User:ConcealedLight/Musicus Expansion

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Work In Progress


Building on the Musicus Meter

Many of us here on D&D Wiki like and use Musicus's meter as a guideline to making sure the suggestions we make and the content we create and curate are of an acceptable standard. However, Musicus's guide doesn't cover every possible trait you can give a homebrew race, something we specialize in having on D&D Wiki. As such we've created an expansion of the guide that we collectively agree should be included in the guide and we have scored them as such. These are listed below.

If you would like to add a trait here feel free to make an entry on this pages talk page giving your reason why it should be included, the specific wording of the trait and your suggested score.

Additional First Party Race Score

These are the additional first-party races not included in the Musicus Meter. These races can be found in the following material:

  • Volo's Guide to Monsters
  • Sword Coast Adventurer's Guide
  • Tortle Package
  • Mordenkainen's Tome of Foes

Aasimar

Score: 6

Cost Racial Trait
2 Charisma score increases by 2.
0.5 Darkvision 60 feet.
1 Celestial Resistance.
1 Healing Hands.
0.5 Light Bearer.
4 Total.
Protector Aasimar +2
Cost Racial Trait
1 Wisdom score increases by 1.
1 Radiant Soul.
2 Total.
Protector Aasimar +2
Cost Racial Trait
1 Constitution score increases by 1.
1 Radiant Consumption.
2 Total.
Fallen Aasimar +2
Cost Racial Trait
1 Strength score increases by 1.
1 Necrotic Shroud.
2 Total.

Bugbear

Score: 6.5

Cost Racial Trait
2 Strength score increases by 2.
1 Dexterity score increases by 1.
0.5 Darkvision 60 feet.
1 Long-Limbed.
0.5 Powerful Build.
0.5 Sneaky.
1 Sneak Attack.
6.5 Total.

Duergar Dwarves

Score: 7.5

Cost Racial Trait
5 Dwarf.
1 Strength score increases by 1.
1 Superior Darkvision.
1 Duergar Magic.
-0.5 Sunlight Sensitivity.
0.5 Extra Language.
8 Total.

Elves

Score: 7.5-8.5

Eladrin +3
Cost Racial Trait
4.5 Elf.
1 Charisma score increases by 1.
2 Fey Step.
7.5 Total.
Sea Elf +3.5-4
Cost Racial Trait
4.5 Elf.
1 Constitution score increases by 1.
0.5 Sea Elf Training.
1-1.5 Child of the Sea.
0.5 Friend of the Sea.
0.5 Aquan.
8-8.5 Total.
Shadar-Kai +3
Cost Racial Trait
4.5 Elf.
1 Constitution score increases by 1.
0.5 Necrotic Resistance.
1.5 Blessings of the Raven Queen.
7.5 Total.

Firblog

Score: 6.5

Cost Racial Trait
2 Wisdom score increases by 2.
1 Strength score increases by 1.
1 Firbolg Magic.
0.5 Hidden Step.
0.5 Powerful Build.
1 Speech of Beast and Leaf.
0.5 Extra Language.
6.5 Total.

Gith

Score: 7-7.5

Cost Racial Trait
1 Intelligence score increases by 1.
1 Total.
Githyanki +5.5
Cost Racial Trait
1 Constitution score increases by 1.
1 Decadent Mastery.
1.5 Martial Prodigy.
2 Githyanki Psionics.
5.5 Total.
Githzerai +5
Cost Racial Trait
2 Wisdom score increases by 2.
1 Mental Discipline.
2 Githzerai Psionics.
5 Total.

Goblin

Score: 4.5

Cost Racial Trait
2 Dexterity score increases by 2.
1 Constitution score increases by 1.
-1 Small.
0.5 Darkvision.
1 Fury of the Small.
1 Nimble Escape.
4.5 Total.

Ghostwise Halfling

Score: 4.5

Cost Racial Trait
2.5 Halfling.
1 Wisdom score increases by 1.
1 Silent Speech.
4.5 Total.

Hobgoblin

Score: 5

Cost Racial Trait
2 Constitution score increases by 2.
1 Intelligence score increases by 1.
0.5 Darkvision.
1 Martial Training.
0.5 Saving Face.
5 Total.

Kenku

Score: 4.5-5

Cost Racial Trait
2 Dexterity score increases by 2.
1 Wisdom score increases by 1.
0.5 Expert Forgery.
1 Kenku Training.
0.5 Mimicry.
0-0.5 Speaking through Mimicry.
4.5-5 Total.

Kobold

Score: 4

Cost Racial Trait
2 Dexterity score increases by 2.
0 Strength score decreases by 2.
-1 Small.
0.5 Darkvision.
1 Grovel, Cower, and Beg.
2 Pack Tactics.
-0.5 Sunlight Sensitivity.
4 Total.

Lizardfolk

Score: 8.5

Cost Racial Trait
2 Constitution score increases by 2.
1 Wisdom score increases by 1.
2 Natural Armor.1
1 Bite Attack.
0.5 Hold Breath.
0.5 Cunning Artisan.
1 Hunter's Lore.
0.5 Hunter's Jaws.
8.5 Total.

Orc

Score: 5.5

Cost Racial Trait
2 Strength score increases by 2.
1 Constitution score increases by 1.
0 Intelligence score decreases by 2.
0.5 Darkvision.
1 Aggressive.
0.5 Menacing.
0.5 Powerful Build.
5.5 Total.

Tabaxi

Score: 6

Cost Racial Trait
2 Dexterity score increases by 2.
1 Charisma score increases by 1.
0.5 Darkvision.
0.5 Feline Agility.
1 Cat's Claws.
1 Cat's Talent.
6 Total.

Tiefling Variant's

Score: 5-5.5

Cost Racial Trait
3 Feral.
1.5 Devil's Tongue.
1 Hellfire.

Note: Most the traits listed here when swapped are considered to be of the same strength or slightly less then the that of the origin trait it is being exchanged for.

Tortle

Score: 6.5

Cost Racial Trait
2 Strength score increases by 2.
1 Wisdom score increases by 1.
0.5 Claws.
0.5 Hold Breath.
1 Natural Armor.
1 Shell Defense.
0.5 Survival Instinct.
6.5 Total.

Triton

Score: 6.5-7

Cost Racial Trait
1 Strength score increases by 1.
1 Constitution score increases by 1.
1 Charisma score increases by 1.
0.5-1 Swimming.
0.5 Amphibious.
1.5 Control Air and Water.
0.5 Emissary of the Sea.
0.5 Guardians of the Depths.
6.5-7 Total.

Yuan-Ti Pureblood

Score: 11.5

Cost Racial Trait
2 Charisma score increases by 2.
1 Intelligence score increases by 1.
0.5 Darkvision.
1.5 Innate Spellcasting
4.5 Magic Resistance.
1.5 Poison Immunity.
0.5 Extra Language.
11.5 Total.

Note: It is widely regarded by the D&D community and by extension the D&D Wiki community that the Yuan-Ti Pureblood is overpowered. We could point at the traits and simply reach this verdict fairly easily, however, it is the all-encompassing nature of traits, on top of the way the race encourages a backstabbing and 'That Guy' style of play that rather than create interesting opportunity for roleplay instead stifles creativity and limits what a DM can challenge players with.

Additional Special Senses

Certain monsters within the game have a special sense that allows them to function properly within the game such a constructs having blindsight with a certain radius due to their lack of eyes or creatures that burrow through the earth having tremorsense and finally celestials possessing truesight. Without these sense these creatures wouldn't be able to function as intended, a creature without eyes wouldn't be able to perceive, a burrowing creature wouldn't know where it was going and an angel could be tricked by illusions. As such these senses aren't given to the vast majority of races, however, if one were to give them to a race within the context of the Musicus Meter you would use the following scores:

Keep in mind that in 5th edition special sights are always in one of the following in increments: 10/30/60/120

Point
Cost
Name Description
1/10ft. Blindsight. You can perceive your surroundings without relying on sight within a specific radius. You have a {{5e|blindsight}} range of [#] feet.
-0.5 Echolocation.* You can't use your {{5e|blindsight}} while {{5c|deafened}}.
1/10ft. Tremorsense.* You have a {{5e|tremorsense}} range of [#] feet.
1/30ft. Limited Blindsight/ Tremorsense.* You have a [{{5e|blindsight}}/ {{5e|tremorsense}}] range of [#] feet but are blind beyound this radius.
2/3 Truesight.* As an action, you can focus your sight to percieve and reveal the truths of the world. For 1 minute you have {{5e|truesight}} within a 60/120 foot radius. You can use this trait once per day due to the strain it causes your eyes and must complete a long rest before you can use it again.
Echolocation.

You must have the blindsight or limited blindsight trait in order to have this one.

Tremorsense.

With tremorsense you can detect and pinpoint the origin of vibrations within a specific radius, 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 and many burrowing creatures, such as ankhegs[1] and umber hulks[2], have this special sense.

Limited Blindsight/ Tremorsense.

This trait is designed for races that can't see on their own for one reason or another, examples of such creatures are constructs without eyes like animated objects[3], creatures with heightened senses like dragons[4] and creatures with burrow speeds like the bulette[5].

Truesight.

With truesight you can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, you can see into the Ethereal Plane within the same range. This is pretty much anti-fun, as the Dungeon Master is now limited to what they can throw at the player that would make it challenging for them and pretty much allows a race to have a significant edge over all other races in terms of the three pillars of adventure. As such, a race shouldn't be able to do that all the time without restriction and as such, this trait has been created for those of you who really want truesight on their race but don't want to be anti-fun and give your Dungeon Master a hard time. Of course, that doesn't stop your Dungeon Master saying no to the race anyway.

Creature Types

Races with a different creature type to humanoid present a number of issues and as such if you going to have a trait that changes the defeat creature type to something else understand that doing so makes that race immune to a number of low-level abilities, spells, and other effects. A good example of this is the Hold Person spell by changing a races creature type to any other type you become immune to this second level spell. Meaning that to hold this race down you'd have to cast the fifth level version of this spell, Hold Monster, however, if you've changed the race type to undead then you are also immune to this spell. Overall it grants a number of immunities that adventuring modules don't expect a player has especially in the early game. As such when instead of changing their creature type keep their creature type the same but add in that they are considered both like so: "Your creature type is [creature type] and humanoid.". This way the flavor the mechanics of a race is trying to accommodate is maintained without increasing the point cost of the race.

But I really want to >,<

If you still believe changing the creature type of your race to strictly something different from humanoid then understand different creature types have different scores.

All creature types but humanoids and beasts are immune to the following spells:

In addition, certain creature types receive certain benefits and detriments from certain spells as listed below.

Aberrations

Score: x

Aberrations grant the following benefits:
No specific benefits

Aberrations grant the following detriments:

Beasts

Score: x

Beasts benefit from the following spells through either being immune to them or gaining some other form of benefit. Beasts have the following benefits:

Unlike most other creature types Beasts while being immune to high-level spells are affected by spells that are of a lower level then humanoids. Beasts have the following detriments:

Celestials

Score: x

Celestials have the following benefits:
No specific benefits

Celestials have the following detriments:

Constructs

Score: x

Constructs have the following benefits:

Constructs have the following detriments:

Dragons

Score: x

Dragons have the following benefits:
No specific benefits

Dragons have the following detriments:
No specific detriments

Elementals

Score: x

Elementals have the following benefits:
No specific benefits

Elementals have the following detriments:

Fey

Score: x

Fey have the following benefits:
No specific benefits

Fey have the following detriments:

Fiends

Score: x

Fiends have the following benefits:
No specific benefits

Fiends have the following detriments:

Giants

Score: x

Giants have the following benefits:
No specific benefits

Giants have the following detriments:
No specific detriments

Humanoids

Score: 0 WIP

Humanoid grant the following benefits:

  • Hold Monster
  • Dominate Monster
  • Charm Monster

Humanoids grant the following detriments:

  • Hold Person
  • Dominate Person
  • Charm Person
  • Calm Emotions
  • Crown of Madness

Monstrosities

Score: x

Monstrosities have the following benefits:
No specific benefits

Monstrosities have the following detriments:
No specific detriments

Oozes

Score: x

Oozes have the following benefits:
No specific benefits

Oozes have the following detriments:

Plants

Score:

Plants have the following benefits:

Plants have the following detriments:

Undead

Score: x

Undead have the following benefits:

Undead have the following detriments: the most significant are:

Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead.

You can take each feat only once unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse—you can’t benefit from the Grappler feat until your Strength is restored.

It is important to note that Unearthed Arcana, while discussed on the D&D website, is strict "R&D" and not an actual resource book.

The Musicus rating originally gives a 2-4 rating for all feats and doesn't provide a specific score for individual feats. The following gives a breakdown of the feats in the Players Handbook and gives granting a race a feat of their choice a score of 1-3.

As this is created with racial traits in focus please use the 5e Feat Design Guide when creating feats.

Actor

Score: 2.5

Skilled at mimicry and dramatics, you gain the following benefits:

Cost Racial Trait
1 Charisma score increases by 1.
1 You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
0.5 You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
2.5 Total.

Athlete

Score: 2

You have undergone extensive physical training to gain the following benefits:

Cost Racial Trait
1 Strength score increases by 1.
1 When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn’t cost you extra movement.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
2 Total.

Alert

Score: 2.5

Always on the lookout for danger, you gain the following benefits:

Cost Racial Trait
1 You can’t be surprised while you are conscious.
1 You gain a +5 bonus to initiative.
0.5 Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
2.5 Total.

Charger

Score: 1.5

Always on the lookout for danger, you gain the following benefits:

Cost Racial Trait
1 When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
0.5 If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
1.5 Total.

Defensive Duelist

Score: 1

Prerequisite: Dexterity 13 or higher

Cost Racial Trait
1 When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your Armor Class for that attack, potentially causing the attack to miss you.
1 Total.

Dual Wielder

Score: 2

You master fighting with two weapons, gaining the following benefits:

Cost Racial Trait
0.5 You gain a +1 bonus to your Armor Class while you are wielding a separate melee weapon in each hand.
1 You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
0.5 You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
2 Total.

Dungeon Delver

Score: 2

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

Cost Racial Trait
1 You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
0.5 You have advantage on saving throws made to avoid or resist traps.
0.5 You have resistance to the damage dealt by traps.
2 Total.

Sage Advice - Fourth Bullet Point Redaction

Durable

Score: 1.5

Hardy and resilient, you gain the following benefits:

Cost Racial Trait
1 Constitution score increases by 1.
0.5 When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
2 Total.

Elemental Adept

Score: 1.5

Prerequisite: The ability to cast at least one spell

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Cost Racial Trait
1 Spells you cast ignore resistance to damage of the chosen type.
0.5 When you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
1.5 Total.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Grappler

Score: 1.5

Prerequisite: Strength 13 or higher

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

Cost Racial Trait
1 You have advantage on attack rolls against a creature you are grappling.
0.5 You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
1.5 Total.

Sage Advice - Third Bullet Point Redaction

Great Weapon Master

Score: 2

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

Cost Racial Trait
1 On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
1 Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
2 Total.

Healer

Score: 1.5

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

Cost Racial Trait
0.5 When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
1 As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.
1.5 Total.

Inspiring Leader

Score: 1.5

Prerequisite: Charisma 13 or higher

Cost Racial Trait
1.5 You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
1.5 Total.

Keen Mind

Score: 2

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

Cost Racial Trait
1 Intelligence score increases by 1.
0.5 You always know which way is north and you always know the number of hours left before the next sunrise or sunset.
0.5 You can accurately recall anything you have seen or heard within the past month.
2 Total.

Linguist

Score: 3

You have studied languages and codes, gaining the following benefits:

Cost Racial Trait
1 Intelligence score increases by 1.
1.5 You learn three languages of your choice.
0.5 You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
3 Total.

Lucky

Score: --

You have inexplicable luck that seems to kick in at just the right moment.

Cost Racial Trait
-- You have three luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
-- You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.
-- Total.

Note: Given what Lucky does it is considered to be outside the scope of the Musicus Meter. No race should start with this feat and as such it will receive no rating.

Mage Slayer

Score: 2

You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:

Cost Racial Trait
1 When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
0.5 When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
0.5 You have advantage on saving throws against spells cast by creatures within 5 feet of you.
2 Total.

Magic Initiate

Score: 1.5

Cost Racial Trait
1 Two Cantrip's.
0.5 1st level spell.
1.5 Total.

Martial Adept

Score: 1.5

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

Cost Racial Trait
1.5 Martial Adept.
1.5 Total.

Mobile

Score: 2

You are exceptionally speedy and agile. You gain the following benefits:

Cost Racial Trait
1 +10 Movement Speed.
0.5 When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
0.5 When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
2 Total.

Mounted Combatant

Score: 1.5

You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:

Cost Racial Trait
0.5 You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
0.5 You can force an attack targeted at your mount to target you instead.
0.5 If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
1.5 Total.

Observant

Score: 2.5

Quick to notice details of your environment, you gain the following benefits:

Cost Racial Trait
1 Intelligence or Wisdom increases by 1.
0.5 If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
1 +5 passive Perception and Investigation scores.
2.5 Total.

Resilient

Score: 3

Choose one ability score. You gain the following benefits:

Cost Racial Trait
1 A ability score of choice increases by 1.
2 Saving Throw Proficiency of choice.
3 Total.

Ritual Caster

Score: 1

Prerequisite: Intelligence or Wisdom 13 or higher

You have learned a number of spells that you can cast as rituals.

Cost Racial Trait
1 Ritual Caster.
1 Total.

Savage Attacker

Score: 1

Cost Racial Trait
1 Savage Attacker.
1 Total.

Sentinel

Score: 2

Cost Racial Trait
1 When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
0.5 Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
0.5 When a creature within melee range of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
2 Total.

Sharpshooter

Score: 2

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

Cost Racial Trait
0.5 Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
0.5 Your ranged weapon attacks ignore half cover and three-quarters cover.
1 Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
2 Total.

Skilled

Score: 1.5

Cost Racial Trait
1.5 You gain proficiency in any combination of 3 skills or tools of your choice.
1.5 Total.

Skulker

Score: 1.5

Prerequisite: Dexterity 13 or higher

You are expert at slinking through shadows. You gain the following benefits:

Cost Racial Trait
0.5 You can try to hide when you are lightly obscured from the creature from which you are hiding.
0.5 When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
0.5 Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
1.5 Total.

Spell Sniper

Score: 1.5

Prerequisite: The ability to cast at least one spell

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

Cost Racial Trait
0.5 When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
0.5 Your ranged spell attacks ignore half cover and three-quarters cover.
0.5 You learn one cantrip that requires an attack roll.
1.5 Total.

Tough

Score: 1.5

Cost Racial Trait
1.5 Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
1.5 Total.

War Caster

Score: 1.5

Prerequisite: The ability to cast at least one spell

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

Cost Racial Trait
0.5 You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
0.5 You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
0.5 When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
1.5 Total.

Crossbow Expert

Score: 2

Thanks to extensive practice with the crossbow, you gain the following benefits:

Cost Racial Trait
0.5 You ignore the loading quality of crossbows with which you are proficient.
0.5 Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
1 When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
2 Total.

Polearm Master

Score: 1.5

You can keep your enemies at bay with reach weapons. You gain the following benefits:

Cost Racial Trait
1 When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifer as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
0.5 While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
1.5 Total.

Shield Master

Score: 2

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

Cost Racial Trait
1 If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
0.5 If you aren’t incapacitated, you can add your shield’s Armor Class bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
0.5 If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
2 Total.

Tavern Brawler

Score: 3

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

Cost Racial Trait
1 Strength or Constitution score increases by 1.
0.5 You are proficient with improvised weapons.
0.5 Your unarmed strikes use a d4 for damage.
1 When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. A grapple check is a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check.
3 Total.

Heavily Armored

Score: 1.5

Prerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

Cost Racial Trait
1 Strength score increases by 1.
0.5 You gain proficiency with heavy armor.
1.5 Total.

Lightly Armored

Score: 1.5

You have trained to master the use of light armor, gaining the following benefits:

Cost Racial Trait
1 Strength or Dexterity score increases by 1.
0.5 You gain proficiency with light armor.
1.5 Total.

Moderately Armored

Score: 2

Prerequisite: Proficiency with light armor

You have trained to master the use of medium armor and shields, gaining the following benefit:

Cost Racial Trait
1 Strength or Dexterity score increase by 1.
1 You gain proficiency with medium armor and shields.
2 Total.

Weapon Master

Score: 1.5

You have practiced extensively with a variety of weapons, gaining the following benefits:

Cost Racial Trait
1 Strength or Dexterity score increase by 1.
0.5 You gain proficiency with four simple or martial weapons of your choice.
1.5 Total.

Armor Mastery

Score: 1.5

Prerequisite: Proficiency with heavy armor

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

Cost Racial Trait
1 Strength score increases by 1.
0.5 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.
1.5 Total.

Medium Armor

Score: 1

Prerequisite: Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:

Cost Racial Trait
0.5 Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
0.5 When you wear medium armor, you can add 3, rather than 2, to your Armor Class if you have a Dexterity of 16 or higher.
1 Total.

Hover

For those of you that just want to float and chill out but don't want to break the game by fly pre-level 5. A hover speed is worth 1.5 points.

Point
Cost
Name Description
1.5 Hover. You [can float/ float] a few feet above the ground. This allows you to ignore most forms of difficult terrain and makes you immune to being knocked {{5c|Prone}}. However, you can float no higher than 5 feet and when you are reduced to 0 {{5e|Hit Points}} you stop hovering.
Why?
  • Ignoring certain kinds of difficult terrain is worth 0.5. Things like heavy winds would still affect you but not things like the shaking ground.
  • Immunity to the prone condition is worth 1.
  • You are inherently cooler.

Large Sized Races

Based on the Large Player Characters (5e Variant Rule) a large sized race is worth 1.5 points.

Why?
  • Being able to wield oversized weapons is worth 1.
  • The benefits of wielding Medium-sized weapons is worth 0.5.
  • Finally, the downsides and other benefits balanced each other out.

Telepathy

This does not count as a language.

Point
Cost
Name Description
1/60ft Telepathy. You can communicate mentally with another creature that knows at least one language within a [#] foot radius. This creature doesn't need to share a language with you but unless they have {{5e|telepathy}} themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once.
+0.5 Psionic Sensitivity. In addition, you can perceive the content of any telepathic communication within range of your {{5e|telepathy}} and you cannot be surprised by a creature with any form of {{5e|telepathy}}.
1 Limited Telepathy.* You can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of you that can understand a language. This form of {{5e|telepathy}} doesn't allow the receiving creature to telepathically respond.
Why?
  • You can communicate with others in a way that virtually no one can detect.
  • Bypasses the language barrier as you don't need to share a language.
  • Communication can only be hindered by range and knocking you unconscious.
Limited Telepathy

This trait can't be used with the Advanced Telepathy trait and is generally given to races that can't speak and have a limited intelligence but magical nature.


References

  1. Monster Manual p.22
  2. Monster Manual p.293
  3. Monster Manual p.20
  4. Monster Manual p.87
  5. Monster Manual p.35