Kathulex
2016-09-23, 03:53 AM
Hello. What I'm presenting here are races from my homebrew setting. The setting was at first designed for a custom storytelling system (that had minimal numbers and dice) so all the races are pretty much open for any and all mechanical intrepetation. There are 20 of them and each is unique in the way.
The setting itself will be posted in the world-building subforum later. Without further ado, I will post the races and current ideas for stats and racial abilities that me and friend believe are optimal and balanced enough for 5e.
Most common race. Everything is the same as in Phb but instead of standard and variant versions, I opted for a subrace aproach and buffed them a bit
Gifted human:
ASI: One AS is increased by 2, rest by 1
Skilled human:
ASI: Two AS increased by 1 OR one is increased by 2
Feat
Skill
Proficiency with one specific piece of equipment
Sergals in this setting are radically different than their usual, known counterparts. Most common race along humans, 5 fingered hands and much more civilized. Decided to add mixed one as a subrace. Should I also add the Southern one?
ASI: +2 STR,
Darkvision
Tail - Prehensile, extra limb
35 feet speed
Subraces:
PUREBLOOD - Most common. Normal Sergal in every regard
ASI: +1 DEX
Sergal weapon training - Proficiency with dual blade, short spear and halberd
PAINTED - Sergal whose blood is mixed with humanoid, usually a human. Their fur isn't uniform color but is rather spotty with large blotches. Mixed with Vrileans the fur is pure white.
ASI +1 score of choice
Extra language - You know one extra language of your choice, usually the one of your non-Sergal parent
Agra are short, pigmy humanoids. Two subraces exist. One that lives in jungles and one that lives mostly in savannahs. Based on Amazonian and Zulu cultures.
ASI: +1 CON
Careful retreat: Once per short rest, you can use disengage as a bonus action
Subraces:
MSITU are silent hunters and jungle warriors.
ASI +2 DEX
Survival - Advantage on CON save against being poisoned
Silent hunter - Advantage on stealth when hiding in jungles and forests
Bonus prof. - Poisoner kit proficiency
UWANJA are Agra tribes that live in savannahs of Oganjlant. They are perceptive and survival hardy.
ASI +2 WIS
Alertness - Advantage on passive perception during rest
Primitive knowledge - Advantage on survival checks for attempting to create simple weaponry, fire and preparing food without proper tools while in wilderness.
Bonus prof. - Few race/region specific exotic weapons and woodcarvers kit
Ta'Ra'Aka are a bug race. They live underground where they created a giant, organic, Gigerlike civilization. Playable version is ''civilized'' variant that learned the common language and to not attack nonbugs as food.
WIP (very extensive lore and subraces, however)
Giantlike race of humanoids living in far north regions where ice rules. Feared as mercenaries and deeply traditional. Based on earliest depictions of Vikings.
ASI: +2 STR +1 CON
Powerfully built - Medium size but in some cases gets Large abilities. Those are:
-Advantage on STR checks for pulling, pushing, holding in place, etc.
-Advantage on STR contest when grappled by medium or smaller creature
-Can use two handed simple weapons and specific exotic weapons in one hand
-Disadvantage on all attack rolls for weapons with light property
Frostborne - Resistance to cold attacks
For the sagas - If you roll 1 or 2 on damage die for critical hit, it is regarded as 3 instead
Bonus prof. - Stonecarving kit and one race/region specific exotic weapon
Civilized spiderfolk that enjoy the peace and quiet of civilization. They aren't driders/spidertaurs but rather more like Nerubians. Natural merhants and alchemists. 2 subraces.
ASI +2 WIS
Silk - You can create silk. How you use it is completely up to you.
Unorthodox body shape - Six legs, abdomen
Passive climb - You can climb any non sticky or wet surface without hassle. This includes walls.
Subraces (both need a name so I use placeholders)
Black Widow is a rarer subrace. Their fuzz is dark coloured and are often part of various assassin orders due to their natural abilities.
ASI +1 DEX
Poison bite - Your bite is a poisonous finesse weapon and you are proficient with using it. Bite does 1d4 piercing and your opponent must attempt con save. If he/she fails, he is posioned until successful
Fuzzy step - Your steps are completely silent.
House spider is more common subrace. Their colour is various but purplish hue is most common. They are mostly merchants and alchemists.
ASI +1 INT
(need ideas)
Race of humanoids with a very special sense of culture and history. Immune to alcohol and very friendly.
ASI +2 CHA and +1 of your choice
Fearless - Cannot be frightened
(Not so) legend lore - Proficiency on history
Bonus language
Bonus prof. - Longbow and 2 exotic race/region specific weapons
I used to have Rakhshasas as one race but decided to expand it to an actual big cat race with 3 subraces.
ASI +2 STR
Darkvision
Catwalk - Your steps are silent
Subraces
FELIS REX are basicaly lionfolk. Central continent.
ASI +1 CHA
Lionheart - Can use STR modifier instead of CON when using hit die
Brave - You have advantage against being frightened
RAKHSHASA are tigerfolk. Oriental regions, mostly based on Heroes Of Might And Magic depictions.
ASI +1 INT
4 arms
Spiritual - You are proficient with religion and possess knowledge of holy sciptures of Orient
Ancient sword training - You are proficient with scimitar, talwar and katar
Stórhríð Hlébarði are snow leopards. They live in the same regions as Jotuns do. Even though they live in extreme conditions, they are probably the most carefree and jolly of all Felis
ASI +1 WIS
Born in extreme conditions - You have advantage on saves against any enviromental hazard, be it extreme heights, extreme weather, etc. Enviromental hazards also cannot impose disadvantage on your rolls.
Survival expert - You can easily start a fire and find food in most unhospitable of places
Pretty much the same as in PHB except no subraces.
ASI +2 CON +1 WIS
Everything else stays the same
They are here too. Since dragons only exist in legends nowadays, Kobolds decided to live among other races, losing sunlight sensitivity and gaining some other things. Now, a fun thing here is that there exists a kobold mixture with other races. Its called a Dragonborn :smallwink:
ASI +1 CHA
Darkvision
Subraces - just like Sergals, a mixed race Kobold a.k.a. Dragonborn is technically a subrace.
Kobold - normal, everyday kobold
ASI +1 DEX +1 WIS
Small
Halfling Kobold Lucky
Gutless - if under 50% hp, take disengage as bonus action
Dragonborn - This is what happens when a lucky Kobold finds true love with a nonkobold. The little amount of Dragon blood in them is enough to create a somewhat respectable looking, dragonlike anthropoids. They are similar to standard PHB Dragonborns only in name and somewhat in appearance. They are much leaner and smaller, mostly being tall like humans. They also have tails.
ASI +1 on two scores of choice
Medium size
Breath weapon - Unleash your inner dragon! PHB rules except its always line and its always fire.
Damage resistance - You also have resistance to any fire based damage
Race of cold humanoids that live secluded in the farthest regions of the land. Expert scientists and perfect in every way. Completely lack empathy. Based on the novel The Coming Race
ASI +2 INT +1 CON
Aura of superiority - Advantage on intimidation checks
Veil walker - Immune to negative effects of Veil dimension (setting exclusive)
Perfectionist - When attacking with advantage, you add double your proficiency to the roll. When rolling with disadvantage, you add no modifiers to the roll
Darkvision
Bonus prof. - Artisan tool of choice and short sword
Nagas living on far continent. 2 subraces.
ASI +2 CON
4 arms
Unorthodox body shape - No legs/snake body
Tremorsense - You can feel vibrations of others and use them to point and position where they are
Subraces (placeholder names)
COBRA is common. Good hunters and quite fast
ASI +1 DEX
Poison bite - Bite is a weapon you're proficient with. 1d4 + posion, CON save.
Your speed is 35 feet
Bonus prof - You are proficient with bolas and boomerangs
ANACONDA on the other hand is bigger, meaner but not as neurotic.
ASI +1 STR
Body crush - Instead of grappling, you can attempt to wrap and crush your opponent. Successful grapple inflicts 1d8 + STR damage as long as the opponent is grappled
Water adapted - You can hold your breath for 10 minutes
Quite different than stereotypical orc. They are mostly based on half orcs from Arcanum: Of Steamworks And Magic Obscura. 2 subraces
ASI + 2
Relentles endurance
Darkvision
Subraces
QUITE CIVILIZED is the more common, town orc that does an office job and enjoys more beautiful things in life reading and splitting skulls.
ASI +1 INT
Bonus prof. - Rapier and instrument of choice
Savage librarian - Critical hit with magic adds one more damage die to the roll.
Menacing gentleman - You gain proficiency with intimidation skill and can use your INT modifier instead.
NOT SO QUITE CIVILIZED are classic half orcs we all know and love
ASI +1 CON
Savage attacker
Menacing - Proficiency with intimidation
Bonus prof. - Maul and instrument of choice
Race of anthropomorphic asiatic dragons. Pretty much natural monks.
ASI +2 DEX +1 WIS
Dragoneyes - Proficiency with perception
Bonus prof. - Oriental weaponry like katanas and similar stuff.
Inatte weather control - This one needs work. In previous system it was a levelable skill. I thought about making it thaumaturgy at first level and then upgraded as levels go?
Lover of pearls - Advantage on perception and investigation when looking for treasure
Darkvision
Race of mystical humanoids living in the deserts. Based on magical world from 1001 Nights.
ASI +2 CHA +1 DEX
Djinn Legacy - Some spells acquired as levels go. Feel free to suggest which. Anything that has to do with fire, sand and water and manipulation of those.
Bonus prof. - Some race/region exotic weapons
(something else)
Aarakocra but thought out more as a whole bird race with 3 subraces.
ASI +1 DEX
Flight 30ft (50ft at level 6)
Claws - 1d4
Subraces
PATRIA are the westmost Aquili resembling bald eagles. They believe in freedom for all people.
ASI +2 CON
(something here)
ADLER is center continent Aquili, resembling a falcon. They are more rigid but ultimatively wise and calculated.
ASI +2 WIS
(something here)
KENKU/CROW TENGU are easternmost Aquili, resembling crows. They are highly intelligent and have a knack for decepting people
ASI +2 INT
Sound mimicry
(something here)
Race of humanoids living in steppes. Nomad lifestyle and rich horseriding culture. Best riders in the world. Subraces are based on Cossacks and Mongolian hordes respectively
ASI +2 WIS
Culture of the horse - Proficiency in animal handling and advantage on animal handling rolls for any checks involving horses
Mount - You start with a Kazaak warhorse mount that listens to you
Subraces
Zaporoz - Kazaakin of steppes
ASI +1 STR
Bonus proficiencies - You are proficient in usage of Shashka, kindjal and karabela
Expert rider - You have advantage on saves for staying mounted on your horse
Tengger Cavalry - Oriental kazaakins, based on Golden Horde
ASI +1 DEX
Bonus prof. - Horseriding bow, Chu-Ko-Nu and Dao
Nomad - Your nomad lifestyle made you pretty hardy. You can rest on your horse if needed and have advantage on CON saves against getting exhausted due to traveling.
They live in slums of large cities, just like Kobolds. They also hate Kobolds and Kobolds hate them. They spread disease and are generally unpleasant.
ASI +1 STR +1 DEX +1 CON
Darkvision
Small
Pack tactics - +1 bonus on attack and damage rolls when attacking 5ft from an ally. Becomes +2 on level 7, +3 on level 15
Sleight of hand - Advantage on sleight of hand when pickpocketing
Filthy - Immune to diseases
Race of humans that got infused with magic of nature during one apocalyptic event.
ASI +2 DEX +1 INT
Keen senses - Proficiency on perception
Fey ancestry
Goodberry - You know goodberry spell and can cast it once per long rest.
Mask of the wild
Elusive underground race of anthropomorphic olms. Mystery to many as they live even deeper underground than bugs do.
ASI +2 DEX +1 CHA (Still thinking what to put here)
Blindsight - You don't have eyes. Rather, you have 80ft blindsight.
Gills - You have gills and can breathe underwater
Cavern dweller - You have advantage on stealth and nature checks when in caverns
Water addicted - You are not used to life out of water. You have to get wet whole atleast once a day or you get one level of exhaustion per day.
These are races I use. Help in properly converting, thinking of new abilities, etc. is greatly apreciated.
The setting itself will be posted in the world-building subforum later. Without further ado, I will post the races and current ideas for stats and racial abilities that me and friend believe are optimal and balanced enough for 5e.
Most common race. Everything is the same as in Phb but instead of standard and variant versions, I opted for a subrace aproach and buffed them a bit
Gifted human:
ASI: One AS is increased by 2, rest by 1
Skilled human:
ASI: Two AS increased by 1 OR one is increased by 2
Feat
Skill
Proficiency with one specific piece of equipment
Sergals in this setting are radically different than their usual, known counterparts. Most common race along humans, 5 fingered hands and much more civilized. Decided to add mixed one as a subrace. Should I also add the Southern one?
ASI: +2 STR,
Darkvision
Tail - Prehensile, extra limb
35 feet speed
Subraces:
PUREBLOOD - Most common. Normal Sergal in every regard
ASI: +1 DEX
Sergal weapon training - Proficiency with dual blade, short spear and halberd
PAINTED - Sergal whose blood is mixed with humanoid, usually a human. Their fur isn't uniform color but is rather spotty with large blotches. Mixed with Vrileans the fur is pure white.
ASI +1 score of choice
Extra language - You know one extra language of your choice, usually the one of your non-Sergal parent
Agra are short, pigmy humanoids. Two subraces exist. One that lives in jungles and one that lives mostly in savannahs. Based on Amazonian and Zulu cultures.
ASI: +1 CON
Careful retreat: Once per short rest, you can use disengage as a bonus action
Subraces:
MSITU are silent hunters and jungle warriors.
ASI +2 DEX
Survival - Advantage on CON save against being poisoned
Silent hunter - Advantage on stealth when hiding in jungles and forests
Bonus prof. - Poisoner kit proficiency
UWANJA are Agra tribes that live in savannahs of Oganjlant. They are perceptive and survival hardy.
ASI +2 WIS
Alertness - Advantage on passive perception during rest
Primitive knowledge - Advantage on survival checks for attempting to create simple weaponry, fire and preparing food without proper tools while in wilderness.
Bonus prof. - Few race/region specific exotic weapons and woodcarvers kit
Ta'Ra'Aka are a bug race. They live underground where they created a giant, organic, Gigerlike civilization. Playable version is ''civilized'' variant that learned the common language and to not attack nonbugs as food.
WIP (very extensive lore and subraces, however)
Giantlike race of humanoids living in far north regions where ice rules. Feared as mercenaries and deeply traditional. Based on earliest depictions of Vikings.
ASI: +2 STR +1 CON
Powerfully built - Medium size but in some cases gets Large abilities. Those are:
-Advantage on STR checks for pulling, pushing, holding in place, etc.
-Advantage on STR contest when grappled by medium or smaller creature
-Can use two handed simple weapons and specific exotic weapons in one hand
-Disadvantage on all attack rolls for weapons with light property
Frostborne - Resistance to cold attacks
For the sagas - If you roll 1 or 2 on damage die for critical hit, it is regarded as 3 instead
Bonus prof. - Stonecarving kit and one race/region specific exotic weapon
Civilized spiderfolk that enjoy the peace and quiet of civilization. They aren't driders/spidertaurs but rather more like Nerubians. Natural merhants and alchemists. 2 subraces.
ASI +2 WIS
Silk - You can create silk. How you use it is completely up to you.
Unorthodox body shape - Six legs, abdomen
Passive climb - You can climb any non sticky or wet surface without hassle. This includes walls.
Subraces (both need a name so I use placeholders)
Black Widow is a rarer subrace. Their fuzz is dark coloured and are often part of various assassin orders due to their natural abilities.
ASI +1 DEX
Poison bite - Your bite is a poisonous finesse weapon and you are proficient with using it. Bite does 1d4 piercing and your opponent must attempt con save. If he/she fails, he is posioned until successful
Fuzzy step - Your steps are completely silent.
House spider is more common subrace. Their colour is various but purplish hue is most common. They are mostly merchants and alchemists.
ASI +1 INT
(need ideas)
Race of humanoids with a very special sense of culture and history. Immune to alcohol and very friendly.
ASI +2 CHA and +1 of your choice
Fearless - Cannot be frightened
(Not so) legend lore - Proficiency on history
Bonus language
Bonus prof. - Longbow and 2 exotic race/region specific weapons
I used to have Rakhshasas as one race but decided to expand it to an actual big cat race with 3 subraces.
ASI +2 STR
Darkvision
Catwalk - Your steps are silent
Subraces
FELIS REX are basicaly lionfolk. Central continent.
ASI +1 CHA
Lionheart - Can use STR modifier instead of CON when using hit die
Brave - You have advantage against being frightened
RAKHSHASA are tigerfolk. Oriental regions, mostly based on Heroes Of Might And Magic depictions.
ASI +1 INT
4 arms
Spiritual - You are proficient with religion and possess knowledge of holy sciptures of Orient
Ancient sword training - You are proficient with scimitar, talwar and katar
Stórhríð Hlébarði are snow leopards. They live in the same regions as Jotuns do. Even though they live in extreme conditions, they are probably the most carefree and jolly of all Felis
ASI +1 WIS
Born in extreme conditions - You have advantage on saves against any enviromental hazard, be it extreme heights, extreme weather, etc. Enviromental hazards also cannot impose disadvantage on your rolls.
Survival expert - You can easily start a fire and find food in most unhospitable of places
Pretty much the same as in PHB except no subraces.
ASI +2 CON +1 WIS
Everything else stays the same
They are here too. Since dragons only exist in legends nowadays, Kobolds decided to live among other races, losing sunlight sensitivity and gaining some other things. Now, a fun thing here is that there exists a kobold mixture with other races. Its called a Dragonborn :smallwink:
ASI +1 CHA
Darkvision
Subraces - just like Sergals, a mixed race Kobold a.k.a. Dragonborn is technically a subrace.
Kobold - normal, everyday kobold
ASI +1 DEX +1 WIS
Small
Halfling Kobold Lucky
Gutless - if under 50% hp, take disengage as bonus action
Dragonborn - This is what happens when a lucky Kobold finds true love with a nonkobold. The little amount of Dragon blood in them is enough to create a somewhat respectable looking, dragonlike anthropoids. They are similar to standard PHB Dragonborns only in name and somewhat in appearance. They are much leaner and smaller, mostly being tall like humans. They also have tails.
ASI +1 on two scores of choice
Medium size
Breath weapon - Unleash your inner dragon! PHB rules except its always line and its always fire.
Damage resistance - You also have resistance to any fire based damage
Race of cold humanoids that live secluded in the farthest regions of the land. Expert scientists and perfect in every way. Completely lack empathy. Based on the novel The Coming Race
ASI +2 INT +1 CON
Aura of superiority - Advantage on intimidation checks
Veil walker - Immune to negative effects of Veil dimension (setting exclusive)
Perfectionist - When attacking with advantage, you add double your proficiency to the roll. When rolling with disadvantage, you add no modifiers to the roll
Darkvision
Bonus prof. - Artisan tool of choice and short sword
Nagas living on far continent. 2 subraces.
ASI +2 CON
4 arms
Unorthodox body shape - No legs/snake body
Tremorsense - You can feel vibrations of others and use them to point and position where they are
Subraces (placeholder names)
COBRA is common. Good hunters and quite fast
ASI +1 DEX
Poison bite - Bite is a weapon you're proficient with. 1d4 + posion, CON save.
Your speed is 35 feet
Bonus prof - You are proficient with bolas and boomerangs
ANACONDA on the other hand is bigger, meaner but not as neurotic.
ASI +1 STR
Body crush - Instead of grappling, you can attempt to wrap and crush your opponent. Successful grapple inflicts 1d8 + STR damage as long as the opponent is grappled
Water adapted - You can hold your breath for 10 minutes
Quite different than stereotypical orc. They are mostly based on half orcs from Arcanum: Of Steamworks And Magic Obscura. 2 subraces
ASI + 2
Relentles endurance
Darkvision
Subraces
QUITE CIVILIZED is the more common, town orc that does an office job and enjoys more beautiful things in life reading and splitting skulls.
ASI +1 INT
Bonus prof. - Rapier and instrument of choice
Savage librarian - Critical hit with magic adds one more damage die to the roll.
Menacing gentleman - You gain proficiency with intimidation skill and can use your INT modifier instead.
NOT SO QUITE CIVILIZED are classic half orcs we all know and love
ASI +1 CON
Savage attacker
Menacing - Proficiency with intimidation
Bonus prof. - Maul and instrument of choice
Race of anthropomorphic asiatic dragons. Pretty much natural monks.
ASI +2 DEX +1 WIS
Dragoneyes - Proficiency with perception
Bonus prof. - Oriental weaponry like katanas and similar stuff.
Inatte weather control - This one needs work. In previous system it was a levelable skill. I thought about making it thaumaturgy at first level and then upgraded as levels go?
Lover of pearls - Advantage on perception and investigation when looking for treasure
Darkvision
Race of mystical humanoids living in the deserts. Based on magical world from 1001 Nights.
ASI +2 CHA +1 DEX
Djinn Legacy - Some spells acquired as levels go. Feel free to suggest which. Anything that has to do with fire, sand and water and manipulation of those.
Bonus prof. - Some race/region exotic weapons
(something else)
Aarakocra but thought out more as a whole bird race with 3 subraces.
ASI +1 DEX
Flight 30ft (50ft at level 6)
Claws - 1d4
Subraces
PATRIA are the westmost Aquili resembling bald eagles. They believe in freedom for all people.
ASI +2 CON
(something here)
ADLER is center continent Aquili, resembling a falcon. They are more rigid but ultimatively wise and calculated.
ASI +2 WIS
(something here)
KENKU/CROW TENGU are easternmost Aquili, resembling crows. They are highly intelligent and have a knack for decepting people
ASI +2 INT
Sound mimicry
(something here)
Race of humanoids living in steppes. Nomad lifestyle and rich horseriding culture. Best riders in the world. Subraces are based on Cossacks and Mongolian hordes respectively
ASI +2 WIS
Culture of the horse - Proficiency in animal handling and advantage on animal handling rolls for any checks involving horses
Mount - You start with a Kazaak warhorse mount that listens to you
Subraces
Zaporoz - Kazaakin of steppes
ASI +1 STR
Bonus proficiencies - You are proficient in usage of Shashka, kindjal and karabela
Expert rider - You have advantage on saves for staying mounted on your horse
Tengger Cavalry - Oriental kazaakins, based on Golden Horde
ASI +1 DEX
Bonus prof. - Horseriding bow, Chu-Ko-Nu and Dao
Nomad - Your nomad lifestyle made you pretty hardy. You can rest on your horse if needed and have advantage on CON saves against getting exhausted due to traveling.
They live in slums of large cities, just like Kobolds. They also hate Kobolds and Kobolds hate them. They spread disease and are generally unpleasant.
ASI +1 STR +1 DEX +1 CON
Darkvision
Small
Pack tactics - +1 bonus on attack and damage rolls when attacking 5ft from an ally. Becomes +2 on level 7, +3 on level 15
Sleight of hand - Advantage on sleight of hand when pickpocketing
Filthy - Immune to diseases
Race of humans that got infused with magic of nature during one apocalyptic event.
ASI +2 DEX +1 INT
Keen senses - Proficiency on perception
Fey ancestry
Goodberry - You know goodberry spell and can cast it once per long rest.
Mask of the wild
Elusive underground race of anthropomorphic olms. Mystery to many as they live even deeper underground than bugs do.
ASI +2 DEX +1 CHA (Still thinking what to put here)
Blindsight - You don't have eyes. Rather, you have 80ft blindsight.
Gills - You have gills and can breathe underwater
Cavern dweller - You have advantage on stealth and nature checks when in caverns
Water addicted - You are not used to life out of water. You have to get wet whole atleast once a day or you get one level of exhaustion per day.
These are races I use. Help in properly converting, thinking of new abilities, etc. is greatly apreciated.