BECMI-style Racial Classes (Elf, Dwarf, Halfling, etc)

steeldragons

Steeliest of the dragons
Epic
5e Racial Class

The Elf
You are unusual, even among the otherworldly grace, wisdom, agility and beauty of your kind. Your natural talents in combat and the weaving of magic are only met by your curiosity and daring to explore and experience the "outer world" of other [lesser?] non-elf beings. With the benefit of your elvin training and skill, you revel in the hunt and marvel in discovery of the mundane and magical. True to the enlightened ideals of your people, evil encountered anywhere is to be sought out and thwarted. Any threat to elf-kind must be utterly destroyed. You have traditional ability in blade and bow and more than capable in the practice of magic. With these special talents you will overcome any obstacle, foreign or marvelous, in this great wider world of Men and monsters.

Class Features
Hit Points: d8
Proficiencies: Armor: Light, Medium, Shields. Weapons: Any. Tools: Choose 1 type of artisan weapons.
Saves: Int. & Dex.
Skills: Choose 2 of the following: Acrobatics, Arcana, History, Nature, Perception, Survival.

Equipment: chainmail or leather with short bow and 20 arrows
- a long sword & shield or quarterstaff & dagger
- spell component pouch or spellcasting focus
- explorer's pack or scholar's pack.

Racial Traits:
Agility & Acuity: You begin play with +2 to your Dex. or Int. and apply +1 to the other.
Darkvision: 60'
Keen Senses: You have proficiency and advantage on rolls with the Perception skill.
Fae Ancestry: You have advantage on saves against enchantment effects and magic can not put you to sleep.
Languages: Common, Elvin, Dwarf, Goblin, Orc, +1 of choice per point of Intelligence modifier.

At 1st level:
Spellcasting: As an elf, magic is part of your being, you have no difficulties casting arcane spells while wearing armor. You must have at least one hand free to cast spells. You follow the casting, preparation and progression rules, including requiring a spellbook for study, of the Wizard class. At 1st level you begin play with a spellbook containing 4 cantrips and 3 1st level spells of your choice. You ability for casting your spells is Intelligence. [EDIT: Since every other class with spells in 5e has its own spell list, I suppose it's only fair] You choose spells from the Elf Spell list. [/EDIT]
Elven Weapon training: You are proficient with long and short swords, and long and short bows.

At 2nd level:
Fighting Style: The elf chooses one of the following styles of fighting as their specialty: Archery, Dueling, Protection, Two-weapon Fighting.
Nature's Step: Your base walk speed increases to 35' and you have advantage on Stealth rolls within natural terrain (woodlands, fields, swamps, etc...).

At 3rd level:
Elven Archetype: You may choose 1 of the following areas to specialize your training: Fighter: Champion , Fighter: Battlemaster, Ranger: Hunter, Wizard: Enchantment, Wizard: Divination, or Wizard: Illusion. You gain all of the abilities and features thereof. Any abilities detailed prior to 3rd level are automatically known from this point forward.
Action Surge: as the Fighter ability.

At 4th level:
Ability Score Improvement: +1 to an ability score of your choice, at levels 4, 8, 12, 16, and 19, as normal.
Boon of the Light: You are immune to the paralysis of ghouls and have resistance to necrotic energy damage.

At 5th level:
Extra Attack: as the Fighter feature.
Mask of the Wild: as the Wood elf feature.
Heavy Armor Proficiency: you have proficiency, and can cast spells, in Heavy armor as long as a) it is made by elves; b) made for elves; or c) is magical armor in/of itself.

At 6th level:
Land's Stride: as the Ranger feature.

At 8th level:
Ritual Casting:
as the Wizard feature.

At 10th level:
Indomitable: as the Fighter ability.
Vanish: as the Ranger ability.

Higher level Abilities: At your DM's option, the Elf does not receive Spell Mastery (18th) of a full Wizard, but does gain Signature Spells (at 20th).
 
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steeldragons

Steeliest of the dragons
Epic
5e Racial Class

The Dwarf
You are a child of the mountains. The precious stones and metals within their depths were your first love and you will continue to explore and prospect for more of them all of your long life. You have wandered above and below the hilly harsh terrain since you were knee high with your beard barely more than peachfuzz. You know the mountains and their dangers well. You value the strength of the immutable stone and the beauty to be found and worked from it. Strength of will, loyalty to clan and country, battle-skill and success in warfare are held in high esteem as are the finer crafts of stone and metal work, smithing the armor and weapons of heroic legend and dwarven song heard deep beneath the mountains in drinking hall and fiery forge.

Class Features
Hit Points: d10
Proficiencies: Armor: All & Shields. Weapons: All. Tools: Choose 1 type of the following: Mason's Tools, Smith's Tools, Brewer's Tools
Saves: Str. & Con.
Skills: Choose 2 of the following: Athletics, History, Intimidation, Investigation, Perception, Survival.

Equipment: chainmail or leather & shield
- battle axe or war hammer
- light crossbow & 20 bolts or 2 hand axes
- explorer's pack or dungeoneer's pack.

Racial Traits:
Fortitude & Force: You begin play with +2 to your Con. and apply +1 to your Str. or Wis.
Darkvision: 60'
Stonecunning: as the Dwarf feature.
Dwarf Resilience: You have advantage on saves against poison, and resistance to poison damage.
Languages: Common, Dwarf, +2 Favored Enemy languages of choice, see below.

At 1st level:
Ancestral Enemies: As a dwarf, you are specially trained and accustomed to fighting ages-old foes that have long warred with dwarfkind for supremacy in their mountain homes and mines. The dwarf's ancestral foes are: Goblin, Orc, Ogre, Troll and Giant. You may roll advantage on all attacks to hit or to damage these foes. You have advantage on History or Nature [Int.] rolls with regard to information about them, their culture, tactics, habits, etc... You have advantage in Survival [Wis] rolls when tracking any of them. You may select any two to add to languages known. You can add another language from this list at 6th and 14th level.
Dwarven Weapon training: You are proficient with battle and hand axes, and throwing and war hammers.

At 2nd level:
Fighting Style: The dwarf chooses one of the following styles of fighting as their specialty: Defense, Dueling, Protection, Two-weapon Fighting.
Second Wind: as the Fighter feature.

At 3rd level:
Dwarven Archetype: You may choose 1 of the following areas to specialize your training: Fighter: Champion , Fighter: Battlemaster, Barbarian: Berserker*, Ranger: Hunter or Rogue: Thief. You gain all of the abilities and features thereof. Any abilities detailed prior to 3rd level are automatically known from this point forward.
Action Surge: as the Fighter ability.
*The traits of the Berserker Path Barbarian: Frenzy [3rd], Mindless Rage [6th], and Intimidating Presence [10] are all easily fluffed to be a simple battle-focused mind of the dwarf with no need to incorporate any actual "Rage" mechanics or at the player's/DM's option they may use the Barbarian Rage mechanic, as normal.

At 4th level:
Ability Score Improvement: +1 to an ability score of your choice, at levels 4, 8, 12, 16, and 19, as normal.
Natural Dungeoneer: you gain all of the benefits of the Ranger feature: Natural Explorer when you are in mountainous or subterranean [underground] terrain.

At 5th level:
Extra Attack: as the Fighter feature.
Dwarven Toughness: as the Hill Dwarf feature.

At 6th level:.
Fast Movement: as the Barbarian feature, but still usable in heavy armor.
Nerves of Steel & Stone: the dwarf has advantage on all saves against magic.

At 8th level:
Brutal Critical: as the Barbarian feature.

At 10th level:
Indomitable: as the Fighter ability.

Higher level Abilities: At your DM's option, the Dwarf gains the Foe Slayer (at 20th) feature for any of their Ancestral Enemies.
 
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steeldragons

Steeliest of the dragons
Epic
5e Racial Class

The Halfling
You are an odd one among your kind, to be sure. Who would choose to leave the comfort and security of your quiet rural dale? You would! The world of the bigguns is a wide and wonderful place. Though it definitely takes a bit of getting used to. You small size and generally unthreatening demeanor helps you navigate their huge settlements, win allies and make friends with your indomitable spirit and simple country charm. You truly enjoy seeing the wonders of the world, though gold, jewels, and the trappings of comfort are not to be snuffed at or passed up lightly. You are truly one of the most courageous of hairfoots to be seeking out the thrills, dangers [nearly ever-present to one of your stature] and potential rewards of a life of adventure.

Class Features
Hit Points: d8
Proficiencies: Armor: Light and Shields. Weapons: Any with the Light or Thrown properties. Halflings may wield weapons with the Versatile property with two-hands only, too small to effectively use them with one hand. Tools: Choose 1 type Artisan Tools or Gaming Set.
Saves: Dex. & Con.
Skills: Choose 2 of the following: Athletics, History, Investigation, Nature, Perception, Persuasion.

Equipment: Leather and a) shield or b) short bow & 20 arrows
- Herbalism Kit or Thieves' Tools
- Sling & 20 stones or 2 Daggers
- Explorer's pack or Burglar's pack.

Racial Traits:
Speedy & Staunch: You begin play with +2 to your Dex. and apply +1 to your Con. or Cha.
Halfling Nimbleness: as the Halfling Feature
Halfling Luck: as the Halfling feature.
Halfling Resilience: as the Stout Halfling feature. You have advantage on saves against poison, and resistance to poison damage.
Languages: Common, [Halfling, if you use it as a separate language] +1 per point of Int. modifier.

At 1st level:
Natural Stealth: You can attempt to Hide even when only obscured by a creature at least 1 size category larger than you. You have advantage on all Stealth rolls.
Halfling Weapon training: You are proficient with daggers, short swords, short bows and slings.

At 2nd level:
Fighting Style: The halfling chooses one of the following styles of fighting as their specialty: Archery, Defense, Dueling, Two-weapon Fighting.
Cunning Action: as the Rogue ability.

At 3rd level:
Halfling Archetype: You may choose 1 of the following areas to specialize your training: Fighter: Champion, Ranger: Hunter, or Rogue: Thief. You gain all of the abilities and features thereof. Any abilities detailed prior to 3rd level are automatically known from this point forward.
Second Wind: as the Fighter feature.

At 4th level:
Ability Score Improvement: +1 to an ability score of your choice, at levels 4, 8, 12, 16, and 19, as normal.
Sneak Attack: as the Rogue feature.
Action Surge: as the Fighter ability.

At 5th level:
Uncanny Dodge: as the Rogue feature.
Halfling Bravery: as the Halfling Feature.
Armor Proficiency: You are now proficient with Medium armors.

At 6th level:.
Extra Attack: as the Fighter feature.
Halfling Fortitude: the halfling has advantage on all saves against magic.

At 8th level:
Evasion: as the Rogue feature.

At 10th level:
Indomitable: as the Fighter feature.

Higher level Abilities: At your DM's option, the Halfling gains any Rogue or Fighter feature normally gained above 10th level.
 
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steeldragons

Steeliest of the dragons
Epic
Elf Class Spell List

Cantrips: Any/all on the Wizard list.

1st level Elf Spells: Any/all on the Wizard list.

2nd level Elf Spells
Alter Self . . . . . . . . . Darkness . . . . . . . . . . Hold Person . . . . . . . .Magic Weapon . . . . . .Phantasmal Force
Arcane Lock . . . . . . . Detect Thoughts . . . . . .Invisibility . . . . . . . . . Melf's Acid Arrow . . . .See Invisibility
Blur . . . . . . . . . . . . .Enlarge/Reduce . . . . . . Knock . . . . . . . . . . . .Mirror Image . . . . . . .Spider Climb
Cloud of Daggers . . . .Gentle Repose . . . . . . . Levitate. . . . . . . . . . .Misty Step . . . . . . . . .Suggestion
Crown of Madness . . . Gust of Wind . . . . . . . . Locate Object. . . . . . . Nystul's Magic Aura . . .Web

3rd level Elf Spells
Bestow Curse . . . . . . .Fear . . . . . . . . . . . .Leomund's Tiny Hut. . . . . Phantom Steed
Blink . . . . . . . . . . . . Fireball . . . . . . . . . . Lightning Bolt . . . . . . . . .Remove Curse
Clairvoyance . . . . . . . Fly . . . . . . . . . . . . .Magic Circle . . . . . . . . . .Sending
Counterspell . . . . . . . Glyph of Warding . . . Major Image . . . . . . . . . .Tongues
Dispel Magic . . . . . . . Hypnotic Pattern. . . . .Nondetection . . . . . . . . .Water Breathing

4th level Elf Spells
Arcane Eye . . . . . . . . . . .Fabricate. . . . . . . . . . . .Leo's Secret Chest . . .Phantasmal Killer
Confusion . . . . . . . . . . . . Fire Shield. . .. . . . . . . . Locate Creature. . . . . Polymorph
Conjure Minor Elementals . .Greater Invisibility . . . . .Mord's Hound . . . . . . Stone Shape
Control Water . . . . . . . . . .Hallucinatory Terrain . . .Mord's Sanctum . . . . .Stoneskin
Dimension Door . . . . . . . . .Ice Storm . . . . . . . . . . Oti's Sphere . . . . . . .Wall of Fire

5th level Elf Spells
Cone of Cold . . . . . . . . .Mislead . . . . . . . . . . . . Seeming
Contact Other Plane . . . . Modify Memory . . . . . . .Telekinesis
Creation . . . . . . . . . . . .Planar Binding . . . . . . . .Teleportation Circle
Dream . . . . . . . . . . . . .Rary's Telepathic Bond . . Wall of Force
Legend Lore . . . . . . . . . Scrying . . . . . . . . . . . . .Wall of Stone

6th level Elf Spells
Arcane Gate. . . . . . . . . .Eyebite . . . . . . . . . . . . . Oti's Freezing Sphere
Chain Lightning . . . . . . . Globe of Invulnerability. . .Programmed Illusion
Contingency. . . . . . . . . .Guards & Wards . . . . . . . Sunbeam
Disintegrate . . . . . . . .. . Mass Suggestions . . . . . .True Seeing
Draw's Instant Summons. .Move Earth . . . .. . . . . . .Wall of Ice

7th level Elf Spells
Delayed Blast Fireball . . . .Plane Shift
Etherealness . . . . . . . . . .Prismatic Spray
Forcecage . . . . . . . . . . . .Project Image
Mirage Arcana . . . . . . . . .Reverse Gravity
Mord's Mansion . . . . . . . . Teleport

8th level Elf Spells
Antipathy/Sympathy . . . . .Maze
Control Weather . . . . . . . .Mind Blank
Dominate Monster. . . . . . .Power Word Stun
Feeblemind . . . . . . . . . . .Sunburst
Incendiary Cloud . . . . . . . Telepathy

9th level Elf Spells
Astral Projection
Foresight
Prismatic Wall
Shapechange
Weird
 

DammitVictor

Trust the Fungus
Supporter
I'm going in a slightly different direction, but I'm glad someone else thought this was a good idea and was willing to put the work into it.
 


Nellisir

Hero
Interested in seeing what comes of this. I think it's a nice thought-experiment, and multiple ways to take it. New classes, dedicated archetypes, exclusive feats, etc, etc.
 

Samloyal23

Adventurer
I like your work, Steeldragon, very interesting. I am stuck in 3.5E, so I am not up to speed on 5E. That said, I like what I have seen so far. I like the idea of substitution levels, I can see each race having the option of getting special options at certain levels. I also think exceptionally long-lived races like Elves should start out more powerful. I see nothing wrong with a +2 level adjustment for a character who is 250 years old when he decides to start adventuring. Go ahead and let him start with more skills and knowledge, it makes sense...
 

Evenglare

Adventurer
I too am one of the few that enjoys race classes, probably from my years playing gauntlet dark legacy as the elf. At any rate, I don't know if I would go so far as create entirely new classes. Personally I think a chain of race specific feats would do the job perfectly. Now I don't know what KIND of feats you would make them, but surely if you have a complete class of unique abilities then you could easily create feats from those abilities.
 


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