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<blockquote data-quote="Charlaquin" data-source="post: 7849858" data-attributes="member: 6779196"><p>Like I said, it’s still a work in progress, but here are my races so far:</p><p></p><p>Dwarf:</p><p>[spoiler]<strong>Ability Score Increase.</strong> Your Constitution score increases by 2.</p><p><strong>Size.</strong> Your size is Medium.</p><p><strong>Speed.</strong> Your base walking speed is 25 feet, and your speed is not reduced by wearing heavy armor.</p><p><strong>Darkvision.</strong> You can see in darkness within 60 feet of you as if it were dim light. You can’t discern color in darkness, only shades of gray.</p><p><strong>Dwarven Resilience.</strong> You have advantage on saving throws against being poisoned, and resistance to poison damage.</p><p><strong>Feat.</strong> You gain your choice of one of the following Feats, or a general Feat.</p><p></p><p><u>Dwarven Focus</u></p><p><em>Prerequisite: Dwarf</em></p><p>• Your Wisdom score increases by 1, to a maximum of 20.</p><p>• Your hit point maximum increases by an amount equal to your level, and it increases by 1 each time you gain a level.</p><p></p><p><u>Dwarven Armor Training</u></p><p><em>Prerequisite: Dwarf</em></p><p>• Your Strength score increases by 1, to a maximum of 20.</p><p>• You gain proficiency in light armor and medium armor.</p><p></p><p><u>Duergar Vigilance</u></p><p><em>Prerequisite: Dwarf</em></p><p>• Your Strength score increases by 1, to a maximum of 20.</p><p>• Dim light doesn’t impose disadvantage on your Wisdom checks relying on sight.</p><p>• You have advantage on saving throws against illusion spells, and against being charmed or paralyzed.[/spoiler]</p><p></p><p>Elf:</p><p>[spoiler]<strong>Ability Score Increase.</strong> Your Dexterity score increases by 2.</p><p><strong>Size.</strong> Your size is Medium.</p><p><strong>Speed.</strong> Your base walking speed is 30 feet.</p><p><strong>Low-light vision.</strong> Dim light does not impose Disadvantage on your Wisdom checks relying on sight.</p><p><strong>Fae Ancestry.</strong> You have advantage on saving throws against being charmed, and magic can’t put you to sleep.</p><p><strong>Feat.</strong> You gain your choice of one of the following Feats, or a general Feat.</p><p></p><p><u>High Elven Education</u></p><p><em>Prerequisite: Elf</em></p><p>• Your Intelligence score increases by 1, to a maximum of 20.</p><p>• You learn one cantrip from the Wizard spell list. Intelligence is your spellcasting ability for it.</p><p>• You learn Sylvan or a standard language of your choice.</p><p></p><p><u>Mask of the Wild</u></p><p><em>Prerequisite: Elf</em></p><p>• Your Wisdom score increases by 1, to a maximum of 20.</p><p>• Your base walking speed increases by 5 feet.</p><p>• You can attempt to hide even when you are only lightly obscured by heavy rain, falling snow, mist, or other natural phenomena.</p><p></p><p><u>Drow Ancestry</u></p><p><em>Prerequisite: Elf</em></p><p>• Your Charisma score increases by 1, to a maximum of 20.</p><p>• You learn the <em>dancing lights</em> cantrip. Charisma is your spellcasting ability for it.</p><p>• You can see in darkness within 60 feet of you as if it were dim light. You can’t discern color in darkness, only shades of gray.[/spoiler]</p><p></p><p>Halfling</p><p>[spoiler]<strong>Ability Score Increase.</strong> Your Dexterity score increases by 2.</p><p><strong>Size.</strong> Your size is Small.</p><p><strong>Speed.</strong> Your base walking speed is 25 feet.</p><p><strong>Halfling Nimbleness.</strong> You can move through the space of creatures that are at least one size larger than you.</p><p><strong>Halfling Resolve.</strong> You have advantage on saving throws against being frightened.</p><p><strong>Feat.</strong> You gain your choice of one of the following Feats, or a general Feat.</p><p></p><p><u>Unassuming</u></p><p><em>Prerequisite: Halfling</em></p><p>• Your Charisma score increases by 1, to a maximum of 20.</p><p>• You can attempt to hide when you have only half cover granted by a creature that is at least one size larger than you.</p><p></p><p><u>Stout</u></p><p><em>Prerequisite: Halfling</em></p><p>• Your Constitution score increases by 1, to a maximum of 20.</p><p>• You have advantage on saving throws against being poisoned, and resistance to poison damage.[/spoiler]</p><p></p><p>Human</p><p>[spoiler]<strong>Ability Score Increase.</strong> Two different ability scores of your choice each increase by 1.</p><p><strong>Size.</strong> Your size is Medium.</p><p><strong>Speed.</strong> Your base walking speed is 30 feet.</p><p><strong>Feat.</strong> You gain your choice of one of the following Feats, or a general Feat.</p><p></p><p><u>Well-rounded</u></p><p><em>Prerequisite: Human</em></p><p>• Each of your ability scores other than the two you chose at character creation each increase by 1, to a maximum of 20.</p><p><em>(Note: I am still undecided on if I want any of these racial Feats to be available after character creation, but even if the rest of them are, I would absolutely not allow this one after character creation. Its only purpose is to make it possible to reproduce the non-variant human features. I also hate the wording on it but I’m not sure how to fix it.)</em></p><p></p><p><u>Elven Ancestry</u></p><p><em>Prerequisite: Human</em></p><p>• Your Charisma score increases by 1, to a maximum of 20.</p><p>• Dim light does not impose disadvantage on your Wisdom checks relying on sight.</p><p>• You have advantage on saving throws against being charmed, and magic can’t put you to sleep.</p><p><em>(Note: you could probably remove the Human prerequisite from this, if you wanted to open the door for half-elf-half-anything. This one should probably also be character creation only.)</em>[/spoiler]</p><p></p><p>Inherent spellcasting feats:</p><p>[spoiler]</p><p><strong>Duergar Magic</strong></p><p><em>Pretequisite: Dwarf</em></p><p>• You gain the ability to cast the <em>invisibility</em> spell and the <em>enlarge/reduce</em> spell using only the spell’s enlarge option once each, and you regain the ability to do so when you finish a long rest. When you cast them in this way, you can only target yourself, and you can not do so when you are in direct sunlight. Intelligence is your spellcasting ability for these spells.</p><p></p><p><strong>Drow Magic</strong></p><p><em>Prerequisite: Elf</em></p><p>• You gain the ability to cast the <em>faerie fire</em> spell and the <em>darkness</em> spell once each, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.[/spoiler]</p><p></p><p>Cultural Backgrounds</p><p><em>(Note: This is the part currently in its roughest form.)</em></p><p>[Spoiler]</p><p><u>Dwarf Clansfolk</u></p><p><strong>Tools:</strong> One set of Artisan’s tools of your choice</p><p><strong>Weapons:</strong> Battleaxe, handaxe, light hammer, war hammer</p><p><strong>Languages:</strong> Common and Dwarvish</p><p></p><p><strong>Feature: Stonecunning</strong></p><p>Whenever you make an Intelligence check to analyze stonework or identify its origin, you can add double your proficiency bonus to the check instead of any other proficiency bonus that might apply.</p><p></p><p><u>Elf Commune Member</u></p><p><strong>Skills:</strong> Perception</p><p><strong>Weapons:</strong> Longsword, shortsword, longbow, and shortbow</p><p><strong>Languages:</strong> Common and Elvish</p><p></p><p><strong>Feature: Trance</strong></p><p>Through years of training, you have mastered the elven meditation technique commonly known as “trance.” By meditating deeply, you can reflexively enter a state of directed dreaming that is more restful than normal sleep. By resting this way for four hours, you gain the same benefits that you would from eight hours of sleep.</p><p></p><p><u>Halfling Villager</u></p><p><strong>Skills:</strong> Animal Handling</p><p><strong>Tools:</strong> One instrument and set of Artisan’s tools of your choice.</p><p><strong>Weapons:</strong> quarterstaff, sickle, net, sling</p><p><strong>Languages:</strong> Common and Halfling</p><p></p><p><strong>Feature: Perseverance</strong></p><p>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></p><p><u>Cosmopolitan</u></p><p><strong>Skills:</strong> Two of your choice</p><p><strong>Languages:</strong>Common and two other languages of your choice</p><p></p><p><u>Drow Citizen</u></p><p><strong>Skills:</strong> Perception</p><p><strong>Weapons:</strong> Rapier, scimitar, hand crossbow</p><p><strong>Languages:</strong> Elvish and Undercommon</p><p></p><p><strong>Feature: Trance</strong></p><p>Through years of training, you have mastered the elven meditation technique commonly known as “trance.” By meditating deeply, you can reflexively enter a state of directed dreaming that is more restful than normal sleep. By resting this way for four hours, you gain the same benefits that you would from eight hours of sleep.</p><p>[/spoiler]</p><p></p><p>The uncommon races are a little rougher than the common ones, but I’ll post what I have for them later. These took me a while to type on my phone <img class="smilie smilie--emoji" alt="😅" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f605.png" title="Grinning face with sweat :sweat_smile:" data-shortname=":sweat_smile:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7849858, member: 6779196"] Like I said, it’s still a work in progress, but here are my races so far: Dwarf: [spoiler][B]Ability Score Increase.[/B] Your Constitution score increases by 2. [B]Size.[/B] Your size is Medium. [B]Speed.[/B] Your base walking speed is 25 feet, and your speed is not reduced by wearing heavy armor. [B]Darkvision.[/B] You can see in darkness within 60 feet of you as if it were dim light. You can’t discern color in darkness, only shades of gray. [B]Dwarven Resilience.[/B] You have advantage on saving throws against being poisoned, and resistance to poison damage. [B]Feat.[/B] You gain your choice of one of the following Feats, or a general Feat. [U]Dwarven Focus[/U] [I]Prerequisite: Dwarf[/I] • Your Wisdom score increases by 1, to a maximum of 20. • Your hit point maximum increases by an amount equal to your level, and it increases by 1 each time you gain a level. [U]Dwarven Armor Training[/U] [I]Prerequisite: Dwarf[/I] • Your Strength score increases by 1, to a maximum of 20. • You gain proficiency in light armor and medium armor. [U]Duergar Vigilance[/U] [I]Prerequisite: Dwarf[/I] • Your Strength score increases by 1, to a maximum of 20. • Dim light doesn’t impose disadvantage on your Wisdom checks relying on sight. • You have advantage on saving throws against illusion spells, and against being charmed or paralyzed.[/spoiler] Elf: [spoiler][B]Ability Score Increase.[/B] Your Dexterity score increases by 2. [B]Size.[/B] Your size is Medium. [B]Speed.[/B] Your base walking speed is 30 feet. [B]Low-light vision.[/B] Dim light does not impose Disadvantage on your Wisdom checks relying on sight. [B]Fae Ancestry.[/B] You have advantage on saving throws against being charmed, and magic can’t put you to sleep. [B]Feat.[/B] You gain your choice of one of the following Feats, or a general Feat. [U]High Elven Education[/U] [I]Prerequisite: Elf[/I] • Your Intelligence score increases by 1, to a maximum of 20. • You learn one cantrip from the Wizard spell list. Intelligence is your spellcasting ability for it. • You learn Sylvan or a standard language of your choice. [U]Mask of the Wild[/U] [I]Prerequisite: Elf[/I] • Your Wisdom score increases by 1, to a maximum of 20. • Your base walking speed increases by 5 feet. • You can attempt to hide even when you are only lightly obscured by heavy rain, falling snow, mist, or other natural phenomena. [U]Drow Ancestry[/U] [I]Prerequisite: Elf[/I] • Your Charisma score increases by 1, to a maximum of 20. • You learn the [I]dancing lights[/I] cantrip. Charisma is your spellcasting ability for it. • You can see in darkness within 60 feet of you as if it were dim light. You can’t discern color in darkness, only shades of gray.[/spoiler] Halfling [spoiler][B]Ability Score Increase.[/B] Your Dexterity score increases by 2. [B]Size.[/B] Your size is Small. [B]Speed.[/B] Your base walking speed is 25 feet. [B]Halfling Nimbleness.[/B] You can move through the space of creatures that are at least one size larger than you. [B]Halfling Resolve.[/B] You have advantage on saving throws against being frightened. [B]Feat.[/B] You gain your choice of one of the following Feats, or a general Feat. [U]Unassuming[/U] [I]Prerequisite: Halfling[/I] • Your Charisma score increases by 1, to a maximum of 20. • You can attempt to hide when you have only half cover granted by a creature that is at least one size larger than you. [U]Stout[/U] [I]Prerequisite: Halfling[/I] • Your Constitution score increases by 1, to a maximum of 20. • You have advantage on saving throws against being poisoned, and resistance to poison damage.[/spoiler] Human [spoiler][B]Ability Score Increase.[/B] Two different ability scores of your choice each increase by 1. [B]Size.[/B] Your size is Medium. [B]Speed.[/B] Your base walking speed is 30 feet. [B]Feat.[/B] You gain your choice of one of the following Feats, or a general Feat. [U]Well-rounded[/U] [I]Prerequisite: Human[/I] • Each of your ability scores other than the two you chose at character creation each increase by 1, to a maximum of 20. [I](Note: I am still undecided on if I want any of these racial Feats to be available after character creation, but even if the rest of them are, I would absolutely not allow this one after character creation. Its only purpose is to make it possible to reproduce the non-variant human features. I also hate the wording on it but I’m not sure how to fix it.)[/I] [U]Elven Ancestry[/U] [I]Prerequisite: Human[/I] • Your Charisma score increases by 1, to a maximum of 20. • Dim light does not impose disadvantage on your Wisdom checks relying on sight. • You have advantage on saving throws against being charmed, and magic can’t put you to sleep. [I](Note: you could probably remove the Human prerequisite from this, if you wanted to open the door for half-elf-half-anything. This one should probably also be character creation only.)[/I][/spoiler] Inherent spellcasting feats: [spoiler] [B]Duergar Magic[/B] [I]Pretequisite: Dwarf[/I] • You gain the ability to cast the [I]invisibility[/I] spell and the [I]enlarge/reduce[/I] spell using only the spell’s enlarge option once each, and you regain the ability to do so when you finish a long rest. When you cast them in this way, you can only target yourself, and you can not do so when you are in direct sunlight. Intelligence is your spellcasting ability for these spells. [B]Drow Magic[/B] [I]Prerequisite: Elf[/I] • You gain the ability to cast the [I]faerie fire[/I] spell and the [I]darkness[/I] spell once each, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.[/spoiler] Cultural Backgrounds [I](Note: This is the part currently in its roughest form.)[/I] [Spoiler] [U]Dwarf Clansfolk[/U] [B]Tools:[/B] One set of Artisan’s tools of your choice [B]Weapons:[/B] Battleaxe, handaxe, light hammer, war hammer [B]Languages:[/B] Common and Dwarvish [B]Feature: Stonecunning[/B] Whenever you make an Intelligence check to analyze stonework or identify its origin, you can add double your proficiency bonus to the check instead of any other proficiency bonus that might apply. [U]Elf Commune Member[/U] [B]Skills:[/B] Perception [B]Weapons:[/B] Longsword, shortsword, longbow, and shortbow [B]Languages:[/B] Common and Elvish [B]Feature: Trance[/B] Through years of training, you have mastered the elven meditation technique commonly known as “trance.” By meditating deeply, you can reflexively enter a state of directed dreaming that is more restful than normal sleep. By resting this way for four hours, you gain the same benefits that you would from eight hours of sleep. [U]Halfling Villager[/U] [B]Skills:[/B] Animal Handling [B]Tools:[/B] One instrument and set of Artisan’s tools of your choice. [B]Weapons:[/B] quarterstaff, sickle, net, sling [B]Languages:[/B] Common and Halfling [B]Feature: Perseverance[/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. [U]Cosmopolitan[/U] [B]Skills:[/B] Two of your choice [B]Languages:[/B]Common and two other languages of your choice [U]Drow Citizen[/U] [B]Skills:[/B] Perception [B]Weapons:[/B] Rapier, scimitar, hand crossbow [B]Languages:[/B] Elvish and Undercommon [B]Feature: Trance[/B] Through years of training, you have mastered the elven meditation technique commonly known as “trance.” By meditating deeply, you can reflexively enter a state of directed dreaming that is more restful than normal sleep. By resting this way for four hours, you gain the same benefits that you would from eight hours of sleep. [/spoiler] The uncommon races are a little rougher than the common ones, but I’ll post what I have for them later. These took me a while to type on my phone 😅 [/QUOTE]
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