Pulled from another tread ...
Duergar Sub-race
Ability Score Increase. Your Wisdom score increases by 1
Superior Darkvision 120 ft.
Sunlight Sensitivity disadvantage on perception checks and attack rolls on things in sunlight.
Duergar Resilience in addition to the normal dwarven resilience to poison, duergar get advantage on saving throws against illusions, and being paralyzed.
Stone Stealth Duegar can attempt to hide behind light cover (such as rocks and stalagmites) or lightly obscured areas in a natural rocky or stony environment that might exist in caverns such as the Underdark.
Innate psionics (or spellcasting) Wisdom is your spellcasting ability <-- maybe they get more uses of these as they level
level 3 - Enlarge (1/day)
level 5 - Invisibility (1/day)
Oh wait they can get CHIN SPIKES!
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Pulled from a Kenku thread ... I wanted to add in the original AD&D Kenku as a subrace. These are probably not balanced.
Kenku Traits
Your Kenku character has a variety of natural abilities that are awesome cause kenku are super cool!
Ability Score Increase. Your Dexterity score increases by 2
Size: Medium.
Speed: 30ft
Keen Sense: You have proficiency in Perception skill.
Languages: You can speak, read and write Auran and Common.
Mimicry You can mimic any sounds you've heard, including voices. Creature that hear the sounds can tell they are imitations by succeeding on a DC 15 Wisdom Check (Insight). Or, make it a Contest deception vs insight.
Crow Clan
Ability Score Increase. Your Wisdom score increases by 1.
Sneaky Bastards You are proficient in Stealth and Deception.
Masters of the Arrow All Crow Kenku are trained in the short or long bow.
Flock You Up: As a bonus action, you can grant an ally within 5ft of you Advantage on their next attack verse a creature you are adjacent to.
Carrion Calling Crow Clan kenku have a special connection with death and the dying. They can sense the dead and dying and can add double their proficiency bonus with Perception checks to locate dead or dying creatures within 1 mile of their location. In addition, they can cast
Spare the Dying 1/day.
Hawk Clan
Ability Score Increase. Your Intelligence score increases by 1.
Masters of Disguise: You are proficient in the Disguise kit tool and get a double proficiency bonus when making a disguise to look like a human (or similar humanoid).
Masters of the Blade: All Hawk Kenku are trained at birth with the sword. You are proficient with the Long Sword and Short Sword.
Glide: Kenku of the Hawk Clan have small wings that are normally curled up on their back and often mistaken for a backpack. Too small to grant flight, they can be used to glide for short distances. You can glide the same distance as your speed. As a reaction to falling, you can unfurl your wings and glide down without taking damage on a successful DC 10 Dexterity Check.
Innate Spellcasting: Intelligence is your spellcasting ability.
Level 3 - Eldritch Blast (1/day)
Level 5 - Alter Self (1/day)
level 7 - Invisibility (1/day)
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Warforged
You were forged for a purpose!
Ability Score Increase. Your Constitution score increases by 2 and you can gain +1 to any other Ability score (or make subraces).
Size: Medium.
Speed: 30ft
Living Construct: You are immune to disease and do not need to eat or drink, but may do so if you wish and are immune to Suffocating, but are still affected by gases or other effects transmitted through the air or breathing. You gain advantage on Death Saving throws to stabilize.
Tireless: Warforged do not need to sleep. But, they do need to rest in a semiconscious state for 4 hours each day. While in this rest state, you are fully aware of your surroundings, but can do nothing else. You gain the same benefits that a human does from 8 hours of sleep. Warforged also get advantage on the Constitution Saving throw to avoid Exhaustion.
Armored Body: Your AC can't be less than 14.
Docent Slot A Warforged can have one more attuned magical item then normal, as long as that item is a docent.
Languages: You can speak, read and write Common.
Two Feats or Subraces: Mithril body and Adamantine Body increase the Armored Body to 16 and 18. Mithril gives +1 Dex and Adamantine gives +1 Str.
// Armor body and how to deal with warforged tradition of being automatically armored is a tough one.
Alternatives for Armored Body:
- While wearing no armor (or without modifications) your AC equals 13 + Dexterity and you are treated as unarmored. (this increases based on body type subrace features mith/adman/ironwood/etc).
- You get +1 AC (as the playtest).
- You get Damage Resistance of 2 verses Slash/pierce/bludgeon
- You can bond Armor you are proficient with to your body and it cant be removed, unless you spend a day removing it. You are considered unarmored(?).