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Merfolk",
      "description": "Merfolk are aquatic humanoids with the upper body of a human and the lower body of a fish. They are common throughout the oceans of the Forgotten Realms, and their settlements are as varied in colour, culture and outlook as the human races of the surface. Most merfolk communities are semi-nomadic, as the aquatic folk lack the skills to forge metal or carve stone. Instead, their settlements are founded in undersea caverns, coral mazes, and sunken cities. Many merfolk communities survive by tradin",
      "publisher": "JVC Parry",
      "book": "Call from the Deep",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Metallic Dragonborn",
      "description": "Dragonborn with metallic ancestry lay claim to the tenacity of metallic dragons—brass, bronze, copper, gold, and silver—whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies. Metallic Dragonborn Traits You have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Metallic Ancestry. You have a metallic drag",
      "publisher": "Wizards of the Coast",
      "book": "Fizban's Treasury of Dragons",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Midbari Adult",
      "description": "“I spent years navigating the desert by following the stars, but I could never reach them. It was then that I knew adventure was calling, and I instead had to follow my heart.” - Ul’pit Viperstrike of the Sandstone Clan, Midbari artisan Ne’Oor’s southern regions include many areas of desert and dry steppe, including the famous dunes of Dryloch. Despite the desert’s inhospitable environment, the Midbari people thrive here, mainly as nomads who travel in caravans in search of places with water and",
      "publisher": "Renegade Game Studios",
      "book": "Wardlings Campaign Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Midbari Wardling",
      "description": "“I spent years navigating the desert by following the stars, but I could never reach them. It was then that I knew adventure was calling, and I instead had to follow my heart.” - Ul’pit Viperstrike of the Sandstone Clan, Midbari artisan Ne’Oor’s southern regions include many areas of desert and dry steppe, including the famous dunes of Dryloch. Despite the desert’s inhospitable environment, the Midbari people thrive here, mainly as nomads who travel in caravans in search of places with water and",
      "publisher": "Renegade Game Studios",
      "book": "Wardlings Campaign Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Minotaur",
      "description": "Minotaur The minotaurs who dwell in the badlands of Phoberos and the remote polis of Skophos are caught between two worlds. Some follow the dark god Mogis, who has tyrannized them for ages untold and shown them a trail of slaughter that is all many minotaurs have ever known. Others, though, have emerged from this bloody path and found a world that welcomes those who pursue their own destinies and heroic callings. Built to Survive Minotaurs are barrel-chested humanoids with heads resembling those",
      "publisher": "Wizards of the Coast",
      "book": "Mythic Odysseys of Theros",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Minotaur",
      "description": "The minotaurs of Ravnica are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops. Horns and Hooves Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament the",
      "publisher": "Wizards of the Coast",
      "book": "Guildmasters' Guide to Ravnica",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Minotaur",
      "description": "Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes. Minotaur horns range in size from about 1 foot long to easily three times that length. Minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze t",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Minotaur",
      "description": "Minotaurs are imposing and powerful, with a reputation for ferocity that borders on monstrous. They display their achievements proudly by decorating their horns with engraved sigils and designs. If one is versed in minotaur custom, one can tell at a glance the achievements and prowess of a minotaur by examining the decoration on her horns. A minotaur who loses part or all of a horn suffers considerable stigma and must strive to prove their worth. Sometimes a “brokehorn” (a fighting insult to any",
      "publisher": "Kobold Press",
      "book": "Tome of Heroes",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Minotaur (Midgard)",
      "description": "The minotaurs of Midgard are a proud people pushed to the brink. Driven from their ancestral homelands of Kadralhu and Roshgazi by the ever‑expanding Dragon Empire, the bull-folk home is now the Serene Isle of Kyprion. Kyprion owes fealty to the Maritime Republic of Tiolo, and with the support of the Republic’s navy, the minotaurs have stability and strength. Triolo may build all its ships in its own harbor, but many of its best crews come from Kyprion. Minotaurs are imposing and powerful, with ",
      "publisher": "Kobold Press",
      "book": "Midgard Heroes Handbook",
      "category": "Races",
      "expansion": 9
    },
    {
      "name": "Minotaur (Midgard)",
      "description": "The proud minotaurs of the Southlands seek to reclaim their ancestral glories from the ruins of the past. The bull-folk are imposing and powerful, with a well-earned reputation for ferocity that borders on monstrous. Today, the minotaurs exist in two groups, the intrepid bull-folk seeking to reclaim their ancestral cities of Cindass and Roshgazi, and Sudvall’s knights and warriors who balance chivalry with spirituality. Whether battling maze-born beasts, sailing upon sand-skiffs, or charging wit",
      "publisher": "Kobold Press",
      "book": "Southlands Player's Guide",
      "category": "Races",
      "expansion": 11996
    },
    {
      "name": "Minotaur (Thylean)",
      "description": "Minotaurs are the descendants of an ancient tribe of humans who were cursed by the gods, transforming them into half-human, half-bull monstrosities. Although they are widely dismissed as unthinking brutes, they are in fact as diverse and as intelligent as any other race. Legend of the Minotaurs Over a thousand years ago, a tribe of humans washed ashore in Thylea and came to live in the southern hills of the Aresian peninsula. Here, they laid foundations for a city and called it Minos. But not on",
      "publisher": "Arcanum Worlds",
      "book": "Odyssey of the Dragonlords Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Mixed Ancestry",
      "description": "Aarakocra Parentage Celestial Parentage Centaur Parentage Changeling Parentage Draconic Parentage Dwarven Parentage Elemental Parentage Elven Parentage Firbolg Parentage Gith Parentage Gnomish Parentage Goblinoid Parentage Goliath Parentage Grung Parentage Halfling Parentage Human Parentage Infernal Parentage Kalashtar Parentage Kenku Parentage Kobold Parentage Leonin Parentage Lizardfolk Parentage Locathah Parentage Loxodon Parentage Minotaur Parentage Orc Parentage Satyr Parentage Shifter Pare",
      "publisher": "Gnome Made Games",
      "book": "An Elf and an Orc Had A Little Baby",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Morgant",
      "description": "Morgants are commonly considered “demi-giants”, though whether they truly descend from giants remains a mystery, given that such legendary beings have not been seen around the Kingdom for at least five hundred years, during which morgants have remained unchanged. What’s more, numerous folktales and legends speak of ancient kingdoms and communities of millenary morgants from which the current specimens are said to descend, indicating that these beings are probably another human species that evolv",
      "publisher": "Acheron Games",
      "book": "Brancalonia - Core Rulebook Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Mousefolk",
      "description": "“You laughed when I said I would repay you,“ said the Mouse. “Now you see that even a Mouse can help a Lion.” —Aesop, The Lion and the Mouse Never to be looked down upon, the slight, unassuming mousefolk are kindhearted to a fault and possess courage greater than most giants. Mousefolk mature in their teens and live around 80 years. Tiny But Brave Though the tiny, big-eared mousefolk are often overlooked by larger creatures, history is rife with stories of gallant mouse-knights staring down drag",
      "publisher": "Mage Hand Press",
      "book": "Valda's Spire of Secrets",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Mousquetaire",
      "description": "Mousquetaires are slivers of powerful beings inside a Tiny creature or object. They come to the Material Plane at the behest of a higher authority, such as a god or archfey, to execute a single piece of a greater plan. Their size is critical to the task's success, minimizing the amount of influence and attention the authority has in the mortal realm. This peculiar union of Tiny mortal and powerful being results in the host performing feats that it could never accomplish on its own. Though the na",
      "publisher": "MCDM Productions",
      "book": "Arcadia Issue No. 14",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Mushroomfolk",
      "description": "The Underworld is teeming with danger and death. The ravenous and unrelenting darakhul seek domination over everything in their path. The inscrutable madness of the derro make them dangerous to creatures in reach of their domain. The calculating and dispassionate drow put their own survival above everything else. With so many inhospitable, or openly evil, forces at play in the Underworld, one race lives a more-or-less peaceful life in the depths of the world: the mushroomfolk. A Diverse Physiogn",
      "publisher": "Kobold Press",
      "book": "Underworld Player's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Mushroomfolk",
      "description": "The caverns beneath the surface of the world teems with danger and death. The ravenous and unrelenting darakhul seek domination over everything in their path. The inscrutable madness of the derro make them dangerous to creatures in reach of their domain. The calculating and dispassionate drow put their own survival above everything else. With so many inhospitable, or openly evil, forces at play, one race lives a more-or-less peaceful life in the depths of the world: the mushroomfolk. A Diverse P",
      "publisher": "Kobold Press",
      "book": "Tome of Heroes",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Mycelian",
      "description": "“You know that feeling when you spot a recently-departed loved one out of the corner of your eye? That’s been happening more and more ever since the mycelians moved into town.” - Roul Todogh, Baker Reusing and recycling are key tenets in the life of any mycelian (my-SEE-lee-an). Nothing is waste; rotten food can fatten a pig, a ruined shirt is a bandage waiting to happen, and corpses are new homes in need of a little bit of reinvigoration. Marginalised and persecuted by most societies, mycelians",
      "publisher": "Loot Tavern",
      "book": "Heliana's Guide to Monster Hunting - Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Naga",
      "description": "Scaled, serpentine beings with innate psychic abilities, naga are very physically different from humans. They move by slithering on their massive snake tails, which account for their bodies from the waist down. The typical naga is roughly fifteen feet from head to tail, rising to about eight when balancing themselves upright. Naga Physiology For all appearances half-human and half-serpent, the naga share many aspects with snakes and serpents. They are human-looking from the waist up, albeit cove",
      "publisher": "Edge Studio",
      "book": "Adventures in Rokugan",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Nautilid",
      "description": "\"His heavy footfalls shook the deck as he stomped up from engineering; Titus Octavius didn't like being called up to the bridge. When he arrived, the captains were all shouting in different languages over the comms. It was a furious, incomprehensible tangle of Avia-ra, Gnomish, and Elvish, with an undiplomatic number of rude gestures thrown around in lieu of any real communication. Titus bellowed over the three of them: his colossal voice booming out of his aqua suit, first in Common, then in ea",
      "publisher": "Mage Hand Press",
      "book": "Dark Matter Starter Kit",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Near-Human",
      "description": "Humans are known for being ambitious, diverse, and extremely short-lived, but also have the dubious honor of having an abundance of near-human offshoots, for it seems humans can breed with just about anything. Near-humans are still basically humans, bearing subtly different traits from a wide variety of sources, and are individually rare but make up a surprisingly large portion of any human population. If you choose a human for your race, you can use the following Near-Human variant traits, whic",
      "publisher": "Mage Hand Press",
      "book": "Valda's Spire of Secrets",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Nephilim",
      "description": "The Nephilim were on the Earth in those days, and also afterward, when the sons of God came in to the daughters of man and they bore children to them. These were the mighty men who were of old, the men of renown. Genesis 6:4 After God had created humans, he sent 200 angels, led by the lieutenant Shemichaza, to watch the newly made species. Although they were supposed to keep their distance, the angels fell in love with the daughters and sons of mankind. Out of their union came children, taller a",
      "publisher": "Vortex Verlag",
      "book": "The Straight Way Lost",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Nezumi",
      "description": "The nezumi are humanoid beings who bear a resemblance to rodents and have fur, hairless tails, and dexterous paws. Many nezumi lived in the lands to the south of what would be Rokugan, prior to the foundation of the Emerald Empire. However, when Fu Leng’s fall scorched the sky and shattered the earth, their civilization was devastated. And when Fu Leng’s anguish twisted the oni of the deepest pits of the underworld, unthinkable monsters spread forth from the howling wound in the Mortal Realm to ",
      "publisher": "Edge Studio",
      "book": "Adventures in Rokugan",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Nymph (Thylean)",
      "description": "Nymphs are fey spirits that manifest from the beauty of the elemental forces of creation. There are many kinds of nymphs—dryads of the forests, naiads of the rivers, oreads of the mountains, aurae of the night sky, and nereids of the sea. They have walked the earth for millennia, ever since the Great Mother awakened them from the trees, waters, rocks, and breezes. Nymphs are most at home in nature, but they have been known to disguise themselves and live amongst mortals, for they are desperately",
      "publisher": "Arcanum Worlds",
      "book": "Odyssey of the Dragonlords Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Oculus",
      "description": "“When we advanced deep into that cave system, we thought we were going to fight a beholder...what else were we to expect when that villager who hired us told us they saw an eye monster come from the mountain? When we got into that huge cavern, though, there must have been hundreds of them, what I could only describe as human-sized and -shaped eyes, and even weirder...they welcomed us with tea.” —Flop McBurrough, when interviewed about his adventuring party’s first encounter with oculi Oculi are ",
      "publisher": "Sterling Vermin Adventuring Co.",
      "book": "The Ultimate Adventurer's Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Ogre",
      "description": "Somebody once told the world that ogres knew only hunger and marauding. They have no lands to call their home and fight to maintain any comfort or routine they've claimed for themselves. Ogres are even forsaken by the god of the giants, and languish below hill giants at the bottom of their social structure. There's more to the ogre's story when the layers are peeled back. Ogres stand nearly ten feet tall and their skin tones trend towards pale yellows, greens, browns, and purples. They possess a",
      "publisher": "MCDM Productions",
      "book": "Arcadia Issue No. 14",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Ombrask",
      "description": "“By the gods... and I thought that hooded figure in the back o’ the tavern was dark. It don’t get shadier than this.” - Plens Donsu’us, Barista, Wizards of the Roast Those who wander the Shadow Plane are doomed to twisted fates and mired minds. These fading, lost souls begin to manifest monstrous forms, although some especially resilient individuals manage to pull themselves from this dark path before their essence is wiped clean. Known as ombrasks (OM-brask), these translucent creatures hail fr",
      "publisher": "Loot Tavern",
      "book": "Heliana's Guide to Monster Hunting - Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "One-And-A-Halfling",
      "description": "Every five hundred years, a halfling experiences a phenomenon shared by few others before them: a growth spurt. Perhaps a tincture of giant heritage can be traced through their lineage, or a god found an opportunity to leave any sort of impact on the impenetrably serendipitous people. Whatever the reason, the halfling becomes a one-and-a-halfling, with stature and weal invaluable for both small, secluded settlements and the bigger world beyond. One-And-A-Halfling Traits Your halfling character h",
      "publisher": "MCDM Productions",
      "book": "Arcadia Issue No. 14",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Oozekin",
      "description": "“Did that cube just try to wink at me? I should really watch what I drink.” - Dr. Stein, Data Log 0290 Naturally curious, oozekin (OOZE-kin) do not have a culture of their own; instead, they tend to assimilate with whoever is ready to accept their slimy, invertebrate form. From the bodyguards of mighty, stone-willed nobles, to adopted playmates of excitable halflings, oozekin are found everywhere, though in small numbers. Taking on the values of those that surround them, oozekin are hard to pige",
      "publisher": "Loot Tavern",
      "book": "Heliana's Guide to Monster Hunting - Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Opteran",
      "description": "“Oh, he’s an absolute delight to have around. Just wish he would stop running into the glowglobe.” - Lux Lumin, half-elf Wizard Adventurer A sedentary life among the birds and insects of their treetop dwellings is the most adventurous goal of many opterans’ lives. In shades of green and brown, these larval opterans (OP-ter-an) are happy to avoid conflict, camouflaging into the canopy from which they acquire sustenance. But, with a brilliant flash of colour, an adult opteran injects this placid s",
      "publisher": "Loot Tavern",
      "book": "Heliana's Guide to Monster Hunting - Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Orc",
      "description": "Orc Traits Your orc character has the following racial traits. Ability Score Increase. Your Strength score increases by 2, your Constitution score increases by 1. Age. Orcs reach adulthood at age 12 and live up to 50 years. Alignment. Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil. Size. Orcs are usually",
      "publisher": "Wizards of the Coast",
      "book": "Volo's Guide to Monsters",
      "category": "Races",
      "expansion": 1
    },
    {
      "name": "Orc",
      "description": "Once the rig was loaded on the lift, Dame’re could slide underneath and start loosening the bolts that held the hull together. And just like that, the proud, pinstriped hot rod of a ship was unveiled for what it really was: cogs, pistons, gears, and belts, to say nothing of the grease. She smiled at this. It was more honest, and more accepting of the work. With a few more tune-ups, it’d be the fastest rig in the quadrant, maybe in the ‘verse. — Dame’re Krath, orc mechanic, modifying her ram rod ",
      "publisher": "Mage Hand Press",
      "book": "Dark Matter Starter Kit",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Orc",
      "description": "Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground. On some worlds, such as Eberron, orcs were among the first defenders of the natural order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs ti",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Orc",
      "description": "Orc Traits Exandrian orcs are not bound to commit acts of evil by nature. An orc character has the following racial traits. Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Age. Orcs reach adulthood at age 16, and live up to 80 years. Alignment. Orcs fear the curse of ruin that is said to plague their race, and tend strongly toward either chaos (accepting their fate), or toward law (rejecting it). Size. Orcs stand easily 8 feet tall and cord",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Orc",
      "description": "The odrendor, or \"orcs\" as most of the peoples of Eredane call them, were shaped by the malign will of Izrador. Though scholars only suspect it, and every dwarf would savagely deny it, the orcs and the dwarves share a common elder fey lineage. In the prehistory of the Kaladrun Mountains, the dwarves who would become the orcs settled in the north. Though they did not suspect it, they dwelled too close to the home of Izrador, and over the centuries, he corrupted their people to his cause. Orcs are",
      "publisher": "Edge Studio",
      "book": "Midnight - Legacy of Darkness",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Orc",
      "description": "Creature Type Humanoid Size Medium (about 6–7 feet tall) Speed 30 feet Orcs trace their creation to Gruumsh, a powerful god who roamed the wide open spaces of the Material Plane. Gruumsh equipped his children with gifts to help them wander great plains, vast caverns, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see in darkness. Orcs are, on average, tall and ",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook (2024)",
      "category": "Races",
      "expansion": 32231
    },
    {
      "name": "Orc (Eberron)",
      "description": "We are hunters in a world of sheep. —Kalaash’arna, Tharashk inquisitive Thousands of years before humans came to Khorvaire, the land was dominated by wild orcs and goblinoids of the Dhakaani Empire. The goblin empire scattered the orc tribes and forced them into harsh and unwanted lands: the swamps of the Shadow Marches, the Demon Wastes, and the depths of the Ironroot Mountains. But in the Shadow Marches, the orcs learned the secrets of druidic magic from the dragon Vvaraak, becoming the first ",
      "publisher": "Wizards of the Coast",
      "book": "Eberron - Rising from the Last War",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Orc (EGTW)",
      "description": "The first half-orcs in Wildemount were born of a union between human warriors and orc traitors in the final days of the Calamity. Orcs are one of Exandria’s youngest races, and are said to have been born from elves seared by the blood of Gruumsh, the Ruiner, when Corellon pierced the orc god’s eye on the field of battle. For long years, orcs were feared as mindless abominations, drawn to slaughter like moths to flame. Stories tell of how the blood of the Ruiner flows in the veins of all orcs, dr",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount (deprecated)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Owlin",
      "description": "Owlin unleash magic in the sky above Strixhaven. Creating Your Character If you create an owlin character, follow these additional rules during character creation. Ability Score Increases When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’",
      "publisher": "Wizards of the Coast",
      "book": "Strixhaven A Curriculum of Chaos",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Phaenec",
      "description": "The dark-skinned Phaenec are a nomadic race living in the Ember Wastelands of Ashandri. Their ancestors were regular humans. Some day they met a friendly tribe of humanoid desert fox spirits, the Faradhin. Friendship turned into romance, and over time, a new race evolved. For generations, Phaenec and spirits lived together in harmony. But one day, the fox spirits were gone - with no traces of what had happened to them. Not even powerful spellcasters managed to find them anymore. Most Phaenec hav",
      "publisher": "Braythe RPG",
      "book": "Braythe - Shattered Realities",
      "category": "Races",
      "expansion": 17295
    },
    {
      "name": "Piney",
      "description": "When did our ways become so old? A stump, a frog, a flowr’ unfold, I heard em’ call us worse than sin, The forest was deep ‘for we slipped in, The shadows were here ‘for we slipped in. Many villages scattered through the Margreve are home to an elusive species of humanoids known as the pineys. These strange beings are followers of a superstitious code known to outsiders as “the old ways,” though the pineys themselves do not refer to it as such. For them, the rules of the Margreve are as natural ",
      "publisher": "Kobold Press",
      "book": "Margreve Player's Guide",
      "category": "Races",
      "expansion": 16
    },
    {
      "name": "Pixie",
      "description": "Rarely standing taller than a lark, diminutive pixies of the Feywild embody the impressions outsiders have of fey creatures: childlike, mischievous, and brimming with magic. These fairies flit through forests and over fields, spreading their pixie dust across plants to help them bloom. But given the pixies’ exceptional ability to magically conceal themselves, their splendor can be easy to miss. When pixies want to be seen, they appear as miniature elves with butterfly wings growing from their ba",
      "publisher": "MCDM Productions",
      "book": "Arcadia Issue No. 14",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Plasmoid",
      "description": "Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there’s little chance of mistaking a plasmoid for anything else. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their ",
      "publisher": "Wizards of the Coast",
      "book": "Spelljammer - Adventures in Space",
      "category": "Races",
      "expansion": 16643
    },
    {
      "name": "Plushie Geppettin",
      "description": "“As soon as he reached home, Geppetto took his tools and began to cut and shape the wood into a Marionette.” —Carlo Collodi, Le Avventure di Pinocchio Ever a joy to children, geppettin resemble living playthings made of wood, cloth, or porcelain. Though easily mistaken for puppets, geppettin aren’t manipulated by a just-out-of-sight puppeteer; they are animated, sentient, and independent. Living Toys As a race, the geppettin are an oddity. Though rare, they are numerous enough and share enough s",
      "publisher": "Mage Hand Press",
      "book": "Valda's Spire of Secrets",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Possumfolk",
      "description": "Possumfolk The Possumfolk live in the densely forested parts of The Shrouded Coast, historically creating settlements near the Acadian Mountains and having little interaction with outsiders, but this has shifted in recent years. Led by their elders, possumfolk began leaving their homes, homes they’d been in for generations, and joining the other established towns on the coast. Possumfolk are gentle, hard-working, and loyal people; and are accepted with open arms by the other communities. Family,",
      "publisher": "Divination Illustrations",
      "book": "The Shrouded Coast",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Primordial Scions",
      "description": "The dagger glints in the air, a silent oncoming death aimed for the young prince’s spine. Before it can strike the child’s back, his nursemaid snatches it out of the air, furious grey eyes snapping up to meet the gaze of the assassin. “Miss Mawcy?” the young prince babbles—but the assassin does not look down at his target. “Oh, Hells.” Fearful eyes locked on the nursemaid, the assassin steps back as she moves forward, the prince’s toys clattering around their feet. He gags on the threat he tries",
      "publisher": "MCDM Productions",
      "book": "Arcadia Issue No. 11",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Promethean",
      "description": "“I can’t say I blame the Spacers for leaving. Earth had too many of its own problems to pay attention to theirs. Some say though, that the path they chose is a fine line between the best of human intentions and the worst of our ambitions.” — Jan Forrester, human pilot Once considered part of the Human race, they were a society of space explorers, miners, colonists, scientists, and settlers. Though the Earth could never be denied as their place of origin, the blue planet is no longer considered t",
      "publisher": "Alligator Alley Entertainment",
      "book": "Esper Genesis Core Manual",
      "category": "Races",
      "expansion": 27051
    },
    {
      "name": "Qualyth",
      "description": "Qualyths are lizard-like humanoids with a lithe and agile build imbued with an uncanny ability to quickly recover from injuries and adapt to any environment. Over the span of days or even hours, qualyths can take advantage of their unique epigenetic adaptability to evolve webbed appendages and gills for swimming, sticky pads for climbing, or the ability to change color to blend in with their environment. Qualyths usually live in close-knit communities. Leadership is usually meritocratic and ever",
      "publisher": "Eventyr Games",
      "book": "Mareesha's Cosmic Curiosities",
      "category": "Races",
      "expansion": 34474
    },
    {
      "name": "Quickstep",
      "description": "Quicksteps were among the servitors the shadow fey brought with them when they first came to the Shadow Realm. Like the shadow fey, quicksteps are innately resilient to the corruption that infuses the area, and they embrace life in the courts with aplomb. Most quicksteps have a fondness for finery and feel right at home amid the riches of court life. As their name implies, quicksteps possess a natural affinity for speed, which makes them exquisitely qualified for two favored shadow fey pastimes:",
      "publisher": "Kobold Press",
      "book": "Book of Ebon Tides Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Ragtag Tiefling",
      "description": "Tieflings in the world In the world of Virthys, the Age of Spirits was the dawn of the humanoid races. Supported by supernatural creatures, humans, elves and other species conquered the world. Many pacts were made in these times, and some of those were of a pretty... physical nature. Humans in particular spawned offspring with devils, demons and other creatures. The famous tales of a few tieflings that betrayed their ancestors and brought death and suffering over the lands coined the perspective",
      "publisher": "Braythe RPG",
      "book": "Braythe - Shattered Realities",
      "category": "Races",
      "expansion": 17295
    },
    {
      "name": "Rakin",
      "description": "“Stole this!? You think I STOLE this? No no no... it was on discount. The five finger discount. Look! A distraction!” - Harried Houdinky, Voleur Extraordinaire Yells and chuckles are common sounds around the home of any rakin (RACK-in) thanks to their shared love language: pranks. From sewer-side burrows to palatial penthouses, wattle-and-daub huts to intricate treetop villages, rakin can be found at all levels of society, a product of their ingeniousness and habit of getting into trouble. One i",
      "publisher": "Loot Tavern",
      "book": "Heliana's Guide to Monster Hunting - Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Ramag",
      "description": "The enigmatic ramag thrive in the heart of a land once ruled by an empire of titans. In that bygone age, the ramag served the titans. The race’s natural affinity for manipulating magic made the ramag essential to tending a vast web of magical energy. This web channeled power to the farthest corners of the empire and powered the titans’ wonders. When the titans fell to madness, everything fell apart. As these powerful creatures turned on one another and tore their empire down stone by stone, the ",
      "publisher": "Kobold Press",
      "book": "Southlands Player's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Raptor",
      "description": "When the birdfolk think of hunters or rangers, they picture a raptor. Resembling small hawks, eagles, and other birds of prey, they have sharp talons and agile builds that help them effortlessly glide through the canopy. These birdfolk are swift and strong with an uncanny knack for tracking. They are rarely prey, and are quick to turn the tables when finding themselves hunted. Perceptive Awareness Given their heightened senses, often raptors appear to be distracted or deep in thought. In reality",
      "publisher": "Hit Point Press",
      "book": "Humblewood",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Ratatosk",
      "description": "In recent decades, the squirrel-like beings called ratatosk have grown bored with simply safeguarding the World Tree and have decided to more actively battle corruption in the Shadow Realm. Being exuberant sentinels against all things evil—and having large personalities—ratatosks are often at odds with many of the Shadow Realm natives. Ratatosks are insatiable tricksters. Sharing gossip from across the planes, they delight in learning secrets and spreading those tidbits of information in mischie",
      "publisher": "Kobold Press",
      "book": "Book of Ebon Tides Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Ratfolk",
      "description": "Ratfolk are small, rodentlike humanoids with twitching snouts, bony feet, and long, pink tails. They are about the same size as halflings but of a slimmer build. They often wear hooded cloaks or long robes to conceal their true nature from the gaze of casual onlookers. Ratfolk can be found throughout Midgard, from Zobeck and other cities of the Crossroads region to the dusty streets of Per-Bastet in distant Nuria Natal and the valley of Golden Ulthar. The little creatures often inhabit the fring",
      "publisher": "Kobold Press",
      "book": "Midgard Heroes Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Ratter",
      "description": "“Don’t go in the bloody sewers, boy! Those stinkin’ ratters are hungry, and right vicious! They nearly took me gods-accursed arm! And I only have the one left! ...On secon’ thought, go right ahead, maybe then you’ll stop terrorizin’ me lawn...” —Old Man Jenkins, the accidental discoverer and namer of the ratters, to a neighborhood ruffian, just outside the entrance to the sewers of Waterdeep Ratters are a miniscule, rodent-like people that live in groups called infestations, often inhabiting the",
      "publisher": "Sterling Vermin Adventuring Co.",
      "book": "The Ultimate Adventurer's Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Ravenfolk",
      "description": "Few races in Midgard live amid so much rumor, suspicion, and outright falsehood as the ravenfolk. They make their rookeries in every major city. Depending on whom you ask, they might condemn the ravenfolk as solitary wanderers bearing misfortune or praise them as messengers from the gods. Ravenfolk are loyal comrades and treacherous thieves, brave warriors and contemptible cowards. They are despised for their strange and secretive culture, and criticized for having no true culture of their own. ",
      "publisher": "Kobold Press",
      "book": "Midgard Heroes Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Ravenite Dragonborn",
      "description": "Wildemount was the cradle from which all dragonborn civilization grew. The city-state of Draconia rose in the Dreemoth Ravine along the southern edge of the continent, when foreign dragonkin fleeing the gods’ wrath during the Calamity forged an alliance with native dragonborn already dwelling there. The colonizing dragonborn, who called themselves draconbloods, worked with the native dragonborn, called ravenites, to build a society that could withstand the wandering monsters of Xhorhas. However,",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount (deprecated)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Ravenite Dragonborn",
      "description": "Ravenites have no tails and a hearty physique. They remember the days when they were slaves to the draconblood, as well as the day when they overthrew their masters. A ravenite uses the dragonborn traits in the Player’s Handbook , with the following traits replacing the Ability Score Increase and Damage Resistance traits. Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Darkvision. You can see in dim light within 60 feet of you as if it were",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Reborn",
      "description": "Wary and confused, a reborn emerges after the infamous Apparatus of Mordent malfunctions. Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their orig",
      "publisher": "Wizards of the Coast",
      "book": "Van Richten's Guide To Ravenloft",
      "category": "Races",
      "expansion": 10535
    },
    {
      "name": "Sahuagin",
      "description": "These piscine, shark-like humanoids are best known as bloodthirsty raiders who decimate coastal villages and devour the populace. Sahuagin are prone to mutation, and their leaders grow extra sets of arms and grow twice as large as their kin. Other morphs include venomous sacks, and even the external appearance of a sea elf. Because of this latter mutation, sahuagin have an ongoing enmity with the sea elves. Although most sahuagin are brutal half-beats devoted to evil, there are some that break t",
      "publisher": "JVC Parry",
      "book": "Call from the Deep",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Salari",
      "description": "“Oh hey, I’m Glung, this is Plont, who are you? Gosh, you’re so big, you must have been eatin’ a lotta squishers, huh? What cave do you come from?” Orem and Falk looked at one another. “Can…you hear that?” “I…is it that lizard?” “Hey why are you noisin’ with your glom holes? Do you not just talk in your bonker? That’s so weird. Hey what’s that scrizzly stuff comin’ out your face, can I have some? Hey wait come back, where you going don’t you wanna stay for some splishers?” Plont and Glung watche",
      "publisher": "Animancer",
      "book": "Enchiridion Vaz’kin’rai",
      "category": "Races",
      "expansion": 16222
    },
    {
      "name": "Satarre",
      "description": "The satarre call themselves the “devourers” or “those who end the world” due to their association with Nidhogg, the World-Eater. Others call them “Children of Nidhogg” to avoid drawing their direct attention and, frankly, out of fear for the attention. The satarre are rarely kind or compassionate; they are, at best, devoted, zealous servants of the gods of death and oblivion. More often they function directly as servants of Nidhogg, the dragon gnawing at the roots of the World Tree. Some believe",
      "publisher": "Kobold Press",
      "book": "Underworld Player's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Satarre",
      "description": "The satarre call themselves the “devourers” or “those who end the world” due to their association with Nidhogg, the World-Eater. Others call them “Children of Nidhogg” to avoid drawing their direct attention and, frankly, out of fear for the attention. The satarre are rarely kind or compassionate; they are, at best, devoted, zealous servants of the gods of death and oblivion. More often they function directly as servants of Nidhogg, the dragon gnawing at the roots of the World Tree. Some believe",
      "publisher": "Kobold Press",
      "book": "Tome of Heroes",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Satyr",
      "description": "Satyr Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by simple desires, to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness. Life is a blessing from the gods, after all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it",
      "publisher": "Wizards of the Coast",
      "book": "Mythic Odysseys of Theros",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Satyr",
      "description": "Originating in the Feywild—a realm of pure emotion—satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds. Saty",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Satyr (Thylean)",
      "description": "Satyrs are a race of fey creatures with a strong link to the Feywild and all of the creatures and races that come from that place. They prefer forested wilderness but are not afraid to enter towns and cities to enjoy the company and other benefits of civilization. Goat Men Satyrs have the lower body of a goat and the upper body of an elf. A pair of goat-like horns sprout from their foreheads. These horns can range from small spikes to huge horns worthy of a mountain goat. In addition to a full h",
      "publisher": "Arcanum Worlds",
      "book": "Odyssey of the Dragonlords Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Saurian",
      "description": "“Did not learned men, too, hold, till within the last twenty-five years, that a flying dragon was an impossible monster? And do we not now know that there are hundreds of them found fossil up and down the world? People call them Pterodactyles: but that is only because they are ashamed to call them flying dragons, after denying so long that flying dragons could exist.” —Charles Kingsley, The Water Babies Like their behemoth kin, the saurians are relics of an ancient time and unknown to nearly all",
      "publisher": "Sterling Vermin Adventuring Co.",
      "book": "The Ultimate Adventurer's Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Scourgeborne",
      "description": "Scourgebornes should not exist. They are an abomination of the world, a vile curse placed on those who peered beyond the veil and succumbed to madness. Their twisted appearance is but a mirror of the darkest recesses of their personality. All sentient creatures harbor a monster within their soul - the dark of you that resents your neighbor for having a better life than you, that hates your friends when they ignore you, that wishes to harm those that wrong you - most are fortunate enough to be ab",
      "publisher": "MonkeyDM",
      "book": "Steinhardt's Guide to the Eldritch Hunt",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Sea Elf",
      "description": "Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water. Like other elves, sea elves can live to be over 750 years old. Sea Elf Traits As a sea elf, you have the following racial traits. Creature Type. You are a Humanoid. You are also consid",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Sea Spawn",
      "description": "In the Forgotten Realms, sea spawn are natives of a string of islands called Purple Rocks. The Rocklanders venerate the kraken Slarkrethel by throwing their newborns into the ocean, where they are claimed by the King of the Trackles Depths. The infants undergo a magical transformation that turns them into sea spawn, though they rarely manifest their mutations until old age. When the mutation occurs, their anatomy warps into a horrifying manifestation of the deep; barnacle covered skin, coral spu",
      "publisher": "JVC Parry",
      "book": "Call from the Deep",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Sentient Bloodwork Automaton",
      "description": "Life is persistent and blood is its vessel. Even within metal veins and dead flesh, it nourishes and sustains. This chapter explains the heritages of such creatures that this animating essence has possible, fed, and marked; in Tolia, blood offers new beginnings. Sentient Bloodwork Automaton Many people think that death is the end, but it is a fresh start for bloodwork automatons. Bloodwork automatons are constructs given life by and fueled by the blood of the deceased people of Tolia. Some of th",
      "publisher": "Dream Realm Storytellers",
      "book": "Bloodpunk - A Guide to Tolia Campaign Setting",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Shadar-kai",
      "description": "Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies. Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell’s grim energy. Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also becom",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Shade",
      "description": "Life leaves echoes in its wake, whether crumbled remnants of a bygone civilization, tales of heroes and gods that spawn new beliefs, or even the echo of an individual soul left behind to haunt the living world. The world of Midgard is no stranger to ghosts and specters that linger beyond death, but sometimes a person’s passion, purpose, and will to live are so strong, their tie to the living world so unbreakable, that their memories create a vessel for their soul after their body dies. These peo",
      "publisher": "Kobold Press",
      "book": "Underworld Player's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Shade",
      "description": "Life leaves echoes in its wake, whether crumbled remnants of a bygone civilization, tales of heroes and gods that spawn new beliefs, or even the echo of an individual soul left behind to haunt the living world. Fantasy worlds are no strangers to ghosts and specters that linger beyond death, but sometimes a person’s passion, purpose, and will to live are so strong, their tie to the living world so unbreakable, that their memories create a vessel for their soul after their body dies. These people ",
      "publisher": "Kobold Press",
      "book": "Tome of Heroes",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Shadow Goblin",
      "description": "Shadow goblins evolved to thrive in the Shadow Realm as servitors and allies of the shadow fey. In time, they founded their own city and have cut their own path. These goblins are closer to fey than they are to their monstrous cousins in the mortal lands, and they possess cunning dispositions that allow them to integrate into the shadow courts. They are often blue- or purple-skinned and with bright orange or yellow eyes. And they have a knack for blending into shadows. Good rogues and even bette",
      "publisher": "Kobold Press",
      "book": "Book of Ebon Tides Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Shadowblood Half-Elf",
      "description": "Half-Elves in the world In the old world of Virthys, the quality of life for half-elves depended very much on where they lived. Elves and humans were very dominant species, and offspring of the two races wasn't a rare thing. Still, some nations and cultures promoted purity, and in some extreme cases, half-elves were seen as abominations. None of these nations survived the apocalypse, so half-elves in Ashandri are usually off to a better start. In Delvaroth, they are treated just like everyone el",
      "publisher": "Braythe RPG",
      "book": "Braythe - Shattered Realities",
      "category": "Races",
      "expansion": 17295
    },
    {
      "name": "Shifter",
      "description": "Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth’s gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable! —Don ",
      "publisher": "Wizards of the Coast",
      "book": "Eberron - Rising from the Last War",
      "category": "Races",
      "expansion": 4480
    },
    {
      "name": "Shifter",
      "description": "Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape, but they can temporarily enhance their animalistic features by entering a state they call shifting. Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent ",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Simic Hybrid",
      "description": "The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken . The goal of the Guardian Project is to build a Simic army of soldiers perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes refer to themselves as guardians. Extensive Adaptation A hy",
      "publisher": "Wizards of the Coast",
      "book": "Guildmasters' Guide to Ravnica",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Siren (Thylean)",
      "description": "Sirens are a race of winged, aquatic humanoids that typically dwell near rocky sea cliffs. They are famed for their beautiful voices, which they use to sing haunting lamentations, captivating listeners and transporting them to a bygone age. Sirens are rarely found very far inland. They prefer to remain near the coasts, as the gentle roar of the ocean waves calms their roiling emotions. Sirens typically experience fluctuating moods from one day to the next, ranging from extreme joy and hope for t",
      "publisher": "Arcanum Worlds",
      "book": "Odyssey of the Dragonlords Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Skathári",
      "description": "\"Gid'down!\" I shouted and pulled Mor'rak, the new Skathári hire, behind a concrete barrier, just as a repulsor grenade cracked in a wave of force. Suddenly, it was all a hail of blaster fire: Coalition troops had finally tracked us, and decided to take us in dead, rather than alive. I retorted with my standard carbine, blasting off a few of them as they peeked from cover. I drew my repeater and slid it over to Mor'rak. Bolts of white-hot energy whizzing overhead, he stared at the blaster blankly",
      "publisher": "Mage Hand Press",
      "book": "Dark Matter Starter Kit",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Snowcap Adult",
      "description": "Snowcaps are a race descended from Humans who lived in the heights of Icehelm and the icy tundra of northern Ne’Oor. They are culturally and biologically distinguishable from neighboring populations of other races that have Human ancestry, although they are nearly indistinguishable by sight other than their style of dress. Due to the particularly harsh environment of often below-freezing temperatures, Snowcaps have adapted to living in the cold and making use of their natural surroundings for su",
      "publisher": "Renegade Game Studios",
      "book": "Wardlings Campaign Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Snowcap Wardling",
      "description": "Snowcaps are a race descended from Humans who lived in the heights of Icehelm and the icy tundra of northern Ne’Oor. They are culturally and biologically distinguishable from neighboring populations of other races that have Human ancestry, although they are nearly indistinguishable by sight other than their style of dress. Due to the particularly harsh environment of often below-freezing temperatures, Snowcaps have adapted to living in the cold and making use of their natural surroundings for su",
      "publisher": "Renegade Game Studios",
      "book": "Wardlings Campaign Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Specter",
      "description": "While the cosmic order dictates that the spirits of the dead are meant to travel to the afterlife, wherein they are judged and eventually reincarnated, some choose not to pass on. Whether they are benevolent spirits attempting to aid their comrades or fulfill some great purpose, malevolent specters hell-bent on punishing those who wronged them, or morally neutral ghosts with their own earthly attachments, specters are the subject of many folk tales in Rokugan. Sometimes, a swell of sentiment can",
      "publisher": "Edge Studio",
      "book": "Adventures in Rokugan",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Spellvessel Dragonborn",
      "description": "Dragonborns in the world The first Dragonborn appeared in Virthys about six thousand years before the apocalypse. They were clearly created by dragons, some as slaves, some as willing servants. Free dragonborn not serving a dragon were a rare sight, even if not completely unheard of. At some point during ancient history, most dragonborn were abandoned by their masters, left to live a life of their own. Still, some dragons still keep dragonborn servants (or slaves) to this very day. Many of them ",
      "publisher": "Braythe RPG",
      "book": "Braythe - Shattered Realities",
      "category": "Races",
      "expansion": 17295
    },
    {
      "name": "Spiritfarer Erina",
      "description": "The erina are a race of bipedal folk that resemble hedgehogs. Originally hailing from the Bright Lands, the shadow fey brought erinas along as servitors when they first came to the Shadow Realm, where they quickly adapted to the shadows and have learned to thrive in the dark forests and underground warrens. Their natural propensity for exploration and their unrivaled burrowing skills mean that they've tunneled their way to many a strange new locale—including the mortal realms. They've primarily ",
      "publisher": "Kobold Press",
      "book": "Book of Ebon Tides Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Spirithost",
      "description": "Hers was a kind of unearthly beauty that resisted the very confines of reality—hair so airy that it flowed in defiance of gravity, skin so fair that it could be seen through. —Jethro Meddlitt, gnome wizard, meeting a spirithost Spirithosts are the eerie, spectral residents of the Border Ethereal. Though often confused for ghosts, spirithosts are very much alive—as much as their shifting, partly material bodies allow. Ethereal Progeny The Ethereal Plane is rightly believed to be the domain of res",
      "publisher": "Mage Hand Press",
      "book": "Valda's Spire of Secrets",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Squatch Adult",
      "description": "“The honeyguide leads the badger to the beehive with its flight. The badger spills the honey with its strength. Working together, both get a sweet prize.” - Curto of Sandsvigor, Squatch elder The Squatch are forest-dwelling people, descended from the early Humans of Ne’Oor. They have long hair, ranging from nearly white blonde to deep black in color, often covering most of their body. Squatch warriors take pride in their grooming, often braiding their hair into intricate patterns, dyeing it to d",
      "publisher": "Renegade Game Studios",
      "book": "Wardlings Campaign Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Squatch Wardling",
      "description": "“The honeyguide leads the badger to the beehive with its flight. The badger spills the honey with its strength. Working together, both get a sweet prize.” - Curto of Sandsvigor, Squatch elder The Squatch are forest-dwelling people, descended from the early Humans of Ne’Oor. They have long hair, ranging from nearly white blonde to deep black in color, often covering most of their body. Squatch warriors take pride in their grooming, often braiding their hair into intricate patterns, dyeing it to d",
      "publisher": "Renegade Game Studios",
      "book": "Wardlings Campaign Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Strig",
      "description": "Strigs are the most imposing of the birdfolk races. Resembling owls, their thick feathers, solid bodies, and broad wings have earned them a reputation as the most powerful of the birdfolk races. They value strength and endurance, traits they believe crucial for survival in the Wood. Although they are not necessarily prejudiced against those who are weaker, strigs are quick to call out when someone is not doing their best for the common good. Strong and Brave While many birdfolk rely on their pro",
      "publisher": "Hit Point Press",
      "book": "Humblewood",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Stygian Shade",
      "description": "The River Styx winds through the Shadow Realm, full of mindless shades that live only to consume the memories of those they can drown. An unfortunate few of these shades bound to the plane retain their mental faculties yet suffer daily to recall who they once were. Shades from the Shadow Realm are different from those of the mortal realms because they specifically lack most of their memories, and the drive to find what was lost propels them. Newly born shades are difficult to distinguish from gh",
      "publisher": "Kobold Press",
      "book": "Book of Ebon Tides Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Subek",
      "description": "The kindly, scholarly subek come from a river-based culture, known for advising others and lending their physical and intellectual prowess to local projects. During flood season, however, the subek become violent and territorial. Subek adventurers often wish to break away from the ebb and flow of the river and discover in the process some control over their destructive nature. Subek dwell along the banks of the major rivers in warm climates. In the Southlands, the river Nuria shelters several co",
      "publisher": "Kobold Press",
      "book": "Southlands Player's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Sublime Ravenfolk",
      "description": "A growing proportion of ravenfolk have joined a mystery cult in the Shadow Realm; some claim this cult is new and others that it has ancient roots and is just now being revived. These ravenfolk call themselves Seekers of the Sublime and reportedly are drawn by a mysterious psychic song. Their numbers are still few, but more arrive along the shadow roads from the mortal lands regularly, waiting for the unknown singer to reveal their intentions. This network is highly secretive about the details o",
      "publisher": "Kobold Press",
      "book": "Book of Ebon Tides Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Sylvan",
      "description": "Last specimens of a race of hominids with traits more feral and rustic than those of the common human, sylvans have always lived alongside humans when the latter left the mountains and forests to found cities. Compared to common humans, sylvans have much thicker body hair in specific places: on the men’s chest and back, on women’s groin, and on the arms and legs of both; their head is often covered in a thick mane of hair. Their body is more agile and muscular, their features fiercer and their m",
      "publisher": "Acheron Games",
      "book": "Brancalonia - Core Rulebook Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Tabaxi",
      "description": "We had a tabaxi come through once, a few winters back. She kept the taproom packed each night with her stories and spent most days napping in a chair in front of the fireplace. We thought she was lazy, but when Linene came around looking for a missing broach, she was out the door before I could blink an eye. —Toblen Stonehill, innkeeper Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, a",
      "publisher": "Wizards of the Coast",
      "book": "Volo's Guide to Monsters",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Tabaxi",
      "description": "I once met the Cat Lord. His eyes pierced me, and his grace beguiled me. And never have I seen fur so luxurious! I have no great love of cats, but he … he made me reconsider. —Mordenkainen Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as oth",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Tabaxi",
      "description": "The catlike tabaxi are an agile, witty, and playful folk who have long lived among the indigenous Ki’Nau people of the Menagerie Coast and in the cold northern forests of the Greying Wildlands. Said to have been born from the dreams of Melora within the jungles of Wildemount’s more temperate regions, they are natural hunters with keen senses and predatory instincts. The tabaxi of Exandria are also well known for their social guile. Many are taken with a love of wordplay and debate, often engagin",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Tabaxi (EGTW)",
      "description": "The catlike tabaxi are an agile, witty, and playful folk who have long lived among the indigenous Ki’Nau people of the Menagerie Coast and in the cold northern forests of the Greying Wildlands. Said to have been born from the dreams of Melora within the jungles of Wildemount’s more temperate regions, they are natural hunters with keen senses and predatory instincts. The tabaxi of Exandria are also well known for their social guile. Many are taken with a love of wordplay and debate, often engagin",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount (deprecated)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Tallfolk",
      "description": "Tallfolk \"They tell me it was the Witches that set me in the boughs of that great old ironheart tree, deep in the woods north of the Risa that found me. I don’t know, I don’t. I was wee then. But I tell you truth, there’s a stirring when I look up at that mountain. A longing. One day I may have to wander thataway. That’s why I keep to the Sea, my back to Turnfjall as much as I can.\" —Jrodis, quartermaster of the Waterdrake, longship of the Risa Since the Exodus, tales of enormous men and women a",
      "publisher": "Runic Tales Inc.",
      "book": "Raiders of the Serpent Sea - Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Tasha's Custom Lineage",
      "description": "Instead of choosing one of the game’s races for your character at 1st level, you can use the following traits to represent your character’s lineage, giving you full control over how your character’s origin shaped them: Creature Type. You are a humanoid. You determine your appearance and whether you resemble any of your kin. Size. You are Small or Medium (your choice). Speed. Your base walking speed is 30 feet. Ability Score Increase. One ability score of your choice increases by 2. Feat. You gai",
      "publisher": "Wizards of the Coast",
      "book": "Tasha's Cauldron of Everything",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Tengu",
      "description": "In Rokugan’s folklore, tengu are believed to be celestial messengers who deliver missives for the gods and guard divine passageways into the heavenly realms. While some tengu may serve in these functions, the truth is that they are a species with individuals as varied as humans. Tengu inhabit the distant peaks of the northern mountains in larger numbers than anywhere else in Rokugan, but they are quite rare in all parts of the Emerald Empire. Few humans in Rokugan ever consciously glimpse a teng",
      "publisher": "Edge Studio",
      "book": "Adventures in Rokugan",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "The Lucidling",
      "description": "Ssussothis slowly awoke from its decennial nap. Once again, the aboleth dreamed of that pathetic warrior and his dopey grin. What an embarrassment it was to dream of defeat at the hands of such a lighthearted fool. Ssussothis’ anger leached from the aberration’s body, filling the cavern with a hideous squelching sound. The aboleth sluggishly opened its three eyes to find an intruder standing in a pool of ectoplasmic goo. The slimy, grey-skinned humanoid was beaming at Ssussothis, a wide gap-toot",
      "publisher": "MCDM Productions",
      "book": "Arcadia Issue No. 3",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "The Sandspeaker",
      "description": "Azita clasped her hands together and leaned forward on her oaken desk inquisitively. It was littered with books, notes, and drawings devoted to sleep and the power of the subconscious. “What did you dream of last night?” she asked the young prince. “I didn’t dream of anything,” replied Moshen. “So you forgot?” “Sometimes I just don’t dream.” He shrugged. “We always dream,” asserted the scholar, reaching for a thin purple book with gold stars along its spine. She slid it across the desk to Moshen",
      "publisher": "MCDM Productions",
      "book": "Arcadia Issue No. 3",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "The Somnian",
      "description": "As I fell into my sleep, The stage was set with wondrous things. At long-lost mem’ries, I did weep, And missed the creatures in the wings. —Bibis Ross, “The Theatre of Sleep” Somnians are the creators of dreams. Compassionate artists and philosophers, the star-skinned illusionists find meaning in all things. Whether guiding a sleeping creature towards a source of inspiration or warning it when it has gone astray, somnians are the architects of bedtime’s wildest fantasies—and worst nightmares. Im",
      "publisher": "MCDM Productions",
      "book": "Arcadia Issue No. 3",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Thri-kreen",
      "description": "Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings. Although thri-kreen don’t sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what’s happening around them. Thri-kreen speak by clacking their mandibles and waving their antennae, indicating to other thri-kreen what they are thinking and ",
      "publisher": "Wizards of the Coast",
      "book": "Spelljammer - Adventures in Space",
      "category": "Races",
      "expansion": 16643
    },
    {
      "name": "Tiefling",
      "description": "These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Tiefling Traits Tieflings share certain racial traits as a result of their",
      "publisher": "Wizards of the Coast",
      "book": "Free Basic Rules (2014)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Tiefling",
      "description": "“But you do see the way people look at you, devil’s child.” Those black eyes, cold as a winter storm, were staring right into her heart and the sudden seriousness in his voice jolted her. “What is it they say?” he asked. “One’s a curiosity, two’s a conspiracy—” “Three’s a curse,” she finished. “You think I haven’t heard that rubbish before?” “I know you have.” When she glared at him, he added, “It’s not as if I’m plumbing the depths of your mind, dear girl. That is the burden of every tiefling. ",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Tiefling",
      "description": "With an ancestry tracing back to Infernals, Tieflings have large horns and thick tails that come in a wide variety of shapes and sizes. Size: Medium. 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 colour in darkness, only shades of grey. Hellish Resistance: You have resistance to Fire Damage. Infernal Legacy: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke",
      "publisher": "Cubicle 7 Entertainment",
      "book": "A Life Well Lived",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Tiefling",
      "description": "Creature Type Humanoid Size Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species Speed 30 feet Tieflings are either born in the Lower Planes or have fiendish ancestors who originated there. A tiefling (pronounced TEE-fling) is linked by blood to a devil, a demon, or some other Fiend. This connection to the Lower Planes is the tiefling’s fiendish legacy, which comes with the promise of power yet has no effect on the tiefling’s moral outlook. A tiefling ",
      "publisher": "Wizards of the Coast",
      "book": "Player's Handbook (2024)",
      "category": "Races",
      "expansion": 32231
    },
    {
      "name": "Tieflings - Profondi",
      "description": "The great dragon was thrown down, that ancient serpent, who is called the Devil and Satan, the deceiver of the whole world—he was thrown down to the Earth, and his angels were thrown down with him. Revelation 12:9 After Lucifer and his legions were cast down for their sins, they did not only form the legions who populate Hell, but also sought to infiltrate human society in order to gain support for the anticipated last battle. One of the demonic strategies was the creation of a new mixed species",
      "publisher": "Vortex Verlag",
      "book": "The Straight Way Lost",
      "category": "Races",
      "expansion": 30058
    },
    {
      "name": "Tortle",
      "description": "Tortles have a saying: “We wear our homes on our backs.” These turtle folk live on many worlds, most often journeying up and down coasts, along waterways, and across the sea. Tortles don’t have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special feeling of security wherever they go, for even if they visit a far, unknown country, they have a place to lay their heads. T",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Tortle",
      "description": "For centuries, the people of Xhorhas and the Dwendalian Empire believed tortles to be a hoax concocted by Concordian hucksters. In truth, tortles are an ancient and long-lived people who dwell within the jungles and along the beaches of the Menagerie Coast. Most tortles who journey far from the coast begin to feel pangs of homesickness, which can develop into a depression. Tortles are almost unheard of beyond the sunny shores of the Menagerie Coast. Life of a Tortle A tortle hatches from a thick",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Tortle (EGTW)",
      "description": "For centuries, the people of Xhorhas and the Dwendalian Empire believed tortles to be a hoax concocted by Concordian hucksters. In truth, tortles are an ancient and long-lived people who dwell within the jungles and along the beaches of the Menagerie Coast. Most tortles who journey far from the coast begin to feel pangs of homesickness, which can develop into a depression. Tortles are almost unheard of beyond the sunny shores of the Menagerie Coast. Life of a Tortle A tortle hatches from a thick",
      "publisher": "Wizards of the Coast",
      "book": "Explorer's Guide to Wildemount (deprecated)",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Tosculi",
      "description": "The tosculi are known in the Southlands as vicious raiders seeking to overrun all civilization from their mud-and-resin cities perched among ancient ruins. They are insectoid humanoids, operating under a shared consciousness and most often hostile or uncaring toward all non-tosculi. A fearsome and ruthless insectoid queen rules each hive city, sending her drones to raid for living captives to act as hosts for the next generation of drones. The Hiveless With the constant murmur of the hive queen ",
      "publisher": "Kobold Press",
      "book": "Southlands Player's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Triton",
      "description": "Ah, the tritons. Imagine if the elves spent a few centuries far beneath the sea, where their arrogance and pretension could grow undisturbed. At least the tritons spent that time fighting sahuagin and worse, so you know you can count on them in a fight. —Brego Stoneheart, sea captain Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the dee",
      "publisher": "Wizards of the Coast",
      "book": "Volo's Guide to Monsters",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Triton",
      "description": "Triton Tritons dwell throughout the Siren Sea, exploring a world of coral forests and secret mountains the \"dryfolk\" of the surface world will never know. While most live their entire lives beneath the sea, they're not bound to the deep. Following their inherent curiosity, some tritons venture beyond the waves, seeking to explore a whole world of wonders beyond their own. Born of the Sea Tritons are an amphibious people, at home in the water but mobile on dry land. Their bodies are covered in fi",
      "publisher": "Wizards of the Coast",
      "book": "Mythic Odysseys of Theros",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Triton",
      "description": "Originally from the Elemental Plane of Water, many tritons entered the Material Plane centuries ago in response to the growing threat of evil elementals. Those tritons spread across the worlds’ oceans, protecting the surface from terrors in the deep. Over time, triton have extended their stewardship over the sea floor to the ocean’s surface. Tritons have webbed hands and feet, small fins on their calves, and coloration that favors blues and greens. Triton Traits As a triton, you have the followi",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Trollkin",
      "description": "Descended from fey, immortal, and other monstrous races, trollkin are seldom welcome among the civilized races, even when the full extent of their inhuman ancestry is difficult to determine. As a result, most trollkin live in isolated septs or tribal settlements and subsist on hunting and raiding. Physical Description Most trollkin resemble hulking, brutish humanoids with thick green skin. Their inhuman lineage shows itself in a wide variety of forms. As an option, you can choose one (or more) o",
      "publisher": "Kobold Press",
      "book": "Southlands Player's Guide",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Trollkin",
      "description": "In ancient times, ogres, trolls, and fey sometimes took human mates. Their descendants are the trollkin. Tall and lanky with a brutish appearance, trollkin are seldom welcome among the civilized races of the north, even when the full extent of their inhuman ancestry is difficult to determine. As a result, most trollkin live in isolated tribal settlements and subsist on hunting and raiding. Skin Deep With a thick hide of green or brown, trollkin are superficially similar to orcs or hobgoblins. Wh",
      "publisher": "Kobold Press",
      "book": "Midgard Heroes Handbook",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Tserka",
      "description": "The tserka are descended from insectoids that rapidly evolved within a Crucible. They reside in subterranean cities fashioned from the scavenged technologies of other worlds. A full description of their history and culture can be found in the Threats Database, where the tserka were originally introduced. Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1. Age. Tserka reach adulthood at 10 years old and can live up to 60-70 years. Size and Speed.",
      "publisher": "Alligator Alley Entertainment",
      "book": "Master Technician's Guide",
      "category": "Races",
      "expansion": 27053
    },
    {
      "name": "Tuss",
      "description": "Tuss \"I’ve seen more than one raider draw his last breath, dying on my tavern’s floorboard after attacking another for calling them a tusser’s bastard, or tuss, as my more concise patrons might say. The implication being that somehow, someway, they have the blood of the Yoten flowing through them. A laughable insult, such is, for living where I do, for as long as I have, I’d know if creatures such as these walked among us. They don’t exist. Our ancestors left all that behind them when they came ",
      "publisher": "Runic Tales Inc.",
      "book": "Raiders of the Serpent Sea - Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Umbral Human",
      "description": "The Shadow Realm twists beings with its magic, and in the case of the umbral humans, this influence can have radical effects. These umbral folk are not merely humans corrupted by shadow but rather slowly transformed by their exposure to shadow over generations, gradually becoming inured to it. These are the changelings. Beyond shadow's natural and inevitable influence, the shadow fey have long experimented with the shadows and its effects on mortals, whether to punish the foolish or to create be",
      "publisher": "Kobold Press",
      "book": "Book of Ebon Tides Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Unbound Satarre",
      "description": "Satarre are renowned planar travelers, and visits to the Shadow Realm are no exception. As the populations of races grow in the various kingdoms of shadow, so the network of gateways feeding into their shadow roads also grows. None are more aware of this than the unbound satarre, a small faction zealously dedicated to unraveling barriers between the worlds. The unbound satarre are a curiosity even among their own kind since they have an instinctual sensitivity to places of transition. An unbound",
      "publisher": "Kobold Press",
      "book": "Book of Ebon Tides Compendium",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Unique Existence",
      "description": "You might be a lost royal from a lunar kingdom, washed upon the shore after falling from a moon-ship as it crossed the sky. You could be the spirit of an ancient mountain, walking the land clad in mortal flesh to see it through human eyes. Or you might be a painting so achingly beautiful you stepped from the canvas as your creator finished your last stroke. Whatever you are, nobody in Rokugan has seen anything else like you, at least not for a very long time. One of a Kind This is a species that",
      "publisher": "Edge Studio",
      "book": "Adventures in Rokugan",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Valna",
      "description": "“We, above all others, know the beast within. It is akin to an awakening of the soul, an inner voice that calls out in your mind, drowning out the myriad of distractions that swirl around us. And when that voice calls, embrace it. Wield it. Let it tear out of you and become yourself anew. Only then, will you know who and what you truly are.” — Neivie Banetail, Valna elder Most spacefaring races are able to incorporate the advancements and practices of interstellar neighbors into their own cultur",
      "publisher": "Alligator Alley Entertainment",
      "book": "Esper Genesis Core Manual",
      "category": "Races",
      "expansion": 27051
    },
    {
      "name": "Vect",
      "description": "Very gradually, by degrees, pale blue hues invade the quiet of night, and Hammerer knows that only a few hours remain until dawn. Throughout the afternoon, evening, and night, he has meticulously inspected his tools, a wide array of mallets, sledges, and, of course, hammers, cleaning them, performing repairs, and organizing them by size and by color, only powering down for a few hours in the middle of the night. Through the walls of his workshop, Hammerer can see the heat signatures of people wa",
      "publisher": "Mage Hand Press",
      "book": "Dark Matter Starter Kit",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Vedalken",
      "description": "Nothing is perfect. Vedalken not only believe this fact, they rejoice in it. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never be reached. This viewpoint leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement. Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless ski",
      "publisher": "Wizards of the Coast",
      "book": "Guildmasters' Guide to Ravnica",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Verdan",
      "description": "Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I’m sorry, was that the question? —K’thriss Drow’b The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But then passing throu",
      "publisher": "Wizards of the Coast",
      "book": "Acquisitions Incorporated",
      "category": "Races",
      "expansion": 4048
    },
    {
      "name": "Vindicator Scions",
      "description": "“‘Judicator.’ That is the word they spit at us. They have snarled spittle at me as I chain them, seething, ‘Blasphemous judge, lightsworn scourge.’ But think on the word—vindicator. To clear someone. Prove them to be right. Advocate for them. We purge darkness and determine the truth, yes, to prove the goodness of mortalkind and champion them into the light.” —Iradeza, vindicator paladin Those with vindicator heritage have the bloodiest charge of all: to exterminate evil. In the eternal war of g",
      "publisher": "MCDM Productions",
      "book": "Arcadia Issue No. 11",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Vor'tai",
      "description": "The vor’tai behind the counter smiled wide, his long teeth glinting in the dim light of the shop. Barely enough to see by, but the wizard had to give him credit for at least a cursory attempt at making his customers welcome. “Divinerrrrrrrr. Pleased to see you.” Telara looked at Zar’s blindfold and opened her mouth to say something, but thought better of it. “I have what you seek,” he hissed, standing up and lifting the flap on the shop counter. He began to make his way through a beaded doorway ",
      "publisher": "Animancer",
      "book": "Enchiridion Vaz’kin’rai",
      "category": "Races",
      "expansion": 16222
    },
    {
      "name": "Vulpin",
      "description": "\"My dearest, though your dangerous and reckless lifestyle worries me so, I know that you will outwit any opponent who comes your way...\" - Love letter excerpt from Tybalt Hillshaw to his bandit lover Vulpins are fox-like in appearance, with light builds and sharp fangs. One of the least understood and most often vilified humblefolk in the Wood, vulpins have earned a bad reputation that isn’t entirely deserved. Much of this stems from the fact that vulpins are ambitious. Sometimes their drive to ",
      "publisher": "Hit Point Press",
      "book": "Humblewood",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Warforged",
      "description": "“Pierce was built by design, while you were built by accident,” Lakashtai said. “The soul is what matters, not the shape of the vessel.” “What makes you think he has a soul?” Gerrion said. “What makes you think you do?” —Keith Baker, The Shattered Land Living Steel and Stone The warforged were built to fight in the Last War. While the first warforged were mindless automatons, House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced sapient soldi",
      "publisher": "Wizards of the Coast",
      "book": "Eberron - Rising from the Last War",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Wasteland Dragonborn",
      "description": "Dragonborn who are native to the wastelands can trace their lineage back to dragons that might have ruled over vast stretches of ruins or other places made desolate by magical forces or eldritch corruption. They bear the evidence of their connection to lands that have been warped by catastrophe in their rust-colored scales and in the bright energy of their breath weapons. All wasteland dragonborn have an instinctive distrust of wizards and other users of arcane magic. After generations of dwelli",
      "publisher": "Kobold Press",
      "book": "Wastes of Chaos",
      "category": "Races",
      "expansion": 25357
    },
    {
      "name": "Wasteland Orc",
      "description": "At first glance, the orcs of the wastelands seem little different from their mountain- or forest-dwelling brethren. But they are in some ways more predictable and less savage than other orcs and will sometimes interact with other humanoids for trade or companionship. Of course, when circumstances permit, wasteland orcs enjoy bloodshed and war just as much as their kin. LEAN AND LANKY Wasteland orcs are noticeably thinner and taller than other orcs, with wiry, muscular frames. Their skin tone als",
      "publisher": "Kobold Press",
      "book": "Wastes of Chaos",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Water Genasi",
      "description": "Genasi Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie’s magic. A typical genasi has a life span of 120 years. Water Genasi Traits Water genasi descend from marids, aquatic genies from ",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Wicker",
      "description": "Wicker \"I know the story of a wicker lady. She called herself Hild and lived in a Lutan village. A formidable warrior, Hild led numerous raids. But one night, deep inside the thick Halvan Forests, strangeness did happen. A score of her warriors fell to feed the worms, but Hild led the remainder of her bloodied party out to the coast and their longship. A great bonfire was stoked there on the beach and to the horror of her companions Hild used her own axe to chop at herself, she did. None had eve",
      "publisher": "Runic Tales Inc.",
      "book": "Raiders of the Serpent Sea - Compendium",
      "category": "Races",
      "expansion": 25792
    },
    {
      "name": "Wrothian",
      "description": "\"And what did Alice and Bobby see coming out of the spaceship? Was it the blobby Amoeboids?\" \"No!\" the eager group of children responded in unison. \"Was it the silly Bird-People?\" \"No!\" the children repeated. \"Was it the beepy-boopy Vect?\" \"No!\" the children cried, sensing the end of storytime. \"No, it was the scary Wroth!\" the teacher grimaced and growled, \"It grinned with its sharp teeth and grabbed Alice and Bobby with its pointy nails!\" — A spacer’s storytime When most spacers are young, the",
      "publisher": "Mage Hand Press",
      "book": "Dark Matter Starter Kit",
      "category": "Races",
      "expansion": ""
    },
    {
      "name": "Yuan-ti",
      "description": "Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes. Blessed with resistance to magical and poisonous effects by the rituals that created them, each of these yuan-ti manifests their serpentine heritage in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian character",
      "publisher": "Wizards of the Coast",
      "book": "Mordenkainen Presents - Monsters of the Multiverse",
      "category": "Races",
      "expansion": 14934
    },
    {
      "name": "Yuan-ti Pureblood",
      "description": "Yuan-ti Pureblood Traits Your yuan-ti pureblood character—called a pureblood for short—has the following racial traits. Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1. Age. Purebloods mature at the same rate as humans and have lifespans similar in length to theirs. Alignment. Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil. Size. Purebloods match humans",
      "publisher": "Wizards of the Coast",
      "book": "Volo's Guide to Monsters",
      "category": "Races",
      "expansion": 1
    },
    {
      "name": "Zek",
      "description": "The following example is the zek, a species presented as Threats in the Threats Database. They are a rodent-like species covered in colorful scales. You can use this sample as is or you can alter it as you choose using any of the options presented earlier. The zek are an ancient species whose history dates back almost as far as that of the Dendus or Eldori. As a society, they’ve proclaimed themselves as the unofficial defenders of the galaxy’s “fledgeling” societies. Their curiosity, zeal, and o",
      "publisher": "Alligator Alley Entertainment",
      "book": "Master Technician's Guide",
      "category": "Races",
      "expansion": 27053
    }
  ],
  "meta": {
    "title": "D&D Fantasy Species - Free Download",
    "description": "383 fantasy species (races) from Dungeons & Dragons 5th Edition and expansions, including descriptions, publishers, and source books. Contains 383 records. Download in Excel, CSV, PDF formats.",
    "seo_title": "D&D Fantasy Species | ListBase",
    "seo_description": "Download D&D Fantasy Species — 383 records. Available in Excel, CSV, PDF formats.",
    "key_takeaways": [
      "Contains 383 records / 6 fields",
      "Available for free download in Excel, CSV, and PDF formats",
      "Data sourced from: https://github.com/nick-aschenbach/dnd-data"
    ]
  }
}