GreenTengu
Adventurer
I want to create a new way of handling races where I get rid of subraces. Instead a Dwarf is a Dwarf and an Elf is an Elf and they could have any mixture of the various combinations of skin/hair color or physical traits that one could imagine coming across. But I still want to offer some interesting options so that a player can customize their character to however they like.
This also gives a small bump to the small races as they often don't get played very much and fixes some of the races from Volo's Guide so they are more in-line with and similar to the other races in their mechanical layout. I am also trying to get rid of some of the wonkier traits, such as Stonecunning which seems too niche to be useful or the Halfling version of "Naturally Stealthy" which seems like it should just be a basic rule that applies to all characters (not sure why you need to be a Halfling to hide behind a creature more than twice your size).
I still have the Dark Vision 120' and Sunlight Sensitivity tangled with one of the traits, but I could see just untangling it and making a free trait that could apply to any race.
I would like some ideas on how to better balance these races with one another. Also, if there are some other ideas for optional racial traits for these races, please tell me your ideas. If there are any races beyond these that you would like to request or that you would like to do yourself, it would be fun to add them to the list.
Dwarf
+2 Constitution, +1 Any Other
Medium Size
Movement 25'. Speed not reduced further by heavy armor.
Dark Vision 60'
Proficiency with the History skill
Proficiency with two martial weapons or one martial weapon and light armor
Proficiency with one set of artisan tools
Advantage on Saving Throws vs. Poison and Resistance to Poison Damage
Choice of one of the following:
* +1 Hit point per level
* Medium Armor proficiency and +1 Strength
* Ability to cast Alarm once per long rest and ability to cast Arcane Lock once per long rest at 3rd level
* Dark Vision 120' and Sunlight Sensitivity. Ability to cast Enlarge once per long rest (self only) at 3rd level and Invisibility once per long rest at 5th level.
Elf
+2 Dexterity, +1 Any Other
Medium Size
Movement 30'
Dark Vision 60'
Proficiency with one of the following skills: Arcana, Perception or Stealth
Proficiency with two martial weapons
Proficiency with one musical instrument
Advantage on Saving Throws vs. Enchantments and Immunity to Sleep spell
Able to Medidate for 4 hours per day instead of sleeping
Choice of one of the following:
* 1 Cantrip (Choice of mental attribute for casting ability) and an additional language
* Movement 35 and ability to hide while only lightly concealed
* Ability to cast Misty Step once per day
* Dark Vision 120' and Sunlight Sensitivity. Ability to cast Faerie Fire once per long rest at 3rd level and Darkness once per long rest at 5th level.
Goblin
+2 Dexterity, +1 Any other
Small Size
Movement 30'
Dark Vision 60'
Proficiency in one of the following skills: Animal Handling, Perception, Stealth or Survival
Proficiency with a Land Mount or Poisoners Kit
Advantage on Saving Throws against Diseases and able to eat spoiled food without ill effects
Choice of two of the following:
* May take a bonus action on your turn to Disengage
* Ability to hide while only lightly concealed
* Animal Companion of CR 0 or 1/8
* Additional damage equal to 1/4th your level rounded up on your first attack each turn against a target you have advantage against
* 1 Cantrip (Choice of mental attribute for casting ability)
* Dark Vision 120' and Sunlight Sensitivity. Climbing Speed of 30.
Gnome
+2 Intelligence, +1 Any other
Small Size
Movement 25'
Dark Vision 60'
Proficiency with any two sets of tools (including Tinker's Tools)
Proficiency with the one of the following skill: Arcana, History, Investigation, Medicine or Nature
Advantage on all Intelligence, Wisdom and Chaisma saves against Magic
Additional Language
Choice of two of the following:
* Cast one 1st level spells of your choice once per a long rest(Choice of mental attribute for casting ability)
* 1 Cantrip (Choice of mental attribute for casting ability)
* Ability to hide while only lightly concealed
* Add double your proficiency bonus to a skill of your choice
* Animal Companion of CR 0 or 1/8
* Dark Vision 120' and Sunlight Sensitivity. Advantage on Stealth skill to hide.
Halfling
+2 Dexterity, +1 Any
Medium Size
Movement 25'
Proficiency with a Musical Instrument or one set of Artisans Tools
Advantage on Saving Throws against being frightened.
Reroll Saving Throws on which you roll a 1.
Able to move through the square of a creature or past a creature medium size or larger without incurring an attack of opportunity
Choice of two of the following:
* Ability to hide while only lightly concealed
* 1 Cantrip (Choice of mental attribute for casting ability)
* May take a bonus action on your turn to Disengage
* Advantage on Saving Throws vs. Poison and Resistance to Poison Damage
* Add 1d4 to all of your Persuasion checks
* As an action, spend a hit die and either yourself or another target you touch regains hit points equal to it plus your wisdom modifier
Hobgoblin
Ability Modifiers: +2 Constitution, +1 Any Other
Medium Size
Movement 30'
Dark Vision: 60'
Proficiency in Athletics skill
Proficiency with two martial weapons or Proficiency with one martial weapon and light armor
Proficiency with Herbalism Kit
Reroll a failed Saving Throw once per a long rest
Choice of one of the following:
* 1 Use of Bardic Inspiration per short or long rest (die starts at D6 at level 1, increases to D8 at level 5, D10 at level 10 and D12 at level 15)
* 1 Maneuver from the Battlemaster and 1 Superioriety Die per short or long rest (die starts at D6 at level 1, increases to D8 at level 3, D10 at level 10 and D12 at level 18)
* Movmement 35 and ability to ignore the first level of exhaustion
* Dark Vision 120' and Sunlight Sensitivity. +1 Hit Point per level.
Human
Ability Modifiers: +1 to any two attributes
Proficiency in any 1 skill
Proficiency with any 1 tool
Any Feat
Additional non-Native Language
Orc
Ability Modifiers: +2 Strength, +1 Any Other
Medium Size
Movement 30'
Dark Vision 60'
Proficiency with one of the following skills: Athletics, Intimidate, Nature or Survival
Able to carry twice normal weight without becoming encumbered
May act for one additional round after hit points are reduced to 0
Advantage on Saving Throws against Diseases and able to eat spoiled food without ill effects
Advantage on rolls to forgage for food
Choice of one of the following:
* Natural Explorer with one environment of your choice
* May rage once per day like Barbarian
* When you score a critical hit, you may roll the weapons damage die one additional time and add it to the total damage
* Dark Vision 120' and Sunlight Sensitivity. May add your Constitution modifier to AC while unarmored
Half-Dwarf
+1 Consitution, +1 Any other two
Medium Size
Movement 30'
Dark Vision 60'
Proficiency in History
Proficiency with one additional skill
Advantage on Saving Throws vs. Poison and Resistance to Poison Damage
One choice from optional Dwarf traits
Half-Elf
+1 Dexterity, +1 Any other two
Medium Size
Movement 30'
Dark Vision 60'
2 Skills of your choice
Proficiency with one musical instrument
Advantage on Saving Throws vs. Enchantments and Immunity to Sleep spell
One choice from optional Elf traits
Half-Hobgoblin
+1 Consitution, +1 Any other two
Medium Size
Movement 30'
Dark Vision 60'
Proficiency in Athletics
Proficiency with one additional skill
Reroll a failed Saving Throw once per a long rest
One choice from optional Hobgoblin traits
Half-Orc
+1 Strength, +1 Any other two
Medium Size
Movement 30'
Dark Vision 60'
2 Skills of your choice
Able to carry twice normal weight without becoming encumbered
May act for one additional round after hit points are reduced to 0
One choice from optional Orc traits
This also gives a small bump to the small races as they often don't get played very much and fixes some of the races from Volo's Guide so they are more in-line with and similar to the other races in their mechanical layout. I am also trying to get rid of some of the wonkier traits, such as Stonecunning which seems too niche to be useful or the Halfling version of "Naturally Stealthy" which seems like it should just be a basic rule that applies to all characters (not sure why you need to be a Halfling to hide behind a creature more than twice your size).
I still have the Dark Vision 120' and Sunlight Sensitivity tangled with one of the traits, but I could see just untangling it and making a free trait that could apply to any race.
I would like some ideas on how to better balance these races with one another. Also, if there are some other ideas for optional racial traits for these races, please tell me your ideas. If there are any races beyond these that you would like to request or that you would like to do yourself, it would be fun to add them to the list.
Dwarf
+2 Constitution, +1 Any Other
Medium Size
Movement 25'. Speed not reduced further by heavy armor.
Dark Vision 60'
Proficiency with the History skill
Proficiency with two martial weapons or one martial weapon and light armor
Proficiency with one set of artisan tools
Advantage on Saving Throws vs. Poison and Resistance to Poison Damage
Choice of one of the following:
* +1 Hit point per level
* Medium Armor proficiency and +1 Strength
* Ability to cast Alarm once per long rest and ability to cast Arcane Lock once per long rest at 3rd level
* Dark Vision 120' and Sunlight Sensitivity. Ability to cast Enlarge once per long rest (self only) at 3rd level and Invisibility once per long rest at 5th level.
Elf
+2 Dexterity, +1 Any Other
Medium Size
Movement 30'
Dark Vision 60'
Proficiency with one of the following skills: Arcana, Perception or Stealth
Proficiency with two martial weapons
Proficiency with one musical instrument
Advantage on Saving Throws vs. Enchantments and Immunity to Sleep spell
Able to Medidate for 4 hours per day instead of sleeping
Choice of one of the following:
* 1 Cantrip (Choice of mental attribute for casting ability) and an additional language
* Movement 35 and ability to hide while only lightly concealed
* Ability to cast Misty Step once per day
* Dark Vision 120' and Sunlight Sensitivity. Ability to cast Faerie Fire once per long rest at 3rd level and Darkness once per long rest at 5th level.
Goblin
+2 Dexterity, +1 Any other
Small Size
Movement 30'
Dark Vision 60'
Proficiency in one of the following skills: Animal Handling, Perception, Stealth or Survival
Proficiency with a Land Mount or Poisoners Kit
Advantage on Saving Throws against Diseases and able to eat spoiled food without ill effects
Choice of two of the following:
* May take a bonus action on your turn to Disengage
* Ability to hide while only lightly concealed
* Animal Companion of CR 0 or 1/8
* Additional damage equal to 1/4th your level rounded up on your first attack each turn against a target you have advantage against
* 1 Cantrip (Choice of mental attribute for casting ability)
* Dark Vision 120' and Sunlight Sensitivity. Climbing Speed of 30.
Gnome
+2 Intelligence, +1 Any other
Small Size
Movement 25'
Dark Vision 60'
Proficiency with any two sets of tools (including Tinker's Tools)
Proficiency with the one of the following skill: Arcana, History, Investigation, Medicine or Nature
Advantage on all Intelligence, Wisdom and Chaisma saves against Magic
Additional Language
Choice of two of the following:
* Cast one 1st level spells of your choice once per a long rest(Choice of mental attribute for casting ability)
* 1 Cantrip (Choice of mental attribute for casting ability)
* Ability to hide while only lightly concealed
* Add double your proficiency bonus to a skill of your choice
* Animal Companion of CR 0 or 1/8
* Dark Vision 120' and Sunlight Sensitivity. Advantage on Stealth skill to hide.
Halfling
+2 Dexterity, +1 Any
Medium Size
Movement 25'
Proficiency with a Musical Instrument or one set of Artisans Tools
Advantage on Saving Throws against being frightened.
Reroll Saving Throws on which you roll a 1.
Able to move through the square of a creature or past a creature medium size or larger without incurring an attack of opportunity
Choice of two of the following:
* Ability to hide while only lightly concealed
* 1 Cantrip (Choice of mental attribute for casting ability)
* May take a bonus action on your turn to Disengage
* Advantage on Saving Throws vs. Poison and Resistance to Poison Damage
* Add 1d4 to all of your Persuasion checks
* As an action, spend a hit die and either yourself or another target you touch regains hit points equal to it plus your wisdom modifier
Hobgoblin
Ability Modifiers: +2 Constitution, +1 Any Other
Medium Size
Movement 30'
Dark Vision: 60'
Proficiency in Athletics skill
Proficiency with two martial weapons or Proficiency with one martial weapon and light armor
Proficiency with Herbalism Kit
Reroll a failed Saving Throw once per a long rest
Choice of one of the following:
* 1 Use of Bardic Inspiration per short or long rest (die starts at D6 at level 1, increases to D8 at level 5, D10 at level 10 and D12 at level 15)
* 1 Maneuver from the Battlemaster and 1 Superioriety Die per short or long rest (die starts at D6 at level 1, increases to D8 at level 3, D10 at level 10 and D12 at level 18)
* Movmement 35 and ability to ignore the first level of exhaustion
* Dark Vision 120' and Sunlight Sensitivity. +1 Hit Point per level.
Human
Ability Modifiers: +1 to any two attributes
Proficiency in any 1 skill
Proficiency with any 1 tool
Any Feat
Additional non-Native Language
Orc
Ability Modifiers: +2 Strength, +1 Any Other
Medium Size
Movement 30'
Dark Vision 60'
Proficiency with one of the following skills: Athletics, Intimidate, Nature or Survival
Able to carry twice normal weight without becoming encumbered
May act for one additional round after hit points are reduced to 0
Advantage on Saving Throws against Diseases and able to eat spoiled food without ill effects
Advantage on rolls to forgage for food
Choice of one of the following:
* Natural Explorer with one environment of your choice
* May rage once per day like Barbarian
* When you score a critical hit, you may roll the weapons damage die one additional time and add it to the total damage
* Dark Vision 120' and Sunlight Sensitivity. May add your Constitution modifier to AC while unarmored
Half-Dwarf
+1 Consitution, +1 Any other two
Medium Size
Movement 30'
Dark Vision 60'
Proficiency in History
Proficiency with one additional skill
Advantage on Saving Throws vs. Poison and Resistance to Poison Damage
One choice from optional Dwarf traits
Half-Elf
+1 Dexterity, +1 Any other two
Medium Size
Movement 30'
Dark Vision 60'
2 Skills of your choice
Proficiency with one musical instrument
Advantage on Saving Throws vs. Enchantments and Immunity to Sleep spell
One choice from optional Elf traits
Half-Hobgoblin
+1 Consitution, +1 Any other two
Medium Size
Movement 30'
Dark Vision 60'
Proficiency in Athletics
Proficiency with one additional skill
Reroll a failed Saving Throw once per a long rest
One choice from optional Hobgoblin traits
Half-Orc
+1 Strength, +1 Any other two
Medium Size
Movement 30'
Dark Vision 60'
2 Skills of your choice
Able to carry twice normal weight without becoming encumbered
May act for one additional round after hit points are reduced to 0
One choice from optional Orc traits