d&d races

what your d&d race says about you

dwarf: dudebro with big beard or sundress bangs girl obsessed with beards
elf: stoner or edgelord, great possibility of being high femme gay
halfling: wonderful person too good for this world, wants to fight everyone taller than them
human: boring
dragonborn: furry
gnome: similar to halfling but also a smooth talker
half-elf: trans and/or bi, very probable parent issues
half-orc: bi, either butch or VERY into butch women
tiefling: gay

Dark Arts Player's Companion
In many adventures and campaigns, necromancy and similar magic often plays a key role in the story. This supplement aims to give both players and DMs more options in these types of campaigns by giving them more races, subclasses, spells, and creatures for them to work with. If your dungeon master allows, these options can be used in any of your campaigns.

The Dark Arts Player’s Companion (by Jonoman3000)


The mantis-folk are a people native to the vast forests of the Feywild. If a praying mantis were five feet tall with the torso, hands, and legs of a human- but tail, arms, and head of a mantis- that would be a mantis-folk. While too heavy to fly, they are sharp-witted and have quick reflexes. They are chaotic creatures, but only in that they value their freedom and expression above order. ’

Racial Epithets for D&D

As a DM, or player, you might want to play a character that is not so open-minded about the people around them. When you live in a world of interracial war and tribes of Orcs pillaging towns, it’s not surprising that some violent language may evolve. It can be difficult to come up with these words on your own. Here’s a few ideas! Read the threads here and here.

Aasimar: Cherub, Quillies (As in ‘quills’)

Bugbear: Apes

Dragonborn: Lizardfolk

Dwarf: Cobblecrook. (“They’ll dig the road right out from under you if they like the stone at all, no care for where you need to go!”)

Elf:  Pointies.

  • Drow: Dirtelf, Drow (Maybe they prefer “Deep Elf” or “Dark Elf”)
  • Wood Elf:  Bushduke. (“All they want to do is rule you from the shade of a tree, expecting you to bend to every whim to reach that shade outward!”). Weedeater
  • High Elf: Daisy, Dandelion
  • Half-Elf: Stain

Firbolg: Red-nose, no-name

Genasi: Misties

Gnome: Halfling, Kidfolk.

Goblin: Pest

Goliath: Halfrock

Halfling: Halfling (They may call themselves Hin or Hinfolk). Kidfolk.

Human:  Dayflies. (Due to short lifespan, used by elves)

Kenku: Magpie

Kobold: Yapper

Lizardfolk: Newt

Orc:  Moonbrave. (“They only have the courage to attack at night, that’s when they come for you!”) Tusker.

  • Half-Orc: Oopsie.

Tabaxi: Crotchlicker, Kitty, Puss, Hairball

Tiefling:  Hearteater. Fiend/Devil/Demon

Triton: Fish, Gilly

Yuan-Ti Pureblood: Snake/Viper

Breasts of Power

These two will take some explanation, and I’ll probably have more in the future, so here we go. I’m currently running a bronze age campaign based on D&D 3.5. The major races are culturally matched to ancient civilizations. That means their clothing, armor, and weapon options are much simpler. The elves are Egyptian. One character is a female elf monk, she pretty much only wears an ornate belt with a simple white linen skirt, no top at all. All of the characters are also suffering from some degree of amnesia at the beginning, so they start not knowing what race or class they are, which I have been slowly revealing to each of them as we go along.

One character is in disguise as a cultist, but the next cultist she encounters gets suspicious when he detects breasts beneath the robes and loudly declares, “There’s nobody with breasts in this location!”

The monk has sneaked up and breaks the cultists neck at this point, turning his head all the way around, and says “Then take a look at these!”


A short time later the players are questioning another cultist. The monk rolls near 30 and announces, “I rub my tits in his face in intimidation!”

Race: Githerzai

When Gith set her children free from the chains of the Mind Flayers, she set out to make her race strong – so they may never be taken advantage of again, but some saw this not as a precautionary measure – rather brutality and tyranny no better than the oppression they felt under the Illithid. These are the children of Zerthimon. A Race of Gith who do not seek conflict, but spend their lives preparing to defend themselves, their home and their loved ones. The greatest warriors among a stronghold are called The “Zerth” and are the first line of defence against invasion.

Ability Score Increase: Your Dexterity increases by 2 and your Wisdom increases by 1

Age: Githyanki have a lifespan of a little over double a human, living until about 200, although it’s not uncommon to live to 250 and over.

Alignment: Giitherzai tend towards a lawful alignment, generally aloof to the lives and morality of other beings.

Size: Githerzai are almost a foot taller than most humans. Reaching almost 7 feet of lean sinewy muscle.

Speed: Your speed is 30 feet

Calmness in Combat: After hitting any enemy with a melee attack you gain 10 feet of movement until the end of your turn

Psionic Adept: When you hit an enemy with a melee or ranged attack you may increase the damage of the attack by 1d8 psychic damage. At level 5, 11 and 15 – the damage increases to 2d8, 3d8, and 4d8 respectively. You can use this ability twice before completing a short or long rest.

Mentally prepared: You gain a +1 to all initiative rolls, additionally you can cast the shield spell once per long rest without requiring the use of a spell slot.

Elaryn Cionnath WIP Process:

Finally back from my latest convention and trip back to my hometown! It was a long two weeks without being able to really work on art/post online, but I’m ready to get back on schedule and continue making new scifi/fantasy concepts and paintings.

Once again being wrangled into a new D&D campaign, but there were limitations on race (Volo’s guide), so I ended up remaking my unused Tiefling Bard into a Triton. Triton’s happen to use ‘yn’ at the end of female names, so I kept the name 'Elaryn’ as well. I hope to make a Tiefling character someday~

I absolutely love fish and aquatic species, so the Tritons are a good fit for me! They typically have blue, scaly skin and brightly colored hair, so I used a mix of turquoise and magenta to create some contrast- but of course added my own fishy touches. Above are pictured the steps I use to prepare a piece for painting in Photoshop.

1. Sketch- the foundation of most of my pieces!

2. Undercolors and Line Recoloring- I lay flat colors under my sketch and then color the black lines so that they are darker than the flats but no longer desaturated. This allows for easier blending later.

3. Overlay, Multiply, and Fixes- Overlay is a wonderful tool for blending in new colors and creating vibrant lights without destroying the layers underneath. Multiply works in a similar fashion but is better used for creating shadows with color. By avoiding black and white with both I can create shadows and highlights without flattening my image or muddying the colors. I also started to paint in areas that needed retouching. These can be more easily seen by flipping the piece and correcting slanting lines that is common with one’s dominant hand.

Up next will be expanding the canvas so that I can show Elaryn playing her lyre, then completing the background and final rendering! I am recording this as well, so expect this on Youtube when I finish the piece!

Half-Dragon origins

Half-Dragons in D&D post something of a conundrum, specifically how do they come about.

It’s not such a big stretch when dealing with dragon species with a natural polymorphing tendency, and a brief fling, however the species without the inherent ability to shape shift have a few more mechanical difficulties.

Creatures of different species and size categories just aren’t met to cross breed…er…manually, but dragons being inherently magical and powerful gives us other options: taint and teratogenesis.

Taint: A powerful draconic presence can alter the landscape around their lair, it’s quite possible that they may taint the inhabitants of the area as well. Merely by existing in a place long enough, surrounding animals (and humanoids) may occasionally throw offspring with draconic traits, with no effort or plotting at all on the part of the dragon. This is dependent on things being able to survive near a dragon’s lair for long enough, but raises the possibility of unique encounters with draconic wildlife (half red dragon bunny, anyone?)

Teratogenesis: It used to be thought that a sufficiently bad fright to a pregnant woman would cause a deformity in the child she was carrying, and it would look like the thing that frightened her. It doesn’t work that way in reality, but with a dragon the rules are whatever you make them. In this instance a pregnant individual exposed to a dragon’s presence (frightful or otherwise) will have offspring that is part mummy, part daddy, and part dragon. This would be relatively rare, but then again I think it should be. It also doesn’t require much input from the dragon, but is dependent on the mother surviving.

Both of these methods for creating half-dragons could explain why kobolds try so hard to be around dragons, as it would increase the odds of a more powerful individual being born to their clan.

And if the dragon does want half-blooded descendents, it changes the fairytale from kidnapping the young maiden to kidnapping the recently married technically-no-longer-a-maiden.

Makes much more sense to me, especially for the chromatic dragons

Mimic Race

submitted by fantrorillaz

(Sort of a halfway joke race I intend to actually be balanced. The main trait im worried about being overpowered is the consuming grapple.)

Mimics are born and live in dungeons and various other places for many years, it would be no surprise that after witnessing the heroics and boons of passing adventurers that a handful might want to participate themselves, forming their pseudopods to function as arms and legs when necessary.

Ability Score Increase. Your Constitution increases by 1, your Wisdom increases by 2

Age. Mimics reach maturity after just a year and can live to be up to 200 years though most are able to seclude themselves into a dormant state where they age much slower.

Alignment. Mimics feed off of passing adventurers and treasure making them not much for civilized rules. Most mimics are neutral or evilly aligned and are rarely lawful if at all.

Size. A mimic is about the size of a standard chest and can sprout spindly arms and legs that cause it to stand about as tall as a dwarf. Your size is medium.

Speed. You have a base walking speed of 30 feet

Chest Form. As an action you can shape change to look like a common chest, in order for a creature to discern whether this form is an illusion or not they must make a Perception check equal to 8+ your Stealth skill. If you are wearing armor that gives you disadvantage on stealth checks, the creature gains an advantage on their perception check. You immediately shed this form upon a successful perception check, making a movement action or being subjected to spells and spell like effects similar to find traps or locate creature.

Consuming Grapple. If you are in a situation where a creature would normally provoke an attack of opportunity while you are in chest form, you can instead grapple the creature, the creature has a disadvantage on escaping the initial grapple. While you are grappling a creature you may make an attempt to swallow it whole if it is your size or smaller. The creature must succeed a Dexterity save equal to 8 +your Proficiency bonus+ your Strength modifier, on a failed save the creature takes 1d8 piercing damage and takes half as much on a successful save. On a failed save the creature is considered grappled and must make an athletics or acrobatics check equal to the initial saving throw DC or take 1d4 acid damage, the creature repeats this save at the beginning of each of its turns, upon succeeding this save they emerge and appear 10ft away from your current location. If a creature falls to 0 hit points while inside you, you regain hit points equal to half the acid damage the creature took

Darkvision. Your senses are naturally adapted to the dim atmosphere of a dungeon. For up to 60 feet you see dim light as bright light and darkness as dim light. While in darkness or dim light you cannot discern color, only seeing shades of grey.

Unsuspecting. You are proficient in the Stealth skill

Languages. You can read and understand common, undercommon and terran but you can only speak terran

//This race is hilarious. I would probably change Consuming Grapple to just be akin to a real mimic’s ability, where if you hit, the creature becomes restrained. You will gain advantage assuming you attack the targeted creature “from hiding.“ You should probably make it a static escape DC to represent how sticky you are (a set value), maybe something in the range of 14. Not overpowered, but weaker creatures will have problems with it. You could then make a melee attack against a creature you are restraining to swallow it, then deal 1d6 acid damage each round it is restrained (up from 1d4). Only restrain/swallow one creature at a time, yadda yadda, other rules minutia about attack-grapples and swallowing whole.

//Otherwise I think the class is fairly average. I mean, there’s a doppelganger/changeling race already, I think, so this is just another form of it that’s even more restricted to only being a chest and being unable to speak to the party!