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View Full Version : D&D 5e/Next Cultural/Racial Overhaul Project, Part 1: Traits v0.1-alpha



PhoenixPhyre
2021-02-16, 10:25 PM
I'm working on a total racial overhaul for 5e. Specifically, the goals are as follows:

Split culture from biology
Allow mixing and matching of cultures and biology
Bringing the races in line with my setting's different lore
Encouraging choice.


This is an early draft of part 1--working out the racial and cultural traits.
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Each race (or species or whatever you wish to call it) will provide a character with:
* a +1 to an ability score. This is either fixed or choice between a couple.
* two biological traits.
* Size and speed
* age/description/etc

Each culture (replacing sub-races entirely) will provide a character with
* +1 to two ability scores. This may overlap with the racial one to make +2/+1 or not (to make +1/+1/+1). These are generally fixed, at least partially.
* 2-3 proficiencies other than languages
* 2+ languages (other than common, which all PCs get)
* one cultural trait
* A region of origin within the play world.

While there are "suggested" races for each culture (based on what dominates in the areas that that culture is mostly found in), any race can take any culture, and some cultures are more generic than others.
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Biological Traits
Note: Those with parentheses take parameters, usually a number of choices, but sometimes an element. That's so a race can get X Nature (2) as their two traits, getting to choose two from that list. The descriptions are still not fully fleshed out with the normal verbiage. Notes: There are no plans to allow anyone to get a full feat at level 1.

Elemental Nature (element):
* Fire : Spellcasting [firebolt, absorb elements, continual flame]?
* Air : Speed improvement
* Water : Waterbreathing
* Earth : AC improvement?

Resistance (element) : You have resistance to element damage.

Shadow Walk : Once per SR, teleport up to 30’ between shadows.

Fiendish Nature (N) : Choose N of the following traits.
* Resistance (Fire OR Necrotic)
* Imperious Glare 1x/day force WIS save (vs CHA) or lose attack (reaction when attacked)
* Spellcasting (CHA-based, spells TBD)
* Natural Attack (horns/bite/tail)
* Familiar Spirit : find familiar (fiendish only)

Fey Nature (N) : Choose N of the following traits.
* Fey Trick: 1x/day, force WIS save (vs CHA) or force movement
* Tree-stride : Short range, plant-based teleport
* Nature's Concealment : Can hide in natural settings when lightly obscured
* Beast Bond: find familiar (beast/fey only)

Celestial Nature (N) : Choose N of the following traits.
* Truth-teller, Truth-hearer : Advantage on Charisma (Persuasion) and Wisdom (Insight)
* Wings : As aarocokra
* Resistance (Radiant OR Necrotic)
* Healing Hands: 5x proficiency/LR

Draconic Nature (N) : Choose N of the following traits.
* Fear : 1x/SR WIS save or frightened (must use reaction to run). Small cone, I think. Either STR or CHA based.
* Dragon Hide : AC Boost
* Natural Weapon (bite/claw/tail)
* Breath weapon : slightly improved from PHB version

Superior Trance : As regular Trance, but you remain conscious and alert (but immobile) during that time.

Quick Learner : Choose a language or artisan’s tools. Learning additional languages or tools costs only ˝ time/gold

Instinctive Tactics: 1x/SR, use reaction to allow ally within 30’ to move up to speed without provoking.

Shared Memory : Make Intelligence checks involving remembering information at advantage.

Instinctive Charm : Once per day, treat someone as being friendly no matter their disposition (CHA-based WIS save)

Inexhaustible : You recover 1 level of exhaustion per short or long rest.

Psionic Nature (N) : Choose N of the following traits.
* Force Blades : Can summon a shortsword of force (thrown 30/90, force damage, light, finesse).
* Tactical Teleport : 30’, 1x/SR
* Telekinetic Force : learn mage hand, at level 3 gain levitation at 5th fly. Not learned. Int-based.
* Mind Invasion : 1x/day Wis save (INT based); failed save gives secret or gives disadvantage on attacks/checks for 1 turn. Makes them hostile if they pass the save.

Dilettante: You gain a half-feat.

From PHB (or other 1st party sources:
* Darkvision
* Lucky
* Halfling Nimbleness
* Trance
* Powerful Build
* Stone Endurance
* Relentless Endurance
* Feline Agility
* Talons / Claws

Cultural Traits
Consensus Builder : When you Help on an Intelligence or Charisma check, add your modifier to the result as well.

Serpent’s Grace : Reroll failed Dex save 1x/SR

Mountain-walk : Not slowed by mountain travel, adv on survival in mountains.

Wood-Bond : Can hide in woodlands while only lightly obscured, adv on survival in forests.

Swimmer : Gain swim speed 20.

Craftsman's Legacy : Start with formula for common item; get formula for uncommon item at level X. Half cost to craft either one.

Fast Crafting: Take only half the time to craft items.

Haggler: Upkeep costs reduced by 50%; sale price increased by 33% (ie to 75% of base).

Animal Friend : Advantage to Animal Handling, cast animal friendship/speak with animals 1x/day (WIS based). At 5th, gain conjure animals.

Arcane Initiate : MI (wizard or warlock), spells added to your list (if any)

Divine Initiate : MI (cleric), spell addeds to your list (if any)

Primal Initiate : MI (druid), spell addeds to your list (if any)