Customizing D&D Races

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Before we dive in, I want to thank two people who gave me great feedback on this article. First Leona Maple consulted and did rules development for this idea. It would not be close to what it is without her contributions and advice. Check out Leona’s website! I also want to thank James J. Haeck, who gave me great advice that inspired the variant on these rules below. Find out more about James on his site!

I want to be upfront that I don’t think this system comes close to solving every issue of race in Dungeons & Dragons. That is an issue that requires a total rethink of the game, in other words an entirely a new game. Leona put it best when she said, “D&D itself is problematic and racialised, and it is 1000% baked into the very foundations in tiny ways, even aside from the racial bonuses.” This new system addresses some, and nowhere close to all, of the mechanical aspects of this issue.

The fact that D&D has ability score adjustments and many cultural traits tied to race is inherently racist. There’s also a fun factor to this new system, which is subjective. I want to play a dwarf wizard and not be inferior to other wizards just because I didn’t get a sweet, sweet Intelligence score bonus and an extra cantrip. I’ll admit, I have a little power gamer in me as well as actor, so even when I have a great character concept in mind, I hesitate to play it if it isn’t optimized. I also get a little jealous when my friends are more effective.

There are also story considerations. What if you want to play a character with one tiefling parent and one dragonborn parent? You could pick either tiefling or dragonborn and go with it, but wouldn’t it be more fun to put the two together? What if you’re a halfling raised underground by incredible masons and miners? Shouldn’t you have the Stonecunnig trait? What if you come from a place where a diverse population has existed for generations? You might have a bunch of different heritages and cool mix of genetic and cultural traits to go with it. What if I just want to play an elf bard with a Charisma bonus instead of Intelligence and some more skill proficiencies instead of weapon proficiencies?

With all this in mind, I started to think about the options I could give my players the next time we rolled up characters. What I’m putting forth in this post is my first crack at a way to offer more flexible ancestry for characters in fifth edition Dungeons & Dragons.

This is definitely going to need some adjustment. Please feel free to leave feedback in the comments below, but here’s the thing: I know this is a contested subject. This post is about making a system help my players have more fun and be more comfortable at the table. I’m sharing it, because I think it might help other people. If you like the way fifth edition D&D character-building works now, there’s no need to get nasty about this single option I’m proposing.

Balancing the System

The system I’m proposing below is meant to be used as an option for character building. If my players want to build their characters according to the official rules, that is also fine with me. My hope is to provide a method for some players to customize their characters in fun ways while still maintaining the overall power balance among player characters. (This first crack may not accomplish that, but I got to start somewhere. Let’s see how close I got!)

This system cannot be used to recreate existing races. Many races are balanced by a lot of fiddly factors. For example, mountain dwarves getting +2 Strength is balanced by them also getting the Dwarven Armor Training trait (since classes that benefit most from +2 Strength already have the same armor proficiencies the trait provides). If I included all these considerations in my system, it would likely be very balanced but also way too complicated for most to use at the table. It’s already a little complicated and likely too unwieldy for people unfamiliar with fifth edition D&D. Lucky for me, many people are.

The final note about this is that this version of the system only uses the racial traits available in the Player’s Handbook. I may add traits from other books later, but at the moment I want to keep it simple.

Custom Races in D&D

To build a custom race in D&D, you first build a base race with some starting guidelines. Then you pick more traits to build onto the base.

Build a Base Race

You begin with the following traits:

Ability Score Increase. Two different ability scores of your choice increase by 1.

Size. Pick your size: Medium or Small.

Speed. If you are Small-sized, your base walking speed is 25 feet. If you are Medium-sized, pick one: Your base walking speed is 30 feet, or your base walking speed is 25 feet and not reduced by wearing heavy armor.

Language. You know Common and one other language of your choice.

Add More Traits

Now that you have your character’s base traits, you can spend points on any number of traits from the list below until you exhaust your total. If you are a Medium-sized character you have 10 points to spend. If you are a Small-sized character, you have 11 points to spend (because of your slower base walking speed, not directly because of your size). You can purchase each trait only once unless its description says otherwise. Each trait is defined below or in chapter 2 of the Player’s Handbook.

1-Point Traits

The following traits each cost 1 point:

  • Artificer’s Lore. See “Gnome Traits” in chapter 2 of the Player’s Handbook for more information.
  • Brave. See “Halfling Traits” in chapter 2 of the Player’s Handbook for more information.
  • Extra Language. You can speak, write, and understand a language of your choice. This trait can be taken multiple times. Each time you take it, you learn a new language.
  • Fey Ancestry. See “Elf Traits” in chapter 2 of the Player’s Handbook for more information.
  • Nimbleness. This trait works the same as “Hafling Nimbleness” in “Halfling Traits” in chapter 2 of the Player’s Handbook. Only a Small-sized character can take this trait.
  • Resilience. You have advantage on saving throws against poison.
  • Speak with Small Beasts. See “Gnome Traits” in chapter 2 of the Player’s Handbook for more information.
  • Stonecunning. See “Dwarf Traits” in chapter 2 of the Player’s Handbook for more information.
  • Tool Proficiency. You gain proficiency with a set of tools of your choice. This trait can be taken multiple times. Each time you take it, you gain proficiency in a new set of tools.
  • Trance. See “Elf Traits” in chapter 2 of the Player’s Handbook for more information.
  • Weapon Training. You gain proficiency with three weapons of your choice. This trait can be taken multiple times. Each time you take it, you gain proficiency in three new weapons.

2-Point Traits

The following traits each cost 2 points:

  • Darkvision. See “Dwarf Traits” in chapter 2 of the Player’s Handbook for more information.
  • Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. (Designer note: This would include minor illusion, so the forest gnome’s Natural Illusionist trait is covered by this trait.)
  • Faster Movement. Your walking speed increases 5 feet.
  • Mask of the Wild. See “Elf Traits” in chapter 2 of the Player’s Handbook for more information.
  • Naturally Stealthy. See “Halfling Traits” in chapter 2 of the Player’s Handbook for more information. Only a Small-sized creature can take this trait.
  • Powerful Critical. This trait is the same as “Savage Attacks” in “Half-Orc Traits” in chapter 2 of the Player’s Handbook.
  • Relentless Endurance. See “Half-Orc Traits” in chapter 2 of the Player’s Handbook for more information.
  • Skill Proficiency. You gain proficiency with a skill of your choice. This trait can be taken multiple times. Each time you take it, you gain proficiency in a new skill.
  • Superior Darkvision. When you gain this trait, you also gain the Sunlight Sensitivity trait. See “Elf Traits” in chapter 2 of the Player’s Handbook for more information.
  • Tinker. See “Gnome Traits” in chapter 2 of the Player’s Handbook for more information.
  • Toughness. This trait is the same as “Dwarven Toughness” in “Dwarf Traits” in chapter 2 of the Player’s Handbook.

3-Point Traits

The following traits each cost 3 points:

  • Armor Training. This trait works the same as “Dwarven Armor Training” in “Dwarf Traits” in chapter 2 of the Player’s Handbook.
  • Breath Weapon. See “Dragonborn Traits” in chapter 2 of the Player’s Handbook for more information.
  • Damage Resistance. You gain resistance to one of the following damage types of your choice: acid, cold, fire, lightning, or poison.

4-Point Traits

The following traits each cost 4 points:

  • Ability Score Increase. Increase one ability score of your choice by 1, including an ability score you already increased with your initial traits. You can purchase this trait a second time, but when you do, you must apply the increase to a different ability score.
  • Cunning. This trait is the same as “Gnome Cunning” in “Gnome Traits” in chapter 2 of the Player’s Handbook.
  • Drow Magic. See “Elf Traits” in chapter 2 of the Player’s Handbook for more information.
  • Infernal Legacy. See “Tiefling Traits” in chapter 2 of the Player’s Handbook for more information.
  • Lucky. See “Halfling Traits” in chapter 2 of the Player’s Handbook for more information.

8 Points for a Feat

If your DM allows feats in the game, you can spend 8 points to gain a feat.

Variant: Customizing Existing Races

The rules above can also be used to customize existing races. A character swap a published racial trait for another of the same or lower point value, as the long as the trait swapped in or out is not the Ability Score Increase trait.

A character can adjust the Ability Score Increase trait by swapping the ability scores increased for others. For example, instead of a dragonborn ranger gaining a Strength score increase of 2 and a Charisma score increase of 1, they could elect to gain a Dexterity score increase of 2 and a Wisdom score increase of 1. A character cannot gain an ability score increase of more than 2 for any given score. If a character gains a bonus to two or more different ability scores originally, each increase must still be applied to a different ability score. For example, a human character cannot use this variant rule to gain +2 Wisdom, +2 Constitution, and +1 Charisma. (Designer’s note: I know this second rule is a little more fiddly. Consider the tiefling’s normal +2 Charisma and +1 Intelligence do not optimize as well with any obvious single class builds the way a half-orc’s +2 Strength and +1 Constitution do. However, my game, like many, allows for multiclassing, which basically throws many of these fiddly arguments out the window… probably.)

How’s It Look?

So how did I do? Let me know in the comments below.

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