by the pricking of my thumbs

Been stuck on Arthur Asa’s Scarlet Hare Coven and now I want witchy druids. So here they are.

Circle of the Night
Eschewing the hippy bullshit of the more orthodox druids, members of the Circle of the Night treat nature and its magic as much a matter of study as a matter of religious obligation. They have a generally unsavory reputation, famous for trafficking with malign fey and the darker forces of the natural world.

Bonus Cantrip
Starting at 2nd level, you learn one cantrip of your choice from the Wizard list. The attribute for this cantrip is Wisdom.

Dark Knowledge
Starting at 2nd level, you can inscribe magical rituals onto your skin. Pick two 1st level spells from any class list that have the ritual tag. You can always cast these spells as rituals, and they do not count against spells you know or have prepared. If you find other ritual spells during your adventures, you can tattoo them onto yourself, though you can only cast it if its spell level is equal to your less than half your Druid level. This process takes 50 gp and 2 hours.You can fit as many rituals as you like onto yourself.

Unbreakable Vow
Starting at 6th level, anyone who signs a contract with or swears an oath to you must make a Wisdom save vs your spell save DC in order to break its terms. They only must follow the letter, not the spirit of the agreement. Paradoxical promises are null and void. 

Witch’s Garden
Starting at 10th level, you acquire a garden in the form of a 1 acre demiplane. Its exact nature, climate, and contents are a matter between you and your DM. The garden is never more than half a day’s travel away, no matter where you go or where you are. Only you know the way there, though others can follow you (even without your knowledge)

Maleficence
Starting at 14th level, you can expend both uses of your Wild Shape ability to turn into an Adult Dragon with the chroma of your choice for 10 minutes. This transformation otherwise follows all Wild Shape rules.

have a great summer

Aarakocra are too hard to say, too hard to spell, and bird people don’t do it for me, generally. I do like that they have one, primary ability that’s really good instead of a smattering of smaller talents that are easy to forget and/or hard to track. So it’s time to reskin them.

Yaga, a race for Type V D&D

from spirited away

A yaga is something like an elf, something like an ogre. They are flying witch-people, known for making their homes in the remotest and most inhospitable places: swamps, glaciers, mountainsides. The traditionalists among them are ritual cannibals, grinding the bones of their enemies to leaven their bread and seasoning soup with their marrow.

The yaga are children of monstrosity, and few look similar. They can be shorter than 4 feet or taller than 6; some are hunched and clawed while others look quite human. All have vestigial wings, though the more modern ones conceal them under their clothes.

from howl’s moving castle

Yaga from the motherland favor warlocks over wizards and druids over clerics, preferring the Old Powers of the earth to unreliable novelties like literacy and organized religion (though obviously you can pick any class you want). Their couriers are the best in the business.

  • Ability Score Increase: Your Constitution, Charisma, and Wisdom each increase by 1
  • Age: Yaga live as long as elves, but they don’t stop aging. The eldest of the yaga look like living bog mummies.
  • Alignment: ????
  • Size: Medium. The yaga vary greatly in size and shape. Some are small and stooped, others are towering and bestial, some nearly look human.
    • Base height: 3’8″
    • Height Modifier: +d30
    • Base Weight: 65 lb.
    • Weight modifier: ×2d6
  • Speed: Your base walking speed in 25 ft
  • Flight: You have a base flying speed of 50 ft. You can’t fly if you are wearing medium or heavy armor. This isn’t some Magneto levitation shit, though–sharp turns and hovering in place are tough.You can’t cast spells or make attacks while flying.
  • Witchery: You can cast the Prestidigitation cantrip
    • Language: You know Common/English and Mance, the language of witches
    from odin sphere
    from legend of zelda: windwaker

    Lamentations of the Fifth Princess

    I actually like having a robust skill system. I don’t like players using skills to bludgeon past making choices. As a compromise, my new golden rule is: The player always explains their in-game actions, then the Referee tells them what skill they use. Saying “I use [skill]” means you automatically fail your next roll.

    Still using LotFP HP, XP, and Spells. Using 5e’s equipment, skill, and armor system.

    Your proficiency bonus equals 2. Increase it by 1 every 4 levels, or just use the 5e Player’s Handbook. Everyone is assumed to be proficient in armor; only Fighters, Barbarians, and Paladins are proficient with weapons.

    Fighters

    • add their proficiency bonus to attack rolls, rather than level
    • add their proficiency bonus to Strength and Dexterity saving throws 
    • Fighters can make a number of attacks on their turn equal to half their proficiency bonus, rounded down.

    Barbarians

    • Add their proficiency bonus to attack rolls
    • add their proficiency bonus to Strength and Constitution saving throws
    • Barbarians take half damage, deal double damage, and have advantage on Strength checks when they rage. They can rage once per short rest.
    • XP as Fighter

    Paladins

    • Add their proficiency bonus to attack rolls
    • Add their proficiency bonus to Constitution and Wisdom saving throws
    • Once per short rest, paladins can cast spells a cleric spell with a level less than or equal to half their level, rounded up
    • Spell Save DC = 8+proficiency bonus+Wis modifier
    • XP as Fighter

    Specialists

    • Have a number of mastered skills/tools  equal to half their proficiency bonus, rounded down. Specialists have advantage by default on mastered skills.
    • Start with 2 extra skills and 2 extra tools/languages
    • When they attack a surprised or inattentive enemy, they add their proficiency bonus to the attack roll and roll an extra number of damage dice equal to their proficiency bonus. 
    • add their proficiency bonus to Strength and Dexterity saving throws 

    Magic-user/Magician

    • Spell Save DC = 8+proficiency bonus+Int modifier
    • know a number of cantrips equal to their proficiency bonus. You can choose cantrips from any class list, but it can’t cause damage or shed light. You can still choose Produce Flame, but it deals d6 damage and doesn’t deal increasing damage.
    • add their proficiency bonus to Intelligence and Wisdom saving throws

    Summoners

    • Add their proficiency bonus to Ritual Checks instead of their level
    • can Turn Spirits once per short rest
    • add their proficiency bonus to Wisdom and Charisma saving throws

    Warlocks

    • Favor Save DC = 8+proficiency bonus+Cha modifier
    • Know a number of additional languages equal to half their proficiency bonus, rounded down.
    • add their proficiency bonus to Intelligence and Charisma saving throws

    Background
    Pick four skills and a total of two tool and language proficiencies. Pick a background ability from the 5e basic pdf or handbook, whichever is available. If you have an idea that’s not in the book, let me know and we can work it out. Then give your background a name that explains how you have these skills (Scholar, Beggar, Assassin, whatever)

    Skills

    • Persuasion and Deception are now Charm
    • Athletics and Acrobatics are now just Athletics. 
    • Survival and Nature are now one skill. The only reason you’d have both is to distinguish a hunter from a botanist, and I don’t fucking care about that. 
    • Insight and Investigation are gone.
    • Performance is gone

    Animal Handling
    Arcana
    Athletics
    Charm
    History
    Intimidation
    Medicine
    Perception
    Nature
    Religion
    Sleight of Hand
    Stealth

    Tools
    In addition to the default:
    Barber’s tools
    Dowsing Rod
    Medic’s kit
    Voice (I know it’s not a tool, but I don’t like Performance as a skill, and an Albion without opera singers in no Albion at all)

    Languages
    Picking a language from this list means you can read it and speak it. Everyone already speaks English, so pick it again if you want to be literate.

    Ara Gorash, language of abomination 
    Britonnic,  the old tongue of Albion
    Elegaic, language of the greater dead
    English
    Enochian, language of angels
    Fol, language of the fairies
    Lament, language of the lesser dead and the damned
    Mew, the language of cats

    Stupid Idea Revue: Witchy Horrorshow Academy Redux

    Centuries ago, a forgotten mystic founded the Scholomance, a college built to train fledgling witches and sorcerers, lest solitude and caprice drive them to make mischief out of magic. It flourished over the years, attracting the best and most ambitious magi, but its final headmaster, the Wizard Loshe, trafficked with what mortals ought not and invited a spirit of foul knowledge and dark power into his mind. It subjugated his will, seized his body, and began remaking the school in its own wicked image. His former friends and colleagues fled, taking their students with them, and sealed the Scholomance away behind wards and walls and unaging guardians.

    But the walls have cracked, the wards have weakened, and the guardians grown slack in their duty. Lady Agatha, descendant of the Deputy Headmistress who led the flight from the Scholomance, has returned with students in hopes of lifting the pall of dark magic from the school and banishing whatever feeble remnants of Headmaster Loshe that might remain.

    from Knights in the Nightmare

    Years later, she’s still at it. The process of exploring the castle has become an education in itself, and alums of the Headmistress’ “academy” have developed a reputation for eccentric genius, honed in the bizarre and dangerous halls of the Scholomance. You are a student there, and a resident of the shanty town that has developed just inside the castle’s front gate, beneath the eccentric and careless auspices of Deputy Headmistress Agatha. To refine your craft, pay for lessons, and uncover wealth and powerful objects, you must venture into the Scholomance with your fellow students.

    Character Creation

    Roll 3d6 for Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Record the associated modifier.

    Attribute
    Modifier
    3
    -3
    4-5
    -2
    6-8
    -1
    9-12
    +0
    13-15
    +1
    16-17
    +2
    18
    +3

    Vocation

    from Persona Q

    Athlete 
    d10+Constitution modifier HP 
    Saving Throws: Strength and Constitution
    Every time you level up, you gain a skill point to invest in weapon expertise. You can invest a skill point in expertise for a single type of weapon, and each point gives you a +1 to attack rolls and damage.

    Prodigy
    d6+Constitution modifier HP 
    Saving throws: Charisma and Wisdom
    Every time you level up, you gain an extra skill point to invest in spells.

    Witch Scout
    d8+Constitution modifier HP 
    Saving throws: Dexterity and Wisdom
    Every time you level up, you gain a skill point to invest in one of the following:

    • Bushcraft
    • Climb 
    • First Aid
    • Stealth

    Academic
    d8+Constitution modifier HP
    Saving Throws: Intelligence and Dexterity
    Every time you level up, you gain a skill point to invest in one of the following:

    • Languages  
    • Search 
    • Tinker 
    • Teratology
    Magic 
    from Silent Hill

    You have a wand, which you need to cast spells. You can cast a spell as often as you wish, and the range of a spell is about the same as a shortbow. A spell can replicate the effect of any simple tool, weapon, or mechanical object, such as a torch, grappling hook, bow and arrow, or ladder. You must always describe what the spell looks like.

    You start with a 1 in 6 chance of successfully casting any given spell. If you fail a spell, you must wait 1 round before you can cast a spell again. You can allocate skill points to a spell in order to permanently increase its odds of success. You start with 4 skill points and gain 2 more every time you gain a level. The list of spells is not set; you can invent them, as long as they fit the parameters for magic stated above. 

    Duration spells last a number of exploration Round equal to half your level, rounded up. If a spell faces particularly strong resistance (binding a struggling enemy, lifting a heavy rock), you must succeed an Intelligence check with a bonus equal to your level.

    Equipment

    • Manuals give you a skill point in a particular spell.
    • You can carry a number of significant items equal to your Strength score without being encumbered. 100 bottlecaps count as a significant item.
    • Currency is in dollars and cents. In the barter economy, bottlecaps are worth a cent, cigarettes are worth a dollar, and souls are worth 10 dollars.
    • All characters begin with 1 white button down shirt, 1 pair of black slacks, 1 black robe, 1 wand, and a number of the following, based on your focus.
    Athletes and Prodigies get roll on the following table 6 times.
    Witch Scouts and Academics roll on the following table 9 times.

    1-1-1: Aegis (Shield) Spell Manual
    1-1-2: Levitation (Pulley) Manual
    1-1-3: Bondage (Rope or Chain) Manual
    1-1-4: Attraction (Grappling Hook) Manual
    1-1-5: Impingement (Bow and Arrow) Manual
    1-1-6: Incandescence (Torch) Manual
    1-2-1: Inscription (Marker) Manual
    1-2-2: Quickening (Roller Skates) Manual
    1-2-3: Repulsion (Pole) Manual
    1-2-4: Resonance (Magnet) Manual
    1-2-5: Incision (Blade) Manual
    1-2-6: Ascendance (Lever and Fulcrum) Manual
    1-3-2: Gravitation (Weight) Manual
    1-3-3: Aviation (Parachute) Manual
    1-3-4: Obscuration (Blindfold) Manual
    1-3-5: Ministration (Bandage) Manual
    1-3-6: Reflection (Mirror) Manual
    1-4-1: Equalization (Hammer) Manual
    1-4-1: Entanglement (Net) Manual
    1-4-2: Aeration (Fan) Manual
    1-4-3: Conveyance (Cart) Manual
    1-4-4: Observance (Spyglass) Manual
    1-4-5: Amplification (Megaphone) Manual
    1-4-6: Strangulation (Noose) Manual
    1-5-1: Intonation (Bell) Manual 
    1-5-2: Lubrication (Grease) Manual
    1-5-3: Containment (Bowl) Manual
    1-5-4: Obfuscation (Curtain) Manual
    1-5-5: Hydrurgy (Pump) Manual
    1-5-6: Immurement (Wall) Manual
    1-6-1: Hydration (Water) Manual
    1-6-2: Dissimulation (Mask) Manual
    1-6-3: Adherence (Glue) Manual
    1-6-4: Rotation Manual
    1-6-5: Blockage (Lock) Manual
    1-6-6: Stricture (Needle and Thread) Manual
    2-1-1: Weapon: Pitchfork (d6)
    2-1-2: Weapon: Shepherd’s crook (d4, reach)
    2-1-3: Weapon: Scythe (d8)
    2-1-4: Weapon: Sickle (d6)
    2-1-5: Weapon: Hatchet (d6)
    2-1-6: Weapon: Mallet (d4)
    2-2-1: Weapon: Chef’s knife (d6)
    2-2-2: Weapon: Cleaver (d8)
    2-2-3: Weapon: Straight razor (d6)
    2-2-4: Weapon: Table leg with bent nail (d6)
    2-2-5: Weapon: Broom (sharpened handle) (d6)
    2-2-6: Weapon: Cane (d4)
    2-3-1: Weapon: Fencing foil (d8)
    2-3-2: Weapon: Oar (d6)
    2-3-3: Weapon: Bat (d6)
    2-3-4: Ranged Weapon: Lawn darts, 12 (d4)
    2-3-5: Ranged Weapon: Bow and arrow, 12 (d6)
    2-3-6: Weapon: Anchor (d10)
    2-4-1: Weapon: Decorative sword (d8)
    2-4-2: Weapon: Serving fork (d4)
    2-4-3: Weapon: Brazier (d6)
    2-4-4: Weapon: Curtain rod (d6, reach)
    2-4-5: Weapon: Poker (d6)
    2-4-6: Weapon: Roasting spit (d6)
    2-5-1: Ranged Weapon: Tomahawk (d8)
    2-5-2: Ranged Weapon: Boomerang (d4)
    2-5-3: Ranged Weapon: Blowgun, 12 darts (d4)
    2-5-4: Ranged Weapon: Blunderbuss, (damage depends on ammo used)
    2-5-5: Weapon: katana, d10
    2-5-6: Weapon: Military saber, d10
    2-6-1: Half-used pack of cigarettes
    2-6-2: Pack of Goetia trading cards (10 cards, each worth d20 bottle caps)
    2-6-3: Bottle caps (100)
    2-6-4: Box of snack cakes
    2-6-5: Saucy chapbook
    2-6-6: Hall pass
    3-1-1: Armor: Pot with eyeholes (+1 AC)
    3-1-2: Armor: Mascot head (+1 AC)
    3-1-3: Armor: Rugby helmet (+1 AC)
    3-1-4: Armor: Hockey mask (+1 AC)
    3-1-5: Armor: Antique helm (+1 AC)
    3-1-6: Armor: Large skull (+1 AC)
    3-2-1: Armor: Hammered tin breastplate (+2 AC)
    3-2-2: Armor: Shin guards (+1 AC)
    3-2-3: Armor: Heavy poncho (+1 AC)
    3-2-4: Armor: Shoulder pads (+1 AC)
    3-2-5: Armor: Fencing jacket (+2 AC)
    3-2-6: Armor: Parka (+1 AC)
    3-3-1: Armor: Antique gauntlets (+2 AC)
    3-3-2: Armor: Plywood Shield (+1 AC)
    3-3-3: Armor: Platter Shield (+1 AC)
    3-3-4: Armor: Work gloves (+1 AC)
    3-3-5: Armor: Boxing gloves (+1 AC)
    3-3-6: Armor: Garbage lid shield (+1 AC)
    3-4-1: High heels (+1 Cha saves)
    3-4-2: Red silk robe(+1 Wis saves)
    3-4-3: glasses (+1 Int saves)
    3-4-4: Tuxedo (+1 Cha saves)
    3-4-5: Evening gown (+1 Dex saves)
    3-4-6: Furs (+1 Int saves)
    3-5-1: DIY tattoo kit (+1 Int saves)
    3-5-2: DIY piercing kit (+1 Cha saves)
    3-5-3: Makeup kit (+1 Wisdom saves)
    3-5-4: Pomade (+1 Str saves)
    3-5-5: Hair dye (+1 Cha saves)
    3-5-6: Cat ear headband (+1 Dex saves)
    3-6-1: Weapon: Switchblade (d4) (+1 Dex saves)
    3-6-2: Weapon: Brass knuckles (d4) (+1 Con saves)
    3-6-3: Bag of rocks
    3-6-4: Shiv
    3-6-5: Bicycle chain
    3-6-6: Slingshot
    4-1-1: Cat
    4-1-2: Dog
    4-1-3: Crow
    4-1-4: Serpent
    4-1-5: Bat
    4-1-6: Weasel
    4-2-1: Spyglass
    4-2-2: Magnifying glass
    4-2-3: Rope, 50’
    4-2-4: Bear trap
    4-2-5: Compact mirror
    4-2-6: Rucksack
    4-3-1: Straw hat (+1 Wis saves)
    4-3-2: Heavy cloak (+1 Con saves)
    4-3-3: Umbrella
    4-3-4: Tent
    4-3-5: Sleeping bag
    4-3-6: Box of matches
    4-4-1: Wound kit
    4-4-2: Curse kit
    4-4-3: Vermifuge kit
    4-4-4: Fever kit
    4-4-5: Cough kit
    4-4-6: Venom Kit
    4-5-1: Phylactery (full)
    4-5-2: Phylactery (empty)
    4-5-3: Bottled rest
    4-5-4: Bottled dream
    4-5-5: Silver hoop
    4-5-6: Red paint
    4-6-1: Homunculus
    4-6-2: Dog skeleton
    4-6-3: Chalk
    4-6-4: Vial of blood
    4-6-5: Vial of blessed water
    4-6-6: Sticks of incense (6)
    5-1-1: Pouch of golden lotus powder
    5-1-2: Bottle of laudanum
    5-1-3: Bottle of wine
    5-1-4: Bottle of fine liquor
    5-1-5: Bottle of loathsome liquor
    5-1-6: Bottle of cough syrup
    5-2-1: Keg of gunpowder
    5-2-2: Magnesium flares (3)
    5-2-3: Firecrackers (6)
    5-2-4: box of matches
    5-2-5: flask of kerosene
    5-2-6: Candles (12)
    5-3-1: String of garlic
    5-3-2: Blue glass eye
    5-3-3: jar of salt
    5-3-4: wooden stakes (24)
    5-3-5: Weapon: silver-plated knife
    5-3-6: Silver bell
    5-4-1: Goggles
    5-4-2: Armor: Leather apron
    5-4-3: box of glass eyes
    5-4-4: Box of pins
    5-4-5: Jar of formaldehyde
    5-4-6: Mannequin
    5-5-1: Atlas of the Scholomance
    5-5-2: Location of 1 secret passage
    5-5-3: Demonological treatise
    5-5-4: Botanical treatise
    5-5-5: Bestiary
    5-5-6: Necrology
    5-6-1: Flute
    5-6-2: Violin
    5-6-3: Harp
    5-6-4: Pound of clay
    5-6-5: watercolors
    5-6-6: hammer and chisel
    6-1-1: compass
    6-1-2: pound of lard
    6-1-3: sack of marbles
    6-1-4: Copper wire, 20’
    6-1-5: dark glasses
    6-1-6: camera
    6-2-1: tin of fish
    6-2-2: name of lesser demon
    6-2-3: bicycle
    6-2-4: roller skates
    6-2-5: pot of glue
    6-2-6: bolt cutters
    6-3-1: manacles
    6-3-2: flask of acid
    6-3-3: padlock and key
    6-3-4: notebook and pen
    6-3-5: goldfish in bow
    6-3-6: needle and thread
    6-4-1: bushel of apples
    6-4-2: human skull
    6-4-3: diamond ring
    6-4-4: pearl necklace
    6-4-5: Sublimated Darkness
    6-4-6: Hardened Flame
    6-5-1: Clarified water
    6-5-2: Rare Earth
    6-5-3: Reified Aether
    6-5-4: Immortal Blood
    6-5-5: Chloroplasm
    6-5-6: sack of sandwiches
    6-6-1: Malodorous cheese
    6-6-2: choice cut of meat
    6-6-3: Dead chicken
    6-6-4: itching powder
    6-6-5: stink bomb

    6-6-6: whoopee cushion


    Rules 

    • To make a saving throw, roll d20+relevant attribute modifier. If the saving throw is your class’ specialty, add half your level, rounded up, to the roll. 
    • To gain a level, you have to bribe an older student 10 times your level in dollars for a private lesson. Every time you level up, you gain 1 HP and 2 skill points for spells. Your class may grant you an additional skill point as well. 
    • To regain all of your HP, eat a meal in a place of safety. 
     Monsters and NPCs

    A lot of the monsters are unique and invincible (at first, at least), but not unbeatable–they can be chased off, imprisoned, or wounded for a time. At the Scholomance, rumors are a sort of currency. Adventuring students can learn to detect the approach of monsters by picking up nursery rhymes, gossip, and speculation at the encampment in the Great Hall.

    The Weeping Spiders
    by Odilon Redon
    The Gurning Spiders
    by Odilon Redon
    The Chaplain
    from Persona 4

    The Nurse
    from Persona 4

    The Gardener
    from Soul Sacrifice
    Baphomet
    from Persona

    The Cats of Headmaster Loshe 
    by Max Ernst
    by Max Ernst

    by Max Ernst




    The Headmistress performs a conjuration.
    by Max Ernst
    The Perfectible Children of Birds
    by Max Ernst
    by Max Ernst

    by Max Ernst

    The Lords and Ladies of Easter Sunday
    by Max Ernst


    An Immanent Snake
    by Max Ernst
    Arabesque, Mother of the Hungry Geometries
    by Max Ernst

    A Dysphynx and the object of its Fascination.
    by Max Ernst
    The Man With the Long White Hands
    by Edward Gorey

    Not Pictured: The Man with a Clock for a Face, the Sinful Coterie, the 13 Hours, the Inverse Children, the Scissor Club, the Order of Chess, the Janitors, the Mumblers, the Holy Bats, the Empty Choristers

    alchemy in midgard

    Pretty much replacing magic items with player-created consumables. I like this because it gives players something to do during downtime, and introduced an element of time management–players are only going to be able to squeeze in one or two created items a day.

    All alchemical processes require ester, a stable form of raw element created by alchemists. Ester types are:

    Acid

    Cold
    Fire
    Force
    Lightning
    Necrotic
    Poison
    Psychic
    Radiant
    Thunder
    Alchemists must collect ester from the corpses of elementally aligned creatures. A creature is elementally aligned to the damage type it deals (excluding slashing, bludgeoning, and piercing damage). If a creature does not deal typed damage, it does not have any ester in its body. To harvest ester, a character must succeed a DC 15 Intelligence (Arcana) check and have one hour of uninterrupted access to the remains of an elemental creature. Tiny, Small, and Medium creatures contain 1 lesser ester; Large creatures contain greater ester, and Huge and larger creatures contain 1 grand ester. Failing a check to harvest ester destroys all the ester in the creature’s body and prevents further attempts. 

    Once collected, ester can be used to create alchemical devices. Creating an device requires 8 hours of work and an Intelligence (Alchemy kit) check. A failed check means all ester used has been destroyed. In order to attempt to create a device, a character must know about it. They generally discover new devices by finding ancient schematics. Schematics depict a particular kind of device, so aspiring alchemists must learn to make lesser seals and greater seals separately, for example.

    Devices
    Seals
    Alchemical seals are attuned with the same element as the ester used to create them. Weapons affixed with an alchemical seal deal damage of the same type as that seal. All last 1 minute before crumbling.

    • Lesser Seal: 1 lesser ester and DC 15 to make. Weapon deals typed damage and gains +1 to damage rolls.
    • Greater Seal: 1 greater ester and DC 20 to make. Weapon deals typed damage and gains +2 to damage rolls.
    • Grand Seal: 1 grand ester and DC 25 to make. Weapons deals typed damage and gains +3 to damage rolls.

    Munitions
    Spheres containing a volatile form of ester; detonate when thrown or otherwise broken, dealing damage of the same type as the ester used to make them. They also produce an effect pertaining to their element (Radiant munitions produce a flash of light, Acid munitions corrode metal and stone, Necrotic munitions wilt plants, and so on). Thrown munitions have a range of 20/60.

    • Lesser Munition: 1 lesser ester and DC 15 to make. The target must make a Dexterity save or take 2d6 typed damage. They take half damage on a success.
    • Greater Munition: 1 greater ester and DC 20 to make. All creatures in a 10 foot sphere around the point of impact must make a Dexterity save or take 5d6 typed damage. They take half damage on a success.
    • Grand Munition: 1 grand ester and DC 25 to make. All creatures in a 15 foot sphere around the point of impact must make a Dexterity save or take 7d6 typed damage. They take half damage on a success.

    Homunculi
    Elemental spirits sealed inside a glass vessel. Creating a homunculus requires 1 lesser ester of each type and DC 20 to make.

    • Homunculi cannot leave their bottles or perform any sort of physical activity; the only thing they can do is speak. They have 1 HP, 0 AC, automatically fail all Strength, Constitution, and Dexterity saving throws, and automatically succeed all Intelligence, Charisma, and Wisdom saving throws. They are loyal to the last creature to hold their bottle. 
    • When making checks to answer questions about alchemy, homunculi add twice the alchemist’s proficiency bonus at the time of their creation to the roll. 
    • When creating a homunculus, the player does not know whether or not they succeed the check; if it fails, they still create the homunculus, but it provides subtly erroneous information.

    Alchemical Cannon

    Martial ranged weapon with the Ammunition, heavy, loading, and two-handed properties. Range is 150/600. Requires 1 greater ester of each type and DC 25 to make. Uses esters as ammunition; the damage it deals depends on their quality:
    • Least ester: 2d4+Intelligence* typed damage
    • Greater ester: 2d6+Intelligence* typed damage
    • Grand ester: 2d8+Intelligence* typed damage

    *Intelligence of the alchemist who created the cannon at the moment they created it. The wielder does not add their Dexterity modifier to cannon damage like other ranged weapons. 


    Elixirs
    The ultimate alchemical achievement. Requires 1 grand ester of each type and DC 30 to make. Anyone who drinks an Elixir does not age naturally or magically. 

    toil and trouble

    The 5e Player’s Handbook doesn’t give you a lot to go on other than “you need an Herbalism kit to make Potions of Healing”, so here’s a system for finding potion ingredients. It is loosely based off of Procedural Metapharmacology at the Retired Adventurer.

    Most magic is outlawed in Midgard, so buying potions is risky, even if you know where to do it. It is far easier to make them yourself. Making a potion requires an Herbalism kit and two ingredients. There is not a set list of recipes for potions; instead, when a would-be potion maker mixes two ingredients, they roll on the appropriate table to determine what the resulting potion is. 

    • Two Common ingredients yield a Curative
    • Two Unusual ingredients yield a Prophylactic
    • Two Rare ingredients yield a Transformative
    • One Unusual and one Common ingredient yield a Poison
    • One Rare and one non-Rare ingredient yield a Philtre

    Do not tell players which combinations of ingredient categories yield which types of potions. Do not tell players there are types of potions. In any case, this process reveals what what the recipe was all along; now, whenever someone wants to make that potion, they combine the same ingredients. It is possible for two sets of ingredients to produce the same potion. It is the player’s responsibility to keep track of recipes.

    There are two ways to acquire potion ingredients; one is to find them in dungeons or the wilderness, and the other is to search for them. When a character searches for ingredients, they roll Wisdom (Survival).

    • If they make a DC 10 check, they acquire d6 ingredients of their choice from their list of known Common flora.
    • If they make a DC 15 check, they acquire d4 ingredients of their choice from their list of known Unusual flora or d8 Common ingredients.
    • If they make a DC 20 check, they acquire 1 ingredient of their choice from their list of known Rare flora, d6 Unusual ingredients, or d10 Common ingredients.

    Searching for ingredients takes 8 hours. In order to add a plant to their known list, a character must have encountered it before, discovered it in a book, had it described to them, or succeed on an Intelligence (Nature) check to identify it based off of appearance, name, or properties.

    When a drinker is tries to resist the effects of a potion, they must make a Constitution saving throw with a DC of 8+brewer’s Intelligence modifier+herbalist’s proficiency bonus in order to succeed.

    Unless they are making a potion based on a recipe, characters do not know what potions do when they mix ingredients. They must drink it (or get someone else to drink it) to find out. All potions must be consumed in order to work. A potion bottle counts as an encumbering item.

    This is not a complete list of ingredients. Characters can use any esoteric substance as a potion ingredient (with GM’s permission, naturally). The category of such ingredients is determined by how hard they are to acquire (fox bones would be Common ingredients, while imp bile would be Uncommon and gargoyle hearts Rare. Substances like dragon blood or balrog heart have unique properties).
    Common Ingredients

    1. Amanita
    2. Amaranth
    3. Dandelion
    4. Duckweed
    5. Honeysuckle
    6. Mogwart
    Unusual Ingredients

    1. Anemone
    2. Black Lily
    3. Hyacinth
    4. Lobelia
    5. Nightshade
    6. Wolfsbane
    Rare Ingredients

    1. Aglaophotis
    2. Mandragora
    3. Moly
    4. Olieribos
    5. Petrichor
    6. Silphium

    Curatives

    DC 10 to brew
    last 10 minutes
    require two Common ingredients

    1. Antitoxin: advantage on saving throws against poison
    2. Autonomy: advantage on saving throws against paralysis
    3. Healing: drinker can spend a hit die
    4. Lubrication: advantage on rolls to escape grapples
    5. Ocularity: advantage on saving throws against blindness
    6. Phobophagy: advantage on saving throws against fear
    7. Sarcofaction: advantage on saving throws against petrification
    8. Sophogenesis: advantage on saving throws against charm
    9. Stimulation: advantage on saving throws against sleep
    10. Vivification: restores a character at 0 HP to 1 HP

    Prophylactics
    DC 15 to brew
    last 1 minute
    require two Unusual ingredients

    1. Cryotropaic: gain resistance to Cold damage
    2. Electrotropaic: gain resistance to Lightning damage
    3. Hierotropaic: gain resistance to Radiant damage
    4. Nootropaic: gain resistance to Psychic damage
    5. Phonotropaic: gain resistance to Thunder damage
    6. Praxotropaic: gain resistance to Force damage
    7. Pyrotropaic: gain resistance to Fire damage
    8. Terratropaic: gain resistance to Acid damage
    9. Thanatotropaic: gain resistance to Necrotic damage
    10. Venitropaic: gain resistance to Poison damage

    Transformatives

    DC 20 to brew
    last 1 hour
    require two Rare ingredients
    drinker acquires the attributes of the animal, but retain their memories and personality

    1. Canis: transform into a dog
    2. Daimon: transform into a sprite
    3. Felis: transform into a cat
    4. Herpeton: transform into a frog
    5. Ichthyon: transform into a fish
    6. Ophidia: transform into a venomous snake
    7. Ornithon: transform into a raven
    8. Reptilia: transform into a crocodile
    9. Ursa: transform into a black bear
    10. Vermis: transform into a rat
    Poisons
    DC 15 to brew
    last 1 hour
    require one Unusual and one Common ingredient

    1. Adhesion*: disadvantage on checks to escape grapples 
    2. Cryohemia: gain weakness to Cold damage 
    3. Disoculation*: disadvantage on saving throws agains blindness 
    4. Edema: gain weakness to Piercing damage 
    5. Electrohemia: gain weakness to Lightning damage 
    6. Envenoming*: disadvantage on saving throws against poisons 
    7. Fatuity: disadvantage on saving throws against charm 
    8. Hemophilia: gain weakness to slashing damage 
    9. Hierohemia: gain weakness to Radiant damage 
    10. Neurasthenia*: disadvantage on saving throws against paralysis 
    11. Noohemia: gain weakness to Psychic damage 
    12. Phobia*: disadvantage on saving throws against being frightened 
    13. Phonohemia*: gain weakness to Thunder damage 
    14. Praxohemia: gain weakness to Force damage 
    15. Pyrohemia: gain weakness to Fire damage 
    16. Solidification*: disadvantage on saving throws against petrification 
    17. Soporification*: disadvantage on saving throws against sleep 
    18. Terrahemia: gain weakness to Acid damage 
    19. Thanatohemia: gain weakness to Necrotic damage 
    20. Venihemia: gain weakness to Poison damage

    *these do not allow a saving throw to resist
    Philtres
    DC 20 to brew
    last 1 hour
    require 1 Rare and one non-Rare ingredient

    1. Cacoherpeton: transform into a frog and lose personality and all memories 
    2. Cataraction: blinded 
    3. Dysichthyon: transform into a fish and lose personality and all memories 
    4. Dysphidia: transform into a poisonous snake and lose personality and all memories 
    5. Dysvermis: transform into a rat and lose personality and all memories 
    6. Fixture: paralyzed 
    7. Hemotoxin: suffer 2d10 Poison damage (instantaneous) 
    8. Love: charmed by herbalist 
    9. Malacanis: transform into a mastiff and lose personality and all memories 
    10. Maladaimon: transform into a sprite and lose personality and all memories 
    11. Malafelis: transform into a cat and lose personality and all memories 
    12. Malcorax: transform into a raven and lose personality and all memories 
    13. Malareptilia: transform into a crocodile and lose personality and all memories 
    14. Malursa: transform into a black bear and lose personality and all memories 
    15. Oneiros: put to sleep 
    16. Petrification: petrified 
    17. Stupefaction: stunned 
    18. Terror: Frightened of herbalist 
    19. Venefaction: poisoned 
    20. Weakness: disadvantage on all Strength, Dexterity, and Constitution rolls

    Type 5 Ritual Lists

    Some feats and class features let characters cast ritual spells, and as far as I can tell there is no list of them in the Player’s Handbook. Here’s a collection of them so you don’t have to go through the spell list entry by entry.

    Rituals-By Level
    1st Level
    Alarm
    Comprehend Languages
    Detect Magic
    Detect Poison and Disease
    Find Familiar
    Identify

    Purify Food and Drink
    Speak With Animals
    Tenser’s Floating Disk
    Unseen Servant 

    2nd Level
    Animal Messenger
    Augury
    Beast Sense
    Gentle Repose
    Locate Animals or Plants
    Magic Mouth
    Silence

    3rd Level
    Feign Death
    Leomund’s Tiny Hut
    Meld Into Stone
    Phantom Steed
    Water Breathing
    Water Walk

    4th Level
    Divination

    5th Level
    Commune
    Commune With Nature
    Contact Other Plane
    Rary’s Telepathic Bond

    6th Level
    Drawmij’s Instant Summons
    Forbiddance


    Rituals-Alphabetical
    Alarm (1st)
    Animal Messenger (2nd)
    Augury (2nd)
    Beast Sense (2nd)
    Commune (5th)
    Commune With Nature (5th)
    Comprehend Languages (1st)
    Contact Other Plane (5th)
    Detect Magic (1st)
    Detect Poison and Disease (1st)
    Divination (4th)
    Drawmij’s Instant Summons (6th)
    Feign Death (3rd)
    Find Familiar (1st)
    Forbiddance (6th)
    Gentle Repose (2nd)
    Identify (1st)
    Leomund’s Tiny Hut (3rd)
    Locate Animals or Plants (2nd)
    Magic Mouth (2nd)
    Meld Into Stone (3rd)
    Phantom Steed (3rd)
    Purify Food and Drink (1st)
    Rary’s Telepathic Bond (5th)
    Silence (2nd)
    Speak With Animals (1st)
    Tenser’s Floating Disk (1st)
    Unseen Servant (1st)
    Water Breathing (3rd)
    Water Walk (3rd)

    midgard

    EDIT: Hvitr and Gildarthe are from Servants of the Cinder Queen, a pretty awesome adventure that will hopefully be released outside of kickstarter soon.

    The Midgard Archipelago consists of four main islands, each occupied by a demigoddess. They maintained the natural order of the Archipelago, and in return the people of Midgard didn’t do anything stupid like clear-cutting the forests or hunting animals to extinction. Then the Telluric Technarchy of the dwarves came, placing each island under governorship and sealing the goddesses in engine-temples to siphon their power. This is slowly killing Midgard; every year the days grow hotter, the nights grow colder, and both grow longer, while the crops become less and less plentiful and the islands sink inch by inch into the sea. It will take at least another century before this starts to pose major problems, but the dwarves will have extracted everything of value and left by then.

    The Four Great Islands are:

    • bright Alfheim, former domain of Eir, Luminous Fairy of the Heavens, and homeland of the light elves. Lady Grasp, its dwarven governess, refracts the radiance of Eir to create foul radiation that twists the flesh of living things.
    • freezing Kaldhammer, former home of Gildarthe, Demon Fairy of Fire, and homeland of the cambion. Its dwarven governor is Lord Lazuli, who uses the geothermal rage of Gildarthe to fuel his factories and workshops 
    • twilit Nidheim, erstwhile demesne of Vor, Dreaming Fairy of Darkness, and homeland of the dark elves. Its dwarven governess is the Lady of Chalcedony, who taxes the dreams of the living and the souls of the dead by channeling the goddess’ strange emanations.
    • verdant Vangr, sometime domain of Syr, Giant Fairy of Earth, and homeland of the humans. Its dwarven governess is the Corundum Prince, who distills the blood of Syr into powerful elixirs. 

    You can pick any class, but unlicensed magic is outlawed in the Archipelago on pain of death. Magic-users have to be subtle if they want to live. Paladins and Clerics can worship a member of the Norse Pantheon or a non-stupid god of their own devising. Warlocks make pacts with one of the four Goddesses (Archfey = Syr, Fiend = Gildarthe, Great Old One = Vor. Eir = Any. You can also choose the Summon Pact, which I will be modifying)

    Tribes of the Archipelago
    No one will look twice at any of the following races:
    Humans
    Light Elves
    Dark Elves
    Cambions
    Moss Giants

    Strangers to the Archipelago
    People may react with fear or surprise when encountering the following races:
    Dragonborn
    Halflings
    Dwarves
    The Bufondi

    Do not exist
    Please don’t pick these. I’ve either made an alternative or they do something annoying. If you really want to play one, we can work something out.
    Gnomes
    Tiefling
    Half-orc
    Half-elves
    High Elves

    Elves

    Ability Score Increase: +2 Dexterity
    Age: live to ~800 years
    Alignment: ???
    Size: Medium (4 to 5 feet tall)
    Speed: 30
    Languages: Common and Elvish
    Fairy Ancestors: You have advantage against charm spells and magic can’t put you to sleep

    Subrace: Light Elves

    Ability Score Increase: +1 Wisdom
    Otherworldly: You can attempt to hide when lightly obscured
    Fleet: Your movement speed is 40 feet
    Hunter-gatherer: You have proficiency in the Survival and Nature skills

    Subrace: Dark Elves

    Ability Score Increase: +1 Intelligence
    Darkvision: Natural darkness does not effect your vision in any way; you can see as easily in a sunny field as a pitch black room.
    Childhood Training: You are proficient with your choice of smith’s tools, alchemist’s supplies, or mason’s tools.
    Old Artifice: You can cast the Mending cantrip.

    Midgardian Rumors

    1. The dwarves guard the goddesses so closely because if one escaped, their devices wouldn’t work on her island anymore.
    2. Syr, the fiercest of the fairies, only fell because the dwarves weakened her with cursed poison. If somebody found a remedy and gave it to her, she could could break free.
    3. The dwarves built the Storm Golem Hvitr to keep the Fire Fairy trapped, but they aren’t bothering with repairs like they used to.
    4. It took twelve of the dwarves’ greatest wizards to bind the Dark Fairy, but six have died since the invasion and the rest are past their prime.
    5. The dwarven Technarch commanded the dragon Fafnir to return to the capital after it defeated the Heaven Fairy, but everyone knows he’ll come back to Midgard if the situation turns against the dwarves.
    6. Legend has it that the old goddess of death hid the legendary ribbon Gleipnir in the bottom of her temple before it sank into the sea.
    7. Lady Grasp of Alfheim has a vault containing the magical cloak Spakri–it refuses to work for one such as she.
    8. the Lady of Chalcedony tried to make a false goddess with the souls she stole, but it escaped and now calls itself the Fairy of All Death
    9. The dwarves have devised a new substance called “gunpowder”and claim it will revolutionize their ability to crush you pathetic rebels.
    10. The dark elf resistance has formed an alliance with their old enemy, the vampires.
    11. The dwarves executed several members of the former Kaldhammer royal family for violating their house arrest.
    12. The dwarves are offering a bounty for any artifacts recovered from the Peripheral Islands.
    13. The dwarves are offering a bounty for any artifacts recovered from people who illegally possess them.
    14. The sea devils stir in their deep trenches, unchecked by the fairies.
    15. Sailors say that the haunted Manse Macabre is once again visible on the cursed Islet of Drear.
    16. The light elves have revived the ancient practice of lycanthropy in hopes of defeating the dwarves.
    17. Missionaries have arrived from the Technarchy, eager to convert the peoples of Midgard to worship of the Creator.
    18. A High Invigilator of the Technarchy has come to Midgard to root out illicit sorcery. He claims to have devised the ultimate magic-destroying technique.
    19. Something wicked hunts on the Isle of No Gods.
    20. The emissaries of The Bufondi are appalled by the dwarves’ policies in Midgard, but cannot act directly without violating their strict neutrality.

    One thing in 5e I’m not so hot about is the number of freefloating per-rest abilities. Warlock Invocations have a similar problem–they often interlock oddly with spell slots, and even the cool at-will ones seem easy to forget. Having them be twice as good and twice as rare makes things easier all-round. I’d probably halve the number of invocations gain, rounded up, and let players pick from this list, along with a few others in the book I won’t copy out.
    • Barbarous Name: When someone says your full name, you know roughly how far away they are (give or take 10% of the distance) and in which direction
    • Clever Speech: You can speak and understand Droll, the language of cunning creatures, which include foxes, crocodiles, spiders, crows, ravens, jackals, and cats of any size. 
    • Cryptomancy: When you know a creature’s deepest secret or the true name it calls itself, its saves against your spells have disadvantage
    • Dark Speech: You can speak and understand Lament, the language of lesser undead. You can speak with zombies, skeletons, ghouls, and the like.
    • Fairy Flight: When calculating maximum jump distances and heights, add double your proficiency bonus in feet and treat standing jumps as running jumps
    • Fairy Glide: When you fall, you can slow your speed to 60′ per second as a reaction. While falling in this manner, you can move half your speed horizontally on your turn. You always land on your feet and take no damage from falling. 
    • Psychometry: When you make eye contact with a creature, they must make a Wisdom save vs your spell save DC or you learn their current emotional state and any supernatural allegiances
    • Suspiratio: You can breathe in water as well as air, and you are unaffected by foul odors and poisonous gasses.
    • Witchsmith: You gain proficiency with smith’s tools if you do not have it already. You can create magical weapons, which imposes disadvantage on your proficiency roll. Such weapons deal your choice of fire, cold, radiant, necrotic, lightning, or poison damage and count as magical for purposes of breaching supernatural defenses and harming spiritual beings. Creating this weapons requires acquiring expensive and dangerous metals. 

      Warlock Pact for Type V DnD

      Got stuck with some Pernicious Albion tables, so I shamefully put them off and wrote this for my increasingly anime Dungeons and Dragons not-game instead. It’s a new warlock pact, and rather experimental.

      THE SUMMON SCHOOL

      At 1st level, your  patron gives you an eidolon, a semisentient spirit from which you gain your magical power. It manifests as any humanoid, elemental, beast, or monstrosity with a CR of 1/4 or lower (with DM approval). Any cantrips or spells you would learn through your Pact Magic, Mystic Arcanum, or Eldritch Invocation class features are in fact acquired by your eidolon. For purposes of line of sight, range, and targeting, the eidolon casts your spells. However, your eidolon can cast any spell with a range of Self on you as if it were a Touch spell. Your eidolon’s Charisma score is always equal to yours.
           You can summon your eidolon with an 8 hour ritual and dismiss it with an action. Your eidolon shares your place in the initiative order and follows your commands as best it can, and will instinctively move where you want them to go, but you must take an action to command it to something more complex (Cast Spell, Dash, Disengage, Dodge, Help, etc). You must be able to speak to give your eidolon an order, and if it moves farther than 50 feet away from you, it vanishes into the aether and must be summoned again. The maximum HP of your eidolon is either its default or four times your Warlock level, whichever is higher. If your eidolon dies, you may summon it again by performing the ritual. If you die or fall unconscious, your eidolon vanishes into the aether and must be summoned again.

      Starting at 3rd level, you add your proficiency bonus to your eidolon’s AC, saving throws, spell saves, spell attack rolls, and proficient skills.

      Starting at 6th level, you may command your eidolon as a Bonus Action.

      Starting at 10th level, you can summon your eidolon with a 1 hour ritual.

      Starting at 14th level, you eidolon can move any distance away from you without vanishing, and you can telepathically communicate with each other regardless of distance.

      You still choose from the Fey, Archfiend, or Great Old One pacts, but only gain access to their associated expanded spell list.

      Races for Type V DnD

      Races for my nascent silly Type V setting. I’m really not sure if they are too powerful or not, but play will tell. My rules were to have no darkvision, no spell progression, and few added proficiencies. Darkvision would be fine if one or two races had it, but almost everything non-human has some form of it, making torches almost useless. The Bufondi were inspired by Gorgonara’s Wizard Frogs


      The Bufondi

      Sagacious toads descended from the Slaad. Possess no polity of their own, but run the Fungal Archives, an aggressively neutral library-fortress containing texts and mnemospores that can be found nowhere else. Though the Bufondi are giant toads, they have opposable thumbs. They can also walk on their hind legs, but universally hate to do so.

      Ability Score Increase: Your Wisdom score increases by 2; your Charisma score increases by 1
      Age:  Bufondi live forever
      Alignment: Whatever you please
      Size: Small (3 to 4 feet tall on all fours, weighs 100-150 pounds)
      Speed: Your base walking speed is 15 feet
      Languages: You speak Common and Primordial
      Levitation: You can hover and fly at a rate of 30 feet; however, your altitude in feet cannot exceed your Charisma modifier. If your altitude exceeds your natural maximum through other means (leaping off a cliff, being dropped, etc), you fall to the ground, but only take half damage. Whenever you take your turn while falling, you can move your sly speed.
      Strange Knowledge: You have proficiency in the Arcana skill

      Cambions

      Descended from mad demons rather than cunning devils, cambions are cousins to the unfortunate tiefling. Cambions do not have the same unsavory reputation as tiefling; the scheme that led to their creation immediately collapsed beneath the weight of the demons’ utter insanity and intractable hatred for one another, so the cambions peacefully dispersed instead of becoming Abyssal catspaws. The ruling family of the northern Magocracy are cambions.
      Ability Score Increase: Your Charisma score increases by 2; your Intelligence score increases by 1
      Age:  You live to about 150 years
      Alignment: Who cares? 
      Size: Medium (same size and build as humans)
      Speed: Your base walking speed is 30 feet
      Languages: You speak Common and one other language of your choice
      Flight: Your bat-like devil wings give you limited powers of flight. You can fly half your walking speed, but if you do not land by the end of your movement, you fall to the ground. You can slow yourself whenever your fall, and take half damage from falling. Whenever you take your turn while falling, you can move your fly speed. 
      Infernal Legacy: You know the Produce Flame cantrip. Charisma is your spellcasting ability for it.
      Prehensile Tail: You can use your tail as an extra limb with limited capabilities; you can use it to perform actions such as carrying a torch, using tools, and drawing or stowing objects. Your tail is not strong enough to wield weapons or perform any action that requires a Strength check.
      Inured: You have resistance to fire damage
      Moss Giant


      Behemoths of vine, lichen, and flesh. Moss giants generally live solitary, peaceful lives in forest-nations that go unmolested by loggers and hunters. The last time a kingdom threatened a moss giant forest, they formed a retributory Chlorarchy and waged bloody crusade against the interlopers, marshaling great swarms of crows and plague rats to help them.
      Ability Score Increase: Your Strength score increases by 2; your Wisdom score increases by 1
      Age:  You live to about 1000 years
      Alignment: Who cares? NPCs tend to Neutral and/or Good
      Size: Medium (You are between 6 and 8 feet tall)
      Speed: Your base walking speed is 30 feet
      Languages: You speak Common and Sylvan
      Beast-speech: You can communicate simple ideas to small animals.
      Chlorocunning: You are proficient in the Nature, Survival, or Animal Handling skills
      Natural Fortitude: When you take a short or long rest and do not use a hit dice, you recover d4 HP
      Wild Savant: You know the Druidcraft cantrip.

      Dhampir

      Ability Score Increase: Your Strength score increases by 2; your Charisma score increases by 1
      Age:  You live to about 200 years
      Alignment: Meh
      Size: Medium (You are between 5 and 6 feet tall)
      Speed: Your base walking speed is 30 feet
      Languages: You speak Common and Deep Speech
      Darkvision: You can see in dim light as if it were bright light and darkness as if it were dim light.
      Shapeshift: You can turn into a bat or crow (pick one at character creation) as an action. You can use this ability once, and it lasts until you stop concentrating. You regain use of this ability with a short rest.
      Heliophobia: You have disadvantage on all checks while in direct sunlight.
      Necrology: When you make an Intelligence (Arcana*) check pertaining to the behaviors, origins, and natures of the undead, you are considered proficient and add twice your proficiency bonus
      Fascination: You know the Friends cantrip.

      Wyrm Pygmy

      The diminutive cousins of the dragonborn. Wyrm pygmies are freakishly strong for their size and live in hives constructed from mudbrick and their own shed skin. They worship Bahamut and Tiamat simultaneously, to the irritation of both. Some dragons try to roost in wyrm pygmy hives and rule their distant relatives. Wyrm pygmies like to eat them.

      Ability Score Increase: Your Strength score increases by 2; your Constitution score increases by 1
      Age:  You live about as long as humans
      Alignment: Whatever
      Size: Small (You are between 3 and 4 feet tall)
      Speed: Your base walking speed is 30 feet
      Languages: You speak Common and Draconic
      Dragon Ancestor: Pick a dragon color. You gain resistance to its corresponding element, and can spit a bolus made of the same substance as its breath, dealing 1d6+Constitution damage.
      Scuttle: If you aren’t carrying anything in either of your hands, you can run on all fours, increasing your movement speed to 45 feet
      Clamber: Whenever you make a Strength (Athletics) check to climb something, you are considered proficient in the Athletics skill and addd double your proficiency bonus to the check

      first picture from legend of zelda: wind waker; second image from Disgaea, 3rd from Final Fantasy 12: Revenant Wings