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Bjarkmundur
2021-12-08, 01:35 PM
This is a repost specifically for the Homebrew Compendium.

After my first few sessions of 5e I really felt the races missed the mark on really bringing to light some of the most iconic and ACTIVE features of each race. To mend this, and to bring each race's fantasy a bit into the spotlight, I decided to start a race rework. I looked over the PHB descriptions of the races, older editions of dnd and even other RPGs to really get a feel for what each race was REALLY known for, as well as thinking what kind of player is naturally drawn to each race. Over a LONG period of time I've been slowly massaging the features into place.

There are a couple of more I'm not quite happy with, and a BUNCH I haven't even touched. But for what it's worth, here are my races.

DISCLAIMER: Most DMs probably won't be able to use these races as they are written here. Homebrew is after all, the act of changing the rules to better fit your table specifically. I'll add a spoiler where appropriate to help guide you on how to change them, but you're more likely to use these as inspirations for alternative racial features then anything else.
- I've disconnected ability score increases from races. Feel free to add them back in for your game.


Human
There’s a saying among elves; “A human always finds a way, and always goes too far.''
Speed: 30 feet
Languages: Common, one other
Human ambition: Choose one skill. You gain proficiency with that skill. If you are already proficient, you can double your proficiency bonus for that skill instead.
Human Determination: When you miss with an attack, fail an ability check or a saving throw you can choose to reroll the d20, but you must use the second result. Once you use this feature you cannot do so again until you finish a short rest.

I really felt the Human should be the "goes the distance" race. They are found anywhere and everywhere, and can take up any position. What really unites them is their dream of achieving greatness.

The traditional "Variant Human with the Lucky Feat" If you use feats, you should replace Human Determination with the Lucky feat, so a player won't be able to stack an unreasonable amount of rerolls..



Halfling
How the diminutive halflings, or Hin, became so populous in a world full of larger creatures is a mystery, as it managed to go unnoticed by most major historians.
Speed: 25 feet
Languages: Common
Sneaky: You can make a Dexterity ability check to move between covers without being seen, up to half your speed.
Lightfoot: You don’t make noise while walking.
Second Chance: A combination of nimbleness and pure luck, you seem to have a sixth sense for avoiding dangers. When you would be hit by an attack you can choose to have the attack automatically miss. Once you use this feature you cannot do so again until you finish a long rest.
Sang-froid: Halfling does experience fear, but is much less likely to be controlled or consumed by it. You have Advantage against being frightened.

Stealthy, unnoticable, lucky, and unaffected by scary-amagic. I almost went wayyyy too far with the tradition on this one and gave them sling bonuses and all sort of weird stuff.


I opted for 4e's version of Second Chance, simply because nat 1s are fun, and I felt rerolls would be a bit too similar to Human Determination. Feel free to revert it back if you like. Each table does stealth a little different. I tried a million different ways of making the Halfling feel stealthy CONSISTENTLY. Feel free to replace Sneaky with some stealth feature that is more likely to see common play at your table. What it is isn't all that important, just that it increases the baseline efficiency, and not the efficiency ceiling. Think "rolls of 2-5 become 6" instead of "advantage on stealth rolls", to give them that consistent feel..


Half-Elf
The best diplomats you’ll ever find due to their upbringing requiring them to serve as a mediator between two parents from vastly different worlds.
Speed: 30 feet
Languages: Common, Sylvan
Human heritage: Choose one skill. You gain proficiency with that skill. If you are already proficient, you can double your proficiency bonus for that skill instead
Fey heritage: Advantage against charm, immune to magical sleep.
Group diplomat: Your heritage gives you a unique point of view on conflicts and disagreements. You can attempt to calm up to two creatures down by talking for 1 minute. Make a contested Charisma vs. Charisma ability check for each target, on success the target acts as if under the effects of a Calm Emotion spell.

Wherever I looked, half-elves were always just diplomats. I hope I captured that in a more interesting way here than just a social skill proficiency.


Dwarf
Dwarves are known as skilled warriors, miners, and workers of stone and metal. Dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller.
Speed: 25 feet
Languages: Common, Dwarvish
Artisan Culture: Gain Proficiency with the Smith's Tools.
Artisan’s Eye: You can add your proficiency bonus to intelligence checks made to identify craftsmanship. You can discern simple facts regarding the maker, such as race, alignment and origin, as well as the item’s age, frequency of use and market value.
Dwarven Resilience: Advantage on saving throws against poison and resistance against poison damage.
Dense Build: You have advantage on Strength saving throws. In addition, your Hit Dice size is increased by one size, to a maximum of d10.
Dwarven Enmity: Choose one humanoid monster race, such as orcs, bugbears, giants, gnolls or goblins. When you roll initiative against a creature of your chosen race, you have advantage on the initiative roll.

This one is a bit overtuned. Removing the Smith's Tools proficiency and Dwarven Enmity is probably the best way to nerf it, without hitting the core thematics. A player is only going to encounter his "foe" so many times over his career, and a player can always just use his own proficiencies to become the dwarven blacksmith he wants to be.



High-Elf
As a high elf, you embody many of the same characteristics as your distant cousins, the Eladrin of the Feywild. Their mannerisms are often defined by their extremely long life.
Speed: 30 feet
Languages: Common, Sylvan
Fey Heritage: Advantage against charm, immune to magical sleep.
Trance: You can remain in a semi conscious meditative state as a part of a long rest for 4 hours, gaining the benefits of a full-night’s sleep.
Arcane Culture: You are proficient in the Arcana skill. In addition, you can cast any 1st level wizard spell with the ritual tag as a ritual, even if you don't have the ritual casting class feature.
Keepers of Lore: Once per long rest you can use this feature to either ignore the requirements for being eligible to roll a Specific Knowledge check or gain an advantage on a Knowledge check you are already eligible for.

Another example of "works at my table but not yours". The the theme is simple; they can cast low level magic, and area really smart. Sadly, I have never had a High-Elf player at my table, and as a result this race has gotten far too little love. Hopefully you can make it a bit more interesting.


Half-Orc
Speed: 30 feet
Languages: Common, Orc
Relentless Endurance: The first time you are reduced to 0 hit points after completing a long rest, you drop to 1 hit point instead.
Intimidating: When you Interrupt Combat, you can choose to gain advantage on Charisma checks made as a part of that Interruption. You regain the use of this ability at the end of a long rest.
Furious Assault: When you hit an enemy with an attack, you can choose to deal an extra 1d8 damage with the attack. If you made the attack with a weapon, the extra damage is instead equal to your weapon’s damage die. You regain the use of this ability at the end of a short rest.


This one took a WHILE to get right. Appreciate my effort! That being said, you probably don't have "Interrupt Combat" as a mechanic, so just use intimidation proficiency instead or whatever. The main problem was making it just as nice for ranged characters and spellcasters as for everyone else. This version of the race doesn't discriminate, and you can play it with whatever class you feel like to great effect.



Wood-Elf
--
Speed: 35 feet
Languages: Common, Sylvan
Trance: You can remain in a semi conscious meditative state as a part of a long rest for 4 hours, gaining the benefits of a full-night’s sleep.
Elven Accuracy: Your ranged attacks are not affected by partial cover.
Wood Elf proficiency: You gain proficiency with either the Herbalism Kit or Smith's Tool.
Fey Heritage: Advantage against charm, immune to magical sleep.
Bond with Animal: As a part of a short or long rest, you can cast Animal Friendship without expending a spell slot.
Expert Guide: Once per long rest, you can cast Pass without Trace without using a spell slot. In addition you can spend 1 hour foraging to provide food for up to 5 creatures.
Tree-Climber: You have climb speed equal to your speed for climbing trees.


There are so many fantasies associated with the Wood Elf, it ended up just being a bunch of small features. Feel free to change Expert Guide to better fit the way you run wilderness travel.
Side note: Smith's Tools in my game can only be used to craft weapons and armor you are proficient with, so this is a leatherworker/woodworker feature, not a "Wood Elf Blacksmit" feature.



Planetouched
You never know whose blood and heritage trace back to fiends, celestials, elementals, or worse. You can only hope that they can keep their innate abilities, and urges, in check.
Speed: 30 feet
Languages: Common, 1 other
Planetouched Blood: You gain resistance to any one damage type of your choice.
Choose one:
- Channel the Power: You know one Cantrip from the Wizard's spell list, and you can choose either Int, Wis or Cha as your Spellcasting ability modifier. In addition, you gain a spell at 3rd and 5th level that can each be cast once per day as if cast with a 2nd level spell slot. All three spells must be of the same school.

- Unleash the Power : Starting at 3rd level, you can let loose the restraints that hold back the power within you.

As a Bonus Action, you gain the following benefits for 1 minute.

You gain Flight speed equal to your speed.

You shed bright light in a 30-foot radius and dim light for an additional 30 feet.

You and everyone within 10 feet of you take damage of the same type you are resistant to at the start of your turn, equal to half your level (rounded up).

The first time you hit with a weapon or spell attack on each of your turns, it deals extra damage of the same type. The amount of damage is equal to your level.

You regain the use of this ability at the end of a long rest


BOOM! Aasimar, Tiefling, Genasi and all those good ones wrapped up in one race. At least they'll all be balanced ;)




Kobold
Kobolds are a cowardly, vicious and mean race, and much smarter than they let you believe. A Kobold will do everything it takes to get what it wants, except partaking in a fair fight.
These characteristics change drastically as it becomes a part of a pack. Although still cunning and cowardly, they slowly pick up on the ideals of their group. They become very openly vocal about these ideals, sometimes to the detriment of the rest of the group. In a pack they speak their mind with great confidence, expecting the rest of the pack to back them up and protect them from any consequences of their actions.
Speed: 30ft
Size: Small
Languages: Common, Draconic
Darkvision
Ambush Specialist: In the first round of combat, you have advantage on attack rolls against creatures with the Surprised condition.
Trapmaster: You gain proficiency in the Trapmaking Crafting Skill. In addition, whenever you roll a to determine the DC for spotting, disarming or avoiding a trap that you have made, you have advantage on the roll.
Cold Blooded: You can go without food for twice as long as normal, but have disadvantage on ability checks to endure cold weather.

This one was added at the request of one of my players kinda as a joke, but it turned out to be such an interesting race that I kept working at it. The only really tricky part was the flavor text, since it had to explain how a "monster" became an "ally".