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Dwarf: Dwarves are short, muscular, hardy creatures with a lot of hair, even on their women. Dwarves are mainly found in Mountains, and have a penchant for ale and beard styles. Dwarves generally dislike Elves and Kobolds. All Dwarves start with 1000 Gold. Dwarves have the Passive
Dwarven Spirits, in which anytime an ally goes unconscious, or dies, during combat, your character heals all of his stamina immediately. Dwarves start with 10 stamina.
** Hill Dwarf: Dwarves that prefer the Hills to the Mountains. Hill Dwarves have the Passive
Dwarven Adrenaline, in which anytime an enemy goes unconscious, or dies, in combat, your character gets a Bonus Action immediately. Adds 2 stamina.
** Mountain Dwarf: Standard Dwarves. Mountain Dwarves have the Passive
Dwarven Tolerance, in which Dwarves are immune from Diseases. Every time a Non-Dwarven ally goes unconscious, or dies, during combat, you can heal a Non-Dwarven ally's stamina to full immediately, so long as this ally isn't the one who went unconscious. Adds 4 stamina.
** Pit Dwarf: Dwarves that live in Pits and Valleys instead of Mountains or Hills. Pit Dwarves have the Passive
Dwarven Resilience, in which every time a character goes unconscious, or dies, during combat, your character becomes immune to all damage for a single round of Combat. Adds 1 stamina.
** Tall Dwarf: Dwarves that are taller then the rest of them; almost as tall as normal Humans. Tall Dwarves have the Passive
Dwarven Fury, in which they can do two additional actions during a single round of Combat. If a character goes unconscious, or dies, in combat, they can do this again. Adds 3 stamina.
** Dvergr Dvergr: Incredibly hairy Dwarves that tend to repeat the last word in their sentences. Dvergr Dvergrs have the Passive
Stoneform, in which, using a turn in combat, they can turn into a statue of themselves. They cannot attack, use spells or abilities, or move, but they cannot be attacked or moved either. It takes another turn in combat to get out of this Statue form. Adds 6 stamina.
** Dwelf: Dwarf-Elf Hybrids. Dwelves have the Passive
Runekeeper, in which the first time you are supposed to go unconscious or die from an attack, you negate the attack, heal for 7 stamina, and cast each of your spells and abilities for free immediately. Adds 7 stamina.
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Kobold: Kobolds are furry, dog like creatures with rocky fur. Kobolds tend to live on top of mountains, where they eat rocks and gems of all kinds. Kobolds tend to lie to Non-Kobolds constantly, and most of them are very religious. They generally dislike Dwarves. All Kobolds have the ability
Kobold Rabies. Kobolds have the Passive
Fortunately Unfortunate, in which every time your character needs to roll a die, they roll 2 dice instead, and take the higher number. However, if you roll a 1 on either die, it will count as a Critical Fail. Kobolds start with 8 stamina.
** Triton Ground: Triton Ground Kobolds have the Passive
Tri-Wield, in which they can do 3 (or 4 without the move) actions per turn if they have 3 melee weapons. Subtracts 1 stamina.
** Seaswagger: Seaswagger Kobolds have the Passive
Luck of the Sea, in which every time an ally rolls a Critical Failure, your character gets a Bonus action immediately. Adds 8 stamina.
** Stonequisitor: Stonequisitor Kobolds have the Passive
Divine Wrath, in which every time an ally rolls a Critical, you can attack an enemy you had previously attacked with 2 actions. Adds 2 stamina.
** Clay-Paw: Kobolds who's fur is actually mud. Clay Paw Kobolds have the Passive
Muddied Mess, in which they can only move 3 spaces in Combat, but leave behind Mud. This Mud stuns enemies that walk over it, or are hit by a Clay-Paw Kobold who throws it. Adds 5 stamina.
** Glamourbold: Kobolds with shiny, diamond like fur. Glamourbold Kobolds have the Passive
Reflective Fur, in which every time your character is hit with a Ranged Weapon, Spell or Ability, you have a chance to reflect it back at the attacker. Adds 2 stamina.
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Elf: Elves are the tallest, and most Prominent, Race in the Realms. Elves are a highly disciplined race with a love of Magic and Justice. Elves tend to look down on, and dislike, most races, but outright despise Goblins whom they view as Parasites. Elves have the Passive
Master of Knowledge, in which they get 2 additional spells and/or abilities from any playable class. Starts with 3 stamina.
** Nobleborn: Nobleborn Elves have the Passive
Melding Magic, in which every time an ally rolls a Critical, you may cast a Spell as a Bonus Action immediately. Adds 3 stamina.
** Spellblade: Spellblade Elves have the Passive
Elven Discipline, in which they can attack with a Melee or Ranged Weapon immediately after using a Spell. Subtracts 1 stamina.
** Enochian: Enochian Elves have the Passive
Tarot Reading, in which you gain a spell or ability from your ally randomly by using your turn. You can do this with all of your allies. Adds 1 stamina.
** Arch-Ranger: Arch-Ranger Elves have the Passive
Magic Shots, which allows them to cast a Spell immediately after using a Ranged Weapon. Adds 3 stamina.
** Crack Elf: Elves who have become dependent on Magic and Magic-related Drugs. All Crack Elves start with a Rancid Swammie Accessory. Crack Elves have the Passive
Magic Addiction, in which they start with a Class but have no Spells or Abilities. They get 5 random Spells and Abilities at the beginning of every Combat. Adds 6 stamina.
** Dwelf: Dwarf-Elf Hybrids. Dwelves have the Passive
Runekeeper, in which the first time you are supposed to go unconscious or die from an attack, you negate the attack, heal for 7 stamina, and cast each of your spells and abilities for free immediately. Adds 7 stamina.
** Gobolf: Half Elf, 2/3rd Goblin Hybrids. Gobolfs have the Passive
Soul Mates, in which they Soul mate with an ally, allowing them to take damage for this ally. They also learn a Spell or Ability from this Soul Mated Ally. Adds 5 stamina.
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Gnome: Gnomes are the smallest race in the Realms. Gnomes have a love for Treasures and Items, and love to collect and use them. Gnomes are generally friendly with all races in the Realms. Gnomes have the Passive
Technological Preference, in which they get 4 random Treasure Cards at Character Creation. Gnomes, however, only start with 2 spells and/or abilities. Starts with 6 stamina.
** Okagnoma: Okagnoma Gnomes have the Passive
Tinker, in which your character starts with a 3rd spell or ability that you share with an ally. Adds 4 stamina.
** Keen: Keen Gnomes are incredibly small; they are only 2 feet tall. Keen Gnomes have the Passive
Passback, which allows them to use an ally's Treasure as long as they are within 5 spaces of the ally. Adds 4 stamina.
** Lurker: Lurker Gnomes have the Passive
Scavanger, which allows them get a Bonus action every time they successfully steal an Item or Treasure. Lurker's also add 2 additional treasures every time your party can buy things. Adds 4 stamina.
** Magistrate: Magistrate Gnomes have the Passive
Tome Keepers, in which every time you use a Treasure, you get 1 random spell or ability you keep until your next turn. Adds 3 stamina.
** Cygmy: Cyborg Gnomes. Cygmy Gnomes have the Passive
Terminator, in which five Treasures are melded to the Cygmy and are unstealable. Every time a character goes unconscious, or dies, in combat, your character will also heal for full stamina. Adds 2 stamina.
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High Bear: High Bears are gigantic bears that can talk. High Bears are very religious, but very barbaric. High Bears are friendly with allies of any race. High Bears have the Passive
Grizzly, in which your character is 2x2 tiles large. Your character cannot use Melee or Ranged Weapons. Your character naturally deals 9 damage with its paws. Allies that stand on 2 legs can ride your character without the need of a Spell or Ability. Starts with 10 stamina. (
1/1 Slot Reserved. All Slots Taken. Please Choose another Race.)
** Squire: Squire High Bears are smaller then their brethren. Squire High Bears have the Passive
Body Guard, in which your character will take the hit for any ally that is supposed to go unconscious, or die, in combat. Adds 8 stamina.
** Hospitaller: Hospitaller High Bears have fur that is always on fire, or at the very least burning. Hospitaller High Bears start with the Thane Spell
Dragon Fire. Hospitaller High Bears have the Passive
Fire Armor, in which anytime they are hit with a Melee Weapon, Spell or Ability, the one who's hitting them takes 4 damage as well. Adds 10 stamina.
** Knight Templar: Knight Templar High Bears have the Passive
Spell Immunity, in which your character is unaffected by Spells. Adds 10 stamina.
** Teuton: Teuton High Bears are always under the affect of the Berserker Spell
Bearserker. Teuton High Bears have the Passive
Infuriated, in which anytime any character goes unconscious, or dies, in combat, your character gets a Bonus Turn immediately. Adds 8 stamina.
** Ordained: Ordained High Bears have the Passive
Almsgiving, in which they never get Gold from Combat, but are no longer limited when it comes to casting Healing Spells.
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Walrus: Walruss are Walruss that talk and wear people clothes. They tend to live by the Drink, and tend to be Sailors or Merchants. Walruss have the Passive
Blubber Bod, in which they never take any multiplied damage. Starts with 7 Stamina.
** Hrossvalr: Hrossvalr Walruss have the Passive
Frigid Fury, in which they never take damage from Ice or Frost Spells. Adds 3 Stamina.
** Rostungrin: Rostungrin Walruss have the Passive
Sauna Bather, in which they never take damage from Fire Spells. Adds 1 Stamina.
** Morsen: Morsen Walruss have the Passive
Toothy Terror, in which everytime they are hit by an ability, they get a Bonus Action on their turn, so long as they use a Melee or Ranged Weapon for that Bonus Action. Adds 2 Stamina.
** Aivuki: Aivuki Walruss have the Passive
Spiritualism, in which they always have a spell under the affect of the Witch Doctor spell
Incantation. Adds 4 Stamina.
** Bern-Hardy: Bern-Hardy Walruss have the Passive
Thick Hide, in which they can't they never take damage from Ranged Weapons. Adds 4 Stamina.