Half Race

Sometimes two people of two different races love each other very much, and the result are the half-races of the world. While those with half-parents aren't seen as anything too great, they can get the best of both worlds.

Aspects such as age, alignment, and size are entirely depending on the parent races, and usually depends on which race's genes are more dominate.

Languages : All Half-Races know Common and the languages of their parents.

Each race has a Major and Minor Ability Score Bonuses, as well as one trait, which will be listed below. You must pick a Major from one race, a Minor from another, and 2-3 traits from both of them.

Human
Major : +2 to one Ability Scores of your choice

Minor : +1 to one Ability Score of your choice

Traits


 * Determination : When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can't do so again until you finish a short or long rest.
 * Extra Skills : You gain proficiency in one skill of your choice
 * Extra Talent : You gain a bonus talent

Aviano
Major : +2 to Dexterity

Minor : +1 to Wisdom

Traits


 * Flight : You have a flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armor.
 * Talons : You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

Dwarf
Major : +2 to Constitution

Minor : +1 to Strength

Traits


 * Darkvision : You have darkvision of 60 Feet.
 * Stonecunning : Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
 * Dwarven Resilience : You have advantage on saving throws against poison, and you have resistance against poison damage.
 * Dwarven Toughness : Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Gnome
Major : +2 to Intelligence

Minor : +1 to Constitution

Traits


 * Artificer's Lore : Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
 * Gnomish Tinkering : You have proficiency with the artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny device (AC 5, 1 HP). The device ceases to function after 24 hours (unless you spend 1 hour maintaining it. This can be done as part of a short or long rest), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can maintain up to three such devices. When you create a device, choose an effect from the druidcraft, prestidigitation, or thaumaturgy cantrips (for example, increase the volume of your voice or clean an object). A character can use their Action to activate a device and produce the effect chosen for it.

Goblin
Major : +2 to Intelligence

Minor : +1 to Charisma

Traits


 * Best Deals Anywhere : Anything you purchase costs 10% less, and anything you sell grants you 10% more of its value. You gain proficiency with the Charisma (Persuasion) skill.
 * Inured to Explosions : You have resistance to Thunder damage.
 * Trader’s Lore : Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

High Elf
Major : +2 to Intelligence

Minor : +1 to Dexterity

Traits


 * Darkvision : You gain darkvision of 60 Feet
 * Arcane Knowledge : You are proficient in the Arcana skill, and you can cast Detect Magic with this trait, using Intelligence as your spellcasting ability for it. Once you cast detect magic, you can't cast it again until you finish a short or long rest.
 * Arcane Legacy : The high elves are uniquely attuned to magic. You can choose one of the below abilities:
 * You gain a +1 to your Spell Attack and Spell Save, and a +2 to Mana.
 * You gain one cantrip from the Mage spell list.
 * When using a ranged weapon, you can spend 2 Mana to add 1d4 Arcane Damage to the attack.

Molgo
Major : +2 to Charisma

Minor : +1 to Constitution

Traits


 * Life or Death : You can choose the path of Life or Death. If you pick the path of Life, at 1st Level, you gain access to Healing Word, and at 3rd Level you gain access to Calm Emotion. If you pick the path of Death, at 1st Level, you gain access to False Life, and at 3rd Level, you gain access to Unholy Frenzy. Regardless of your path, you treat Charisma as your spellcasting modifier for these spells, and, if you have a caster level of 0, you have Mana equal to half your Charisma score (Mana Costs are treated as if you have a caster level of 3).
 * Moglo Forests : At the start of your turn, if you haven't attacked on the previous turn, and was not attacked at all, you regain 1d4 hit points. You also have advantage on Constitution saving throws against diseases.

Nekoian
Major : +2 to Charisma

Minor : +1 to Dexterity

Traits


 * Darkvision : You have darkvision of 60 Feet
 * Feline Agility : Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
 * Cat's Claws : Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
 * Cat's Talent : You have proficiency in the Perception and Stealth skills.

Orc
Major : +2 to Strength

Minor : +1 to Constitution

Traits


 * Menacing : You gain proficiency in the Intimidation or Insight skills, and can use Strength or Constitution for Intimidation checks instead of Charisma.
 * Relentless Endurance : When you are reduced to 0 hit points but not killed, you can drop to 1 hit point instead. You must then finish a long rest to use this feature again.

Shard Elf
Major : +2 to Wisdom

Minor : +1 to ether Strength of Wisdom

Traits


 * Powered by Arcane : When powered, you do not need to sleep nor can you be put to sleep from magical effects.
 * You may only choose one of the following:
 * Anti-Bodies : You gain resistance to poison damage, and advantage when resisting diseases and poisons.
 * Camouflage : You can cast Invisibility on yourself for 2 Rounds. This can only be used once per long rest.
 * Danger Sense : You gain proficiency in Dexterity saving throws.
 * Darkvision : You gain darkvision of 60 Feet
 * Feline Reflexes : You gain a bonus 10 Feet movement speed.
 * Gills : You gain the ability to breath underwater.
 * Mana Boon : Your maximum Mana is increased by 2.
 * Perceptive : You gain proficiency in Perception checks.

Troll
Major : +2 to one Constitution

Minor : +1 to one Dexterity

Traits


 * Darkvision : You gain Darkvision up to 60 Feet.
 * Regeneration : Whenever you take a short rest or are healed, you regain extra hit points equal to your Constitution modifier.

Violet Elf
Major : +2 to one Dexterity

Minor : +1 to one Wisdom

Traits


 * Darkvision : You gain Darkvision up to 60 Feet.
 * Nature Resistance : You have advantage on saving throws against poisons, and have resistance against Lightning and Poison damage.
 * Mask of the Wild : You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
 * Shadowmeld : When you are in dim or dark light, you gain advantage on Dexterity (Stealth) checks.

Angel (L'tyr/Dr'kyr)
(Note: This is a Half Race of a Non-playable race. You gain ether Celestial or Void Speak as a language.)

Major : +2 to Charisma

Minor : +1 to Wisdom

Traits


 * Darkvision : You have Darkvision of 60 Feet.
 * Angelic Resistance : You have resistance to Holy and Shadow damage.
 * Healing Hands : As an action, you can touch a willing creature to heal that creature for hit points equal to your character level + your Charisma modifier. You can only use this ability once per long rest.
 * Radiant Power : Starting at 3rd level, you can, as an Action, to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 Minute or until you end it as a bonus action. During it, you have a flying speed of 30 Feet, and once on each of your turns, you can deal extra Holy damage to one target when you deal damage to it with an attack or a spell. The extra Holy damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. You cannot have both this trait and Power of Darkness.
 * Power of Darkness : Starting at 3rd level, you can, as an Action, unleash the shadowy energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 Feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 Minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra Shadow damage to one target when you deal damage to it with an attack or a spell. The extra Shadow damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. You cannot have both this trait and Radiant Power.

Demon
(Note: This is a Half Race of a Non-playable race. You gain Infernal as a language.)

Major : +2 to Charisma

Minor : +1 to Strength

Traits


 * Darkvision : You have Darkvision of 60 Feet.
 * Demonic Resistance : You have resistance to Fel damage.
 * Demonic Magic : At 1st level, you gain access to the Fel Flame cantrip and the Hellish Rebuke spell. At 3rd level, you gain access to Ray of Enfeeblement. You treat Charisma as your spellcasting modifier for these spells, and, if you have a caster level of 0, you have Mana equal to half your Charisma score (Mana Costs are treated as if you have a caster level of 3).

Dragon
(Note: This is a Half Race of a Non-playable race. You gain Draconic as a language.)

Major : +2 to Strength

Minor : +1 to Charisma

Traits


 * Dragon Ancestry : As a half dragon, you are related to one of the six dragonflights, and have some psychical traits from this parent, be they horns, scales on their appendages, and so on. Note: if you pick Dragon as your half-race, you must pick this trait. Choose from one of the following (Dragonflight | Damage Type | Breath Weapon Type) :
 * Red | Fire | 15 Foot cone (DEX save)
 * Green | Poison | 15 Foot cone (CON save)
 * Blue | Frost | 15 Foot cone (CON save)
 * Black | Acid | 5 Foot by 30 Foot line (DEX save)
 * Purple | Arcane | 5 Foot by 30 Foot line (DEX save)
 * Crystal | Holy | 5 Foot by 30 Foot line (WIS save)
 * Breath Weapon : You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. You can use this a number of times per long rest equal to your Constitution modifier (minimum 1).
 * Damage Resistance : You have resistance to the damage type associated with your ancestry.