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D&D 5E Recommended Racial Changes

Eddie Blanton

First Post
I just posted a thread regarding Recommended Class Changes, and here is our table's changes regarding Races.



Aasimar


  • Protector
    • Radiant Soul (Updated)
      • Starting at 5th level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 60 feet. Once you use this trait, you can't use it again until you finish a long rest.


  • Scourge
    • Radiant Consumption (Updated)
      • Starting at 5th level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). Once you use this trait, you can't use it again until you finish a long rest.


  • Fallen
    • Necrotic Shroud (Updated)
      • Starting at 5th level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts until the end of your next turn. Once you use this trait, you can't use it again until you finish a short or long rest.

Dragonborn


  • Breath Weapon (Updated)
    • You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
    • When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
    • You can use this feature a number of times equal to your Constitution modifier (minimum of 1). When you finish a short or long rest, you regain all expended uses.


  • Draconic Ancestry

DragonDamage TypeBreath Weapon
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
GoldFire15 ft. cone (Con. save)
GreenPoison15 ft. cone (Con. save)
RedFire15 ft. cone (Con. save)
SilverCold15 ft. cone (Con. save)
WhiteCold15 ft. cone (Con. save)


Orc


  • Relentless Endurance (New)
    • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.


  • Savage Attacks (New)
    • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.


Yuan-Ti Pureblood


  • Magic Resistance has been removed.
 

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CapnZapp

Legend
I would like to recommend removing Darkvision from "fey" races. Elves, Half-Elves and Gnomes instead gain back low-light vision.
 


Prakriti

Hi, I'm a Mindflayer, but don't let that worry you
You would have to define what low-light vision does, since it doesn't currently exist.
I don't remember what it did in previous editions, but I think of it like this: the character can see in starlight and moonlight as if it were dim light. In other words, if elves are under the open night-sky, then they have Darkvision. But in a dark, subterranean dungeon, they do not. Rather than low-light vision, I prefer to call it Nightvision.
 

Xeviat

Hero
I don't remember what it did in previous editions, but I think of it like this: the character can see in starlight and moonlight as if it were dim light. In other words, if elves are under the open night-sky, then they have Darkvision. But in a dark, subterranean dungeon, they do not. Rather than low-light vision, I prefer to call it Nightvision.

It's probably easier to say "dim light is bright light" for low-light vision. Then it has pros and cons against darkvision, which turns darkness into dim light.
 


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