Homebrew Races

The following races were "homebrewed" modifications of races in DnD to fit the world of Chaia.

Elf Subraces
The following subraces of "Elf" replace the other subraces and cannot be used alone, they are intended to be Elf + Homebrew.

Gold Elf
Gold Elf replaces High Elf as written.

Silver Elf
Silver Elf replaces Wood Elf as written.

Obsidian Elf
Silver Elf replaces Dark Elf (Drow) as written.

Human Variant Races
In the world of Chaia human races have evolved into variations based on the land in which they are from and evolved on. The details listed here replace the rules for Variant Human as stipulated in the PHB.

Arctic Human
Ability Score Increase. Your Constitution score increases by 2, and your Strength and Wisdom scores each increase by 1.

Cold Acclimation. You have advantage on saving throws against effects that deal cold damage, as well as to resist the effects of extreme cold.

Arctic Lore. You have proficiency in either the Athletics or Survival skill (your choice).

Costal Human
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution and Wisdom scores each increase by 1.

Maritime Equipment Training. You are proficient with spears, tridents, nets, water vehicles, and one tool, choosing from carpenter, cartographer, navigator, weaver, or woodcutter's tools (your choice).

Coastal Lore. You have proficiency in either the Acrobatics or Athletics skill (your choice).

Desert Human
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence and Wisdom scores each increase by 1.

Heat Acclimation. You have advantage on saving throws against effects that deal fire damage, as well as to resist the effects of extreme heat.

Desert Lore. You have proficiency in either the Nature or Survival skill (your choice).

Forest Human
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution and Wisdom scores each increase by 1.

Forest Survival. Moving through difficult terrain created by nonmagical plants costs you no extra movement. Additionally, you can move through nonmagical plants without taking damage from thorns, spines, and similar hazards.

Forest Lore. You have proficiency in either the Athletics or Survival skill (your choice).

Grassland Human
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution and Wisdom scores each increase by 1.

Fleet of Foot. Your base walking speed increases to 35 feet.

High Stamina. You have advantage on saving throws to avoid becoming exhausted from a forced march.

Grassland Lore. You have proficiency in either the Nature or Stealth skill (your choice).

Jungle Human
Ability Score Increase. Your Strength score increases by 2, and your Dexterity and Wisdom scores each increase by 1.

Acquired Immunity. You have advantage on saving throws against disease.

Tool Proficiency. You have proficiency in either herbalism or poisoner's kits (your choice).

Jungle Lore. You have proficiency in either the Nature or Survival skill (your choice).

Mountain Human
Ability Score Increase. Your Strength score increases by 2, and your Constitution and Wisdom scores each increase by 1.

Altitude Acclimation. Climbing does not cost you additional movement. Additionally, you have advantage on saving throws to resist the effects of high altitudes.

Mountain Lore. You have proficiency in either the Athletics or Survival skill (your choice).

Swamp Human
Ability Score Increase. Your Constitution score increases by 2, and your Strength and Wisdom scores each increase by 1.

Toxin Resistance. You have advantage on saving throws against disease, and against effects that deal poison damage.

Swamp Lore. You have proficiency in either the Nature or Survival skill (your choice).

Urban Human
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity and Intelligence scores each increase by 1.

Fleet of Foot. Your base walking speed increases to 35 feet.

City Experience. You have proficiency in the Insight skill and Perception skill.