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D&D 5E Format to Create a Race

Yaarel

He Mage
Format to Create a Race

Ideally, all player character races including all cultures within a race, can be built according to the following format.

Choose 1 Primary Ability Score to Increase by +2.
Choose 3 Traits.
Choose 5 Proficiencies.
Determine the Primary Language (according to the setting).



Compared to the races in the Players Handbook, the above format corresponds roughly to the race of the Half Elf, considered to be one of the more powerful races. In addition to the Primary Ability Score (Charisma score +2) and the Primary Language (Common), the Half Elf has three Traits, and six Proficiencies. The format above has five traits instead of six.

A ‘trait’ is a feature that is equivalent to a +1 to an ability score. In other words, a trait is worth about half of a feat.

A ‘proficiency’ is worth about a good skill, tool, martial weapon, medium armor, cantrip, or a useful language, or so on. Certain minor features are considered a kind of proficiency, such as the Elfs Charm Resilience and the Dwarfs History expertise concerning stonework. It seems four proficiencies are worth about half of a feat, so worth about one trait.

The format has three traits and five proficiencies. These are enough choices to ensure meaningful differences between the races, and between cultures within a race.



[sblock=Ranking Players Handbook Races by Their Traits and Proficiencies]
All races in the Players Handbook have a Primary Ability Score that increases by +2, except the Feat Human who instead has an equivalent choice of any feat.

Additionally, every race has one Primary Language. (So the primary language most Elf cultures is Elven. Here additional languages including Common count as proficiencies.)

Beyond the primary ability and the primary language, the races vary significantly according to the number of their Traits and Proficiencies.

Note. A Small race counts as a situationally negative proficiency because it denies heavy weapons and inflicts disadvantage to grappling. And a slow race whose Speed is 25 counts as a negative trait, because the speed impairment is often significant in combat. Nevertheless, these negative features tend to be easy to work around and plan around, thus a negative has less impact than a positive.

Note. The Human with the Feat probably seems more powerful than a Primary Ability Score increasing by +2. If the method of generating ability scores discourages a score above 15, then the score of 15 +2 making a 17 is of negligible value above a 16. Thus the +2 is of less worth than a feat. However, if the generation method makes a score of 16 possible, allowing the +2 to make an 18, then the Primary Ability Score with +2 feels about equally appealing as a good Feat. In sum, using an ability score generation method with 15 as the highest, makes the Human with its Feat at Level 1, highly appealing.



Races in the Players Handbook, Ranking by Traits and Proficiencies

All Races. 1 Primary Ability, and 1 Primary Language.

Wood Elf. 3 Traits, 7 Proficiencies.
Half Elf. 3 Traits, 6 Proficiencies.
Half Orc. 3 Traits, 3 Proficiencies.
Mountain Dwarf. 3 Traits, 8 Proficiencies (1 Negative Trait, 1 Negative Proficiency).
Hill Dwarf. 3 Traits, 7 Proficiencies (1 Negative Trait, 1 Negative Proficiency).
Forest Gnome. 3 Traits, 3 Proficiencies (1 Negative Trait, 1 Negative Proficiency).
Rock Gnome. 3 Traits, 3 Proficiencies (1 Negative Trait, 1 Negative Proficiency).
Drow Elf. 3 Traits, 7 Proficiencies (at Level 5).
Tiefling. 3 Traits, 3 Proficiencies (at Level 5).
High Elf. 2 Traits, 8 Proficiencies.
Feat Human. 2 Traits, 2 Proficiencies.
Dragonborn. 2 Traits, 2 Proficiencies.
Stout Halfling. 2 Traits, 5 Proficiencies (1 Negative Trait, 1 Negative Proficiency).
Lightfoot Halfling. 2 Traits, 4 Proficiencies (1 Negative Trait, 1 Negative Proficiency).



It is convenient to summarize this list as 3 traits and 5 proficiencies. Thus it is possible to build any race including its culture by these amounts.
[/sblock]



List of Races and Quantification of Their Features in the Players Handbook


[sblock=HALF ELF]
Half Elf
Primary Ability. Charisma score increases by +2.
Three Traits.
• Other Ability (one other ability score of your choice increases by +1).
• Other Ability (one other ability score of your choice increases by +1).
• Darkvision 60.
Six Proficiencies.
• Trance (long rest from 4 hours light activity, per 24 hours); Sleep Immunity.
• Charm Resilience (charmed condition save advantage).
Skill: Any.
Skill: Any.
Other Language: Elven.
Other Language: Any.
Primary Language. Common.
[/sblock]
[sblock=ELF]
Wood Elf
Primary Ability. Dexterity score increases by +2.
Three Traits.
• Other Ability (Wisdom score increases by +1).
• Darkvision 60.
• Speed +5.
Seven Proficiencies
• Trance (long rest from 4 hours light activity, per 24 hours); Sleep Immunity.
• Charm Resilience (charmed condition save advantage).
• Mask of Wild (hide in natural terrain, in dim light or light obscurement).
Weapon: Longbow or Shortbow.
Weapon: Longsword.
Skill: Perception.
Other Language: Common.
Primary Language. Elven.

Drow Elf
Primary Ability. Dexterity score +2.
Three Traits (at Level 5); Two Traits (at Level 1).
• Other Ability (Charisma score +1).
• Superior Darkvision 120; Sunlight Sensitivity.
• Darkness (per long rest, at Level 5); Faerie Fire (per long rest, at Level 3).
Seven Proficiencies.
• Trance (long rest from 4 hours light activity, per 24 hours); Sleep Immunity.
• Charm Resilience (charmed condition save advantage).
• Dancing Lights (cantrip).
Weapon: Rapier or Shortsword.
Weapon: Handbow.
Skill: Perception.
• Other Language: Common.
Primary Language. Elven.

High Elf
Primary Ability. Dexterity score increases by +2.
Two Traits.
• Other Ability (Intelligence score increases by +1).
• Darkvision 60.
Eight Proficiencies.
• Trance (long rest from 4 hours light activity, per 24 hours); Sleep Immunity.
• Charm Resilience (charmed condition save advantage).
• Wizard Cantrip.
Weapon: Longbow or Shortbow.
Weapon: Longsword.
Skill: Perception.
Other Language: Common.
Other Language: Any.
Primary Language. Elven.
[/sblock]
[sblock=HALF ORC]
Half Orc
Primary Ability. Strength score increases by +2.
Three Traits.
• Other Ability (Constitution score increases by +1).
• Darkvision 60.
• Relentless (when 0 hit points, then instead 1 hit point, per long rest).
Three Proficiencies.
• Savage Attack (when critical, add additional weapon damage die roll).
Skill: Intimidation.
Other Language: Common.
Primary Language. Orc.
[/sblock]
[sblock=DWARF]
Mountain Dwarf
Primary Ability. Constitution score increases by +2.
Three Traits.
• • 2 Traits = Primary Ability (Strength score increases by +2).
• Darkvision 60.
Eight Proficiencies.
• Poison Resilience (poison save advantage).
• Poison Resistance.
Armor: Light Armor or Medium Armor.
Weapon: Battleaxe or Warhammer
Weapon: Throwing Hammer or Handaxe.
Tool: Smith, Brewer, or Mason.
Skill Expertise: History about stonework.
Other Language: Common.
One Negative Trait.
• Slow 25.
One Negative Proficiency.
• Small.
Primary Language. Dwarven.

Hill Dwarf
Primary Ability. Constitution score increases by +2.
Three Traits.
• Other Ability (Wisdom score increases by +1).
• Darkvision 60.
• Dwarven Toughness (+1 hit point, per level).
Seven Proficiencies.
• Poison Resilience (poison save advantage).
• Poison Resistance.
Weapon: Battleaxe or Warhammer
Weapon: Throwing Hammer or Handaxe.
Tool: Smith, Brewer, or Mason.
Skill Expertise: History about stonework.
Other Language: Common.
One Negative Trait.
• Slow 25.
Negative Proficiency.
• Small.
Primary Language. Dwarven.
[/sblock]
[sblock=GNOME]
Forest Gnome
Primary Ability. Intelligence score increases by +2.
Three Traits.
• Other Ability (Dexterity score increases by +1).
• Darkvision 60.
• Cunning (Wisdom-Charisma-Intelligence save advantage verses magic).
Three Proficiencies.
• Minor Illusion (cantrip).
• Beastie Speak (communicate simple ideas with small and smaller beasts).
Other Language: Common.
One Negative Trait.
• Slow 25.
One Negative Proficiency.
• Small.
Primary Language. Gnomish.

Rock Gnome
Primary Ability. Intelligence score increases by +2.
Three Traits.
• Other Ability (Constitution score increases by +1).
• Darkvision 60.
• Cunning (Wisdom-Charisma-Intelligence save advantage verses magic).
Three Proficiencies.
• Tinker (Minor Device: Clockwork Toy, Fire Starter, or Music Box).
Skill Expertise: History about magic item, alchemy, technological device.
Other Language: Common.
One Negative Trait.
• Slow 25.
One Negative Proficiency.
• Small.
Primary Language. Gnomish.
[/sblock]
[sblock=TIEFLING]
Tiefling
Primary Ability. Intelligence score increases by +2.
Three Traits (at Level 5); Two Traits (at Level 1).
• Other Ability (Charisma score increases by +1).
• Darkvision 60.
• Hellish Rebuke (per long rest, at level 3); Darkness (per long rest, at level 5).
Three Proficiencies.
• Thaumaturgy (cantrip).
• Fire Resistance.
Other Language: Infernal.
Primary Language: Common.
[/sblock]
[sblock=HUMAN]
Feat Human
Primary Ability = One Feat.
Two Traits.
• Other Ability (one ability score of your choice increases by +1).
• Other Ability (an other ability score of your choice increases by +1).
Two Proficiencies.
Skill: Any.
Other Language: Any.
Primary Language. Common.
[/sblock]
[sblock=DRAGONBORN]
Dragonborn
Primary Ability. Strength score increases by +2.
Two Traits.
• Other Ability (Charisma score increases by +1).
• Breath Weapon (line 30 or cone 15, 2d6 damage type, per rest).
Two Proficiencies.
• Damage Type Resistance (same damage type as Breath Weapon).
Other Language: Common.
Primary Language. Draconic.
[/sblock]
[sblock=HALFLING]
Stout Halfling
Primary Ability. Dexterity score increases by +2.
Two Traits.
• Other Ability (Constitution score increases by +1).
• Lucky (reroll 1 on attacks and saves, use new roll).
Five Proficiencies.
• Poison Resilience (poison save advantage)
• Poison Resistance.
• Fear Resilience (frightened condition save advantage).
• Nimbleness (move thru space occupied by larger creature).
Other Language: Common.
One Negative Trait.
• Slow 25.
One Negative Proficiency.
• Small.
Primary Language. Halfling.

Lightfoot Halfling
Primary Ability. Dexterity score increases by +2.
Two Traits.
• Other Ability (Charisma score increases by +1).
• Lucky (reroll 1 on attacks and saves, use new roll).
Four Proficiencies.
• Fear Resistance (frightened condition save advantage).
• Nimbleness (move thru space occupied by larger creature).
• Naturally Stealthy (hide when obscured by larger creature).
Other Language: Common.
One Negative Trait.
• Slow 25.
One Negative Proficiency.
• Small.
Primary Language. Halfling.
[/sblock]
 
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Yaarel

He Mage
Size correlates with hit points and Constitution.

Constitution score: Approximate Size
• 25-26, 27-28: Gargantuan
• 22-23, 24-25: Huge
• 18-19, 20-21: Large
• 14-15, 16-17: Heavyweight (Medium)
• 10-11, 12-13: Lightweight (Medium)
• 6-7, 8-9: Small
• 2-3, 4-5: Tiny



Note. A Dwarf reaches Large horizontally, moreso than vertically, being extraordinarily broad, burly, with long arms and stony density.
 

Yaarel

He Mage
Human Traits
Humans are creatures of desire and effort, learning from the past and adapting to the future, skillful with tools and inventors of technologies, making pragmatic decisions toward highest ideals, and striving to be an individual among a community.
Proficiency Bonus Increase. Your proficiency bonus increases by +1.
Age. Humans reach adulthood about twenty, become elders about fifty, and can live to be over a century.
Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
Size. Humans vary widely in height and build, from about 5 feet to about 6½ feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Primary Language. You can speak, read, and write Common.



Comment. This version of the Human race upgrades the simple standard Human to balance it better alongside the other races. Here, the powerful proficiency bonus increase applies to *all* attacks, saves, and skills. It is probably worth about three feats, balancing it better with the other races. Its flavor puts the finger on the Human. The Human is less strong than other races, yet the proficiency relates an aggression and an ability to learn that allows the Human to perform in outsized ways to revival and equal the superhuman races. Use the Background to pick up additional skills, tools and languages, that are relevant to your Background.
 
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Yaarel

He Mage
Wait. What?!

Elders − wise people, sages, tribal leaders, military leaders, and so on. About 50. About the time hair starts turning white.

It is still possible to refer to people in their forties as ‘youthful’, in their youth, or in the prime of their life.
 

Mike Tyson

Villager
Elders − wise people, sages, tribal leaders, military leaders, and so on. About 50. About the time hair starts turning white.

It is still possible to refer to people in their forties as ‘youthful’, in their youth, or in the prime of their life.

Yes, thank you, I know what elder means. By your definition, I am one. I'm just disagreeing with the age you selected. ;)
 

Yaarel

He Mage
Yes, thank you, I know what elder means. By your definition, I am one. I'm just disagreeing with the age you selected. ;)

I stand by age 50. Personally, I consider people in their 50s to be ‘elders’ of the community.

In any case, treating 20 as adulthood and 50 as elderhood, is ancient.

For example, if I recall correctly, the Bible considers 20 until 50 to be combat age. It is inappropriate for ‘adolescents’ under 20 to serve in combat, and similarly, inappropriate for elders 50 and over to serve in combat. Of course, the leaders of armies are elders, from ages 50 even to over a 100. But they do military strategy and morale, and dont normally wield weapons personally.
 

Yaarel

He Mage
As an upgrade to the Feat Human, I am giving a nod to the Prodigy feat in Xanathars Guide and Background in the Players Handbook.

Human Traits
Primary Ability.
• Feat. (You gain one feat of your choice, whose prerequisites you meet.)
Traits.
• Two Abilities. (Two ability scores of your choice improve by +1.)
• Expertise. (You gain expertise in one skill of your choice, that you are proficient in and that you dont already have expertise in. Expertise means you double your proficiency bonus for any ability check that uses this skill.)
Proficiencies.
• Skill. (You gain proficiency with one skill of your choice.)
• Two Other Proficiencies. (You gain two proficiencies of your choice from skills, tools, and languages.)
• Resource. (You gain one Background Feature relating to your character concept and skill set. This might be an organization that you are a member of, a social status that your culture respects or fears, a personal discovery or talent, or so on that affords you some measure of sustenance, hospitality, services, or special access.)
Primary Language. Common. (You can speak, read, and write Common.)
 
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TiwazTyrsfist

Adventurer
I'd just like to say, in your analysis, I'd personally Upgrade the High Elf Cantrip from "Proficiency" to "Trait", on the basis that, while the other cantrips races get are fairly minor, things that do a utility function, that sort of thing, a High Elf can select ANY wizard cantrip, and therefore select something combat useful. Especially since a combat cantrip would scale with the HElfs character level.

Also, I think you're under valuing the Feat in the Human Variant. You trade away 4 +1's to Atts for One Feat and One Skill Proficiency.
And yet, EVERY human character I have encountered in AdvLeag is Human Variant, and they are one of the most commonly played races.
This tells me the ROI for a Feat is BETTER than +1 to your 4 other attributes.

It seems like feats should be equal to +2 to Atts, since you give up your att advancement to buy them at later levels, but largely it doesn't work out that way.
 

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