Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Less-than-Basic D&D: Races
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="steeldragons" data-source="post: 6666067" data-attributes="member: 92511"><p>This could be super simple...and I really don't see any reason to limit it to 2 of the racial features...they all have more than that. Include sub-races into the mix and you can have a whole smorgasboard...but we'll keep it simple for now.</p><p></p><p>I'd go something like this:</p><p></p><p>"If you want to be a race other than human, you can spend some of your ability score bonuses to purchase racial features to flavor your character as a certain race. Select one of the Races below to select different traits. Bonuses spent on racial traits can not exceed 4 of your 6 initial ability bonuses. All features must be chosen from the same race. Once chosen, these features can not be changed but additional features, within your set race, may be purchased as your character's Ability Scores increase."</p><p></p><p><strong><u>Dwarf</u></strong></p><p><strong>Twilight Vision: </strong>Cost 1. You see can see in low-light conditions, discerning color and detail, to a distance of 60'.</p><p><strong>Stonecraft: </strong>Cost 1. Add your level to ability[skill] rolls to notice or examine stonework construction, traps, secret doors, shifting walls, etc...Also, you always know which direction you are going when underground.</p><p><strong>Dwarven Constitution: </strong>Cost 1. Add 1 + <em>double</em> your Constitution bonus to save rolls against poison or disease.</p><p><strong>Weapon Expertise:</strong> Cost 1. You are +1 to hit with axes and hammers. </p><p><strong>Dwarf Languages: </strong>Cost 1. You know the following languages in addition to Common and Dwarven: Orc, Goblin, Kobold, Giant, Gnome.</p><p> </p><p><strong>Stoutfolk Resistance: </strong>Cost 2. Add your Constitution bonus to save rolls against spells and magic effects. If the normal spell save uses Constitution, then your modifier should be doubled.</p><p><strong>Darkvision: </strong>Cost 2. You see in natural darkness as if it were low-light and low-light as if it were full light to a distance of 60'.</p><p><strong>Ancestral Enmity, Orcs & Goblins: </strong>Cost 2. Gain +2 to damage when you hit Orcs & Goblins.</p><p><strong>Ancestral Enmity, Giants: </strong>Cost 2. Gain +2 to your AC due to your small size when fighting giants, ogres or trolls.</p><p></p><p><strong><u>Elf</u></strong></p><p><strong>Twilight Vision: </strong>Cost 1. You see can see in low-light conditions, discerning color and detail, to a distance of 60'.</p><p><strong>Elfin Agility: </strong>Cost 1. Add 1 + <em>double</em> your Dexterity bonus to rolls to dodge, balance, or climb.</p><p><strong>Keen Senses:</strong> Cost 1. Add your proficiency bonus to Perception rolls.</p><p><strong>Weapon Expertise:</strong> Cost 1. You are +1 to hit with long or short bows and long or short swords. </p><p><strong>Elf Languages:</strong> Cost 1. You know the following languages in addition to Common and Elvin: Orc, Goblin, Gnoll, Sylvan, Gnome</p><p></p><p><strong>Elf Magic: </strong>Cost 2. Select 1 cantrip from the Wizard or Druid spell lists that you know. At 3rd level select another cantrip and one 1st level spell from the Wizard or Druid lists. At 5th level you add a third cantrip and second 1st level spell. You cast the cantrips at will, as normal. The spells you can cast once per day. Intelligence is you spell casting ability for using these magics.</p><p><strong>Faer Folk Heritage: </strong>Cost 2. Add double your Intelligence bonus to save rolls against charm spells and magic effects. Also, you can not be put to sleep by magic and are immune to the paralyzing touch of ghouls.</p><p><strong>Darkvision: </strong>Cost 2. You see in natural darkness as if it were low-light and low-light as if it were full light to a distance of 60'.</p><p><strong>Woodstealth: </strong>Cost 2. Add your level to ability[skill] rolls to hide and move silently in forests and other natural surroundings that are not underground. You always know what direction you are going as long as you can see the sky.</p><p></p><p><strong><u>Halfling</u></strong></p><p><strong>Easily Missed: </strong>Cost 1. You are +4 to your AC against foes who are larger than human-sized.</p><p><strong>Halfling Hiding: </strong>Cost 1. Add your level to ability[skill] rolls to hide or move silently anywhere.</p><p><strong>Brave at Heart:</strong> Cost 1. You have advantage on saves against being frightened.</p><p><strong>Stoutfolk Constitution:</strong> Cost 1. Add 1 + <em>double</em> your Constitution bonus to save against poison and disease.</p><p><strong>Halfling Languages:</strong> Cost 1. You know the following languages in addition to Common and Halfling: Orc, Goblin, Elfin, Dwarven, Gnome</p><p></p><p><strong>Luck o' the Smallfolk: </strong>Cost 2. When you roll a 1 on a d20, you can roll again. You must use the second roll. </p><p><strong>Hairfoot Charm: </strong>Cost 2. Add 1 + <em>double</em> your Charisma bonus to interactions with a creature whose language you can speak.</p><p><strong>Weapon Expertise:</strong> Cost 2. You are +1 to hit with slings or short bows and daggers or short swords. </p><p><strong>Stoutfolk Resistance: </strong>Cost 2. Add your Constitution bonus to save rolls against spells and magic effects. If the normal spell save uses Constitution, then your modifier should be doubled..</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6666067, member: 92511"] This could be super simple...and I really don't see any reason to limit it to 2 of the racial features...they all have more than that. Include sub-races into the mix and you can have a whole smorgasboard...but we'll keep it simple for now. I'd go something like this: "If you want to be a race other than human, you can spend some of your ability score bonuses to purchase racial features to flavor your character as a certain race. Select one of the Races below to select different traits. Bonuses spent on racial traits can not exceed 4 of your 6 initial ability bonuses. All features must be chosen from the same race. Once chosen, these features can not be changed but additional features, within your set race, may be purchased as your character's Ability Scores increase." [B][U]Dwarf[/U][/B] [B]Twilight Vision: [/B]Cost 1. You see can see in low-light conditions, discerning color and detail, to a distance of 60'. [B]Stonecraft: [/B]Cost 1. Add your level to ability[skill] rolls to notice or examine stonework construction, traps, secret doors, shifting walls, etc...Also, you always know which direction you are going when underground. [B]Dwarven Constitution: [/B]Cost 1. Add 1 + [I]double[/I] your Constitution bonus to save rolls against poison or disease. [B]Weapon Expertise:[/B] Cost 1. You are +1 to hit with axes and hammers. [B]Dwarf Languages: [/B]Cost 1. You know the following languages in addition to Common and Dwarven: Orc, Goblin, Kobold, Giant, Gnome. [B]Stoutfolk Resistance: [/B]Cost 2. Add your Constitution bonus to save rolls against spells and magic effects. If the normal spell save uses Constitution, then your modifier should be doubled. [B]Darkvision: [/B]Cost 2. You see in natural darkness as if it were low-light and low-light as if it were full light to a distance of 60'. [B]Ancestral Enmity, Orcs & Goblins: [/B]Cost 2. Gain +2 to damage when you hit Orcs & Goblins. [B]Ancestral Enmity, Giants: [/B]Cost 2. Gain +2 to your AC due to your small size when fighting giants, ogres or trolls. [B][U]Elf[/U][/B] [B]Twilight Vision: [/B]Cost 1. You see can see in low-light conditions, discerning color and detail, to a distance of 60'. [B]Elfin Agility: [/B]Cost 1. Add 1 + [I]double[/I] your Dexterity bonus to rolls to dodge, balance, or climb. [B]Keen Senses:[/B] Cost 1. Add your proficiency bonus to Perception rolls. [B]Weapon Expertise:[/B] Cost 1. You are +1 to hit with long or short bows and long or short swords. [B]Elf Languages:[/B] Cost 1. You know the following languages in addition to Common and Elvin: Orc, Goblin, Gnoll, Sylvan, Gnome [B]Elf Magic: [/B]Cost 2. Select 1 cantrip from the Wizard or Druid spell lists that you know. At 3rd level select another cantrip and one 1st level spell from the Wizard or Druid lists. At 5th level you add a third cantrip and second 1st level spell. You cast the cantrips at will, as normal. The spells you can cast once per day. Intelligence is you spell casting ability for using these magics. [B]Faer Folk Heritage: [/B]Cost 2. Add double your Intelligence bonus to save rolls against charm spells and magic effects. Also, you can not be put to sleep by magic and are immune to the paralyzing touch of ghouls. [B]Darkvision: [/B]Cost 2. You see in natural darkness as if it were low-light and low-light as if it were full light to a distance of 60'. [B]Woodstealth: [/B]Cost 2. Add your level to ability[skill] rolls to hide and move silently in forests and other natural surroundings that are not underground. You always know what direction you are going as long as you can see the sky. [B][U]Halfling[/U][/B] [B]Easily Missed: [/B]Cost 1. You are +4 to your AC against foes who are larger than human-sized. [B]Halfling Hiding: [/B]Cost 1. Add your level to ability[skill] rolls to hide or move silently anywhere. [B]Brave at Heart:[/B] Cost 1. You have advantage on saves against being frightened. [B]Stoutfolk Constitution:[/B] Cost 1. Add 1 + [I]double[/I] your Constitution bonus to save against poison and disease. [B]Halfling Languages:[/B] Cost 1. You know the following languages in addition to Common and Halfling: Orc, Goblin, Elfin, Dwarven, Gnome [B]Luck o' the Smallfolk: [/B]Cost 2. When you roll a 1 on a d20, you can roll again. You must use the second roll. [B]Hairfoot Charm: [/B]Cost 2. Add 1 + [I]double[/I] your Charisma bonus to interactions with a creature whose language you can speak. [B]Weapon Expertise:[/B] Cost 2. You are +1 to hit with slings or short bows and daggers or short swords. [B]Stoutfolk Resistance: [/B]Cost 2. Add your Constitution bonus to save rolls against spells and magic effects. If the normal spell save uses Constitution, then your modifier should be doubled.. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Less-than-Basic D&D: Races
Top