```metadata title: 'Multiverse 2: PHBoogaloo' description: >- A collection of PHB races in the style of Mordenkainen Presents: Monsters of the Multiverse, updating their traits to reflect evolutions in the design of Dungeons & Dragons 5th Edition. tags: '' systems: - 5e renderer: V3 ``` ```css .coverHeader { position:absolute; transform:scale(2, 2) !important; font-weight:bold; font-size:32px; color:white; width:700px; text-shadow:1px 1px 2px #000000, -1px 1px 2px #000000, 1px -1px 2px #000000, -1px -1px 2px #000000; top:75px; text-align:center; } .coverDiamond { background-image:url("https://www.gmbinder.com/assets/img/DiamondDD.png"); background-size:400px; background-repeat:no-repeat; position:absolute; left:210px; top:115px; width:400px; height:12px; } .coverSplotch{ background-image:url('https://www.gmbinder.com/assets/img/UNR8ilF.png'); background-size:350px; position:absolute; left:0; bottom:180px; width:345px; height:56px } .coverFooter { position:absolute; font-size:25px; line-height:1.1; color:white; bottom:100px; right:55px; width:700px; text-shadow:1px 1px 2px #000000, -1px 1px 2px #000000, 1px -1px 2px #000000, -1px -1px 2px #000000; filter:opacity(100%); text-align:center; } ``` {{coverHeader Multiverse 2: PHBoogaloo}} {{coverDiamond}} {{coverSplotch}} {{coverFooter Teach old dogs new tricks with this homebrewed rework to the Player's Handbook races for D&D 5th Edition!}} ![](https://cdna.artstation.com/p/assets/images/images/039/284/028/large/billy-christian-418891-youcometothegnollcamp-final-post.jpg?1625483004){position:absolute;bottom:0px;right:-200px;height:1056px} \page # Multiverse 2: PHBoogaloo *Dungeons & Dragons 5th Edition* has evolved significantly since its release, and this evolution is plain to see in *Mordenkainen Presents: Monsters of the Multiverse*: released as an expansion to core material, it revamps many player races under entirely new standards, aiming to improve build diversity and make those races compatible with any setting. In many respects, the expansion improved the game's design of races: players can increase their racial ability scores freely, making their choice of race more flexible, DMs can have an easier time fitting races into their setting with culture-agnostic traits, and the book provides significant improvements in balance and presentation. Just as *Tasha's Cauldron of Everything* set a new standard for class and subclass design, so does *MP:MM* for races. Trouble is, the sourcebook's contribution was only partial, with some glaring omissions: it implicitly alters some key traits of races from the *Player's Handbook*, in particular the speed of Small races, but neglects to include all of the subraces that would be affected by such changes. It refers to the human race as the default, but doesn't actually include the human race's traits, leaving the reader to refer to the *PHB* and a resultingly outdated standard of design. The following thus intends to expand the changes brought by *MP:MM* and apply them to the remainder of the races from the *PHB*, including subraces from subsequent expansions, though not the Dragonborn race, which was covered under the new standards in *Fizban's Treasury of Dragons*. It tries to stay as close as possible to the new standards and design philosophy of the expansion, chiefly flexible ability score increases, a switch to culture-agnostic traits, and balance adjustments to races that have fallen by the wayside. ## Creating Your Character When creating your character, choose whether your character is a human, or a member of another race. As a human, you have the following traits. - ***Ability Score Increase.*** Each of your ability scores increases by 2, to a maximum of 20. - ***Languages.*** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - ***Type.*** You are a Humanoid. - ***Size.*** You are Medium. - ***Speed.*** Your walking speed is 30 feet. If you select another race, follow these additional rules during character creation. ::::::::::::::::::::::::::::::::::::::: ### Ability Score Increases ___ When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Regardless of the method you use to determine the scores, you can't raise any of your scores above 20. ### Languages ___ Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. ### Life Span ___ Barring the possibility of an untimely death, the typical life span of a player character is about a century. If a race's average life span meaningfully differs from this range, that fact is mentioned in the race's description. ### Height and Weight ___ Player characters of Medium size, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. Small characters tend to weigh half as much as a typical Medium character. ![](https://cdna.artstation.com/p/assets/images/images/042/157/218/large/aurelien-rantet-hero.jpg?1633715599){position:absolute;top:-500px;right:-250px} ![](https://i.imgur.com/JIbLHii.png){position:absolute;top:0px;right:-40px;height:1250px} {{pageNumber,auto}} {{footnote PART 1 | INTRODUCTION}} \page ## Custom Race The start of this brew lists the human as a default option, along with a trait list meant to be as simple and accessible to newer players as possible. More advanced players, however, are still likely to be more interested in Variant Human or the Custom Lineage from *Tasha's Cauldron of Everything*, which trade off most of the human’s ability score increases for a feat. Given how such a trait is so inherently versatile and has contributed to so many character builds, it would only make sense to keep the option. Thus, the following intends to combine and expand upon Variant Human and *Tasha's* Custom Lineage, offering a framework for a fully customizable race that includes an extra ASI and some more variable trait options. ### Custom Race Traits ___ As a descendant of a unique lineage, you have the following racial traits. - ***Type.*** You are a Humanoid. - ***Size.*** You are Medium or Small. You choose the size when you select this race. - ***Speed.*** Your walking speed is 30 feet. - ***Feat.*** You gain one feat of your choice for which you qualify. - ***Unique Legacy.*** You have inherited a unique trait from your lineage. Choose one of the following legacy options for your character: - ***Aquatic Affinity.*** You have a swimming speed equal to your walking speed, and can breathe air and water. - ***Darkvision.*** You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. - ***Primal Form.*** You have a climbing speed equal to your walking speed, and a part of your body is particularly adapted for combat, such as claws, fangs, or a tail (choose when you select this race). You can use this body part to make unarmed strikes, and when you hit with it, the strike deals 1d6 + your Strength modifier bludgeoning, piercing, or slashing damage (choose when you select this race). - ***Skill Proficiency.*** You have proficiency with a skill of your choice. {{note ##### Brewer's Note: A feat at level 1 can be extremely powerful: a character could increase an ability score by 3, or obtain a benefit that is disproportionately effective early on, such as with the Crossbow Expert or Polearm Master feats. As a DM, exercise proper caution and veto power as necessary when allowing this race option at your table. }} ![](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/22203420-2331-4548-a3ac-f14d5446452b/d8zynjm-d15ecd1f-dd11-4fb4-87d7-faae9682ebf7.jpg/v1/fill/w_1302,h_614,q_70,strp/skull_homunculus_and_seed_by_teteotolis_d8zynjm-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzU1IiwicGF0aCI6IlwvZlwvMjIyMDM0MjAtMjMzMS00NTQ4LWEzYWMtZjE0ZDU0NDY0NTJiXC9kOHp5bmptLWQxNWVjZDFmLWRkMTEtNGZiNC04N2Q3LWZhYWU5NjgyZWJmNy5qcGciLCJ3aWR0aCI6Ijw9MTYwMCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.D39gHE_DiO3eIzPEb8O4a_yeU3NzBrzf-1BG31WkwLE){position:absolute;top:0px;right:-1700px;height:1056px} ![](https://i.imgur.com/JH5NQVm.png){position:absolute;bottom:0px;right:25px;height:1056px} {{pageNumber,auto}} {{footnote PART 2 | CUSTOM RACE}} \page : \column ## Dwarf The updated duergar in *MP:MM* revealed several key changes to the core dwarven race template: the race's movement speed got increased to 30, and cultural traits such as Dwarven Combat Training, Tool Proficiency, and Stonecunning were replaced altogether with bespoke, subrace-specific benefits. These changes could be used to update the other two subraces, though that also brings up a major stumbling block: the mountain dwarf. The mountain dwarf follows almost the exact opposite of the newest expansion's design philosophy: offering both an atypically high ability score increase and a cultural trait, the subrace is also balanced on deliberate anti-synergy, with its ASI most benefiting classes that are already proficient in light and medium armor (and, conversely, offering armor proficiencies that would only be useful to classes that don't need more Strength). Essentially no part of the mountain dwarf's trait list can be adequately transposed to the new framework without breaking a standard or its own internal balance. Because of this, the key (and likely controversial) change the following brings about is the fusion of hill and mountain subraces into a single dwarf race: unlike the duergar, gold and shield dwarves differ little in innate abilities, only culture, and mechanically the two subraces have always offered different means of layering on more durability. This unified dwarf race thus includes the hill dwarf's hit point increase, while replacing cultural traits with a thematically appropriate active effect, one that ought to translate well both across settings and even across multiverses. A typical dwarf has a life span of about 350 years. ### Dwarf Traits ___ As a dwarf, you have the following racial traits. - ***Type.*** You are a Humanoid. - ***Size.*** You are Medium. - ***Speed.*** Your walking speed is 30 feet. - ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. - ***Dwarven Toughness.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. - ***Poison Resilience.*** You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage. - ***Grudge Bearer.*** Your people are preternaturally vindictive. When you take damage from a creature you can see or hear, you can use your reaction to gain advantage on your attack rolls against that creature until the end of your next turn. ![](https://cdnb.artstation.com/p/assets/images/images/003/608/267/large/filipe-pagliuso-rpg-dwarfe-def.jpg?1475552607){position:absolute;bottom:0px;left:-125px;height:1056px} ![](https://i.imgur.com/JH5NQVm.png){position:absolute;bottom:0px;left:0px;height:1056px;transform:scaleX(-1)} {{pageNumber,auto}} {{footnote PART 3 | DWARF}} \page ## Elf *MP:MM* changed its elf subraces in subtle, yet significant ways: gone are the culture-dependent weapon proficiencies on certain subraces, instead every elf gets to obtain two freeform weapon and tool proficiencies when they complete their trance. This, along with significant improvement to the traits of the affected subraces, is one of the most obvious signs of the expansion upping the overall power of races. Following that sourcebook's release, what ought to follow is an update to the other elf subraces. The changes below are, for the most part, a relatively straightforward application of the new format, with key improvements to match the new standard of balance: drow lose their sunlight sensitivity, like the duergar and kobold, whereas high elves obtain a significant expansion to their spellcasting, and wood elves a generalization of their stealth trait akin to the Skulker feat. Elves can live to be over 750 years old. ### Dark Elf Traits ___ As a dark elf, you have the following racial traits. - ***Type.*** You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf. - ***Size.*** You are Medium. - ***Speed.*** Your walking speed is 30 feet. - ***Darkvision.*** You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. - ***Drow Magic.*** You know the *dancing lights* cantrip. Starting at 3rd level, you can cast the *faerie fire* spell with this trait. Starting at 5th level, you can also cast the *darkness* spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). - ***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. - ***Keen Senses.*** You have proficiency in the Perception skill. - ***Trance.*** You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the *Player's Handbook*. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. ### High Elf Traits ___ As a high elf, you have the following racial traits. - ***Type.*** You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf. - ***Size.*** You are Medium. - ***Speed.*** Your walking speed is 30 feet. - ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. - ***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. - ***High Elf Magic.*** Choose a cantrip, a 1st-level spell, and a 2nd-level spell from the wizard spell list when you select this race. You know the chosen cantrip. Starting at 3rd level, you can cast the chosen 1st-level spell with this trait. Starting at 5th level, you can also cast the chosen 2nd-level spell with it. You do not require a material component to cast the chosen spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). - ***Keen Senses.*** You have proficiency in the Perception skill. - ***Trance.*** You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the *Player's Handbook*. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. {{pageNumber,auto}} {{footnote PART 4 | ELVES}} \page ### Wood Elf Traits ___ As a wood elf, you have the following racial traits. - ***Type.*** You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf. - ***Size.*** You are Medium. - ***Speed.*** Your walking speed is 35 feet. - ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. - ***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. - ***Hidden in Plain Sight.*** You can attempt to hide even when you are only lightly obscured. - ***Keen Senses.*** You have proficiency in the Perception skill. - ***Trance.*** You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the *Player's Handbook*. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. ![](https://cdnb.artstation.com/p/assets/images/images/038/886/077/large/connor-sheehan-woodelf-army-beauty.jpg?1624355763){position:absolute;bottom:0px;right:-1200px;height:1056px} ![](https://i.imgur.com/NwecXt3.png){position:absolute;top:-70px;left:0px;height:740px;width:650px} {{pageNumber,auto}} {{footnote PART 4 | ELVES}} \page :::::::::::::::::::::: ## Gnome In *5e*, the Forgotten Folk have truly lived up to their name: a middling race on release, the gnome has only suffered further as the game evolved. Specifically, more recent monsters have received fewer spells to cast, and more innate spell-like abilities instead, devaluing magic resistance traits whose new wording limits their application to spells only, rather than all magic. It is thus no surprise that *MP:MM* buffed the deep gnome subrace significantly, increasing its movement speed, updating its subrace trait to a much better version, and adding an entire new spellcasting trait on top. Clearly, there is room for the other subraces to improve. With this in mind, the following changes aim to significantly enhance the forest and rock gnome subraces, developing on their theme of out-of-combat utility with a much greater range of options. No gnome should bring that much additional power in a fight, but all gnomes ought to be able to bring a range of other benefits that play to their creativity. A typical gnome has a life span of about 500 years. ### Forest Gnome Traits ___ As a forest gnome, you have the following racial traits. - ***Type.*** You are a Humanoid. You are also considered a gnome for any prerequisite or effect that requires you to be a gnome. - ***Size.*** You are Small. - ***Speed.*** Your walking speed is 30 feet. - ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. :::::::::::::::::::::::::::::::::: - ***Forest Gnome Magic.*** You know the *dancing lights*, *minor illusion*, and *prestidigitation* cantrips. Intelligence, Wisdom, or Charisma is your spellcasting ability for them (choose when you select this race). - ***Friend of the Small.*** You have an innate kinship with critters. You can communicate simple ideas with any Small or Tiny Beast. It can understand your words, and you understand it in return. - ***Gnomish Magic Resistance.*** You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells. ### Rock Gnome Traits ___ As a rock gnome, you have the following racial traits. - ***Type.*** You are a Humanoid. You are also considered a gnome for any prerequisite or effect that requires you to be a gnome. - ***Size.*** You are Small. - ***Speed.*** Your walking speed is 30 feet. - ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. - ***Gnomish Magic Resistance.*** You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells. - ***Spirit of Invention.*** You are blessed with an innate aptitude for crafting. You have proficiency in all artisan's tools. {{note ##### Brewer's Note: Yes, you read that right: *all* artisan's tools. And yes, the synergy with the artificer class is intended. Try it out! }} ![](https://cdnb.artstation.com/p/assets/images/images/000/525/293/large/tooth-wu-xiii.jpg?1443929934){position:absolute;top:0px;right:0px;width:820px} ![](https://i.imgur.com/gF3cPUL.png){position:absolute;top:-250px;right:0px;width:820px;height:1300px} {{pageNumber,auto}} {{footnote PART 5 | GNOMES}} \page ## Half-Elf One of the stronger *PHB* races, the half-elf finds itself in an awkward position following *MP:MM*: one of its key assets is its above-average ability score increase, which it would lose under the new standard among changes that otherwise buff races overall. A more subtle issue is the change to the Fey Ancestry trait, which under *MP:MM* only covers advantage against being charmed, dropping the immunity to sleep and moving it to the Trance trait on elves. The half-elf would thus be in need of an update, if only for standardization purposes let alone balance reasons as well. To this effect, the following changes aim to both preserve the half-elf's sleep immunity, and pick up on the updated Trance trait on elves, which grants mutable tool and weapon proficiencies, with an analogue that would compensate for the loss in ASI with something unique and potentially quite effective: in addition to the race's additional skill proficiencies, this version of the half-elf would also have the option to apply mutable expertise to its skill and tool proficiencies. Ideally, this should lend itself well to a race prized for its flexibility, and would build upon its theme of combining key aspects of elves and humans. A typical half-elf has a life span of about two centuries. ### Half-Elf Traits ___ As a half-elf, you have the following racial traits. - ***Type.*** You are a Humanoid. - ***Size.*** You are Medium. - ***Speed.*** Your walking speed is 30 feet. - ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. - ***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. - ***Mixed Legacy.*** Magic can't put you to sleep. Whenever you finish a long rest, you can choose a proficiency you have in a skill or tool. You gain expertise with the chosen skill or tool if you do not have it already, which means that your proficiency bonus is doubled for any ability check you make with it. You mystically acquire this expertise by drawing from your combined elven and human heritage, and you retain it until you finish your next long rest. - ***Skill Versatility.*** You have proficiency in two skills of your choice. ![](https://cdnb.artstation.com/p/assets/images/images/042/218/697/large/grant-griffin-criticalcore-femalewizardbacker-final01-grantgriffin.jpg?1633917223){position:absolute;bottom:0px;right:-125px;mix-blend-mode:multiply;height:1056px} {{pageNumber,auto}} {{footnote PART 6 | HALF-ELF}} \page ## Halfling Untouched in the new sourcebook, halflings could stand to receive a few small improvements: generally unassuming and underestimated, the race hasn't made many waves outside of niche wizard builds, and rarely if ever overperforms despite the power behind its Lucky trait. Thus, the following changes mainly update the movement speed of halflings to 30 feet, matching the new standard for all races, and improve their Nimble trait, allowing movement through the space of Small and Tiny creatures. Subrace-specific updates include an application of the Gem Dragonborn's telepathy trait to the ghostwise subrace, a transposition of the wood elf's above updated stealth trait to replace the lightfoot subrace's more confusingly-worded trait, and an update to the stout subrace's poison resilience to match the new standard. A typical halfling has a life span of about 250 years. ### Ghostwise Halfling Traits ___ As a ghostwise halfling, you have the following racial traits. - ***Type.*** You are a Humanoid. You are also considered a halfling for any prerequisite or effect that requires you to be a halfling. - ***Size.*** You are Small. - ***Speed.*** Your walking speed is 30 feet. - ***Brave.*** You have advantage on saving throws you make to avoid or end the frightened condition on yourself. - ***Lucky.*** Whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll. If you do so, you must use the new roll. - ***Nimble.*** You can move through the space of any creature. - ***Psionic Mind.*** You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language. ### Lightfoot Halfling Traits ___ As a lightfoot halfling, you have the following racial traits. - ***Type.*** You are a Humanoid. You are also considered a halfling for any prerequisite or effect that requires you to be a halfling. - ***Size.*** You are Small. - ***Speed.*** Your walking speed is 30 feet. - ***Brave.*** You have advantage on saving throws you make to avoid or end the frightened condition on yourself. - ***Hidden in Plain Sight.*** You can attempt to hide even when you are only lightly obscured. \column :::::::::::::::::::::::::::::::::::::::: - ***Lucky.*** Whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll. If you do so, you must use the new roll. - ***Nimble.*** You can move through the space of any creature. ### Stout Halfling Traits ___ As a stout halfling, you have the following racial traits. - ***Type.*** You are a Humanoid. You are also considered a halfling for any prerequisite or effect that requires you to be a halfling. - ***Size.*** You are Small. - ***Speed.*** Your walking speed is 30 feet. - ***Brave.*** You have advantage on saving throws you make to avoid or end the frightened condition on yourself. - ***Lucky.*** Whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll. If you do so, you must use the new roll. - ***Nimble.*** You can move through the space of any creature. - ***Poison Resilience.*** You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage. ![](https://cdnb.artstation.com/p/assets/images/images/042/219/055/large/grant-griffin-mgb-halflingbard-final02-gg.jpg?1633918326){position:absolute;top:-100px;right:-100px;height:700px;mix-blend-mode:multiply} {{pageNumber,auto}} {{footnote PART 7 | HALFLINGS}} \page : \column ## Half-Orc As originally released, the half-orc is an extremely specialized race, with ability score increases and traits that favor frontline melee combat and little else. Essentially a miniature barbarian, the half-orc also suffers from a severe trait discrepancy with the orc: released in *Volo's Guide to Monsters*, the orc race had virtually nothing in common with the half-orc. *MP:MM*'s updated orc bridges this gap with common traits, but only partially, leaving half-orcs with more orcish traits than actual orcs. With the new standard for racial ability score increases covering that part of the half-orc, the following changes intend to take things further and apply a new standard: as with the half-elf, the implication of mixed human heritage in a fantastical race is greater versatility, in both cases freeform skill proficiencies. This would involve dropping Savage Attacks, an overly specific and orcish trait that both doesn't actually contribute much power altogether, and still doesn't feature on the orc trait list, but would still be a net buff to the race's flexibility and overall power. ### Half-Orc Traits ___ As a half-orc, you have the following racial traits. - ***Type.*** You are a Humanoid. - ***Size.*** You are Medium. - ***Speed.*** Your walking speed is 30 feet. - ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. - ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. - ***Relentless Endurance.*** 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. - ***Skill Versatility.*** You have proficiency in two skills of your choice. ![](https://cdnb.artstation.com/p/assets/images/images/011/928/519/large/lily-abdullina-okozar-web.jpg?1532132476){position:absolute;top:0px;left:-300px;} ![](https://i.imgur.com/JH5NQVm.png){position:absolute;top:0px;left:0px;transform:scaleX(-1);height:1056px} {{pageNumber,auto}} {{footnote PART 8 | HALF-ORC}} \page ## Tiefling Following the release of *Mordenkainen's Tome of Foes*, tieflings have many bloodlines to choose from. Rather than list them all, the following aims to offer a freeform spellcasting trait from a list of fiendish options. One key goal here is to let tieflings to replicate any fiendish bloodline they intend, beyond just devils. Another is to let the race stand out better among other options with their own spellcasting traits. Ideally, tieflings should remain a strong option for casters looking to supplement themselves with damage resistance and some extra goodies, while offering fiend-flavored options to help round out any other class. ### Tiefling Traits ___ As a tiefling, you have the following racial traits. - ***Type.*** You are a Humanoid. - ***Size.*** You are Medium or Small. You choose the size when you select this race. - ***Speed.*** Your walking speed is 30 feet. - ***Darkvision.*** You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. - ***Fire Resistance.*** You have resistance to fire damage. - ***Fiendish Legacy.*** A tiefling's fiendish heritage can manifest in a variety of ways. Choose one of the following legacy options for your tiefling: - ***Flight.*** You have wings, giving you a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor. - ***Tiefling Magic.*** You know a cantrip from the tiefling spell list (choose when you select this race). Starting at 3rd level, choose a 1st-level from the tiefling spell list. You can cast the chosen spell with this trait. Starting at 5th level, choose a 2nd-level spell from the tiefling spell list. You can cast the chosen spell with this trait. You do not require a material component to cast the chosen spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). Whenever you finish a long rest, you can select any of the spells you have chosen with this trait. You then replace each selected spell with another spell of your choice of the same level from the tiefling spell list. \column ::::::::::::::::::::::::::::::::::::::: ## Tiefling Spell List {{spellList ##### Cantrip - Chill Touch - Fire Bolt - Friends - Mage Hand - Minor Illusion - Produce Flame - Ray of Frost - Thaumaturgy - Vicious Mockery ##### 1st Level - Armor of Agathys - Bane - Burning Hands - Charm Person - Command - Disguise Self - Dissonant Whispers - Grease - Hellish Rebuke - Inflict Wounds - Ray of Sickness - Searing Smite - Silent Image - Tasha's Hideous Laughter - Tenser's Floating Disk - Unseen Servant - Wrathful Smite ##### 2nd Level - Alter Self - Arcane Lock - Blindness/Deafness - Blur - Branding Smite - Crown of Madness - Darkness - Detect Thoughts - Enthrall - Flame Blade - Flaming Sphere - Invisibility - Knock - Ray of Enfeeblement - Scorching Ray - Suggestion }} ![](https://cdna.artstation.com/p/assets/images/images/025/043/790/large/clint-cearley-gift-of-the-dex-as.jpg?1584402798){position:absolute;top:-150px;right:-50px;;width:800px} ![](https://i.imgur.com/JIbLHii.png){position:absolute;top:0px;right:0px;width:880px} {{pageNumber,auto}} {{footnote PART 9 | TIEFLING}} \page # Acknowledgments ## Art This brew uses art assets created by a variety of talented artists. Gratitude and due credit go towards the following artists for their work, with indications on where their assets have been used. {{note #### Art Credits - [Background](https://imgur.com/a/SKmRN) [page](https://imgur.com/a/TW79K) [stains](https://imgur.com/a/OZt2m) by [Aeron Drake](https://www.reddit.com/user/AeronDrake/), [QalarValar](https://www.reddit.com/user/qalarvalar/), and [flamableconcrete](https://www.reddit.com/user/flamableconcrete) - [*You Come to the Gnoll Camp*](https://www.artstation.com/artwork/g26om8), by [Billy Christian](https://www.artstation.com/billcreative) (Cover) - [*Hero*](https://www.artstation.com/artwork/L3Y89K), by [Aurelien Rantet](https://www.artstation.com/aurel) (Page 2) - [*skull homonculus and seed*](https://www.deviantart.com/teteotolis/art/skull-homunculus-and-seed-544132786), by [Theodore Tolis](https://www.teteotolis.com/home) (Page 3) - [*Dwarf mage*](https://www.artstation.com/artwork/rDXB2), by [Filipe Pagliuso](https://www.artstation.com/filipe-pagliuso) (Page 4) - [*Thor'Sildeon*](https://www.artstation.com/artwork/ZGkan0), by [Connor Sheehan](https://connorsheehan.co.uk/) (Page 6) - [*Gnome*](https://www.artstation.com/artwork/B3Vvr), by [Tooth Wu](https://www.artstation.com/tooth) (Page 7) - [*Critical Core | Half Elf Wizard*](https://www.artstation.com/artwork/eaEqPD), by [Grant Griffin](https://www.artstation.com/g_griffin) (Page 8) - [*Critical Core | Halfling*](https://www.artstation.com/artwork/3d6Pvv), by [Grant Griffin](https://www.artstation.com/g_griffin) (Page 9) - [*Into the Underdark*](https://www.artstation.com/artwork/VAGr8), by [Lily Abdullina](https://www.artstation.com/sarasti) (Page 10) - [*Explorers Guide to Wildemount - D&D*](https://cdna.artstation.com/p/assets/images/images/025/043/790/large/clint-cearley-gift-of-the-dex-as.jpg?1584402798), by [Clint Cearley](https://www.artstation.com/clintcearley) (Page 11) - [*Inktober Evil DnD Party Print COLORS*](https://www.deviantart.com/max-dunbar/art/Inktober-Evil-DnD-Party-Print-COLORS-787607769), by [Max Dunbar](http://www.max-dunbar.com/) (Page 12) }} \column ## Resources This brew was created using resources and guides written by dedicated individuals. Without their contributions, this brew would not have been possible, and would not have been nearly as much of a joy to write. {{note #### Resource Credits - [The Homebrewery](https://homebrewery.naturalcrit.com/), by [Scott Tolksdorf](https://www.stolksdorf.dev/) - [Formatting](https://homebrewery.naturalcrit.com/share/HJWLQsTwUZ) [Guides](https://homebrewery.naturalcrit.com/share/B1Hju_QaTx) for The Homebrewery, by [Aeron Drake](https://www.reddit.com/user/AeronDrake/) - [*Full Page Watercolor Stains*](https://homebrewery.naturalcrit.com/share/SkKsdJmKf), by [flamableconcrete](https://www.reddit.com/user/flamableconcrete) - [*Watercoloring in Homebrewery*](https://homebrewery.naturalcrit.com/share/HyWImuH06x), by [QalarValar](https://www.reddit.com/user/qalarvalar/) - And, of course, [*Dungeons & Dragons 5th Edition*](https://dnd.wizards.com/), by [Wizards of the Coast](https://company.wizards.com/) }} : ## Using This Brew This is a homebrew intended to be read and used freely by all. If you were to use any part of this in your games, I would be honored. I am always looking to improve my work, and would love to hear your feedback and suggestions. You can find me on Reddit as [/u/Teridax68](https://www.reddit.com/user/Teridax68), and on Discord as 2B#7614. I hope this was, at the very least, a fun read. Thank you for taking the time to read through this brew, and best of success and enjoyment with your own creations! ![](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/aac03ec1-a184-4f37-8baf-d0e14f810cb8/dd0x61l-a8240462-ec82-41bc-b1c6-1ccf2313b438.jpg/v1/fill/w_1107,h_722,q_70,strp/inktober_evil_dnd_party_print_colors_by_max_dunbar_dd0x61l-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTA0NCIsInBhdGgiOiJcL2ZcL2FhYzAzZWMxLWExODQtNGYzNy04YmFmLWQwZTE0ZjgxMGNiOFwvZGQweDYxbC1hODI0MDQ2Mi1lYzgyLTQxYmMtYjFjNi0xY2NmMjMxM2I0MzguanBnIiwid2lkdGgiOiI8PTE2MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.IyP-o4Gg08IERk5VO4YRteBg5v667ahcsVbeeVTDYJA){position:absolute;bottom:-25px;right:0px;width:900px} ![](https://i.imgur.com/Iu6blc4.png){position:absolute;bottom:270px;right:0px} {{pageNumber,auto}} {{footnote PART 10 | ACKNOWLEDGMENTS}}