Good job me on making this thing happen so often. Close Sarc-Mark.
So I'm back again, for now, with more gaming stuff. After months of moving and getting settled in a new location and then moving again to escape the dire bedbug invasion I am hopefully stable once again. Given my stability and the fact that I haven't been in a live game for what may be over a decade I have the itch to run. Live. With real dice around a real table.
This requires people, which I have, and to know what they may be familiar or comfortable with. And what I'd be comfortable with. Gladly 5th Edition seems to be a go to.
And we all know I cannot leave well enough alone. None of this straight from the book stuff. I'm, of course, piling up stuff for a 'fresh' setting. Cobbled together from cannibalized ideas I've hoarded over the years. The main thing this presents is a whole new set of Player Races! I opted for a mix of original ideas and ones given to me by my friends and players.
This is the first half of these races, boiled down to short descriptions and temporary racial statistics for quick reference and suggestions as to any adjustments that may need to be made. These are unpolished and, in places, unfinished in the less crunchy portions. I've also opted to completely omit the Alignment sections since most PC's are going to be what PC's are going to be and no racial predilection towards some arbitrary moral compass should change that.
We'll start with the Whispe, a race I first devised earlier this year when pondering elemental origins of a lot of what we consider the core races. Namely the earthen sources of both dwarves and gnomes and what would happen if you messed with those. The Whispe are, in concept, living spirit flames and humanoid ectoplasmic candle alike. Ghost magics given form and mind and life their own. I've even got a life-cycle in mind for them and, sum total, I like how the rules are working for them. Bright Spirit may be a little excessive, I admit. Also I did away with Darkvision for them because they can produce lights and seeing in the dark seems a bit redundant.
Whispe
Ability Scores: Int +2, Dex +1
Size: Small
Speed: 25
Cunning: Adv on Int, Wis, Cha vs magic.
Ghostfire: You may use either the dancing lights or produce flame cantrips at will. Each time you do this you expend one hit point. These hit points remain spent and cannot be healed, effectively lowering your maximum hit points, until you take a short rest or you choose to end the spell effect. If you use produce flame to attack the hit point remains spent until you take a long rest instead.
Bright Spirit: Unlike other races Whispe add their Con modifier to Death saving throws.
Ancestral Tongues: Through the flickering of their own soul-flames a Whispe can speak to the faintly lingering echoes of the ancient dead. Any humanoid creature that has been dead for a decade or more can be spoken to as though it were alive and were in possession of a small fraction of it's former knowledge.
***
The replacement Dwarves were culled from an off-hand comment from a friend and a thought of "I can do that" because I did it for 4E. Of course upon actually attempting it it was a bit more involved than replacing one racial ability with a semi-useless wildshape at will. When it came down to it I actually opted to not even try to figure out a way to make Turns Into A Bear a racial thing because no matter how I looked at the possibility it was stepping on Druid toes. Instead they are just burly giants who are very bearlike.
Beorning
Ability Scores: +2 Con +1 Str
Age: Human
Size: Hefty but Medium.
Speed: 30
Darkvision: 60ft
Tireless: You have advantage on rolls vs increasing your exhaustion level.
Hibernation: When taking a long rest you must spend the majority of it sleeping with no more than one hour at either the beginning or end of the rest being spent on other activities. At the end of a long rest, however, you can gain back half again the number of hit dice you would normally be entitled to, up to your maximum.
Tool Proficiency: brewer supply, fishing kit, or beekeeper's suite.
Keen Hunter: You have advantage on wisdom checks used to track or forage for food.
Bear's Endurance: +1 HP per level.
***
The Goji are straight up Dragonborn replacements. Kobolds that were cursed/blessed in a wendigo situation. Turned into giant (for kobolds) dragon-devouring monsters. They are tiny Kaiju. A race of humanoid Godzillas. Complete with atomic breath. Radiant is Divine Radiation, right?
Goji
Ability Scores: Str +2 Cha +1
Size: Medium
Speed: 30
Breath Weapon: You can use your action to exhale radiant energy. When you use your breath weapon, each creature in a 15ft cone must make a dexterity saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 radiant damage on a failed save, and half as much damage 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.
Protean Adaption: Any time you are subject to an attack or effect that does a damage type that isn't bludgeoning or slashing damage and requires a save you can choose to forego the save. At the beginning of your turn you gain Resistance to that type of damage for one hour per HD, if multiple damage types were caused by the effect you must choose one. This ability is expended until you take a short rest.
***
Joan asked me for snow elves. So I just went the Fairy Court routes. I mixed up some of the stuff depending on what I felt would work best for each of the two courts. Not 100% on either of them, really. In the end I may toss the Summer Court and stick with just the Snow Elves as asked for.
Sidhe
Ability Score Increase: Your Dex score increases by 2
Age: -Ageless
Size: Sidhe range from just over 5 to 6 and a half ft tall and have slender builds. Your size is Medium.
Speed: Your base walking speed is 30ft
Keen Senses: You have proficiency in Perception.
Fey Origins: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Sidhe don't need to sleep.
Subraces: Two courts stand from the lands of faerie, those of Winter and Summer. Amongst them their emissaries to the material planes are the Sidhe.
Winter Sidhe
Ability Score Increase: Your Int score increases by 1
Darkvision: Accustomed to lands that are bathed in endless dusk, twilit forests, and being productive day and night sidhe have superior vision in dark and dim conditions. You can see in dim light within 60ft 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.
Winter Weathering: Advantage on saves vs cold and resistance to cold damage.
Weapon Training: Greatsword, Rapier, Shortbow, and Longbow.
Summer Sidhe
Ability Score Increase: Your Cha score increases by 1
Summer Magics: You know the Druidcraft and Create Bonfire cantrips. Charisma is your spellcasting stat for these spells unless you have a spellcasting class, then you may use that classes stat instead.
Spring's Sister's Secret: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, mist, and other natural phenomena.
Weapon Training: Spear, Trident, Longbow, and Shortbow.
***
Momeraths are, of course, the halfling substitutes. Tiny fuzzy insect creatures, equal parts moth and spider. I may build up a Feat that gives them nigh-useless wings and weird shadowy powers to help settle my feelings about them.
Momerath
Ability Scores: Dexterity +1 Wisdom +2
Size: Small
Speed: Walking speed 25ft. Climb Speed 20ft.
Darkvision: 60ft
Scuttle: You may move through the space of any creature that is larger than you.
Skulk: You may attempt to hide when you are only obscured by a creature that is larger than you.
Neeevermind...
Next post I'll set up the more complex races. Mongrelfolk more or less ripped off from Daniel's Tieflings. Strange, living 'paintings'. Tengu...? and Some big living crystals or something.