Races

Races
Depending on your race, you will also gain some stats and abilities. Greyfeather has specific races that must be used. All other realms on Grendoth use the races listed in the Player's Handbook.

Dragonborn
Dragonborn come from Whitefeather only as this is where the portal that allowed them into the land is located. They are not native to Greyfeather, only Whitefeather. Use the Dragonborn stats and abilities in the Player's Handbook.

Tiefling
Tiefling come from Whitefeather only as this is where the portal that allowed them into the land is located. They are not native to Greyfeather, only Whitefeather. There are some differences, however. First, the demonic origin of the Tiefling can be open to interpretation, meaning they can look different based on the demonic half they choose. Second, they all come from Whitefeather, as this is where the portal that allowed them into the land is located. They are not native to Greyfeather, only Whitefeather. Use the Tiefling stats and abilities in the Player's Handbook.

Tabaxi
With the discovery of Gordan's Hope and those living on the island, Tabaxi are now a playable race in Greyfeather, but only Greyfeather. As of this time, they have not migrated to Whitefeather. You can find out more about the Tabaxi in Volo's Guide to Monsters.

Warforged
After some careful consideration, I have come up with a way to include the Warforged race into the world of Greyfeather. It will not be exactly the same story as it is in the Eberron. In Eberron, the Warforged were created to wage an endless war against other Warforged so that those who created them could play out strategies and war plans for their own personal amusement. In Greyfeather, the Warforged are the creation of a wizard who used them as his personal army, but upon his death, they were granted sentience as their reward for a job well done. Some found this freedom to be tedious and went off to find work to do that would occupy them, but a precious few chose to explore the land to see what they had been missing. The explanation on rolling up a Warforged is listed at the bottom of this page.

Greyfeather Races
The following races are specific to the Greyfeather realm and are not playable on any other realm on Grendoth.

Dwarf
There is only one type of Dwarf in Greyfeather. The Player's Handbook has two types, the Mountain Dwarf and the Hill Dwarf, but in Greyfeather they are just Dwarves. Use the Mountain Dwarf stats and abilities in the Player's Handbook.

Elves
There are three playable subraces of Elves in Greyfeather, the Aspenleaf, the Elvenwood and the Ty'larenthar (dark elf).

Aspenleaf Elves

Aspenleaf Elves are more in touch with nature than the other subraces. To show this affinity for nature, males get a tattoo of an animal totem that runs from their left cheek and up across their foreheads. The females get an animal tattoo on their upper left chest. Use the Wood Elf stats and abilities in the Player's Handbook.

Elvenwood Elves

The canopy of the Elvenwood Forest is more dense than any other forest, so Elvenwood Elves tend to be pale of skin. They are more attuned to magic than nature, though some can be rangers or druids, as well. Use the High Elf stats and abilities in the Player's Handbook.

Ty'larenthar Elves

The physical differences in the Ty'larenthar Elves are quite striking. First, they are even more pale than the Elvenwood elves, which comes from living underground for many centuries. They always have dark hair because it was never exposed to sunlight. They have larger eyes than any of the other subraces due to living underground and their teeth are pointed and sharp, from eating roots that grew from solid stone. Use the Drow stats and abilities in the Player's Handbook.

Gnomes
There is only one type of Gnome in Greyfeather. The Player's Handbook has two types, the Forest Gnome and the Rock Gnome, but in Greyfeather they are just Gnomes. Use the Rock Gnome stats and abilities in the Player's Handbook. 

Halflings
The Player's Handbook as two Halfling variations and both are allowed in Greyfeather.

Half-Elf
When creating a Half-Elf in Greyfeather, choose from the Greyfeather Elf subraces; half-Aspenleaf, half-Elvenwood or half-Dark Elf. Use the Half-Elf stats and abilities in the Player's Handbook.

Half-Orc
Creating a Half-Orc is done per the Player's Handbook. There are no tribal distinctions in Greyfeather.

Human
Creating a Human is done per the Player's Handbook. The Human variant is not allowed.

Origins of the Warforged
Donrik Stonewarden was a dwarven wizard who lived from the Year 877 to the Year 1015. Though a short lifespan for a dwarf, Donrik was in poor health most of his life and he died very young, but he was driven to do something no one else had ever done, created a sentient race of beings from stone and metal. In the Year 980, he built a fortress under the Ogre's Teeth Mountains and began to build golems, along with his two trusted assistants, Henvol and Hayden Goldshield. Over the course of the next twenty years, they built more than 100 of these stone and metal golems. Donrik them used his considerable magic to enchant these golems and used them as guardians and manual labor in his underground fortress. As his health began to fail him, he called up on his god, Aleric, to grant his automatons a mind of their own, along with a soul, so that upon his death, they could venture forth and show the world what he had created. Aleric saw the generosity in this request and granted it on one condition, upon his death, the Warforged would be able to make their own decisions and choose their own path. They would not be enslaved by another race and used for evil or suspicious purposes. Donrik agreed to this and upon his death in the Year 1015, left the underground complex to find a life and work for themselves.

LIVING STEEL AND STONE
Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed. Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids.

WARFORGED PERSONALITY
The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The death of the mage, Donrik Stonewarden, gave them freedom, but many still struggle both to find a place in the world and to relate to the creatures who surround them. The typical warforged shows little emotion. Many warforged embrace a concrete purpose-such as protecting allies, completing a contract, or exploring a land-and embrace this task as they once did serving Donrik. However, there are warforged who delight in exploring their feelings, their freedom, and their relationships with others. Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning. The typical warforged has a sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity. The more a warforged develops its individuality, the more likely it is to modify its body, seeking out an artificer to customize the look of its face, limbs, and plating.

QUIRKS

Warforged often display an odd personality trait or two, given how new they are to the world. The Warforged Quirks table contains example quirks.

==== WARFORGED QUIRKS ====

WARFORGED NAMES
Most warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As independent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.

Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall.

WARFORGED TRAITS
Your warforged character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built. Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Age. A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.

Alignment. Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.

Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d6

Height = 5 feet + 10 inches + your size modifier in inches Weight in pounds = 270 + (4 x your size modifier)

Speed. Your base walking speed is 30 feet.

Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:

You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

You don't need to eat, drink, or breathe.

You are immune to disease.

You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor:

You gain a +1 bonus to Armor Class.

You can don only armor with which you have proficiency.

To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.

While you live, your armor can't be removed from your body against your will.

Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

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