GreenTengu
Adventurer
My goal is to rework the D&D 5e races other than humans (whose variant rules make them pretty standard). I have a few goals
- Eliminate subraces, it feels like a bit of an admission that the race wasn't written flexible enough to fully encompass the concept if it needs to be split up like this.
- Have some of the same abilities appear across multiple races rather than coming up with convoluted new mechanics to try to demonstrate the same thing.
- Make weaker races stronger, bring ridiculously strong abilities more in line with other abilities.
- Give races more bonuses that encourage them to be classes you might not normally see them as or that are going to make a player feel like they are getting useful bonuses regardless of class. These should add to the social and exploration pillars of the game rather than the combat. Thus expand the field of viable characters.
- Have every race grant some skill proficiency.
- Maintain a feeling each race is unique and different while maintaining a feeling that it is still that race.
This isn't necessarily a final offering, if you see something that could be adjusted to better achieve the goals, I'm up for adjusting it. Or if you have an idea of an ability that would work better than one I already listed.
I am thinking that Underdark and Aquatic versions of races could be added with templates.
I still haven't done the Extra-planar races or the Bestial races upon first posting this. If there is interest so far, I will tackle those afterwards.
Mundane Races
Bugbear
Attributes: +2 Strength, +1 Any Other
Speed: 30
Vision: Dark Vision 60'
Skill Proficiency: Stealth
Language: Goblin and 1 other
* You gain +1 Hit point at first level and an additional +1 hit point at each additional level
* When using the grappling or shoving a creature, your size counts as large.
* Your carrying capacity is the same as if you were a large creature.
* Creatures attempting to track you in the forest are at a disadvantage on their rolls.
* You have advantage to survival rolls in forest conditions.
Dwarf
Attributes: +2 Constitution, +1 Any Other
Speed: 25
Vision: Dark Vision 60'
Skill Proficiency: History & Artisan Tools (Player's Choice)
Weapon & Armor Proficiency: Light Armor, Martial Weapons
Language: Dwarven and 1 other
* You have advantage on saves vs. poisons and resistance to poison damage
* You gain +1 hit point on first level and an additional +1 hit point at each additional level
* While underground you are able to tell the cardinal directions within 1 minute and cannot become lost except by magical means.
* You have advantage on rolls to detect secret passageways in caverns and stonework buildings.
Elf
Attributes: +2 Charisma, +1 Any 1
Speed: 35
Vision: Dark Vision 60'
Skill Proficiency: Perception
Weapon & Armor Proficiency: Martial Weapons
Language: Elven and 1 other
* You are resistant to enchantment spells and cannot be put to sleep against your will.
* You are able to use a single cantrip of your choice. You may choose either Intelligence, Wisdom or Charisma as your spell-casting ability for it.
* You find twice as much food and water when foraging in forest terrain.
* You have advantage on rolls to detect and identify fey magic.
Firbolgs
Attributes: +2 Wisdom, +1 Any 1
Speed: 30
Vision: Normal
Skill Proficiency: Nature
Language: Giant and 1 other
* You are able to magically disguise yourself as a different medium sized humanoid. You cannot take on the appearance of a specific individual, only that of yourself if you were of the other race. You may choose only a single disguise once per a long rest, but may switch back and forth as often as you like.
* You are able to speak to animals and intelligent plants in a way that they can understand, but you cannot understand them in return. You may add your proficiency bonus to your skill rolls twice when attempting to influence them.
* Your carrying capacity is the same as if you were a large creature.
* Starting at level 3, you may cast Invisibility upon yourself. You may not use this ability again until you complete a long rest.
* You have advantage on rolls to detect and identify fey magic.
Goliath
Attributes: +2 Strength, +1 Any 1
Speed: 35
Vision: Normal
Skill Proficiency: Athletics
Language: Giant and 1 other
* You gain +1 Hit point at first level and an additional +1 hit point at each additional level
* Difficult mountain terrain does not does not slow your movement or those traveling with you.
* Your carrying capacity is the same as if you were a large creature.
* You are adapted to cold climate and high elevations.
* You have advantage on saves against cold and resistance to cold damage.
Hobgoblin
Attributes: +2 Constitution, +1 Any 1
Speed: 30
Vision: Dark Vision 60'
Skill Proficiency: Athletics
Weapon & Armor Proficiency: Light Armor, Martial Weapons
Language: Goblin and 1 other
* You may choose 1 Maneuver from the Fighter class and have 1 Superiority Die of D6. This die increases to D8 at level 3, D10 at level 10 and D12 at level 18. You may choose either Strength or Dexterity to determine the DC of your maneuvers.
* You have advantage on saves against being frightened
* When dealing with other Goblinoids, you add your proficiency bonus twice to your Persuasion and Insight rolls.
* You find twice as much food and water when foraging in coastal terrain.
Orc
Attributes: +2 Strength, +1 Any 1
Speed: 30
Vision: Dark Vision 60'
Skill Proficiency: Survival
Language: Orc and 1 other
* When you roll a 20 on any attack roll, add the attribute bonus you used to make the attack roll to the damage of the attack in addition to other effects a 20 might incur.
* When you would be reduced to 0 hit points, you are reduced to 1 hit point instead. This ability cannot save you again until you finish a long rest.
* Your carrying capacity is the same as if you were a large creature.
* You can eat and gain sustainable from just about any organic substance and have saves against any poisons or diseases that might be contracted from it.
* Your attribute bonus is doubled for on Nature and Survival checks while in arctic terrains.
Humankin
Half-Dwarf
Attributes: +2 Constitution, +1 Any 2 Other
Speed: 30
Vision: Normal
Skill Proficiency: Any 2
Language: Common, Dwarven and 1 other
* You have advantage on saves vs. poisons and resistance to poison damage
* You gain +1 hit point on first level and an additional +1 hit point at each additional level
Half-Elf
Attributes: +2 Charisma, +1 Any 2 Other
Speed: 30
Vision: Normal
Skill Proficiency: Any 2
Language: Common, Elven and 1 other
* You are resistant to enchantment spells and cannot be put to sleep against your will.
* You are able to use a single cantrip of your choice
Half-Hobgoblin
Attributes: +2 Constitution, +1 Any 2 Other
Speed: 30
Vision: Normal
Skill Proficiency: Any 2
Language: Common,Goblin and 1 other
* You may choose 1 Maneuver from the Fighter class and have 1 Superiority Die of D6. This die increases to D8 at level 3, D10 at level 10 and D12 at level 18
* You have advantage on saves against being frightened
Half-Orc
Attributes: +2 Strength, +1 Any 2 Other
Speed: 30
Vision: Normal
Skill Proficiency: Any 2
Language: Common, Orc and 1 other
* When you roll a 20 on any attack roll, add the attribute bonus you used to make the attack roll to the damage of the attack in addition to other effects a 20 might incur.
* When you would be reduced to 0 hit points, you are reduced to 1 hit point instead. This ability cannot save you again until you finish a long rest.
Small Races
All small races have the following modifiers
* You may hide while only in light cover, you may also hide behind creatures that are larger than yourself.
* You may move through squares occupied by creatures of medium size or larger.
* You gain a +2 bonus to your initiative modifier
* Your weapon attacks deal 1 less damage. Reach weapons instead lose the reach property.
Gnome
Attributes: +2 Intelligence, +1 Any 1
Speed: 25
Vision: Dark Vision 60'
Skill Proficiency: History & Artisan Tools (any)
* You have advantage on all Intelligence, Wisdom and Charisma saving throws against magic.
* You may add your proficiency bonus twice on rolls to identify any magical, alchemical or technological items.
* You know the Minor Illusion cantrip. You may choose either Intelligence, Wisdom or Charisma as your spell-casting ability for it.
* You are able to speak with Small or smaller animals.
* While in or under forests you are able to tell the cardinal directions within 1 minute and cannot become lost except by magical means.
* You have advantage on rolls to detect secret passageways in caverns and forests.
Goblin
Attributes: +2 Dexterity, +1 Any 1
Speed: 30
Vision: Dark Vision 60'
Skill Proficiency: Stealth
* You may use the disengage or hide action as a bonus action on any turn.
* You can eat and gain sustenance from just about any organic substance and have saves against any poisons or diseases that might be contracted from it.
* You have advantage on animal handling rolls when dealing with carnivorous forest creatures such as bats, wolves and bears.
* While traveling alone, you can move through forests or caverns stealthily at a normal pace.
* While acting submissively and flatteringly, you may add your proficiency bonus twice to your Deception and Persuasion checks against other Goblinoids, Orcs, Ogres, Trolls and Giants.
Halfling
Attributes: +2 Dexterity, +1 Any 1
Speed: 25
Vision: Normal
Skill Proficiency: Sleight of Hand
* You have advantage on saving throws against being frightened.
* 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 poison and you have resistance against poison damage.
* You are able to silently communicate with other Halflings that can see you without the use of words.
* When creatures make an attack of opportunity against you, they roll at disadvantage.
* You have advantage on rolls to blend into crowds when attempting to avoid detection.
Kobold
Attributes: +2 Wisdom, +1 Any 1
Speed: 25
Vision: Dark Vision 60'
Skill Proficiency: Acrobatics & Artisans Tools (any)
* While wearing no armor, you may add your Constitution bonus to your armor class.
* You find twice as much food and water when foraging in subterranean terrain.
* You have advantage on checks to detect traps and on your saves against them.
* While acting submissively and flatteringly, you may add your proficiency bonus twice to your Deception and Persuasion checks against Lizardfolk, Dragonborn, Dragons and other reptillian humanoids.
* While underground you are able to tell the cardinal directions within 1 minute and cannot become lost except by magical means.
* You have advantage on rolls to detect secret passageways in caverns and stonework buildings.
- Eliminate subraces, it feels like a bit of an admission that the race wasn't written flexible enough to fully encompass the concept if it needs to be split up like this.
- Have some of the same abilities appear across multiple races rather than coming up with convoluted new mechanics to try to demonstrate the same thing.
- Make weaker races stronger, bring ridiculously strong abilities more in line with other abilities.
- Give races more bonuses that encourage them to be classes you might not normally see them as or that are going to make a player feel like they are getting useful bonuses regardless of class. These should add to the social and exploration pillars of the game rather than the combat. Thus expand the field of viable characters.
- Have every race grant some skill proficiency.
- Maintain a feeling each race is unique and different while maintaining a feeling that it is still that race.
This isn't necessarily a final offering, if you see something that could be adjusted to better achieve the goals, I'm up for adjusting it. Or if you have an idea of an ability that would work better than one I already listed.
I am thinking that Underdark and Aquatic versions of races could be added with templates.
I still haven't done the Extra-planar races or the Bestial races upon first posting this. If there is interest so far, I will tackle those afterwards.
Mundane Races
Bugbear
Attributes: +2 Strength, +1 Any Other
Speed: 30
Vision: Dark Vision 60'
Skill Proficiency: Stealth
Language: Goblin and 1 other
* You gain +1 Hit point at first level and an additional +1 hit point at each additional level
* When using the grappling or shoving a creature, your size counts as large.
* Your carrying capacity is the same as if you were a large creature.
* Creatures attempting to track you in the forest are at a disadvantage on their rolls.
* You have advantage to survival rolls in forest conditions.
Dwarf
Attributes: +2 Constitution, +1 Any Other
Speed: 25
Vision: Dark Vision 60'
Skill Proficiency: History & Artisan Tools (Player's Choice)
Weapon & Armor Proficiency: Light Armor, Martial Weapons
Language: Dwarven and 1 other
* You have advantage on saves vs. poisons and resistance to poison damage
* You gain +1 hit point on first level and an additional +1 hit point at each additional level
* While underground you are able to tell the cardinal directions within 1 minute and cannot become lost except by magical means.
* You have advantage on rolls to detect secret passageways in caverns and stonework buildings.
Elf
Attributes: +2 Charisma, +1 Any 1
Speed: 35
Vision: Dark Vision 60'
Skill Proficiency: Perception
Weapon & Armor Proficiency: Martial Weapons
Language: Elven and 1 other
* You are resistant to enchantment spells and cannot be put to sleep against your will.
* You are able to use a single cantrip of your choice. You may choose either Intelligence, Wisdom or Charisma as your spell-casting ability for it.
* You find twice as much food and water when foraging in forest terrain.
* You have advantage on rolls to detect and identify fey magic.
Firbolgs
Attributes: +2 Wisdom, +1 Any 1
Speed: 30
Vision: Normal
Skill Proficiency: Nature
Language: Giant and 1 other
* You are able to magically disguise yourself as a different medium sized humanoid. You cannot take on the appearance of a specific individual, only that of yourself if you were of the other race. You may choose only a single disguise once per a long rest, but may switch back and forth as often as you like.
* You are able to speak to animals and intelligent plants in a way that they can understand, but you cannot understand them in return. You may add your proficiency bonus to your skill rolls twice when attempting to influence them.
* Your carrying capacity is the same as if you were a large creature.
* Starting at level 3, you may cast Invisibility upon yourself. You may not use this ability again until you complete a long rest.
* You have advantage on rolls to detect and identify fey magic.
Goliath
Attributes: +2 Strength, +1 Any 1
Speed: 35
Vision: Normal
Skill Proficiency: Athletics
Language: Giant and 1 other
* You gain +1 Hit point at first level and an additional +1 hit point at each additional level
* Difficult mountain terrain does not does not slow your movement or those traveling with you.
* Your carrying capacity is the same as if you were a large creature.
* You are adapted to cold climate and high elevations.
* You have advantage on saves against cold and resistance to cold damage.
Hobgoblin
Attributes: +2 Constitution, +1 Any 1
Speed: 30
Vision: Dark Vision 60'
Skill Proficiency: Athletics
Weapon & Armor Proficiency: Light Armor, Martial Weapons
Language: Goblin and 1 other
* You may choose 1 Maneuver from the Fighter class and have 1 Superiority Die of D6. This die increases to D8 at level 3, D10 at level 10 and D12 at level 18. You may choose either Strength or Dexterity to determine the DC of your maneuvers.
* You have advantage on saves against being frightened
* When dealing with other Goblinoids, you add your proficiency bonus twice to your Persuasion and Insight rolls.
* You find twice as much food and water when foraging in coastal terrain.
Orc
Attributes: +2 Strength, +1 Any 1
Speed: 30
Vision: Dark Vision 60'
Skill Proficiency: Survival
Language: Orc and 1 other
* When you roll a 20 on any attack roll, add the attribute bonus you used to make the attack roll to the damage of the attack in addition to other effects a 20 might incur.
* When you would be reduced to 0 hit points, you are reduced to 1 hit point instead. This ability cannot save you again until you finish a long rest.
* Your carrying capacity is the same as if you were a large creature.
* You can eat and gain sustainable from just about any organic substance and have saves against any poisons or diseases that might be contracted from it.
* Your attribute bonus is doubled for on Nature and Survival checks while in arctic terrains.
Humankin
Half-Dwarf
Attributes: +2 Constitution, +1 Any 2 Other
Speed: 30
Vision: Normal
Skill Proficiency: Any 2
Language: Common, Dwarven and 1 other
* You have advantage on saves vs. poisons and resistance to poison damage
* You gain +1 hit point on first level and an additional +1 hit point at each additional level
Half-Elf
Attributes: +2 Charisma, +1 Any 2 Other
Speed: 30
Vision: Normal
Skill Proficiency: Any 2
Language: Common, Elven and 1 other
* You are resistant to enchantment spells and cannot be put to sleep against your will.
* You are able to use a single cantrip of your choice
Half-Hobgoblin
Attributes: +2 Constitution, +1 Any 2 Other
Speed: 30
Vision: Normal
Skill Proficiency: Any 2
Language: Common,Goblin and 1 other
* You may choose 1 Maneuver from the Fighter class and have 1 Superiority Die of D6. This die increases to D8 at level 3, D10 at level 10 and D12 at level 18
* You have advantage on saves against being frightened
Half-Orc
Attributes: +2 Strength, +1 Any 2 Other
Speed: 30
Vision: Normal
Skill Proficiency: Any 2
Language: Common, Orc and 1 other
* When you roll a 20 on any attack roll, add the attribute bonus you used to make the attack roll to the damage of the attack in addition to other effects a 20 might incur.
* When you would be reduced to 0 hit points, you are reduced to 1 hit point instead. This ability cannot save you again until you finish a long rest.
Small Races
All small races have the following modifiers
* You may hide while only in light cover, you may also hide behind creatures that are larger than yourself.
* You may move through squares occupied by creatures of medium size or larger.
* You gain a +2 bonus to your initiative modifier
* Your weapon attacks deal 1 less damage. Reach weapons instead lose the reach property.
Gnome
Attributes: +2 Intelligence, +1 Any 1
Speed: 25
Vision: Dark Vision 60'
Skill Proficiency: History & Artisan Tools (any)
* You have advantage on all Intelligence, Wisdom and Charisma saving throws against magic.
* You may add your proficiency bonus twice on rolls to identify any magical, alchemical or technological items.
* You know the Minor Illusion cantrip. You may choose either Intelligence, Wisdom or Charisma as your spell-casting ability for it.
* You are able to speak with Small or smaller animals.
* While in or under forests you are able to tell the cardinal directions within 1 minute and cannot become lost except by magical means.
* You have advantage on rolls to detect secret passageways in caverns and forests.
Goblin
Attributes: +2 Dexterity, +1 Any 1
Speed: 30
Vision: Dark Vision 60'
Skill Proficiency: Stealth
* You may use the disengage or hide action as a bonus action on any turn.
* You can eat and gain sustenance from just about any organic substance and have saves against any poisons or diseases that might be contracted from it.
* You have advantage on animal handling rolls when dealing with carnivorous forest creatures such as bats, wolves and bears.
* While traveling alone, you can move through forests or caverns stealthily at a normal pace.
* While acting submissively and flatteringly, you may add your proficiency bonus twice to your Deception and Persuasion checks against other Goblinoids, Orcs, Ogres, Trolls and Giants.
Halfling
Attributes: +2 Dexterity, +1 Any 1
Speed: 25
Vision: Normal
Skill Proficiency: Sleight of Hand
* You have advantage on saving throws against being frightened.
* 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 poison and you have resistance against poison damage.
* You are able to silently communicate with other Halflings that can see you without the use of words.
* When creatures make an attack of opportunity against you, they roll at disadvantage.
* You have advantage on rolls to blend into crowds when attempting to avoid detection.
Kobold
Attributes: +2 Wisdom, +1 Any 1
Speed: 25
Vision: Dark Vision 60'
Skill Proficiency: Acrobatics & Artisans Tools (any)
* While wearing no armor, you may add your Constitution bonus to your armor class.
* You find twice as much food and water when foraging in subterranean terrain.
* You have advantage on checks to detect traps and on your saves against them.
* While acting submissively and flatteringly, you may add your proficiency bonus twice to your Deception and Persuasion checks against Lizardfolk, Dragonborn, Dragons and other reptillian humanoids.
* While underground you are able to tell the cardinal directions within 1 minute and cannot become lost except by magical means.
* You have advantage on rolls to detect secret passageways in caverns and stonework buildings.
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