Table: 2d20 Races

Just, you know, a table of races, like everyone and their dogling has.

There are three important components to each race. During character creation, each race can re-roll a particular ability and pick the better of the two results. They also get a bonus and a weakness, which, ideally, will come up in play on a regular basis and either open up new options (bonuses) or be terrible for your character in ways which are fun for you, the player (weaknesses).

Not everybody has flavor text. You’ll just have to live with that.

2) Badgerling: FLE. Shrug off 1d8 damage 1/day. However—in combat, Save or fight the physically biggest monster.

3) Bisonling: FLE. Horns allow your unarmed attacks to deal 1d6 rather than 1d3. However—take x3 damage from falling.

4) Bugbear: STR. Hide perfectly beneath beds, behind doors. However—easily fooled by slightest attempt at deception (e.g. masks), take things as face value. 

5) Cuttlehead: CHA. Can speak telepathically within 30 ft. Language barriers still present a problem. However—can’t hide feelings, because your skin changes color.

6) Deerling: DEX. If retreating from danger (including a “fighting retreat”), have advantage on all rolls. However—disadvantage to resist entanglement, whether from grappling, nets, or tree branches. Often stereotyped as timid forest-dwellers, and rather offended by it just as often.

7) Demigorgon: CHA. Anyone who sees your face this round is demi-petrified and acts after anyone who can’t see your face. However—upon seeing your own reflection, Save vs Magic or be transfixed until line of sight is broken. Typically have snakes for hair, but centipedes, eels, geese, and even weasels have also been documented. 

8) Dogling: CHA. Track targets by scent. However—get disadvantage on Saves vs mind-altering magic (e.g. sleep, suggestion). Bred to be slave-soldiers for the Empires Beyond the Sea, some doglings escaped to Thaumerica and formed the country of Hundland.

9) Dwarf: INT. Identify the origin of worked items. However—may only consume alcohol for rations.

10) Elf: CHA. 1 hour of meditation on a beautiful item = full rest. However—when confronted with ugliness, Save or flip your shit (beauty & ugliness are defined personally).

11) Foxling: INT. Advantage on rolls to be avoid being tracked. However—cannot tell the direct, blunt truth. The life of any party.

12) Gatorling: STR. Can hold breath for two hours. However—when cold, take disadvantage on all rolls and fail Initiative.

13) Ghoulkin: WIS. Can eat any food, no matter how spoiled. However—after killing an enemy, Save or spend your next turn eating them. Descended from cannibals, and in some cases still invited to family reunions.

14) Halfling: WIS. +1 Save vs Magic. However—you deal only half damage. 

15) Hemophage: WIS. Vision unimpaired by poor light. However—eating 1 “ration” deals 1d4 damage to a friend, because you need a certain supplement. Not actually vampires, but the product of lengthy experimentation by vampires.

16) Human: FLE. +2 Inventory slots. However—take -4 penalty to resist being mutated or transformed.

17) Horseling: WIS. Spirits and other intangible entities can often be convinced to treat you favorably in exchange for a quick (or not so quick) ride in your body. However—broken limbs never heal.

18) Kobold: DEX. Get advantage on finding and disabling traps. However—Save when cornered / alone or be paralyzed by fear for 1 round.

19) Mammothling: WIS. Can hold objects with third “hand.” Wielding three weapons gives you +2 to-hit, but only one weapon deals damage. However—get disadvantage in tight spaces, must make DEX roll to move through normal-sized doorway without taking an action to maneuver.

20) Orc: STR. Sense wounded people within 30 ft. However—in combat, Save vs Rage to end fight peacefully or to run away.

21) ‘Possumling: WIS. Can very convincingly play dead. However—when frightened, must play dead for at least 1 round.

22) Raccoonling: INT. Advantage on opening locks and untying knots. However—must wash food before eating it, or the meal will not restore HP.

23) Ragling: INT. Fill up to five inventory slots with “rags and cloths” to get equivalent bonus to Defense (Encumbrance penalties apply). However—when exposed to bright light (stronger than lantern light), take -5 to all rolls (reduce by -1 for each slot filled with “rags and cloths,” to a minimum of 0). The cloth they wear is a second skin (or perhaps, some say, their only skin).

24) Ratling: DEX. Can squeeze through any hole big enough to fit their head. However—compulsion to gnaw on wood and similar substances reduces effectiveness of all such equipment by -1 per day. Acts of bravery in war have redeemed them in the eyes of many.

25) Ravenling: CHA. Imitate any sound previously heard. However—when shiny objects are spotted, must Save or pick them up immediately (this is an impulsive sort of thing, not a long-running obsession, so your friends can hold you back if they’re expecting it and you’re not too strong). Reputation for cunning, dark magic, and petty thievery. 

26) Sasquatch: FLE. Walk without making a sound. However—other people get advantage on rolls to tracking you, because big feet equal big footprints and your hair gets over everything.

27) Skeletoid: DEX. Imitate a pile of bones by remaining still. However—voiceless, though you can still hear things and communicate by Westerling Sign. Commonly held to be a kind of insect with disturbingly imitative exoskeletons, but this doesn’t explain everything. 

28) Slothling: STR. Climb any surface at 3 ft. per round. However—disadvantage on Initiative. An ancient line from Lower Thaumerican forests. Laughably poor warriors, according to popular tales.

29) Smart Ooze: INT. Cannot be grappled, bound, etc. However—weapons and tools drop from your slippery fingers when you roll a “1.”

30) Snaga: FLE. Cannot be moved against your will. However—take 1d6 damage from salt. Renowned as farmers and orchard-keepers, and contemptuous of the sea.

31) Snerson: DEX. On a successful unarmed attack, may bite and use venom, which deals d2 damage every turn for 1d4 turns. You can use your venom three times per day, and can expend multiple uses at once in order to upgrade the damage die. However—you only have limbs and similar parts to the extent that you are “wearing” sleeves, gloves, shoes, etc. Ancient rulers of the depraved but consensus-based Sinocracy of Esses.

32) Spiderling: INT. Can secrete 30 ft of rope per day. However—cannot eat solid food (foraging may prove difficult or require additional preparation). They don’t all secrete silk from the same place. 

33) Turkeyling: CHA. Advantage on Saves vs Fear. However—you are delicious and everyone knows it. The people of courage.

34) True Hireling: STR. You get +1 Helpful every level. However—rations only have a healing effect if you also eat 1g worth of coins or treasure.

35) Vultureling: FLE. Vomit 1/day (1d8 acid damage, 10′ range). May acquire “extra charge” for the day by eating a ration during lunch or dinner and choosing not to recover HP. However—cannot eat fresh food, may only share rations with corpse-eaters (e.g. ghoulkin).

36) Wolfling: DEX. Advantage when rolling to assist another character. However—when you hear singing or music then you must sing out in accompaniment.

Lending Assistance: You may make a d10-roll in order to assist another character. If you succeed, then that character has advantage on their roll. Each of you must roll the same stat.

37) Wolverling: STR. When grappling, automatically succeed on a bonus unarmed attack each round. However—you must eat three rations per day (rather than two) to remain well-fed. The third ration imparts no bonus healing.

38 – 39) Hybrid. Roll two more times and pick your favorite re-roll, bonus, and weakness from the results.

40) Your choice. 


Besides their excellent how-to notes, Skerples also designed a number of these races, or at least that’s who I got them from. I also cribbed liberally from Dan D and Luke Thomson. Cross-referencing should be simple enough, but it’s worth noting that some races changed (magpielings became ravenlings), some bonuses or weaknesses shifted a little without losing their spirit (see: slothlings), and others have a more distant relation (the connection between Dan D’s otter-men and my smart oozes should be obvious). The raglings are derived from Benton’s Incunabuli setting.


I want to have a balanced spread, so I made sure to have six standard fantasy races, six kinds of “-lings” or animal people, and six weirder races. All ability scores were represented in each of these sub-groups, and no bonuses or weaknesses were reused.  I also made an effort to minimize synergies (though not necessarily eliminate them).

Cuttleheads are my mind flayers, with compulsory brain-eating switched out for color-changing skin. Orcs aren’t Always Chaotic Evil, but it should be obvious at a glance why they might not have a great reputation in some parts of the world (and, too, which parts—one gets the feeling that e.g. badgerlings might appreciate that orcine tenacity).  “Average humans” bug the hell out of me, as you might know already, so I focused on our relative super-endurance to give a CON re-roll and bonus inventory slots.

I’m not very satisfied with the elves and will probably heavily revamp them as I get a better sense for what elves are in Thaumerica. In particular, their bonus doesn’t open up many options during dungeon delving, besides giving you a ready-made night sentry.

There are a number of weaknesses which deal with either Rations or behavior-during-combat, so I’m going to try to refrain from making more like that as I expand this table.


Cuttleheads, humans, ravenlings, and hybrids (badgerling-human, specifically) have seen use, and I’m pleased with how they turned out.

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