Player Customizable Variant Races (5e Variant Rule)
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In D&D 5e, humans have a variant in the Player's Handbook that allows them to take a feat at first level and gain proficiency in one skill, in exchange for a weaker first-level ability score increase. This allows you to create a human that fits almost any archetype. Conversely, the other Player's Handbook races are far less flexible. There's technically nothing stopping you from being a dwarf rogue, but you'd be putting yourself at a disadvantage by not being, say, a wood elf. In other words, the mechanics of the game penalize you if you do not conform to your species's "role".
These rules are designed to address this restriction, without disrupting game balance. Each race swaps out certain restrictive elements (proficiencies in certain skills, higher ability scores in certain attributes, racial features that only benefit certain playstyles, etc.) and replaces them with the player's choice of feat, among other benefits.
Variant Races
All races are the same as the standard races unless specifically noted. If a variant says you gain a new ability instead of something else, you must take the new ability.
Dwarf
Ability Score Increase. When playing as this variant, this race gains no ability score increases at first level. Bonuses from feats are exempt from this restriction.
Dwarven Combat Training. Instead of gaining the racial weapon proficiencies listed in the Player's Handbook, you choose a single, but any simple or martial weapon to gain proficiency in.
Tool Proficiency. Your tool proficiency may be any artisan's tool of your choice.
Feat. You gain one feat of your choice.
Hill Dwarf
Ability Score Increase. When playing as this variant, this subrace has no ability score increases at first level. Bonuses from feats are exempt from this restriction.
Mountain Dwarf
Ability Score Increase. When playing as this variant, this subrace has no ability score increases at first level. Bonuses from feats are exempt from this restriction.
Dwarven Armor Training. Instead of gaining racial proficiency in light/medium armor, you gain +1 to AC when wearing armor of any kind. You must be wearing light, medium or heavy armor to gain this benefit.
Elf
Ability Score Increase. When playing as this variant, this race gains no ability score increases at first level. Bonuses from feats are exempt from this restriction.
Keen Senses. You may swap out your racial proficiency in Perception for proficiency in any other skill.
Feat. You gain one feat of your choice.
High Elf
Ability Score Increase. When playing as this variant, this subrace has no ability score increases at first level. Bonuses from feats are exempt from this restriction.
Elf Weapon Training. Instead of gaining the racial weapon proficiencies listed in the Player's Handbook, you choose a single, but any simple or martial weapon to gain proficiency in.
Wood Elf
Ability Score Increase. When playing as this variant, this subrace has no ability score increases at first level. Bonuses from feats are exempt from this restriction.
Elf Weapon Training. Instead of gaining the racial weapon proficiencies listed in the Player's Handbook, you choose a single, but any simple or martial weapon to gain proficiency in.
Mask of the Wild. Instead of this ability, you gain one skill of your choice.
Drow
Ability Score Increase. When playing as this variant, this subrace has no ability score increases at first level. Bonuses from feats are exempt from this restriction.
Drow Weapon Training. Instead of gaining the racial weapon proficiencies listed in the Player's Handbook, you choose a single, but any simple or martial weapon to gain proficiency in.
Halfling
Ability Score Increase. When playing as this variant, this race gains no ability score increases at first level. Bonuses from feats are exempt from this restriction.
Feat. You gain one feat of your choice.
Lightfoot Halfling
Ability Score Increase. When playing as this variant, this subrace has no ability score increases at first level. Bonuses from feats are exempt from this restriction.
Naturally Stealthy. Instead of this ability, you gain one skill of your choice.
Stout Halfling
Ability Score Increase. When playing as this variant, this subrace has no ability score increases at first level. Bonuses from feats are exempt from this restriction.
Human (included for comparison)
Ability Score Increase. Two different ability scores of your choice increase by 1. This replaces any other ability score increases the race may have.
Skills. You gain proficiency in one skill of your choice.
Feat. You gain one feat of your choice.
Dragonborn
Ability Score Increase. One ability score of your choice increases by 1. This replaces any other ability score increases the race may have.
Feat. You gain one feat of your choice.
Breath Weapon. You may use any ability score of your choice when determining the DC of your breath weapon.
Gnome
Ability Score Increase. When playing as this variant, this race gains no ability score increases at first level. Bonuses from feats are exempt from this restriction.
Feat. You gain one feat of your choice.
Forest Gnome
Ability Score Increase. When playing as this variant, this subrace has no ability score increases at first level. Bonuses from feats are exempt from this restriction.
Rock Gnome
Ability Score Increase. When playing as this variant, this subrace has no ability score increases at first level. Bonuses from feats are exempt from this restriction.
Artificer's Lore. Instead of this ability, you gain one skill of your choice.
Half-Elf
Ability Score Increase. One ability score of your choice increases by 1. This replaces any other ability score increases the race may have.
Feat. You gain one feat of your choice.
Half-Orc
Ability Score Increase. When playing as this variant, this race gains no ability score increases at first level. Bonuses from feats are exempt from this restriction.
Menacing. You may swap out your racial proficiency in Intimidation for proficiency in any other skill.
Savage Attacks. This ability may be triggered by damage-dealing spells with attack rolls; roll one of the spell's damage dice one additional time and add it to the extra damage of the critical hit.
Feat. You gain one feat of your choice.
Tiefling
Ability Score Increase. One ability score of your choice increases by 1. This replaces any other ability score increases the race may have.
Feat. You gain one feat of your choice.
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