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Graftids Race - Push the Limits of your D&D 5E Body

This may or may not be inspired by a certain boss from Elden Ring, a game which I may or may not have played wayyy too many hours of lately. This awesome art was provided curtesy of Felix Miall.

This race gives you far more customization options than a regular race does, instead of subclass you get to choose which modification you want to inflict upon your flesh. Get a 3rd limb, grow some fins, the sky is the limit (it really is because I didn't want to give a full flying option)

On Patreon, I delve into even more options for the race if you're interested in that.

Take Care!


The limitations of the human body are quite endearing at first. The first few times one realises how tired they are, they do not mind it. But, after one surrounds himself with enough complex organisms, they will realise that these are burdens. It is by this path that the graftids are born. These people were once mere humans, yet long years of experimentation with dark magic and rituals have enhanced their bodies to the extent that they are no longer what they once were. They are... far more.

Grafitd Features

  • Ability Score Increase. Your Constitution score increases by 2.

  • Age. Despite them enhancing their physicalities for easier living, this does, for the most part, damage their bodies, leading to Graftids having particularly short lifespans and rarely reaching their 60s.

  • Black Magic Grafting. The process that changes a Graftid from a regular human requires a certain knowledge of the dark arts. You gain proficiency in the Arcana skill.

  • Size. Graftids were originally human. Your size is medium.

  • Speed. Your base walking speed is 30 feet.

  • Grafting. Each Graftid is completely different from the next one, as each of them ehance and change their bodies in different ways. When you choose this race, you must choose one grafting option from each of the 3 sets. You may change any of these options when you reach a level that increases your Proficiency bonus

Set 1 Grafts

Choose a feature from the following:

  • Boiling Blood. You gain resistance to your choice of cold, fire or poison damage.

  • Divine-Embalmed Body. Whenever you take necrotic or radiant damage, you can diminish the amount of damage taken by an amount equal to half your level (rounded up).

  • Draconic Scales. You gain +1 to AC if you are not wearing heavy armor.

Set 2 Grafts

Choose a feature from the following:

  • Elvish Eyes. 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 the darkness, only shades of gray.

  • Third Arm. You gain access to a third limb. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your limb can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

  • Natural Weapons. You add weapons in the form of horns or claws. If you hit with an unarmed strike, you deal piercing, bludgeoning or slashing damage (your choice) equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. At 5th level the damage dice becomes 1d8.

Set 3 Grafts

Choose a feature from the following:

  • Attached Wings. You can use a bonus action to gain a flying speed of 20 feet until the end of your turn, at which point you fall if nothing is holding you aloft. This fails if you are wearing heavy armor.

  • Enhanced Legs. Your movement speed increases by 10 feet.

  • Fins & Gills. You gain a swimming speed of 30 feet and you can breathe underwater.

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