D&D 5E Alternate human stats and feat requirements

PnPgamer

Explorer
Ive been wondering if alternate human stats that grant a feat check for its requirements before or after class. Ie can youpick medium armor proficiency feat if you are a human warlock or does it have to be something that have no requirements.
 

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The rules don't say explicitly one way or the other. The character creation process laid out at the start of the PHB says you pick your race first, then your class, then your ability scores. By a very strict reading, then, your feat (as an element of your race) would have to be chosen before your class.

However, I believe this is contrary to the intent of the rules. I'm fairly certain the intent was for your class abilities to count toward feat prereqs, including the bonus feat for variant humans; I'll be very, very surprised if Sage Advice says otherwise. You'll have to ask your DM, but if you were in my campaign, I would rule you can choose your feat after choosing your class.
 


Giving out ability score increases as stated in the Player's Handbook resulted in everyone choosing the same races just for the ability increase. That is why I created a variant for both race and class. Have a look at my custom variant. Humans get a Feat reward.

The Race Variant

Select the Race of your Character.

Race: Dwarf
Languages: Common, Dwarvish
Racial Traits: Poison Resistance, SaveVsPoison@Advantage
Senses: DarkVision 120 ft.
Size: Medium 5x5 ft.
Speed: 25 ft.

Race: Halfling(Gnome)
Languages: Common, Halfling(Gnomish)
Racial Traits: SaveVsFear@Advantage
MovesThroughLargerBeingSpace, HidesBehindLargerBeing
Size: Small 2.5x2.5 ft.
Speed: 25 ft.

Race: Human
Language: Common and 1 language
Racial Traits; SaveVsPoison or Fear or Charm@Advantage
1 Level-Up Reward
Size: Medium 5x5 ft.
Speed: 30 ft.

Race: Elf
Language: Common, Elvish
Racial Traits; SaveVsCharm@Advantage, ImmuneSleep
Senses: DarkVision 60 ft.
Size: Medium 5x5 ft.
Speed: 35 ft.

Race: Elf, Half
Language: Common, Elvish
Racial Traits; SaveVsPoison or Fear or Charm@Advantage
Senses: DarkVision 30 ft.
Size: Medium 5x5 ft.
Speed: 30 ft.

Race: Orc, Half
Languages: Common, Orc
Racial Traits: Hp0BecomesHp1
Senses: DarkVision 60 ft.
Size: Medium 5x5 ft.
Speed: 30 ft.

Race: Tiefling
Languages: Common, Infernal
Racial Traits: Fire Resistance
Senses: DarkVision 60 ft.
Size: Medium 5x5 ft.
Speed: 30 ft.

The Class Variant

Select the Class of your character.

Martial(Barbarian, Fighter)
Ability Increase: Str+1
Ability Proficiency: Str+Pro
Armor Proficiency: All armor.
Exclusive Skill: Athletics
Skill Proficiencies: Athletics+Expertise, 1 other Skill+Pro.
Starting Hit Points: 12+Con mod
Every Higher Level Hit Points: 1d12(or 7)+Con mod
2-Handed Weapon Damage: 1d12+Ability Mod
Primary Weapon Damage: 1d6+Ability Mod
Secondary Weapon Damage: 1d6

Skilled(Ranger)
Ability Increase: Dex+1
Ability Proficiency: Dex+Pro
Armor Proficiency: Leather armor.
Exclusive Skill: Survival
Skill Proficiencies: Survival+Expertise, 3 other Skills+Pro.
Starting Hit Points: 10+Con mod
Every Higher Level Hit Points: 1d10(or 6)+Con mod
2-Handed Weapon Damage: 1d10+Ability Mod
Primary Weapon Damage: 1d6+Ability Mod
Secondary Weapon Damage: 1d4

Skilled(Rogue)
Ability Increase: Dex+1
Ability Proficiency: Dex+Pro
Armor Proficiency: Leather armor.
Exclusive Skill: Stealth, Thieve's Tools
Skill Proficiencies: Stealth+Expertise, 3 other Skills+Pro.
Starting Hit Points: 10+Con mod
Every Higher Level Hit Points: 1d10(or 6)+Con mod
2-Handed Weapon Damage: 1d10+Ability Mod
Primary Weapon Damage: 1d6+Ability Mod
Secondary Weapon Damage: 1d4

Mixed(Cleric, Druid, Monk)
Ability Increase: Wis+1
Ability Proficiency: Wis+Pro
Armor Proficiency: Up to chain armor.
Exclusive Skill: Religion
Skill Proficiencies: Religion+Expertise, 1 other Skill+Pro.
Starting Hit Points: 8+Con mod
Every Higher Level Hit Points: 1d8(or 5)+Con mod
2-Handed Weapon Damage: 1d8+Ability Mod
Primary Weapon Damage: 1d4+Ability Mod
Secondary Weapon Damage: 1d4
Spell Proficiency: all spells 1 target, no area spells
Spell Damage: 1d8+wis mod damage or healing

Casting(Sorcerer, Warlock, Wizard)
Ability Increase: Int+1
Ability Proficiency: Int+Pro
Armor Proficiency: Abjuration spells and jewelry.
Exclusive Skill: Arcana
Skill Proficiencies: Arcana+Expertise, 1 other Skill+Pro.
Starting Hit Points: 6+Con mod
Every Higher Level Hit Points: 1d6(or 4)+Con mod
Weapon Damage: 1d6+Ability Mod
Spell Proficiency: all spells except life spells, area spells
Spell Damage: 1d6+int mod

Multi-Classing
Martial classes that want to cast spells become a Mixed class.
Casting classes that want to use armor and heavier weapons become a Mixed class.
Martial classes, that do not cast, with more than 3 skills become a Skilled class.
 

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