Goblinoid
The smallest of the green skin race, though it is a bit of a misnomer, as they can be anything from brown to grey to shades of green, depending on the lineage. The are diminutive with wiry frames, large dark eyes, wide mouths full of crooked teeth, and large pointed ears. Their large hands and feet make them seem ponderous and clumsy, however they are actually nimble creatures by nature. It is such nimbleness and an innate curiosity (some would say near suicidal bravery) has allowed them to claw their place out as engineers amongst the civilized lands.
Ability Score increase: Increase your DEX by 2 and CHA by 1. Skip if you use an Essence.
Age: Goblinoids age more rapidly than many other races, reaching maturity in their teens. On average goblinoids live 65 years.
Alignment: Goblinoids tend toward neutrality.
Size: Average about 3ft tall and 40lbs. You are small.
Speed: Your base walking speed is 25ft.
Beneath Notice: Often overlooked due to being small and insignificant. You are proficient in the Stealth skill. After you preform a Disengage action, after moving you may preform a Hide action to remain hidden from anyone you have concealment from.
Superior Darkvision: You can see in dim light up to 120ft as if it were bright light and darkness as if it were dim light. You are colorblind while doing so.
Nimbleness: You can move through the space of any creature whose size is larger than yours.
Brave the Weather: You have advantage on CON SVs against weather conditions and extreme temperatures.
Tinkerer: You have proficiency in one set of Artisan's Tools of your choice.
Languages: You can speak, read and write Common and one other language. You also can speak Gobberish, which has no written form.
Subrace: The two subraces of Goblinoid are more like approaches to life rather than true subraces themselves. Choose one of the following.
Child of Dhunia
Wild goblin, isolated from civilized places, focusing on the trade of hunter rather than that of machinist. They still gather around other larger races, using them as protection while they ply their trade, living with guile more than force.
Ability Score Increase: +1 WIS, skip if Essence is used.
Poultice: During a short rest you can create the equivalency to a nonmagical healing potion a number of times per day equal to your proficiency bonus. They spoil in 24 hours.
Wilderness Trapper: You double your proficiency bonus on checks to detect or disarm traps. You can construct a hunting trap during a short rest, spending another short rest to deploy it. The type is left to the players discretion, but should make use of what is on hand.
Guttersnipe
City goblin, those whom are most comfortable in the maze of cities amongst the throng of humans. They often find themselves living in various slums, a path were violence is a necessity, however for most of them it is not a means of employment. They would rather a rumbling steam engine shop than to spelunk the houses of the higher classes through out the night.
Ability Score Increase: +1 CON, skip if Essence is used.
Backstabber: Deal an extra 1d4 damage against creatures that have not yet acted this initiative. Deal said damage when you have advantage as well.
Harrying Strike: When you take the Help action to aid someone else's strike they receive an additional 1d4 damage. Also if you have the Sneak Attack class feature and they meet all other abilities to use it, you may apply your sneak attack to their damage for that attack.
Human
The most plentiful of the races by a large factor. To an extent they have driven several others into dormancy. Their people have spread out across most of the world, and have a great variance to their customs and appearance based off where they hail.
Age: Humans reach adulthood in their late teens and live less than a century.
Alignment: Humans run the gambit of alignment, showing the best and worst to offer.
Size: Vary widely in height and weight. From barely over 5ft to well over 6ft. Your size is medium.
Speed: Your base walking speed is 30ft.
Languages: Read, write, and speak Common and two others of choice.
National Origin: Choose a nation that your character is from, as the form of subclass.
Lyris (North)
The most populated and prosperous of human lands. Technology and education have both flourished in Northern Lyris, mostly due to the advent of the Voltaic Cortex and subsequent advances made by the Union Army. The people are more tolerant of other sentient races, as they have been further from the combat lines than others.
Ability Score increase: Increase your INT by 1 and CHA by 1. Skip if you use an Essence.
Right to Bear Arms: +1 to hit and damage with firearms.
Well Educated: Gain two skill proficiencies out of: Arcane, Insight, Medicine, Nature, and Religion.
Industrial Revolution: When you make a check with artisan tools you add a d4 to your result.
Lyris (South)
Lower Lyris lays mostly in ruin, as the Dread moves over their lands, burning and blighting with no regard for the rules of war. As such the people are hardier, taught as much from the schoolhouse as they are from the harsh lessons of life itself. It is hard to find a person over the age of that of a child that has not seen some form of combat, even if it was only as it's witness. While people in North Lyris has given up on the people here, those of the Southern Lyris remain defiant.
Ability Score increase: Increase your INT by 1 and CHA by 1. Skip if you use an Essence.
Keen Mind: Gain two skill proficiencies out of: Deception, Intimidation, Perception, and Stealth.
Blood of Liberty: When making a wisdom or intelligence check, you may add a d4 to the result.
Dueling Code: Gain proficiency in one weapon of your choice.
Klevnakov
A hardy people, honed by the ice and snow of their homeland. The north of Klevnakov is merciless mountains, where those whom commit crimes are sent to hallow out ore and other things the military complex requires to keep the ever present Dread off their shores. Southerners are no less hardy, though rural, the few cities supported by a vast network of small villages through out the country.
Ability Score increase: Increase your CON by 1 and WIS by 1. Skip if you use an Essence.
Legacy of the North: Gain two skill proficiencies out of: Animal Handling, Athletics, Intimidation, Survival.
Iron Will: You have advantage against being Frightened.
Northern Resistance: +2 bonus to CON checks and CON SVs.
Brave the Weather: You have advantage on CON SVs against weather conditions and extreme temperatures.
Protectorate
The people of the sand, whose culture is deeply steeped in the theocracy of the Guardian of Law. There are many man made oases were the cities of the country huddle around. Religion is a large part of daily life for those of the Protectorate. It is also not negotiable, to give praise to any outsider other than Cyronok, is considered the crime of Heresy, punished by burning.
Ability Score increase: Increase your STR by 1 and CON by 1. Skip if you use an Essence.
Pilgrim's Path: You have proficiency in History, Religion, and Survival.
Citizen Soldiers: You have proficiency in simple and martial melee weapons, as well as light, medium, heavy armor, and shields.
Brave the Weather: You have advantage on CON SVs against weather conditions and extreme temperatures.
Syrians
Those of the Protectorate that choose to not live within the society. They live out in the wastes in small communal groups. Called Raiders or Marauders by the common folk and treated as if tainted, they survive on the sands themselves. However they have to avoid the Cainites at all costs, for they do not have the numbers of the Protectorate to defend themselves with.
Ability Score increase: Increase your DEX by 1 and CHA by 1. Skip if you use an Essence.
A Life of Caution: You are proficient with simple and martial melee weapons, longbows, and rifles.
People of the Land: You have proficiency in Nature and Survival. Additionally you are not slowed by nonmagical terrain.
Brave the Weather: You have advantage on CON SVs against weather conditions and extreme temperatures.
Ord
Hardy men of the seas, said to be born on ships. While not true, it is a reputation they are keen to uphold and happy to press. Dark skinned and often bearing the branding of numerous companies, they are fairly easy to spot. And while they are not often seen in a military compacity, they are well known as able traders and mercenaries. Their ship being their only loyalty.
Ability Score increase: Increase your DEX by 1 and STR by 1. Skip if you use an Essence.
Shore Leave: Gain two skill proficiencies out of: Acrobatics, Athletics, Performance, and Survival.
Sea Legs: While not wearing medium or heavy armor, you have a swim speed of 30FT
Coastal Home: You have proficiency with water born vehicles and a set of tools of your choice.
Brave the Weather: You have advantage on CON SVs against weather conditions and extreme temperatures.
Dread
The tainted of the Deadlands. Marked by pale flesh and sunken eyes. The hail from no where, because they no longer have lands. Most often they can be found on raiding crews on pirate vessel, or wandering the Deadlands themselves. While it is not guaranteed one from the Deadlands is evil, their souls are corrupted.
Ability Score increase: Increase your DEX by 1 and WIS by 1. Skip if you use an Essence.
Smugglers Heritage: Gain two skill proficiencies out of: Deception, Intimidation, Perception, and Stealth.
A Pirate's Life: You gain proficiency in cutlass and pistol as well as water borne vehicles.
Touch of Blight: Advantage on saving throws against poison and disease, you have resistance to acid and necrotic damage. You count as undead for spells that effect undead.
Brave the Weather: You have advantage on CON SVs against weather conditions and extreme temperatures.