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View Full Version : D&D 5e/Next Races that Progress as you Level



KnightOfLain
2019-10-30, 11:48 PM
I've always liked the idea of races that grow with the character as they level up along with their classes, and this is basically a first attempt at creating such a race structure. As such I have made some changes to the core classes, but mostly its just added abilities. Let me know what you think.


Dragonborn

+2 Strength, +1 Charisma
Size: Medium
Speed: 30 feet
Languages: Common, Draconic

Breath Weapon: The DC for your breath weapon is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Damage Reduction: You have resistance to the damage type associated with your draconic ancestry.

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 can’t discern color, only shades of gray.

Savage Bite: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with a bite you deal Piercing damage equal to 1d6 + your Strength modifier, instead of the Bludgeoning damage normal for an unarmed strike.

3rd Level-
Hardened Scales: When you are not wearing armor your AC equals 13 + your Dexterity modifier.

5th Level-
Improved Breath Weapon: You may now use your breath weapon a number of times equal to your Constitution modifier (minimum 1) before completing a short or long rest.

9th Level-
Damage Immunity: You know have immunity to the damage type associated with your draconic ancestry.

13th Level-
Frightful Presence: As an action each creature of your choice within 30 feet of you must make a Wisdom saving throw or become Frightened for 1 minute. The DC for this save is 8 + your Charisma modifier + your proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself as a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.

17th Level-
Magic Resistance: You have advantage on saving throws against spells and other magical effects.



Hill Dwarf

+2 Constitution, +1 Wisdom
Size: Medium
Speed: 25 feet
Languages: Common, Dwarven

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 can’t discern color, only shades of gray.

Dwarven Combat Training: You have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.

Dwarven Resilience: You have advantage on saving throws against the Poisoned condition, and you have resistance to Poisoned damage.

Dwarven Toughness: You hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Stonecunning: Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and double your proficiency bonus for the check, instead of your normal proficiency bonus.

Tool Proficiency: You gain proficiency with either Brewer’s Supplies, Mason’s Tools, or Smith’s Tools.

3rd Level-
Battle Stability: You have advantage on all Strength saving throws to avoid being knocked Prone or moved, and you are immune to any effect that would force you to move without a saving throw.

5th Level-
Experience Haggler: Whenever you make a Deception, Insight, or Persuasion check related to haggling or trading you are considered proficient in that skill and double your proficiency bonus.

9th Level-
Superior Darkvision: Your Darkvision increases to a range of 120 feet.

13th Level-
Grounded Mind: You have advantage on all saving throws against spells and other magical effects that are mind altering, primarily from the Enchantment and Illusion schools.

17th Level-
Indomitable Endurance: You gain proficiency in Constitution saving throws if you do not already, and you now double your proficiency bonus for Constitution saving throws.



Mountain Dwarf

+2 Strength, +2 Constitution
Size: Medium
Speed: 25 feet
Languages: Common, Dwarven

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 can’t discern color, only shades of gray.

Dwarven Armor Training: You have proficiency in Light, Medium, and Heavy Armor.

Dwarven Combat Training: You have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.

Dwarven Resilience: You have advantage on saving throws against the Poisoned condition, and you have resistance to Poisoned damage.

Dwarven Toughness: You hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Stonecunning: Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and double your proficiency bonus for the check, instead of your normal proficiency bonus.

Tool Proficiency: You gain proficiency with either Brewer’s Supplies, Mason’s Tools, or Smith’s Tools.

3rd Level-
Battle Stability: You have advantage on all Strength saving throws to avoid being knocked Prone or moved, and you are immune to any effect that would force you to move without a saving throw.

5th Level-
Giant Slayer: You have advantage on all attacks against creatures at least one size category larger than you and they have disadvantage on all attacks against you.

9th Level-
Superior Darkvision: Your Darkvision increases to a range of 120 feet.

13th Level-
Stone Tell: You gain a limited ability to communicate with stonework. As an action you may touch the stone in order to ask it up to five question. The stone can relate who or what has touched it, details of events that took place nearby, or what the stone is covering or concealing. After using this ability you cannot use it again until taking a short or long rest.

17th Level-
Indomitable Endurance: You gain proficiency in Constitution saving throws if you do not already, and you now double your proficiency bonus for Constitution saving throws.



High Elf

+2 Dexterity, +1 Intelligence
Size: Medium
Speed: 30 feet
Languages: Common, Elvish

Cantrip: You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.

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 can’t discern color, only shades of gray.

Detect Magic: You may cast the Detect Magic spell as a 1st level spell at will. Intelligence is your spellcasting ability for it.

Elf Weapon Training: You gain proficiency with the Longbow, Longsword, Shortbow, and Shortsword.

Fey Ancestry: You have advantage on saving throws against being Charmed, and magic cannot be used to put you asleep.

Keen Senses: You have proficiency in the Perception skill.

Trance: You do not sleep. Instead, you meditate for 4 hours a day. After resting this way, you gain the same benefit a human does for 4 hours of sleep.

3rd Level-
Minor Magical Aptitude: Choose a 1st level spell from the Wizard spell list. You may cast it as a 1st level spell. Intelligence is you spellcasting ability for it. Once you have used this ability you may not use it again until you complete a long rest.

5th Level-
Low-Light Vision: You see in dim light as if it were bright light and are able to discern color as normal.

9th Level-
Magical Aptitude: Choose a 1st, 2nd, or 3rd level spell from the Wizard spell list. You may cast it as a 3rd level spell. Intelligence is you spellcasting ability for it. Once you have used this ability you may not use it again until you complete a long rest.

13th Level-
See Invisibility: You are constantly under the effects of the See Invisibility spell.

17th Level-
Greater Magical Aptitude: Choose a 1st, 2nd, 3rd, 4th, or 5th level spell from the Wizard spell list. You may cast it as a 5rd level spell. Intelligence is you spellcasting ability for it. Once you have used this ability you may not use it again until you complete a long rest.



Wood Elf

+2 Dexterity, +1 Wisdom
Size: Medium
Speed: 35 feet
Languages: Common, Elvish

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 can’t discern color, only shades of gray.

Druidcraft: You know the Druidcraft cantrip.

Elf Weapon Training: You gain proficiency with the Longbow, Longsword, Shortbow, and Shortsword.

Fey Ancestry: You have advantage on saving throws against being Charmed, and magic cannot be used to put you asleep.

Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Keen Senses: You have proficiency in the Perception skill.

Trance: You do not sleep. Instead, you meditate for 4 hours a day. After resting this way, you gain the same benefit a human does for 4 hours of sleep.

3rd Level-
Speak With Animals: You are constantly under the effect of the Speak with Animals spell.

5th Level-
Low-Light Vision: You see in dim light as if it were bright light and are able to discern color as normal.

9th Level-
Cloak of Nature: When you are in a natural environment you are hidden from divination magic. You cannot be targeted by such magic or perceived through magical sensors.

13th Level-
Commune with Nature: You may cast the spell Commune with Nature. Once you have used this ability you many not do so again until you have completed a long rest.

17th Level-
Freedom of Movement: You are constantly under the effects of the Freedom of Movement spell.



Lightfoot Halfling

+2 Dexterity, +1 Charisma
Size: Small
Speed: 25 feet
Languages: Common, Halfling

Brave: You have advantage on all saving throws to avoid being Frightened.

Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new number.

Naturally Stealthy: You can attempt to Hide even when you are obscured only by a creature that is at least one size category larger than you.

Nomadic Wanderer: You gain proficiency with Animal Handling and Land Vehicles. Furthermore you can learn a new language after just a week of exposure.

3rd Level-
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than you.

5th Level-
Pleasantly Affable: You make all Persuasion skill checks with advantage.

9th Level-
Masterful Legerdemain: You gain proficiency in Sleight of Hand if you do not already, and you double your proficiency bonus when you make Sleight of Hand checks. Regardless of the success or failure of your Sleight of Hand check it can only be detected if you roll a natural 1 on the roll.

13th Level-
Art of the Small: All opponents make ranged attacks against you with disadvantage.

17th Level-
Disappear: You can attempt to Hide even when being directly observed.



Stout Halfling

+2 Dexterity, +1 Constitution
Size: Small
Speed: 25 feet
Languages: Common, Halfling

Brave: You have advantage on all saving throws to avoid being Frightened.

Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new number.

Nomadic Wanderer: You gain proficiency with Animal Handling and Land Vehicles. Furthermore you can learn a new language after just a week of exposure.

Stout Resilience: You have advantage on saving throws against the Poisoned condition, and you have resistance against Poison damage.

3rd Level-
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than you.

5th Level-
Pleasantly Affable: You make all Persuasion skill checks with advantage.

9th Level-
Diehard: You have advantage on all Death saving throws. Furthermore, you may take an action to cast Lesser Restoration on yourself. Once you use this ability you may not do so again until you complete a long rest.

13th Level-
Art of the Small: All opponents make ranged attacks against you with disadvantage.

17th Level-
Incredible Recovery: Whenever you gain life, double that amount. Furthermore, you may take an action to cast Greater Restoration on yourself. Once you use this ability you may not do so again until you complete a long rest.



Tiefling

+2 Charisma, +1 Intelligence
Size: Medium
Speed: 30 feet
Languages: Common, Infernal

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 can’t discern color, only shades of gray.

Devil’s Tongue: You gain proficiency in Deception. Furthermore no matter what you say magic that determines the truthfulness of your words indicates that you are being truthful.

Hellish Resistance: You have resistance to Fire damage.

Infernal Legacy: You know the Produce Flame and Thaumaturgy cantrips. Charisma is you spellcasting ability for these spells.

3rd Level-
Hellish Rebuke: You may cast the Hellish Rebuke spell as a 2nd level spell. Charisma is your spellcasting modifier. Once you have used this ability you may not do so again until you complete a long rest.

5th Level-
Darkness: You may cast the Darkness spell. Charisma is your spellcasting modifier. Once you have used this ability you may not do so again until you complete a long rest.

9th Level-
Devil’s Sight: Magical darkness no longer impedes your Darkvision.

13th Level-
Hellish Immunity: You have immunity to Fire damage.

17th Level-
Devil’s Hide: You resist Bludgeoning, Piercing, and Slashing damage from nonmagical weapons that aren’t silvered.