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The Land of Lore - 5th Edition Homebrew Roleplaying

Game
Custom Races Commented [1]: http://www.fantasynamegenerators.c
om/#realNames

Men of the East - The Selha


(Naming Conventions: Tibetan | Mongolian | Sumerian)

Standard of Living: Prosperous


Bonus Equipment: Fur-lined travelling cloak, travelling gear for the current season, a bedroll,
a backpack or saddlebags, comfortable boots, 5d6 silver, plus choose any two: A tent, extra
blankets, rope, a figure in the shape of some god you worship, a silver comb, an amulet
dedicated to a cultural figure, a fine bottle of wine.

Ability Score Increase: +1 Constitution score, you may increase two additional ability
scores by 1.
Adventuring Age: 15-85. (Live to be around 160 years of age.)
Size: Most Selha stand between 5 and 6 feet tall. Your size is medium.
Speed - Your base walking speed is 30 feet.
Clear Mind - You have proficiency in the Insight skill.
Horsemen - You begin the game with a riding horse.
Languages - You can speak common and Seles.

Men of the West - The Thorimund


(Naming Conventions: Celtic: Gaul | Norwegian | Celtic: Welsh | Celtic: Manx)

Standard of Living: Martial


Bonus Equipment: A brightly coloured travelling cloak, travelling gear for the current season,
a backpack or saddlebags, a belt dagger, boots, 3d6 silver, plus choose any one: A fine woolen
blanket, an ancient dagger made from bear claws, a necklace of orc-teeth, a bundle of tasty
travelling cakes.

Ability Score Increase: +1 Strength score, you may increase two additional ability scores
by1.
Adventuring Age: 13-95. (Live to be around 180 years of age.)
Size: Most Thorimund are stocky and often stand 6 feet tall or more. Size is medium.

1
Speed - Your base walking speed is 30 feet.
Intimidating - You have proficiency in the Intimidation skill.
Fearless - You have advantage on saving throws against being frightened.
Languages - You can speak common.
Men of the North - The Oronok
(Naming Conventions: Danish | Finnish | Old High German | Celtic: Manx | Norman)

Standard of Living: Martial


Bonus Equipment: A dark hooded travelling cloak, travelling gear for the current season, a
backpack, a belt dagger, boots, 3d6 silver, plus choose any of two: A ring or jewel that is an
heirloom of your line, a pipe and pipeweed, a well-made blanket, a wide-brimmed hat, a stout
walking stick.

Ability Score Increase: +1 Constitution. You may increase two additional ability scores
by 1.
Adventuring Age: 18-125. (Live to be around 210 years of age.)
Size: Most Oronok stand well over 6 feet tall. Your size is medium.
Speed - Your base walking speed is 30 feet.
Rich Heritage - You have proficiency in the History skill.
Raised in the North - You have proficiency in the Survival skill.
Languages - You can speak common and Orgon.

Men of the South - The Hwn


(Naming Conventions: Ancient Egyptian | Sumerian | Assyrian)

Standard of Living: Prosperous


Bonus Equipment: A black travelling cloak, travelling gear for the current season, a bedroll, a
backpack or saddlebags, comfortable boots, 5d6 silver, plus choose any two: a hunting horn, ink
and parchment, a whetstone for sword-sharpening, artisans tools, a silver brooch depicting a
god or figure you worship.

Ability Score Increase: +1 Intelligence. You may increase any two additional ability
scores by 1.
Adventuring Age: 16-70. (Live to be around 120 years of age.)
Size: Most Hwn stand between 5 and 6 feet tall. Your size is medium.
Speed - Your base walking speed is 30 feet.
Rich Heritage - You have proficiency in the History skill.

2
Sorcery - You can choose one of the following cantrips: Fire Bolt, Chill Touch, Acid
Splash, Minor Illusion, or Blade Ward. These cantrips never improve and can be cast
two times a day. To gain use of the spells again you must take a long rest.
Languages - You can speak common.

Men of the Horns - The Iron Circle


(Naming Conventions: Phoenician | Ancient Greek | Sumerian | Roman )

Standard of Living: Martial


Bonus Equipment: Dark coloured travelling cloak, travelling gear for the current season, a
backpack or saddlebags, a belt dagger, comfortable boots, 3d6 silver, plus choose any two: a
chess set, a drinking horn, an ornate helmet, a decorative cloak-clasp of the Iron Circle, an iron
arm-band.

Ability Score Increase: +1 Strength score, you may increase two additional ability scores
by1.
Adventuring Age: 13-80. (Live to be around 150 years of age.)
Size: Most men and women from the Horns are generally 5 to 6 feet. You are medium
sized.
Speed - Your base walking speed is 30 feet.
Masters of War - You have proficiency in Long Swords, broadswords, short swords,
and great bows.
Relentless - When you are reduced to 0 hit points but not killed outright, you drop to 1
hit point instead. You cant use this feature again until you finish a long rest.
Languages - You can speak common.

Elves of Todeswald - Woodland Elves


(Naming Conventions: Elven | Aasimar | Eladrin )

Standard of Living: Martial


Bonus Equipment: A grey or green travelling cloak, travelling gear for the current season, a
backpack or saddlebags, a belt dagger, boots, 3d6 silver, and choose any two: A grey blanket, a
wineskin, a short bow and quiver of 20 arrows, a white jewel on a chain of silver, a hunting
knife, a musical instrument, a short sword.

3
Ability Score Increase: Your Dexterity score increases by 2 and your Wisdom score
increases by 1.
Adventuring Age: 100-750. (Live to be around 2000 years of age.)
Size: Elves range from 5 to over 6 feet tall, with slender builds. Your size is medium.
Speed - Your base walking speed is 30 feet.
Keen Sight - You have proficiency in the Perception skill.
Night Vision - You can see in dim light within 60 feet of you as it were bright light.
Masters of Stealth - You have proficiency in the Stealth skill. You have advantage on
Stealth skill checks when you are in a forest.
The Tools of War - You have proficiency with daggers, spears, broadswords, short
swords, and short bows.
Languages - You can speak common and Elven.

Elves of Ishull Insel - High Elves


(Naming Conventions: Ancient Egyptian | Sumerian | Assyrian)

Standard of Living: Prosperous


Bonus Equipment: A light blue travelling cloak, travelling gear for the current season, a
bedroll, a backpack or saddlebags, comfortable boots, 5d6 silver, plus choose any two: Ink and
parchment, a wineskin, a bottle of fine elven wine, a silver necklace depicting a god or figure in
your culture, a silvered dagger.

Ability Score Increase: Your Intelligence score increases by 2, your Dexterity score
increases by 1.
Adventuring Age: 250-3500. (Live to be around 10,000 years of age.)
Size: Elves range from 5 to over 6 feet tall, with slender builds. Your size is medium.
Speed - Your base walking speed is 30 feet.
Keen Sight - You have proficiency in the Perception skill.
Night Vision - You can see in dim light within 60 feet of you as it were bright light.
Glamour - Once per long rest, you are able to conceal your true self from the world
around you. The glamour you choose must be of a humanoid and it lasts for 1 hour. If at
any time you take damage from any source the glamour dissipates.
Languages - You can speak common and Elven.

Half-Orcs of the Numb - Mountain Half-Orcs


(Naming Conventions: Nepalese | Tibetan | Mongolian | )

Standard of Living: Poor

4
Bonus Equipment: A travelling cloak, travelling gear for the current season, a belt dagger, plus
choose any one: A hunting trap, a hand-carved gaming set, a decorative leather armband.

Ability Score Increase: +2 Strength, you may increase one additional ability score by 1.
Adventuring Age: 13-65. (Live to be around 110 years of age.)
Size: Half-Orcs stand between 5 and 6 feet tall, with muscular builds. Your size is
medium.
Speed - Your base walking speed is 30 feet.
Harsh Environment - You have proficiency in the Survival skill.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll
one of the weapon's damage dice one additional time and add it to the extra damage of
the critical hit.
Languages - You can speak common and Orkon.

Dwarves of the Stone Confederacy - Empire Dwarves


(Naming Conventions: Icelandic | Dwarven | Faroese)

Standard of Living: Prosperous


Bonus Equipment: A fur-lined travelling cloak, travelling gear for the current season,
a bedroll, an ornamented walking stick, a backpack, comfortable boots, 5d6 silver, plus
choose any two: another 4d6 silver, a battle axe, artisans tools of your choice, a
musical instrument, a fine beard comb and mirror, a gold ring, a flask of dwarven
spirits.

Ability Score Increase: +2 Constitution, your Strength score increases by 1.


Adventuring Age: 50-150. (Live to be around 280 years of age.)
Size: Dwarves generally stand between 4 to 5 feet tall and can weigh upwards of 160 lbs.
Your size is medium.
Speed - Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy
armor.

5
Dwarven Resilience - You have advantage on saving throws against poison, and you
have resistance against poison damage.
Dwarven Combat Training - You have proficiency with battle axe, greataxe, hand axe,
warhammer, hammer.
Masters of Stonework - Whenever you make an Intelligence (History) ability check
related to the origin of stonework, you are considered proficient in the History skill
and add double your proficiency modifier bonus to the check.
Tool Proficiency - You gain proficiency with the artisans tools of your choice:
Jewellers tools, masons tools, miners tools, smiths tools, or woodcarvers tools. You
also gain proficiency in one musical instrument of your choice.
Dwarven Toughness - Your hit point maximum increases by 1, and it increases by 1
every time you gain a level.
Languages - You can speak common and Dwarven.

Halflings of Brackenwood - Forest Halflings


(Naming Conventions: Polish | Danish)

Standard of Living: Frugal


Bonus Equipment: A fur-lined travelling cloak, travelling gear for the current season, a
bedroll, a backpack or saddlebags, comfortable boots, 5d6 silver, plus choose any two:
A fine walking-stick, dwarf-made pots and pans, enough handkerchiefs to see you
through the adventure, a pipe and pipeweed, an overstuffed pillow, a plate and cutlery
fit for picnics, ink and parchments to write letters home.

Ability Score Increase: Your Dexterity score increases by 2. Your Wisdom score
increases by 1.
Adventuring Age: 20-65. (Live to be around 200 years of age.)
Size: Halflings are generally just slightly under three feet tall. Your size is small.
Speed - Your base walking speed is 25 feet.

6
Halfling Nimbleness - You can move through the space of any creature who is at least
one size larger than yours.
Adventuring for Home - You have proficiency with short bows. You gain proficiency
with one artisans tool of your choice: brewers supplies, carpenters tools,
cartographers tools, cooks utensils, potters tools, smiths tools, weavers tools, or
woodcarvers tools. You also gain proficiency with pipes.
Halfling Elusiveness - You have proficiency in the Stealth skill.
Languages - You can speak common.

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