Game rules for each race

These are preliminary notes…

Garuda (AKA Kinnara/Kinnari)
Tall, beautiful and gold-skinned with feathers for hair and feathers running up the backs of each arm, on the shoulders, and small colorful ones covering the legs. Garuda have claw-like hands that are fully dexterous and claw-like feet that, if not wearing shoes, can grip tree branches or rock outcroppings.
Ability Score Increase. Your Strength score increases by 1 and your Charisma score increases by 2.
Musician. Garuda have advantage when performing music in front of a receptive crowd.
Size. Garuda are tall, strong Medium sized creatures.
Speed. Garuda have a walking speed of 30 feet.
Warlike. Garuda are automatically proficient with at least one martial weapon.

Garuda racial feat: Feathered
Feathered enables a garuda to glide through the air. You can assume you are under the effect of the feather fall spell at all times, though of course you cannot affect anyone else without the actual spell.

Garuda racial feat: Winged
Requires feathered. You are a rare garuda who sprouts a set of full wings, though like a dragon, your ability to fly is aided by innate magic. The feathers fold up along your arms when not in use, and don’t hinder normal activity. When you spread your arms your feathers extend, and when you flap your arms you can fly. You have a flying speed of 20 feet, and can climb 5 feet a round. While flying, you can be holding light objects in your hands, but you cannot take any actions that require the use of your hands without spending that round falling.

Half-Oni
Oni come in a wide variety of shapes and skin tones, from wizened and black to pale and bloated. They may have any number of horns, and differ in the number of eyes they possess. Half-Oni will carry marks of their twisted parentage.
Ability Score Increase. Your Strength increases by 2 and your Constitution by 1.
Cannibal. When you eat the flesh of a conscious being, once per day, you recover 1 hp per level.
Demonic. You have disadvantage on any Charisma roll made to appear trustworthy or harmless. You are also automatically proficient with Charisma (Intimidation).
Elemental. Half-Oni are resistant to acid, cold, electricity, fire or poison.
Fearsome. After a long rest, a Half-Oni is able to use Fear as a spell-like ability on a single target.

Koropokuru
Ability Score Increase. Your Dexterity increases by 2 and your Wisdom by 1.
Camoflage. Said to be able to hide beneath plant-leaves, Koropokuru have advantage on any Dexterity (Stealth) roll made when they have a chance to assemble camoflage in a natural environment.
Gift-givers. You have advantage on Charisma (Persuade) rolls with anyone to whom you have recently given a significant gift.
Speed. Koropokuru are not swift, and have a speed of 20 feet.
Size. Koropokuru are definitely Small in stature.

Kumiho (Kitsune)
Kumiho are born female more often than male, and so the majority of them are always female.
Ability Score Increase. Your Dexterity increases by 2 and your Charisma increases by 1.
Fox-faced. Kumiho have advantage when they attempt to Persuade someone they have already worked to seduce.
Shapechangers. Kumiho can, as a move action, shapechange into a fox form. Their supernatural nature is still given away by the fact that in fox form Kumiho have multiple tails. Only about 10 pounds of clothing and gear can go with them when they shapechange, however. In fox form, kumiho have advantage on Athletics rolls to jump and Perception rolls to use their sense of smell or hearing.
Size. In humanoid form, kumiho are slightly more lithe than humans on average. In fox form, they are Small creatures.
Speed. In humanoid form kumiho have a base speed of 30 feet. In fox form, this increases to 40 feet.
Tricksters. Kumiho are proficient in Charisma (Deception).

Naga
Ability Score Increase. Your Intelligence score increases by 2 and your Charisma by 1.
Age. Naga are some of the longest-lived humanoids, and they keep much of their life-cycle secret from other species. They are known to live hundreds of years, however.
Alignment. The naga respect, above all else, power. Not brute strength, but cunning, and the ability to play one group off of another to one’s own benefit. Their conspiracies and politics are byzantine and span centuries in some cases. As a result, naga are not trusted, even by other naga. They tend to be flexible in terms of law and chaos, and the most successful among them are often evil. Some naga who go out into the world on their own try to make up for this by devoting themselves to living righteously, often quite lawful.
Shapechanger. Naga have three shapes they can assume as a full round action once per long rest – humanoid, serpent hybrid, and serpent. Their humanoid forms are lithe and flexible, and often have parts that retain scales, revealing their true form. They also always retain the slitted pupils of a viper. Their hybrid form has a humanoid torso and a serpent lower body. Least often seen by outsiders is their serpent form, as they become 20 foot long, 150lb sea-snakes. In both hybrid and serpent form, naga are able to breathe underwater, and have a swim speed of 20 feet.
Venom. Naga can unhinge their jaw, even in humanoid form, and bite much more effectively than one would imagine. Their canines extend and reveal themselves as fangs. Their bite deals 1d3 damage and counts as a light weapon if the naga wishes. Their venom inflicts 3d6 poison damage on their next turn – Constitution save DC 10 + 1 + Con modifier for half damage. This venom takes 24 hours to recharge once used.

Nezumi
Ability Score Increase. Your Constitution score increases by 2 and your Dexterity score by 1. (edit from Dex/Con)
Age. Relatively short-lived, the nezumi live about half as long as humans, or up to 40 or so years.
Alignment. Nezumi are gritty realists, and their selfishness has helped them survive. They tend to be chaotic and tend not to be good, as they see benevolence as an invitation to be exploited.
Bite. When unarmed, nezumi can still bite with their sharp teeth for 1d3 lethal damage, and their bite counts as a light weapon if they wish.
Darkvision.
Size. Nezumi stand around 4 feet tall and weigh approximately 50 pounds, making them a Small species.
Speed. Though small, nezumi are fast and light on their feet, with a base move of 30 feet.
Vermin. Nezumi are able to eat things that other species would reject as spoiled, rotten, or downright nasty. A nezumi always has advantage on rolls to find food and water. Nezumi also always have advantage on saving throws against disease or poison.

Ren
Humans, PHB pg. 29

Tengu
Ability Score Increase. Your Wisdom score increases by 2. (edit from Dex)
Age. Far more long-lived than birds, tengu can live at least twice as long as humans.
Alignment. Tengu can be tricksters or harsh, disciplined masters, but they are not usually committed to good or evil. Most tengu are neutral.
Avian. Tengu are able to communicate with all birds, and can make Charisma rolls to command, intimidate and so on as with any humanoid species.
Darkvision.
Size. Tengu are Medium sized creatures, ranging in height from 5 to 7 feet but significantly lighter than humans of the same height due to their lighter bones and more wiry frame.
Speed. Your base walking speed is 30 feet.
Sword Masters. Adult tengu of any class are proficient with all swords.
Languages. Tengu are masters of language, and start play with a regional language, Primordial: Auran dialect and Tengu. If a tengu spends a month or more in a region, she is able to learn the regional language.

Vanara
Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1.
Age. Vanara have about the same lifespan as a human.
Alignment. Vanara tend to be good, and tend not to be lawful.
Simian. Vanara are proficient in Athletics, and have a base climb speed of 20 feet.
Size. Vanara stand 4 to 5 feet on average, and weigh around 100 pounds. Females are slighly larger than males. Your size is Medium.
Speed. Your base walking speed is 25, but your climbing or swinging-from-vines speed is about twice that of ren.
Tail. Vanara have a prehensile tail, able to grasp objects and carry them but not capable of fine manipulation. Their tails can carry around 5 pounds.

Sub-species: Shojo
Ability score increase. Your Strength score increases by 1.
Age. Unchanged.
Alignment. Shojo are more often neutral in alignment.
Size. Unchanged.
Speed. Unchanged.
Tail. Unchanged.

Game rules for each race

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