DND_Reborn
The High Aldwin
wrap back around and give features to do what you imagined the race/species as, without the ability score bonuses
Here are some thoughts from prior house-rules:
Remove ASIs from races.
DRAGONBORN:
Dragonsight. As a bonus action you can give yourself blindsight with a range of 10 feet until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. At 5th level, the range increases to 30 ft. and inceases to 60 ft. at 11th level and 120 ft. at 17th level.
Thick Skin. You have 1 point of damage reduction against non-magical bludgeoning, piercing, and slashing damage.
DWARF:
Armor Expert. You gain a +1 bonus to your armor class when you are wearing armor. You can don and doff armor in half the time, and can don and doff a shield as a bonus action.
ELF:
Magical Bloodline. You know one cantrip of your choice from a class spell list. When you reach 5th level, you learn one second-level spell from that spell list. You regain the ability to cast these spells after a Long Rest. Your spellcasting ability for these spells is as the class the spell list is chosen from.
GNOME:
Dedicated Worker. You gain proficiency in one skill, tool, or kit. You choose one skill, tool, or kit you are proficient in and double your proficiency bonus when you make an ability check using that skill, tool, or kit.
Nimble Fingers. You gain proficiency in the Sleight of Hand skill and have advantage when using this skill.
HALF-ELF:
Touch of Magic. 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.
Uncommon Understanding. You gain proficiency and expertise in the Insight skill.
HALF-ORC:
Survivalist. You gain proficiency in the Survival skill.
Broad Back. You have advantage when making Strength checks.
HALFLING:
Hobbyist. You gain proficiency in one tool or kit of your choice.
Stone Slinger. 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.
HUMAN:
Incredible Determination. You gain proficiency in saving throws for one ability score of your choice.
TIEFLING:
Dark Heritage. 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.
Lore Master. You gain proficiency in the Arcana skill.