View Full Version : D&D 5e/Next Human and half-elf alternatives, sand elf and sea elf ideas, and ravenfolk idea

2016-05-21, 02:58 PM
Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores of your choice increase by 1.
Skills. You gain proficiency in one skill of your choice.

Ability Score Increase. Your Charisma score increases by 1, and two ability scores of your choice increase by 1 (e.g. 2/1 or 1/1/1).
Excelled. You gain double proficiency in one skill of your choice.
Extra Language.
Fey Ancestry.
Note. If I were to put more double proficiency in the game, I would houserule that a character can have no more than 3 skills with double proficiency at 1st level, 4 at 4th level, 5 at 7th level, and 6 at 10th level and higher.

Sand Elf (high elf subrace)
Ability Score Increase. Your Constitution score increases by 1.
Desert Weapon Training. You gain proficiencies with hand crossbows, scimitars, shortbows, and shortswords.
Dust Walker. Your speed isn't halved when walking through difficult terrain in sandy environments.
Sun Baked. You have resistance to radiant damage.

Sea Elf (high elf subrace)
Ability Score Increase. Your Wisdom score increases by 1.
Amphibious. You can breathe air and water.
Sea Weapon Training. You gain proficiencies with quarterstaffs, rapiers, spears, and tridents.
Swimmer. You have a swimming speed equal to your walking speed.

Ability Score Increase. Your Strength, Dexterity, and Wisdom each increase by 1.
Age. Matures around age 7, can live up to around 50 years.
Alignment. Usually neutral.
Languages. You can speak, read, and write Common and Auran.
Size. 5 feet - 7 feet tall for a mature ravenfolk.
Speed. You have a walking speed of 30 feet.
Darkvision. 60 feet.
Flight. As a bonus action on your turn, you can open (or close) your wings, which are attached to your arms and back, granting you a flying speed equal to your walking speed. You can fly a number of turns equal to your Strength modifier (at least once), at the end of which you must land, or you fall. You regain your flight after finishing a short or long rest.
Slow Landing. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your level. You can only do this while your wings are open.
Wings. You must be in a space wide enough to accommodate your wingspan to fly. Your wingspan is equal to your height plus five feet. You cannot fly if you are wearing armour you are not proficient in, armour not tailored to accommodate your wings, or a backpack not specially tailored to your wings. You also cannot fly if you are carrying something with both hands. Can Not Hover. You fall to the ground at the end of your turn unless you move at least half your fly speed during your turn.
Inquisitive. You gain proficiency in Investigation.
Small Talon Claws. Your hands have tiny claws for nails, sturdy enough to scratch with them. When you make an unarmed strike, you can scratch with your claws, changing the damage type from bludgeoning to slashing.
Note. I would houserule that you can open your wings while falling if you have the time to do it. Also, the mechanics are meant to be able to fly up onto trees, ledges, glide across and down, etc.