Homebrew races 5e

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Dungeons & Dragons: 9 Homebrewed Playable Races You Should Try

By Christopher Julian Anaya


Dungeons & Dragons lets players play as tons of races and classes. Those looking for something more unique should take a look at these homebrew races.

The world of Dungeons & Dragonsis a melting pot boasting diverse styles, beliefs, and chiefly races. Many humanoids coexist in the Material Plane living in relative peace despite their considerable differences. D&D's base books and various expansions provide players a wide selection of races to choose from.

RELATED: Dungeons & Dragons: Playable Races Outside The Player's Handbook

Although dozens of choices are available to the community, many inventive individuals have expanded this list offering endless possibilities. Everything from homebrewed variants, subraces, and races is available to those seeking to make a distinct character. However, some creations exceed all others for their inventiveness, effectiveness, and roleplaying capabilities.

9 Abomination

  • Size: Medium, no definite height or build.
  • Alignment: No preference between Lawful and Chaotic, Evil.
  • Ability Score Bonus: Strength +1, Dexterity +1, Intelligence +1.
  • Suitable Classes: Barbarian, Fighter, and Ranger.

Every race bears a weakness or flaw that adds depth to their character, however, Abominations are entirely imperfect. Once a simple humanoid, they are the product of an evil wizard's desire to create the ultimate servant. By infusing a mortal being with desirable features such as that of a dragon, lycanthrope, etc. they can create a harrowing and deadly minion. The horrid experiment that brought an Abomination into being, grants it great power yet much hate.

The components used in its creation grant a variety of powerful abilities and traits. These characteristics, however, make an Abomination's true form a terrifying and irredeemable sight. If players want to become a conflicted or downright malevolent monster, this is race is the best choice.

8 Aarakocra Penguin Variant

  • Size: Medium, 5 ft tall, between 80-100 lbs.
  • Alignment: No preference between Lawful and Chaotic,Good.
  • Ability Score Bonus: Dexterity +2, Wisdom +1.
  • Suitable Classes: Monk, Ranger, and Rogue.

The Aarakocra are a bird-like race resembling avians like eagles, vultures, and - with this homebrew creation - penguins. Unlike other members of their race, Aarakocra Penguins reside in both frigid tundras and oceans. While many would suffer under these conditions, these Aarakocra not only live comfortably but prosper as well.

Aarakocra Penguins have adapted to their harsh and unforgiving environment granting them unique traits. Although they cannot fly, they are excellent swimmers capable of traveling fifty feet each turn. Additionally, Aarakocra Penguin's time in the tundra has granted them incredible resistance against the cold. Those looking to play a versatile and fun variant of the Aarakocra should take this race.

7 Animated Armor

  • Size: Medium, its height and weight are dependent on its armor.
  • Alignment: Any.
  • Ability Score Bonus: Constitution +1, Strength +1 (Heavy), Dexterity or Strength +1 (Medium), Dexterity +1 (Light).
  • Suitable Classes: Barbarian, Fighter, and Rogue.

Armor is an invaluable asset to nearly any adventurer, however, some sets can undergo journeys alone. Animated Armors are living individualistic sets of armor given life by magic. Typically, they carry out a specific task given to them, yet they will forgo their duties to carry on pressing matters, such as a world-saving adventure.

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Although Animated Armor possesses significant strengths it has equally as impactful weaknesses. It does not require basic necessities i.e., food or water, and gains traits depending on its armor type. Since Animated Armor relies on magic, however, dispelling its armor will render it useless. Players wanting a roleplaying challenge should try and bring life to this - literally and figuratively - empty being.

6 Mousefolk

  • Size: Small, 2-2 1/2 ft tall, 25 lbs.
  • Alignment: Neutral, Good.
  • Ability Score Bonus: Dexterity +2, Wisdom +1 (Meadowguard), Intelligence +1 (Softpaw).
  • Suitable Classes: Monk, Ranger, and Rogue.

There are many animalistic humanoids in the Material Plane, however, none are quite like the homebrewed Mousefolk. While they are seemingly unimpressive, the Mousefolk are an immensely proud and virtuous race. Their stalwart moral code and distinct characteristics shape them to become masterful warriors or knowledgeable scholars.

Mousefolk are naturally dextrous and perceptive although their backgrounds dictate their specialty. Meadowguard's are formidable fighters with a deep connection to nature and its creatures. Softpaw's, however, are studious intellectuals with mastery over tools or instruments. Those seeking to be small yet proficient adventurers should become Mousefolk.

5 Elf-Orc

  • Size: Medium, 6-7 ft tall, 150-250 lbs.
  • Alignment: Chaotic, Good or Evil.
  • Ability Score Bonus: Strength +1, Dexterity +1, Constitution +1.
  • Suitable Classes: Barbarian, Fighter, and Ranger.

Half-breeds are typically the product of a human player and another humanoid, however, combinations like Elf-Orcs are possible. These rare hybrids are the product of a taboo relationship that both races look down upon. This causes a great deal of internal conflict in Elf-Orcs and regardless of their efforts they may never truly find closure.

Elf-Orcs hold the strengths of each race making them an unpredictable and deadly adversary. Their elven blood grants them magical power - depending on the subrace - and dexterous movements. However, their orcish blood makes them durable and aggressive in their assaults. If players want to become an immensely conflicted half-breed, the Elf-Orc is their best choice.

4 Dryad

  • Size: Medium, 4-6 ft tall, weight unknown.
  • Alignment: Lawful or Chaotic, Neutral.
  • Ability Score Bonus: Wisdom +1, Charisma +2.
  • Suitable Classes: Cleric, Druid, and Warlock.

The fey are among D&D's most mystical creatures and the opportunity to play one is a magical experience. Of the numerous fey races, none spark as much wonder as the homebrewed Dryad. Born from a tree by a powerful fey, Dryads are the guardians of the forest and its inhabitants, yet they may leave their position to carry out a higher purpose.

RELATED: Dungeons And Dragons: New Feywild Adventure Is Likely A Big Tone Change

Being a fey and woodland protector grants it a unique bond with nature unlike any other. A Dryad's ties allow it to control the environment around it chiefly to defend itself or others. In addition, they may commune with both plants and animals to gather information. Players looking for a deeper and more potent connection to nature should take on the Dryad.

3 Dhampir

  • Size: Medium, 6-7 ft tall, 150-250 lbs.
  • Alignment: Any, Evil.
  • Ability Score Bonus: Dexterity +2, Charisma +1.
  • Suitable Classes: Bard, Fighter, and Monk.

Vampires occasionally form - genuine or sadistic - bonds with mortals that may lead to the creation of a Dhampir. These are half-breeds far more sinister and unnatural than any other. Dhampir's unique bloodline influences them towards a path of evil and rarely if ever do they overcome their innate desires.

Possessing the undead blood of a vampire, grants this race many strengths and weaknesses. Dhampirs hold the innate power of vampires granting them incredible magic and affinity for the undead. However, they also bear the flaws of undeath such as a weakness to sunlight and radiance. Those seeking to be a vampire without giving in to the path of evil should become a Dhampir.

2 Demigod

  • Size: Medium, 5-6 ft tall, 150-250 lbs.
  • Alignment: Depends on their divine parent, even so, their human nature draws them towards Lawful Good.
  • Ability Score Bonus: Constitution +1, other bonuses vary depending on their divine parent.
  • Suitable Classes: Any.

Throughout history there are many tales of mortals with divine powers, however, these Demigods do not exist in D&D. They are like any other half-breed, although, they receive more admiration than they do disdain. Demigod's direct connection to divinity garners them fame and recognition, which can be rewarding yet dangerous. Their abilities and traits depend greatly on the concentration of their divine parent.

For instance, being the offspring of the god of war will grant a Demigod incredible fighting prowess. Regardless of their godly parent, they will always possess a fortitude, unlike that of any mere mortal. Players looking for a divine connection closer than any other should become a Demigod.

1 Succubus

  • Size: Medium, height and weight unknown.
  • Alignment: Lawful or Chaotic, Evil.
  • Ability Score Bonus: Dexterity +1, Charisma +1.
  • Suitable Classes: Bard, Rogue, and Warlock.

Succubi are fiends that reside all throughout the Lower Planes, chiefly the Nine Hells and the Abyss. These infernal beings live only to tempt mortals and lead them towards a path of evil. Although Succubi typically act under higher beings as seducers, they may forgo this role entirely to carry out personal goals or missions.

Their fiendish and lustful nature grants them many powers meant to fulfill their position as tempters. Succubi may shapeshift to conceal their true appearance or become alluring to a particular individual. Moreover, they bear an innate ability to sway others towards acts they would not normally do. Those seeking an infernal background with an interesting twist should try out the Succubus.

NEXT: Dungeons & Dragons: Best Playable Races From 5e Expansions


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About The Author
Christopher Julian Anaya (66 Articles Published)

Christopher Anaya is an aspiring teacher based in the United States. He is a student at the University of Texas at El Paso striving to receive a Bachelor's Degree in English. To hone his skill, he joined Valvenet Inc. as a list article writer for GameRant. When he is not writing, he is either cruising on his longboard, playing video games, or catching up on schoolwork.

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Sours: https://gamerant.com/dungeons-dragons-homebrew-playable-races/
FeatureInteger Point ValueExplanationCommentaryGeneric ScaleA ribbon, not likely to make much difference1A sometimes useful feature2A frequently useful, or powerful feature4An unusually powerful feature.8Of course a feature could be worth any other valuesSynergySome features don't work effectively together. When two features won't be beneficial to the same build, deduct half the score from the cheaper feature. The Mountain Dwarf is a good example. Builds that want +2 STR already have armor proficiencies. Builds that want armor training won't get much out of more STR.-Ability Score IncreasesASI -2-4Negative ASIs are not in the PHB and should be avoided.ASI -1-2ASI +14Choice of ASI +15The ability score you want is always likely to be better, because of optimization.ASI +28ASI +312 +2/+1 or +1/+1/+1You shouldn't get a +3 or higher to a single stat.ASI +416 +2/+2 or +2/+1/+1Four separate +1's is less valuable (13), few builds use more than 3 stats.All ASI +116Bonuses to your dump stats aren't as useful as bonuses to your core abilities.LanguageCommon & 1 languages0Common & 2 or 3 languages1

Languages in most games do not matter. You or someone in your party speaks a relevant language, or (intentionally via DM) no one does.

Choice of Language1Speak with small beasts2

gives you access to a lot of common creatures. Any other language either gives you communication with rare creatures, or creatures that likely know Common.

30 foot Telepathy with language barrier6Can communicate without speaking.Quite a potentially impactful ability. SkillsTool (or choice thereof) proficiency1Skill proficiency2Choice of Skill Proficiency3Choice of Two Skill Proficiencies5Can vary if it is from a limited list depending on how limited it is.Expertise on rare subset of a skill1Expertise on subset of a skill2Skill Proficiency and Expertise6

This gives the skill and doubles the proficiency bonus

MagicCantrip2Choice of Cantrip3L1 spell at 3rd, 1/day2L2 spell at 3rd, 1/day3L2 spell at 5th, 1/day2L3 spell at 5th, 1/day3L1 spell 1/day3L2 spell 1/day4One of three spells 1/day4Standard Delayed Magic6

A cantrip, level 1 spell at 3rd level, and a level 2 spell at 5th level. Can vary a point based on the spells.

ResistancesOne Rare Resistance2Radiant, Force, Psychic or ThunderOne Medium Resistance3Cold, Lightning, Necrotic, or AcidOne Common Resistance4Fire or Poison

Monsters that do Fire or Poison damage are about twice as common as those that do any other type of non-physical damage.

One Nonmagical Physical Resistance10Slashing or Piercing. Bludgeoning is 12.Bludgeoning includes fall damage. Overall resistance (including magical) can add 6.VulnerabilitiesVulnerabilities that aren't to the rarest of types should not be in play - any semicompetent enemy will abuse it to no end.One Rare Vulnerability-8Radiant, Force, Psychic or ThunderOne Medium Vulnerability-16Cold, Lightning, Necrotic, or AcidOne Common Vulnerability-20Fire or PoisonOne Physical Vulnerability-40Bludgeoning, Piercing, or SlashingDon't. Just don't.Movement20 ft speed-325 ft speed-230 ft speed035 ft speed240 ft speed530 ft climb speed2Spider Climb430 ft swim speed2Feline Agility4

this allows you to double your speed for a turn, without using an action. You then have to spend a turn not moving to refresh the ability.


Bonus action move your speed toward enemy

Not Slowed by Armor2a character with heavy armor is unlikely to not have the minimum strength-- unless they have the dwarf armor trainingIgnore Rare type of Rough Terrain1Ignore Common type of Rough Terrain2Ignore non-magical Rough Terrain3Flight

Basically flight should really not be on a race, or have minimal additions to it, as in non-enclosed spaces (which there are many), you have immunity to melee attacks.

Standard Fly 3016no med or heavy armor, no hoverHover18

doesn't fall when knocked prone or speed reduced

Plus 5 ft fly speed3Plus 10 ft fly speed6Always On Feather Fall3Must land at End of Turn-12Unrestricted Fly 3024Flight even with medium armor.SensesSunlight Sensitivity-3Darkvision 302

Darkvision means that races looking into the dark with darkvision see it as dim light, having disadvantage on perception checks, and thus -5 to their passive perception. Sight that ignores this is about twice as strong

Darkvision +601Race has 60 darkvision, subrace upgrades to 120 (drow, duergar).Darkvision 603Darkvision 1204Blindsight to 30ft8

Allows sight through darkness, grants benefits of darkvision without the penalty of dark to dim light, and can see invisible enemies. Not inherently broken, but can sometimes be story breaking. Use with caution.

Blindsight to 30ft, blind beyond4AdvantageAdvantage on a rare roll1
Sours: https://docs.google.com/spreadsheets/d/1vq1kz6PRAbw5LHy6amH-bNb4OuB8DBXL1RsZROt03Sc/edit
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  5. Cory cat

Homebrewing is a big part of D&D 5e. The game is open-ended by design and is pretty easy to work with for those that want to create new content for it. Balance is important, but the real test of a successful homebrew is if everyone at the table has fun with it.

I’ve dabbled in homebrewing stuff for my own games quite a few times. I’ve even shown off an item I designed on the site before. I definitely enjoy doing it, but the majority of what I create are magical items.

However, I’ve made a couple of homebrew races and subraces before for our homebrew setting. It actually wasn’t nearly as difficult as I had first thought it would be, and if anything it was pretty low-stakes compared to designing something like a class. Sure you can find some really broken races out there, but that’s a different problem that I’ve covered already.

Today we’re going to talk about creating a race. Think of this as a general overview showing you what the outline of a race should be. Once you have that nailed-down you just have to make a few decisions and voila, you’ve created something!

Your Homebrew Race’s Flavor

Flavor is everything when homebrewing. While it’s true you want something that fits into the game’s mechanics and isn’t brokenly overpowered or absolutely terrible, you want something that people actually want to use. Your homebrew race should fill a niche, yes, but it needs to be interesting while doing so!

You don’t need a ton of information either to create an interesting race – only a few paragraphs. Basically, give a potential player a general overview of the race, their general culture, and appearance. The DM can decide from there where they fit into their setting.

homebrew race D&D 5e

I’d recommend spending the most time focusing on the flavor of the race’s general appearance and their unique abilities. These are typically the two factors that I see players look towards before anything.

Many people out-right ignore lore, and honestly, that’s fine. You’re playing an adventurer, not a typical tiefling, you’re going to be unique compared to the average tiefling NPC.

However, it’s still important to set up a baseline for the race to help people get a direction for their character and for DMs to figure out how to include this race in their game.

I like to use a list of questions to help brainstorm when I’m creating something, so here are a few that helped me when creating a few races and subraces.

What do they look like?

This one is important, and there’s no wrong answer. You could create a monstrous race that’s ugly and extremely large, or you could create a beautiful forest fairy race. It doesn’t matter, I guarantee there are people who want to play both of these options.

What does matter is that you describe the race well. Include some unique features that make them stand out, and be sure to include pictures for people who like to have a visual cue!

What’s their civilization Like?

I’ve written a two-part article on creating a city in D&D previously and this should take a few notes out of that process. The difference is that you may not have to actually create the civilization.

Talk about how they live their day-to-day lives and what professions they gravitate towards. Is any of this influenced by the environment that they live in?

What about their governments. Is this a race that operates democratically or are they honor-bound to defend a monarch?

Your homebrew race’s civilization is important in that it carves out their place in the world. A player can choose to use some, all, or none of it, but as a DM I find this part very helpful.

What is their history?

List some highlights that happened to the race throughout their history – good and bad. Talking about great achievements and disastrous failures can give some perspective as to how your homebrew race’s civilization operates the way that it does.

I wouldn’t get too specific either. I would choose 3 or so significant events at most and reserve maybe a sentence or two for them. Don’t include things such as dates or names because that just restricts the lore.

You could also choose a single very significant event and give it a lot more focus. One such event could be a major accident that split your homebrew race. A large population left their civilization and this is how the subraces were formed hundreds or thousands of years later.

How are they viewed by others in their world?

homebrew race D&D 5e

I’d rank this question up with the race’s appearance in terms of value to potential players or DMs. The best part is that this can be answered easily based on your homebrew race’s history, civilization, and important events.

Take what you’ve written up already and figure out how this has affected the race as a whole. How do others see them because of their mannerisms or their history. Figure out if everyone feels this way or if they just butt-heads with a few groups.

Are they outcasts like tieflings, or are they seen as average citizens of the world?

How are they unique?

This is the big one. This sort of leaks into our next section which dives into the mechanics of races in D&D, but nonetheless it belongs here.

What is it that your homebrew race can do that published races or other homebrew races can’t. What makes them unique?

This could be literally anything. It could be their appearance, their abilities, etc. The important part is that you spend time making these unique features sound interesting and fun.

Mechanics of Race in D&D 5e

Ability Score Increases

While I’ve mentioned that I dislike this feature before, it’s still one that we have to respect when creating a homebrew race. Races typically get two ability score improvements (ASI), one being a +2 and the other being +1.

I would suggest choosing the ASIs after you’ve fleshed-out the rest of the race. This is because when you figure out the race’s features, flavor, proficiencies, and any other mechanics you’ll have a better understanding of how the race should operate in a D&D 5e game.

For example, if your race has proficiency in stealth and has a feature that gives them bonuses while stealthing at night or has a feature that can temporarily turn them invisible you’re probably catering to a more Dexterity-focused niche.

Put the +2 into Dexterity and the +1 into something that makes sense in terms of flavor. Maybe they’re inquisitive so they’ll get a +1 to Intelligence. Basically, carve out a niche for your homebrew race and make sure that the mechanics help a PC work within that niche.

Now not every race gets +2/+1. There are races like Humans that have +1’s in all their ability scores or +1 in 2 skills and a feat. There are also monstrous races like the orcs in Volo’s Guide to Monsters that get +2/+1 and a -2 to Intelligence.

The standard is +2/+1, but if you’re going to stray from that be sure that the rest of the race makes up for whatever power loss/gain they receive from their ASIs.


In many cases, your race determines the vast majority of some of your proficiencies. You can gain proficiency in tools, skills, languages, and weapons through your race.

Most races tend to give at least 2 languages and a skill at the bare minimum. One language is always Common and the other is generally one that fits their culture. For example, dwarves know Dwarvish.

The skill is typically one that suits the flavor of the race. If they’re a race that typically makes their home in the dense jungles and is known for their hunting prowess they’ll probably have proficiency with Survival.

A lot of races give a set of weapon proficiencies. Typically these are 3-4 unique weapons. Two of them are usually simple weapons with the other one or two being martial weapons. Though you could do any combination if you wish.

Proficiencies in vehicles, instruments, and tools are generally given out through your background, but a case could easily be made for including them in your homebrew race.


size D&D 5e homebrew race

Races in 5e come in two different sizes, small and medium. Mechanically speaking both sizes take up a single square in a 5 ft. square in a grid.

The standard size is medium which is between 4 and 8 feet in height and between 60 and 500 lbs. in weight. That’s a pretty big gap when you think about it, but the majority of the standard races tend to fall within the ballpark of a real-life human being.

Medium creatures have no real disadvantages. They have 30 ft. of speed and have no limitations for carrying capacity or wielding weapons.

Small creatures are between 2 and 4 feet in height and weigh between 8 and 60 lbs. This gap isn’t nearly as significant, but you can see how much smaller these creatures are compared to the average medium size creature.

Small creatures cannot wield weapons with the heavy property. Typically they only have 25 ft. of movement speed.

However, this is balanced-out by small creatures being able to squeeze-through smaller spaces than medium creatures. Plus, they have the ability to mount medium-size creatures.


Maybe the base race isn’t specific enough for your tastes. Your homebrew race originally spurned from a single group of people, but have since spread out to different biomes.

Biologically, your race is all-encompassing. Everyone has pointy ears, is roughly the same size, and has similar distinguishing features. However, over many, many years your race has changed.

Living in caves has made a certain subset of people have lighter/darker skin to blend in with the environment and their eyes have adjusted to the darkness. However, those that took to the forest have greenish or brownish skin to blend in with their environment and they’re able to traverse the tricky terrain easily due to evolution.

This is what a subrace is. It’s a subset of the race that dives into more specifics for each group in the overarching race. Because of their cultural and biological differences they are better at different things.

Like in the example above drow gain an enhanced version of Darkvision while wood elves get an additional 5 feet of movement speed. They’re both elves so they have Fey Ancestry and other abilities that the race gives them, but they have some unique features that they gain from their subrace.

Weapon proficiencies are particularly great to tie to subraces when creating a homebrew race. Cultural differences and environmental differences may favor the use of certain types of weapons, so having proficiency tied to subrace rather than race can help establish the flavor of the race as a whole.

Unique Features

Racial features are the real meat of a race in D&D 5e. These are the effects, traits, and abilities that are unique to a race and are typically pretty useful.

Examples of some racial features are Fey Ancestry, Fury of the Small, Lucky, and Relentless Endurance. These are unique to their base race and are generally the primary reason a player would choose one race over another.

These features should provide some sort of advantage or bonus to the player once they use them. They could give them additional survivability like Relentless Endurance, or bonus offensive power like Fury of the Small. Some features like Lucky are all-around great and can help out in a ton of different situations.

These features can be as powerful as you like. For example, Lucky is a very powerful skill. To counter-act this halflings don’t get a lot of other features. Half-Orcs, on the other hand, get Savage Attacks in addition to Relentless Endurance because of how situational each one is.

The important part of these features is that they are interesting, fun, and rewarding to use. Your features along with the flavor of the race should be the reason a player wants to choose your homebrew race over another option.


Balance is important, but only after you’re satisfied with your choice of mechanics and the flavor/lore of the race. It’s an afterthought generally because as long as you’ve followed most of the outline above you’ll have something with a similar power level to the majority of races already in D&D 5e.

The real deciding factor between if a race is over or under-powered is generally going to be the features or abilities you’ve given the race.

The great part about tabletop RPGs though is that if something you make is too powerful or too weak you can talk to the affected player(s) in-between sessions and work out a solution to the issue.

Your Race Should be In-Line with Printed Races

homebrew D&D 5e race

This doesn’t mean that your homebrew race needs to be exactly as powerful as each of the printed races. I mean, there are already some large discrepancies between printed races.

What it does mean is that whatever you make shouldn’t completely overshadow any of the printed races. Your creation should fill a niche within D&D 5e, but it shouldn’t be so powerful that even people outside that niche consider taking it just because of how powerful it is.

On the flip side, you want to make sure that you don’t make the race too weak compared to other options. You want people to actually play this!

You should try to use the printed races as a guide. Keep your homebrew race within the bounds of those races (don’t worry so much about outliers such as Aarakocra) and you’ll be good as gold.

Use This Handy Guide!

I found this amazing guide by jwbjerk on how to determine if a homebrew race is balanced. The guide assigns a point system to each feature, ASI, speed, and any other racial feature. You can then pick and choose these features and compare them to other races in the Testing sheet or the Racial Score Calculator sheet.

This is an excellent tool for people who are new to balancing homebrew content but still want to make a homebrew race. It’s also a great tool for those that just want to double-check their work.

Now, this isn’t the be-all-end-all of balance. This guide really only works if you’re taking features and abilities that have been used before by Wizards of the Coast. If you’re creating a brand new ability or feature then it’s not going to be as accurate, but it’ll give you a solid estimate as to where you’re at in terms of power.

I personally have used this before and found it extremely helpful. I’m a stickler for balance so it was great for me to have something to check my work. It also really helped me in figuring out what exactly a race is, mechanically speaking.


It’s fun to create new things, though it can be a bit daunting when you are first starting out. Homebrew races make a big initial impact but generally will not break the game if you’re a little off in one way or another in terms of balance. They’re the perfect first project for aspiring homebrewers.

As someone who tends to run homebrew campaigns instead of premade adventures, I find that I regularly do some form of homebrewing to the races. Maybe not mechanically, but I’ll regularly reflavor or reskin races to help better fit the world that I’ve created.

Generally speaking though, the best way to come up with a homebrew idea is asking a player. See what it is they’re looking for and figure out if you can think of a way to create a race for them that fits the idea they had. This way you have something unique for your game and you have your first playtester already lined up!

If you enjoyed what you read be sure to check out my ongoing review for all of the official D&D 5e books!

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A Crap Guide to D\u0026D [5th Edition] - Races

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Pick up the dry cleaning. Walk the taxes. File the dog.

Sours: https://www.dandwiki.com/wiki/5e_Homebrew

5e homebrew races


The Best Homebrew Races for D\u0026D 5e!


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