2. Races of Home
Rules • DnD 5e
Races of Home
Along time ago, races from other worlds were brought to Home by an unknown force. With no way to return to their original world they settled here and made this world their new Home. This means the world is populated by a myriad of amazing creatures with unique abilities and you as the player get to play as one of the 14 most prominent races of home summarized in the table below.
| Race | Subraces | Primary Score | Description |
| Amiq | Hadaad, Banii, Jawahar | Strength | A race of giants that can craft items from gems |
| Arana | Guadana, Mosca, Escarabajo, Zancudo | Constitution | A race shunned by their appearance but are actually kind |
| Bishou | Mahou, Kishi | Charisma | A monogender race that tricks other races |
| Brightkin | - | Charisma | Other races transform into brightkin when chosen by Home |
| Gear | Steed, Blade, Plate | Any | A sythetic race that can summon their Bonded Equips |
| Homeborn | Stoneborne, Ironborne, Bladeborne, Bloodborne | Any | The only race that was not created by a god |
| Iyuzi | Blits, Egida | Intelligence | An alien race with a hive mind called the Khor |
| Ki-Chard | Mahaan, Shoora, Shilpa, Gulaam | Dexterity | A slime race that is able to shift their forms |
| Luminar | Ferro, Lapis, Chroma | Intelligence | A race said to descend from dragons with the ability to generate magic |
| Marin | Plage, Profond | Charisma | An underwater race that is able to generate confusing white noise |
| Rubah | - | Strength | A race that adapts to their surrounding becoming more animalistic |
| Uamhas | Cruaidh, Bog | Wisdom | A race that is in-tune with nature and the elements |
| Wortel | Ilik, Sag, Mos | Wisdom | A race of treefolk that harnesses the power of the sun |