Albino (5e Subrace)
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Very rarely, a creature is born to a normal race, and this individual is immediately noticeable as different, having icy blue eyes with pinkish pupils, as well as very light (sometimes white) hair and extremely pale skin. This lack of ability for the body to produce pigment is extremely rare, and thus can be detrimental to a creature's health and some of their abilities. Though in the beginning many thought the albino of any race to be more magically gifted this fact was put down in cities, as such, more distant and disconnected communities may be prone to try to use albinos in magical rituals or sacrifices to gain their supposed magical gifts. Even with this in mind, however, there are those who choose to be adventurers, refuse to be put down by these facts, and put in extra effort to show that they can fend for themselves or contribute to their community.
Universal Race Variant
This subrace does not quite work the same way as other subraces. It can be applied to any race, including those which don't normally have subraces. If it is applied to a race that does have subraces, you must still pick another subrace in addition to this one.
Albinos are known for their icy blue eyes, pinkish pupils and pale skin. Hair (if they have human-like hair) ranges from light brown to white, and fur (if they are of a race that normally grows fur) is white. Skin can range from pink to almost white.
Ability Score Increase. To compensate for the detriments presented by albinism, you have honed your abilities in other areas. One ability score of your choice increases by 2, or two of your choice increase by 1 each. Alternatively, you may choose a feat.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or the object you are trying to perceive is in direct sunlight. If your race already has Sunlight Sensitivity you gain instead Sunlight Hypersensitivity. Your skin is very thin & while in direct sunlight you suffer a -2 on all ability checks and attack rolls.
Melanin Deficiency. You have disadvantage on Dexterity (Stealth) checks when less than half of your body is covered by dark clothing or other color-changing items (such as hair dye or body paint) due to your visible skin/hair.
Superior Darkvision Your eyes are more sensitive to light, you have superior vision in dark and dim conditions. You can see in dim light within 120 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. If your race already has Darkvision or Superior Darkvision you gain 30 feet of Darkvision. If your race already has Superior Darkvision and Sunlight Sensitivity you gain 10 feet of blindsight, darkness is treated as bright light, and you have disadvantage on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or the object you are trying to perceive is in light that directly affects your sight.
Bad Eyesight Your eyes may be more sensitive to light but they often need correction when dealing with light. Choose either to be Nearsighted or Farsighted. If you choose Nearsighted objects outside of 5 feet are often very blurry you can tell colors and shape but not definite features giving you disadvantage on Perception(Wisdom) checks that rely on the sight of faraway objects. If you choose to be Farsighted objects within 5 feet are often blurry you can tell colors and shape but not definite features giving you disadvantage on Investigation (Intelligence) checks when using your sight to find clues. Both of these traits can be fixed by wearing special non-magical glasses to correct your sight to your normal vision. You start with these glasses along with any other adventuring gear you gain from classes and backgrounds.