D&D (2024) Make your 2024 race(species/lineage):

Horwath

Legend
Looking at Tasha's and other recent work from WotC we can expect some heavy redesign of "base" and some uncommon races for our 5.5E or AD&D5 or 50AED&D "Player's handbook" or whatever it will be called.

Races will probably remove themselves for giving ability boosts, and we will get those from additional +2/+1 or +1/+1/+1, or maybe more generous half-elf/Mt-dwarf 4 pt boost for +2/+2 or +2/+1/+1 or +1/+1/+1/+1, after rolls or pointbuy or default array.

Races will also have more loosed bonuses, namely having 2 or even 3 options for many of those bonuses. Except those we would call "genetic" traits.
We'll we get a "culture" bonuses? I don't know, maybe it would be easier with few race traits that are interchangeable on character creation.

So let's start....


Humans:
As they will be the "default" option(and they must get something), I would expect humans to once again be very open ended with their choices, and as all races get same ability boosts in the end we have to give humans something... Versatility:

Languages: Common, plus any 2 other languages(except secret ones)
Speed: 30ft
Skilled: +3 skill proficiencies
Expert: one skill expertise
Tools of the trade: any combination of 3 tools or weapon proficiencies
Hardiness: proficiency on one saving throw of choice


Elves:

Languages: Elven, Common
Speed: 30ft
Darkvision: 60ft
Elven senses: proficiency&expertise in Perception
Elven trance: elves spend 4hrs in trace being semi-conscious(dis-adv on Perception) and gain benefit of long rest.
Elven resistance: immunity to sleep and advantage vs. charm effects

High elf:
Minor magic: you learn on cantrip. It can be from any class. Use highest of int, wis or cha as casting ability.
Education: learn one language and one skill from Arcana, History, Nature, Religion. You gain expertise in that skill.
Elven talent: gain one tool from the list: Any music instrument or any artisan tool,
Elven weapon training: gain proficiency in Longbow and one onehanded sword(like) weapon. You can gain two extra tools from elven talent instead of this.

Wood elf:
Fleet of foot: you gain +5 ft to your speed
Mask of the wild: you can hide when only lightly obscured.
Woodcraft: Learn sylvan and gain proficiency in one skill from: Stealth, Nature, Animal handling, Medicine, Survival.
Elven talent: gain one tool from the list: Any music instrument, Herbalism kit, Woodcarver tools, Poisoners kit,
Elven weapon training: gain proficiency in Longbow and one onehanded sword(like) weapon. You can gain two extra tools from elven talent instead of this.

Dark elf(drow):
Deepvision: you have darkvision of 120ft, but suffer dis-advantage on attacks and perception if your or your target are in bright sunlight of daylight spell.
Languages: you know Undercommon and deep speech.
Elven talent: gain one tool from the list: Any music instrument, Poisoners kit, Disguise kit, forgery kit, cartographer's tools,
Cunning diplomat: you learn a skill from the list: Insight, Deception, Intimidation or Persuasion.
Elven weapon training: gain proficiency in Hand crossbow and one onehanded sword(like) weapon. You can gain two extra tools from elven talent instead of this.
Deep magic: you know dancing lights cantrip, at 3rd level you learn faerie fire and you can cast it once per long rest. At 5th level you learn darkness and you can cast it once per long rest.

Dwarves:

Languges: Dwarven, Common
Speed: 25ft
Stable: you have advantage on any effect vs forced movement, if there is any. In addition reduce distance of forced movement on you by 5ft once per round. Your speed in not reduced by armor.
Darkvision: 60ft
Resilience: you have advantage on saves vs disease and poisons and you have resistance vs poison damage.
Toughness: you gain +1 HP per level
Crafter: you gain proficiency in one artisan tool
Dwarven culture; you gain one skill from list: History, Religion or Insight. Gain expertise in that skill.
Armor training: you gain one category higher armor training from your 1st level class. None->Light->medium->heavy. You can take one extra class skill instead.
Dwarven weapon training: gain proficiency in any two axes or hammers. Or gain 2 extra artisan tools.



Here is the first 3...
 

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Scribe

Legend
Remove race specific languages, anything related to weapon training or tools.

No culture, language, ability scores, appearance (beyond small/medium), training, background, or skills can be assumed racial knowledge.

Each race will have 2 or 3 specific rules, nothing else.

EDIT: Posted this yesterday, but this is what I actually think it will look like.

Aasimar
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Celestial Resistance. You have resistance to necrotic damage and radiant damage.
  • Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
  • Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
Thats it.
 
Last edited:

Remove race specific languages, anything related to weapon training or tools.

No culture, language, ability scores, appearance (beyond small/medium), training, background, or skills can be assumed racial knowledge.

Each race will have 2 or 3 specific rules, nothing else.

EDIT: Posted this yesterday, but this is what I actually think it will look like.

Aasimar
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Celestial Resistance. You have resistance to necrotic damage and radiant damage.
  • Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
  • Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
Thats it.

That is way too weak,plus it ignores the fact that like MToF Tieflings and Genasi Aasimar have subraces. It doesn't even have spells or the power 1 minute long buff.

It's more like

Aasimar Protector: Darkvision, Celestial Resistance, Lightbearer, and a unique 1 minute buff with 1/long rest use.

Aasimar Scourge: Darkvision, Celestial Resistance, Lightbearer, and a unique 1 minute buff or a spell known with 1/long rest use. Might have slightly different resistance like Fire and Radiant, instead of Necrotic.

Aasimar Fallen:
Darkvision, Celestial Resistance, Lightbearer (might be replaced by Toll the Dead) and a unique 1 minute buff or spell known with 1/long rest use.

Might have a new subrace like Godborn.
 

Scribe

Legend
Weak or not, that's the default Aasimar.

I didn't do subraces, but go ahead and add the 1 rule for Fallen.

Brace yourself, because that's how bare people have convinced Wizards to make it.
 

Charlaquin

Goblin Queen (She/Her/Hers)
I don’t think they’ll touch standard human. It’s the most popular racial option by far, and it fits perfectly fine with post-Tasha’s lineage design. Variant human might get changed to floating +2/+1 or +1/+1/+1 instead of the current +1/+1, but will otherwise remain the same.

All other races will have their ASIs changed to the floating +2/+1 or +1/+1/+1. Languages will all be Common and choice of X others, where X is the total number of non-Common languages they get currently. Races that grant weapon or tool proficiencies will grant the same total number of proficiencies of the same types, but you’ll be able to choose the specific weapons/tools (so, for example, dwarves will get proficiency with two simple weapons, two martial weapons, and one set of tools - maybe one set of artisan’s tools specifically.) Races that grant spellcasting will let you choose your spellcasting ability and will let you cast the spell with your spell slots in addition to the 1/long rest free casting they give you. Races that grant short rest recovery abilities will instead grant Prof bonus uses per long rest, and I will cry. No races will specify typical alignments. Sizes will be Small or Medium, without going into detail about average height or weight, but there will still be a random height and weight table for those who want to roll randomly or pick a height and weight from within a typical range. The term “race” will probably be changed to “lineage,” and “subraces,” will also get a name change - maybe to “cultures,” or maybe they won’t even have a name any more.
 

Scribe

Legend
Races that grant weapon or tool proficiencies will grant the same total number of proficiencies of the same types, but you’ll be able to choose the specific weapons/tools (so, for example, dwarves will get proficiency with two simple weapons, two martial weapons, and one set of tools - maybe one set of artisan’s tools specifically.)
Taken to a logical extreme this doesnt even make sense. Its culture/background, and has nothing to do with race.

The only way these kinds of things (Tools, Language, ASI, and yes even Alignment) make sense, is with accepted, standardized, setting assumptions. Thats the end point I have come to in all my iterations for the last several months.

If they start down this path (and they have) then absent a default setting which THEY define these things, you cannot have them assigned at race selection, its simply wrong.
 

Charlaquin

Goblin Queen (She/Her/Hers)
Oh, and I could see some lineages changing to grant a different creature type. For example, elves and gnomes could become fae instead of humanoid. Tieflings could maybe become fiends but I sort of doubt it.

The wording on some race features might change a bit for clarity - for example, Trance might specify that you can finish a long rest after only 4 hours of meditation.
 

Scribe

Legend
Oh, and I could see some lineages changing to grant a different creature type. For example, elves and gnomes could become fae instead of humanoid. Tieflings could maybe become fiends but I sort of doubt it.

The wording on some race features might change a bit for clarity - for example, Trance might specify that you can finish a long rest after only 4 hours of meditation.
I really really hope so, AT LEAST give us this. I want more differences, not bloody less.

Then again "Your size is Small or Medium." :sleep:

EDIT: I just looked.

Aasimar Subrace (or whateverTF they call it) will have 1 Additional Rule.

Radiant Soul - Protector
Radiant Consumption - Scourge
Necrotic Shroud - Fallen (and my personal favorite for my Oath of Conquest Paladin...)

Thats it, that's all folks.
 

Charlaquin

Goblin Queen (She/Her/Hers)
Taken to a logical extreme this doesnt even make sense. Its culture/background, and has nothing to do with race.

The only way these kinds of things (Tools, Language, ASI, and yes even Alignment) make sense, is with accepted, standardized, setting assumptions. Thats the end point I have come to in all my iterations for the last several months.

If they start down this path (and they have) then absent a default setting which THEY define these things, you cannot have them assigned at race selection, its simply wrong.
Both of the core PHB races that grant proficiencies are long-lived, so it could easily be chalked up to them having time to study and gain those proficiencies.

For the record, I agree with you that it doesn’t make sense, but I don’t think that’s going to stop WotC from doing it that way. It’s consistent with the proficiency swap optional rule from Tasha’s, and I don’t think they really care if it makes sense or not, just that the majority of their audience doesn’t consider it problematic.
 


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