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Half-Races and Monstrous Heritage

The Crescent's complex history has produced individuals whose mixed ancestry creates unique challenges and opportunities. Some carry the blood of two established peoples, while others bear heritage from races whose nature puts them forever at odds with civilized society.

Half-Race Mechanics

All half-race characters choose one parent race's complete racial traits - no mixing abilities from both lineages. This represents their dominant heritage expressing itself fully, though cultural influences from both sides shape their worldview and social connections.

Humans are by far the most common parent in half-race pairings due to their adaptability, shorter lifespans that drive quick decisions, and tendency to form relationships across racial boundaries.

When both parents come from established Crescent peoples (humans, dwarves, elves, halflings, etc.), their children face social complexity but no mechanical penalties. These individuals often feel like outsiders to both parent cultures while potentially serving as bridges between different communities.

Examples: Half-elf/half-human, dwarf/halfling, human/drow, eldar/duergar

Social Position: Cultural outsiders who understand multiple perspectives but may struggle to find full acceptance in either parent community. Urban centers like Cairune and tolerant settlements like Quelenthalar offer the best opportunities for integration.

Character Options: Choose either parent race's full mechanical traits, representing which heritage expresses most strongly in your character.

Most monstrous races represent fundamentally hostile forces - creatures whose very nature opposes civilized society. Player characters cannot be full members of these races, but may carry their blood through mixed ancestry with established peoples.

Monstrous Heritage Social Penalties

All characters with monstrous heritage suffer significant social disadvantages due to their appearance and their monstrous parent's reputation:

  • Disadvantage on Charisma (Persuasion) and Charisma (Deception) checks when interacting with civilized folk
  • Frequently denied access to services: premium establishments, guild services, quality lodging, and respectable taverns typically refuse service or demand excessive payment

All characters with monstrous heritage receive:

  • All racial traits from their civilized parent (human, elf, dwarf, etc.)
  • The beneficial trait from their monstrous ancestry (detailed below for each race)
  • Social penalties as detailed in the warning box above

Varl: Not Inherently Evil

Varl represent a harsh mountain culture that values physical prowess and direct solutions over diplomacy. Their reputation for violence stems from cultural traditions, not malevolent nature.

Note: Half-Varl still suffer the same social disadvantages as other monstrous heritage characters.

Half-Zulak Orc

Zulak Orc

Characters with Zulak orc ancestry bear traces of infernal power from when those orcs chose to follow Atar Zûl, the Wound-Father. Half-Zulak orcs often display subtle red undertones in their skin and eyes that occasionally flicker during moments of intense emotion.

The infernal corruption in Zulak orc bloodlines runs deep, making their offspring naturally aggressive and prone to solving problems through violence. Even diluted through mixed heritage, this influence creates individuals who struggle with civilized society's expectations of restraint and diplomacy.

Savage Assault

Weapon attacks using Strength deal +1 damage.

Common Backgrounds: Mercenary work, enforcement roles, or positions where their reputation for controlled violence becomes an asset rather than hindrance.

Half-Tyrangor

Tyrangor

Characters with Tyrangor ancestry inherit cunning intelligence from the goblinoid slavers to the south. Half-Tyrangor often display bestial features inherited from their imposing ancestors: wild manes of coarse hair, reddish-tinged skin, pronounced tusks, and larger, more muscular frames than typical goblinoids. Their Tyrangor heritage typically makes them stand 6-7 feet tall with broad, powerful builds that reflect their role as alpha dominators among goblinoid races.

Tyrangor were always rare compared to other goblinoids, serving as the elite shock troops who dominated through superior size, strength, and cunning rather than numbers. The Tyrangor legacy of domination and cruelty taints their bloodlines, creating offspring who instinctively understand power structures and manipulation even when raised in civilized society. This inherited cunning often manifests as tactical thinking that others find unsettling.

Beastly Resilience

Advantage on saving throws against being frightened or charmed.

Common Backgrounds: Strategic advisors, urban organizers, or individuals who leverage their tactical insight in legitimate enterprises despite social prejudice.

Half-Troll

Troll

Kira Thornfield, Half-Troll Ranger

Born under The Wanderer, Kira's 6'8" frame and sharp features mark her troll heritage. She hunts wildlife and sells meat and hides to settlements, taking dangerous contracts that benefit from her resilience. Like most monstrous heritage characters, she faces constant discrimination: payment upfront, poor lodging, suspicious guards. She's learned to keep her hood up and approach towns at dawn when fewer people stare.

Characters with troll ancestry inherit diluted regenerative abilities along with distinctive physical features - often displaying pronounced bone structure, unusually long limbs, small tusks, and lanky builds reminiscent of their tall, gangly monstrous parents. Half-trolls typically stand taller than average with elongated proportions and sharp, angular features. Their troll heritage makes them naturally territorial and prone to solving disputes through physical confrontation.

Troll bloodlines carry an inherent aggression and tribal mentality that conflicts with civilized society's cooperative values. Even half-trolls raised in cities often struggle with concepts of shared resources and peaceful conflict resolution.

Trollish Regeneration

When expending hit dice during a short rest, recover an additional 4 hit points.

Common Backgrounds: Individuals who channel their inherited physical prowess into legitimate roles like bodyguards, laborers, or wilderness guides where their troll heritage becomes an asset.

Half-Goblin

Goblin

Characters with goblin ancestry inherit remarkable survival instincts and cunning adaptability. Half-goblins often display subtle features like pointed ears, yellow-tinged eyes, or unnaturally quick reflexes that mark their heritage.

Goblin bloodlines carry an inherent cowardice and opportunistic nature that manifests as willingness to abandon allies when personal survival is at stake. Even well-intentioned half-goblins struggle with concepts of honor and self-sacrifice that other peoples take for granted.

Nimble Escape

You can take the Disengage or Hide action as a bonus action on each of your turns.

Common Backgrounds: Individuals who channel their inherited cunning into roles like scouts, messengers, or information gatherers where their natural evasiveness becomes valuable.

Half-Ogre

Ogre

Characters with ogre ancestry inherit exceptional physical strength along with imposing size, often standing 6-7 feet tall with broad, muscular builds. Half-ogres frequently display prominent brow ridges, oversized hands, or other features that hint at their monstrous heritage.

Ogre bloodlines carry an inherent brutality and simplistic thinking that makes their offspring prone to solving complex problems through violence or brute force. Even educated half-ogres often struggle with nuanced social situations and abstract concepts.

Ogre Power

Your carrying capacity is doubled. You gain a +2 bonus to Athletics checks.

Common Backgrounds: Individuals who leverage their inherited strength in roles like laborers, guards, or enforcers where their physical capabilities outweigh social prejudice.

Half-Sahuagin

Sahuagin

Characters with sahuagin ancestry bear aquatic adaptations and predatory instincts from their shark-like heritage. Half-sahuagin often display subtle features like gill slits that can close, webbed fingers, or rows of sharp teeth that mark their monstrous lineage.

Sahuagin bloodlines carry an inherent cruelty and predatory nature that makes their offspring view others as prey rather than equals. Even half-sahuagin raised on land often struggle with empathy and peaceful coexistence, seeing relationships in terms of dominance and submission. Their connection to Cthalarix, the Merciful Deep, sometimes manifests as disturbing comfort with forgotten traumas or lost memories.

Aquatic Adaptation

You have a swimming speed of 30 feet and can breathe underwater.

Common Backgrounds: Individuals who utilize their aquatic abilities in roles like sailors, pearl divers, or coastal guides while managing the social challenges their heritage creates.

Half-Varl

Varl warrior

Characters with Varl ancestry inherit exceptional physical resilience and competitive drive from mountain-dwelling warrior culture. Half-Varl are notably large and powerfully built, typically standing 6-8 feet tall with broad shoulders, thick limbs, and the robust frame of mountain-dwelling giants. They often display distinctive features like pronounced musculature, weather-beaten skin, ritual scars, and the imposing presence inherited from their massive warrior ancestors.

Unlike other monstrous bloodlines, Varl ancestry doesn't carry inherent evil - instead it instills values that clash with civilized society. Half-Varl struggle with concepts like cooperation without competition, backing down from challenges, or accepting help without offering something in return.

Mountain's Endurance

Reduce all bludgeoning, piercing, and slashing damage you take by 1 point (minimum 1 damage).

Common Backgrounds: Individuals who channel their competitive nature into legitimate pursuits like athletes, military officers, or craftsmen who excel through inherited drive to prove themselves worthy.