Artan

Artans are the primary race found in Eloria. They are a humanoid race. The Artans do not seek out conflict, but understand that it is sometimes necessary. There are 6 kingdoms of Artan which are united under the High King/Queen. The sacred tree Yggdrasil is a holy sight to the Artans.

Appearance
Artans are a humanoid race that are slightly shorter than humans, but other than that are pretty similar.

Environment
Artans have built kingdoms consisting of full cities in many areas of Eloria. They are mostly a civilized race living in these cities.

Ability Score Increase
One ability score of your choice increases by 1, but this cannot be the same ability score that your subrace gives you.

Age
Artans reach adulthood in their late teens and live less than a century.

Alignment
Your kind have a noble spirit that drives them toward lawful and good behavior. Most of your kind combine self-discipline with compassion for all sentient beings, but some resist their better impulses

Size
Your kind are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.

Speed
Your base walking speed is 30 feet

Easily Overlooked
Other creatures don’t consider your kind a threat, you have advantage on all performance checks to pretend that you do not have harmful intent. This does not work on other Artans.

Trusted By Nature
You are proficient in the Animal Handling skill.

Languages
You can speak, read, and write Common, and one other language.

Genine
The Genine clan exists in the desert areas of Eloria, they have a special relationship with conjuration magic since resources are scarce in the desert. They keep to themselves so other kingdoms tend to not trust them thinking that they work death magic.

Ability Score Increase
Your Constitution score increases by 2

Bonded Steed
Your kind bonds with a steed at a young age to move across the desert efficiently, you know the find steed spell and can cast it once per day without expending a spell slot or components. Whenever you use this spell the creature must use the same form. There are some alternate options for the steed under the alternative steeds section.

Desert Magic
You know the produce flame cantrip. Once you reach 3rd level, you can cast create or destroy water once per day as a 1st level spell. Once you reach 5th level, you can also cast dust devil as a 2nd level spell once per day. Wisdom or Charisma (your choice) is your spellcasting ability for these spells.

Desert Dweller
You're acclimated to desert environments and require very little water to survive, you require only 1 gallon of water per week instead of the normal gallon per day. You're also naturally adapted to hot climates, and do not suffer the normal ill-effects of such environments.

Diron
The Diron clan make their home in the forests of Eloria. Dirons cities usually have a well trained militia and specialize in archery using guerilla tactics in the forest. Many Diron villages have witch doctors who are druids that commune with the forest on behalf of the city. Other kingdoms are Artans are weary of these witchdoctors believing that they are the cause of the military prowess of Diron archers and assassins.

Ability Score Increase
Your Dexterity score increases by 2

Darkvision
You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Natural Climber
Your base walking speed is 30 feet. You have a climbing speed of 30 feet.

Plant Magic
You know the druidcraft cantrip. Once you reach 3rd level, you can cast the entangle spell once per day. Once you reach 5th level, you can also cast the barkskin spell once per day. Wisdom is your spellcasting ability for these spells.

Natural Combatants
You are proficient with one martial weapon of your choice and with light armor.

Durnesh
The Durnesh clan lies in the mountains, they tend to specialize more in fighting skills and have the largest number of soldiers of any Artan kingdom due to the number of monsters that they contend with in the mountains.

Ability Score Increase
Your Strength score increases by 2

Natural Mountaineers
You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, and do not suffer the normal ill effects of such environments.

Tougher Stuff
Either through stern resilience or diligent vigilance, your kind are difficult to injure. You have an innate +1 bonus to your AC.

The Bigger They Are
You can take advantage of your nimble maneuvers to bring down opponents that tower over you. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Keen Hearing
Your kind have a highly attuned sense of hearing. You make Wisdom (Perception) checks relating to sound at advantage.

Duvin
The Duvin kingdom lies in a network of caves and they tend to be fairly reclusive. They rarely leave their caves and most have never been above ground. Most of the other clans know little about them and consider them the lowest of clans since they live below ground. Duvin live in harmony with the creatures of the caves.

Ability Score Increase
Your Wisdom score increases by 2.

Darkvision
You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hovering Wings
Your kind have stout, wide wings that flap rapidly, providing not so much flight as a slow and steady hovering. You have a fly speed of 15 feet.

Cave Magic
The dark magic of deep places flows through you. You know the mold earth. When you reach 3rd level, you can cast the earth tremor spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.

Vasum
The Vasum kingdom is more urban than the others. They live in  a climate with somewhat cold winters and so have built buildings that can contain heat and their cities are walled with large gates to enter/exit. The entire city is built in a single structure. The Vasum are viewed as the noblest and highest of the Artans since the high king/queen is usually the Vasum monarch. Vasum tend to look down on all the other kingdoms.

Ability Score Increase
Your Charisma score increases by 2.

Noble Weapon Training
Your people traditionally train with the weapons of nobility. You have proficiency with the longsword, rapier, shortbow, and longbow.

Keep Compusure
Your kind are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Persuasive
You gain proficiency in the Persuasion skill.

Vocessa
The Vocessa clan are a nomadic people. They are generally viewed with suspicion by the other clans since they never stay in one place and tend to be thieves. The Vocessa also have knowledge of many things since they pick up knowledge wherever they go. Vocessas understand the value of knowledge and do not part with it lightly. The Vocessas tend to travel in caravans, though there are small settlements of them scattered throughout Eloria, though these settlements are mostly for the old, young, and those who cannot travel with the others for various reasons.

Ability Score Increase
Your Intelligence score increases by 2.

Extra Languages
Being a nomadic people, your kind interact with all sort of creatures. You know one extra language of your choice. Your people also have their own language, you can read, speak, and write Vocessan.

Vanishing Trick
As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

Bonded Familiar
Your kind bonds with a familiar at a young age, you know the find familiar spell and can cast it once per day without expending a spell slot or components. Whenever you use this spell the creature must use the same form. There are some alternate options for the familiar under the alternative familiar section.

Sporadic Talent
Your kind are prone to uncanny talent that comes and goes inexplicably. Whenever you finish a long rest, you lose all profocencies granted by this ability, then you gain proficiency in a randomly selected skill that you are currently not proficient in.

Alternative Familiars
Book Wyrm

Craven

Alternative Steeds
Flying Manta

Sandstorm Drake

Land Strider