Creating Races For 5e
Creating Races For 5e
Creating Races For 5e
Numbering Key:
-1 = Detrimental to your character. Usually balances out a very strong feature in particular.
0.5 = slightly helpful in most situations or pretty helpful in specific situations.
1 = about as powerful as an ability point. Slightly useful all the time or very useful some of the time.
2 = about as powerful as 2 ability points. either very useful all the time or Extremely useful in limited
situations.
3 = Extremely powerful all the time. This may define a pronounced part of a character.
Races
Base Race
Subtype
Hill (+3)
1 Wisdom = 1
1 HP per LVL = 2
Mountain (+3)
2 Strength = 2
Armor Training = 1
High (+3)
1 Intelligence = 1
Elf Weapon Training = .5
Cantrip = 1
Extra Language = .5
Wood (+3)
1 Wisdom = 1
Elf Weapon Training = .5
Fleet of Foot = 1
Mask of the Wild = .5
Dark (+2.5)
1 Charisma = 1
Darkvision 120 = 1
Sunlight sensitivity = -1
Drow Magic = 1
Drow Weapon Training = .5
Lightfoot (+2)
1 Charisma = 1
Naturally Stealthy = 1
Stout (+1.5)
1 Constitution = 1
Stout Resilience = .5
Human (+6)
1 Strength = 1
1 Dexterity = 1
1 Constitution = 1
1 Intelligence = 1
1 Wisdom = 1
1 Charisma = 1
Dragonborn (+5.5)
2 Strength = 2
1 Charisma = 1
Breath Weapon = 2
Draconic Resistance = .5
Gnome (+2.5) = 4.5
2 Intelligence = 2
-5 feet movement = -1
Darkvision 60 = .5
Gnome Cunning = 1
Half Elf
(+6)
2 Charisma = 2
1 to any 2 scores = 2.5
Darkvision 60 = .5
Fey Ancestry = .5
Skill versatility = .5
Forest (+2)
1 Dexterity = 1
Natural Illusionist = .5
Speak with Small Beasts = .5
Rock (+2)
1 Constitution = 1
Artificers Lore = .5
Tinker = .5
As you can see, all races tend to be close to 6 (5.8) points. I would use 6 as the basic race
feature power pool and use the key above to determine the power of any new race features.
1
1 Vulnerability
-5 feet movement
Sunlight sensitivity
.5
1 Strength
1 Dexterity
1 Constitution
1 Intelligence
1 Wisdom
1 Charisma
+5 feet movement
Armor Training
Darkvision 120
Gnome Cunning
Infernal Legacy
Naturally Stealthy
Relentless Endurance
Savage Attacks
2 Strength
2 Dexterity
2 Constitution
2 Intelligence
2 Wisdom
2 Charisma
1 HP per LVL
Breath Weapon
Lucky
2.5
1 to any 2 scores
3
1 FEAT
Example Races!
Warforged (+3.5)
2 Constitution = 2
Living Construct = 1.5
Darkvision 60
Trance
Immunities/resists
Metalforged (+3)
1 Strength = 1
+1 AC = 2
Woodforged (+3)
2 Dexterity = 2
Versatile Limb Structure = 2
Flammable (vulnerability to fire) = -1
Crystalforged (+3)
1 INT/WIS/CHA = 1
+1 AC = 2
Living Construct = 1
Even though you were constructed, you are humanoid. You are immune to disease. You
do not need to eat or breathe, but you can ingest food and drink if you wish.
Instead of sleeping, you enter a sleep-like state. You need to remain in it for only 4 hours
each day. You need not dream; instead, you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
Versatile Limb Structure = 2
Because of your natural construction you have the ability to shape and reshape your
body as needed. Once per short rest, you may reshape any limb into a natural weapon (1d4), a
shield, or any non-metal tool that you are proficient with. This requires a bonus action and lasts
until it is canceled as a bonus action or until you take a short rest. This does not stack with the
monks martial arts class feature. At your DMs discretion you may also use this feature to create
any shape or object you can think of.
Kobolds (+3.5)
2 Dexterity = 2
Trap Makers = 1
Darkvision 60 = .5
Sunlight Sensitivity = -1
Shifty = 1
Winged Kobolds (Urds) VARIANT (+3.5)
2 Dexterity = 2
Wings = 1
Trap Makers = 1
Darkvision 60 = .5
Sunlight Sensitivity = -1
Trap Makers = 1
Due to hours working in cramped tunnels working on traps for unsuspecting adventurers,
Kobolds can add their proficiency bonus twice on checks involving creating, setting up, and
disarming traps.
Wings = 1
Urds are kobolds gifted by Tiamat with wings. These wings sprout out of their back and
allow them to fly with a speed of 30 feet.
Shifty = 1
Due to their small nature and their wiry builds kobolds are able to impose disadvantage
on a number attacks of opportunity per round equal to their wisdom modifier (minumum 1).
Ratfolk (+5.5)
2 Dexterity = 2
1 Intelligence = 1
Darkvision 60 = .5
Deceptive Nature = .5
Keen Smell = .5
Natural Weapon: Bite = 1
Deceptive Nature = .5
Gain proficiency in Charisma (Deception) Checks
Keen Smell = .5
You have advantage on Wisdom (Perception) checks that rely on smell
Natural Weapon: Bite = 1
You may use your teeth to make a melee weapon attack dealing 1d4 piercing damage
using dexterity or strength
1 Dexterity = 1
2 Charisma = 2
Keen Senses = .5
Agile = .5
Natural Weapon: Bite = 1
Kitsune Magic = 1
Agile = .5
Gain Proficiency in Acrobatics Checks
Kitsune Magic = 1
Charisma is the spellcasting ability for these spells.
Cantrip (level 1) = Dancing Lights
1st level spell (level 3) 1/day = Disguise Self
2nd level spell (level 5) 1/day = Suggestion
Kender (+5)
1 Dexterity = 1
1 Charisma = 1
-5 feet movement = -1
Brave = .5
Kender Pockets = 2
Naturally Stealthy = 1
Cutting Words = .5
Kender Pockets = 2
Kender constantly pick things up and pocket them, and then often forget about them. If
you find yourself in need of a piece of nonmagical equipment, there is a small chance you have
it. Roll a d6. If you roll a 6, you find the item in your pocket, pack, or pouch. If you roll anything
else, you dont have such an item on you, and you cant search again for the same item until
youve spent at least one day in a town or city. Rummaging through your pouches, pack, and
pockets in this way takes 1 minute. You may only find 5 small items like this every day.
Cutting Words = .5
You learn the Vicious Mockery cantrip
Half-Giants (+4)
2 Constitution = 2
1 HP per LVL = 2
Hill Giant (+3.5)
2 Strength = 2
Brutal Assault = 1.5
Elemental Giant (+3.5)
Cloud Giant
1 Strength = 1
1 Wisdom or Charisma = 1
Resistance to Thunder = .5
Cloud Magic = 1
Fire Giant
1 Strength = 1
1 Charisma = 1
Resistance to Fire = .5
Firebolt = .5
Tool Proficiency = .5
Frost Giant
1 Strength = 1
1 Charisma = 1
Resistance to Cold = .5
Frost Magic = 1
Stone Giant
1 Strength = 1
1 Dexterity = 1
Resistance to Slashing and Piercing = 1
Stone Throw = .5
Storm Giant
1 Strength = 1
1 to 2 different mental ability scores of your choice = 2
Resistance to Lightning = .5
Aasimar (+5)
2 Charisma = 2
1 Wisdom = 1
Angelic Legacy = 1
Darkvision 60 = .5
Angelic Resistance = .5
Angelic Legacy = 1
Charisma is the spellcasting ability for these spells.
Cantrip (level 1) = Spare the Dying
1st level spell (level 3) 1/day = Detect Evil and Good
2nd level spell (level 5) 1/day = Cure Wounds (as 2nd level spell)
We were/are considering adding the following option to the race. Deemed it to set the Aasimar
too far ahead of tieflings in power. If your DM allows it, this would be a good option for a 1st
generation Aasimar (Nephilim).
>Nephilim Option (1st gen Aasimar) (+2.5)
Angelic Weapon = 1.5
A number of times per day equal to your Charisma modifier you may add your Charisma
modifier in radiant damage to your melee weapon damage for one attack that hits.
Wings = 1
>Cambion Option (1st gen Tiefling) (+2.5)
Fiendish Blessing = 1.5
If your Charisma is 14 or higher, add 1 to your AC. If your Charisma is then also 18 or
higher, add another 1 to your AC.
Wings = 1
TODO
Nymphs (dryads, naiads)
Various Monster Races
Spectator
Orc
Goblin/Bugbear
Modrones
Undead
Spirits
Zombies
Skeletons
Azer
Illithid
Minotaur
Gnolls
Harpies
Elementals
Earth
Fire
Wind
Water
Bullywug
Centaur
Duergar
Gith
Kenku
Kuo-toa
Lizardfolk
Half-Ogre
Pixie
Rakshasa
Sahuagin
Satyr
Slaad
Sprite
Succubus/Incubus
Thri-Kreen
Treant
Yuan-Ti
Changeling