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{{Infobox concept
{{Infobox world
| name = Playable Races
| name = Playable Races
| image =  
| image =  
| caption = D&D 5e mechanics reference for Calythera
| caption = The sentient peoples of Aeloria
| type = Game Mechanics
| type = Species Overview
| location = Aeloria
}}
}}


This page contains the D&D 5e mechanical rules for the playable races of Calythera. It is for out-of-character use only. For the in-world descriptions, see the linked species pages.
'''Calythera Archives – Entry 59 – Playable Races'''


__TOC__
The peoples of Aeloria are diverse in form and culture, yet united by their dependence on the same mechanical systems of aether, hemotech, and debt cycles. Each race has developed distinct strengths, traditions, and relationships with the coalitions and the land. While humans remain the most numerous, the other races contribute specialized skills and perspectives that shape trade, innovation, and survival across the continent. This archive entry provides an overview of the major playable races and their roles in Calythera.


== Human ==
'''Playable Races''' are the sentient peoples who inhabit Aeloria and participate in its systems of trade, exploration, and conflict.
* '''Size:''' Medium 
* '''Speed:''' 30 ft 
* '''Ability Score Increase:''' One ability score +2, another +1 (flexible) 
* '''Age:''' Mature at 18, live 70–90 years 
* '''Alignment Tendency:''' Any (pragmatic and coalition-minded) 
* '''Languages:''' Common, one additional language 
* '''Skills:''' Proficiency in one skill of choice 
* '''Versatile Adaptation:''' Proficiency in one tool set (e.g., tinkering tools) 
* '''Human Resilience:''' Advantage on saving throws against exhaustion from overload or environmental strain


== Reclaimer Human Variant ==
== Major Races ==
* '''Size:''' Medium 
* '''Speed:''' 30 ft 
* '''Ability Score Increase:''' Constitution +1, Wisdom +1, one other +1 
* '''Age:''' As human (mature at 18, live 70–90 years) 
* '''Alignment Tendency:''' Neutral (reclamation-focused) 
* '''Languages:''' Common, one additional 
* '''Skills:''' Proficiency in Survival and Investigation; one skill proficiency of choice 
* '''Tool Proficiency:''' Proficiency with tinker's tools 
* '''Reclaimer Veining:''' Advantage on checks to stabilize or recalibrate hemotech in low-aether zones; resistance to aether overload damage 
* '''Exposure Adaptation:''' No exhaustion from controlled aether exposure; DC 15 Tinkering check to maintain veining patterns


== Gnome ==
* '''Human''' — The most numerous and adaptable race. Humans form the majority in all four coalitions and excel at trade, diplomacy, and generalist roles. Reclaimer variants carry faint energy-veined markings from prolonged aether exposure.
* '''Size:''' Small 
* '''Speed:''' 25 ft 
* '''Ability Score Increase:''' Intelligence +2, Dexterity +1 
* '''Age:''' Mature at 40, live 400–500 years 
* '''Alignment Tendency:''' Lawful neutral (guild-focused) 
* '''Languages:''' Common, Gnomish 
* '''Darkvision:''' 60 ft 
* '''Tinkering Proficiency:''' Advantage on Intelligence (Tinkering) checks to create or modify hemotech devices 
* '''Gnome Cunning:''' Advantage on Intelligence, Wisdom, and Charisma saving throws against aether overload effects 
* '''Artificer’s Knack:''' When using tinkering tools to create a hemotech item, reduce crafting time by half


== Dwarf ==
* '''Dwarf''' — Sturdy, geo-harmonious people renowned for their endurance and mastery of geothermal forges. They form the backbone of the Duskcrag Concord and are prized as engineers, miners, and heavy industry specialists.
* '''Size:''' Medium 
* '''Speed:''' 25 ft (not reduced by heavy armor) 
* '''Ability Score Increase:''' Constitution +2, Strength +1 
* '''Age:''' Mature at 50, live up to 350 years 
* '''Alignment Tendency:''' Lawful neutral (guild and hold focused) 
* '''Languages:''' Common, Dwarvish 
* '''Darkvision:''' 60 ft 
* '''Dwarven Resilience:''' Advantage on saving throws against overload or heat strain; resistance to overload damage 
* '''Tool Proficiency:''' Proficiency with smith's tools, brewer's supplies, or mason's tools 
* '''Forge Insight:''' Double proficiency bonus on Intelligence checks related to hemotech relics or geothermal mechanisms 
* '''Forge Endurance:''' Advantage on Constitution saving throws against exhaustion from heat, overload, or prolonged labor


== Aetherborn ==
* '''Gnome''' — Small, inventive folk with a natural affinity for intricate tinkering and whimsical circuit design. They thrive in the Starwrought Enclave and are often found as prototype testers, repair specialists, and innovative problem-solvers.
* '''Size:''' Medium 
 
* '''Speed:''' 30 ft 
* '''Aetherborn''' — Beings who have undergone heavy aether exposure, resulting in visible fractal circuit patterns on their skin. They possess heightened sensitivity to resonance but suffer from instability in depleted zones. Many work as specialized technicians or researchers.
* '''Ability Score Increase:''' Wisdom +2, Constitution +1 
 
* '''Age:''' Mature at 20, live up to 150 years 
== Role in Calythera ==
* '''Alignment Tendency:''' Neutral (nomadic and survival-focused) 
----
* '''Languages:''' Common, Aetheric 
The interplay between the races creates a rich tapestry of skills and perspectives. Dwarves provide industrial strength, gnomes bring inventive flair, Aetherborn offer unique resonance insights, and humans serve as the flexible bridge that holds society together. All races are bound by the same mechanical systems — debt cycles, reputation ledgers, and aether dependence — ensuring that cooperation is necessary for survival.
* '''Darkvision:''' 60 ft 
 
* '''Void Adaptation:''' Advantage on Survival checks in the Wastes; no exhaustion from aether depletion or environmental strain 
House Corvayne, primarily human, remains the notable exception due to the primal spark, which grants them unique capabilities in the Wastes.
* '''Circuit Detection:''' Proficiency in Investigation or Perception; advantage on checks to locate aether anomalies or hidden relics (DC 15) 
* '''Resonance Filter:''' When using tinkering tools in void zones, reduce failure consequences by one step 
* '''Aetherborn Resilience:''' Resistance to aether overload damage


== See also ==
== See also ==
* [[Human]]
* [[Human]]
* [[Reclaimer Human Variant]]
* [[Dwarf]]
* [[Gnome]]
* [[Gnome]]
* [[Dwarf]]
* [[Aetherborn]]
* [[Aetherborn]]
* [[Reclaimer Human Variant]]
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[[Category:Mechanics]]
[[Category:Aeloria]]
[[Category:Game Rules]]
[[Category:Species]]
[[Category:People]]

Latest revision as of 18:34, 15 May 2026

Playable Races
The sentient peoples of Aeloria
Type Species Overview
Location Aeloria


Calythera Archives – Entry 59 – Playable Races

The peoples of Aeloria are diverse in form and culture, yet united by their dependence on the same mechanical systems of aether, hemotech, and debt cycles. Each race has developed distinct strengths, traditions, and relationships with the coalitions and the land. While humans remain the most numerous, the other races contribute specialized skills and perspectives that shape trade, innovation, and survival across the continent. This archive entry provides an overview of the major playable races and their roles in Calythera.

Playable Races are the sentient peoples who inhabit Aeloria and participate in its systems of trade, exploration, and conflict.

Major Races

  • Human — The most numerous and adaptable race. Humans form the majority in all four coalitions and excel at trade, diplomacy, and generalist roles. Reclaimer variants carry faint energy-veined markings from prolonged aether exposure.
  • Dwarf — Sturdy, geo-harmonious people renowned for their endurance and mastery of geothermal forges. They form the backbone of the Duskcrag Concord and are prized as engineers, miners, and heavy industry specialists.
  • Gnome — Small, inventive folk with a natural affinity for intricate tinkering and whimsical circuit design. They thrive in the Starwrought Enclave and are often found as prototype testers, repair specialists, and innovative problem-solvers.
  • Aetherborn — Beings who have undergone heavy aether exposure, resulting in visible fractal circuit patterns on their skin. They possess heightened sensitivity to resonance but suffer from instability in depleted zones. Many work as specialized technicians or researchers.

Role in Calythera


The interplay between the races creates a rich tapestry of skills and perspectives. Dwarves provide industrial strength, gnomes bring inventive flair, Aetherborn offer unique resonance insights, and humans serve as the flexible bridge that holds society together. All races are bound by the same mechanical systems — debt cycles, reputation ledgers, and aether dependence — ensuring that cooperation is necessary for survival.

House Corvayne, primarily human, remains the notable exception due to the primal spark, which grants them unique capabilities in the Wastes.

See also

Join the Calythera Archives Receive new Archives episodes, D&D one-shots, and behind-the-scenes notes every Wednesday.

Join the Archives