FF Races

= Au Ra = ''The Au Ra are a misunderstood people due to their physical appearance. Their scaled bodies and horns led many to fear them, believing them to be descendants of dragons or demons. This fear led to hate, which gave way to violence, leaving these proud people fewer in number across much of the world. These conditions have led the Au Ra to value their families beyond all else.''


 * Age: Despite their extraordinary physical features, the Au Ra live about as long as any of the other races of Eorzea, reaching physical maturity around the age of 16, and living to be around 80 years old.
 * Language: You can speak, read and write Common and Auri. The Auri language does not include numbered nouns or verbs, causing an Au Ra to mislabel things sometimes when speaking another language.
 * Size: There is a large size disparity between men and women of the Au Ra. Males range anywhere from 6 and a half to 7 feet tall with a lean build dwarfing the females who rarely grow taller than 5 feet. Your size is medium.


 * Ability Score Improvement: You can increase one ability score by 2, or two ability scores by 1 each.
 * Cranial Horns: You make Wisdom (Perception) checks with advantage if the check relies on hearing or sound.
 * Echo Location: As long as you do not have the deaf status, you know the location of any creature within 30 feet of you unless the creature is hidden from you.
 * Sensitive Hearing: You make saving throws against the deaf status with disadvantage if the point of origin for the effect or spell is within 15 feet of you.
 * Scaled Body: When you are not wearing armour, your AC is equal to 12 + your Dexterity modifier.

Raen
''The Raen live in harmony with the other civilized races of the East. They've assimilated fully into Doman culture, becoming valued for their unwavering determination to loyalty to their allies. They are largely looked upon favourably by the other races for their peaceful demeanour and respectable approach to life.''


 * Additional Language: You know one additional language of your choice.
 * Augury: Once per day, you can commune with powers greater than yourself. You can spend 1 minute casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, to receive an omen from a powerful entity about the results of a specific course of action that you plan to take within the next hour. The DM chooses from the following possible omens: weal *(good results), woe (bad results), weal and woe (mixed results), nothing (neutral results). The result doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
 * Polite Society: You have proficiency with the Persuasion skill.

Xaela
''As a Xaela, you've been hardened by your life on the road as apart of a nomadic tribe. A life of hunting and warring has led you to martial prowess and improved strength. You are more outgoing than your Raen counterparts and are much more willing to engage in battle to resolve a conflict. Xaela tribes are small but numerous, battling for territory against one another on the Azim Steppe. Despite a willingness to fight, Xaela do not seek war, it is merely a tool to settle differences.''


 * Martial Training: You are proficient with light armour and medium armour.
 * Nomadic Knowledge: You have proficiency with the Animal Handling skill or the Survival skill (your choice).
 * 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.



= Elezen =

''The Elezen are a race divided within themselves, and their often arrogant attitudes keep the other races at an arms reach. The Wildwood live off the lush forests, using their keen eyes to hunt and gather in the dense woods. The Duskwights in contrast are notorious for thievery and pillaging, being the victims of prejudice within the Twelveswood. The Ishgardians have done away with the forest and founded an oligarchy and city state in Northern Eorzea.''


 * Age: Though Elezen are one of the longest standing races, they do not live much longer than anyone else. They reach physical maturity around age 18 and live into their nineties.
 * Languages: You can speak, read and write Common and one extra language of your choice.
 * Size: Elezen are known for their tall slender bodies. Men can reach a maximum 6 feet 8 inches and rarely are shorter than 6 foot 3 inches. Women reach a maximum of 6 and a half feet and rarely shorter than 6 feet tall. Your size is medium.


 * Ability Score Improvement: You can increase one ability score by 2, or two ability scores by 1 each.
 * Confidence: You have advantage on Charisma saving throws against spells.
 * Keen Hearing: You have advantage on Wisdom (Perception) checks that require hearing or sound.

Duskwight
''Duskwights are Elezen whose ancestors made their home in the cavernous systems of the Black Shroud. Their light hair and dark skin sets them apart from the Wildwood and marks them to stand out. Duskwights are natural cave explorers after, their forefathers adapting to the caves of Gelmorra. The difficulty fitting into Gridanian society lead the Duskwights to build a reputation of banditry for themselves.''


 * Dark Sight: Dim light and darkness do not cause disadvantage on your visual Wisdom (Perception) checks.
 * Subtle Step: You are proficient with the Stealth skill.
 * Underground Dweller: You have advantage on Dexterity (Stealth) checks in caves or underground areas.

Ishgardian
''The Elezen of Ishgard left the Twelveswood all together over a millennia ago to found the city state of Ishgard. These Elezen have found themselves embroiled in a thousand year war with dragons, and live a life balancing war and strict adherence to their laws.''


 * Iceborn: You have resistance to ice damage, and exposure to cold climates does not cause you negative effects.
 * Scripture: You have proficiency with the Religion skill.
 * Weapon Training: You are proficient with any three simple or martial weapons of your choice.

Wildwood
''The Wildwood Elezen have become the protectors of the forest and masters of archery. Despite this, the Wildwood keep a tight hold on their homes, defending them aggressively. They have learned to live off the land wherever they find themselves. Years of life in the forests of the Black Shroud has imbued them with various abilities.''


 * Distrust: You have proficiency with the Intelligence (Insight) skill.
 * Superior Precision: The normal and long ranges of shortbows and longbows are increased by 20 feet for you.
 * Weapon Training: You are proficient with shortbows and longbows.



= Hrothgar =

''The Hrothgar had a difficult start in the world initially, lacking knowledge of the common tongue of the land, they often found themselves at odds with their more well spoken races of the world. In time these fiercely misunderstood people managed to learn the language of the land and peace was brokered between them and the other races. Afterwards, a friendly neighbourly relationship formed between their home nation of Bozja and the rest of the world.''


 * Age: Hrothgar tend to live about as long as most of their neighbouring races. They reach physical maturity around age 18 and live into their nineties.
 * Languages: You can speak, read and write Common and one extra language of your choice.
 * Size: Hrothgar are known to have tall, powerful frames marked by muscle and fur. At their tallest the Hrothgar stand at 7 feet tall while their low average heights sit around 6 feet and 4 inches. Generally they way over 260 lbs. Your size is medium.


 * Ability Score Improvement: You can increase one ability score by 2, or two ability scores by 1 each.
 * Claws: Your sharp claws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
 * Keen Smell: You have advantage on Wisdom (Perception) checks that rely on smell.
 * Powerful Build: You count as one size larger when you are determining your carrying capacity and also the weight you are able to push, drag or lift.

Helion
''The Helions come from a matriarchal society whose males greatly outnumber the females. These loyal and dutiful people will risk life and limb for their Queen and bring that ferocious dedication to defend their friends. Helions often have a warm colour to their fur.''


 * Aggressive Advance: You can Stride up to 10 feet at will, once on each of your turns. You must end this movement closer to a hostile creature than you started.
 * Brave: You have advantage on saving throws against the fear status.

The Lost
''Scattered and worldly, The Lost hail from a bloodline of Hrothgar who left the matriarchy which their kind hails from and sought to strike out in the world. They often take on the roles of traders and mercenaries, preferring nomadic jobs and lifestyles which prevent them from settling down. Their cool coloured fur is said to show the loss of the warmth they had received from their Queen so long ago.''


 * Nomadic Experience: You have proficiency with the Persuasion skill.
 * Strong Self: You have advantage on saving throws against the charmed status.



= Hyur =

''Around 1000 years ago, the Hyur spread across the land in a great migration from the north. They made their homes wherever they could set their footing. Some took to the mountains, while others found a foot hold in any city which would accept them. Today the Hyur are one of the most populous races in the world.''


 * Age: Hyur tend to live for approximately 75 years, reaching sexual maturity around age 16 and full maturity around 20 years old.
 * Languages: You can speak, read and write Common and one other language of your choice.
 * Size: Hyur tend to range in height from 5 feet to 6 and a half feet tall depending on their heritage. Your size is medium.


 * Ability Score Improvement: You can increase one ability score by 2, or two ability scores by 1 each.
 * Bonus Trait: You can choose a trait to learn (excluding the Ability Score Improvement trait).
 * Versatility: You have proficiency in two skills of your choice.

Garlean
''Garlemald was a small, remote nation which held little more than a fraction of the northlands. But with the revolutionary advancements in technology and dramatic restructuring of the military, Garlemald soon established itself as one of the most formidable forces in all of Eorzea. These men and women have an inability to wield magic in any form, but make up for it with martial skill.''


 * Bonus Language: You can speak, read and write Garlean.
 * Engineer Training: You have advantage on skill checks related to operating machines or vehicles.
 * Imperial Education: You have proficiency in one skill of your choice and one set of artisan's tools of your choice.
 * Magick Inert: You cannot expend MP by any means, even if an effect or feature would suggest otherwise.
 * Martial Mastery: You are proficient with light armour and medium armour, and all weapons.
 * Third Eye: As long as you do not have the blind status, you know the location of any creature within 30 feet of you unless the creature is hidden from you.

Highlander
''The warlike Highlanders see battle as the reason for life. They are no strangers to violence living in the mountains, making great conquests against various groups of people over time. Life in these tough conditions has hardened the Highlanders as a people, leading to naturally powerful builds.''


 * Athletic Superiority: You have proficiency with the Athletics skill.
 * Powerful Build: You count as one size larger when you are determining your carrying capacity and also the weight you are able to push, drag or lift.

Ishgardian
''The Ishgardian Hyur make up a small portion of Ishgard's population, contributing their skills to military services and city maintenance. While not typical, strong service can see a Hyur rise to a credible rank of power within a primarily Elezen controller city.''


 * Iceborn: You have resistance to ice damage, and exposure to cold climates does not cause you negative effects.
 * Weapon Training: You are proficient with any three simple or martial weapons of your choice.

Midlander
''As a Midlander, you are a child of possibility. The midlanders can live pretty well anywhere in the world and not seem out of place. Due to their ability to find comfortable lives anywhere, they have becoming highly adaptable and well educated.''


 * Artisan Education: You are proficient with one set of tools of your choice.
 * Historical Knowledge: You have proficiency with the History skill.
 * Worldly Education: You learn two languages of your choice.

Padjal
''The Padjal are a rare occurrence born to Hyurian families who live in The Black Shroud. These children grow white animal horns as they get older and were chosen by the elementals at birth. This places them in a position of holy reverence in Gridania. These people stop aging around their teens and have a natural latent power for conjuration.''


 * Aetherfont: You regenerate +1 MP at the start of each of your turns.
 * Nature's Blessing: You have proficiency with the Nature skill.



= Lalafell =

''The Lalafell are generally a cheery race of people. Long ago the Lalafells lived as masters of agriculture and spread across the land along trade routes, selling their produce and becoming one of the most widespread races there is. In time the Dunesfolk went as far as establishing their own desert city-state known as Ul'Dah. These tiny folk are highly ambitious and are not afraid to take hold of opportunity when it appears before them.''


 * Age: These smallfolk are able to live just as long as the other races. Lalafells reach physical maturity around the age of 18, and live until their mid eighties.
 * Languages: You can speak, read and write Common and one other language.
 * Size: Lalafells are a diminutive people who see no difference in height due to gender. Their heights on average range from 2 feet and 8 inches to just over 3 feet. Your size is small.


 * Lalafell Cunning: You have advantage on Intelligence, Wisdom, and Charisma saving throws against magick.
 * Nimble Movement: You can move through the space of any creature that is one or more sizes larger than you.

Dunesfolk
''As a Dunesfolk, you've adapted to the harsh desert environments and thrived. The land from which you hail is known for its riches and powerful merchants, as much as it's known for its corruption.''
 * Affluence: You make Charisma checks with advantage to haggle prices.
 * Dune Sight: You have advantage on saving throws against the blind status.
 * Guile: You have proficiency with the Deception skill.

Plainsfolk
''As a Plainsfolk, you have spent some time working in agriculture, or have had information passed down to you from your family. Your highly sensitive ears and knowledge of farming has led to the development that sets you apart from your fellow Lalafell, the Dunesfolk.''
 * Naturally Agile: You have proficiency with the Acrobatics skill.
 * Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.



= Miqo'te =

''The Miqo'te are an aloof people who value their independence from the world. Centuries ago the Miqo'te migrated, Seekers spreading across the world in low numbers while Keepers found dense forests as a new home. Traditionally they avoid the other races, but over time more and more Miqo'te have integrated into society with pockets of die-hard Miqo'te tribes surviving out in the world.''


 * Age: Miqo'te tend to live secluded, healthy lives reaching physical maturity around the age of 16, and living to be around 80 years old.
 * Languages: You can speak, read and write Common and one language of your choice. When speaking Common, your pronunciation of R sounds are sometimes extended with a purr.
 * Size: Miqo'te are a proud people with powerful leg muscles. Their slender builds distract from how powerful their bodies really are. On average males tend to range in height from 5 feet to 5 and a half feet tall, while females range from 4 feet 9 inches to 5 feet 3 inches. Your size is medium.


 * Predation: You have proficiency with the Perception skill.
 * Safe Landing: You take half damage from falling, as long as you can land on your feet. You must not have a status effect that negatively impacts your Dexterity to benefit from this.
 * Superior Leap: When you take the Leap action, you can jump vertically 8 feet, or horizontally 15 feet and vertically 4 feet.

Keeper of the Moon
''As a Keeper of the Moon, you come from a highly spiritual matriarchy. Your people worship and moon and the goddess Menphina. Many Keepers make use of war paint as they believe it helps to channel the power of the moon into their bodies. Keepers are renowned for their tenacity in battle when defending their homelands, often pushing beyond their limits when pressed.''


 * Moon Sight: You can see normally in dim light to a distance of 60 feet.
 * Tenacity: When you are reduced to 0 HP but not outright killed, you can choose to drop to 1 HP instead and gain the brink of death status.

Seeker of the Sun
''As a Seeker of the Sun, you come from a race of renowned hunters. The Seekers live in a patriarchal society which worships the sun and Azeyma. This past has given you the tools to become a deadly hunter, capable of taking down their prey with great efficiency.''


 * Athletic Superiority: You have proficiency with the Athletics skill.
 * Graceful Speed: Once per turn, you can move an extra 5 feet when you take the Stride action.



= Roegadyn =

''The Roegadyn are a physically powerful race of people with a thirst for life which few can rival. They live loudly with boisterous voices, larger than life goals and an unflinching approach to danger. Roegadyn are fearless explorers who long ago were the greatest pirates to sail the seas. Adventure is in their blood.''


 * Age: Though physically larger than the other races, the Roegadyn do not live any longer, reaching full maturity around the age of 20 and living into their eighties.
 * Languages: You can speak, read and write Common and Roegadyn.
 * Size: Roegadyn are a massive people who grow much taller than their fellow races. Males grow as tall as 7 and a half feet tall, while women can grow to be 7 foot 3 inches tall. Despite your powerful builds and great height, your size is medium.


 * Athletic Superiority: You are proficient with the Athletics skill.
 * Powerful Build: You count as one size larger when you are determining your carrying capacity and also the weight you are able to push, drag or lift.
 * Strong Stance: You have advantage on saving throws against being physically moved or knocked prone.

Hellsguard
''The elusive Hellsguard live around then volcanoes located within Abalathia's Spine. They have lived in solitude for hundreds of years guarding the volcano from spirits seeking passage from the world of the dead into their own world, overtime granting magical abilities.''


 * Flameheart: You know the Fire spell and the Fire II spell.
 * Magical Knowledge: You have proficiency with the Arcana skill.

Seafolk
''Fearless sailors of the sea. The Sea Wolves have a storied history of being a great sailors. No coastal cities were safe in the past when the Sea Wolves came to town. A history of sailing and pirating has left the Sea Wolves with inherent abilities.''


 * Sea Legs: You have a swimming speed equal to your normal speed.
 * Toughness: Your maximum HP is increased by 2, and increases by an additional 2 each time you gain a level.



= Viera =

''The Viera are a beautiful and mysterious folk, shrouded in mystery as many spend most of their lives in the Woodlands they call home. Their tall, slender bodies adorned with rabbit-like traits creates an air of grace amongst them. Long, high angled feet require high-heeled shoes and dextrous clawed fingers help to draw a striking image of the Viera.''


 * Age: Viera reach physical maturity at the same pace as all the other races, but once reaching adulthood they live roughly three times as long as the other races, approximately 240 years.
 * Languages: You can speak, read and write Common and Viera.
 * Size: The Rava are tall and lithe people who reach an average height just over 6 feet tall, while the Veena are shorter, with an average height around 5 feet 8 inches. Your size is medium.


 * Lucky: When you roll a natural 1, you can roll a second time. You must use the second roll, even if it is another natural 1.
 * Superior Leap: When you take the Leap action, you can jump vertically 8 feet, or horizontally 15 feet and vertically 4 feet.
 * Wild Veil: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Rava
''Making their home in the Gelmore Jungle, the Rava are a tall, powerful race with an intimating presence about them. Their powerful bodies and unrelenting tactics in the forest make the Rava powerful friends and dangerous foes.''


 * Powerful Presence: You have proficiency with the Intimidation skill.
 * Sudden Strike: When you take the Strike action, you can make one additional Strike action at will during the same turn. Once you have used this ability, you cannot do so again during this combat encounter.

Veena
''Hailing from the forests which grow about the Skatay Range, the Veena defend their home with just as much vigour as the Rava, but have a much easier time if they leave their homes due to their more average size and softer appearance. Due to the rise of war near their homeland, many Veena left the Skatay Range, joining many pockets of civilization.''


 * Friendly Presence: You have proficiency with the Persuasion skill.
 * Sudden Reaction: When you take the Strike action, you can also gain 1 RP at will during the same turn. Once you have used this ability, you cannot do so again during this combat encounter.