I can't be bothered to properly format this.   Acceptable Backgrounds:   Lothario, Performance Magician, Pilgrim, Rehabilitated, Scout, Sheriff,   Trailblazer, Traveller, Treasure Hunter, Undead Hunter, Academy Graduate,   Bounty Hunter, Cartographer, Chosen, Doctor, Doomsday Watcher, Drifter,   Duelist, Enforcer, Farmer, Fortune Teller (not the Inspiration version),   Guard, Knight, Knight-Errant   Acceptable Archetypes: Nightstalker, The Trapper, Circle of the Wild Hunt, Celestial Warlock,   Warrior Poet, Moon Warden, Scarlet Hero, Path of the Dragon, Way of Steel,   Circle of the Solstice   Acceptable Feats:   Treasure Hunter, Bladesong, Charmer, Thrown Weapon Master, Practiced,   Tactical Genius, Master Planner, Acrobat, Metamagic Training (no stat   bonus), Manipulator, Blind Fighter   Source of all of these is: http://www.enworld.org/forum/content.php?1883-Fan-Content-Database   House Rules:   -Summons are capped at 1. You can have 1 dedicated "pet." You can have   more, but they can't be adventuring. Stash them at home. -For the purposes of the campaign, you can have any non-magical item in any   quantity. You guys are experienced/powerful enough to have access to stuff. -We'll now be keeping track of time and expenses. -Since you're horsies, you travel overland at a Fast pace, with no passive   penalty. -You don't have to pay for the upkeep of your Noble Estate in   Stratofortress. -For the flyers, if you take Heavy/Medium Armor Master, you can now fly at   a speed of 40 while wearing it. -For those that want to play a Dragon or Minotaur (please don't), you can   take a feat: Racial Paragon: +1 to either stat that is modified by your   race, capped at 20; you get the secondary ability of the race; you get   advantage on interacting with non-paragons of the same race   Crafting:   Item formulae can be bought and sold. Common is 50 gp, Uncommon is 500 gp,   Rare is 7500, Very Rare is 25,000 and will require special components,   Legendary is on a case-by-case basis. Crafting is now 50 gp/day. You can also research item formulae, with a target based on DC. DC 10 gives   you 50gp, DC 15 gives you 100, DC 20 gives you 250, DC 25 gives you 500, DC   30+ gives you 1000. Researching an item formula is more costly than regular   research, costing you 25 gp/attempt. Can't do more than 1 formula at a   time.   Magic Items: They're a bit more common. You get: 1 very rare, 2 rares, 2 uncommon OR 1   legendary, 1 rare, 1 uncommon.   Races:   We're using Ax's. All credit goes to Ax.   Earth Pony Earth Ponies gain a +2 bonus to one ability score, and a +1 bonus to a   second ability score. These bonuses can each affect any single ability   score that the Earth Pony posesses, with the exception that they cannot   affect the same ability. Earth ponies gain a single bonus feat. This must be chosen at level one and   cannot be changed, and the Earth Pony must meet all prerequisites. Earth Ponies gain a cutie mark, which grants proficiency in one skill or   tool of their choice. Earth Ponies speak Equine.   Pegasus Pegasi gain a +2 bonus to Dexterity and a +1 bonus to Charisma. Pegasi have a 40ft fly speed. They may fly only while wearing light or no   armour. They may carry and make use of a shield while flying. Pegasi gain a cutie mark, which grants proficiency in one skill or tool of   their choice. Pegasi speak Equine.   Unicorn Unicorns gain a +2 bonus to Intelligence and a +1 bonus to Wisdom. Magical Horn: Unicorns may cast Mage Hand and Prestidigitation at will, and   Detect Magic as a 1st-level Wizard spell that refreshes on a short rest. Unicorns gain a cutie mark, which grants proficiency in one skill or tool   of their choice. Unicorns speak Equine.   Crystal Pony Crystal Ponies gain a +2 bonus to Wisdom and a +1 bonus to Charisma. Crystal Skin: A Crystal Pony adds their Constitution modifier to armour   class. The amount their armour class may be increased by is limited by   their armour in the same manner as Dexterity. Crystal Ponies gain a cutie mark, which grants proficiency in one skill or   tool of their choice. Crystal Ponies speak Equine and Geodine.   Griffon Griffons gain a +2 bonus to Constitution. Griffons have a 40ft fly speed. They may fly only while wearing light or no   armour. They may carry and make use of a shield while flying. Griffons choose from one of two racial variants: - The griffon's Strength score increases by 1, and the griffon may fly in   medium armour. - The griffon's Dexterity increases by one, and the griffon's fly speed   increases to 50ft. Griffons speak Equine and Gruff.   Minotaur Minotaurs gain a +2 bonus to Strength and a +1 bonus to Constitution. Minotaurs gain a natural gore attack that deals 1d8 damage. This attack is   made using the minotaur's strength score, and they are proficient with it. Minotaurs choose from one of two racial variants: - Upon moving at least 10ft, the minotaur may atatck one adjacent enemy   with their gore attack. This attack deals an extra 1d6 damage that does not   multiply on a critical hit. If the minotaur hits with this attack, the   target must make a Strength saving throw with a DC equal to 8 + the   minotaur's proficiency bonus + the minotaur's Strength modifier. If the   target fails the Strength saving throw, they are moved up to 10ft away from   the minotaur and are knocked prone. - The minotaur's maximum Strength and Consistution each increase by +2.   This increase is on top of any increase granted by class abilities the   minotaur posesses. Minotaurs speak Equine and Minnish.   Dragon, Young Young dragons gain a +2 bonus to Constitution and a +1 bonus to Charisma. Dragon's Hide: The young dragon chooses one colour of true dragon, and   gains resistance to the damage type that dragon's breath weapon causes. A young dragon may choose from two racial variants: - Dragon's Flight: the young dragon gains wings and a 40ft fly speed. They   may fly only while wearing light or no armour. They may carry and make use   of a shield while flying. - Dragon's Breath: the young dragon gains a breath weapon attack. This   attack follows all the same rules as the Breath Weapon ability of the   dragonborn (Player's Handbook page 34) and must be of the same colour of   true dragon as the young dragon slelected for their Dragon's Hide ability. Young Dragons speak Equine and Draconic.   Changeling Changelings gain a +2 bonus to Charisma and a +1 bonus to Intelligence. Morphic Body: Changleings may cast disguise self as a first-level Sorceror   spell that refreshes on a short rest. Changelings have a 40ft fly speed. They may fly only while wearing light or   no armour. They may carry and make use of a shield while flying. Changelings speak Equine and Chitter.