PhoenixPhyre
2021-02-25, 12:50 AM
I've been working on a way to integrate the races more fully into my setting. Part of that is to split apart the biological parts of the races from the cultural ones, as very few of my races are monocultural and very few cultures are monoracial. This is the first full draft.
Each PC "race" now consists of two parts: a lineage (the biological parts) and a culture (the...well..cultural parts). Any culture can be taken by a member of any lineage, but there are "recommended" lineages. Note: Tasha's floating ASIs are not in play. These replace the current races entirely. Also note that there is no way to gain a full feat at level 1.
Numbers in parentheses in features mean how many choices you get from that list. The features are presented together below the lineages and cultures.
Lineage
Size
Speed
+1 ASI
Feature
Feature
Barbegazi (frost goblin)
S
25
CON
Cold Resistance
Elemental Nature (Cold)
Cysgor (shadar-kai analogue)
M
30
WIS
Necrotic Resistance
Shadow Walk
Dragonborn
M
30
STR
Draconic Nature
Resistance (Color)
Dwarf
M
25
CON
Poison Resistance
Darkvision
Elementborn (genasi)
M
30
Special
--
Elemental Nature (Earth, Air, Fire, Water)
Fiendborn (tiefling)
M
30
CHA
Fiendish Nature (2)
--
Godborn (aasimar)
M
30
Wisdom
Celestial Nature (2)
--
Goroesi (drow-equivalent)
M
30
STR
Darkvision
Inexhaustible
Gwerin (high elf)
M
30
INT
Superior Trance
Quick Learner
Half-elf
M
30
Any
Fey Nature (1)
Trance
Halfling
S
25
DEX
Lucky
Halfling Nimbleness
Hobgoblin
M
30
INT
Instinctive Tactics
Shared Memory
Human
M
30
WIS
Quick Learner
Instinctive Tactics OR Instinctive Charm
Ihmisi (wood elf)
M
35
DEX
Fey Nature (2)
--
Jazuu (goliaths)
M
30
CON
Stone Endurance
Powerful Build
Ophidian (yuan-ti pureblood equivalent)
M
30
CHA
Poison Resistance
Instinctive Charm
Orc (no half orcs)
M
30
STR
Relentless Endurance
Inexhaustible
Sena'ka (githyanki equivalent)
M
30
STR or INT
Psionic Nature (2)
--
Sher ka (tabaxi equivalent)
M
35
DEX
Claws
Feline Agility
Udaaka (aarocokra equivalent)
M
30 ft, 30 ft fly
DEX
Wings
Talons
Elemental Nature (Fire). The influence of the Plane of Fire has given you partial control over fire. Your Intelligence score increases by 1. You learn the firebolt cantrip. You can cast absorb elements at first level once with this trait and regain the ability to do so after you finish a long rest. When you reach 3rd level, you can cast continual flame once with this trait and regain the ability to do so after you finish a long rest. Intelligence is your spellcasting ability for these spells. Additionally, you gain resistance to fire damage.
Elemental Nature (Air). The influence of the Plane of Air lends quickness to your movements. Your Dexterity score increases by 1. Your movement speed increases by 10 feet. Additionally, you gain resistance to lightning damage.
Elemental Nature (Water). The influence of the Plane of Water grants you the ability to breath water as well as air. Your Wisdom score increases by 1. Additionally, you gain resistance to acid damage)
Elemental Nature (Earth). The influence of the Plane of Earth makes you difficult to move against your will. Your Constitution score increases by 1. You have advantage on ability checks and saving throws to resist being moved or knocked prone. This includes attempts to teleport you against your will. Additionally, you gain resistance to thunder damage.
Elemental Nature (Cold). The influence of the Plane of Ice gives you freezing blood that chills those that strike you. When you are hit by a weapon attack from within 5 feet, you can force the attacker to make a Constitution saving throw against a DC of 8 + your Constitution modifier + your proficiency bonus. On a failed save, they cannot take reactions until the start of your next turn and their movement speed is reduced by 10 feet for this same period. Once a creature fails this saving throw, you cannot use this trait again until you finish a short rest.
Shadow Walk. The ancestral bargain between the cysgor and Shadow itself lingers in your blood. As an action while standing in a shadow, you can teleport up to 30 feet to an unoccupied point you can see that is also in shadow. Once you use this trait, you can not use it again until you finish a long or short rest.
Fiendish Nature (N). The legacy of the Infernal Territories warps your bloodline. Choose N of the following traits.
1. Fire Resistance. You have resistance to fire damage.
2. Necrotic Resistance. You have resistance to necrotic damage.
3. Fiendish Charm: As a reaction when a creature you can see makes an attack against you, you can force them to make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your Proficiency bonus. On a failed save, they must choose another target within range for the attack if one exists. If no suitable targets exist, the attack is lost. Once you use this trait once, you can not use it again until you finish a long rest.
4. Fiendish Magic: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
5. Fiendish Physiology: You have either horns, dagger-like teeth, or a tail (your choice). You can attack with your chosen feature as a natural weapon with which you have proficiency, dealing 1d4 + your Strength modifier damage on a hit. Horns and teeth deal piercing damage, while a tail deals bludgeoning damage.
6. Familiar Spirit: You can cast the find familiar spell once with this trait, regaining the ability to do so when you finish a long rest. The familiar you summon has the fiend type.
Fey Nature (N). The influence of fey and kami lingers in your soul. Choose N of the following traits.
1. Psychic Resistance. You have resistance to psychic damage.
2. Fey Trick: As an action, one creature you can see within 60 feet must make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus. On a failure, they must use their reaction to move up to their speed in a straight line in a direction of your choice. Once a creature fails this saving throw, you cannot use this trait again until you finish a long rest.
3. One with Nature : As an action, you can merge into a natural feature (such as a rock, tree, dirt, or unworked stone) and reappear at a different natural feature you can see within 30 feet. Once you use this trait, you cannot do so again until you finish a long rest.
4. Nature’s Concealment : You can attempt to hide when lightly obscured by natural elements such as trees, mist, bushes, etc.
5. Fey Companion. You can cast the find familiar spell once with this trait, regaining the ability to do so when you finish a long rest. The familiar you summon has the fey type.
Celestial Nature (N). The fire of demigods, ascendants, or the angelic host burns in your soul. Choose N of the following traits.
1. Celestial Verity. When you make a Charisma (Persuasion) check, you can add twice your proficiency bonus instead.
2. Angelic Wings. As aarocokra
3. Radiant Resistance. You have resistance to radiant damage.
4. Necrotic Resistance. You have resistance to necrotic damage.
5. Healing Hands. As an action, you can touch another creature and restore hit points up to 5 times your proficiency bonus to them. Once you use this trait, you cannot do so again until you finish a long rest.
Draconic Nature. Your ancestors were created by merging them with pieces of draconic souls. That legacy lingers on in you. Choose a color (see PHB). This determines the element that you gain resistance to. Also choose one of the following traits.
1. Draconic Fear. You gain proficiency in the Intimidation skill. In addition, as an action you can exude menace at a single creature that can see you within 30 feet. The target must make a Wisdom saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. On a failed saving throw the target is frightened for one minute. Frightened targets can attempt the saving throw again at the end of each of their turns, ending the effect on a success. Once a target fails this saving throw, you can no longer use this trait until you finish a long rest.
2. Dragon Hide. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
3. Natural Weaponry. You have either claws, dagger-like teeth, or a tail (your choice). You can attack with your chosen feature as a natural weapon with which you have proficiency, dealing 1d4 + your Strength modifier damage on a hit. Claws deal slashing damage, teeth deal piercing damage, while a tail deals bludgeoning damage.
4. Breath weapon. As per PHB, except used as a Bonus action.
Superior Trance. As regular Trance, but you remain conscious and alert (but immobile) during that time.
Quick Learner. You gain proficiency in two languages or artisan’s tools of your choice. In addition, learning additional languages or tools costs only half the normal time and price.
Instinctive Tactics. As a reaction when an ally you can see within 30 feet is targeted by an attack, you can shout a warning, allowing them to immediately move up to half their speed or stand up from prone without provoking opportunity attacks. Once you use this trait, you cannot use it again until after you finish a long or short rest.
Shared Memory. When you make Intelligence checks involving remembering information, you can do so at advantage as you pull from the shared memory of your tribe.
Instinctive Charm. When you make a Charisma check to get someone to do something for you, you can force them to make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus. On a failure, they are friendly to you for the purpose of determining the outcome of the check no matter their normal disposition. Once a target fails this saving throw, you cannot use this trait again until you finish a long rest.
Inexhaustible. You recover 1 level of exhaustion whenever you finish a long or short rest.
Psionic Nature (N). Your ancestors were granted uncanny gifts by their creators. Choose N of the following traits.
1. Force Blades. As an action you can summon a blade of force. It has the statistics of a shortsword except that it deals force damage and has the thrown (30/90) property. Once thrown, it reappears in your hand at the end of that turn as long as you have a hand free whether it hit or missed.
2. Tactical Teleport. As an action, you can teleport to an unoccupied point you can see within a 15’. Once you use this trait, you cannot do so again until you finish a long rest.
3. Telekinetic Hand. You know the mage hand cantrip. When you cast it, it can provide up to 30 lbs of force (instead of 10) and is invisible.
4. Mind Invasion. As an action, you can force a creature you can see within 30 feet to make an Intelligence saving throw against a DC of 8 + your Intelligence modifier + your proficiency bonus. On a failed save, you can either cause the creature psychic damage equal to your level or ask the DM one question. If the creature knows the answer, you learn that information. If they do not, they take the damage instead. After the effect ends, the creature knows you assaulted their mind. Once a creature fails the saving throw against this effect, you cannot use this trait again until you finish a long rest.
Each PC "race" now consists of two parts: a lineage (the biological parts) and a culture (the...well..cultural parts). Any culture can be taken by a member of any lineage, but there are "recommended" lineages. Note: Tasha's floating ASIs are not in play. These replace the current races entirely. Also note that there is no way to gain a full feat at level 1.
Numbers in parentheses in features mean how many choices you get from that list. The features are presented together below the lineages and cultures.
Lineage
Size
Speed
+1 ASI
Feature
Feature
Barbegazi (frost goblin)
S
25
CON
Cold Resistance
Elemental Nature (Cold)
Cysgor (shadar-kai analogue)
M
30
WIS
Necrotic Resistance
Shadow Walk
Dragonborn
M
30
STR
Draconic Nature
Resistance (Color)
Dwarf
M
25
CON
Poison Resistance
Darkvision
Elementborn (genasi)
M
30
Special
--
Elemental Nature (Earth, Air, Fire, Water)
Fiendborn (tiefling)
M
30
CHA
Fiendish Nature (2)
--
Godborn (aasimar)
M
30
Wisdom
Celestial Nature (2)
--
Goroesi (drow-equivalent)
M
30
STR
Darkvision
Inexhaustible
Gwerin (high elf)
M
30
INT
Superior Trance
Quick Learner
Half-elf
M
30
Any
Fey Nature (1)
Trance
Halfling
S
25
DEX
Lucky
Halfling Nimbleness
Hobgoblin
M
30
INT
Instinctive Tactics
Shared Memory
Human
M
30
WIS
Quick Learner
Instinctive Tactics OR Instinctive Charm
Ihmisi (wood elf)
M
35
DEX
Fey Nature (2)
--
Jazuu (goliaths)
M
30
CON
Stone Endurance
Powerful Build
Ophidian (yuan-ti pureblood equivalent)
M
30
CHA
Poison Resistance
Instinctive Charm
Orc (no half orcs)
M
30
STR
Relentless Endurance
Inexhaustible
Sena'ka (githyanki equivalent)
M
30
STR or INT
Psionic Nature (2)
--
Sher ka (tabaxi equivalent)
M
35
DEX
Claws
Feline Agility
Udaaka (aarocokra equivalent)
M
30 ft, 30 ft fly
DEX
Wings
Talons
Elemental Nature (Fire). The influence of the Plane of Fire has given you partial control over fire. Your Intelligence score increases by 1. You learn the firebolt cantrip. You can cast absorb elements at first level once with this trait and regain the ability to do so after you finish a long rest. When you reach 3rd level, you can cast continual flame once with this trait and regain the ability to do so after you finish a long rest. Intelligence is your spellcasting ability for these spells. Additionally, you gain resistance to fire damage.
Elemental Nature (Air). The influence of the Plane of Air lends quickness to your movements. Your Dexterity score increases by 1. Your movement speed increases by 10 feet. Additionally, you gain resistance to lightning damage.
Elemental Nature (Water). The influence of the Plane of Water grants you the ability to breath water as well as air. Your Wisdom score increases by 1. Additionally, you gain resistance to acid damage)
Elemental Nature (Earth). The influence of the Plane of Earth makes you difficult to move against your will. Your Constitution score increases by 1. You have advantage on ability checks and saving throws to resist being moved or knocked prone. This includes attempts to teleport you against your will. Additionally, you gain resistance to thunder damage.
Elemental Nature (Cold). The influence of the Plane of Ice gives you freezing blood that chills those that strike you. When you are hit by a weapon attack from within 5 feet, you can force the attacker to make a Constitution saving throw against a DC of 8 + your Constitution modifier + your proficiency bonus. On a failed save, they cannot take reactions until the start of your next turn and their movement speed is reduced by 10 feet for this same period. Once a creature fails this saving throw, you cannot use this trait again until you finish a short rest.
Shadow Walk. The ancestral bargain between the cysgor and Shadow itself lingers in your blood. As an action while standing in a shadow, you can teleport up to 30 feet to an unoccupied point you can see that is also in shadow. Once you use this trait, you can not use it again until you finish a long or short rest.
Fiendish Nature (N). The legacy of the Infernal Territories warps your bloodline. Choose N of the following traits.
1. Fire Resistance. You have resistance to fire damage.
2. Necrotic Resistance. You have resistance to necrotic damage.
3. Fiendish Charm: As a reaction when a creature you can see makes an attack against you, you can force them to make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your Proficiency bonus. On a failed save, they must choose another target within range for the attack if one exists. If no suitable targets exist, the attack is lost. Once you use this trait once, you can not use it again until you finish a long rest.
4. Fiendish Magic: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
5. Fiendish Physiology: You have either horns, dagger-like teeth, or a tail (your choice). You can attack with your chosen feature as a natural weapon with which you have proficiency, dealing 1d4 + your Strength modifier damage on a hit. Horns and teeth deal piercing damage, while a tail deals bludgeoning damage.
6. Familiar Spirit: You can cast the find familiar spell once with this trait, regaining the ability to do so when you finish a long rest. The familiar you summon has the fiend type.
Fey Nature (N). The influence of fey and kami lingers in your soul. Choose N of the following traits.
1. Psychic Resistance. You have resistance to psychic damage.
2. Fey Trick: As an action, one creature you can see within 60 feet must make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus. On a failure, they must use their reaction to move up to their speed in a straight line in a direction of your choice. Once a creature fails this saving throw, you cannot use this trait again until you finish a long rest.
3. One with Nature : As an action, you can merge into a natural feature (such as a rock, tree, dirt, or unworked stone) and reappear at a different natural feature you can see within 30 feet. Once you use this trait, you cannot do so again until you finish a long rest.
4. Nature’s Concealment : You can attempt to hide when lightly obscured by natural elements such as trees, mist, bushes, etc.
5. Fey Companion. You can cast the find familiar spell once with this trait, regaining the ability to do so when you finish a long rest. The familiar you summon has the fey type.
Celestial Nature (N). The fire of demigods, ascendants, or the angelic host burns in your soul. Choose N of the following traits.
1. Celestial Verity. When you make a Charisma (Persuasion) check, you can add twice your proficiency bonus instead.
2. Angelic Wings. As aarocokra
3. Radiant Resistance. You have resistance to radiant damage.
4. Necrotic Resistance. You have resistance to necrotic damage.
5. Healing Hands. As an action, you can touch another creature and restore hit points up to 5 times your proficiency bonus to them. Once you use this trait, you cannot do so again until you finish a long rest.
Draconic Nature. Your ancestors were created by merging them with pieces of draconic souls. That legacy lingers on in you. Choose a color (see PHB). This determines the element that you gain resistance to. Also choose one of the following traits.
1. Draconic Fear. You gain proficiency in the Intimidation skill. In addition, as an action you can exude menace at a single creature that can see you within 30 feet. The target must make a Wisdom saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. On a failed saving throw the target is frightened for one minute. Frightened targets can attempt the saving throw again at the end of each of their turns, ending the effect on a success. Once a target fails this saving throw, you can no longer use this trait until you finish a long rest.
2. Dragon Hide. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
3. Natural Weaponry. You have either claws, dagger-like teeth, or a tail (your choice). You can attack with your chosen feature as a natural weapon with which you have proficiency, dealing 1d4 + your Strength modifier damage on a hit. Claws deal slashing damage, teeth deal piercing damage, while a tail deals bludgeoning damage.
4. Breath weapon. As per PHB, except used as a Bonus action.
Superior Trance. As regular Trance, but you remain conscious and alert (but immobile) during that time.
Quick Learner. You gain proficiency in two languages or artisan’s tools of your choice. In addition, learning additional languages or tools costs only half the normal time and price.
Instinctive Tactics. As a reaction when an ally you can see within 30 feet is targeted by an attack, you can shout a warning, allowing them to immediately move up to half their speed or stand up from prone without provoking opportunity attacks. Once you use this trait, you cannot use it again until after you finish a long or short rest.
Shared Memory. When you make Intelligence checks involving remembering information, you can do so at advantage as you pull from the shared memory of your tribe.
Instinctive Charm. When you make a Charisma check to get someone to do something for you, you can force them to make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus. On a failure, they are friendly to you for the purpose of determining the outcome of the check no matter their normal disposition. Once a target fails this saving throw, you cannot use this trait again until you finish a long rest.
Inexhaustible. You recover 1 level of exhaustion whenever you finish a long or short rest.
Psionic Nature (N). Your ancestors were granted uncanny gifts by their creators. Choose N of the following traits.
1. Force Blades. As an action you can summon a blade of force. It has the statistics of a shortsword except that it deals force damage and has the thrown (30/90) property. Once thrown, it reappears in your hand at the end of that turn as long as you have a hand free whether it hit or missed.
2. Tactical Teleport. As an action, you can teleport to an unoccupied point you can see within a 15’. Once you use this trait, you cannot do so again until you finish a long rest.
3. Telekinetic Hand. You know the mage hand cantrip. When you cast it, it can provide up to 30 lbs of force (instead of 10) and is invisible.
4. Mind Invasion. As an action, you can force a creature you can see within 30 feet to make an Intelligence saving throw against a DC of 8 + your Intelligence modifier + your proficiency bonus. On a failed save, you can either cause the creature psychic damage equal to your level or ask the DM one question. If the creature knows the answer, you learn that information. If they do not, they take the damage instead. After the effect ends, the creature knows you assaulted their mind. Once a creature fails the saving throw against this effect, you cannot use this trait again until you finish a long rest.