Virtue (5e Race)

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Scales.png This page is of questionable balance. Reason: This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, several unconditional advantages and disadvantages. Bound to Light should be worded like darkvision as it seems to imply that they produce light in a 60-foot radius. As a reaction to what? Reaction based abilities need a trigger. 50 feet isn't a standard increment, move it up to 60. Automatic reduction of attack rolls against you equal to your Charisma modifier is way too strong especially given the race receives high natural armor. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.

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When the truly righteous die, they are finally at their strongest. In their last moments, any regret or wish that was left unresolved in that person's life is heard by the gods and is answered with the creation of a being meant to resolve the woes of the deceased. These "virtues" are very similar to angels, however, they prefer to, and will, remain on the mortal plane for their entire lives. Even if their initial task is completed, they will continue to find purpose in upholding the ideals that gave birth to their existence.

Physical Description[edit]

Virtues are mostly human in appearance, however, they often bear markings that denote what sort of virtue they are as well as incorporeal wings and/or a halo. They can have any natural hair color, but their eyes tend to be blue or green. Other aspects of their appearances change based on their "subrace".


The first virtue was Unity, a powerful warrior whose greatest strength could only be seen when he sheathed his blade, connecting the kingdoms of man for the first time, ending a raging war that would have torn all of mankind apart. From then on, in times of great need, virtues have cropped up to serve mankind in their endless war against darkness and destruction.


Virtues are most like aasimar in their overall societal beliefs and behaviors, standing against the great evils that seek to taint the good people of the world. As such, they can be found serving large and small communities alike, acting as guardians, healers, and even bards, though the latter is very rare.

Virtue Names[edit]

Virtues will go years without names, waiting until their purpose in life is made clear to them. At that time, they will name themselves, generally choosing a name that relates to light, hope or safety.

Male: Aeternus, Arcturus, Nimbus, Licht.

Female: Pyhra, Uale, Ohma, Suvika.

Virtue Traits[edit]

Angel-like champions that herald days of peace and rejuvenation.
Ability Score Increase. Your Charisma score increases by 2.
Age. Virtues are created at maturity, but generally do not know their purpose until they have lived for about 12 years. They will live indefinitely until they have achieved their original task given them upon creation. They can continue to live for up to 400 years after their success.
Alignment. Virtues are always good.
Size. Virtues tend to stand between 5 and 6 feet tall, but they can be as tall as 8 feet. They generally weigh about 160 to 240 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Bound to Light. Virtues are able to use their natural radiance to emanate light for up to 60 feet. Because of their radiance, however, they have disadvantage on all Stealth checks and their Stealth skill is reduced by 5. They can see through magical darkness as if it were dim light, but it is considered difficult terrain while moving through it.
Heavenly Ward. All virtues have resistance to necrotic damage and radiant damage.
Inborn Honesty. All virtues have proficiency in the Persuasion skill, but have disadvantage on all Deception checks.
Heavenly Resolve. Virtues have advantage on saving throws against being charmed.
Divine Protection. Once per long or short rest, as a reaction, a virtue is able to grant advantage on a saving throw to one creature that they can see that is within 50 feet of them. This effect does not work if the creature already has advantage on the saving throw. This ability can not be used to grant yourself advantage on a saving throw.
In Their Own Skin. Virtues can't be proficient with any type of armor, regardless of class or feats. They can still be proficient in shields.
Languages. Common and Celestial
Subrace. Valiance, Devotion, or Respite

Virtue of Valiance[edit]

These virtues exist to bring peace where there is destruction. They are naturally talented as conversationalists and their abilities to inspire make them especially skillful bards and perhaps even fighters were they to be in a position of command. They have slender figures, thin limbs and they move with ease and grace. The markings on their bodies are very fluid and smooth, denoting their natural propensity for passing through life with ease.

Ability Score Increase. Your Dexterity score increases by 1.
Inspiring Grace. After you land a hit on an enemy, the next friendly creature to attack it adds your Charisma modifier to the attack roll. You may use this ability once per long or short rest.
Friendly to a Fault. Virtues of valiance are very friendly, and as such, have disadvantage on all Intimidation checks, but have advantage on Persuasion and Performance checks.
Graceful Guard. Virtues of valiance have an unarmored AC of 13 + their Dexterity modifier.(Min 13)

Virtue of Devotion[edit]

Virtues of devotion are faithful guardians, created with an inborn desire to protect others. They are exceptionally talented paladins and on rare occasions barbarians. Their muscular and broad bodies are only further accentuated by the angular design of their markings.

Ability Score Increase. Your Constitution score increases by 2.
Righteous Bulwark. If you are between an ally and the source of an AOE or cone type spell, you are able to expend your reaction and they are able to add your Constitution modifier to any saving throws against the damage. However, doing so gives you disadvantage on the saving throw. You may use this ability once per long or short rest.
Champion Angel. After taking damage from an attack, you gain advantage on the first saving throw you make within the next minute. You must finish a short or long rest before you can use this again.
Defender's Guard. Virtues of devotion have an unarmored AC of 13 + their Constitution modifier.(Min 13)

Virtue of Respite[edit]

Virtues of respite are naturally gifted peacemakers, devoted to healing old wounds, both figuratively and literally. They are naturally suited to being clerics and druids. Their gentle features and dainty bodies as well as the soft swirling designs covering them serve as a constant reminder that they exist to make peace.

Ability Score Increase. Your Wisdom score increases by 2.
Merciful Touch. When using a healing spell, you may reroll any die that lands on a 1 or 2. You must take the new value. You must finish a short or long rest before you can use this again.
Heavenly Wisdom. Virtues of respite have disadvantage on all weapon attack rolls,(This doesn't affect spells or cantrips) however, all enemies within 15 feet of you that can see or hear you must subtract your Charisma Modifier from all attack rolls. (Min 1)
Knowing Heart. Virtues of respite have an unarmored defense of 13+ their Wisdom modifier. (Min 13)

Random Height and Weight[edit]

4′ 0″ +1d12 *4 100 lb. × (1d20*10) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a virtue character, you can use the following table) of traits, ideals, bonds and flaws to help flesh out your character. Use These table in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I find hatred to be a pointless and wasteful emotion.
2 I will find beauty in all things.
3 I can't help but analyze the emotions of others to a ridiculous extent.
4 I will insistently try to befriend anybody who has not attacked me.
5 I do not know how to respond to anger.
6 No matter how desperate the situation, I will always smile and keep a light demeanor.
7 I am stubborn and will refuse help from anybody else. I must be a guardian of the people, not their burden.
8 I am very energetic and find it hard to not continue along the chosen path.
d6 Ideal
1 Joy: I exist to bring an end to sadness.
2 Protection: I exist to keep the weak safe from the wicked.
3 Freedom: I exist to free the oppressed from their shackles.
4 Future: I exist to bring hope for a better tomorrow.
5 Peace: I exist to end conflict and leave serenity in my wake.
6 Understanding: I exist to bring knowledge and understanding where there is ignorance and fear.
d6 Bond
1 A kindly farmer took me in shortly after I came into existence.
2 I do not know the name of the priest who wished me into existence, I wish to learn it.
3 A small child gave me a hand-drawn picture. I consider it to be a prized possession of mine.
4 I have flashes of the memories of the one whose final wish gave me life.
5 I am afraid to see any innocent die, and as such, I will risk myself before anyone else's life.
6 I wish to eventually settle down and live out my days in peace and quiet. I dream of that potential plot of land.
d6 Flaw
1 I have difficulties understanding things such as sarcasm.
2 I feel very uncomfortable in darkness, convinced that being there too long will ultimately kill me.
3 I consider my purpose before anything else, often resulting in reckless choices and self-destructive courses of action.
4 Witnessing an act of evil will throw me into an uncontrollable rage.
5 I am forgiving to a fault, often allowing people to make sleights against me without batting an eye.
6 I can't explain why, but somewhat regularly, my emotions will simply overwhelm me, and I will end up crying.

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