Horwath
Legend
Looking at Tasha's and other recent work from WotC we can expect some heavy redesign of "base" and some uncommon races for our 5.5E or AD&D5 or 50AED&D "Player's handbook" or whatever it will be called.
Races will probably remove themselves for giving ability boosts, and we will get those from additional +2/+1 or +1/+1/+1, or maybe more generous half-elf/Mt-dwarf 4 pt boost for +2/+2 or +2/+1/+1 or +1/+1/+1/+1, after rolls or pointbuy or default array.
Races will also have more loosed bonuses, namely having 2 or even 3 options for many of those bonuses. Except those we would call "genetic" traits.
We'll we get a "culture" bonuses? I don't know, maybe it would be easier with few race traits that are interchangeable on character creation.
So let's start....
Humans:
As they will be the "default" option(and they must get something), I would expect humans to once again be very open ended with their choices, and as all races get same ability boosts in the end we have to give humans something... Versatility:
Languages: Common, plus any 2 other languages(except secret ones)
Speed: 30ft
Skilled: +3 skill proficiencies
Expert: one skill expertise
Tools of the trade: any combination of 3 tools or weapon proficiencies
Hardiness: proficiency on one saving throw of choice
Elves:
Languages: Elven, Common
Speed: 30ft
Darkvision: 60ft
Elven senses: proficiency&expertise in Perception
Elven trance: elves spend 4hrs in trace being semi-conscious(dis-adv on Perception) and gain benefit of long rest.
Elven resistance: immunity to sleep and advantage vs. charm effects
High elf:
Minor magic: you learn on cantrip. It can be from any class. Use highest of int, wis or cha as casting ability.
Education: learn one language and one skill from Arcana, History, Nature, Religion. You gain expertise in that skill.
Elven talent: gain one tool from the list: Any music instrument or any artisan tool,
Elven weapon training: gain proficiency in Longbow and one onehanded sword(like) weapon. You can gain two extra tools from elven talent instead of this.
Wood elf:
Fleet of foot: you gain +5 ft to your speed
Mask of the wild: you can hide when only lightly obscured.
Woodcraft: Learn sylvan and gain proficiency in one skill from: Stealth, Nature, Animal handling, Medicine, Survival.
Elven talent: gain one tool from the list: Any music instrument, Herbalism kit, Woodcarver tools, Poisoners kit,
Elven weapon training: gain proficiency in Longbow and one onehanded sword(like) weapon. You can gain two extra tools from elven talent instead of this.
Dark elf(drow):
Deepvision: you have darkvision of 120ft, but suffer dis-advantage on attacks and perception if your or your target are in bright sunlight of daylight spell.
Languages: you know Undercommon and deep speech.
Elven talent: gain one tool from the list: Any music instrument, Poisoners kit, Disguise kit, forgery kit, cartographer's tools,
Cunning diplomat: you learn a skill from the list: Insight, Deception, Intimidation or Persuasion.
Elven weapon training: gain proficiency in Hand crossbow and one onehanded sword(like) weapon. You can gain two extra tools from elven talent instead of this.
Deep magic: you know dancing lights cantrip, at 3rd level you learn faerie fire and you can cast it once per long rest. At 5th level you learn darkness and you can cast it once per long rest.
Dwarves:
Languges: Dwarven, Common
Speed: 25ft
Stable: you have advantage on any effect vs forced movement, if there is any. In addition reduce distance of forced movement on you by 5ft once per round. Your speed in not reduced by armor.
Darkvision: 60ft
Resilience: you have advantage on saves vs disease and poisons and you have resistance vs poison damage.
Toughness: you gain +1 HP per level
Crafter: you gain proficiency in one artisan tool
Dwarven culture; you gain one skill from list: History, Religion or Insight. Gain expertise in that skill.
Armor training: you gain one category higher armor training from your 1st level class. None->Light->medium->heavy. You can take one extra class skill instead.
Dwarven weapon training: gain proficiency in any two axes or hammers. Or gain 2 extra artisan tools.
Here is the first 3...
Races will probably remove themselves for giving ability boosts, and we will get those from additional +2/+1 or +1/+1/+1, or maybe more generous half-elf/Mt-dwarf 4 pt boost for +2/+2 or +2/+1/+1 or +1/+1/+1/+1, after rolls or pointbuy or default array.
Races will also have more loosed bonuses, namely having 2 or even 3 options for many of those bonuses. Except those we would call "genetic" traits.
We'll we get a "culture" bonuses? I don't know, maybe it would be easier with few race traits that are interchangeable on character creation.
So let's start....
Humans:
As they will be the "default" option(and they must get something), I would expect humans to once again be very open ended with their choices, and as all races get same ability boosts in the end we have to give humans something... Versatility:
Languages: Common, plus any 2 other languages(except secret ones)
Speed: 30ft
Skilled: +3 skill proficiencies
Expert: one skill expertise
Tools of the trade: any combination of 3 tools or weapon proficiencies
Hardiness: proficiency on one saving throw of choice
Elves:
Languages: Elven, Common
Speed: 30ft
Darkvision: 60ft
Elven senses: proficiency&expertise in Perception
Elven trance: elves spend 4hrs in trace being semi-conscious(dis-adv on Perception) and gain benefit of long rest.
Elven resistance: immunity to sleep and advantage vs. charm effects
High elf:
Minor magic: you learn on cantrip. It can be from any class. Use highest of int, wis or cha as casting ability.
Education: learn one language and one skill from Arcana, History, Nature, Religion. You gain expertise in that skill.
Elven talent: gain one tool from the list: Any music instrument or any artisan tool,
Elven weapon training: gain proficiency in Longbow and one onehanded sword(like) weapon. You can gain two extra tools from elven talent instead of this.
Wood elf:
Fleet of foot: you gain +5 ft to your speed
Mask of the wild: you can hide when only lightly obscured.
Woodcraft: Learn sylvan and gain proficiency in one skill from: Stealth, Nature, Animal handling, Medicine, Survival.
Elven talent: gain one tool from the list: Any music instrument, Herbalism kit, Woodcarver tools, Poisoners kit,
Elven weapon training: gain proficiency in Longbow and one onehanded sword(like) weapon. You can gain two extra tools from elven talent instead of this.
Dark elf(drow):
Deepvision: you have darkvision of 120ft, but suffer dis-advantage on attacks and perception if your or your target are in bright sunlight of daylight spell.
Languages: you know Undercommon and deep speech.
Elven talent: gain one tool from the list: Any music instrument, Poisoners kit, Disguise kit, forgery kit, cartographer's tools,
Cunning diplomat: you learn a skill from the list: Insight, Deception, Intimidation or Persuasion.
Elven weapon training: gain proficiency in Hand crossbow and one onehanded sword(like) weapon. You can gain two extra tools from elven talent instead of this.
Deep magic: you know dancing lights cantrip, at 3rd level you learn faerie fire and you can cast it once per long rest. At 5th level you learn darkness and you can cast it once per long rest.
Dwarves:
Languges: Dwarven, Common
Speed: 25ft
Stable: you have advantage on any effect vs forced movement, if there is any. In addition reduce distance of forced movement on you by 5ft once per round. Your speed in not reduced by armor.
Darkvision: 60ft
Resilience: you have advantage on saves vs disease and poisons and you have resistance vs poison damage.
Toughness: you gain +1 HP per level
Crafter: you gain proficiency in one artisan tool
Dwarven culture; you gain one skill from list: History, Religion or Insight. Gain expertise in that skill.
Armor training: you gain one category higher armor training from your 1st level class. None->Light->medium->heavy. You can take one extra class skill instead.
Dwarven weapon training: gain proficiency in any two axes or hammers. Or gain 2 extra artisan tools.
Here is the first 3...