Extended Races
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This work is part of the tabletop role-playing game Swords & Sceptres: The Pulp Fantasy, licensed under the Creative Commons Attribution 4.0 International License, which can be accessed at https://creativecommons.org/licenses/by/4.0/legalcode.
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
How to Use This Chapter
The races in this chapter are not part of the core rules. None of them is available in a game unless the GM has said it is.
The six core races are the whole of what a player may assume. A GM building a setting may open any number of the races below to players, in whole or in part, and may leave the rest closed without explanation. A player should treat every race in this chapter as unavailable until told otherwise, and should not read its presence here as a claim on the table.
Nothing in this chapter is balanced against the core six. Some entries are stronger, some weaker, and some were built just for fun.
Of the Flavour Text
Core races carry no flavour text at all. What a dwarf is — where dwarves live, what they believe, whether they are common or nearly gone — belongs to the setting document, and the core rules deliberately refuse to answer it, so that a setting author is never writing against a description already printed in the rulebook.
Entries in this chapter are different. They describe creatures a setting author is unlikely to have already imagined, and the mechanics do not make sense without some picture of the creature behind them. The flavour text here is therefore a starting point, not a canon: it explains what the designer had in mind so that the traits read as something other than an arbitrary list. A setting author who takes one of these races is free to keep the description, rewrite it entirely, or keep the shape and change every detail. Where the flavour and the setting disagree, the setting wins.
Black Dwarf
Description
The Black Dwarves are an ancient offshoot of dwarvenkind, dwelling deep beneath black volcanic mountains that loom ominously over the world. Unlike their kin, these dwarves are gnome-sized but incredibly sturdy, with a reputation for cruelty, ingenuity, and an affinity for darkness and flame. The Black Dwarves seek to reshape the world above into a barren, desolate reflection of their own subterranean habitat — a goal that brings them into frequent conflict with other peoples.
Long exposure to extreme heat, darkness, and the chaos of volcanic depths has transformed them, giving them unique traits and a distinctive culture. They are known for their vibrant clothing, warpaint, and mastery of forging dark, powerful artefacts.
Some claim that their hearts have turned completely black; as black as the depths of a soul consumed by hatred, greed, and unwavering malice.
Appearance
The men of the Black Dwarves have an unmistakable appearance: their long, curly black beards are adorned with obsidian beads. Their eyes are completely black. Their olive-toned skin is painted with intricate warpaints made from volcanic ash, giving them an even more fearsome appearance.
The women of the Black Dwarves wear long composite necklaces made of obsidian beads, designed to mimic the shape of a beard. They also adorn themselves with oblong patterns painted in crimson red and black on their temples, cheeks, necks, and the palms of their hands.
The Black Dwarves dress in vibrant green and red clothing, often reinforced with strips of dark leather or metal. One of their most distinctive features is their patchwork pointy hats adorned with small bells. These bells serve a practical purpose; the soft ringing allows the Black Dwarves to coordinate their movements and find one another in the pitch-black tunnels they inhabit. Their clothing and adornments, while colourful, are always practical and often bear traces of soot and ash from their volcanic home.
Societal Structure
The Black Dwarves are led by powerful rulers known as “Kreg,” or kings, whose authority is absolute within their realms. Their strongholds are labyrinthine corridors of carved stone, filled with lethal traps such as fireball-spitting walls and mechanical contraptions designed to deter intruders or force their enemies into submission.
The Black Dwarves are known for their brutal use of slaves. These slaves are controlled through fear and violence, embodying the Black Dwarves’ cruel methods of domination and labour.
Past Conflicts
The Black Dwarves’ history is marked by conflicts with other races, including surface dwarves, high elves, and humans. Their living quarters are adorned with war trophies taken from these battles: enchanted amulets, fallen banners, and even powerful weapons stripped from defeated foes. These trophies are both reminders of their victories and symbols of their ruthless ambition to expand their domain.
Ability Scores: Constitution +1; Intelligence +1; Strength −2
Creature Type: Humanoid
Size: Small
Speed: 20 feet
Avarice. Your deep desire for wealth and precious metals fuels your resolve. When you can see coin or a valuable object worth at least 5 gp that is not in your possession, you have Advantage for 1 minute on saving throws made to avoid or end the Frightened condition. Once you use this trait, you can’t use it again until you finish a Long Rest.
Darkvision. You have Darkvision with a range of 120 feet. In direct sunlight, you have Disadvantage on Wisdom (Perception) checks that rely on sight.
Hatred. Your fanatical and secluded culture leaves you unable to deal honestly with outsiders. You have Disadvantage on Charisma (Persuasion) and Wisdom (Insight) checks made against creatures other than Black Dwarves.
Volcanic Endurance. You have +10 Resistance Points against Fire damage.
Warpaint. You have a Knack for the Intimidation skill. You can also take an action to apply warpaint made from volcanic ash. For 1 minute, you have Advantage on Charisma (Intimidation) checks. Once you use this trait, you can’t use it again until you finish a Short or Long Rest.
Black Dwarf Random Starting Ages
| Adulthood | Simple | Moderate | Complex |
|---|---|---|---|
| 30 years | +2d6 | +4d6 | +6d6 |
Black Dwarf Aging Effects
| Middle Age1 | Old2 | Venerable3 | Maximum Age |
|---|---|---|---|
| 105 years | 160 years | 210 years | +2d20 years |
1 At middle age, −1 to STR, DEX, CON, and CHA; +1 to INT and WIS.
2 At old age, −2 to STR, DEX, CON, and CHA; +1 to INT and WIS.
3 At venerable age, −3 to STR, DEX, CON, and CHA; +1 to INT and WIS.
Black Dwarf Random Height and Weight
| Gender | Base Height | Base Weight | Height Modifier | Weight Modifier |
|---|---|---|---|---|
| Male | 3’ 3” | 55 lb. | +2d4 | × (1d4) lb. |
| Female | 3’ 1” | 50 lb. | +2d4 | × (1d4) lb. |
Snailfolk
Description
Snailfolk are truly captivating creatures, possessing the lower body of a snail and the upper body of a human, that dwell in northern forests. Despite their slowness, these snailfolk are sturdy and strong, fiercely protecting their habitat from outsiders. Most of them live in hunter-gatherer societies, foraging the spoils of the forests for food and resources, but some individuals choose to integrate into other societies in pursuit of wisdom and knowledge to satisfy their natural predisposition for mental activity. Their physical prowess and size, larger than that of humans, are valued in the armies of different realms, and snailfolk are gladly accepted into the ranks.
Their diet is mainly herbivorous; they feed on plants and fungi, but twice a year, during the winter and summer solstices, it is customary among them to start a Great Hunt, hunting small game and feeding on the spoils for a week afterwards.
Physiology
Snailfolk have a unique physiology, with highly developed senses throughout their foot: they are able to perceive vibrations through the surfaces they move on, the texture and dampness of it, and even the taste of the surface. Unlike other creatures, snailfolk do not have different sexes or genders; they are hermaphrodites.
Partnership and Reproduction
When one snailfolk is romantically attracted to another and wishes to form a partnership, it crafts a special love arrow adorned with colourful bird feathers and shoots it from a bow into the rear part of the foot of its desired mate. If the second snailfolk reciprocates by responding with the same gesture within three days, a lifelong partnership is formed. However, snailfolk must carefully consider to whom they send their love arrow, as failing to receive a reciprocal response within this period brings disgrace upon the initiating snailfolk and its family. Occasionally, snailfolk find themselves romantically interested in other humanoids; in such cases, they consider the buttocks to be the appropriate body part as a target for their love arrow.
Snailfolk reproduce by laying eggs, with both partners doing so simultaneously. This event occurs in sacred forest locations designated for this purpose. Parents do not tend to their eggs, leaving them to develop naturally. Only the strongest or most cunning hatchlings survive, driven by instinct to return to their parental settlement by the age of five.
Snailfolk identify their offspring by matching the unique patterns on the young ones’ shells to their own. This distinct identification method allows them to adopt children they believe to be theirs.
It takes relatively long for a young snailfolk to mature into adulthood; they reach adulthood by the age of 35.
Ability Scores: Constitution +1; Intelligence +1; Dexterity −2
Creature Type: Monstrosity
Size: Medium
Speed: 20 feet
Close to the Earth. You have a Knack for the Nature and Survival skills.
Shell Defence. You can take an action to withdraw into your shell, or to emerge from it. While withdrawn, you have +10 Resistance Points against Bludgeoning, Piercing, and Slashing damage and Advantage on Dexterity saving throws, your Speed is 0, and the only action you can take is to emerge. You can still take a Bonus Action and a Reaction.
Slime Trail. You can take a Bonus Action to leave a slimy trail in your wake for 1 minute. A space you pass through is Difficult Terrain until the start of your next turn. Once you use this trait, you can’t use it again until you finish a Long Rest.
Vibration Sense. You can take a Bonus Action to gain Tremorsense with a range of 60 feet for 1 minute. You can use this trait a number of times equal to half your character level, rounded up, and you regain all expended uses when you finish a Long Rest.
Snailfolk Random Starting Ages
| Adulthood | Simple | Moderate | Complex |
|---|---|---|---|
| 35 years | +2d4 | +3d6 | +4d6 |
Snailfolk Aging Effects
| Middle Age1 | Old2 | Venerable3 | Maximum Age |
|---|---|---|---|
| 75 years | 112 years | 150 years | +5d10 years |
1 At middle age, −1 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
2 At old age, −2 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
3 At venerable age, −3 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
Snailfolk Random Height and Weight
| Gender | Base Height | Base Weight | Height Modifier | Weight Modifier |
|---|---|---|---|---|
| None | 4’ 11” | 150 lb. | +4d6 | × (2d6) lb. |