Races

Dwarves

Hill dwarves are found throughout the cities and hillsides of civilized lands in Noedia.

Although the Dwarven Kingdom in the Sawtooth Mountain Range is reclusive, some of its citizens regularly travel to fey and human lands to trade their wares, and the mountain dwarves of other regions are more friendly and open.

Elves

The artisans and craftsmen in the city of Nirifal are a mixture of high elves and wood elves alike, and wood elves live throughout the rest of the Sylvan Forest.

Halflings

Both lightfoot and stout halflings can be found along the rivers, in the hillsides, and in the cities throughout civilized lands. There are also bands of halfling nomads in the Kharad Desert.

Humans

Humans are found in every corner of Noedia.

Dragonborn

The dragonborn are a relatively new race in Noedia. Many of them travel far and wide, seeking a place where they can belong. Others carry on the tradition of piracy that their forefathers began. Compared to the rest of Noedia, there is a high concentration of Dragonborn in Hullbreach Harbor, Traton, and other seaport towns.

Gnomes

Rock gnomes tend towards the cities of Noedia, with Roton having the densest population of them. Forest gnomes are most commonly found in the Sylvan Forest, though some live in the other forests of Noedia as well.

Half-Elves

Half-elves are naturally adaptable, and can be found throughout civilization.

Half-Orcs

Orcs almost universally live in the Rolann plains, so most half-orcs are from Rolann or one of the settlements near Rolann’s borders.

Tieflings

Most tieflings live in Gurmong, but some travel to other lands seeking a way to satiate or cure their demonic curses. Other simply seek milder, more forgiving climates.

Tieflings from Gurmong can choose to have the following racial trait. If they do, they lose the Hellish Resistance trait.

  • Arctic Resistance: You have resistance to cold damage.

New Races

In addition to the races described in the Player’s Handbook, Noedia has two other playable races, described below.

Goliaths

Goliaths, like Tieflings, are humans warped by the demonic pacts of their ancestors. Unlike Tieflings, they grow one-and-a-half times bigger than normal humans, and have shorter horns and stubby tails.

  • Age: Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

  • Size: Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

  • Speed: Your base walking speed is 30 feet.

  • Naturally Muscular: You have proficiency in the Athletics skill.

  • Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

  • Tundra Born: You’re naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

  • Languages: You can speak, read, and write Common and Infernal.

  • Subrace: Three subraces of goliaths are found in the lands of Noedia —  gluttony goliaths, greed goliaths, and wrath goliaths. Chose one of these subraces.

Gluttony Goliath

  • Ability Score Increase: Your Constitution score increases by 2, and your Strength score increases by 1.

  • Brutal Assault: You may turn any one attack that hits into a critical hit. Any uses of this trait beyond the first incurs one level of exhaustion until you take a long rest.

Greed Goliath

  • Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.

  • Mammoth’s Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Wrath Goliath

  • Ability Score Increase: Your Constitution score increases by 2.

  • Powerful Grip: You can wield an unnaturally large weapon, which is a two-handed or versatile, non-reach melee weapon crafted with an extra long blade, or crafted to be comfortably held by a large creature. When you use two hands to attack with an unnaturally large weapon, you can spend a bonus action before the attack roll to make the attack more devastating. On hit, you roll one of the weapon’s damage dice one additional time and discard the lowest die before totaling the damage.

Minotaurs

Minotaurs are tribal and migratory, living in small, portable shelters made of animal skins attached to a wood frame. They are most commonly found in Rolann, where they hunt for food on the open plains, although some have been known to give up their nomadic lifestyle and stake a claim of farmland near the border of Rolann and civilized lands. They have a deep spiritual connection with dreams, an uncanny sense of direction, and a fondness for drawing and studying maps.

  • Ability Score Increase: Your Strength score increases by 2 and your Wisdom score increases by 1.

  • Age: Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.

  • Size: Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.

  • Speed: Your base walking speed is 30 feet.

  • Horns: You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.

  • Goring Rush: When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.

  • Hammering Horns: When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.

  • Labyrinthine Recall: You can perfectly recall any path you have traveled.

  • Plains Wanderer: You gain proficiency with navigator’s tools and cartographer’s tools.

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