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Balancing out Racial Abilities
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<blockquote data-quote="WhosDaDungeonMaster" data-source="post: 7541379"><p><strong>High-Powered Versions</strong></p><p></p><p>Here is the first draft of the revised races and are more high-powered. I tried to highlight all the changes in red. I also have low-powered versions that I will post later.</p><p></p><p><em>Now</em> is the time I welcome critiques about the changes, whether or not something is too much, etc. If anyone has alternative options they want to share, please let me know and thanks!</p><p></p><p><strong>DRAGONBORN</strong></p><p></p><p><strong>Ability Score Increase</strong>: <span style="color: #FF0000">Your Wisdom score increases by 2, and your Strength score increases by 1.</span></p><p><strong>Age</strong>: Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.</p><p><strong>Alignment</strong>: Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.</p><p><strong>Size</strong>: Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.</p><p><strong>Speed</strong>: Your base walking speed is 30 feet.</p><p><strong>Draconic Ancestry</strong>: You have draconic ancestry and the wisdom of the ancients flows through you. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.</p><p><strong>Breath Weapon</strong>: You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.</p><p>When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.</p><p><strong>Damage Resistance</strong>: You have resistance to the damage type associated with your draconic ancestry.</p><p><strong>Darkvision</strong>: <span style="color: #FF0000">Due to your draconic ancestry, you have superior vision in dark and dim conditions. 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.</span></p><p><strong>Thick Skin</strong>: <span style="color: #FF0000">Your natural Armor Class is 10 + your Consitution modifier (minimum 1). You have 1 point of Damage Reduction against non-magical bludgeoning, piercing, and slashing damage. </span></p><p><strong>Languages</strong>: You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.</p><p> </p><p><strong>DWARF</strong></p><p></p><p><strong>Ability Score Increase</strong>: Your Constitution score increases by 2, <span style="color: #FF0000">and your Strength score increases by 1.</span></p><p><strong>Age</strong>: Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.</p><p><strong>Alignment</strong>: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.</p><p><strong>Size</strong>: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.</p><p><strong>Speed</strong>: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.</p><p><strong>Armor Expertise</strong>: <span style="color: #FF0000">When wearing light, medium, or heavy armor that you are proficient with, your Armor Class improves by 1. You can don and doff any armor you are proficient with in half the normal time. You can don or doff a shield as a bonus action.</span></p><p><strong>Dwarven Combat Training</strong>: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. </p><p><strong>Dwarven Resilience</strong>: You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Dwarven Toughness</strong>: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.</p><p><strong>Shadowsight</strong>: <span style="color: #FF0000">Due to spending much of your life underground, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light. You can discern colors in dim conditions, but they are muted and not as vibrant. You gain no benefit in conditions of darkness.</span></p><p><strong>Stonecunning</strong>: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.</p><p><strong>Tool Proficiency</strong>: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.</p><p><strong>Languages</strong>: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.</p><p></p><p><em>OPTIONAL SUBRACE: Duergar. You have Darkvision instead of Shadowsight. You can speak, read, and write Undercommon. At the option of the DM, you lose Armor Expertise, but gain Duergar Magic (see SCAG).</em></p><p></p><p> </p><p><strong>ELF</strong></p><p></p><p><strong>Ability Score Increase</strong>: Your Dexterity score increases by 2, <span style="color: #FF0000">and your Intelligence score increases by 1.</span></p><p><strong>Age</strong>: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment</strong>: Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not.</p><p><strong>Size</strong>: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed</strong>: <span style="color: #FF0000">Your base walking speed is 35 feet.</span></p><p><strong>Elf Weapon Training</strong>: You have proficiency with the longsword, shortsword, shortbow, and longbow.</p><p><strong>Fey Ancestry</strong>: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.</p><p><strong>Keen Senses</strong>: You have proficiency in the Perception skill.</p><p><strong>Magical Bloodline</strong>: <span style="color: #FF0000">You know one cantrip of your choice from the wizard spell list. When you reach 3rd level, you learn one first-level spell from the wizard spell list. When you reach 5th level, you learn one second-level spell from the wizard spell list. You regain the ability to cast these spells after a Long Rest. Intelligence is your spellcasting ability for these spells.</span></p><p><strong>Shadowsight</strong>: <span style="color: #FF0000">Spending much of you life under the starry night and in deep forests, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light. You can discern colors in dim conditions, but they are muted and not as vibrant. You gain no benefit in conditions of darkness.</span></p><p><strong>Trance</strong>: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Languages</strong>: You can speak, read, and write Common, Elvish, and <span style="color: #FF0000">one extra language of your choice</span>. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.</p><p></p><p><em>OPTIONAL SUBRACE: Drow. You have Darkvision instead of Shadowsight. You can speak, read, and write Undercommon. At the option of the DM, you lose Magical Bloodline and Elf Weapon Training, but gain Drow Magic and Drow Weapon Training (see PHB).</em></p><p> </p><p><strong>GNOME</strong></p><p></p><p><strong>Ability Score Increase</strong>: Your Intelligence score increases by 2 <span style="color: #FF0000">and your Wisdom scores increases by 1.</span></p><p><strong>Age</strong>: Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.</p><p><strong>Alignment</strong>: Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.</p><p><strong>Size</strong>: Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. <span style="color: #FF0000">For purposes of determining how much you can carry, light, pull, or drag, your Strength is considered 4 points lower (minimum 3).</span></p><p><strong>Speed</strong>: Your base walking speed is 25 feet.</p><p><strong>Artificer’s Lore</strong>: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.</p><p><strong>Dedicated Worker</strong>: <span style="color: #FF0000">You gain Expertise in one skill with which you are proficient. When you make a skill check with this skill, you add double your proficiency bonus instead of your normal proficiency bonus.</span></p><p><strong>Gnome Cunning</strong>: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.</p><p><strong>Natural Caster</strong>: <span style="color: #FF0000">Your heritage is immersed in the magic of enchantment and illusion. Choose one of the following cantrips to know: Friends, Minor Illusion, or Viscious Mockery. When you reach 3rd-level, choose one spell from the 1st-Level Bard spell list that is either of the Enchantment or Illusion school to know. When are reach 5th-level, choose one spell from the 2nd-Level Bard spell list that is either of the Enchantment or Illusion school to know. You regain the ability to cast these spells after a Short or Long Rest. Intelligence is your spellcasting ability for these spells.</span></p><p><strong>Nimble Fingers</strong>: <span style="color: #FF0000">You gain proficiency in the Sleight of Hand skill and have advantage when using this skill.</span></p><p><strong>Shadowsight</strong>: <span style="color: #FF0000">Accustomed to life underground and in dense forests, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light. You can discern colors in dim conditions, but they are muted and not as vibrant. You gain no benefit in conditions of darkness.</span></p><p><strong>Speak with Small Beasts</strong>: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.</p><p><strong>Tinker</strong>: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:</p><p><em>Clockwork Toy</em>: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.</p><p><em>Fire Starter</em>: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.</p><p><em>Music Box</em>: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.</p><p><strong>Languages</strong>: You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.</p><p></p><p><strong>HALF-ELF</strong></p><p></p><p><strong>Ability Score Increase</strong>: <span style="color: #FF0000">Your Dexterity , Intelligence, and Wisdom scores increases by 1.</span></p><p><strong>Age</strong>: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.</p><p><strong>Alignment</strong>: Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.</p><p><strong>Size</strong>: Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.</p><p><strong>Speed</strong>: Your base walking speed is 30 feet.</p><p><strong>Fey Ancestry</strong>: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.</p><p><strong>Skill Versatility</strong>: You gain proficiency in two skills of your choice.</p><p><strong>Touch of Magic</strong>: <span style="color: #FF0000">You choose one cantrip from any spell list to know. You use the appropriate Ability Score when casting this cantrip for any attack or DC save purposes.</span></p><p><strong>Uncommon Understanding</strong>: <span style="color: #FF0000">You gain proficiency in the Insight skill.</span></p><p><strong>Wide Horizons</strong>: <span style="color: #FF0000">You pick up your skills in a variety of ways. When you select your Class Skills, you can choose skills not listed under your Class Features as well as from those listed. Whenever a Class or Archetype feature grants a new skill, you can elect to choose any other skill instead.</span></p><p><strong>Languages</strong>: You can speak, read, and write Common and two extra languages of your choice. Half-Elves typically learn Elven, but you can choose any language.</p><p> </p><p><strong>HALF-ORC</strong></p><p></p><p><strong>Ability Score Increase</strong>: Your Strength score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age</strong>: Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.</p><p><strong>Alignment</strong>: Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.</p><p><strong>Size</strong>: Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.</p><p><strong>Speed</strong>: Your base walking speed is 30 feet.</p><p><strong>Broad Back</strong>: <span style="color: #FF0000">You have advantage when making Strength checks. You are considered Large for purposes of determining how much weight you can carry, lift, drag, or pull.</span></p><p><strong>Darkvision</strong>: Thanks to your orc blood, you have superior vision in dark and dim conditions. 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.</p><p><strong>Menacing</strong>: You gain proficiency in the Intimidation skill.</p><p><strong>Natural Survivalist</strong>: <span style="color: #FF0000">You gain proficiency in the Survival skill.</span></p><p><strong>Relentless Endurance</strong>: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.</p><p><strong>Savage Attacks</strong>: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.</p><p><strong>Languages</strong>: You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.</p><p> </p><p><strong>HALFLING</strong></p><p></p><p><strong>Ability Score Increase</strong>: <span style="color: #FF0000">Your Charisma score increases by 2, and your Dexterity score increases by 1.</span></p><p><strong>Age</strong>: A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.</p><p><strong>Alignment</strong>: Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.</p><p><strong>Size</strong>: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. <span style="color: #FF0000">For purposes of determing how much you can carry, light, pull, or drag, your Strength is considered 4 points lower (minimum 3).</span></p><p><strong>Speed</strong>: Your base walking speed is 25 feet.</p><p><strong>Brave</strong>: You have advantage on saving throws against being frightened.</p><p><strong>Halfling Nimbleness</strong>: You can move through the space of any creature that is of a size larger than yours.</p><p><strong>Hobbyist</strong>: <span style="color: #FF0000">You gain proficiency in one Tool or Kit of your choice.</span></p><p><strong>Lucky</strong>: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.</p><p><strong>Naturally Stealthy</strong>: <span style="color: #FF0000">You gain proficiency in the Stealth skill and have advantage on Stealth checks.</span> You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.</p><p><strong>Stone Slinger</strong>: <span style="color: #FF0000">From a lifetime of games and fun, you are adept at throwing small, light objects quickly and with accuracy. When you make a ranged attack with a small, light object (no more than 1 lb.), you gain a +1 to the attack roll. Items include darts, daggers, and stones (not from a sling). As a bonus action, you make an additional ranged attack when you are making a ranged attack with these small items.</span></p><p><strong>Stout Resilience</strong>: You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Languages</strong>: You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.</p><p></p><p><strong>HUMAN</strong></p><p></p><p><strong>Ability Score Increase</strong>: <span style="color: #FF0000">Three different ability scores of your choice increase by 1</span>.</p><p><strong>Age</strong>: Humans reach adulthood in their late teens and live less than a century.</p><p><strong>Alignment</strong>: Humans tend toward no particular alignment. The best and the worst are found among them.</p><p><strong>Size</strong>: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.</p><p><strong>Speed</strong>: Your base walking speed is 30 feet.</p><p><strong>Feat</strong>: You gain one feat of your choice.</p><p><strong>Incredible Determination</strong>: <span style="color: #FF0000">You gain proficiency in saving throws for one ability score of your choice.</span></p><p><strong>Skill Versatility</strong>: You gain proficiency in <span style="color: #FF0000">two </span>skills of your choice.</p><p><strong>Tool Proficiency</strong>: <span style="color: #FF0000">You gain proficiency in one tool or kit of your choice.</span></p><p><strong>Languages</strong>: You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.</p><p></p><p><strong>TIEFLING</strong></p><p></p><p><strong>Ability Score Increase</strong>: Your Charisma score increases by 2, and <span style="color: #FF0000">your Constitution score increases by 1</span>.</p><p><strong>Age</strong>: Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment</strong>: Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size</strong>: Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed</strong>: Your base walking speed is 30 feet.</p><p><strong>Dark Heritage</strong>: <span style="color: #FF0000">Your infernal heritage confers partial resistance to magic effects. You choose one ability from Intelligence, Wisdom, or Charisma. You have advantage when making saving throws against magical spells and effects for the chosen ability.</span></p><p><strong>Darkvision</strong>: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.</p><p><strong>Hellish Resistance</strong>: You have advantage on saving throws against fire <span style="color: #FF0000">and cold damage</span>. You have resistance to fire damage.</p><p><strong>Infernal Legacy</strong>: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Lore Master</strong>: <span style="color: #FF0000">You gain proficiency in the Arcana skill.</span></p><p><strong>Languages</strong>: You can speak, read, and write Common and Infernal.</p></blockquote><p></p>
[QUOTE="WhosDaDungeonMaster, post: 7541379"] [b]High-Powered Versions[/b] Here is the first draft of the revised races and are more high-powered. I tried to highlight all the changes in red. I also have low-powered versions that I will post later. [I]Now[/I] is the time I welcome critiques about the changes, whether or not something is too much, etc. If anyone has alternative options they want to share, please let me know and thanks! [B]DRAGONBORN[/B] [B]Ability Score Increase[/B]: [COLOR=#FF0000]Your Wisdom score increases by 2, and your Strength score increases by 1.[/COLOR] [B]Age[/B]: Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. [B]Alignment[/B]: Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains. [B]Size[/B]: Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. [B]Speed[/B]: Your base walking speed is 30 feet. [B]Draconic Ancestry[/B]: You have draconic ancestry and the wisdom of the ancients flows through you. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. [B]Breath Weapon[/B]: You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. [B]Damage Resistance[/B]: You have resistance to the damage type associated with your draconic ancestry. [B]Darkvision[/B]: [COLOR=#FF0000]Due to your draconic ancestry, you have superior vision in dark and dim conditions. 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.[/COLOR] [B]Thick Skin[/B]: [COLOR=#FF0000]Your natural Armor Class is 10 + your Consitution modifier (minimum 1). You have 1 point of Damage Reduction against non-magical bludgeoning, piercing, and slashing damage. [/COLOR] [B]Languages[/B]: You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. [B]DWARF[/B] [B]Ability Score Increase[/B]: Your Constitution score increases by 2, [COLOR=#FF0000]and your Strength score increases by 1.[/COLOR] [B]Age[/B]: Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. [B]Alignment[/B]: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. [B]Size[/B]: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. [B]Speed[/B]: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. [B]Armor Expertise[/B]: [COLOR=#FF0000]When wearing light, medium, or heavy armor that you are proficient with, your Armor Class improves by 1. You can don and doff any armor you are proficient with in half the normal time. You can don or doff a shield as a bonus action.[/COLOR] [B]Dwarven Combat Training[/B]: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. [B]Dwarven Resilience[/B]: You have advantage on saving throws against poison, and you have resistance against poison damage. [B]Dwarven Toughness[/B]: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. [B]Shadowsight[/B]: [COLOR=#FF0000]Due to spending much of your life underground, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light. You can discern colors in dim conditions, but they are muted and not as vibrant. You gain no benefit in conditions of darkness.[/COLOR] [B]Stonecunning[/B]: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. [B]Tool Proficiency[/B]: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. [B]Languages[/B]: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. [I]OPTIONAL SUBRACE: Duergar. You have Darkvision instead of Shadowsight. You can speak, read, and write Undercommon. At the option of the DM, you lose Armor Expertise, but gain Duergar Magic (see SCAG).[/I] [B]ELF[/B] [B]Ability Score Increase[/B]: Your Dexterity score increases by 2, [COLOR=#FF0000]and your Intelligence score increases by 1.[/COLOR] [B]Age[/B]: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. [B]Alignment[/B]: Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not. [B]Size[/B]: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. [B]Speed[/B]: [COLOR=#FF0000]Your base walking speed is 35 feet.[/COLOR] [B]Elf Weapon Training[/B]: You have proficiency with the longsword, shortsword, shortbow, and longbow. [B]Fey Ancestry[/B]: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. [B]Keen Senses[/B]: You have proficiency in the Perception skill. [B]Magical Bloodline[/B]: [COLOR=#FF0000]You know one cantrip of your choice from the wizard spell list. When you reach 3rd level, you learn one first-level spell from the wizard spell list. When you reach 5th level, you learn one second-level spell from the wizard spell list. You regain the ability to cast these spells after a Long Rest. Intelligence is your spellcasting ability for these spells.[/COLOR] [B]Shadowsight[/B]: [COLOR=#FF0000]Spending much of you life under the starry night and in deep forests, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light. You can discern colors in dim conditions, but they are muted and not as vibrant. You gain no benefit in conditions of darkness.[/COLOR] [B]Trance[/B]: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. [B]Languages[/B]: You can speak, read, and write Common, Elvish, and [COLOR=#FF0000]one extra language of your choice[/COLOR]. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. [I]OPTIONAL SUBRACE: Drow. You have Darkvision instead of Shadowsight. You can speak, read, and write Undercommon. At the option of the DM, you lose Magical Bloodline and Elf Weapon Training, but gain Drow Magic and Drow Weapon Training (see PHB).[/I] [B]GNOME[/B] [B]Ability Score Increase[/B]: Your Intelligence score increases by 2 [COLOR=#FF0000]and your Wisdom scores increases by 1.[/COLOR] [B]Age[/B]: Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. [B]Alignment[/B]: Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. [B]Size[/B]: Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. [COLOR=#FF0000]For purposes of determining how much you can carry, light, pull, or drag, your Strength is considered 4 points lower (minimum 3).[/COLOR] [B]Speed[/B]: Your base walking speed is 25 feet. [B]Artificer’s Lore[/B]: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. [B]Dedicated Worker[/B]: [COLOR=#FF0000]You gain Expertise in one skill with which you are proficient. When you make a skill check with this skill, you add double your proficiency bonus instead of your normal proficiency bonus.[/COLOR] [B]Gnome Cunning[/B]: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. [B]Natural Caster[/B]: [COLOR=#FF0000]Your heritage is immersed in the magic of enchantment and illusion. Choose one of the following cantrips to know: Friends, Minor Illusion, or Viscious Mockery. When you reach 3rd-level, choose one spell from the 1st-Level Bard spell list that is either of the Enchantment or Illusion school to know. When are reach 5th-level, choose one spell from the 2nd-Level Bard spell list that is either of the Enchantment or Illusion school to know. You regain the ability to cast these spells after a Short or Long Rest. Intelligence is your spellcasting ability for these spells.[/COLOR] [B]Nimble Fingers[/B]: [COLOR=#FF0000]You gain proficiency in the Sleight of Hand skill and have advantage when using this skill.[/COLOR] [B]Shadowsight[/B]: [COLOR=#FF0000]Accustomed to life underground and in dense forests, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light. You can discern colors in dim conditions, but they are muted and not as vibrant. You gain no benefit in conditions of darkness.[/COLOR] [B]Speak with Small Beasts[/B]: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. [B]Tinker[/B]: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: [I]Clockwork Toy[/I]: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. [I]Fire Starter[/I]: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. [I]Music Box[/I]: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. [B]Languages[/B]: You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. [B]HALF-ELF[/B] [B]Ability Score Increase[/B]: [COLOR=#FF0000]Your Dexterity , Intelligence, and Wisdom scores increases by 1.[/COLOR] [B]Age[/B]: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. [B]Alignment[/B]: Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable. [B]Size[/B]: Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. [B]Speed[/B]: Your base walking speed is 30 feet. [B]Fey Ancestry[/B]: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. [B]Skill Versatility[/B]: You gain proficiency in two skills of your choice. [B]Touch of Magic[/B]: [COLOR=#FF0000]You choose one cantrip from any spell list to know. You use the appropriate Ability Score when casting this cantrip for any attack or DC save purposes.[/COLOR] [B]Uncommon Understanding[/B]: [COLOR=#FF0000]You gain proficiency in the Insight skill.[/COLOR] [B]Wide Horizons[/B]: [COLOR=#FF0000]You pick up your skills in a variety of ways. When you select your Class Skills, you can choose skills not listed under your Class Features as well as from those listed. Whenever a Class or Archetype feature grants a new skill, you can elect to choose any other skill instead.[/COLOR] [B]Languages[/B]: You can speak, read, and write Common and two extra languages of your choice. Half-Elves typically learn Elven, but you can choose any language. [B]HALF-ORC[/B] [B]Ability Score Increase[/B]: Your Strength score increases by 2, and your Constitution score increases by 1. [B]Age[/B]: Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. [B]Alignment[/B]: Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. [B]Size[/B]: Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. [B]Speed[/B]: Your base walking speed is 30 feet. [B]Broad Back[/B]: [COLOR=#FF0000]You have advantage when making Strength checks. You are considered Large for purposes of determining how much weight you can carry, lift, drag, or pull.[/COLOR] [B]Darkvision[/B]: Thanks to your orc blood, you have superior vision in dark and dim conditions. 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. [B]Menacing[/B]: You gain proficiency in the Intimidation skill. [B]Natural Survivalist[/B]: [COLOR=#FF0000]You gain proficiency in the Survival skill.[/COLOR] [B]Relentless Endurance[/B]: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. [B]Savage Attacks[/B]: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. [B]Languages[/B]: You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. [B]HALFLING[/B] [B]Ability Score Increase[/B]: [COLOR=#FF0000]Your Charisma score increases by 2, and your Dexterity score increases by 1.[/COLOR] [B]Age[/B]: A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. [B]Alignment[/B]: Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. [B]Size[/B]: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. [COLOR=#FF0000]For purposes of determing how much you can carry, light, pull, or drag, your Strength is considered 4 points lower (minimum 3).[/COLOR] [B]Speed[/B]: Your base walking speed is 25 feet. [B]Brave[/B]: You have advantage on saving throws against being frightened. [B]Halfling Nimbleness[/B]: You can move through the space of any creature that is of a size larger than yours. [B]Hobbyist[/B]: [COLOR=#FF0000]You gain proficiency in one Tool or Kit of your choice.[/COLOR] [B]Lucky[/B]: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. [B]Naturally Stealthy[/B]: [COLOR=#FF0000]You gain proficiency in the Stealth skill and have advantage on Stealth checks.[/COLOR] You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. [B]Stone Slinger[/B]: [COLOR=#FF0000]From a lifetime of games and fun, you are adept at throwing small, light objects quickly and with accuracy. When you make a ranged attack with a small, light object (no more than 1 lb.), you gain a +1 to the attack roll. Items include darts, daggers, and stones (not from a sling). As a bonus action, you make an additional ranged attack when you are making a ranged attack with these small items.[/COLOR] [B]Stout Resilience[/B]: You have advantage on saving throws against poison, and you have resistance against poison damage. [B]Languages[/B]: You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. [B]HUMAN[/B] [B]Ability Score Increase[/B]: [COLOR=#FF0000]Three different ability scores of your choice increase by 1[/COLOR]. [B]Age[/B]: Humans reach adulthood in their late teens and live less than a century. [B]Alignment[/B]: Humans tend toward no particular alignment. The best and the worst are found among them. [B]Size[/B]: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. [B]Speed[/B]: Your base walking speed is 30 feet. [B]Feat[/B]: You gain one feat of your choice. [B]Incredible Determination[/B]: [COLOR=#FF0000]You gain proficiency in saving throws for one ability score of your choice.[/COLOR] [B]Skill Versatility[/B]: You gain proficiency in [COLOR=#FF0000]two [/COLOR]skills of your choice. [B]Tool Proficiency[/B]: [COLOR=#FF0000]You gain proficiency in one tool or kit of your choice.[/COLOR] [B]Languages[/B]: You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. [B]TIEFLING[/B] [B]Ability Score Increase[/B]: Your Charisma score increases by 2, and [COLOR=#FF0000]your Constitution score increases by 1[/COLOR]. [B]Age[/B]: Tieflings mature at the same rate as humans but live a few years longer. [B]Alignment[/B]: Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. [B]Size[/B]: Tieflings are about the same size and build as humans. Your size is Medium. [B]Speed[/B]: Your base walking speed is 30 feet. [B]Dark Heritage[/B]: [COLOR=#FF0000]Your infernal heritage confers partial resistance to magic effects. You choose one ability from Intelligence, Wisdom, or Charisma. You have advantage when making saving throws against magical spells and effects for the chosen ability.[/COLOR] [B]Darkvision[/B]: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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. [B]Hellish Resistance[/B]: You have advantage on saving throws against fire [COLOR=#FF0000]and cold damage[/COLOR]. You have resistance to fire damage. [B]Infernal Legacy[/B]: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. [B]Lore Master[/B]: [COLOR=#FF0000]You gain proficiency in the Arcana skill.[/COLOR] [B]Languages[/B]: You can speak, read, and write Common and Infernal. [/QUOTE]
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