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Scarred Races: Player Options for the Scarred Lands
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Scarred Races: Player Options for the Scarred Lands


Like many fantasy worlds, the Scarred Lands setting is a varied and plentiful place. People of all sorts scurry about their days, simply trying to survive in a world that has seen havoc wreaked upon it only a century ago.  

Scarred Races gives players and DM's access to:

  • 10 new player races!
  • 11 new character feats!
  • 49 new spells!
  • New equipment and magic items!

Play as a horned deryth, wandering the lands of Scarn in search for its disembodied people.  Adventure as a slime reaver, a frog-like humanoid from the vile swamps.  Or rise from the Blood Sea as a shark-folk, a race twisted by the blood of Kadum.  

And introducting the akesheth!  A race of beings spawned from a titan of chaos, the akesheth dwell below the surface of the world, trying to survive in a world that is only now learning of their existence.

Scarred Races pulls from the rich history of the Scarred Lands setting, giving players and Dungeon Masters options for monstrous races and other humanoids that dwell on the world of Scarn!  The Scarred Lands is a tough place to survive, and its peoples are hardier than those of softer worlds.  Do you have what it takes to survive?

Currently, this is a living document.  That means there will likely be errata as we encounter issues, etc!  Want to help and be listed as a play tester in the book?  Copy and paste the form link below, and let us know if you find wonky and strange things that don't quite meet your Scarred Lands expectations!

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Customer avatar
Jakob S July 07, 2019 3:28 pm UTC
A few comments


I generally think that the races here are substantially more powerful than the races in both the Player's Handbook and the Player's Guide. The Akesheth Presence of Chaos is a major leap towards making a diviner redundant. The Magical Bulwark of the Deryth is extremely powerful. Besides, if titan heritage gives you improved defenses against magic, why doesn't all of the titans' creations have this feature? I do not see the fluff connection here.

Another general note on the races is the consistent use of X per Y that increases with levels. Is there any math of anything behind the implementation of this design? Does the Vertigo fall behind combat-wise as he gains levels (in any class) if he can't use his Vertigo Sickness more often? What is the reasoning behind this design.

I think the purpose that the Akesheteh fills is misplaced. If you want an other-worldly vibe then you already have Slarecians (would have loved to see a take on a conversion...See more
Customer avatar
Jeremy H July 07, 2019 5:18 pm UTC
Hey there, Jakob! Thanks for all the feedback!

Overall, many of your questions can be answered with these are conversions of 3E source material. Creature abilities and setting information comes from that. Tatsuri are not quite dragonborn...but also, dragonborn don't exist in the Scarred Lands. Winter gnomes and shark-folk are mean to be niche races, and that is stated in the Introduction, along with ways that an adventuring member of those races may find ways beyond their limitations to rise up and become exceptions to the rules that govern their races.

Much of the flavor of the conversions was left in place to keep that flavor. Ubantu poison does ability damage because that is what the poison does. There are many varieties of poison, and expansion on rules is part of the reason to pick up a rules expansion. Why does the Greater Magic Weapon oil last for 6 hours? Honestly, that one had me scratching my head, and I still wonder if it was a typo in the source material. In the...See more
Customer avatar
Jakob S July 07, 2019 9:19 pm UTC
I generally like that you are so loyal to the original Scarred Lands materials. I had very few issues with the fluff that you created. But if there's two other issues that I really would like you to reconsider, then it is the level of power that some of these options provide, and the semi-converted material from 3E to 5E.

I do remember that the races in the Player's Guide have recieved a notch up in power. But I really feel that the Magical Bulwark and Presence of Chaos has broken the scale. I initially thought the same about the Vertigen's Vertigo Sickness as it completely prevents those afflicted from making ranged attacks but the 30 ft. range is a good limitation on that ability. Also, abilities that emulate/copy other classes abilities steal the other classes' thunder and uniqueness and, in my opinion, should be avoided. Enough about level of power.

I totally get that convertions is a dilemma between making it compatible to the new rules and keeping the flavor of the original material....See more
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File Last Updated:
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This title was added to our catalog on July 05, 2019.