Yaarel
🇮🇱 🇺🇦 He-Mage
Format to Create a Race
Ideally, all player character races including all cultures within a race, can be built according to the following format.
Choose 1 Primary Ability Score to Increase by +2.
Choose 3 Traits.
Choose 5 Proficiencies.
Determine the Primary Language (according to the setting).
Compared to the races in the Players Handbook, the above format corresponds roughly to the race of the Half Elf, considered to be one of the more powerful races. In addition to the Primary Ability Score (Charisma score +2) and the Primary Language (Common), the Half Elf has three Traits, and six Proficiencies. The format above has five traits instead of six.
A ‘trait’ is a feature that is equivalent to a +1 to an ability score. In other words, a trait is worth about half of a feat.
A ‘proficiency’ is worth about a good skill, tool, martial weapon, medium armor, cantrip, or a useful language, or so on. Certain minor features are considered a kind of proficiency, such as the Elfs Charm Resilience and the Dwarfs History expertise concerning stonework. It seems four proficiencies are worth about half of a feat, so worth about one trait.
The format has three traits and five proficiencies. These are enough choices to ensure meaningful differences between the races, and between cultures within a race.
[sblock=Ranking Players Handbook Races by Their Traits and Proficiencies]
All races in the Players Handbook have a Primary Ability Score that increases by +2, except the Feat Human who instead has an equivalent choice of any feat.
Additionally, every race has one Primary Language. (So the primary language most Elf cultures is Elven. Here additional languages including Common count as proficiencies.)
Beyond the primary ability and the primary language, the races vary significantly according to the number of their Traits and Proficiencies.
Note. A Small race counts as a situationally negative proficiency because it denies heavy weapons and inflicts disadvantage to grappling. And a slow race whose Speed is 25 counts as a negative trait, because the speed impairment is often significant in combat. Nevertheless, these negative features tend to be easy to work around and plan around, thus a negative has less impact than a positive.
Note. The Human with the Feat probably seems more powerful than a Primary Ability Score increasing by +2. If the method of generating ability scores discourages a score above 15, then the score of 15 +2 making a 17 is of negligible value above a 16. Thus the +2 is of less worth than a feat. However, if the generation method makes a score of 16 possible, allowing the +2 to make an 18, then the Primary Ability Score with +2 feels about equally appealing as a good Feat. In sum, using an ability score generation method with 15 as the highest, makes the Human with its Feat at Level 1, highly appealing.
Races in the Players Handbook, Ranking by Traits and Proficiencies
All Races. 1 Primary Ability, and 1 Primary Language.
Wood Elf. 3 Traits, 7 Proficiencies.
Half Elf. 3 Traits, 6 Proficiencies.
Half Orc. 3 Traits, 3 Proficiencies.
Mountain Dwarf. 3 Traits, 8 Proficiencies (1 Negative Trait, 1 Negative Proficiency).
Hill Dwarf. 3 Traits, 7 Proficiencies (1 Negative Trait, 1 Negative Proficiency).
Forest Gnome. 3 Traits, 3 Proficiencies (1 Negative Trait, 1 Negative Proficiency).
Rock Gnome. 3 Traits, 3 Proficiencies (1 Negative Trait, 1 Negative Proficiency).
Drow Elf. 3 Traits, 7 Proficiencies (at Level 5).
Tiefling. 3 Traits, 3 Proficiencies (at Level 5).
High Elf. 2 Traits, 8 Proficiencies.
Feat Human. 2 Traits, 2 Proficiencies.
Dragonborn. 2 Traits, 2 Proficiencies.
Stout Halfling. 2 Traits, 5 Proficiencies (1 Negative Trait, 1 Negative Proficiency).
Lightfoot Halfling. 2 Traits, 4 Proficiencies (1 Negative Trait, 1 Negative Proficiency).
It is convenient to summarize this list as 3 traits and 5 proficiencies. Thus it is possible to build any race including its culture by these amounts.
[/sblock]
List of Races and Quantification of Their Features in the Players Handbook
[sblock=HALF ELF]
Half Elf
Primary Ability. Charisma score increases by +2.
Three Traits.
• Other Ability (one other ability score of your choice increases by +1).
• Other Ability (one other ability score of your choice increases by +1).
• Darkvision 60.
Six Proficiencies.
• Trance (long rest from 4 hours light activity, per 24 hours); Sleep Immunity.
• Charm Resilience (charmed condition save advantage).
• Skill: Any.
• Skill: Any.
• Other Language: Elven.
• Other Language: Any.
Primary Language. Common.
[/sblock]
[sblock=ELF]
Wood Elf
Primary Ability. Dexterity score increases by +2.
Three Traits.
• Other Ability (Wisdom score increases by +1).
• Darkvision 60.
• Speed +5.
Seven Proficiencies
• Trance (long rest from 4 hours light activity, per 24 hours); Sleep Immunity.
• Charm Resilience (charmed condition save advantage).
• Mask of Wild (hide in natural terrain, in dim light or light obscurement).
• Weapon: Longbow or Shortbow.
• Weapon: Longsword.
• Skill: Perception.
• Other Language: Common.
Primary Language. Elven.
Drow Elf
Primary Ability. Dexterity score +2.
Three Traits (at Level 5); Two Traits (at Level 1).
• Other Ability (Charisma score +1).
• Superior Darkvision 120; Sunlight Sensitivity.
• Darkness (per long rest, at Level 5); Faerie Fire (per long rest, at Level 3).
Seven Proficiencies.
• Trance (long rest from 4 hours light activity, per 24 hours); Sleep Immunity.
• Charm Resilience (charmed condition save advantage).
• Dancing Lights (cantrip).
• Weapon: Rapier or Shortsword.
• Weapon: Handbow.
• Skill: Perception.
• Other Language: Common.
Primary Language. Elven.
High Elf
Primary Ability. Dexterity score increases by +2.
Two Traits.
• Other Ability (Intelligence score increases by +1).
• Darkvision 60.
Eight Proficiencies.
• Trance (long rest from 4 hours light activity, per 24 hours); Sleep Immunity.
• Charm Resilience (charmed condition save advantage).
• Wizard Cantrip.
• Weapon: Longbow or Shortbow.
• Weapon: Longsword.
• Skill: Perception.
• Other Language: Common.
• Other Language: Any.
Primary Language. Elven.
[/sblock]
[sblock=HALF ORC]
Half Orc
Primary Ability. Strength score increases by +2.
Three Traits.
• Other Ability (Constitution score increases by +1).
• Darkvision 60.
• Relentless (when 0 hit points, then instead 1 hit point, per long rest).
Three Proficiencies.
• Savage Attack (when critical, add additional weapon damage die roll).
• Skill: Intimidation.
• Other Language: Common.
Primary Language. Orc.
[/sblock]
[sblock=DWARF]
Mountain Dwarf
Primary Ability. Constitution score increases by +2.
Three Traits.
• • 2 Traits = Primary Ability (Strength score increases by +2).
• Darkvision 60.
Eight Proficiencies.
• Poison Resilience (poison save advantage).
• Poison Resistance.
• Armor: Light Armor or Medium Armor.
• Weapon: Battleaxe or Warhammer
• Weapon: Throwing Hammer or Handaxe.
• Tool: Smith, Brewer, or Mason.
• Skill Expertise: History about stonework.
• Other Language: Common.
One Negative Trait.
• Slow 25.
One Negative Proficiency.
• Small.
Primary Language. Dwarven.
Hill Dwarf
Primary Ability. Constitution score increases by +2.
Three Traits.
• Other Ability (Wisdom score increases by +1).
• Darkvision 60.
• Dwarven Toughness (+1 hit point, per level).
Seven Proficiencies.
• Poison Resilience (poison save advantage).
• Poison Resistance.
• Weapon: Battleaxe or Warhammer
• Weapon: Throwing Hammer or Handaxe.
• Tool: Smith, Brewer, or Mason.
• Skill Expertise: History about stonework.
• Other Language: Common.
One Negative Trait.
• Slow 25.
Negative Proficiency.
• Small.
Primary Language. Dwarven.
[/sblock]
[sblock=GNOME]
Forest Gnome
Primary Ability. Intelligence score increases by +2.
Three Traits.
• Other Ability (Dexterity score increases by +1).
• Darkvision 60.
• Cunning (Wisdom-Charisma-Intelligence save advantage verses magic).
Three Proficiencies.
• Minor Illusion (cantrip).
• Beastie Speak (communicate simple ideas with small and smaller beasts).
• Other Language: Common.
One Negative Trait.
• Slow 25.
One Negative Proficiency.
• Small.
Primary Language. Gnomish.
Rock Gnome
Primary Ability. Intelligence score increases by +2.
Three Traits.
• Other Ability (Constitution score increases by +1).
• Darkvision 60.
• Cunning (Wisdom-Charisma-Intelligence save advantage verses magic).
Three Proficiencies.
• Tinker (Minor Device: Clockwork Toy, Fire Starter, or Music Box).
• Skill Expertise: History about magic item, alchemy, technological device.
• Other Language: Common.
One Negative Trait.
• Slow 25.
One Negative Proficiency.
• Small.
Primary Language. Gnomish.
[/sblock]
[sblock=TIEFLING]
Tiefling
Primary Ability. Intelligence score increases by +2.
Three Traits (at Level 5); Two Traits (at Level 1).
• Other Ability (Charisma score increases by +1).
• Darkvision 60.
• Hellish Rebuke (per long rest, at level 3); Darkness (per long rest, at level 5).
Three Proficiencies.
• Thaumaturgy (cantrip).
• Fire Resistance.
• Other Language: Infernal.
Primary Language: Common.
[/sblock]
[sblock=HUMAN]
Feat Human
Primary Ability = One Feat.
Two Traits.
• Other Ability (one ability score of your choice increases by +1).
• Other Ability (an other ability score of your choice increases by +1).
Two Proficiencies.
• Skill: Any.
• Other Language: Any.
Primary Language. Common.
[/sblock]
[sblock=DRAGONBORN]
Dragonborn
Primary Ability. Strength score increases by +2.
Two Traits.
• Other Ability (Charisma score increases by +1).
• Breath Weapon (line 30 or cone 15, 2d6 damage type, per rest).
Two Proficiencies.
• Damage Type Resistance (same damage type as Breath Weapon).
• Other Language: Common.
Primary Language. Draconic.
[/sblock]
[sblock=HALFLING]
Stout Halfling
Primary Ability. Dexterity score increases by +2.
Two Traits.
• Other Ability (Constitution score increases by +1).
• Lucky (reroll 1 on attacks and saves, use new roll).
Five Proficiencies.
• Poison Resilience (poison save advantage)
• Poison Resistance.
• Fear Resilience (frightened condition save advantage).
• Nimbleness (move thru space occupied by larger creature).
• Other Language: Common.
One Negative Trait.
• Slow 25.
One Negative Proficiency.
• Small.
Primary Language. Halfling.
Lightfoot Halfling
Primary Ability. Dexterity score increases by +2.
Two Traits.
• Other Ability (Charisma score increases by +1).
• Lucky (reroll 1 on attacks and saves, use new roll).
Four Proficiencies.
• Fear Resistance (frightened condition save advantage).
• Nimbleness (move thru space occupied by larger creature).
• Naturally Stealthy (hide when obscured by larger creature).
• Other Language: Common.
One Negative Trait.
• Slow 25.
One Negative Proficiency.
• Small.
Primary Language. Halfling.
[/sblock]
Ideally, all player character races including all cultures within a race, can be built according to the following format.
Choose 1 Primary Ability Score to Increase by +2.
Choose 3 Traits.
Choose 5 Proficiencies.
Determine the Primary Language (according to the setting).
Compared to the races in the Players Handbook, the above format corresponds roughly to the race of the Half Elf, considered to be one of the more powerful races. In addition to the Primary Ability Score (Charisma score +2) and the Primary Language (Common), the Half Elf has three Traits, and six Proficiencies. The format above has five traits instead of six.
A ‘trait’ is a feature that is equivalent to a +1 to an ability score. In other words, a trait is worth about half of a feat.
A ‘proficiency’ is worth about a good skill, tool, martial weapon, medium armor, cantrip, or a useful language, or so on. Certain minor features are considered a kind of proficiency, such as the Elfs Charm Resilience and the Dwarfs History expertise concerning stonework. It seems four proficiencies are worth about half of a feat, so worth about one trait.
The format has three traits and five proficiencies. These are enough choices to ensure meaningful differences between the races, and between cultures within a race.
[sblock=Ranking Players Handbook Races by Their Traits and Proficiencies]
All races in the Players Handbook have a Primary Ability Score that increases by +2, except the Feat Human who instead has an equivalent choice of any feat.
Additionally, every race has one Primary Language. (So the primary language most Elf cultures is Elven. Here additional languages including Common count as proficiencies.)
Beyond the primary ability and the primary language, the races vary significantly according to the number of their Traits and Proficiencies.
Note. A Small race counts as a situationally negative proficiency because it denies heavy weapons and inflicts disadvantage to grappling. And a slow race whose Speed is 25 counts as a negative trait, because the speed impairment is often significant in combat. Nevertheless, these negative features tend to be easy to work around and plan around, thus a negative has less impact than a positive.
Note. The Human with the Feat probably seems more powerful than a Primary Ability Score increasing by +2. If the method of generating ability scores discourages a score above 15, then the score of 15 +2 making a 17 is of negligible value above a 16. Thus the +2 is of less worth than a feat. However, if the generation method makes a score of 16 possible, allowing the +2 to make an 18, then the Primary Ability Score with +2 feels about equally appealing as a good Feat. In sum, using an ability score generation method with 15 as the highest, makes the Human with its Feat at Level 1, highly appealing.
Races in the Players Handbook, Ranking by Traits and Proficiencies
All Races. 1 Primary Ability, and 1 Primary Language.
Wood Elf. 3 Traits, 7 Proficiencies.
Half Elf. 3 Traits, 6 Proficiencies.
Half Orc. 3 Traits, 3 Proficiencies.
Mountain Dwarf. 3 Traits, 8 Proficiencies (1 Negative Trait, 1 Negative Proficiency).
Hill Dwarf. 3 Traits, 7 Proficiencies (1 Negative Trait, 1 Negative Proficiency).
Forest Gnome. 3 Traits, 3 Proficiencies (1 Negative Trait, 1 Negative Proficiency).
Rock Gnome. 3 Traits, 3 Proficiencies (1 Negative Trait, 1 Negative Proficiency).
Drow Elf. 3 Traits, 7 Proficiencies (at Level 5).
Tiefling. 3 Traits, 3 Proficiencies (at Level 5).
High Elf. 2 Traits, 8 Proficiencies.
Feat Human. 2 Traits, 2 Proficiencies.
Dragonborn. 2 Traits, 2 Proficiencies.
Stout Halfling. 2 Traits, 5 Proficiencies (1 Negative Trait, 1 Negative Proficiency).
Lightfoot Halfling. 2 Traits, 4 Proficiencies (1 Negative Trait, 1 Negative Proficiency).
It is convenient to summarize this list as 3 traits and 5 proficiencies. Thus it is possible to build any race including its culture by these amounts.
[/sblock]
List of Races and Quantification of Their Features in the Players Handbook
[sblock=HALF ELF]
Half Elf
Primary Ability. Charisma score increases by +2.
Three Traits.
• Other Ability (one other ability score of your choice increases by +1).
• Other Ability (one other ability score of your choice increases by +1).
• Darkvision 60.
Six Proficiencies.
• Trance (long rest from 4 hours light activity, per 24 hours); Sleep Immunity.
• Charm Resilience (charmed condition save advantage).
• Skill: Any.
• Skill: Any.
• Other Language: Elven.
• Other Language: Any.
Primary Language. Common.
[/sblock]
[sblock=ELF]
Wood Elf
Primary Ability. Dexterity score increases by +2.
Three Traits.
• Other Ability (Wisdom score increases by +1).
• Darkvision 60.
• Speed +5.
Seven Proficiencies
• Trance (long rest from 4 hours light activity, per 24 hours); Sleep Immunity.
• Charm Resilience (charmed condition save advantage).
• Mask of Wild (hide in natural terrain, in dim light or light obscurement).
• Weapon: Longbow or Shortbow.
• Weapon: Longsword.
• Skill: Perception.
• Other Language: Common.
Primary Language. Elven.
Drow Elf
Primary Ability. Dexterity score +2.
Three Traits (at Level 5); Two Traits (at Level 1).
• Other Ability (Charisma score +1).
• Superior Darkvision 120; Sunlight Sensitivity.
• Darkness (per long rest, at Level 5); Faerie Fire (per long rest, at Level 3).
Seven Proficiencies.
• Trance (long rest from 4 hours light activity, per 24 hours); Sleep Immunity.
• Charm Resilience (charmed condition save advantage).
• Dancing Lights (cantrip).
• Weapon: Rapier or Shortsword.
• Weapon: Handbow.
• Skill: Perception.
• Other Language: Common.
Primary Language. Elven.
High Elf
Primary Ability. Dexterity score increases by +2.
Two Traits.
• Other Ability (Intelligence score increases by +1).
• Darkvision 60.
Eight Proficiencies.
• Trance (long rest from 4 hours light activity, per 24 hours); Sleep Immunity.
• Charm Resilience (charmed condition save advantage).
• Wizard Cantrip.
• Weapon: Longbow or Shortbow.
• Weapon: Longsword.
• Skill: Perception.
• Other Language: Common.
• Other Language: Any.
Primary Language. Elven.
[/sblock]
[sblock=HALF ORC]
Half Orc
Primary Ability. Strength score increases by +2.
Three Traits.
• Other Ability (Constitution score increases by +1).
• Darkvision 60.
• Relentless (when 0 hit points, then instead 1 hit point, per long rest).
Three Proficiencies.
• Savage Attack (when critical, add additional weapon damage die roll).
• Skill: Intimidation.
• Other Language: Common.
Primary Language. Orc.
[/sblock]
[sblock=DWARF]
Mountain Dwarf
Primary Ability. Constitution score increases by +2.
Three Traits.
• • 2 Traits = Primary Ability (Strength score increases by +2).
• Darkvision 60.
Eight Proficiencies.
• Poison Resilience (poison save advantage).
• Poison Resistance.
• Armor: Light Armor or Medium Armor.
• Weapon: Battleaxe or Warhammer
• Weapon: Throwing Hammer or Handaxe.
• Tool: Smith, Brewer, or Mason.
• Skill Expertise: History about stonework.
• Other Language: Common.
One Negative Trait.
• Slow 25.
One Negative Proficiency.
• Small.
Primary Language. Dwarven.
Hill Dwarf
Primary Ability. Constitution score increases by +2.
Three Traits.
• Other Ability (Wisdom score increases by +1).
• Darkvision 60.
• Dwarven Toughness (+1 hit point, per level).
Seven Proficiencies.
• Poison Resilience (poison save advantage).
• Poison Resistance.
• Weapon: Battleaxe or Warhammer
• Weapon: Throwing Hammer or Handaxe.
• Tool: Smith, Brewer, or Mason.
• Skill Expertise: History about stonework.
• Other Language: Common.
One Negative Trait.
• Slow 25.
Negative Proficiency.
• Small.
Primary Language. Dwarven.
[/sblock]
[sblock=GNOME]
Forest Gnome
Primary Ability. Intelligence score increases by +2.
Three Traits.
• Other Ability (Dexterity score increases by +1).
• Darkvision 60.
• Cunning (Wisdom-Charisma-Intelligence save advantage verses magic).
Three Proficiencies.
• Minor Illusion (cantrip).
• Beastie Speak (communicate simple ideas with small and smaller beasts).
• Other Language: Common.
One Negative Trait.
• Slow 25.
One Negative Proficiency.
• Small.
Primary Language. Gnomish.
Rock Gnome
Primary Ability. Intelligence score increases by +2.
Three Traits.
• Other Ability (Constitution score increases by +1).
• Darkvision 60.
• Cunning (Wisdom-Charisma-Intelligence save advantage verses magic).
Three Proficiencies.
• Tinker (Minor Device: Clockwork Toy, Fire Starter, or Music Box).
• Skill Expertise: History about magic item, alchemy, technological device.
• Other Language: Common.
One Negative Trait.
• Slow 25.
One Negative Proficiency.
• Small.
Primary Language. Gnomish.
[/sblock]
[sblock=TIEFLING]
Tiefling
Primary Ability. Intelligence score increases by +2.
Three Traits (at Level 5); Two Traits (at Level 1).
• Other Ability (Charisma score increases by +1).
• Darkvision 60.
• Hellish Rebuke (per long rest, at level 3); Darkness (per long rest, at level 5).
Three Proficiencies.
• Thaumaturgy (cantrip).
• Fire Resistance.
• Other Language: Infernal.
Primary Language: Common.
[/sblock]
[sblock=HUMAN]
Feat Human
Primary Ability = One Feat.
Two Traits.
• Other Ability (one ability score of your choice increases by +1).
• Other Ability (an other ability score of your choice increases by +1).
Two Proficiencies.
• Skill: Any.
• Other Language: Any.
Primary Language. Common.
[/sblock]
[sblock=DRAGONBORN]
Dragonborn
Primary Ability. Strength score increases by +2.
Two Traits.
• Other Ability (Charisma score increases by +1).
• Breath Weapon (line 30 or cone 15, 2d6 damage type, per rest).
Two Proficiencies.
• Damage Type Resistance (same damage type as Breath Weapon).
• Other Language: Common.
Primary Language. Draconic.
[/sblock]
[sblock=HALFLING]
Stout Halfling
Primary Ability. Dexterity score increases by +2.
Two Traits.
• Other Ability (Constitution score increases by +1).
• Lucky (reroll 1 on attacks and saves, use new roll).
Five Proficiencies.
• Poison Resilience (poison save advantage)
• Poison Resistance.
• Fear Resilience (frightened condition save advantage).
• Nimbleness (move thru space occupied by larger creature).
• Other Language: Common.
One Negative Trait.
• Slow 25.
One Negative Proficiency.
• Small.
Primary Language. Halfling.
Lightfoot Halfling
Primary Ability. Dexterity score increases by +2.
Two Traits.
• Other Ability (Charisma score increases by +1).
• Lucky (reroll 1 on attacks and saves, use new roll).
Four Proficiencies.
• Fear Resistance (frightened condition save advantage).
• Nimbleness (move thru space occupied by larger creature).
• Naturally Stealthy (hide when obscured by larger creature).
• Other Language: Common.
One Negative Trait.
• Slow 25.
One Negative Proficiency.
• Small.
Primary Language. Halfling.
[/sblock]
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