Professional Documents
Culture Documents
E
ver wanted to create your own Fifth Edition Concept Questions
race but wasn't sure how? It can seem like a
daunting task, especially if you want to keep While coming up with your concept, here are a few questions
it balanced with the other fun races that to help you create the race.
appear in Fifth Edition. Fortunately, this 1. If you could describe your race in just one ten-word-or-less
easy-to-follow guide on racial creation gives sentence, what would it be?
you every you need to create races of your 2. How does your race relate to your overall campaign world
own in twenty minutes or less. and the other races in it?
How to Use This Book 3. What type of communities is your race apart of? Do they
prefer to live by themselves, do they live among other
The best way to use this book is to first read through it so you races, or are most of the race's members loners and
understand the basic concepts of race creation. Then, when outcasts?
you're ready, use the guidelines presented in this book to craft 4. Whether it's true or not, overall, what is the stereotypical
your own, original Fifth Edition race. image of your race set by other races?
5. What is the race's best overall feature in terms of
There are 6 main steps to creating a race, each covered physicality and mental prowess?
in detail in this book. 6. What is the race's next best feature in terms of
1. Come up with the concept physicality/mental prowess?
2. Determine ability score increases 7. How long do members of the race live?
3. Decide on flavor traits 8. Does the race tend towards one alignment or another, or
4. Pick a size can they be of any alignment?
5. Give the race one or more speeds 9. Is the race large, small, or human-sized?
6. Choose unique traits 10. Are members of the race faster than normal, slower, or
average?
A Note on the Book's Design 11. Does the race have its own language, or does it borrow
This book was created through a ton of research and from others?
experience in race-building. While I tried to be as accurate as 12. Are there special variants/sub-races of the race?
possible, I am not an official designer for this game and do 13. What special abilities really set your race apart from other
not have the actual "Rosetta Stone" for race creation. Those races?
"wizards" aren't giving up the details on that anytime soon. 14. Does your race have any innate drawbacks or flaws? If you
Having said that, I reverse-engineered most of the major can answer these quick questions, you should have a good
races in Fifth Edition and assigned point costs to each. concept of the race and how to develop it. All that's left
Naturally, there are those who will disagree with my now is the science of actually constructing the race.
decisions and that's fine. Much of what is here is subjective to Race Points
your own games anyways. Use this book as a guideline and
feel free to change whatever you feel is off. The system for developing new races in this book uses race
points. Each race has an allotment of race points typically no
Note: Some of the races in this book are not part of the 5e less than 40 and no more than 100. Most races, especially the
OGL. As such, their names have been changed (they are "traditional" ones fall somewhere between 55 to 65 race
marked with an asterisk). points. Races in this band tend to be more "balanced." Those
whose budgets are less than 55 are usually "underpowered"
and "weaker" than the traditional races. Finally, those with
Step 1 - Concept budgets higher than 66 are often considered "broken" or
The first most important step in creating a Fifth Edition race "overpowered."
is to determine the concept. Is your race a small, furry biped Fifth Edition Races by Points
race that's good at tinkering? Or is your race a towering, pig-
faced creature hellbent on destruction? Maybe your race is an Point Range Fifth Editon Race
undead creature. Or perhaps it's a glowing lifeform that has a < 55 hobgoblin, kobold, orc
healing touch. 55-65 angelborn (fallen), angelborn (protector)*,
Once you know your concept, you can get a sense of its bugbear, catfolk*, dark elf, dragonborn,
overall construction. For example, the furry, biped race forest gnome, forest guardian*, giantkin*,
should probably be fast and smart. It's good at tinkering, so half-orc, high elf, hill dwarf, human (default),
it's likely to have special abilities in that field--at the very least human (variant), lightfoot halfling, lizardfolk,
proficiency with Tinker's Tools. And so on. merfolk*, mountain dwarf, ravenfolk*, rock
gnome, stout halfling, tiefling, wood elf
66-75 goblin
> 75 snakefolk*
S
Cantrip
Step 6 - Unique Traits Point Cost: 5
Most races possess unique traits that set them apart from Choose a cantrip and a spellcasting ability for the spell.
others. These traits can be innate magical abilities, natural Members of the race can cast the cantrip at will.
armor or attacks, special sight such as darkvision, or even
proficiency in certain skills. Circumstantial Advantage
If you have any points remaining from your race point Point Cost: 6
budget after the first 5 steps, use the remainder of the points Choose a skill and a special circumstance. When members
on the special features listed below in the Race Special Traits of the race make an ability check with that skull during the
catalog. special circumstance, they make their check with advantage.
Race Unique Traits Catalog Combat Training
This section describes the most common racial traits in the Point Cost: 3
worlds of Fifth Edition. Each trait is listed in alphabetical Choose a weapon. The race has proficiency with this
order. weapon.
Aggressive Cower
Point Cost: 12 Point Cost: 12
As a bonus action, a member of this race can move up to As an action on their turn, a member of this race can cower
their speed toward an enemy of their choice that they can see pathetically to distract nearby foes. Until the end of the
or hear. They must end this move closer to the enemy than creature's next turn, their allies gain advantage on attack rolls
when they started. against enemies within 10 feet of the creature that can see
the creature. Once a member of this race uses this trait, they
Agility can't use it again until they finish a short or long rest.
Point Cost: 6
When a member of this race moves on their turn in Damage Resistance
combat, they can double their speed until the end of the turn. Point Cost: 18 or 30
Once a member of this race uses this trait, they can't use it Choose a damage type: acid, cold, fire, lightning, necrotic,
again until they move 0 feet on one of their turns. radiant, or thunder. Members of the race gain resistance to
the chosen damage type.
Armor Training (Heavy) Alternatively, you can allow the player to choose a damage
Prerequisite: armor training (medium) type at creation. If you do, the racial point cost is 30.
Point Cost: 9
Members of the race have proficiency with heavy armor. Darkvision
Point Cost: 6
Armor Training (Light) Members of the race can see in dim light within 60 feet of
Point Cost: 9 you as if it were bright light, and in darkness as if it were dim
Members of the race have proficiency with light armor. light. Members of the race can't discern color in darkness,
only shades of gray.
Armor Training (Medium) Feat Benefits (Ability Score Increase)
Prerequisite: armor training (light)
Point Cost: 9
Point Cost: 3
Choose a feat that provides an ability score increase.
Members of the race have proficiency with medium armor. members of the race have all the benefits of that feat except
for the ability score increase.
Armor Training (Shields)
Prerequisite: armor training (light) Feat Benefits (No Ability Score Increase)
Point Cost: 6 Point Cost: 18
Members of the race have proficiency with shields. Choose a feat that does not provide an ability score
increase. Members of the race have the benefits of that feat.
Brave
Point Cost: 6 Fey Ancestry
Members of this race have advantage on saving throw Point Cost: 6
against being frightened. Members of the race have advantage on saving throws
against being charmed, and magic can't put them to sleep.