10 peoples · 15 rows to choose from

Who you are

9 of these come off the open 5e rules. One does not: the Sarsen is ours, cut for this valley out of things that were already in it — the haul-road, the boundary stones, the Old City's masonry — because the SRD has no big people in it and we would rather write one than borrow one.

the engine enforces it printed on the sheet, not enforced

Dragonborn

30 ft speed

  • STR +2
  • CHA +1

Rivermark sees perhaps two a year, both times off the caravan ground, and the town has never settled on whether to be frightened. What it has settled on is the price: a dragonborn who wants a bed at the Flagon pays what everyone pays, and a dragonborn who wants work is hired the same afternoon, because nobody on a wagon road turns down a guard that arriving raiders can see from the ridge.

Traits

  • — Draconic Ancestry
  • — Breath Weapon
  • Run Damage Resistance — Resistance to the damage type your ancestry answers to.

Hill Dwarf

Dwarf · 25 ft speed

  • CON +2
  • WIS +1

The hill families came down the valley with the second wave of stone-carts and never went back up: four generations of them hold the high ground north of the ford now, running sheep on land nobody else wanted and lending money at rates nobody else would dare. They are the reason the priory keeps a set of accounts it does not show visitors.

Traits

  • Run Darkvision
  • Run Dwarven Resilience — Advantage on saves against poison, and you take half of it.
  • Run Stonecunning — Double proficiency on History checks about stonework.
  • Run Dwarven Toughness — A hit point per level on top of your die.

Mountain Dwarf

Dwarf · 25 ft speed

  • STR +2
  • CON +2

These came for the deep seams and stayed for the argument about who owns them. A mountain dwarf in Rivermark is generally in mail, generally on somebody's payroll, and generally of the opinion that the cut was abandoned twenty years too early — which is why more of them go down the Undervault stair each season than come back up it.

Traits

  • Run Darkvision
  • Run Dwarven Resilience — Advantage on saves against poison, and you take half of it.
  • Run Stonecunning — Double proficiency on History checks about stonework.
  • — Dwarven Armor Training

Dark Elf

Elf · 30 ft speed

  • DEX +2
  • CHA +1

There are roads under this valley older than the Old City, and the people who use them come up into Undertown blinking and unimpressed. The watch counts them at the gate and writes the number down; the market takes their coin without comment; and every dark elf in Rivermark has heard the same joke about daylight often enough to have stopped hearing it.

Traits

  • Run Superior Darkvision
  • Run Keen Senses — Perception, proficient, whoever you decided to be.
  • Run Fey Ancestry — Advantage against being charmed, and nothing puts you to sleep.
  • — Trance
  • — Sunlight Sensitivity
  • — Drow Magic

High Elf

Elf · 30 ft speed

  • DEX +2
  • INT +1

They keep a house on the good side of the market square and a correspondence with somewhere further east that nobody here has been. Rivermark finds them courteous, unhurried and impossible to hurry, and has learned that a high elf who says a thing will be seen to means it and does not mean this month.

Traits

  • Run Darkvision
  • Run Keen Senses — Perception, proficient, whoever you decided to be.
  • Run Fey Ancestry — Advantage against being charmed, and nothing puts you to sleep.
  • — Trance
  • — Cantrip

Wood Elf

Elf · 35 ft speed

  • DEX +2
  • WIS +1

The standing woods east of the river are walked by people the town almost never sees and relies on completely. Half the warden's camps above the quarry road are theirs, the valley's early warning about the raiders came down out of the trees before it reached the gate, and a wood elf will tell you the wood is not theirs either — it is simply where they are.

Traits

  • Run Darkvision
  • Run Keen Senses — Perception, proficient, whoever you decided to be.
  • Run Fey Ancestry — Advantage against being charmed, and nothing puts you to sleep.
  • — Trance
  • — Fleet of Foot
  • — Mask of the Wild

Forest Gnome

Gnome · 25 ft speed

  • DEX +1
  • INT +2

Fen-side people, hedge-side people: they hold the small holdings between Rivermark and Hollow Fen and know which of the paths across it are paths. When a holding out that way goes quiet, a forest gnome is usually the one who noticed first and the last one anybody in town thinks to ask.

Traits

  • Run Darkvision
  • Run Gnome Cunning — Advantage on Intelligence, Wisdom and Charisma saves against magic.
  • — Natural Illusionist
  • — Speak with Small Beasts

Rock Gnome

Gnome · 25 ft speed

  • CON +1
  • INT +2

Everything in this town that pumps, winds, lifts or counts was set up by a rock gnome and is maintained by a rock gnome grandchild who has strong views about the original. They keep benches at the caravan ground rather than shops, on the principle that the work comes off the road and the road does not stop.

Traits

  • Run Darkvision
  • Run Gnome Cunning — Advantage on Intelligence, Wisdom and Charisma saves against magic.
  • — Artificer's Lore
  • — Tinker

Half-Elf

30 ft speed

  • CHA +2

A trade town that has stopped trading well runs on people who can sit between two parties and be trusted by neither more than the other, and Rivermark has made that a profession. Half the contracts on the caravan ground were witnessed by a half-elf, which is a living, and a way of never quite being from anywhere.

Traits

  • Run Darkvision
  • Run Fey Ancestry — Advantage against being charmed, and nothing puts you to sleep.
  • — Skill Versatility

Half-Orc

30 ft speed

  • STR +2
  • CON +1

The fighting pit off the quarry road pays well and asks nothing, which is why the town assumes that is where its half-orcs are, and why a good many of them are somewhere else out of spite. Judged before speaking and hired after, they hold more of the caravan guard work in this valley than any other people and almost none of the standing it should have bought.

Traits

  • Run Darkvision
  • Run Relentless Endurance — The blow that would drop you leaves you at one hit point instead, once a day.
  • Run Savage Attacks — An extra damage die on a critical hit with a melee weapon.

Lightfoot

Halfling · 25 ft speed

  • DEX +2
  • CHA +1

River families, boat families: they came up the water when the water still carried trade and they have not entirely accepted that it does not. The Flagon's kitchen is theirs, three of the barges tied below the bridge are theirs, and a lightfoot can cross a crowded common room without one person turning round.

Traits

  • Run Lucky — Reroll a natural 1 on an attack, a check or a save.
  • Run Brave — Advantage on saves against fear.
  • — Halfling Nimbleness
  • — Naturally Stealthy

Stout

Halfling · 25 ft speed

  • DEX +2
  • CON +1

The holdings west of the water are stout country, and the west is where the emptying started. Some of those farms are dark now and some are not, and the ones that are not are held by people who have buried a neighbour, moved the livestock in with the family, and gone back out to the field in the morning.

Traits

  • Run Lucky — Reroll a natural 1 on an attack, a check or a save.
  • Run Brave — Advantage on saves against fear.
  • — Halfling Nimbleness
  • Run Stout Resilience — Advantage on saves against poison, and you take half of it.

Human

30 ft speed

  • STR +1
  • DEX +1
  • CON +1
  • INT +1
  • WIS +1
  • CHA +1

Rivermark is a human town in the way a coat is a coat: it was built by them, mostly, and it is wearing out at the elbows. They put it up on the bones of the Old City without asking hard questions about what the bones were, and two hundred years later the questions are asking themselves.

Traits

  • — Extra Language

Sarsen

30 ft speed · Rivermark

  • STR +1
  • CON +2

The cut above Rivermark was worked by Sarsen crews for four generations: grey-skinned, heavy through the shoulder, a head and a half over the men who hired them, and famously hard to hurry. The quarry stopped paying twenty years ago and most of the crews went east with the stone-carts, but not all of them — there are Sarsen families along the haul-road who have not dressed a block in a lifetime and still cut their own boundary marks by hand, because a mark somebody else cut is a mark somebody else can argue with. They keep their reckoning on their forearms in short chisel-strokes, one to a debt owed and one across it when it is paid.

Traits

  • Run Quarry-Built — Athletics, proficient, whether or not you wrote it down.
  • Run Set Fast — Advantage on the contest to resist a grapple or a shove.
  • — Load-Bearing

Tiefling

30 ft speed

  • INT +1
  • CHA +2

The priory has a position on tieflings, and the market has a different one, and the market is where people actually live. What a tiefling gets in Rivermark is service, civility, and a small pause before both — endless, unremarkable, and the reason most of them can tell you exactly how long they have been in this valley.

Traits

  • Run Darkvision
  • Run Hellish Resistance — Half damage from fire.
  • — Infernal Legacy

Darkvision is the standing example of a trait that is printed and not enforced: there is no light or darkness anywhere in this engine, so claiming it would be a lie in one direction and removing it from the sheet would be a lie in the other. It is printed, and said not to be enforced, which is the only honest third option.

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