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Eladrin

Eladrin Traits

Ability Score Increase. Your Intelligence score increases by 2.
Age. Eladrin reach physical maturity after around 60 years, most of which is spent learning and studying. After this point the Eladrin only shows signs of physical aging if it wants to, but otherwise is immortal and cannot die due to old age.
Size. Eladrin are tall and lithe, ranging under 6 feet to 6 and a half feet tall. Generally the older one gets, the taller they grow. Your size is Medium
Speed. Your base walking speed is 30 feet.
Darkvision. You are accustomed to the strange light of the feywild, where the night is darker than the deepest caverns. As such you have gained the ability to see in dark and dim conditions. You can see in dim light within 60 feet 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 grey.
Born of Magic. You have proficiency in the Arcana skill.
Fey Step. You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance. Eladrin don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does after 8 hours of sleep.
Languages. You can speak, read, and write in Common and Fey. Fey is the language that Eladrin primarily use, and is shared with gnomes, satyrs, and other creatures of the feywild.
Subrace. Eladrin have several cultures, the most distinct of which divide themselves based on their allegience to specific archfey, and make up numerous different factions. Choose one of these subraces.

Summer Eladrin

When you see an Eladrin, chances are they are of this culture. Summer Eladrin swear allegiance to Titania, the Summer Queen, mightiest of the archfey. With a smile she can ripen a crop, and with a frown can summon wildfires.

Ability Score Increase. Your Dexterity score increases by 1.
Advanced Schooling. You gain proficiency in one skill.

Winter Eladrin

Winter Eladrin are a bit more secluded, prefering to keep to their mountain-top cities. Their leader is known as the Prince of Frost, a wrathful fey who is known to curse those who cross him with a heart of ice.

Ability Score Increase. Your Charisma score increases by 1.
Extra Language. You can speak, read, and write one extra language of your choice.

Green Eladrin

Oberon, the Green Lord, is the ruler of the Green Eladrin. These types reside in the deep forests and lost swamps, attuned to every bough of each tree and each branch of every stream in their forests.

Ability Score Increase. Your Wisdom score increases by 1.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Shifter

Shifter Traits

Ability Score Increase. Increase any ability score of your choice by 1.
Age. Shifters reach maturity slightly quicker than humans, and have a slightly shorter lifespan.
Size. Shifters are about the same size as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Your lycanthropic heritage grants you the ability to see in dark conditions. 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.
Animal Insticts. You may add your Wisdom modifier to your Initiative bonus instead of your Dexterity modifier.
Shifting. On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below. You must finish a short or long rest before you can shift again.
Languages. You can speak, read, and write in Common and one other language of your choice.
Subrace. Several subraces of shifter exist, each with its own animalistic features. Choose one of the options below.

Lupine Shifter

Ability Score Increase. Your Strength score increases by 2.
Shifting Feature. While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.

Feline Shifter

Ability Score Increase. Your Dexterity score increases by 2.
Shifting Feature. While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.

Ursine Shifter

Ability Score Increase. Your Constitution score increases by 2.
Shifting Feature. While shifting, you gain a +1 to AC.

Note For an Avian Shifter, use the Aarakocra race in the Elemental Evil Players Guide.

Dragonborn

Dragonborn Traits

Ability Score Increase. Your Strength score increases by 2.
Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. The live to be around 80.
Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Mediudm
Speed. Your base walking speed is 30 feet.
Draconic Sense: You have advantage on saving throws against being frightened, and against illusions.
Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your choice determines your damage resistance, and possibly breath weapon.
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
Languages. You can speak, read, and write in Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Subrace. Choose one of these subraces.

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Copper 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Dragonblessed Dragonborn

Ability Score Increase. Your Charisma score increases by 1.
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creatrure in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Fearwalker Dragonborn

Ability Score Increase. Your Constitution score increases by 1.
Dragonfear. You gain the ability to project your internal ferocity. You can use your action to cause each creature within 5 feet of you to make a Wisdom saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature that fails their saving throw is frightened by you until the end of your next turn. At 6th level you can target creatures within 10 feet of you, at 11th level this ability targets only enemies, and at 16th level you can target creatures within 15 feet of you. After you use dragonfear, you can’t use it again until you complete a short or long rest.

New Subrace Options

Dwarf

Iron Dwarf

As an iron dwarf you have spent most of your life studying science and engineering. You have a mind for critical thinking and problem solving.

Ability Score Increase. Your Intelligence score increases by 1.
Tool Proficiency. You gain proficiency with Engineer’s Tools

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Homebrew-Races

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