Races (5A)
Starfox's 5th Edition Fan Page |
Rules
When using the optional racial modifiers from Tasha's, an attribute stat starts out with a +2 bonus must have at least a +1 bonus at the end, and a Small creature cannot have a racial bonus to Strength.
Elves
Elves were originally one people, but have descended into tribalism. Because elves magically adapt to their surroundings, the elven tribes are quite different. High elves and wood elves are described in the PHB. Genasi are elves in Greyhawk, which affects their appearance but not much else. New kinds of elves are introduced here.
Grey Elves
Variously called sentry elves or eladrin, the Grey Elves are otherworldly. They live in great citadel-cities in fairy, located in strategic locations to guard a planar boundary or to defend against some primordial evil. They come out of their cities to trade, explore, and mingle with high elves and occasionally other people. When seen in the mortal world, they live among and are often mistaken for High Elves. They share the High Elves human skin tones, with hair and eyes of metallic colors; silver, gold, dark iron, or even metallic blues and greens.
Fey Elves
The unruly cousins of sentry elves, fey are the rustic nobility of faerie. Unlike Grey Elves, they are fully adopted to fairy and adapt to its incessant changes. Fey elves see themselves as the nobility and law-keepers of fairy. To outsiders the laws they keep to seem very much their own whims. Fey elves are stately. From a distance of Mind meters they look large and regal, but up close they are similar to other elves. Some have human colors, others have saturated hues from the wild places they live.
Wild Elves
Called Gruach in Greyhawk, wild elves are considered barbarians by other elves. They live rustic lives accompanied by the animals that taught them to survive in harsh environments. Wild elves are ruddy or swarthy of complexion with wild hair with colors from the environment or from beats. Many have the eyes, tails, ears, or other features of animals.
Humans
In addition to what is noted in the PH, humans using the +1 to all ability scores version (the regular human) gain additional proficencies based on their ethnicity.
Common: Common humans can choose any one weapon, skill, tool, vehicle, or language.
Baklunish gain proficiency with their ethnic language (Baklunish) and with one of History, Religion, Animal Handling, Survival, a gambling set, or navigator's tools.
Flan gain proficiency with their ethnic language (Flan) and with one of Athletics, Stealth, Nature, Religion, Perception, or Survival.
Oerdians gain proficiency with their ethnic language (Oerdian) and with one of the following: any one weapon, Athletics, History, Religion, Animal Handling, or Persuasion.
Olman gain proficiency with their ethnic language (Olman) and with one of Athletics, Acrobatics, Arcana, Religion, Survival, or Intimidate.
Paynim gain proficiency with their ethnic language and with one of the following: composite bow proficiency, Arcana, Nature, Animal Handling, Perception, or Survival.
Rhenne gain proficiency with their ethnic language (Rhopan) and with one of Acrobatics, Sleight of Hand, Arcana, Animal Handling, Performance, or one type of vehicles.
Suel gain proficiency with their ethnic language (usually Amedi or Cold Tounge) and with one of Athletics, Acrobatics, Arcana, History, Intimidation, or water vehicles.
Tuov gain proficiency with their ethnic language (Tuov) and with one of Athletics, Stealth, History, Nature, Perception, Survival, or Persuasion.