D&D 5E Reworking the D&D 5E Races (WIP)

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.
 
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Yaarel

He Mage
I could would with these races. I like the idea of a core race being +2 primary, +1 any.



Now, with the Human.

As an experiment, consider making the Human with no bonuses to abilities. And instead granting a +1 racial improvement of the proficiency bonus. This is great flavor, suggesting adaptability, tool use, and precociousness. It is also mechanically powerful, equivalent (but not identical) to +2 to all six abilities.

Maybe round out with a choice of one bonus skill or tool proficiency.
 
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Yaarel

He Mage
I am interested in the planar origins of these races.

Material
• Human
• Halfling
• Orc
• Kobold
• Goliath

Fey Plane
• Elf
• Gnome
• Goblin
• Hobgoblin
• Firbolg

Elemental
• Dwarf

Shadow
• Bugbear
 


My initial thought when seeing this post was that something should be done so that races are no longer so optimized for certain classes. I know technically anyone can play any race class combo but it should not limit you.

So I think each race should have it set of non-stat bonuses and then have general state bonuses something like.

Race X - Various bonuses like low light vision etc - one physical stat +1 - one mental stat +2.

This would keep a lot of the flavor in the non-stat bonuses but remove some of the stereotype (all elves are agile are dwarves are tough) so that you can pick just about any race and not feel like you are limiting yourself initially power wise in your class.
 


Yaarel

He Mage
What about adding Drow as its own race? Then it inherits the +2 Dexterity. Thereby, this Drow can include both the Subterranean Dark Elf and the Surface Wood Elf.

So. The story is something like this. The Drow had a civil war against the Elf of the Feywild. The Drow lost and fled, emigrating into the Material plane, deep underground in the sunless Underdark. After eras in the Material world, some of the Drow balked at how tyrannical and dysfunctional the Drow culture became. So, this group split away yet again, remaining in the Matter and inhabiting in the surface woodlands. All Drow are mainly nocturnal.

Here are some concepts to distinguish the Eladrin Elf from the Drow Elf.



Eladrin Elf
Ability Score Improvements: +2 to the Charisma or Intelligence score, +1 to one of the five other scores
Planar Type: Fey
Languages: Common, Elven and Sylvan
Eladrin Magic
• You are resistant to enchantment spells.
• Because of your self-expression of innate magic and your analysis of the multiversal forces of magic, your choice of Charisma or Intelligence is your spell casting ability for the following traits.
• You gain advantage to Arcana checks, and may use your Intelligence or Charisma for them.
• You are innately a spell casting focus, enjoying the benefit of a wand, holy symbol, material component pouch, or similar. After each long rest, you can ignore the gp cost for one spell.
• Talent: You know one cantrip of your choice.
• Elfshine: You know the Mage Armor spell. Additionally, after each short or long rest, you can cast it once using this trait. When you cast this spell, you make its force appear either as an elegantly decorated chain armor, or else as an aura of soft white light that sheds bright light to 5 feet and dim light 5 feet beyond.
• Arcane Sense: You know the Detect Magic spell. Additionally, after each short or long rest, you can cast it once using this trait.
• At level 3, you know the Misty Step spell. Additionally, after each long rest, you can cast it once using this trait.
• At level 9, while your Elfshine Mage Armor appears as an aura of light, you and allies within it gain advantage and inflict disadvantage to hostiles, with regard to any mind-affecting magic.
• At level 11, while your Elfshine Mage Armor appears as an aura of light, you and allies within it can shift once to a location among the Feywild, Ethereal and Material planes, and within 300 feet, without error but at a possibly distorted location (according to your intention and DMs discretion). After each long rest, you can cast it once more.
• At level 17, [...]

Note. Eladrin Elf who inhabit the Material plane, tend to come from an Elf city in a location where the veil between the Fey plane and the Material plane is fluid. Such cities may appear and disappear from one plane to the other, or exist in a luminous ghostly form in both.



Drow Elf
Ability Score Improvements: +2 to the Dexterity or Wisdom score, +1 to one of the five other scores
Planar Type: Material
Languages: Elven and Common
Graceful Speed: 35
Superior Dark Vision: 120 feet
Drow Fighting Style: longsword and you can apply the finesse property to it; and your culture’s choice of longbow, shortbow, or handbow.
Nocturnal
• In dim light or darkness, you gain advantage on active checks using Stealth, Perception, and Animal Handling.
• You cannot be put to sleep. Once per 24 hour period, you may treat 4 hours of light activity as a long rest.
Drow Magic
• Because of your instinctive reflexes and keen observation, Dexterity or Wisdom is your spell casting ability for the following traits.
• Elfshot: You know the Elfshot cantrip. Your longbow or handbow sends an invisible missile that inflicts painful 1d8 psychic damage. At 0 hit points, instead of dying, the target becomes paralyzed for 4 hours, wracked by disorienting pain. The damage of Elfshot increases by 1d8 at level 5 (2d8), at level 11 (3d8), and at level 17 (4d8).
• You know the Faerie Fire spell. After each short or long rest, you can cast it once using this trait.
• At level 3, you know the Darkness spell. After each short or long rest, you can cast it once using this trait. Additionally, you are immune to your own Darkness spell.
• At level 9, [...]
• At level 11, you know the True Seeing spell. After each short or long rest, you can cast it once using this trait.
• At level 17, [...]

Note. Drow Elf ‘wood culture’ tends toward Wisdom, longbows, and beasts of the forest, while Drow Elf ‘dark culture’ tends toward Dexterity, handbows, spiders and lizards. But individuals vary significantly.
 
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GreenTengu

Adventurer
I could would with these races. I like the idea of a core race being +2 primary, +1 any.



Now, with the Human.

As an experiment, consider making the Human with no bonuses to abilities. And instead granting a +1 racial improvement of the proficiency bonus. This is great flavor, suggesting adaptability, tool use, and precociousness. It is also mechanically powerful, equivalent (but not identical) to +2 to all six abilities.

Maybe round out with a choice of one bonus skill or tool proficiency.

That could certainly work. I like it.

I am interested in the planar origins of these races.

Material
• Human
• Halfling
• Orc
• Kobold
• Goliath

Fey Plane
• Elf
• Gnome
• Goblin
• Hobgoblin
• Firbolg

Elemental
• Dwarf

Shadow
• Bugbear

Not really sure how I would implement such a thing. Elves and Firbolgs definitely still carry with them. Beyond that, even if there were other-realmly origins, I don't know that it factors in so well as the general ecological niche they tend to occupy.

Good, you've eliminated the possibility of playing a Drow.

I mentioned that I was thinking of creating an underdark template. Probably just add Dark Vision to those that didn't have it or extend it to 120' for those that do as well as balancing that with sunlight sensitivity.

The particular spellcasting abilities of the Drow beyond the initial cantrip could be simply written off as low-level class ability that you could choose whether or not to take. Beyond that, nothing prevents your elf character from being purple with white hair or evil or worshiping a spider goddess.
 

Yaarel

He Mage
Mainly, the planar type is a tag, that other capabilities refer to.

Material
• Human (+1 Proficiency)
• Elf, Drow (+2 Dexterity/Wisdom, +1 Other)
• Halfling (+2 Dexterity/Charisma, +1 Other)
• Orc (+2 Strength/Constitution, +1 Other)
• Kobold (+2 Wisdom, +1 Other)
• Goliath (+2 Strength/Wisdom, +1 Other)
• Bugbear (+2 Strength/Dexterity, +1 Other)

Fey
• Elf, Eladrin (+2 Charisma/Intelligence, +1 Other)
• Gnome (+2 Intelligence/Dexterity, +1 Other)
• Goblin, Bogey (+2 Dexterity/Constitution, +1 Other)
• Goblin, Hob (+2 Constitution/Charisma, +1 Other)
• Firbolg (+2 Wisdom, +1 Other)

Elemental
• Dwarf (+2 Constitution/Wisdom, +1 Other)
 
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GreenTengu

Adventurer
My initial thought when seeing this post was that something should be done so that races are no longer so optimized for certain classes. I know technically anyone can play any race class combo but it should not limit you.

So I think each race should have it set of non-stat bonuses and then have general state bonuses something like.

Race X - Various bonuses like low light vision etc - one physical stat +1 - one mental stat +2.

This would keep a lot of the flavor in the non-stat bonuses but remove some of the stereotype (all elves are agile are dwarves are tough) so that you can pick just about any race and not feel like you are limiting yourself initially power wise in your class.


Attribute bonuses could be removed all together. At that point one wouldn't have to worry about adding bonus attributes to the humans. If the races only conferred proficiency bonuses, some general weaker versions of first level class abilities that you can use at times instead of your main class abilities and bonuses in certain social and environmental situations, you can still the idea that the race is a bit different from a normal human without worrying about them being the best or the worst choice for your class.

I don't know about still conferring bonuses but specifying physical or mental though. I think it is typically understood that your general Dwarf is not going to have a large bonus to Dexterity even though Dexterity is a physical stat. Also, it wouldn't be unusual for an Orc who lives as an Orc out there in the wild having to survive on the land and stay firm and stubborn in the face of overwhelming adversity and having to stay alert to danger at all times while also having to read his fellow tribesman who tend to be quick to anger and lash out violently could develop a pretty good Wisdom.... I don't think it would be reasonable for that to shift to a large bonus to Intelligence instead.

But, hey-- maybe the game would be better all together if attributes were entirely removed from it. We have seen so many editions pass by and not a single time have the designers not failed to make all 6 attributes meaningfully beneficial to even half the classes. The fact that there is always a "dump stat" that can just absolutely be ignored unless you are one of a very small number of classes or builds (in which case, another stat is your dump stat) indicates that attributes are something that is causing the game to be worse than it could be.

What about adding Drow as its own race? Then it inherits the +2 Dexterity. Thereby, this Drow can include both the Subterranean Dark Elf and the Surface Wood Elf.

So. The story is something like this. The Drow had a civil war against the Elf of the Feywild. The Drow lost and fled, emigrating into the Material plane, deep underground in the sunless Underdark. After eras in the Material world, some of the Drow balked at how tyrannical and dysfunctional the Drow culture became. So, this group split away yet again, remaining in the Matter and inhabiting in the surface woodlands. All Drow are mainly nocturnal.

Here are some concepts to distinguish the Eladrin Elf from the Drow Elf.

I think you really missed the point entirely of the abilities I was adding to these races. Not only were your two very much stacked with more abilities than any of the ones I did, but you made them basically entirely built out of combat abilities.


The abilities I wanted to add were things like...
"You know, we basically never hear of elf farmers. In fact, elven settlements tend to be in places where we can be absolutely certain that there aren't peon elves working large plantations to feed their population. And yet somehow they always seem to have more food than they know what to do with despite us being led to believe they put very little effort into getting that food... so clearly elves must be able to come up with more than enough to feed themselves just by being within woodlands. That should be something an elf PC can do."

or

"Wow, Dwarf and Kobold create these large labyrinthine mines that are extremely difficult not to get lost in. And yet somehow they can get around-- they can even get around unfamiliar areas without ever getting to see the sun or the stars for navigation. So if a party is going around underground, shouldn't the Dwarf or Kobold with them be able to prevent them from getting lost?"

or

"You know, Goblins seem to be able to make friends with wolves and ogres and other things that just attack the PCs and try to kill and eat them on sight. Why is it these lowly, weak, easily killed people can manage to befriend and ride around on these creatures that, by all rational, should be more eager to kill them than the PCs, not considerably less so like all signs indicate. Clearly this is something that they especially excel at more so than any other race. That really seems like something the PCs can use."

But these abilities don't directly inherently help you kill the bandits you are fighting or escape your prison cell with ease or assassinate the king or slay the dragon. In fact, all too many DMs entirely ignore the wilderness survival rules and don't do much in terms of the social pillar. But they are still there, they could be used... and these bonus abilities could even save the party under certain circumstances. In fact, just by the abilities being there encourages the DM to use those parts of the game more. As things are in this edition, the Ranger is the only class or background or race that at all has abilities that involve the wilderness survival rules. By knowing that the PCs have certain special abilities, the DM will likely create situations where they can use those abilities.

It should be less "Blasty-blasty, boom-boom, you can't hurt me because of my elite powerful magic" and more "OH!! So that's how my people manage to survive in a place humans would struggle to survive in regardless of their elite fighting skills and ability to launch fireballs."


I also think that listing a handful of specific weapons that they get proficiency in doesn't help anything. It just encourages the creation of more random subraces just because your culture of Dwarves should use polearms instead of hammers and axes or such. Every class already gains proficiency in simple weapons regardless, so listing those is meaningless. Beyond that, either just grant them martial weapons or don't rather than being prescriptive about an entire species of 100,000s of individuals all supposedly universally only using a small number of all the possible weapons available.

You can add a note that the dominate culture of their people tend to favor a particular weapon set for whatever specified reasons, but the race should be flexible enough that there might be communities that prefer a different set or an entire other world where they exist and universally favor a different weapon because of their history in that world.
 

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