Race


The first component of every character, before ability score selection, background or class, is race. While background and class describe what you do and how you do it, race describes what you physically are.

Design Goals

This homebrew project has three major design goals. In order of importance:

  1. Move cultural traits from race to background. No one is born speaking a language, trained in a skill, or proficient with a tool. I've removed features that represent education and moved them to backgrounds (coming soon).
  2. Broaden class options. Some races are poorly built for certain classes. For example, gnomes are poor barbarians, and orcs are poor wizards. I've provided these races with features that specifically cater to their worst classes.
  3. Eliminate darkvision. Darkvision means that darkness is not a significant challenge, and severely limits the variety of encounters a DM can write. By making it scarce, I aim to make camping and dungeoneering scary again.
  4. Think of the commoners! It's easy to forget that besides adventurers, every NPC in the game belongs to a race. I'm shifting the focus of race features away from combat and more towards everyday life.
    
    

Dwarf

Dwarves are the littlest giants. This sturdy, stout, staunch and stubborn race shares all of its traits with the stone caverns from whence it came.

  • Ability Score Increase. Your Constitution increases by 2. Your maximum Constitution score is now 22.
  • Age. Dwarves mature at the same rate as humans, but remain sturdy for centuries. They grow frail and their hair greys at about 200, and they live until 250 on average.
  • Alignment. Dwarves' lawful tendencies prepare them for long lives in burrows where reality is literally set in stone. Patient and principled at best, stubborn and ruthless at worst, dwarves usually adhere to their routines and trust their traditions, no matter how hard this becomes.
  • Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
  • Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
  • Dwarven Resilience. You have advantage on Constitution saving throws, and your concentration on a spell cannot be broken as a result of taking damage.
  • Dwarven Toughness. Your hit point maximum increases by 1, and increases by 1 every time you gain a level.


Grey Dwarf (Duergar)

Grey dwarves are a pale, blind minority adapted completely to life in the colourless underdark. Their tremorsense is the most powerful of all dwarves, for it is the only way they see.

  • Ability Score Increase. Either your Strength or Wisdom increases by 1 (your choice). Whichever ability you choose, your maximum score is now 22.
  • Blindness. You are blind.
  • Perfected Tremorsense. You are extremely sensitive to vibrations in surfaces that you touch, allowing you to "see" the shape of the surface and anything that is contact with it within 60 feet of you, whether it is moving or not.
  • Soulcunning. You can use the Search action to touch a creature or to focus on a creature that you have detected with your tremorsense, and to notice the subtle vibrations produced by its vital signs. You can choose to learn (a) its emotional state or (b) its current hit points (your choice).

Hill Dwarf

Hill dwarves are a minority adapted to life among surface races. No longer mighty burrowers, they have opened their senses to explore a strange and sprawling world.

  • Ability Score Increase. Your Wisdom increases by 1. Your maximum Wisdom score is now 22.
  • Tremorsense. You are sensitive to vibrations in surfaces that you touch, allowing you to pinpoint the location of anything that is in contact with the surface and within 30 feet of you. Motionless targets do not produce vibrations.
  • Soulcunning. You can use the Search action to touch a creature or to focus on a creature that you have detected with your tremorsense, and to notice the subtle vibrations produced by its vital signs. You can choose to learn (a) its emotional state or (b) its current hit points (your choice).

Mountain Dwarf

Mountain dwarves represent the majority of their race. Their tremendous strength and unique stonecunning allow them to dig and navigate their dark burrows with ease.

  • Ability Score Increase. Your Strength increases by 1. Your maximum Strength score is now 22.
  • Tremorsense. You are sensitive to vibrations in surfaces that you touch, allowing you to pinpoint the location of anything that is in contact with the surface and within 30 feet of you. Motionless targets do not produce vibrations.
  • Stonecunning. You can use the Search action to touch a surface and send faint vibrations 30 feet across it. You "see" the shape of the surface and anything that is contact with it, whether it is moving or not.

Elf

As distant descendants of the fey, elves are magical creatures who hardly hunger, thirst, sleep or age. Instead of survival, elves dedicate their lives to the fine things life can be lived for.

  • Ability Score Increase. Your Intelligence, Wisdom or Charisma increases by 2. Whichever ability you choose, your maximum score is now 22.
  • Age. Elves mature at the same rate as humans, but enjoy eternal youth. Although an elf could hypothetically live forever, the ravages of life claim most by age 250.
  • Alignment. Elves' chaotic tendencies help them adapt to the changing world and reinvent themselves over their long lives. Flexible and open-minded at best, fickle and contrarian at worst, elves are usually curious and free-spirited, even when tried and true methods are available.
  • Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Elvish Longevity. You choose two backgrounds instead of one. You gain all of the features and items associated with each background, plus any combination of their ideals, bonds, flaws, and personality traits.
  • Elvish Appetite. Instead of a pound, you only need three bites of food per day. And instead of a gallon, you only need three gulps of water. Finally, you gain the benefits of a long rest after only 4 hours of sleep.

    You lose these benefits and you are Poisoned while you are within the area of an Antimagic Field.



Dark Elf (Drow)

Dark elves trace their lineage to unseelie fey: wily creatures from a dour world of eternal night, crypt and carnage. Owing to this heritage, dark elves are sensitive to magic.

  • Ability Score Increase. Your Dexterity increases by 1. Your maximum Dexterity score is now 22.
  • Sixth Sense. You can cast Detect Magic and Identify without expending spell slots or material components.
  • Darkvision. You have superior vision in dark conditions. You can see in dim light as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness: only shades of gray.
  • Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

High Elf

High elves trace their lineage to seelie fey: puckish creatures from a glamourous world of of eternal day, court and carnival. Owing to this heritage, high elves are sensitive to magic.

  • Ability Score Increase. Your Dexterity increases by 1. Your maximum Dexterity score is now 22.
  • Sixth Sense. You can cast Detect Magic and Identify without expending spell slots or material components.

Wood Elf

Wood elves are the most distant descendants of the fey, the least sensitive to magic, and the best adapted for a long life of sleepless days and nights on the material plane.

  • Ability Score Increase. Your Dexterity increases by 1. Your maximum Dexterity score is now 22.
  • Sixth Sense. You can cast Detect Magic without spending a spell slot or material components.
  • Nightvision. You have superior vision in dim conditions. You can see in dim light as if it were bright light.

Gnome

Gnomes are close kin of the fey. Like pixies and sprites, these tiny people harbour immense magic power, and their bizarre minds grasp the arcane world with utmost ease.

  • Ability Score Increase. Your Intelligence, Wisdom or Charisma increases by 2. Whichever ability you choose, your maximum score is now 22.
  • Age. Though gnomes mature at the same rate as humans, they enjoy eternal youth, and they subsist on nothing at all. Gnomes die when they stumble into harm's way, which usually takes about 250 years if one is careful..
  • Alignment. Gnomes are more closely related to puckish faeries than elves are, and likewise, gnomes have similar, but stronger chaotic tendencies. Non-chaotic gnomes often settle on strange routines, principles and traditions that they invented or discovered with otherworldly logic.
  • Size. Gnomes range from 2 feet to just over 3 and have child-like proportions. Your size is Small.
  • Speed. Your base walking speed is 25 feet.
  • Gnomish Senses. You can cast Detect Magic and Identify without expending spell slots or material components.
  • Gnomish Appetite. You do not need to eat, drink, or sleeep, and you gain the benefits of a long rest after 4 hours of light activity, such as coversation, reading, or standing watch.

    You lose these benefits, you are Poisoned, and you fall Prone while you are within the area of an Antimagic Field.



Deep Gnome (Svirfneblin)

Deep gnomes are the most alien of their race. Pale, hairless, and frail, these seemingly helpless subterreanian creatures possess the baleful magical power.

  • Ability Score Increase. Your Constitution increases by 1. Your maximum Constitution score is now 22.
  • Unseelie Arcana. You know the Thaumaturgy cantrip, and you wield its magic with strength and precision no other humanoid could muster.

    When you could make a Strength or Dexterity check involving your bare hands (e.g. to grapple, shove, use a set of tools, or pick a pocket) or a weapon attack, you can use your Intelligence, Wisdom or Charisma modifier instead of your Strength or Dexterity modifier.

  • Darkvision. You have superior vision in dark conditions. You can see in dim light as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness: only shades of gray.
  • Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Forest Gnome

Forest gnomes are the most numerous, yet the most elusive and plain looking of their race. Like many predators and prey alike, subtlety is these gnomes' power.

  • Ability Score Increase. Your Constitution increases by 1. Your maximum Constitution score is now 22.
  • Sylvan Arcana. You know the Druidcraft cantrip, and you wield its magic with strength and precision no other humanoid could muster.

    When you could make a Strength or Dexterity check involving your bare hands (e.g. to grapple, shove, use a set of tools, or pick a pocket) or a weapon attack, you can use your Intelligence, Wisdom or Charisma modifier instead of your Strength or Dexterity modifier.

  • Nightvision. You have superior vision in dim conditions. You can see in dim light as if it were bright light.

Rock Gnome

Rock gnomes are the most widely known of their race. Like poisonous frogs and venomous snakes, their bright-eyes and , colourful complexions signal their awesome power.

  • Ability Score Increase. Your Constitution increases by 1. Your maximum Constitution score is now 22.
  • Seelie Arcana. You know the Prestidigitation cantrip, and you wield its magic with strength and precision no other humanoid could muster.

    When you could make a Strength or Dexterity check involving your bare hands (e.g. to grapple, shove, use a set of tools, or pick a pocket) or a weapon attack, you can use your Intelligence, Wisdom or Charisma modifier instead of your Strength or Dexterity modifier.

Halfling

Halflings are to humanity what dogs are to wolves: distant cousins who share a common blood. While a human is always one bad day from reverting to a wild animal, halflings are innately civilized: calm, subtle and sociable by default.

  • Ability Score Increase. Your Charisma increases by 2. Your maximum Charisma score is now 22.
  • Age. Halflings reach adulthood in their late teens and live a little over a century.
  • Alignment. While other races–born into the frightful state of nature–are haunted by survival insticts, halflings were born into the comfort of civilization, and likewise possess quiet minds. Halflings are calm and agreeable at best, cold and uncaring at worst, and overwhelmingly neutral.
  • Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.
  • Speed. Your base walking speed is 25 feet.
  • Halfling Calm. You have advantage on saving throws against effects that would Charm or Frighten you.
  • Halfling Tact. You can use subtle cues to share simple messages with humanoids who can see you. For example, "Follow me" "Stay back" "Kill him" or "Pass the salt".

    If you use these subtle cues to ask a simple question, and if your targets are willing to respond, you can interpret their responses by reading their reactions.



Lightfoot Halfling

Lightfoot halflings are the most widespread of their race: the kin of herders, merchants, freelancers and urchins. Like stray dogs, the comfort of society and the thrill of freedom are at war in their hearts, and travel is their usual compromise.

  • Ability Score Increase. Your Dexterity increases by 1. Your maximum Dexterity score is now 22.
  • Nimble. You can move through the space of any creature larger than you. Once you do so, that creature can't make opportunity attacks against you for the rest of your turn.
  • Subtle. You can try to hide when you are lightly obscured from the creature from which you are hiding.

Stout Halfling

Stout halflings are the most numerous of their race: the kin of farmers, craftsmen, landed gentry and hermits. By nature, stout halflings are creatures of routine,

  • Ability Score Increase. Your Constitution increases by 1. Your maximum Constitution score is now 22.
  • Steady. You are immune to the Charmed and Frightened conditions.

Ghostwise Halfling

Ghostwise halflings are the rarest of their race: the kin of outlanders who abandoned society, or who were abandoned by it, and who learned to be wild once again.

  • Ability Score Increase. Your Dexterity or Constitution increases by 1 (your choice). Whichever ability you choose, your maximum score is now 22.
  • Beast Whisperer You can use subtle cues to share simple messages with any living creature who can see you. For example, "Follow me" "Stay back" "Kill him" or "Fetch".

    If you use these subtle cues to ask a simple question, and if your targets are willing to respond, you can interpret their responses by reading their reactions.

Human

Humans are intelligent beasts: a race that stood onto its hind legs, grew brains, and joined the fray uninvited. This pioneer spirit—the drive to adapt and explore for its own sake—is all humanity has, and all it needs to keep up with other races.

  • Ability Score Increase. Two different ability scores of your choice increase by 1. Your maximum score in the two abilities you choose is now 22.
  • Age. Humans reach adulthood in their late teens and live a little less than a century.
  • Alignment. Humans are a paradoxical race of thinking beasts. The best and the worst are found among them.
  • Size. Humans vary widely in height and build, from under 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Skill. You gain one skill of your choice.
  • Feat. You gain one feat of your choice.


Human Hybrids

Humans have the unique ability to reproduce with the other humanoid races. A half-human gains either the main race features or the subrace features of its non-human parent, as well as the following features:

  • Ability Score Increase. One ability score of your choice increases by 2 (if your non-human parent gave you a +1) or by 1 (if you non-human parent gave you a +2). Whichever ability you choose, your maximum score is now 22.
  • Age. The ages that you mature, reach adulthood, an die are in between the averages of your two parent races.
  • Alignment. Hybrids of your type tend to the alignment of your non-human parent.
  • Size. Hybrids of your type tend towards the height and build of your non-human parent, but remain within human limits. Your size is medium.
  • Speed. Your base walking speed is 30 feet.
  • Skill. You gain one skill of your choice.
  • Hybrid Sterility. You cannot bear children.
  • Hybrid Vigour. You can use your bonus action to tap into the full potential of your inhuman heritage. If you possess the main race features of this parent, you gain the subrace features for 1 minute. If you posess the subrace features, you gain the main race features for 1 minute.

    Alternatively, you can use your bonus action to tap into the full potential of your human heritage. You gain the feat that your human parent possessed for 1 minute.

    Once you use this feature, you cannot use it again until you complete a long rest.

Orc

Orcs are civilized monsters closely related to ogres and trolls. As a superhumanly powerful and passionate race, they are feared and respected for their ferocity in every arena.

  • Ability Score Increase. Your Strength increases by 2. Your maximum Strength score is now 22.
  • Age. Orcs reach adulthood by 12 and live up to age 50. Although old orcs develop grey hairs, wrinkles and aches, they never lose the strength of youth. When an orc dies of old age, it never weakens, but instead collapses suddenly.
  • Alignment. Orcs are notoriously chaotic. An angry orc is furious; a happy orc is jubilant; a sad orc is dispondant, and so on. Neutral and lawful orcs do not repress these passions, but redirect them according to their principles.
  • Size. Orcs range from just under 6 to well over 7 feet tall. Your size is medium.
  • Speed. Your base walking speed is 30 feet.
  • Orcish Aggression. When you score a critical hit, you can roll one of the attack's damage dice one additional time and add it to the extra damage of the critical hit.
  • Orcish Overdrive. You can push your body to perform far beyond your limits, allowing you to act now and pay later. This feature works in three different ways:
    • Action Overdrive: You can take one extra action on your turn. You can't take an action of your next turn after doing so, and you can't use this effect again until after that turn.
    • Metabolic Overdrive: You can use your action to immediately gain the benefits of a short rest. 1 minute later, you fall unconscious for 1 hour, and you can't take this action again until you wake up.
    • Maximum Overdrive: When you complete a short rest, you can gain the benefits of a long rest. 1 hour later, you fall unconscious for 8 hours, and you can't benefit from a long rest for the next day.


Common Orc

Common orcs represent the overwhelming majority of their race. Their hulking stature, green skins, and square jaws are familiar and infamous features of the orc race.

  • Ability Score Increase. Your Constitution or Charisma score increases by 1. Your maximum score is now 22.
  • Relentless Endurance. Once per long rest, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
  • Relentless Spirit. When you are knocked prone, you can use your reaction to stand. When your concentration on a spell is broken, you can use your reaction to maintain it.

Feral Orc

Prolonged desperation causes orcs to sink into a feral state. Like starved animals, these hairy, tusked orcs are both fragile and fearsome. Their senses and reflexes are unusually sharp.

  • Ability Score Increase. Your Dexterity pr Wisdom score increases by 1. Your maximum score is now 22.
  • Keen Smell. You have advantage on Wisdom (Perception) checks relying on smell.
  • Scenthound. You can use your action to name a creature or object that you have smelled before: either a specific creature or object, a specific kind of creature (e.g. "a dog", "an elf") or a specific material ("fine wine", "rusty iron").

    If the creature or object is currently within 30 ft of you, you pinpoint its location. Alternatively, if the creature or object has passed within 30 ft of you in the last hour, you can follow the trail of its scent.

    You cannot track a creature or object that you cannot smell, such as one in a sealed container, one disguised by perfume, or one that is odorless. Similarly, you cannot follow a trail broken by running water or similar gaps.