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Custom Races

https://www.dandwiki.com/wiki/Dwelf_(5e_Race)

Dwelf

ability score increase: Your Constitution or Dexterity score increases by 2, and your Intelligence score increases by 1.
age: Dwelves age slower than humans and have long lives, but not as long as pure elves. They mature around maybe 100 and live to perhaps 500.
alignment: Dwelves tend to be neutral, but they can have a variety of alignments that are chaotic or lawful as well because of the nature of their parents.
Size: Medium
speed: 25
Languages: You can speak, read, and write Common, Dwarvish and Elvish.
race features:

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Awkward Composition. Your very being is considered an abomination to some in the dwarven and elven communities. You have disadvantage in Charisma checks with dwarves and elves.

Fey Ancestry. You have advantage on saves against being charmed, and magic can’t put you to sleep.

Ancestral Weapons. You are proficient with the shortsword, shortbow, handaxe, and light hammer.

Dwarven Resilience. You have advantage on saving throws against being poisoned.

Innate Magic. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Dworc

ability score increase: +2 Constitution, +1 Strength
age: They reach maturity at age 14 and can live to be 100
alignment: Any
Size: Medium
speed: 25. Your speed is not reduced by heavy armor.
Languages: Common, Orc, Dwarven
race features:

Darkvision. 60 ft.

Relentless Endurance. When you are dropped to 0 hitpoints, but not killed outright, you can drop to one hitpoint instead. Can be used once per long-rest.

Dwarven Combat Training. Proficient with battleaxe, handaxe, light hammer, and warhammer.

Savage Attacks. When you make a critical hit with a melee weapon attack, add one additional damage die.

Half-Dwarf

ability score increase: +2 Constitution, +1 to two traits of your choice
age: Half-dwarves are considered adults at the age of 18 and are considered young until 40. They have been known to live up to 150 years.
alignment: Any
Size: Medium
speed: 30
Languages: Common, Dwarven
race features:

Darkvision. 60 ft.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Skill Versatility. You gain proficiency in two skills of your choice.

Orf

ability score increase: +2 Charisma, +1 Strength, +1 Constitution
age: They mature at age 18 live up to 100.
alignment: Any
Size: Medium
speed: 30
Languages: Common, Elvish, Orc
race features:

Darkvision. 60 ft.

Fey Ancestory. Advantage against charm effects and can't be put to sleep magically.

Menacing. You automatically gain proficiency in Intimidation.

Savage Attacks. When you make a critical hit with a melee weapon attack, add one additional damage die.

Mechana

A Mechanum is a humanoid-shaped machine. They frequently appear to be modeled after pre-existing people, but some are a smoother, more generalized shape. They are arguably constructs, although it is not certain whether they are truly "constructed" by some unknown craftsman or if they form naturally on a plane such as Mechanus. Regardless of their true origin, many appear to move less smoothly than their organic counterparts and as such may be unsettling to some and unwelcome in certain communities.
ability score increase:

Mechanic Specialization. All Mechana are specialized in a particular area, and as such, they get +3 to an ability score of your choosing.

age: Any
alignment: Some lean neutrally, but all fall into lawful, following a set of rules to some extent.
Size: Medium
speed: 30ft
Languages: Common, Machinae, and one language of your choice spoken by a creature for which you have Specialization
race features:

Precision. On any Strength, Dexterity, or Constitution based skill check, you may opt to use the result of the average roll rather than rolling the die for it. (Note: you may only apply this BEFORE you roll.)

Mechanical Accuracy. Mechana are notoriously good at running quick probability calculations. Once per long rest, a Mechanum may add their intelligience modifier to their attack roll.

Specialization. Many Mechana have specialized knowledge on a given creature type: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. Once per short rest, when they encounter a creature of their specialty, they may make a Knowledge Check to learn a specific stat of the creature. The DC for this check is set at the DM's discretion, but may be based on the rarity of the creature encountered, the character's personal experience with this particular type of creature, and the character's personal experience with this individual creature. Once Specialization has been used on a creature, the character can not use Specialization on that creature again.

Mechanum Specialization

Roll the Dice
1d100Result
1-50An ability score of the DM's choosing
51-69An ability score of the player's choosing
70-79The creature's hitpoint total
80-89The creature's resistances and immunities (if applicable)
90-99The creature's vulnerabilities (if applicable)
100The creature's spell list (if applicable)

Simulacrum. The Mechanum is modeled to look like a member of another Medium race of your choosing. To other humanoids, Mechana fall very firmly into the Uncanny Valley, and, as a result, have disadvantage on any Charisma based skill checks against humanoid creatures. Conversely, non-humanoid creatures have difficulty distinguishing a Mechanum from a humanoid of that race and hold biases (or lack thereof) accordingly.

Retournant

Much the way Revenants claw their way to vengeance, Retournants have a grasp on unlife (albeit a tenous one) that allows them to seek revenge. Retournants tend to be single-minded, but can usually cooperate with others if it forwards their own purposes. Despite their drive for justice in their minds, they typically remember little about their life.

ability score increase: +2 Strength, +1 Constitution, +1 Charisma
age: Any. Retournants can form from both old deaths and young deaths.
alignment: Usually chaotic
Size: Medium
speed: 30ft
Languages: Common and one language of your choice
race features:

Undead. Being a form of undead, you are immune to poison damage and to being poisoned. You are also resistant to necrotic damage.

Vengeful Willpower. Your drive for revenge renders you nigh fearless. You have advantage against being frightened.

Darkvision. You have darkvision for 60ft.

Rest is for the dead. Once per long rest, you can use a bonus action to remove a level of exhaustion.


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