Less-than-Basic D&D: Races

Maybe your player's might enjoy something like this...since they have a grasp on the "class/subclass" structure, I trust?

If you like these, maybe you can find some sap on the internet who has nothing else going on right now to throw together a Dwarf and Halfling for you, too ;)

Comments/critiques always welcome.

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Li Shenron, you did use backgrounds in your simplified game, right?

Yes. This idea might work, while at the same time granting +1 to all ability scores (as if Human). It is even simpler then my first idea.

The only downside is that they are missing vision capabilities, which was the original reason why I thought +1 to all six scores was insufficient.

But maybe I could replace the background feature, and possibly the tool prof also, with those:

Dwarf Background
Skills: History, Intimidation
Tools: -
Languages: Dwarven
Feature: Darkvision, Stonecunning


Elf Background
Skills: Nature, Perception
Tools: -
Languages: Elven
Feature: Darkvision, Cantrip (High Elf) OR Mask of the Wild (Wood Elf)


Halfling Background
Skills: Sleight of Hand, Stealth
Tools: -
Languages: Halfling
Feature: Lucky
 

Dwarf Background
Skills: Athletics, Intimidation
Tools: Mason's Tools
Languages: Dwarven
Feature: Darkvision


Elf Background
Skills: Nature (Wood) or History (High), Perception
Tools: Bows and Swords*
Languages: Elven
Feature: Trance, Fey Ancestry


Halfling Background
Skills: Acrobatics, Stealth
Tools: -
Languages: Halfling, +1 other language
Feature: +2 DEX, Small size, -2 STR

* For the Bows and Swords proficiency, which is a very elf thing more than cantrip/stealth, I might add a -2 CON. In this way they are a little more balanced. Limited weapon proficiencies are very powerful.

I thought about giving Dwarves hafted weapons too, but I thought that it was more important to give them the mason's tool proficiency which could sub in for the stonecunning ability.

For halflings the most important thing is that they are small and that they are not as strong as others. To balance that I give them +2 DEX, which makes a whole lot of sense. Lucky is a fiddly ability and it does not speak to the halflings stature at all.
 

I purposefully avoided weapons and armor proficiencies, because they are redundant for certain classes. The players who choose a martial class will get them anyway, and those who don't, can still live with the class' weapons.

I also avoid stat bonuses. The player can just be told to put their higher stat in Dex.

Small size yes, I assumed it was automatic, but I don't need to specify this as an explicit benefit.

Trance is so minor that I had already thought I will give it away for free, but only mention it if it ever comes up (which probably won't).
 

I think you are running the risk of over-complicating this and that was against your original conceptions and principles.

Here is a thought for you.
Typically a human character has the ability to choose a feat at first level, right?

So how about having each race be a feat that you can only choose at first level and instead of altering the ability scores (possibly leading to abuse), instead you the feats have a prerequisite based on ability scores.

Dwarf require Constitution 14+ and Strength and Wisdom of 12+
(Half-)Elf (hopefully regardless of high, wood or dark) requires Dexterity of 14+ and Intelligence, Wisdom and Charisma of 12+.
Halfling requires Dexterity of 14+ and Constitution and Charisma of 12+.
Gnome requires an Intelligence of 14+ and a Dexterity and Constitution of 12+.
(Half-)Orc requires a Strength of 14+ and a Constitution of 12+.

In this way the races can be as good as a feat. Maybe even slightly better than a feat since it is limited when you can take it, is likely to be too scattered to help you achieve some real mechanical edge and the prerequisites are steep enough that your character concept gets narrowed just a bit by making this choice.

There could also be accompanying background for the most generic, stereotypical member of the society-- but this should be optional because you could certainly be an Elven Solider or a Gnome Sailor or Dwarf Researcher or whatever.

This would carry with it the benefits that the races could still be a multitude of different classes rather than being forced to be a single class (i.e. demi-humans are not without clerics), but it wouldn't be adding anything of value to the character for having selected a race. You could skip right over it and just say 'you can say you are whatever race you want to be and it doesn't alter anything mechanically." In fact, you'd be trading in the chance to be better at your class to be something other than human.

It also makes it much easier to expand into other races as it would just involve coming up with another feat instead of having to balance racial bonuses.
 

Dwarf Feat
Prerequisite: Level 1, Constitution 13 or higher and Strength (Mountain) or Wisdom (Hill) 13 or higher
You have Darkvision.
You gain proficiency in:
Skills: Athletics
Tools: Mason's Tools, Brewer's supplies, or smith's tools
Languages: Dwarven

Elf Feat
Prerequisite: Level 1, Dexterity 13 or higher and Intelligence (High) or Wisdom (Wood) or higher
You have Trance and Fey Ancestry.
You gain proficiency in:
Skills: Nature (Wood) or History (High), Perception
Languages: Elven

Halfling Feat
Prerequisite: Level 1, Dexterity 13 or higher and Strength of 15 or lower
You have Small size and Brave.
You gain proficiency in:
Skills: Acrobatics, Stealth
Languages: Halfling
 

Kind of...

I would drop the references to any particular subrace and just let players decide for themselves.
And... skills should still mostly be derived from backgrounds.

Feats generally have 3 good but minor abilities. There is one that grants 3 skills, but... I think 1 skills and 2 abilities (and if an ability is particularly potent like the Halflings Lucky, you get disadvantages too.

For instance

Dwarven
Prerequisites: Level 1, Constitution 14 and Strength 12 or Wisdom 12
* Your base walking speed is 25. Your speed is not reduced by wearing heavy armor.
* You have Dark Vision
* You gain 1 additional hit point per level
* You have saving throws against Poison and resistance to Poison damage.
* You are proficient with one-handed martial melee weapons.
* You are proficient with Lore (History)
* You are proficient with an Artisans Tools of your choice.
* You can Speak, Read and Write Dwarven

Elven - Let's take a couple liberties with this so it can represent any Elven subrace.
Prerequisites: Level 1, Dexterity 14 and Intelligence 12 or Wisdom 12 or Charisma 12.
* You have Dark Vision
* You are considered a fey
* You do not need to sleep, but you must meditate for 4 hours a day.
* You have advantage on saving throws against being charmed and magic cannot put you to sleep.
* You may choose any one Cantrip from any class spell list.
* You have proficiency with ranged and finesse martial weapons.
* You can Speak, Read and Write Elven

Halfling
Prerequisites: Level 1, Dexterity 14 and Constitution 12 or Charisma 12
* You are small size
* Your base walking speed is 25 feet.
* When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
* You have advantage on saving throws against being frightened.
* You can move through the square occupied by a creature a size larger than yours.
* You can attempt to hide when you are obscured by a creature at least one size larger than you.
* You can Speak, Read and Write Halfling

Gnomish (I'll take more liberties here to try to make a single Gnome race)
Prerequisites: Level 1, Intelligence 14 and Constitution 12 or Wisdom 12
* You are small size
* Your base walking speed is 25 feet.
* You have Dark Vision
* Gnome Cunning (see PHB)
* Natural Illusionist (see PHB)
* Proficiency with one set of tools of your choice.
* You may communicate with one of the following: small animals or earth elementals.
* You can Speak, Read and Write Gnomish

Orcish (half-human or not)
Prerequisites: Level 1, Strength 14 and Constitution 12
* You have Dark Vision
* Menacing (See PHB)
* Relentless Endurance (PHB)
* Savage Attacks (See PHB)
* You can Speak, Read and Write Orcish

*Note on Dark Vision: Races that have Dark Vision typically only have 60'. They may extend their dark vision to 120', however they also gain the Sunlight Sensitivity disadvantage. These underdark dwelling versions are almost always evil (or especially evil in the case of races that already lean towards evil.)

Laid out like this it is easier to come up with some others. Take the easiest one because it is just the most minor tweak on the Halfling.

Goblinic
Prerequisite Level 1, Dexterity 14, Constitution 12
* You are small size
* You have Dark Vision
* You can move through the square occupied by a creature a size larger than yours.
* You can attempt to hide when you are obscured by a creature at least one size larger than you.
* You have proficiency in the Stealth skill.
* You can Speak, Read and Write Goblinish (though many NPC can't read or write it.)


Oh! And you want to avoid giving humans the entire feat list to choose from-- you could always make the feat they get at first level automatically determined by their class. It would just be another class ability or tweak you get at first level and make note that you don't get it if you choose a race.

You could even make the attribute boost determined by class which wouldn't affect these at all since they don't alter your attributes, you just have to qualify for them.
 
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