D&D 5E 5E Races without racial ASIs.

Not sure who the "we" is, but it is not me. I'm for more difference and throwing balance out the window!
I thought Horwath cleared that up?

I want some difference between races.
Ah yes, there it is.

The "we" I was referring to was WotC who, oddly, made some sort of gesture similar to Horwath's: backing away from racial ability score modifiers. The odd part is that they're doing it for opposite reasons.
 

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Well, I just did the post 10 days ago-- but... fine, here is what I wrote up again. Maximum flexibility for player choice while still retaining enough of the flavor of the race to feel like it is the same race. One won't even need to worry about different stats for different subraces anymore-- they are all designed to feel like a mix of the various subraces and to be flexible enough that you can make something that would feel right for whatever the particular subrace is. You can have elven societies that are gradients between being High Elves, Wood Elves and Drow with those three being more extremes as you would usually get if there were regular genetic and cultural exchange between the different pockets of elves rather than everything being just one type.

Human
Any 1 Feat
Any 1 Skill
Languages: Common and 1 Other
Tool Profiency or Animal Companion (CR 0 or 1/8)

Aasimar
1 Cantrip**
Resistance to 1 from Cold, Lighting, or Radiant
Regain hit points equal to Profiency Bonus when spending a hit die during short rest
Any 1 Skill
Languages: Common, Celestial and 1 Other
Tool Proficiency or Animal Companion (CR 0 or 1/8)

Bugbear
Dark Vision*
Natural Explorer (Forests)
+1 Hit Point per Level
Sneak Attack +1d6
Grapple as if Large Sized
1 Skills from: Athletics, Investgitation, Medicine, Nature, Perception, Stealth or Survival
Languages: Common and Goblinish

Dragonborn
Dark Vision*
Natural Explorer (Any 1)
Draconic Heritage - Choose a color and associated element Black (Acid), Blue (Lightning), Brass (Fire), Bronze (Lightning), Copper (Acid), Gold (Fire), Green (Poison), Red (Fire), Silver (Cold), or White (Cold)
Dragon Breath - Works like Cone of Cold Cantrip, but damage type become associated element
Resistance to associated element
1 Skills from: Arcana, Athletics, History, Insight, Intimidation, Religion, or Stealth
Languages: Common and Draconic
Tool Proficiency

Dwarf
Dark Vision*
Natural Explorerer (Mountain or Underdark)
+1 Hit Point per level
Advantage on Save vs. Poison & Poison Resistance
1 Skills from: Athletics, History, Insight, Intimidaton, Investigation, Medicine or Religion
Languages: Common and Dwarven
Tool Proficiency

Elf
Dark Vision*
Natural Explorer (Forets or Underdark)
1 Cantrip (Spellcasting attribute can be any)**
Advantage on Save vs. Charm & Immunity to Sleep
1 Skills from: Animal Handling, Arcana, Athletics, Medicine, Nature, Stealth or Survival
Languages: Common, Elven
Additional Language or Animal Companion (CR 0 or 1/8)

Firbolg
Natural Explorer (Forests)
+1 HP per level
1 Cantrip**
Grapple as if Large Sized
1 Skills from: Athletics, Animal Handling, Investigation, Medicine, Nature, Perception or Stealth
Languages: Common and Fey
Tool Proficiency or Animal Companion (CR 0 or 1/8)

Genasi
Choose Air/Lightning, Fire, Earth/Acid or Water/Cold
Resistance to Associated Element
Elemental Touch - Works like Chill Touch Cantrip, but damage type becomes associated element
May create a 5' by 5' area of associated element at the cost of 1 Hit Die
Any 1 Skill
Languages: Common and Elemental
Special Ability
Air: Advantage to Athletics when Jumping
Fire: Advantage to Save vs. Dazzle
Earth: Advantage to Saves vs. Forced Movement
Water: Waterbreathing

Gnome
Dark Vision*
Natural Explorer (Forests or Underdark)
1 Cantrip**
Advantage on Save vs. Illusion
1 Skills from: Animal Handling, Arcana, Investigation, Medicine, Nature, Performance or Stealth
Languages: Common and Gnomish
Tinkerer's Set Proficiency or Animal Companion (CR 0 or 1/8)

Goblin
Dark Vision*
Natural Explorer (Any 1)
May Disenge or Hide as Bonus Action (If you are a Thief, gain Expertise on 1 additional skill at 2nd level)
Advantage on Save vs. Restrained
1 Skills from: Acrobatics, Animal Handling, Deception, Nature, Sleight of Hand, Stealth or Survival
Languages: Common and Goblinish
Tool Proficiency or Animal Companion (CR 0 or 1/8)

Goliath
Natural Explorer (Mountains)
+1 Hit Point per level
Grapple as if Large Sized
Add Proficiency bonus to AC when unarmored (if you are Barbarian, Monk or other class that grants similar ability, get Expertise on 1 skill)
1 Skills from: Athletics, History, Intimidation, Investgitation, Nature, Perception, or Survival
Languages: Common and Giant
Tool Proficiency

Halflings
Natural Explorer (Grasslands)
Lucky (reroll 1s)
Advantage on Save vs. Fear
1 Skills from: Acrobatics, Investigation, Medicine, Perception, Performance, Sleight of Hand or Stealth
Languages: Common, Halfling and 1 Other
Tool Proficiency

Hobgoblin
Dark Vision*
Natural Explorer (Coastal, Mountain or Underdark)
1 Bardic Inspiration or 1 Battlemaster Maneuever and Superioriety Die of D6 (Or 1 Extra Bardic Inspiration or 1 Extra Maneuever and Superioriety Die if respective class)
Advantage on Save vs. Stunned
1 Skills from: Athletics, History, Insight, Intimidation, Investigation, Perception, or Persuasion
Languages: Common and Goblinish
Tool Proficiency

Kobold
Dark Vision*
Natural Explorer (Mountain, Swamp or Underdark)
May Disenge or Hide as Bonus Action (If you are a Thief, gain Expertise on 1 additional skill at 2nd level)
Advantage on Saves vs. Traps
Resistance to 1 from Acid, Cold, Fire, Lightning or Poison
Languages: Common and Draconic
Tool Proficiency

Lizardfolk
Natural Explorer (Swamp)
Add Proficiency bonus to AC when unarmored (if you are Barbarian, Monk or other class that grants similar ability, get Expertise on 1 skill)
Unarmed Attacks are 1d6 (or 1 level higher if Monk or other class that increases unarmed attack)
1 Skills from: Animal Handling, Athletics, Intimidate, Nature, Perception, Stealth, or Survival
Waterbreathing
Languages: Common and Draconic
Tool Proficiency

Orc
Dark Vision*
Natural Explorer (Arctic, Mountain or Underdark)
Rage 1/Long Rest as Barbarian (or 1 extra if a Barbarian) or Relentless Endurance
Advantage on Save vs. Disease
1 Skills from: Athletics, Animal Handling, Intimidation, Investigation, Medicine, Nature, or Survival
Languages: Common and Orcish
Tool Proficiency or Animal Companion (CR 0 or 1/8)

Tiefling
Dark Vision*
1 Cantrip**
Resistance to 1 from Cold, Fire, or Necrotic
Any 1 Skill
Languages: Common, Infernal and 1 Other
Tool Proficiency or Animal Companion (CR 0 or 1/8)


Heritage Feats (Human Only, 1st Level Only)
Half-Dwarf

Dark Vision*
+1 Hit Point per level
Advantage on Save vs. Poison & Poison Resistance
Bonus Language: Dwarven

Half-Elf
Dark Vision
1 Cantrip**
Advantage on Save vs. Charm & Immunity to Sleep
Bonus Language: Elven

Half-Hobgoblin
Dark Vision*
1 Bardic Inspiration or 1 Battlemaster Maneuever and Superioriety Die of D6 (Or 1 Extra Bardic Inspiration or 1 Extra Maneuever and Superioriety Die if that class)
Advantage on Save vs. Stunned
Bonus Language: Goblinish

Half-Orc
Dark Vision*
Rage 1/Long Rest as Barbarian (or 1 extra if a Barbarian) or Relentless Endurance
Advantage on Save vs. Disease
Bonus Language: Orcish

* Races that start with Dark Vision can exchange it for Superior Dark Vision and Low Light Vision if they are an underdark variant.
** Races that start with a cantrip can exchange it for a 1st level spell 1/day at 3rd level and a 2nd level spell 1/day at 5th level
 

I want to see more differentiation between races. I want "Orcs are strong" and 'Elves are agile" to mean something serious.

I do like the idea of moving learned skills to a background, rather than a species. I think it's silly that all Elves are born with the ability to use swords and bows.
 

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