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| #1HebitsuikazaJul 31, 2015 11:27:45 | I think I have thought of a new character creation method that might smooth out a few imbalanced in terms of attributes. Tell me what you think.
First, all characters start off as human. Base speed 30, medium size, speaking common.
First, choose your attributes. You can roll, use the array or point buy like normal.
Next, choose your class. Your class determines which attributes get boosted.
Barbarian - +2 Constituion, +1 Strength Bard - +2 Charisma, +1 Dexterity Cleric - +2 Wisdom, +1 Intelligence Fighter - +2 Strength or Dexterity, +1 Constitution Monk - +2 Dexterity, +1 Wisdom Paladin - +2 Strength, +1 Charsima Ranger - +2 Dexterity, +1 Wisdom Rogue - +2 Dexterity, +1 Intelligence Sorcerer - +2 Charisma, +1 Constitution Warlock - +2 Charisma, +1 Wisdom Wizard - +2 Intelligence, +1 Wisdom
If that is too strong, the first one can be lowered to +1.
Next, you choose a feat. HOWEVER, instead of a normal feat you can choose a feat that would make the character a different race. There are no half-races or subraces as these feats are meant to cover all subraces, if you want to be specific about that kind of thing then just use the background to express it. These are special feats that you can only take at level 1. You need to have attributes high enough to qualify for the feat (so you build your character's attributes to be a Dwarf, choosing Dwarf as a race does not alter your attributes).
If you take a normal feat instead of a racial feat (thus, you remain human) you also get one additional skill from your class's skill selection.
I made a lot of extra ones beyond the current official races. I can't guarantee that these are balanced (some may need one ability to be removed), some are a bit more restrictive than others but I tried to really open it up. For instance, I would have liked to give the Gith more freedom to choose their powers but there aren't psionics in the game yet except in playtest form.
I tried hitting all those that exist already or came up in the recent survey, but I decided not to tackle Large or Tiny PC races because... well... I don't feel qualified. I included Bugbear though.
Aasimar Prerequisites: Level 1, Charisma 13 and Constitution 11 or Wisdom 11 * You have resistance to necrotic and radiant damage * You have proficiency with Religion skill * You have resistance against falling damage * You know one cantrip from the Cleric spell list. At 3rd level you may choose a single 1st level spell from the Cleric spell list that you may cast once per long rest. At 5th level you may choose a single 2nd level spell from the Cleric spell list that you may cast once per long rest. You may choose either Charisma or Wisdom as your casting stat for these spells.
Aaracokran Prerequisites: Level 1, Dexterity 13 and Constitution 11 or Wisdom 11. * Your base walking speed is 25. * Your unarmed strike deal 1d4 damage. * You can fly at a speed of 50 but only when wearing no armor or light armor. * You can Speak, Read and Write Aracokran
Bugbear Prerequisites: Level 1, Strength 13 and Constitution 11 or Dexterity 11. * You have one additional hit point per level. * Your size is considered large for the purposes of grappling checks. * You are proficient with the Stealth skill * You can Speak, Read and Write Goblinish
Dragonborn Prerequisites: Level 1, Strength 13 and Constitution 11 or Dexterity 11. * Draconic Ancestry (See PHB) * Breath Weapon (See PHB) * You can Speak, Read and Write Draconic
Dwarven * Your base walking speed is 25. Your speed is not reduced by wearing heavy armor. * You have Dark Vision * You gain 1 additional hit point per level * You have saving throws against Poison and resistance to Poison damage. * You are proficient with one-handed martial melee weapons. * You are proficient with Lore (History) * You are proficient with an Artisans Tools of your choice. * You can Speak, Read and Write Dwarven
Elven Prerequisites: Level 1, Dexterity 13 and Intelligence 11 or Wisdom 11 or Charisma 11. * Your base walking speed is 30. * You have Dark Vision * You are considered a fey and have all the benefits and weaknesses of one. * You do not need to sleep, but you must meditate for 4 hours a day. * You have advantage on saving throws against being charmed and magic cannot put you to sleep. * You may choose any one Cantrip from any class spell list. * You have proficiency in the Perception skill.. * You have proficiency with ranged and finesse martial weapons. * You can Speak, Read and Write Elven
Gensin Prerequisites: Level 1, Constitution 13, any other 2 attributes 11 * You can survive without air for up to one hour. * You are resistant to one of the following damage types of your choice: acid, cold, fire, lightning or thunder * You know one cantrip from the Sorcerer spell list. You may choose one 1st level spell from the Sorcerer that you may use once per a long rest. * You can Speak, Read and Write Primordial
Gith Prerequisites: Level 1, Wisdom 13 and Strength 11 or Dexterity 11. * You have the Awakened Mind ability of the Warlock (See PHB) * You have the Mage Hand cantrip. Starting at level 3 may use the Misty Step spell once per long rest. Starting at 5th level you may use the See Invisible spell once per long rest. * You are proficient with the Insight skill. * You can Speak, Read and Write Gith
Gnoll Prerequisites: Level 1, Strength 13 and Constitution 11 or Dexterity 11. * Yu may choose a single Favored Enemy (See PHB) * You have proficiency in the Perception skill.
Gnomish Prerequisites: Level 1, Intelligence 13 and Constitution 11 or Wisdom 11 * You are small size * Your base walking speed is 25 feet. * You have Dark Vision * Gnome Cunning (see PHB) * Natural Illusionist (see PHB) * Proficiency with one set of tools of your choice. * You may communicate with one of the following: small animals or earth elementals. * You can Speak, Read and Write Gnomish
Goblinic Prerequisite Level 1, Dexterity 13 and Constitution 11 or Wisdom 11 * You are small size * You have Dark Vision * You can move through the square occupied by a creature a size larger than yours. * You can attempt to hide when you are obscured by a creature at least one size larger than you. * You have proficiency in the Stealth skill. * You have proficiency with Vehicle (Land) * You can Speak, Read and Write Goblinish
Golliath * You are trained with the Athletics skill. * You are considered large size for carrying capacity, lifting, pushing and dragging * You are acclimated to cold environments. * You can Speak, Read and Write Golliath
Halfling Prerequisites: Level 1, Dexterity 13 and Constitution 11 or Charisma 11 * You are small size * Your base walking speed is 25 feet. * When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. * You have advantage on saving throws against being frightened. * You can move through the square occupied by a creature a size larger than yours. * You can attempt to hide when you are obscured by a creature at least one size larger than you. * You can Speak, Read and Write Halfling
Hobgoblinic * You have Dark Vision * Relentless Endurance (See PHB) * You have proficiency with ranged and finesse martial weapons. * You can Speak, Read and Write Goblinish
Kobold Prerequisite Level 1, Dexterity 13 and Constitution 11 or Intelligence 11 * You are small size * You have Dark Vision * You can move through the square occupied by a creature a size larger than yours. * You can attempt to hide when you are obscured by a creature at least one size larger than you. * You have advantage on rolls to detect, make, arm and disarm traps. * You can Speak, Read and Write Draconic
Lizardfolk Prerequisites: Level 1, Strength 13 and Dexterity 11 or Constitution 11
Orcish * You have Dark Vision * Menacing (See PHB) * Relentless Endurance (See PHB) * Savage Attacks (See PHB) * You can Speak, Read and Write Orcish
Rakasta Prerequisites: Level 1, Dexterity 13 and Constitution 11 or Charisma 11 * You add your proficiency bonus to your Initiative checks
Revenant Prerequisites: Level 1, Dexterity 13 and Constitution 11 or Charisma 11 * You are considered undead and have all the weaknesses and benefits of this. * You have Dark Vision
Tiefling Prerequisites: Level 1, Charisma 13 and Dexterity 11 or Intelligence 11 * You have Dark Vision * You have resistance to fire damage. * You have proficiency with Arcana skill * You know one cantrip from the Warlock spell list. At 3rd level you may choose a single 1st level spell from the Warlock spell list that you may cast once per long rest. At 5th level you may choose a single 2nd level spell from the Warlock spell list that you may cast once per long rest. You may choose either Charisma or Intelligence as your casting stat for these spells.
The Underdark: Races that have Dark Vision typically only have 60'. However, they often have subraces that extend their dark vision to 120', however they also gain the Sunlight Sensitivity disadvantage (See PHB). These underdark dwelling versions are almost always evil (or especially evil in the case of races that already lean towards evil.) |
| #2Xeviat-DMJul 31, 2015 12:24:12 | Interesting thought. I did like how one cersion of he playtest had class ability bonuses. Now, what do you get if you want to be human? A feat? The existing human gets a feat and a skill.
These racial packages are bigger than a single feat, so humans need to get something more. But I like it. Keep working on it. I do believe that class should be your first consideration in creating your character. Since having a high enough attack score is important if your game is going to be at all focused on combat (and if it isn't, then why are you using D&D?), then anything that avoids the chance of making a suboptimal character is fine with me.
What about high elves? |
| #3HebitsuikazaJul 31, 2015 13:07:35 |
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| #4Xeviat-DMJul 31, 2015 20:34:31 | Somehow I didn't see that you gave them any cantrip. I still think the unfocused vs focus isn't quite a fair balance. They're going to be focused for someone. |
| #5Samarkand88Jul 31, 2015 20:38:25 | I must say I like this, |
| #6HebitsuikazaJul 31, 2015 21:07:21 |
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| #7arnwolf666Aug 02, 2015 12:42:56 | I would give Barbarians a +2 Con and +1 Str to differentiate them from the Fighter. |
| #8MarandahirAug 02, 2015 13:46:19 | Seems like more work and less balance, honestly. And it limits the options in weird ways. |
| #9HebitsuikazaAug 02, 2015 14:00:00 |
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| (Reply to #9)arnwolf666 |
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| #11MrHotterAug 03, 2015 10:55:43 | I like the idea. I was trying to figure out a way to make it so that there were fewer bad choices when picking a race for your class.
One of the things I like is that it would make changing races easier for pre-made characters. I hate to force someone into a race if running a quick game.
A thing I don't like about this is that it could still force players to put points in a stat they don't want/need if they want to play a certain race.
What I ended up doing for my character creation house rule was to let the players take a racial +1 from a stat they don't want and put it into a stat they do want. It may not give them the best ability scores for the class they want to play, but it does let them start with a 16 in their primary class stat if they are using the standard array.
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| #12HebitsuikazaAug 03, 2015 11:34:27 |
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| #13MarandahirAug 03, 2015 19:47:51 | Genasi. Not Genasai. Not Gensain. Genasi. |