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5E House Ruled Races

For a new setting, I've been house ruling some of the races to better suit the world. One of the things I've done is granted each race a short-rest ability, similar to 4e D&D.

First up are humans and goliaths. What do you think? (I'll show off the other races later.)


Human Traits
Humans have these racial traits.

Ability Score Increase. Three ability scores of your choice each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans tend toward no particular alignment. The best and worst are found among them.

Size. Humans vary widely in high and build. They range from barely 5 feet to well over 6 feet tall and weigh between 130 and 220 pounds. Regardless of your dimensions, your size is medium.

Speed. Your base walking speed is 30 feet.

Adaptable. You gain proficiency with one skill or tool of your choice.

Persistent. When you fail a saving throw, you can use your reaction to reroll the failed save. You must accept the second result, even if it is worse than the first. Once you use this ability, you cannot use it again until you finish a short or long rest.


Languages. You can speak, read, and write Common and one other language of your choice.


Goliaths Traits
Goliaths have the following racial traits.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and live less than a century, though few die from old age.

Alignment. Goliath society, with its clear roles and tasks, has a strong lawful bent. Their sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality.

Size. Goliaths stand between 7 and 8 feet tall and weigh 280 to 340 pounds. Your size is medium.

Speed. Your base walking speed is 30 feet.

Natural Athlete. You have proficiency in the Athletics skill. If you gain proficiency in the Athletics skill from your background, you instead gain proficiency in Intimidation or Survival, your choice.

Avalanche Roll. You can call on your natural athletics to avoid injury. When you fail a Dexterity saving throw or are hit by an attack, you can use your reaction to reroll the save or force the attacker to reroll the attack. After you use this trait, you can’t use it again until you finish a short or long rest.

Power Build. You count as one size larger when determine your carrying capacity and the weight you can push, drag, or lift.

Mountain Born. You’re acclimated to high altitude, including elevation above 20,000 feet. You’re naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Languages. You can speak, read, and writing Common and Giant.
 
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DM Dave1

Adventurer
Goliaths Traits
Goliaths have the following racial traits.
...
Natural Athlete. You have proficiency in the Athletics skill. If you gain proficiency in the Athletics skill from your background, you instead gain proficiency in Intimidation or Survival, your choice.

Fun stuff. Would be interested in hearing more about the setting to understand how the traits fit in.

Just quoted the above as the green wording is unnecessary. Backgrounds in the PHB (and anywhere for that matter) are samples which can be flexibly adapted - something I had missed for a long time, too. So if the Goliath character chose the soldier background, for instance, the player is allowed to swap out Athletics for Survival. Doesn't also need to be a Goliath trait.

PHB p125 said:
Customizing a Background
You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in chapter 5. (If you spend coin, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw.

If you can't find a feature that matches your desired background, work with your DM to create one.
 

I plan to post of the flavor eventually, but I'm still working out the details. Here's by current draft for the human Kingdom of Aubrey:

Aubrey Kingdom
Aubrey Kingdom, also known as the Sunstone Kingdom and the Kingdom of Aubrey, is a largely coastal province, surrounding the thick forest that dominates the isle. Its composition is almost exclusively human. Residents tend to be wary of outsiders and avoid venturing into forests whenever possible.

Sunstone
Sunstone is a capital of Aubrey Kingdom and boasts a population of 20,000 permanent residents. Its high walls surround the central keep. The houses, shops, and other establishments spiral outwards in all directions.

Sunstone is a robust town, bustling with news, excitement, and intrigue. The Royal Palace and Sunstone cathedral are truly a wonder to behold. Merchants from far and wide bring their good to trade at the central marketplace.

The city is protected by the Sapphire Knights and the Sunstone Guard, who number 50 and 500.

Coastal Towns and Villages
Ganymede, Fairwind, Ox Falls, and the other town and villages of Aubrey Kingdom are scattered along the coastline. Few are brave enough to venter into the isle’s forests. Instead, the denizens of Aubrey prefer to remain near the sea, traveling long along the edge of the forest or from port to port by ship, instead.

Each village is relatively self-sufficient. They sustain themselves on a diet of grains, fruits, vegetables, and fish. Beef, poultry, pork, and mutton are common on aristocratic dining tables, but a rare treat, even among the middle classes.

Though each town and village is ruled by a lord, who duty is to manage the town, many lords prefer to remain in Sunstone, only rarely visiting their country manners. Instead, the towns and villages are governed by local magistrates, who go by titles including governor, magistrate, councilman, and sheriff.

Ox Falls, one of the few inland towns, supplies much of the kingdom iron and steel. It is also unique in that it maintains a favorable relationship with the dwarves of Winter’s Mane, whereas most humans prefer to avoid outsiders.

The Royal Family
The royal family manages the affairs of the state from their palace in Sunstone. King Adrian III, forty-three years old, is considered a just ruler, utterly devoted to his work, but without a hint of mercy. His queen, Solace, is distant and aloof, rarely seen among the common people.

King Adrian and Queen Solace have two children. The fiery Prince Harry is said to be the greatest swordsman in the kingdom, though the lords worry he lacks the proper temperament for rule, a sentiment Prince Harry himself shares. Princess Adriana is young and beautiful. She will soon reach the marriage age of fifteen. Rumor has it that King Adrian is actively searching for a suitable match.

The royal family is attended by a fleet of handmaids and manservants. The Sapphire Knights guard the palace night and day. The commander of the Sapphire Knights sits at King Adrian’s Council of War, along with the captain of the Sunstone guard.

Christianity
Christianity permeates every aspect of life in Aubrey Kingdom. Wooden crosses hang from the necks of even the poorest peasants. Come Sunday morning, the churches are fill with music and prayer. A church can be found in ever town or village on the isle. Abbeys and chapels dot the tamed wilderness near the coasts.

The church promotes the traditional virtues of courage, temperance, and wisdom, virtues said to allow the souls of the faithful to enter the Kingdom of Heaven upon their death. Because the church treats the nobility the same as the common folk, offering them all an equal chance at salvation, the church is extremely popular among the middle and lower classes.

Archbishop Constantine II leads the Church of Aubrey and manages the state’s spiritual affairs from Sunstone Cathedral, a building whose beauty and magnificence rivals King Adrian’s Palace.

ReligionDomainsSymbol
ChristianityLife, Nature, Order WarCross

Orders of Knighthood
To be accepted into one of the noble orders of knighthood is among the greatest honors available to the citizens of the Sunstone Kingdom. Only Fighters, Paladin, and Clerics may gain entrance into any of the orders of knighthood.

Knights of the Cross. The Knights of the Cross swear alliance to the Archbishop of Sunstone. They are tasked to defend and protect the church and the faithful from harm and to seek the Holy Grail. They are also capable of performing weddings in the name of the church. Knights of the Cross identify themselves by white tunics, embroidered with a red cross, which they wear over their armor.

Knights of the Phoenix. The Knights of the Phoenix swear allegiance to the King of Aubrey and Prince of Sunstone. They wander from town to down, defending the kingdom’s subjects and enforce the king’s laws. Knights of the Phoenix have the authority to deliver punishment to all but the Lord of the realm. Knights of the Phoenix are permitted to display their person coat of arms on their shield and tunic, but carry a golden pendent, shaped like phoenix, to as a symbol of their station.

Knights of the Sacred Orange Tree. Legend speaks of an orange grove, whose succulent fruit grants immortal life. These Knights, led by Julian Rivers, Lord of Adonis, seek the location of the mythical grove. The order is known for its flamboyant feasts and celebrations, which include athletic games, colorful dances, and bountiful wine. Membership in the order has become popular among the nobility’s youth, much to their chagrin of their more respectable parents. Knights of the Sacred Orange Tree are permitted to display their person coat of arms on their shield and tunic.

The Sapphire Knights. Each noble family in Sunstone is expected to contribute one son to the Sapphire Knights, the personal guard of Sunstone Palace, who provide personal protection to King Adrian and his family. Membership is considered both a blessing and a curse. Access to the king’s ear is a great honor and an obvious political boon, though once accepted as a Sapphire Knight, a young man is no longer permitted to rise through the noble ranks and must forfeit any potential right to lordship. As such, the order has become the final resting place of second and third sons.

Names and Introductions
Parents in the Sunstone Kingdom choose from a long list when naming their newborns. When introducing themselves, men and women introduce themselves by their first name. To their first, the common folk add the name of their town (e.g. Bron of Ox Falls). The middle and upper classes add their surname (e.g. Garret Storm). Nobility append their title to the end of their name (e.g. Julian Rivers, Lord of Adonis).

Male Names: Anton, Bran, Bron, Cade, Corrin, Edward, Fyn, Garret, John, Julian, Lander, Lyle, Marcus, Mathew, Merric, Knox, Perrin, Peter, Reed, Samuel, Stewart

Female Names: Andry, Bree, Jewels, Lucia, Kara, Katheryn, Lynda, Mary, Natali, Seraphina, Sky, Westra

Surnames: Crest, Green, Rivers, Sky, Stone, Storm, Wood
 

aco175

Hero
I find the Avalanche Roll power a bit powerful since you get two saves each encounter with Dex being the best to reroll against. It may work better as a 1/day power, but you wanted encounter powers. I could see rerolling an Athletics check or any Strength check as more fitting. Maybe even rerolling a Con check, but not Dex.
 

I find the Avalanche Roll power a bit powerful since you get two saves each encounter with Dex being the best to reroll against. It may work better as a 1/day power, but you wanted encounter powers. I could see rerolling an Athletics check or any Strength check as more fitting. Maybe even rerolling a Con check, but not Dex.

Thanks. I'll take that into consideration.
 

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