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While the main races tend to have multiple options for subraces these additional race are just a single option like the Half-Elf and Tiefling. These are available only by GM permission.


Aasimars are humans who have a celestial ancestor far back in their heritage. For the most part, they appear as beautiful humans with only a few features indicating their ancestry, such as gold or gem-colored eyes, metallic-colored hair, and in some cases small patches of feathers along their backs. When casting spells thanks to their celestial legacy, golden halos will also appear momentarily around the Aasimars’ heads. Their skin tones run the same long spectrum that human skin tones do, dependent more on their human ancestors than their celestial ancestors.

Aasimar share certain racial traits as a result of their celestial descent.

Ability Score Increase: Your Wisdom score increases by 1, and your Charisma score increases by 2.

Age: Aasimar mature at the same rate as humans but live a few years longer and age more gracefully.

Alignment: Aasimars might not have an innate tendency toward good, but many of them end up there. Good or not, a cooperative nature inclines many aasimars toward a lawful alignment.

Size: Aasimars are about the same size and build as humans but better proportioned. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Celestial Legacy: You know the light cantrip. At 3rd level you can cast Lesser Restoration. Once you reach 5th level, you can cast the daylight spell once per day. Charisma is your spellcasting ability for these spells.

Celestial Resistance: You have resistance to necrotic and radiant damage.

Darkvision: Born into this world with eyes meant for another, you are not inconvenienced by the darkness.

Languages: You can speak, read, and write Celestial and Common.


Born from death, dhampyr are the offspring of the survivor of a vampire attack, such as someone almost turned into an undead but saved prior to death. Those who survive their early years face a lifetime of fear and mistrust, their pallor, unearthly reflexes, and unnatural beauty marking them as scions of the night just as surely as their sensitivity to bright lights. All Dhampyr do not need to consume blood to survive, but some of their kind have a desire for blood that nothing else can truly sate.

Your dhampyr character has several unnatural powers derived from their undead lineage.

Ability Score Increase. Your Dexterity score increases by 2 and your Strength OR Charisma by 1

Age. Dhampyr mature at the same rate of humans but their aging slows after puberty and can live to be 200 years old. Most retain their youthful looks and then glide slowly into looking middle aged until their last decade, when they rapidly begin to age.

Alignment. Dhampyr have an innate hunger that pushes them to acts of violence. These desires and their inhuman nature put them at odds with society, leaning them towards chaos. Their remaining humanity means dhampyr are not automatically evil, but they have a greater tendency to darkness than other humans.

Size. Dhampyr are the same height as human but tend to be more thin and lithe than the average human. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Used to a twilight world, you are not inconvenienced by the night. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray

Vampiric Resistance. Your necrology gives you resistance to necrotic damage.

Languages. You can speak, read, and write your regional language and one extra language of your choice.

Tainted Blood. You can cast friends cantrip. When you reach 3rd level, you can cast a suggestion spell. When you reach 5th level, you can cast the misty escape spell. Each of these is once per long rest. Charisma is your spellcasting ability for these spells.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when either you, or the target of your attack, or whatever you are trying to perceive is in direct sunlight.


Eladrin are a subrace of elves who have strong ties to the Feywild.

They gain an intelligence bonus of +1. Elvish weapon training (longsword, shortsword, longbow and shortbow) and the ability to use Misty Step once per short and long rest as their ability to ‘Feystep’.


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