Horwath
Legend
We know that racial ASIs guide certain races to certain classes and make some classes obviously not best combination.
But we still want difference between races, not just the same chassis with different paintwork.
So maybe we could focus on certain skills/tools/expertise or ribbon abilities and not on ASI, as they affect lots of mechanics in a character.
1st thing; little change to point buy system:
Total points: 32
score 8; costs 0 points,
score 9; costs 1 point,
score 10; costs 2 points,
score 11; costs 3 points,
score 12; costs 4 points,
score 13; costs 5 points,
score 14; costs 6 points,
score 15; costs 8 points,
score 16; costs 10 points,
This is made so 16 is available at 1st level.
Now for new racial features;
Humans:
Speed: 30ft
+2 skills.
+2 tools or weapons.
Common, +2 languages.
+1 saving throw proficiency.
Advantage on death saves.
bonus "half-feat" without ability boost.
Elves:
Speed: 30ft
Proficiency and expertise in Perception
Darkvision 60ft
Elven, common
Advantage vs charm, immunity to sleep
Elven trance 4hrs
Proficiency in 1 tool from the list; woodcarver tool, alchemy supplies, herbalism set or any musical instrument,
Proficiency with 1H swords and bows or 2 extra tool proficiency from the list
Highelf:
Bonus language,
Bonus 1 skill with expertise: Arcana, History, Nature, Religion
Bonus wizard cantrip,
Woodelf:
Bonus sylvan language
Bonus 1 skill; Nature, Survival or Stealth
+5ft move speed
Can hide in dim light
Dwarves:
Proficiency in History and Insight, expertise in one of those skills
Darkvision 90ft
Dwarven, Common
Speed: 25ft
+1 HP per level,
Proficiency in 1 tool from the list; smith tools, masons tools, brewery supplies, jeweler tools,
Proficiency with 1Handed axes and hammers or 2 tools from the tool list.
+1 category of armor proficiency from starting class: none->light, light->medium, medium->heavy, heavy->bonus 1 class skill.
Advantage and resistance vs poisons.
But we still want difference between races, not just the same chassis with different paintwork.
So maybe we could focus on certain skills/tools/expertise or ribbon abilities and not on ASI, as they affect lots of mechanics in a character.
1st thing; little change to point buy system:
Total points: 32
score 8; costs 0 points,
score 9; costs 1 point,
score 10; costs 2 points,
score 11; costs 3 points,
score 12; costs 4 points,
score 13; costs 5 points,
score 14; costs 6 points,
score 15; costs 8 points,
score 16; costs 10 points,
This is made so 16 is available at 1st level.
Now for new racial features;
Humans:
Speed: 30ft
+2 skills.
+2 tools or weapons.
Common, +2 languages.
+1 saving throw proficiency.
Advantage on death saves.
bonus "half-feat" without ability boost.
Elves:
Speed: 30ft
Proficiency and expertise in Perception
Darkvision 60ft
Elven, common
Advantage vs charm, immunity to sleep
Elven trance 4hrs
Proficiency in 1 tool from the list; woodcarver tool, alchemy supplies, herbalism set or any musical instrument,
Proficiency with 1H swords and bows or 2 extra tool proficiency from the list
Highelf:
Bonus language,
Bonus 1 skill with expertise: Arcana, History, Nature, Religion
Bonus wizard cantrip,
Woodelf:
Bonus sylvan language
Bonus 1 skill; Nature, Survival or Stealth
+5ft move speed
Can hide in dim light
Dwarves:
Proficiency in History and Insight, expertise in one of those skills
Darkvision 90ft
Dwarven, Common
Speed: 25ft
+1 HP per level,
Proficiency in 1 tool from the list; smith tools, masons tools, brewery supplies, jeweler tools,
Proficiency with 1Handed axes and hammers or 2 tools from the tool list.
+1 category of armor proficiency from starting class: none->light, light->medium, medium->heavy, heavy->bonus 1 class skill.
Advantage and resistance vs poisons.