Race Generator

by Littleax

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5E Race generator

This is a race generator for dungeons and dragons, intended to create balanced races for use in a campaign that wants to move away from standard fantasy races. To create a race, start by rolling on the type table. The type table determines the ancestors of your race, and gives the majority of their abilities. Next, roll on the environment table. The environment table is akin to a subrace, and shows how the race has adapted to their environment. Finally, roll once on the prowess table. The prowess table represents skills common to the race and deeply rooted in their culture and traditions. If there is a choice between features in a Type or Environment, the choice is part of the race, and not a part of a specific character. For Prowesses, the way characters manifests the prowess may vary, and any choices are made for each character rather than each race. The tables also have options for names, which can be put together to name the race. However, if you're planning on using a race for an extended period of time, I'd recommend name them yourself.

Tables

d100 Race Origin Name Prefix
1-3 Abberant Ab-
4-7 Angelic Cel-
8-12 Aquatic Mer-
13-15 Augmented Humanoid Aug-
16-20 Avian Av-
21-24 Chimeric Chi-
25-28 Construct Con-
29-30 Elemental (Air) Aer-
31-32 Elemental (Earth) Ter-
33-34 Elemental (Fire) Igni-
35-36 Elemental (Water) Aq-
37-41 Fey Mag-
42-45 Fiendish Mal-
46-49 Fungal My-
50-54 Giant Yo-
55-59 Human Hu-
60-64 Insectoid Hex-
65-67 Lawful Iur-
68-72 Beastial (Predator) Ven-
73-77 Beastial (Prey) Cur-
78-80 Ooze Am-
80-85 Plant Flo-
86-88 Protean Cha-
89-92 Reptilian Dra-
93-95 Shadowfell Pe-
96-97 Parasitic Pa-
98-100 Undead Im-
d10 Environment Name Middle
1 Beach -tor-
2 City -urb-
3 Forest -sil-
4 Mountains -mon-
5 Plains -ru-
6 Subterran -sub-
7 Swamp -pal-
8 Tropical -mid-
9 Tundra -frig-
10 Underdark -alt-
d10 Prowess Name Affix
1 Arcane -ae
2 Artisanal -i
3 Athletic -a
4 Divine -al
5 Friendly -o
6 Frugal -on
7 Militaristic -um
8 Nomadic -ur
9 Perceptive -u
10 Primal -ime

Types

Aberrant (20)

Races with abberant origins are strange, alien, and unnatural. They frequently have odd anatomy and psychic power. Characters of Abberant races have a +1 bonus to their Intelligence and Constitution scores and have the Damage Resistance (Psychic), Darkvision, Limited Telepathy, and Slippery traits

Angelic (18)

Races with angelic origins are regal, compassionate, and have natural divine abilities. Characters of Angelic races have a +1 bonus to their Charisma and Constitution scores and have the Damage Resistance (Radiant) and Disease Resilience and either Innate Spellcasting or Flight traits.

Aquatic (19)

Races with aquatic origins have fish-like features, like Tritons or Sea-Elves. Characters of Aquatic races have a +1 bonus to their constitution score and either their Strength or Charisma score. They also have the Aquatic trait, and either the Darkvision and Cold Adaption traits or the Tough Shell trait.

Augmented Humanoid (22)

Augmented Humanoids are members of a more standard race, like humans, that have either been altered by magic or have magical items embedded within them. When making an augmented humanoid race, you should consider whether these modifications are unique to a character or common in the world. Characters of Augmented Humanoid have a feat. Additionally, they have the Arcane Initiate trait.

Avian (19)

Avian races are bird-like and accustomed to living in the sky. Characters of avian races have a +1 bonuses to Dexterity and Wisdom, and have a base 25 ft. walking speed. They have the Cold Adaption, Natural Weapon, and Flight traits.

Chimeric (maximum 19)

Chimeric races have a mix of two other origins, whether through natural breeding or magic. Choose two other origins. Characters of this Chimeric race have one trait from each and a +1 bonus to two ability scores that can be granted by the other origins. If you choose one of Adaptive Resistance, Tough Shell, Relentless, Flight, Innate Spellcasting, Breath Weapon, Life Drain, Poison Resilience, Venomous or Baffling Mind for your trait from one race, you cannot choose another trait from the above list for your second trait.

Construct (20)

Construct races are entirely artificial and created by another race, like the Warforged of Ebberon. They have mechanical parts rather than the meaty parts of most races. Characters of construct races have a +1 bonus to Strength and a +1 bonus to constitution, as well as the Poison Resilience and Disease Resilience and either Tough Shell or Relentless traits.

Elemental (21)

Elemental races have ancestors from one of the elemental planes. The most well-known race of Elementals are Genasi. Characters of elemental races have ability score increases based on their element. Additionally, they have the Darkvision and Damage Resistance (Damage Type) and either Arcane Magic or Breath Weapon (Damage Type) traits.

Element Ability Damage Type
Air +1 Dex, +1 Int Electricity
Earth +1 Con, +1 Str Acid
Fire +1 Dex, +1 Cha Fire
Water +1 Wis, +1 Con Cold
Fey (19)

Fey races have a natural affinity for magic and tend to be quick and wily. Characters of a fey descended race have a +1 bonus to Dexterity and a +1 bonus to Intelligence or Charisma common to their race. Additionally, they have the Speed Increase, Baffling Mind, and either Arcane Initiate or Primal Initiate traits.

Fiendish (18)

Fiendish races have a connection to lower planes, and have an affinity for evil and destruction. Characters of fiendish races have a +1 bonus to constitution and a +1 bonus to Strength, Intelligence, or Charisma score. Additionally, they have the Darkvision and either Divine Magic or Flight traits.

Fungal (18)

Fungal races are made of meaty fungus, and have poisonous abilities. Characters of fungal races have a +1 bonus to their Constitution and Wisdom scores, as well as the Darkvision, and one of Breath Weapon (Poison or Acid), Life Drain, or Venomous traits.

Giant (18)

Races descended from giants tend to be gruff, strong, and unsurprisingly, tall. As a character from a giant descended race, you have a +1 bonus to Strength, Constitution, and 1 other ability score of your choice. Additionally, you have the Powerful Build and Cold Adaptation traits.

Human (17)

Races that share a common ancestor with humans tend to be adaptable and intelligent with a strong sense of community. As a character of one of these races, you have a +1 bonus to intelligence and two other ability scores of your choice. Additionally, you may pick one additional prowess unique to your character and one additional prowess common to your race.

Insectoid (21)

Insectoid races are intelligent giant insects, like the thri-kreen. They typically have phermonal abilities and tough exoskeletons. As an insectoid character, you have a +1 bonus to dexterity and constitution, as well as the Darkvision, and Limited Telepathy, and either Tough Shell or Venomous traits.

Lawful (20)

Races with ties to the plane of law tend to be obsessive over order and have a knack for building. As a character from one of these races, you have a +1 bonus to your intelligence and either wisdom or dexterity scores, and have the Darkvision, Baffling Mind, and either Proficiency (2 types of artisans tools) or Limited Telepathy traits.

Beastial (Predator) (20)

Races with links to predators, whether descended from them, transformed from them, or afflicted with a form of lycanthropy, tend to be strong and ferocious, with instincts appropriate to a hunter. Characters from predator races have a +1 bonus to their Wisdom and Strength or Dexterity scores, as well as the Natural Weapon, Relentless, and Darkvision traits.

Beastial (Prey) (21)

Races with links to prey animals have some similar abilities and tendencies to predator animals, but are used to avoiding fights rather than taking them. Characters from prey races have a +1 bonus to their Dexterity and Wisdom scores, as well as the Slippery, Climber, Darkvision, and Speed Increase traits.

Ooze (19)

Ooze races are semi-amorphous scavengers. Characters from ooze races have a +1 bonus to their constitution and dexterity scores, and have the Slippery trait, as well either the Life Drain or Climber and Poison Resilience traits.

Plant (20)

Plant races, such as Dryads and Wildlings, are hardy and in tune with nature. Characters from plant races have a +1 bonus to their Constitution and Wisdom scores, and have the Poison Resilience and either the Tough Shell or Primal Magic traits.

Protean (18)

Protean races have strong ties to the planes of chaos, and have natural spellcasting abilities. Characters of a Protean race have a +1 bonus to their Charisma and Dexterity scores. They also have the Arcane Initiate, Speed Increase, and Adaptive Resistance traits.

Reptilian (21)

Reptilian races have ancestors in either dinosaurs, like the Lizardfolk, or dragons, like Kolbolds and Dragonborn. Characters from reptilian races have a +1 bonus to Constitution and either a +1 bonus to Dexterity or Charisma. You have the Speed Increase and Damage Resistance (Fire) as well as either the Breath Weapon (any) or Venomous traits.

Shadowfell (20)

Races with Shadowfell ancestors are adapted to surviving in a dark, barren climate. Characters from Shadowfell races have a +1 bonus to their Constitution and Wisdom scores, and have the Divine Magic, Darkvision, and Damage Resistance (Necrotic) traits.

Parasitic (19)

Parasitic races have a common ancestor with leeches, stirges, lampreys, or similar creatures. Characters from parasitic races have a +1 bonus to their Dexterity and either Constitution or Charisma scores, and have the Darkvision, Life Drain, and Disease Resilience traits.

Undead (21)

Undead races are rarely undead themselves, and are instead touched by necrotic energy by a powerful Lich, Vampire, or powerful necromancer. Characters of Undead races have a +1 bonus to their Constitution and either Strength or Dexterity scores, as well as the Darkvision, Damage Resistance (Necrotic), and either Life Drain, Breath Weapon (Necrotic), or Relentless traits.

Environments

Beach (7-8)

Races adapted to living on beaches tend to be great swimmers, fishers, and boaters. Characters of Beach races have a +1 bonus to their Wisdom or Constitution score and either the Damage Resistance (Fire) or Damage Resistance (Cold) traits.

City (7)

Races adapted to living in cities tend to be well educated and skilled at living in close quarters with many other creatures. Characters of city races have a +1 bonus to their Intelligence or Charisma score as well as the Disease Resilience and Proficiency (Any intelligence skill or Tool) traits.

Forest (8)

Races adapted to living in forests are talented survivalists and tend to be in tune with nature. Characters of Forest races have a +1 bonus to their Wisdom or Strength score and the Proficiency (Survival) and either Primal Initate or Speed Increase traits.

Mountains (8)

Races adapated to living in mountains tend to be well adapted to the cold and know how to effectively use ores prevelant in mountains. Characters from Mountain races have a +1 bonus to their Intelligence or Strength score and the Cold Adaptation trait.

Plains (8)

Races adapted to living in plains typically live in small farming communities. Characters from plains races have a +1 bonus to their Charisma or Wisdom score and the Proficiency (Animal Handling) and Speed Increase traits.

Subterranean (7)

Races adapted to living underground are used to hunting for food and living in dark environments. Characters from subterranean races have a +1 bonus to their Constitution or Wisdom score and the Darkvision trait.

Swamp (7)

Races adapted to living in swamps are used to a fetid environment. Characters from Swamp races have a +1 bonus to their Constitution score, and have the Disease Resilience and Primal Initiate traits.

Tropical (8)

Races adapted to living in Tropical environments are adapted to hot, humid environments with many poisonous creatures. Characters from tropical environments have a +1 bonus to their Dexterity or Constitution scores, and have the Damage Resistance (Poison) trait.

Tundra (8)

Races adapted to living in cold environments tend to be hunters with a tight sense of community. Characters from tundra races have a +1 bonus to their Charisma or Constitution score, and have the Cold Adaptation trait.

Underdark (7)

Races from the Underdark have to deal with constant threats of other Underdark races, as well as having to thrive in darkness. Characters from underdark races have a +1 bonus to their Charisma or Strength scores, and have the Darkvision trait.

Prowesses

Arcane (2)

Characters from races with Arcane prowess may choose between the Proficiency (Arcana) or Arcane Initiate traits.

Artisanal (1)

Characters from races with Artisanal prowess have the Proficiency (Any tool) trait.

Athletic (2)

Characters from races with Athletic prowess may choose between the Proficiency (Athletics, Acrobatics, or Stealth) or Powerful Build traits.

Divine (2)

Characters from races with Divine prowess may choose between the Proficiency (Religion) or Divine Initiate traits.

Friendly (2)

Characters from Friendly races have the Proficiency (Any Charisma skill).

Frugal (1-2)

Characters from Frugal races choose between the Disease Resilience or Proficiency (Survival) trait.

Militaristic (2)

Characters from Militaristic races have the Proficiency (Any martial weapon) trait.

Nomadic (2)

Characters from Nomadic races choose between the Speed Increase or Powerful Build traits.

Perceptive (2)

Characters from Perceptive races have the Proficiency (Insight, Investigation, or Perception) trait.

Primal (2)

Characters from Primal races choose between the Primal Initiate or Proficiency (Nature or Survival) traits.

Traits

Aquatic (4)

Your race is capable of living underwater. You can breath water as if it were air and have a 30 foot swimming speed.

Adaptive Resistance (6)

Your race is quick to adapt to new types of elemental danger. When you finish a long rest, choose between Acid, Cold, Fire, Lightning, Force, Necrotic, Radiant, Poison, and Psychic damage. You have resistance to that damage type until you finish another long rest.

Arcane Initiate (2)

Your race is skilled at using arcane magic. Choose a cantrip from the Wizard spell list. You know that cantrip, and can cast it at will.

Baffling Mind (7)

Your race's brains do not work the same way that other races' do, and are difficult to manipulate through magic. You have advantage on Wisdom, Intelligence, and Charisma saving throws against magical effects.

Breath Weapon (7)

You can use your action to exhale destructive energy. When you use your breath weapon, each creature in a 15 ft. cone must make a Constitution saving throw against a DC of 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 6th level, 6d6 at 11th level, and 8d6 at 16th level.

Climber (2)

Your race is naturally adept at climbing. You have a climb speed of 30 feet. If you gain this trait from multiple sources, the climb speed increases to 40 feet.

Cold Adaptation (4)

You have resistance to cold damage and are naturally adapted to cold climates.

Damage Resistance (2-4)

You have resistance to the damage type specified in parentheses.

Darkvision (3)

You have Darkvision out to 60 feet. If you gain this trait from multiple sources, the Darkvision increases to 120 ft.

Disease Resilience (1)

Your race is either particularly hardy or not as effected by common diseases as most races. You have advantage on saving throws against diseases.

Divine Initiate (2)

Your race has a small natural connection to the divine. Choose a cantrip from the Cleric spell list. You know that cantrip, and can cast it at will.

Flight (7)

Your race has powerful wings, allowing for flight. While not carrying more than your carrying capacity or wearing medium or heavy armor, you have a fly speed of 35 ft. However, you must land at the end of each turn you use this speed, and fall to the ground if you end your turn in the air.

Innate Spellcasting (6)

Your race can cast spells, and naturally learn more as they grow in power. Choose a Cantrip, 1st level spell, and 2nd level spell appropriate to your race. You learn the cantrip at 1st level, and can cast it at will. When you reach 3rd level, you learn the 1st level spell, and can cast it once per long rest. When you reach 5th level, you learn the 2nd level spell, and can cast it once per long rest.

Life Drain (7)

Your race can drain blood, positive energy, or a similar life sustaining substance from other creatures. As an action on your turn, you can drain a living and unconscious or willing creature, dealing necrotic damage to them equal to 1d6 + your level that cannot be prevented in any way. If you do, you gain temporary hit points equal to the amount of damage dealt for 1 hour. Once you use this ability, you cannot use it again until you finish a short rest.

Limited Telepathy (3)

Your race can send and recieve simple messages to other creatures, either through phermones, psionics, or magic. As a free action on your turn, you can send a creature you can see your current emotional state, such as angry, happy, or scared. When you do, you also learn the creature's current emotional state.

Natural Weapon (2)

Your race has sharp claws, fangs, or similar natural weapons. You can make attacks with these natural weapons, which deal 1d6 + your Strength or Dexterity modifier slashing damage.

Poison Resilience (5)

Your race is particularly good at resisting poisons. You have resistance to poison damage and advantage on saving throws against the poisoned condition.

Powerful Build (2)

Your race is particularly muscular and bulky. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Primal Initiate (2)

Your race has a natural connection to primal spirits. Choose a cantrip from the Druid spell list. You know that cantrip, and can cast it at will.

Proficiency (1-2)

You have proficiency in the tools, weapons, or skills listed in the parentheses.

Relentless (7)

Your race can fight even when battered badly enough to kill most creatures. When you drop to or below 0 hit points, you can choose not to drop unconscious until the end of your next turn. You can still die from taking enough damage. Once you use this ability, you cannot use it again until you finish a short rest.

Slippery (4)

Your race is skilled at fitting through small spaces and getting away from other creatures. You can squeeze through tight spaces as if you were one size smaller than you are. Once per short rest, you can take the Disengage action as a bonus action on your turn.

Small (0)

Your character is small. Small characters have a base walking speed of 25 feet.

Speed Increase (2)

Your race is faster than most others. Your walking speed increases by 5 ft. This trait can stack with itself.

Tough Shell (7)

Your race has a tough shell. Due to your shell's shape, you cannot wear armor. However, you have a base armor class of 14 + your proficiency bonus, and while using this armor class, you can still benefit from holding a shield.

Venomous (7)

Your race has a natural venom which can be applied to weapons or administered through unarmed attacks. As a bonus action on your turn, you can coat a weapon with venom. The first creature you hit with that weapon within the next minute must make a saving throw against your venom. Alternatively, when you hit a creature with an unarmed attack or natural weapon you can force them to make a saving throw against your venom. Regardless of how it's applied, your venom has a Constitution save DC of 8 + your proficiency bonus + your Constitution modifier or take an additional 1d8 poison damage and be poisoned until the end of your next turn. Once you use this feature, you cannot use it again until you finish a short rest.

Miscellaneous Features

  • Every race should know common, as well as one language that suits them best. In a world entirely populated by races created using this system, languages are suggested to be common to origins.
  • Roll 1d4 for height. On a 2-4, the race is medium size, with 3 being human sized, 4 being slightly larger, and 2 being slightly smaller. On a 1, the race is small size, having the Small trait.
  • Roll 2d4 for alignment. On the first die, the race has evil tendencies if you roll a 1 or good tendencies if you roll a 4. On the second die, the race has chaotic tendencies if you roll a 1 or lawful tendencies if you roll a 4. If a race has the Protean, Lawful, Angelic, or Fiendish origin, they tend towards the alignment of their respective outer plane automatically.
  • Roll 3d6 twice and multiply the results together to determine the life expectancy of your race. If your race has the Undead, Reptilian, Plant, Lawful, Fey, Fiendish, Elemental, Construct, or Angelic, instead roll 4d10 twice and multiply the results together.
  • Unless stated otherwise, all races have a base walking speed of 30 feet.
  • All other flavor for the race is up to you to create, although it should fit with their abilities. Most good races have history, relationships with other races, quirks, and a functional society.
  • Of course, all of these are just guidelines! If you have a vision for your race, feel free to follow it.

Sample Race: The Pamoni

The Pamoni are the first race I randomly created using this system. They are a mountain-adapted race with parasitic origins and a predilection for crafting. They would fit into the classic world as a race similar to, but in opposition of, Dwarves. As they are crafters, we'll choose to make their alignment tend towards Law. However, since they dislike Dwarves, and they are parasitic, we'll also make them tend towards evil. As most evil races tend to have short lifespans, we'll also give them a below average lifespan - 60 years, and make them mature quickly. For languages, they know Common and one other language, which could be their own, Undercommon, or perhaps Dwarvish. I chose to go with Undercommon, implying that they used to be from the Underdark but were forced upwards for some reason. This makes them have the following traits:


Ability Score Increase. Your Dexterity, Constitution, and Intelligence scores increase by 1.

Age. Pamoni mature much faster than humans, and have shorter lifespans. They reach adulthood by the age of 8, and tend to live to about 60.

Alignment. The Pamoni's parasitic nature makes them tend towards evil, and their civilized society of crafters makes them tend towards law.

Size. The Pamoni's origins in the Underdark mean that they have adapted to food being scarce, and are thus smaller than most races. Pamoni tend to stand at about 3-4 feet tall, and are of Small size.

Speed. Your base walking speed is 25 feet.

Darkvision. You have Darkvision out to 60 ft.

Disease Resilience. Pamoni are used to drinking the blood of other creatures, and have adapted to resist most diseases. You have advantage on saving throws against disease.

Life Drain. Pamoni have a special mouth like that of a lamprey, allowing them to latch on to a creature and drink its blood. As an action on your turn, you can drain a living and unconscious or willing creature, dealing necrotic damage to them equal to 1d6 + your level that cannot be prevented in any way. If you do, you gain temporary hit points equal to the amount of damage dealt for 1 hour. Once you use this ability, you cannot use it again until you finish a short rest.

Cold Adaptation. Pamoni are naturally adapted to the cold of the mountains and Underdark. You are naturally acclimated to cold climates and have resistance to cold damage.

Artisan. Pamoni have a similar crafting predilection as Dwarves. Most Pamoni have proficiency in Smith's tools, to work with ores found in the mountain, but you can choose any set of artisan's tools to have proficiency with if you think they fit your character better.

Languages. You can speak, read, and write Common and Undercommon. Undercommon is the language of creatures in the Underdark, and sounds guttural and echoing to most creatures.

 

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