Races of the New World 2.0
At some point, I had this idea that DnD settings would be more coherent if they were built around a limited group of races as opposed to being kitchen sink monstrosities. (This turned out to not be true at all but whatever). The races of the New World were made to give my players options while giving me a "reasonable" number of species to work into the world. Because I am a mad man, the New World races are significantly more broken powerful than standard D&D races.
The races are divided into categories by their global rarity. Humans, half-dwarves, and halflings dominate the population. Penguins and Kings are somewhat less frequent. Bears and Skyborn are a rare sight, and the final two races count less than a few dozen members between them.
Racial Demographics Worldwide
The races in this document are categorized according to their "default" rarity, but this standard changes from region to region. The chart below shows how demographics differ across the new world.
(C=Common, UC=Uncommon, R=Rare, UR=Ultra Rare)
Race | The Central Valley | The Savanna | The Cold North | The Long Walk | The Brush |
---|---|---|---|---|---|
Humans/Half-Dwarves | C | C | UR | R | UC |
Halflings | C | C | UR | R | UC |
Kings | UC | C | UR | UR | R |
Penguins | UC | UR | C | UC | R |
Bears | R | UR | R | R | R |
Skyborn | R | R | UR | R | R |
Some regions have less total population than others, and that affects what "common" or "rare" means. For example, the Cold North is mostly populated by penguins, but it's still a nearly empty cold waste.
Ultra rare races are ubiquitously ultra rare.
Other Sentient Races in the New World
This guide only documents playable races; there are many more unplayable races out there to discover. Some mythical species, such as titan aasimar and platinum dragonborn, are far too powerful to be player characters, (if they're even real at all, that is. You don't know. You've never heard of them, you befuddled charlatan.) And then there are the dread penguins...
Character Creation
New World characters generate their ability scores through the point buy method. They do not use the flexible ability score rules from Tasha's Cauldron of Everything.
Gods of the New World
The Upper Pantheon
Name | Province | Symbol | Note |
---|---|---|---|
Common | Destiny, Safe Travel | Walking Stick | King of the Gods |
Terrek | Diplomacy, Fruitful Communication | Handshake | |
Forben | Mental Endurance, Productive Energy, | River | |
Jam | Responsible Authority, Temperance of Ego, Thoughtful Pride | Crown | The most important god. for some forgotten reason. |
The Lower Pantheon
Name | Province | Symbol | Note |
---|---|---|---|
Kadeem | Clarity, Stoic Judgment | Pointed Finger | Ruler of the Lower Pantheon |
Ehnto | Fate, Honest Contemplation, Introspection | Blank Parchment | |
Vet | Pragmatic Prioritization, Self-Preservation | Shield with wings | |
Vissim | Ingenuity, Invention, Restoration | Tower | |
Kybis | Accomplishment, Luck, Satisfaction | Coins | |
Nails | Fascinating Mystery, Fulfilling Discovery | Smoke | Rarely formally worshipped, seen as much more "human" than the other gods |
Entarmo | Comfort, Forgiveness, Safety | Bed | The Meg Griffin of the Lower Pantheon |
Other
Name | Province | Note |
---|---|---|
Death | Death | Death |
The Storm | Adaptation, Change, Climate | The divine environment from whence the Skyborn come |
The Flock | ??? | Sheep? |
Common Races
Humans of the New World
Humans are the most populous race in the New World and by far the most politically powerful. All of their settlements feature a variety of races, with halflings and half-dwarves making up a staggering percentage of the non-human population. Human realms are found between the frozen north and the warm south.
Human Traits
It’s hard to make generalizations about humans. They seem to be into a lot of different stuff. Good for them.
Ability Score Increase. Three different ability scores of your choice increase by 1.
Age. I think you know how long humans live.
Size. Humans vary widely in height and build. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Determination. Once per turn, when you roll an ability check, attack roll, or saving throw that you do not have advantage or disadvantage on, you can use your reaction to reroll.
You can use this ability a number of times equal to your proficiency bonus and you regain all uses when you finish a long rest.
Diversity. You gain proficiency in two skills of your choice.
Mundanity. Humans are so mundane and unmagical that they notice traces of magic much easier than the other races. They can identify the abilities of a magic item without using the identify spell, but they cannot detect curses and other exempt magical effects.
Languages. You can speak, read, and write Common.
Languages of the New World
Language | Speakers | Script |
---|---|---|
Common | Everyone | Common |
Halfling | Halflings | Halfling |
Sphinx | Kings | Sphinx |
Aarakocra | Penguins | Common |
Auran | Skyborn | Primordial |
Abyssal | Demons | Infernal |
Celestial | Celestials | Celestial |
Draconic | Dragons | Draconic |
Deep Speech | ??? | - |
Giant | Giants | Giant |
Infernal | Devils | Infernal |
Primordial | Elementals | Primordial |
Sylvan | Fey | Sylvan |
Undercommon | ??? | Common |
Halflings of the New World
Small but clever, halflings are a leading contender for second-most prominent race in the human-dominated parts of the New World, mostly thanks to their innate psychic abilities. Some choose to live in traditional halfling settlements. but many can be found in more cosmopolitan locations.
You'll have to forgive these wise folk for their sometimes eerily calm and quiet homes. Halfling families tend to correspond entirely in telepathy when no one else is around.
Halfling Traits
Halflings in the New World have traded physical agility for keener minds and it seems to have done them a great deal of good.
Ability Score Increase. Your Wisdom score increases by 2. Your Intelligence or Charisma score increases by 1.
Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of their second century.
Size. Halflings average about 3 feet tall. Your size is Small.
Speed. Your base walking speed is 25 feet.
Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Mental Fortress. Halflings are extremely mentally sound. You have resistance to psychic damage and have advantage on saves against fear, charm, and illusions.
Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Naturally Psionic. You know the mind sliver cantrip. Once you reach 3rd level, you can cast mind spike without the use of a spell slot or material components a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Once you reach 5th level, you can cast intellect fortress without the use of a spell slot or material components once per long rest.
Wisdom is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Halfling.
Half-Dwarves
Despite their appearance(s), half-dwarves are not the product of human and dwarf parents, but rather are an entirely separate race. Half-dwarves vary in appearance, some seem more dwarven while others are so well-integrated into human society that they are often mistaken for humans.
Half-Dwarves have two primary traits that set them apart from their human neighbors. The first is their ability to focus. There is something distinct in their physiology that grants them the superhuman ability to stay concentrated on a task until its completion.
The second is their innate connection to the earth; more specifically: the ground. Feet stepping on the face of the New World resonate like foreboding melodies to the ears of half-dwarves, giving them the ability to sense danger from normally imperceptible tremors.
Half-Dwarven Traits
It's hard to generalize about half-dwarves or to understand what their deal is. Who are you people?
Ability Score Increase. Your Constitution score increases by 2 and two other ability scores of your choice increase by 1.
Age. Half-dwarves seem to live as long as humans.
Size. Half-Dwarves stand between 4-and-a-half and 5-and-a-half feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet. Your movement is not slowed by heavy armor.
Tremorsense. You can detect and pinpoint the origin of vibrations within 30 feet, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.
Languages. You can speak, read, and write Common.
Focus. Choose either Critical Focus or Persistent Focus
Critical Focus. Your dedication to your goals is steadfast in critical situations. You have advantage on checks made to maintain concentration on spells.
Persistent Focus. Your dedication to your goals has an unlimited duration. You have proficiency and expertise in one skill of your choice.
Rare Half-Dwarven Variants.
There's no solid proof that "full" dwarves have ever existed, meaning that if the half-dwarven race is not a biologically distinct offshoot of relations between ancient humans and extinct dwarves, it may just be that one day humans encountered a new species that looked half-similar to a fantasy creature and simply decided to name it accordingly. Some half-dwarves found this uncertainty to be unacceptable, departing from human society to uncover the secrets of their heritage. When they returned, they had been greatly changed.
These variants make up a very small percentage of the half-dwarven population worldwide.
Variant Ability Score Increase. Your Constitution score increases by 2 and another ability score of your choice increases by 1.
God-Scorched Half-Dwarf
Millennia ago, the progenitors of this lineage set out to find the truth through the use of divine magic, seeking to obtain comprehension of creation itself. It is rumored they got extraordinarily close, but found themselves undone by the very devotion that had brought them to that point. Instead, they returned from their journey irreparably deranged by some unspeakable horror, their vision forever destroyed.
So impossibly terrifying and inscrutable was this devastation that it took sight from not just the witnesses, but every generation of their descendants since.
THE SUN THE SUN THE SUN. You are blind. You are immune to fire damage.
Fate-Scorned Half-Dwarf
Millennia ago, the progenitors of this lineage set out to find the truth through the use of arcane magic, seeking a way to create infinite time to study the mystery. It is rumored they got extraordinarily close, but found themselves undone by the very tools that had brought them to that point. Instead, they returned from their journey completely sundered from the weave of magic, and perhaps even knowledge itself.
They were so vulnerable to their reliance on their magic than when it failed them, it fled not just their reach, but from their line for all eternity.
IT'S NOT FAIR! IT'S NOT FAIR!. You cannot read. You lose access to Focus, Tremorsense, and spellcasting. You have advantage on saving throws.
Kindred-Raised Half-Dwarf
Millennia ago, the progenitors of this lineage at first heeded the call to solve the great mystery of their origin, but soon grew weary of the struggle and wary of the dangers. Instead, they began their own settlements in uncharted wilderness, starting a long and proud tradition of exulting the value of half-dwarves, not the traits of some hypothetical forebears that may not have even ever existed. When they at last reintegrated into civilization, they brought this ethos with them.
Even now, many half-dwarf families teach their children that there is nothing incomplete about being half a dwarf. Some are even calling for a official renaming of their kind.
You Are Enough. You lose access to Focus and Tremorsense. When calculating your armor class, add your proficiency bonus.
Uncommon Races
Kings
Kings are regal (read: Leonin) creatures from the savannas at the southern end of the New World. Despite their fierce appearance(s) and martial prowess, they are also champions of scholarly thought and universal basic literacy. And, despite the considerable military strength of many king realms, none seem interested in conquering the human kingdoms in the New World's north. The savanna (and dominance over their fellow kings), it seems, are the only prizes that matter.
Kings are not found in large groups outside of their homeland. In their lands, they make up a sizeable percentage of the populace, although their heterogeneous societies also boast many humans, half-dwarves, and halflings.
Kings do not care much for sailing or naval exploration and because of this (and the mighty Greenbelt, a forest separating their lands from the rest of the world), they spent countless centuries completely unaware of other cultures. Even after being first greeted and welcomed into the continental community by a penguin-led expedition at (what would later be known as) Merchant's Grove, the kings continued to decline opportunities to develop aquatic transport, or really to get wet at all.
In recent years, they have found a fix to to their long-standing distaste for the sea by building ships of another kind- ones that take to the air. Skyships remain a rare and complex magical luxury, but it is now technically possible for kings to leave the Savanna without getting lost in the forest or seasick in the waters beyond.
Religion in the Savanna
Prior to being exposed to the culture and religion of the other peoples of the New World, kings worshipped sphinxes, both the actual creature and the concept of some intangible divine sphinx. When worship of the gods of the New World Pantheon became commonplace in the Savanna, many kings retained their previous faith by simply depicting those new gods as sphinxes.
You thought I didn't think of how to explain what the kings' religion was before they met everyone else, and why they would adopt the gods of a different culture, but I did. I did think of it. I'm always two steps ahead of you. You morons; you fools, you cowards.
King Shit
Kings are smart and worthy combatants. They are just as home in a library as they are in a battlefield or a throne room. Truly the ultimate student-athletes.
Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 2.
Age. Kings are able to walk 10 days after birth, albeit only on 4 legs. They graduate from helpless infants to toddlers at the 6 to 8 week mark. By their second year they begin to prefer the two-legged approach and before their fifth birthday they lose the ability to walk on all fours completely. Otherwise, Kings mature and age at about the same rate as humans.
Size. Kings are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Darkvision. 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.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d8 + your Strength or Intelligence modifier, instead of the bludgeoning damage normal for an unarmed strike.
Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Strength or Intelligence modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
Languages. You can speak, read, and write Common and the native language of the kings: Sphinx.
Perspective. Choose either Well Read or Fresh Eyes.
Well Read. Kings are universally well-read throughout the New World and almost all of them greatly appreciate the value of learning. You have proficiency in the History and Religion skills. It's time to read between the lions.
Fresh Eyes. Kings who are not raised to value learning avoid a great deal of reading, and thus a great deal of strain on their eyes. This allows them to see potential danger with greater detail. You are proficient in the Perception skill.
Penguins
Originating from the New World's frozen north, penguin aarakocra have integrated into society and are no longer fit to live in the wild as simple beasts. You can find penguins in most of the northern human realms, as well as in penguin-dominant villages in even colder climates.
Penguins are naturally inquisitive and for the most part not particularly religious. Most humans consider them impossible to discourage or demoralize.
Their most notable historical accomplishment was being the first race to circumnavigate the continent. This was entirely accidental. They had haphazardly sailed too far from home, at which point they discovered that prevailing winds in the seas around the Savanna made traveling back the way the came nearly impossible. To return to the Cold North, they realized, they were going to have to sail around the long way.
Their second most notable historical accomplishment was during this legendary voyage. They famously made first contact with the hydrophobic kings of the Savanna, who had developed their society entirely separately from the other races of the New World.
They then completed their third most notable historical accomplishment, which was being politely asked to leave.
Penguin Traits
Aarakocra in the New World have never known flight. Instead, they are mindful explorers, explorational masterminds and masters of the Mindless Sea.
Ability Score Adjustment. Your Dexterity score increases by 4. Your Strength score decreases by 6.
Age. Penguins reach adulthood between 3 and 8 years old. It is considered extremely impressive for them to reach 50 and virtually impossible for them to reach 60.
Size. Adult penguins can range in size from 2 to 4 feet tall. Regardless, your size is Small.
Speed. Your base walking speed is 25 feet.
Flightless. Instead of wings, you have a set of flippers that make you quite adept at swimming. You have a swimming speed of 60 feet.
Cartoon Physics. Penguins have a seemingly unrealistic mastery of flipping, sliding, dodging, and other acrobatic feats. You have have proficiency and expertise in the Acrobatics skill. When an effect would knock you prone, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, you avoid being knocked prone.
Kowalski, Analysis. Penguins are a crafty and clever bunch. You are proficient in four skills of your choice.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Thick Skin. You have resistance to cold damage and are immune to negative effects caused by extreme cold.
Tiny Bird. You have disadvantage on Charisma (Intimidation) checks.
Languages. You can speak, read, and write Common and Aarakocra (Penguin).
Note
There is a befuddling distaste for penguin antics amongst my notably penguin-free parties. I have no idea what could be agitating about your Dungeon Master relentlessly roleplaying the Penguins of Madagascar while you're losing magic items and failing death saves.
Rare Races
Bears
Occasionally, from out of the wilds of the frozen tundra or the expanse of the vast forests of the New World, a lumbering bipedal bear emerges. These bear-folk are born of regular bears, but for some reason are endowed with human-like intelligence, the capacity to speak, and the desire to seek out civilization. These anomalies are quite uncommon and are almost never found in groups.
Despite their wild origins, bears tend to acclimate into society quite well. After all, if they didn't want to, they would have stayed in those dusty caves.
Bear Traits
It's a god damn bear.
Ability Score Adjustment. Your Strength and Constitution scores increase by 3. Your Dexterity score decreases by 6.
Age. Bears leave the wild when they reach maturity at around 5 years of age. They live to around 60 years old. Rare exceptions may make it to 80. Even rarer exceptions age past 60 gracefully.
Size. Your size is Medium, but the largest adult bears can reach nearly 10 feet in height. Bears are by far the largest playable race in the New World.
Speed. Your base walking speed is 20 feet. Your speed is not reduced by wearing heavy armor
Darkvision. 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.
Natural Swimmers. Bears know how to swim. Deal with it. Your swimming speed is 30 feet.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Bear Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d10 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
It's a Bear! It's Clearly a Bear! You have advantage on Charisma (Intimidation) checks and Wisdom (Survival) checks. You have disadvantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks.
Languages. You can speak, read, and write Common. You can also speak with normal bears, for whatever that's worth.
Bear Subraces.
What kind of bear is best? There are two schools of thought.
Grizzly Bear
Grizzly bears originate from forests across the New World. With no kin and and no knowledge of the world beyond their wild home, they instinctively set out to join civilization. It is always a strange day for the locals when a giant beast walks into town on two feet, but it usually ends well, especially if someone has surplus honey.
Keen Senses. The wild is awash in distinct scents and sights, all of which are individually perceptible to a hyper sensitive nose and keen eyes. You have advantage on Wisdom (Perception) checks.
Natural Climbers. Grizzly bears have no problem clambering up trees in the blink of an eye. You have a climbing speed of 30 ft.
Polar Bear
Polar bears hail from the cold ice floes of the north. With no kin and and no knowledge of the world beyond their wild home, they instinctively set out to join civilization. They usually run into penguin settlements first, where they are welcomed and trained in whatever they wish to do, which usually involves fish.
Arctic Beast. Bro, they're polar bears. They're not gonna get cold. You have resistance to cold damage and immunity to the effects of extreme cold.
Tough Hide. You are the biggest bear. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Skyborn
Skyborn are errant products of the natural forces of the New World. They seem to appear out of nowhere after cloudy days or during large storms. Most societies consider their arrival either slightly good luck or a neutral occurrence, a mere side effect of climate.
Skyborn that generate as children are often adopted by human households, but those who come fully grown are self-reliant on day one. Their humanoid appearance (their skin and hair colors notwithstanding) and mannerisms allow them to easily integrate into the various realms of the New World, although they are rarely found in the southern savannas.
Skyborn vary in appearance just as much as humans do, if not more.
Skyborn Traits
All Skyborn share these traits in common, regardless of origin.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Skyborn, if they arrive in the New World as children, seem to mature at the same rate as humans. Once they are adults, they age at half the rate as humans, living to around 160. Rare cases may just make it to just under 200.
Size. Skyborn are generally built like humans, although it is rare to see a particularly tall or short skyborn. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Amphibious. Born of the rain and divine wonder of the skies, you do not share the respiratory needs of other mortals. You can breathe air and underwater.
Skyborn. You are resistant to cold damage and you are immune to the negative effects of extreme cold, high altitude, heavy precipitation, and strong wind.
Wind's Embrace. When you take the Dash action and you are not wearing heavy armor, you may fly up to your movement speed. You must land at the end of your turn. Immediately after you use this trait, you can choose a creature you can see within 10 feet of you. This creature can immediately fly up to their movement speed. Creatures flying in this way must land at the end of their movement.
Languages. You can speak, read, and write Common and Auran.
Skyborn Subraces.
The two known varieties of skyborn are cloudborn and stormborn.
Cloudborn
When grey skies and overcast gloom depart an area of the New World and leave behind a singular fluffy cumulus, there is a small chance for a cloudborn to appear. They are largely considered to be thoughtful and considerate, although they do tend to abhor stagnation, even at the price of comfort. Many a thankful town has been befuddled to see their cherished cloudborn spontaneously leave at first dawn, leaving only a calm soothing wind in the place they had once called home.
Ability Score Increase. Your Intelligence or Wisdom score increases by 1.
Mindcloud. While you are under no pressure to live up to the cloudborn stereotype of being thoughtful and considerate, you do possess a bit of skill in matters of mental ability. You have proficiency in one Intelligence or Wisdom skill.
Born from Calm Skies. You know the gust and guidance cantrips. You know the feather fall spell. You can cast this spell without using a spell slot or material components once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Stormborn
Stormborn are far rarer and more tumultuous than their cloudborn cousins. They appear after devastating thunderstorms, often generating during ferocious blasts of lightning. While it would be unfair to call all stormborn unstable or temperamental, it is uncommon to find one who is particularly shy or boring.
Ability Score Increase. Your Strength or Charisma score increases by 1.
Stormfused. You know the lightning lure and shocking grasp cantrips. You know the chaos bolt spell. You can cast this spell without using a spell slot or material components once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Lightning Resistance. You have resistance to lightning damage... duh.
Ultra Rare Races
This is where it gets weird. These bizarre races are highly susceptible to early deaths and/or severe levels of crushing tragic irony.
Play at your own risk.
Starchildren
Ethereal pieces of the cosmos born into humanoid form, starchildren are a great mystery to all denizens of the New World. Their bodies are stunning starscapes, both luminous and light-consuming. Despite their infantilizing names, most starchildren spawn as late adolescents or young adults. Unfortunately, they tend to wither quickly, as perhaps their existence in the mortal realm is some sort of intergalactic mistake. They are by the far rarest playable race in the New World.
Starchildren are extremely likely to die in any direct combat situation.
Starkid Traits
Starchildren have the potential for great power but they are extremely fragile.
Ability Score Adjustment. Your Constitution Score decreases by 6. A score of your choice besides Constitution increases by 5.
Proficiency Bonus. It would appear the children of the stars are blessed with a certain degree of competence. Your proficiency bonus increases by 2.
Age. Few Starchildren survive more than a decade in the New World. Those who can are regarded with an even more stellar level of fascination. Their natural lifespan is unknown.
Size. Starchildren range in height from 5'0 to around 5'9. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Infravision. You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
Astral Body. Your mysterious form may be weak but it is not without its advantages. Your body is comprised of the raw magic of the universe... if the universe is indeed made of raw magic. It's unclear. Who knows? Regardless, you have resistance to force damage and advantage on Intelligence (Arcana) checks.
Veil of the Weak. Starchildren who make it past their first day in the New World quickly learn the importance of staying hidden from mortal danger. You have proficiency in the Stealth skill and can cast the disguise self spell at will, although you may only use it to make the bare minimum changes needed to make yourself look human. Once you reach 3rd level, you can cast the darkness spell. You can cast this spell once using this trait, and you regain the ability to do so when you finish a long rest.
Extraterrestrial Fragility. You are not long for this world, it seems. You have disadvantage on all saving throws. You die after two failed death saves, not three. You cannot be resurrected by any means.
Stellar Immunity. You're made out of space. This makes you hard to poison or otherwise medically corrupt. You are immune to poison damage, being poisoned, and disease. You do not need to eat/drink or breathe, although you may do the former if you wish. You are immune to the negative effects of extreme cold, extreme heat, and high altitude.
Starlight. You know the light cantrip. Once you reach 3rd level, you can cast the faerie fire spell. Once you reach 5th level, you can cast the moonbeam spell, dealing force damage instead of radiant damage. You can cast these spells once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Starcrash. You know the magnify gravity spell. Once you reach 5th level, you can cast the pulse wave spell. You can cast these spells once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common. You can temporarily understand and speak the language of any humanoid or celestial you are speaking with.
Metahumans
Somewhere, someone unconcerned with ethics is experimenting on unwilling subjects, producing this small strange group of altered humans. No one knows why these experiments are happening... or why the experimenter is letting metahumans escape...
Metahumans are unable to recall anything about their mysterious captor or their lives before they were transformed, although it is assumed most were abducted shortly after birth.
Metahumans aren't exactly a "race," they're biologically human, but they have been modified enough to warrant some level of distinction. It is up to each member of this rare breed to decide how they will use their newfound abilities to deal with their haunted origin and the future that lies ahead of them
Metahuman Traits
Metahumans exhibit many extraordinary abilities depending on how they were reconstructed, but they do not receive any ability score improvements or skill proficiencies from their racial traits.
Age. Metahumans with a grand sense of satisfaction and accomplishment seem like they'll live as long as humans. Metahumans who feel aimless, stuck, or hopeless may have shorter lifespans.
Size. Your size is Medium
Speed. Your base walking speed is 30 feet.
Tortured. Even if your past no longer haunts you, your subconscious still fully hasn't recovered from its ordeal. You are vulnerable to psychic damage. Whenever you take psychic damage, you have disadvantage on all saving throws you make until the end of your next turn. You can NEVER be immune to psychic damage or being frightened.
Languages. You can speak, read, and write Common.
Your skin, hair, or eye color is:
- Blue - You have advantage on saving throws against spells and other magical effects, except for fear.
- Green - As an action, you can spray acid from your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 1d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 5th level (2d10) and 11th level (3d10).
- Orange - When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
- Purple - As a bonus action, you can turn invisible. The effect ends if you attack or cast a spell. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Red - You have resistance to fire, cold, lightning, and poison damage. You are immune to the effects of extreme heat.
Your hair's natural style can be described as one of the following:
- Aerodynamic - When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. You always land silently.
- Explosive - If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. This damage increases by 1d6 at 5th level (3d6) and 11th level (4d6).
- Practical - You have a walking and swimming speed of 40 feet. You can breathe air and water.
- Subtle - You can take the Disengage or Hide action as a bonus action on each of your turns.
- Thick - You gain a +1 bonus to AC when you are not wearing heavy armor.
Your eyes are:
- Astute - When you fail an ability check, you can add a d4 to the roll, potentially turning the roll into a success. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Cautious - You have advantage on Dexterity saving throws against effects that you can see.
- Engaging - As a bonus action, you can choose one target you can see to have disadvantage on all attack rolls against targets other than you until the end of your next turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Unreadable - You have advantage on Wisdom saving throws against everything except fear.
- Unusual - You have magical darkvision.
The way that you move can be described as:
- Aggressive - As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
- Agile - When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
- Spider-Like - You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
- Spring Loaded - Once during each of your turns, you can jump, rolling a d20 and moving that many feet in a direction of your choice. This extra distance doesn’t cost movement, but you can jump only if your speed isn’t 0.
- Unstoppable - Difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Full Potential
As a bonus action, if you are not currently frightened, you can temporarily overclock your altered body and unlock your true potential. This transformation lasts for 1 minute. You gain all of the following benefits:
- You gain temporary hit points equal to 5 times your proficiency bonus plus your level.
- You gain one extra attack per turn, even if you have not taken the Attack action.
- You do not provoke opportunity attacks.
- Attacks against you cannot be made with advantage.
You also gain one of the following benefits:
- Angel Wings - Wings sprout from your back. You have a flying speed of 45 feet. As an action, you can restore hit points to a creature by touch, taking damage equal to half the amount you heal.
- Hypervision - You gain truesight, your eyes emanating a strange pair of light cones passing wherever your vision travels. As a bonus action, you can deal 2d10 radiant damage to one enemy you can see. This damage increases by 1d10 when you reach 11th (3d10) and 16th level (4d10).
- Steel Skin - Your body takes on a metallic form, granting you resistance to all damage types except psychic. You may use your reaction to grant the effects of the shield spell to an ally besides yourself within 5 feet of you.
- Teleportation - As a bonus action, you can teleport up to 40 feet to an unoccupied space you can see. You then have advantage on the first melee attack you make before the end of the turn.
- Wrist Blades - You can use blades that suddenly emerge from within your arms to make an unarmed strike. If you hit with your wrist blades, you can deal magical slashing damage equal to 1d8 + 5 + your proficiency bonus, instead of the bludgeoning damage normal for an unarmed strike.
When your transformation ends, your Armor Class is reduced by 2, and all of your attack rolls, ability checks, and saving throws are made with disadvantage until you finish a long rest. Roll a number of d6s equal to your proficiency bonus and add your level. You take that much damage.
Once you've used this trait, you can’t do so again until you finish a long rest.
Changelog
Note
Racial balance, as with any set of DnD 5e races, will be thrown out the window if rolling ability scores is allowed. Point Buy remains king, sadly. Rollers can touch grass.
The online resource Detect Balance was used to "balance" the relative power level of the classes for the 2.0 changes, except for Starchildren and Metahumans.
Lessons from 1.0
1.0 races did not get access to backgrounds, owing to how overtuned each race's feature list was. Instead, each race had features that granted proficiencies. This turned out to be an unnecessary homebrew adjustment. Plus, it led to everyone starting out with no money and very few known languages.
Thus, in 2.0, several "nerfs" to innate racial proficiencies have been made to allow for the return of backgrounds. Other features that turned out to need improvement have also been altered. Additionally, the proficiency-feature removal-project affected the races disproportionately, snowballing into other changes that had to be made to retain "balance."
Update 2.5
More recently, the 2.0 races received another overhaul. The chief benefactor of this was the half-dwarf, which was entirely remodeled. The human soon followed.
Humans
A free feat proved too troublesome to balance against in 1.0 (and early 2.0), and thus the entire race has been reworked to accommodate the departure of that trait.
Halflings
- Adjusted: Ability Score Improvements: Greater flexibility for halfling characters was introduced without tampering with balance.
- Adjusted: Mental Fortress.: Charm and illusion resistance has been added.
- Removed: Halfling Proficiency: With the introduction of Backgrounds into the New World, halflings no longer need a trait that gives proficiencies. All races have been rebalanced to accommodate for this.
Half Dwarves
This race was too bland in 1.0, and thus has been entirely reworked, most notably by adding in rare variants and Tremorsense as defining features.
Kings
- Added: Fresh Eyes: A alternate feature was included for those who wished to play kings who were raised outside of king culture.
- Adjusted: Claws: The damage die has been increased from 1d4 to 1d8 to make the trait viable. Also, the thematic option to use Intelligence instead of Strength is now available.
- Adjusted: Speed: With the removal of the following three traits, the "lion feel" was being reduced, so Speed was increased to accommodate. 35 to 40 is a small bump, but now it looks like an actual racial advantage as opposed to flavor.
- Removed: Regal Instincts: This was proficiency bloat.
- Removed: Warring Kings, Lion's Pounce: These traits were clutter more than anything else.
- Removed: Spear Gang: This was a meme trait.
Penguins
- Adjusted: Ability Score Improvements: The bonus to Charisma and Intelligence has been removed as well as the penalty to Constitution, as these were not vital to the theme of the race and needlessly complicated balancing the penguins with the other races.
- Adjusted: Kowalski, Analysis: Skill proficiencies have been made more flexible.
- Removed: Fury of the Small, Penguin Tactics, Happy Feet: The penguin race was suffering from trait bloat and did not need any of these traits to be competitive with the other choices.
- Removed: Aversion to Heat. Unlike Tiny Bird, this trait was not hilarious enough to keep around.
- Adjusted:Flightless: Swim speed was bumped from 50 to 60 feet, which may not do much, but it will feel like more.
Bears
- Adjusted: Ability Score Adjustments: Removed the Intelligence reduction, was superfluous. Adjusted the other changes for balance.
- Removed: Wild Animal: Expertise in a trait was the first thing to get cut from the races when they were getting rebalanced for the introduction of Backgrounds.
- Removed: Aversion to Noise: Thunder damage is so rare this was hardly worth the space on the page or in the party's memories.
- Adjusted: Claws: The damage die has been increased from 1d6 to 1d10 to make the trait slightly more viable.
- Adjusted: Subrace: Balancing the bears against the other races and the bear subraces against themselves was troublesome in the 1.0 version. Traits have been moved around or altered to accommodate this issue.
Skyborn
- Removed: Skyborn: With the introduction of Backgrounds into the New World, Skyborn no longer need a trait that gives proficiencies. All races have been rebalanced to accommodate for this.
- Reworded: Wind's Embrace: This trait is purposefully powerful, but it was worded in an ambiguous way, and has been slightly nerfed mostly to be more understandable. Note that this "nerfed" version is in fact more in line with the original intent of the trait.
- Adjusted: Mindcloud: Although there has been a shift away from including proficiencies in New World racial trait lists, the theme of the Cloudborn still accommodates for an additional skill related to mental ability. The number of proficiencies granted has been reduced by 1 as a part of the 2.0 rebalancing project
- Removed: Stormblood: With the introduction of Backgrounds into the New World, Stormborn no longer need to rely on their racial traits for proficiencies, and there is less of a compelling argument for them to receive additional ones from the theme of their race, especially compared to other features that could have been cut for balance instead of Stormblood.
- Adjusted: Born From Calm Skies/Stormfused: The number of casts of the level 1 spell for each of these traits has been reduced by 1 as part of the 2.0 rebalancing project.
- Added: Skyborn: Thematic addition to the skyborn's resistances matched new changes to the common races' power levels.
Starchildren
- Reformatted: Proficiency Bonus: This trait has been uncoupled from the ability score adjustment block and has been given its own entry directly beneath it.
- Adjusted: Arcane Body: The Stealth proficiency granted by Veil of the Weak is directly related to the theme of starchildren learning to hide from danger, but the inherent understanding of arcane matters from Arcane Body seemed less like a proficiency and more like a subconscious familiarity, so the Arcana proficiency has been changed to advantage on Intelligence (Arcana) checks.
- Adjusted: Veil of the Weak: This trait no longer grants a spell at level 15, as my campaigns generally don't get that far. It does however, now grant a small disguise ability that was already an "unlisted" racial trait in 1.0
- Adjusted: Starcrash: This trait no longer grants a spell at level 9 or 11. A calendar year could pass in real life before a player playing a starkid could use this trait. Life is too short. Instead, they now get a spell at level 5.
- Removed: Beyond The Pantheon: This was overkill given the Starchildren's other weaknesses, and was not needed to keep them in line with the other classes.
- Adjusted: Languages: Starchildren were given a far greater comprehension of other languages for thematic purposes. It seemed arbitrary they would understand one New Worlder tongue and not the other.
Metahumans
- Adjusted: Full Potential: In general, the Full Potential ability was too weak. The amount of self damage incurred by using Angel Wings was halved. A ranged spell ability was added to Hypervision. Steelskin received multiple buffs. Wrist Blades damage is now magical, no longer dependent on the character's Strength score, and usable as an attack in addition to a bonus action.
- Adjusted: Full Potential: The health gained and damage taken by using Full Potential has been adjusted.
- Note: Full Potential is a bizarre and unwieldy trait and will probably need more rebalancing going forward
- Adjusted: Unusual Eye: Magical darkvision is more in line with the other options at this decision point.