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<blockquote data-quote="GreenTengu" data-source="post: 8041634" data-attributes="member: 6777454"><p>Okay, if I were to redo the races I think I might do something like this. A few of these</p><p></p><p>There are a number of other rules attached to races because they are too fiddly. Weapon proficiencies and armor proficiencies are useless to all classes that are not casters, changes to movement speed never seem to come up in game (and it is odd that movement is affected by race and not athletics skill),same with rules that interact with encumbrance and rules that affect when one is able to hide (seems like the stealth rules were overcomplicated just to slap those extra hiding rules onto Elves and Halflings). I am also going to ignore Small Size as it should be both an advantage and a disadvantage and rules as written-- it is not.</p><p></p><p>Also, I am not too happy that a lot of these races are granting out-and-out resistance to one thing or another that a PC of any other race couldn't reasonably obtain. So it might be good if those could be switched out so that the races don't grant anything that can't be obtained with a few levels in the right class.</p><p></p><p><strong>Human</strong></p><p>Any 1 Feat</p><p>Any 1 Skill</p><p>Languages: Common and 1 Other</p><p>Tool Profiency or Animal Companion (CR 0 or 1/8)</p><p></p><p><strong>Aasimar</strong></p><p>1 Cantrip**</p><p>Resistance to 1 from Cold, Lighting, or Radiant</p><p>Regain hit points equal to Profiency Bonus when spending a hit die during short rest</p><p>Any 1 Skill</p><p>Languages: Common, Celestial and 1 Other</p><p>Tool Proficiency or Animal Companion (CR 0 or 1/8)</p><p></p><p><strong>Dragonborn</strong></p><p>Dark Vision*</p><p>Natural Explorer (Any 1)</p><p>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)</p><p>Dragon Breath - Works like Cone of Cold Cantrip, but damage type become associated element</p><p>Resistance to associated element</p><p>1 Skills from: Arcana, Athletics, History, Insight, Intimidation, Religion, or Stealth</p><p>Languages: Common and Draconic</p><p>Tool Proficiency</p><p></p><p><strong>Dwarf</strong></p><p>Dark Vision*</p><p>Natural Explorerer (Mountain or Underdark)</p><p>+1 Hit Point per level</p><p>Advantage on Save vs. Poison & Poison Resistance</p><p>1 Skills from: Athletics, History, Insight, Intimidaton, Investigation, Medicine or Religion</p><p>Languages: Common and Dwarven</p><p>Tool Proficiency</p><p></p><p><strong>Elf</strong></p><p>Dark Vision*</p><p>Natural Explorer (Forets or Underdark)</p><p>1 Cantrip (Spellcasting attribute can be any)**</p><p>Advantage on Save vs. Charm & Immunity to Sleep</p><p>1 Skills from: Animal Handling, Arcana, Athletics, Medicine, Nature, Stealth or Survival</p><p>Languages: Common, Elven</p><p>Additional Language or Animal Companion (CR 0 or 1/8)</p><p></p><p><strong>Gnome</strong></p><p>Dark Vision*</p><p>Natural Explorer (Forests or Underdark)</p><p>1 Cantrip**</p><p>Advantage on Save vs. Illusion</p><p>1 Skills from: Animal Handling, Arcana, Investigation, Medicine, Nature, Performance or Stealth</p><p>Languages: Common and Gnomish</p><p>Tinkerer's Set Proficiency or Animal Companion (CR 0 or 1/8)</p><p></p><p><strong>Goblin</strong></p><p>Dark Vision*</p><p>Natural Explorer (Any 1)</p><p>May Disenge or Hide as Bonus Action (If you are a Thief, gain Expertise on 1 additional skill at 2nd level)</p><p>Advantage on Save vs. Restrained</p><p>1 Skills from: Acrobatics, Animal Handling, Deception, Nature, Sleight of Hand, Stealth or Survival</p><p>Languages: Common and Goblinish</p><p>Tool Proficiency or Animal Companion (CR 0 or 1/8)</p><p></p><p><strong>Halflings</strong></p><p>Natural Explorer (Grasslands)</p><p>Lucky (reroll 1s)</p><p>Advantage on Save vs. Fear</p><p>1 Skills from: Acrobatics, Investigation, Medicine, Perception, Performance, Sleight of Hand or Stealth</p><p>Languages: Common, Halfling and 1 Other</p><p>Tool Proficiency</p><p></p><p><strong>Hobgoblin</strong></p><p>Dark Vision*</p><p>Natural Explorer (Coastal, Mountain or Underdark)</p><p>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)</p><p>Advantage on Save vs. Stunned</p><p>1 Skills from: Athletics, History, Insight, Intimidation, Investigation, Perception, or Persuasion</p><p>Languages: Common and Goblinish</p><p>Tool Proficiency</p><p></p><p><strong>Kobold</strong></p><p>Dark Vision*</p><p>Natural Explorer (Mountain, Swamp or Underdark)</p><p>May Disenge or Hide as Bonus Action (If you are a Thief, gain Expertise on 1 additional skill at 2nd level)</p><p>Advantage on Saves vs. Traps</p><p>Resistance to 1 from Acid, Cold, Fire, Lightning or Poison</p><p>Languages: Common and Draconic</p><p>Tool Proficiency</p><p></p><p><strong>Orc</strong></p><p>Dark Vision*</p><p>Natural Explorer (Arctic, Mountain or Underdark)</p><p>Rage 1/Long Rest as Barbarian (or 1 extra if a Barbarian) or Relentless Endurance</p><p>Advantage on Save vs. Disease</p><p>1 Skills from: Athletics, Animal Handling, Intimidation, Investigation, Medicine, Nature, or Survival</p><p>Languages: Common and Orcish</p><p>Tool Proficiency or Animal Companion (CR 0 or 1/8)</p><p></p><p><strong>Tiefling</strong></p><p>Dark Vision*</p><p>1 Cantrip**</p><p>Resistance to 1 from Cold, Fire, or Necrotic</p><p>Any 1 Skill</p><p>Languages: Common, Infernal and 1 Other</p><p>Tool Proficiency or Animal Companion (CR 0 or 1/8)</p><p></p><p></p><p><strong><u>Heritage Feats</u></strong></p><p><strong>Half-Dwarf </strong>(Human Only, 1st Level Only)</p><p>Dark Vision*</p><p>+1 Hit Point per level</p><p>Advantage on Save vs. Poison & Poison Resistance</p><p>Bonus Language: Dwarven</p><p></p><p><strong>Half-Elf </strong> (Human Only, 1st Level Only)</p><p>Dark Vision</p><p>1 Cantrip**</p><p>Advantage on Save vs. Charm & Immunity to Sleep</p><p>Bonus Language: Elven</p><p></p><p><strong>Half-Hobgoblin</strong> (Human Only, 1st Level Only)</p><p>Dark Vision*</p><p>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)</p><p>Advantage on Save vs. Stunned</p><p>Bonus Language: Goblinish</p><p></p><p><strong>Half-Orc</strong> (Human Only, 1st Level Only)</p><p>Dark Vision*</p><p>Rage 1/Long Rest as Barbarian (or 1 extra if a Barbarian) or Relentless Endurance</p><p>Advantage on Save vs. Disease</p><p>Bonus Language: Orcish</p><p></p><p>* Races that start with Dark Vision can exchange it for Superior Dark Vision and Low Light Vision if they are an underdark variant.</p><p>** 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</p><p></p><p></p><p>I also attempted some additional races beyond those, but I have way less confidence that these ones are at all properly balanced. In fact, when I hit the Tabaxi I just gave up because I couldn't really figure out a good way to do that one at all. But maybe now that I created a template, it would be easier to reimagine a lot of other races.</p><p></p><p><strong>Bugbear</strong></p><p>Dark Vision*</p><p>Natural Explorer (Forests)</p><p>+1 Hit Point per Level</p><p>Sneak Attack +1d6</p><p>Grapple as if Large Sized</p><p>1 Skills from: Athletics, Investgitation, Medicine, Nature, Perception, Stealth or Survival</p><p>Languages: Common and Goblinish</p><p></p><p><strong>Firbolg</strong></p><p>Natural Explorer (Forests)</p><p>+1 HP per level</p><p>1 Cantrip**</p><p>Grapple as if Large Sized</p><p>1 Skills from: Athletics, Animal Handling, Investigation, Medicine, Nature, Perception or Stealth</p><p>Languages: Common and Fey</p><p>Tool Proficiency or Animal Companion (CR 0 or 1/8)</p><p></p><p><strong>Genasi</strong></p><p>Choose Air/Lightning, Fire, Earth/Acid or Water/Cold</p><p>Resistance to Associated Element</p><p>Elemental Touch - Works like Chill Touch Cantrip, but damage type becomes associated element</p><p>May create a 5' by 5' area of associated element at the cost of 1 Hit Die</p><p>Any 1 Skill</p><p>Languages: Common and Elemental</p><p>Special Ability</p><p>Air: Advantage to Athletics when Jumping</p><p>Fire: Advantage to Save vs. Dazzle</p><p>Earth: Advantage to Saves vs. Forced Movement</p><p>Water: Waterbreathing</p><p></p><p><strong>Goliath</strong></p><p>Natural Explorer (Mountains)</p><p>+1 Hit Point per level</p><p>Grapple as if Large Sized</p><p>Add Proficiency bonus to AC when unarmored (if you are Barbarian, Monk or other class that grants similar ability, get Expertise on 1 skill)</p><p>1 Skills from: Athletics, History, Intimidation, Investgitation, Nature, Perception, or Survival</p><p>Languages: Common and Giant</p><p>Tool Proficiency</p><p></p><p><strong>Lizardfolk</strong></p><p>Natural Explorer (Swamp)</p><p>Add Proficiency bonus to AC when unarmored (if you are Barbarian, Monk or other class that grants similar ability, get Expertise on 1 skill)</p><p>Unarmed Attacks are 1d6 (or 1 step higher if Monk or other class that increases unarmed attack)</p><p>1 Skills from: Animal Handling, Athletics, Intimidate, Nature, Perception, Stealth, or Survival</p><p>Waterbreathing</p><p>Languages: Common and Draconic</p><p>Tool Proficiency</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 8041634, member: 6777454"] Okay, if I were to redo the races I think I might do something like this. A few of these There are a number of other rules attached to races because they are too fiddly. Weapon proficiencies and armor proficiencies are useless to all classes that are not casters, changes to movement speed never seem to come up in game (and it is odd that movement is affected by race and not athletics skill),same with rules that interact with encumbrance and rules that affect when one is able to hide (seems like the stealth rules were overcomplicated just to slap those extra hiding rules onto Elves and Halflings). I am also going to ignore Small Size as it should be both an advantage and a disadvantage and rules as written-- it is not. Also, I am not too happy that a lot of these races are granting out-and-out resistance to one thing or another that a PC of any other race couldn't reasonably obtain. So it might be good if those could be switched out so that the races don't grant anything that can't be obtained with a few levels in the right class. [B]Human[/B] Any 1 Feat Any 1 Skill Languages: Common and 1 Other Tool Profiency or Animal Companion (CR 0 or 1/8) [B]Aasimar[/B] 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) [B]Dragonborn[/B] 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 [B]Dwarf[/B] 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 [B]Elf[/B] 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) [B]Gnome[/B] 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) [B]Goblin[/B] 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) [B]Halflings[/B] 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 [B]Hobgoblin[/B] 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 [B]Kobold[/B] 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 [B]Orc[/B] 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) [B]Tiefling[/B] 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) [B][U]Heritage Feats[/U] Half-Dwarf [/B](Human Only, 1st Level Only) Dark Vision* +1 Hit Point per level Advantage on Save vs. Poison & Poison Resistance Bonus Language: Dwarven [B]Half-Elf [/B] (Human Only, 1st Level Only) Dark Vision 1 Cantrip** Advantage on Save vs. Charm & Immunity to Sleep Bonus Language: Elven [B]Half-Hobgoblin[/B] (Human Only, 1st Level Only) 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 [B]Half-Orc[/B] (Human Only, 1st Level Only) 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 also attempted some additional races beyond those, but I have way less confidence that these ones are at all properly balanced. In fact, when I hit the Tabaxi I just gave up because I couldn't really figure out a good way to do that one at all. But maybe now that I created a template, it would be easier to reimagine a lot of other races. [B]Bugbear[/B] 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 [B]Firbolg[/B] 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) [B]Genasi[/B] 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 [B]Goliath[/B] 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 [B]Lizardfolk[/B] 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 step 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 [/QUOTE]
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