====== Sentient Races of Arcydea ====== A list of the native sentient races of Arcydea and a synopsis of their traits, using the 5e Race Creation Guide ([[https://docs.google.com/document/d/1ViqLSEN67mmd2Lo_OJ-H5YX0fccsfI97kFaqx7V1Dmw/pub|available here]]). ===== Wanderkin ===== Pointy-eared demihumans who are quite nimble, some have theorized that they might be a crossbreed between elves and either halflings or gnomes -- which generally goes unappreciated by wanderkin who hear these comparisons. Ability Score Increase (+3): Wanderkin have a +2 increase to Dexterity, and +1 to Intelligence. Small (-1): Wanderkin are considered Small in size. Darkvision (+0.5): Wanderkin can see in the dark out to 60 feet, in shades of grey. Nimble (+0.5): Wanderkin can move through the space of any creature at least one size larger. Fey Ancestry (+0.5): Wanderkin have advantage on saving throws against being charmed, and magic can't put them to sleep. Cunning (+2): Wanderkin receive advantage on Intelligence, Wisdom, and Charisma saving throws against magic. ===== True-Born Vampires ===== The vampires of Arcydea are a peculiar bunch -- many are natural-born, rather than members of the living dead. As such, they are treated with a certain measure of derision and scorn by those who are familiar with vampires from other worlds. ===== Sired Vampires ===== Interestingly, true-born vampires can still sire the undead sort, as can certain curses and the like.