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View Full Version : D&D 5e/Next Variant Races (PHB)



Talamare
2016-02-11, 01:39 AM
Main Thread - http://www.giantitp.com/forums/showthread.php?477974-Variant-Races-(PHB)
It always kinda of annoys me that your Race and Class are so 'interlocked'. That if you want a strong XXX class, you should really be this specific race over here. Not to mention I really miss having Feats, and Variant Human can be so boring sometimes.

So here are "Variant" Races for the PHB races, I honestly recommend using these to fully REPLACE the PHB races as it will create a more balanced environment.
Remember you will start with an ASI. Also, will happily take feedback and modify.
"Variant Ability" means that you may take your racial base OR the variant. So a High Elf, may have +1 Dex OR +1 Int

Dwarf
+1 Con
Language - Common, Dwarvish
Speed 25
Darkvision - 60 ft
Stout - Advantage on Saving Throws against Poison, Resistance Poison damage
Dwarven Combat Training - Proficiency with Battleaxe, Handaxe, Throwing Hammer, Warhammer
Tool Proficiency - Proficiency with one Artisan tool of the following choices; Smith, Brewer, or Mason
Stonecunning - Advantage to Perception and History checks relating to stonework or underground terrain

-Hill Dwarf
Variant Ability - +1 Wis
Dwarven Toughness - +1 HP per level

-Mountain Dwarf
Variant Ability - +1 Str
Spellbreaker - Advantage on Wisdom saving throws from Spell effects
Dwarven Armor Training - Proficiency with Medium Armors
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Elves
+1 Dex
Language - Common, Elvish
Speed 30
Lowlight Vision - 60 ft
Fey Ancestry - Advantage on saving throws against Charm effects, Magic can't put you to sleep.
Keen Senses - Proficiency in Perception
Long Life - Proficiency in History
Trance - Instead of sleeping, you may enter a Deep Meditation for 4 hours. This meditation is deeper than sleeping, forcing a disadvantage on perception checks. After meditating, you gain the same benefit of 8 hours of sleep.

-High Elf (Eladrin)
Variant Ability - +1 Int
High Elf Weapon Training - Proficiency with Longsword and Longbow
Magic Mastery - You gain one cantrip of choice from the Wizard spell list. Intelligence is your spellcasting attribute
Fey Step - When you reach 3rd level, you can cast Misty Step once per day

-Wood Elf
Variant Ability - +1 Wis
Wood Elf Weapon Training - Proficiency with Swordsword and Shortbow
Fleet of Foot - Your base walking speed increases to 35
Mask of the Wild - Advantage on stealth checks made in forest terrain. You can attempt to hide even when lightly obscured in Forest Terrain.

-Dark Elf (Drow)
Variant Ability - +1 Cha
Drow Weapon Training - Proficiency with Rapier and Hand Crossbows
Superior Dark Vision - 120 ft
Light Sensitivity - Disadvantage on attacks while in sunlight. Disadvantage on perception checks that rely on sight while in bright light.
Drow Magic - When you reach 3rd level, you can cast Faerie Fire once per day. When you reach 5th level, you can cast Darkness spell once per day. Charisma is your spellcasting attribute
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Halfing
+1 Dex
Language - Common, Halfling
Size Small
Speed 25
Lucky - When you roll a 1 on a d20, you may reroll the die and must use the new roll.
Brave - Advantage on saving throws against being frightened
Halfling Nimbleness - You can move through space of any creature that is one size larger than you
Musical Proficiency - Profiency with a Musical Instrument of your choice

-Lightfoot
Variant Ability - +1 Cha
Naturally Stealthy - You can attempt to hide while obscured by a creature at least one size larger than you
Nimble - Advantage on opportunity attacks

-Stout
Variant Ability - +1 Con
Stout - Advantage on Saving Throws against Poison, Resistance Poison damage
Wanderer - Proficiency in Survival
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Human
+1 to any Ability Score
Language - Common
Extra Language - You gain an additional language of your choice
Extra Skill - Proficiency with a Skill of your choice
Tool Proficiency - Proficiency with a Artisan Tool of your choice
Gaming Proficiency - Proficiency with a Gaming set of your choice
Heroic Effort - Once per day, before making a d20 roll, you may concentrate on your task to give yourself advantage on the roll.
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Dragonborn
+1 Cha
Language - Common, Draconic
Keen Smell - Advantage on Perception checks that rely on smell
Draconic Ancestry - Same as book
Breath Weapon - Same as book
Draconic Resistance - Same as book
Draconic Resiliance - Advantage when spending Hit Die to recover HP during short rests.

-Metallic
Variant Ability - +1 Str
Draconic Ancestor (Brass, Bronze, Copper, Silver, Gold) [Brass now deals Poison damage]

-Chromatic
Variant Ability - +1 Dex
Draconic Ancestor (Black, Blue, Green, Red, White)
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Gnome
+1 Int
Language - Common, Gnomish
Size Small
Speed 25
Gnome Cunning - Advantage on Intelligence, Wisdom and Charisma saving throws from Spells effects

Forest Gnome
Variant Ability - +1 Dex
Illusionist - You know the Minor Illusion cantrip
Friend of the Woodland Creatures - Once you reach 3rd level, you can cast Speak with Animals and Animal Friendship once per day.

Rock Gnome
Variant Ability - +1 Con
Lesser Darkvision - 30 ft
Artificer - Advantage on History and Investigation checks related to magic, alchemical or technological items & devices.
Tinker - Proficiency with Artisan Tools (Tinker Tools)
Fixer - You know the Mending cantrip
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Half-Breeds
+1 Con
Lesser Lowlight Vision - 30ft

Half-Orc
Variant Ability - +1 Str
Language - Common, Orc
Menacing - Proficiency with Intimidation
Relentless - Once per day, when reduced to 0 HP, you are reduced to 1 hp instead
Savage - When you score a critical hit, you roll the weapon damage die one additional time and add the extra damage to the total

Half-Elf
Variant Ability - +1 Cha
Language - Common, Elvish
Superior Extra Language - You gain 2 additional language of your choice
Fey Ancestry - Advantage on saving throws against Charm effects, Magic can't put you to sleep.
Diplomatic - Proficiency with Persuasion
Extra Skill - Proficiency with a Skill of your choice
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Descendents
+1 Cha
Darkvision - 60ft
Descendant Legacy - You know the Thaumaturgy Cantrip

Aasimar (Deva)
Variant Ability - +1 Wis
Language - Common, Celestial
Celestial Resistance - Resistance to Radiant and Necrotic damage
Celestial Legacy - You know the Light and Sacred Flame cantrip. Once you reach 3rd level, you can cast Lesser Restoration once per day. Once you reach 5th level, you can cast Daylight once per day. Charisma is your spellcasting ability

Tiefling
Variant Ability - +1 Int
Language - Common, Infernal
Hellish Resistance - Resistance to Fire damage
Infernal Legacy - You know the Produce Flames cantrip. Once you reach 3rd level, you can cast Hellish Rebuke once per day. Once you reach 5th level, you can cast Darkness once per day. Charisma is your spellcasting ability
Mistrust - Proficiency with Deception
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*Anything that states "Once per day" = "Once per long rest"
I know Aasimar isn't in the PHB, but I love them too much from 4e

Comments? Concerns? Does anything feel too weak or too strong? Does anything feel overshadowed by something else?

Talamare
2016-02-12, 02:27 AM
Added Link to main Thread
Improved humans slightly, since they were overshadowed by Half Elf
Fixed minor typos on Halfling