Example races built using the race design system

Here are a couple of elvish options: one for those who what the Charisma bonus gained by Drow but no hate against your race - the Avariel, or winged elf; and an option for those who want to play a noble drow who can levitate.

AVARIEL (WINGED ELF) **
Ability Score Increase. Your Charisma score increases by 1.
Elf Weapon Training. You are proficient with the longbow, short bow, long sword, and short sword.
Winged. You have wings. At 1st level you can use them as if you had feather-fall at will. At 6th level, you can use them to fly at a speed of 50 feet. Flight cannot be achieved if medium or heavy armour is worn.
[sblock="Points"]Elf Base - 6pt
+1 Cha - P 2pt
Elf Weapon Training - X 2pt
Wings Equivalent to featherfall at 1st - I 2pt
Fly speed at 6th level - I 2pt
Add speed if over 30 (fly speed 50) - F 2pt
Cannot fly in medium or heavy armour - F -4pt
TOTAL = 12pt[/sblock]DROW NOBLE **
Prerequisite: Dark Elf, Noble, Chaotic Evil (CE may be ignored in worlds where drow are not inherently evil)
You have been gifted with the powers that befit a noble Drow. Your Charisma score increases by 1, and you can cast levitate once per long rest. Additionally, you can cast faerie fire twice per long rest, rather than once per long rest. When you gain the ability to cast the darkness spell, you are able to cast it twice per long rest (rather than once) as well.
[sblock="Points"]+1 Ability Score - P 2pt
Noncombat spell of 2nd level at 4th (levitate) - F 0pt
Additional use of Faerie Fire - I 0.875pt (original points * modifier - original points = points for additional use (3.5*1.25-3.5 =0.875))
Additional use of Darkness - I 0.875pt (original points * modifier - original points = points for additional use (3.5*1.25-3.5 =0.875))
TOTAL - 3.75pt - A little bit under but oh well, there isn't much else to add that can get this to 4pt[/sblock] @Coronoides: Could you please confirm if my logic for the additional uses (from once to twice per long rest) is or is not correct?
 
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The additional uses multiplier came out of fitting known damaging powers, that said using it for spells is justifiable. Your math looks right.
 

I'll throw together another version of Hobgoblin for this.

Hobgoblin
Attribute Adjustments: Constitution +2, Charisma +1 (6 points)
Size: Medium
Speed: 30
Darkvision 60'
Proficiency in Athletics (2 points)
Initiative +1 (0.5 points)
One Battlemaster Maneuver and one superiority Die at 4th level (2.5 point)
Proficient with a single martial weapon of player's choice (1 point)
Languages: Common, Goblinish
Total: 12 points

I think that would make a nice solid all-around race that you can pretty much plug into any class and get pretty solid, functional character but at the same time shouldn't be overpowered and is uniquely different from human, dwarf, half-orc and half-elf enough that it could have its own niche.
 

I agree. That looks like a nice all-round race to me. If one of my players wanted to be a hobgoblin, I would probably have made something very similar to this (I might have had different score increases though)
 

I agree. That looks like a nice all-round race to me. If one of my players wanted to be a hobgoblin, I would probably have made something very similar to this (I might have had different score increases though)

Really? I think it'd screw up the balance if you did. Constitution represents both their size and their rigorous physical training that they surely have to endure to survive making them in the peak of health and endurance, if not raw thick-skinned toughness. The charisma bonus conveys their fearsome appearance and demeanor as well as commanding, dominating attitudes as well as their reputation for both honest and sincere conduct as well as their brutality towards those who curry their disfavor, they are just going to have that small edge in the social arena working from a position of strength.

Constitution and Charisma are also the only stats that are going be useful to you regardless of what your class is. Everyone else can use that small +1 hit point per level and +1 to their Con saves. Yet it also isn't the primary offense or ability stat for any class, so a good Constitution doesn't say "you must play THIS class and not THAT class" and plenty of players would take a boost to their offense and class abilities over a HP boost so it won't make them the best at anything. And Charisma is the stat for dealing with social situations-- ever rolling an Intelligence check is purely optional, but likely everyone is going to need to roll a Charisma check eventually. (Just not as often as Wisdom) There are a few classes that focus purely on Charisma-- Bard, Warlock and Sorcerer, but those classes get a reduced boon from Constitution because they are less likely to get hit and lose hit points unless something is going really wrong-- and a +1 isn't going to be a game changer.

Dexterity bonuses are overused, since it is the god stat, while Strength is a total trash stat to the overwhelming majority of classes and between the Athletics and an Initiative boost it pretty much covers their superior physique and quickness. They wouldn't really be deserving of the dodgy AC bonus or the nimble fingers a Dexterity bonus would convey either since being the size of pro-athletes (particularly pro wrestlers) is going to be as much a hindrance in these activities as it is a boon.

Intelligence and Wisdom are straight out-- they are consistently described as both lagging behind in terms of skills, technology, magic and such, but also not really totally hindered the way Orcs are. They also stick to their code even when it isn't the brightest thing to do and lack the awareness and connection to the wild spirits that Orcs and Goblins have. They are all about transforming chaos and wild into sterile, strict, codified order-- very much against the general spirit Wisdom tends to convey.

Yet classes that rely on Intelligence and Wisdom are going to benefit from that Con boost and Initiative boost regardless and they are the only ones who can make any sort of use out of being trained with a martial weapon. So they would do more to shore up the weaknesses in those classes than boost their primary power.

And once you hit level 4, those Battlemaster maneuvers are probably going to be best in the hands of a melee combatant such as Fighter, Rogue, two-weapon Ranger, or Paladin, but there are certain maneuvers that work quite well for the ranged or support classes. It sort of works as a nice parallel to the races that get a cantrip, but it is uniquely different. The only problem is that you need to wait until level 4 to use it. But you'd have to get to that level in order to get it. But I think there is enough else here that you aren't going to feel useless prior to that.
 
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Here is another one. I am not so happy with this one-- I have a feeling that even though it goes over points, it would actually be a really terrible thing to try to play in actual practice. But, these feel like the right abilities for it to have, it's just a matter of Intelligence the objectively worst stat in the game.
Though it might be fun to play one as some sort of super-sleuth detective.

Gith (both yanki and zerai)
+2 Intelligence, +1 Wisdom (6 points)
Size: Medium
Speed: 30
Darkvision 60'
Telepathy at 1st level (2 points)
Advantages on Wisdom saves vs. Charms and Illusions (2-3 points?)
Cantrip: Mage Hand (2 points)
Languages: Common and Gith
 
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Really? I think it'd screw up the balance if you did. Constitution represents both their size and their rigorous physical training that they surely have to endure to survive making them in the peak of health and endurance, if not raw thick-skinned toughness. The charisma bonus conveys their fearsome appearance and demeanor as well as commanding, dominating attitudes as well as their reputation for both honest and sincere conduct as well as their brutality towards those who curry their disfavor, they are just going to have that small edge in the social arena working from a position of strength.

I'm fine with constitution, but Charisma is their lowest stat in the MM (ignoring the warlord and captain, who are specific examples of hobgoblins, not the hobgoblin race as a whole), with a 9. Strength or Dexterity are better choices than Charisma by far.

Constitution and Charisma are also the only stats that are going be useful to you regardless of what your class is. Everyone else can use that small +1 hit point per level and +1 to their Con saves. Yet it also isn't the primary offense or ability stat for any class, so a good Constitution doesn't say "you must play THIS class and not THAT class" and plenty of players would take a boost to their offense and class abilities over a HP boost so it won't make them the best at anything. And Charisma is the stat for dealing with social situations-- ever rolling an Intelligence check is purely optional, but likely everyone is going to need to roll a Charisma check eventually. (Just not as often as Wisdom) There are a few classes that focus purely on Charisma-- Bard, Warlock and Sorcerer, but those classes get a reduced boon from Constitution because they are less likely to get hit and lose hit points unless something is going really wrong-- and a +1 isn't going to be a game changer.

IMHO, Charisma is the least useful stat, worse than intelligence, even though it is a primary stat for several classes (the ones you mentioned and paladin). I don't see the stat as useful beyond social situations. In fact, 3 out of the 5 players I had in my last campaign made Charisma their dump stat, and the ones that didn't were a paladin and a rogue.

Dexterity bonuses are overused, since it is the god stat, while Strength is a total trash stat to the overwhelming majority of classes and between the Athletics and an Initiative boost it pretty much covers their superior physique and quickness. They wouldn't really be deserving of the dodgy AC bonus or the nimble fingers a Dexterity bonus would convey either since being the size of pro-athletes (particularly pro wrestlers) is going to be as much a hindrance in these activities as it is a boon.

Intelligence and Wisdom are straight out-- they are consistently described as both lagging behind in terms of skills, technology, magic and such, but also not really totally hindered the way Orcs are. They also stick to their code even when it isn't the brightest thing to do and lack the awareness and connection to the wild spirits that Orcs and Goblins have. They are all about transforming chaos and wild into sterile, strict, codified order-- very much against the general spirit Wisdom tends to convey.

On the other hand, they are strategic thinkers and beast trainers, suggesting a +1 to Wisdom would be better than Charisma. In fact,not once in the MM are they described as lagging behind in terms of skills, technology, magic, and there is not one mention of orcs in their part of the MM. Also, how is "transforming chaos and wild into sterile strict, codified order" against the general spirit Wisdom tends to convey? I genuinely don't see how you saw this, as Wisdom is about noticing things, and surviving (insight and perception, and survival, animal handling (getting that beast to not attack your party) and medicine (can't survive if your dead) respectively).

Yet classes that rely on Intelligence and Wisdom are going to benefit from that Con boost and Initiative boost regardless and they are the only ones who can make any sort of use out of being trained with a martial weapon. So they would do more to shore up the weaknesses in those classes than boost their primary power.

And once you hit level 4, those Battlemaster maneuvers are probably going to be best in the hands of a melee combatant such as Fighter, Rogue, two-weapon Ranger, or Paladin, but there are certain maneuvers that work quite well for the ranged or support classes. It sort of works as a nice parallel to the races that get a cantrip, but it is uniquely different. The only problem is that you need to wait until level 4 to use it. But you'd have to get to that level in order to get it. But I think there is enough else here that you aren't going to feel useless prior to that.

I never indicated that I thought those parts were a bad idea. In fact I quite like those parts.
Please do not think that any of this was written aggressively. It as merely expressing my point of view, and in regards to your opinion on the Wisdom stat, curiosity.



Here is another one. I am not so happy with this one-- I have a feeling that even though it goes over points, it would actually be a really terrible thing to try to play in actual practice. But, these feel like the right abilities for it to have, it's just a matter of Intelligence the objectively worst stat in the game.
Though it might be fun to play one as some sort of super-sleuth detective.

Gith (both yanki and zerai)
+2 Intelligence, +1 Wisdom (Your choice) (6 points)
Size: Medium
Speed: 30
Darkvision 60'
Telepathy at 1st level (2 points)
Advantages on Wisdom saves vs. Charms and Illusions (2-3 points?)
Cantrip: Mage Hand (2 points)
Languages: Common and Gith

What is meant by "your choice" by the stat increases?
I would price the Wis saves against 2 schools of magic as 0.75pt as it is Advantage on saves against magic for one ability score (3pt), but for only 2 of the 8 schools of magic (divide by 3 by 4 to get points of this trait)
 

On the other hand, they are strategic thinkers and beast trainers, suggesting a +1 to Wisdom would be better than Charisma. In fact,not once in the MM are they described as lagging behind in terms of skills, technology, magic, and there is not one mention of orcs in their part of the MM. Also, how is "transforming chaos and wild into sterile strict, codified order" against the general spirit Wisdom tends to convey? I genuinely don't see how you saw this, as Wisdom is about noticing things, and surviving (insight and perception, and survival, animal handling (getting that beast to not attack your party) and medicine (can't survive if your dead) respectively).

Okay, fair enough. My argument against Wisdom was a bit weak. It just seems like Wisdom tends to belong to nature-y spiritual types. In which case Goblin could be Dex and Wis since I feel like they would be more the perception, survival and animal handling breed living out there in the wild. In 3.5E they had Con and Dex, in 4E they had Con and Charisma. I figure a physical and a mental is a better balance. But Con and Wis is perfectly fair. Maybe even potentially consider the possibility of a subrace split even if there are no abilities attached to the subrace, just different environmental preferences, slightly different cultural norms and different skin colors and a different minor attribute.


I never indicated that I thought those parts were a bad idea. In fact I quite like those parts.
Please do not think that any of this was written aggressively. It as merely expressing my point of view, and in regards to your opinion on the Wisdom stat, curiosity.

Honestly I was just trying to explain my reasoning, particularly for why I would ignore Dex and Stealth from 3.5e. As much to myself as anyone else.



What is meant by "your choice" by the stat increases?
I would price the Wis saves against 2 schools of magic as 0.75pt as it is Advantage on saves against magic for one ability score (3pt), but for only 2 of the 8 schools of magic (divide by 3 by 4 to get points of this trait)

It was a mistake. I was going to give them a +1 to a physical attribute and a choice between either Intelligence or Wisdom as a +2, but honestly looking at the previous editions it doesn't seem terribly consistent which of them is the Intelligence and which is the Wisdom and justification for a physical stat increase seems weak, so I figure why not just go all mental. I neglected to delete the note that you could choose between Wisdom or Intelligence when I altered the line.

I could see your reasoning with dividing the points that way, except most schools of magic don't contain any spells that target Wisdom saves while nearly all Charms and Illusions are Wisdom saves. Thus its not really protecting against only 1/4th of the spells that could target the Wisdom save, but in actuality it works against most spells that would target it.
 

Okay, fair enough. My argument against Wisdom was a bit weak. It just seems like Wisdom tends to belong to nature-y spiritual types. In which case Goblin could be Dex and Wis since I feel like they would be more the perception, survival and animal handling breed living out there in the wild. In 3.5E they had Con and Dex, in 4E they had Con and Charisma. I figure a physical and a mental is a better balance. But Con and Wis is perfectly fair. Maybe even potentially consider the possibility of a subrace split even if there are no abilities attached to the subrace, just different environmental preferences, slightly different cultural norms and different skin colors and a different minor attribute.

That seems like a good idea. Perhaps "Your Constitution score increases by 2, and your Charisma or Wisdom increases by 1." is a simpler solution.

Honestly I was just trying to explain my reasoning, particularly for why I would ignore Dex and Stealth from 3.5e. As much to myself as anyone else.

Fair enough.

It was a mistake. I was going to give them a +1 to a physical attribute and a choice between either Intelligence or Wisdom as a +2, but honestly looking at the previous editions it doesn't seem terribly consistent which of them is the Intelligence and which is the Wisdom and justification for a physical stat increase seems weak, so I figure why not just go all mental. I neglected to delete the note that you could choose between Wisdom or Intelligence when I altered the line.

I could see your reasoning with dividing the points that way, except most schools of magic don't contain any spells that target Wisdom saves while nearly all Charms and Illusions are Wisdom saves. Thus its not really protecting against only 1/4th of the spells that could target the Wisdom save, but in actuality it works against most spells that would target it.

With the stat increases, perhaps +2 Int, +1 Wis if you are githyanki, +1 Int, +2 Wis if you are githzerai, as the Githzerai seem more Wis-focused than the Githyanki.

I was honestly quite confused about the spells saves being in the race to begin with, so maybe something else should be put there, like a skill proficiency?
 

I was honestly quite confused about the spells saves being in the race to begin with, so maybe something else should be put there, like a skill proficiency?

In 3.5, both had spell resistance equal to their character level +5.
In 4e, Githyanki had "Githyanki Willpower" which gave them a +1 Will and an additional +2 against Charm effects while the Githzerai had "Defended Mind" which gave resistance to daze, dominate and stun.

So the concept of "you can't screw with their mind" is certainly a key component of their race.
From 4E, it looks like they both have higher Initiative than normal, so perhaps they deserve the +1 Initiative boost.

They have no skills in 3.5e, in 4e Githyanki has History while Githzerai have Athletics and Acrobatics. Since Githyanki do have +2 Dex in 3.5edition (they actually have -2 Wisdom oddly enough) and Githzerai have an option for +2 Dexterity in 4E, maybe there either needs to be the option to take a Dexterity boost (+2 Intelligence, +1 Wisdom or Dexterity) and/or Proficiency in Acrobatics.
 

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