Fixed Point Buy and Races (5e Variant Rule)

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Author: Ghostwheel (talk)
Date Created: September 11, 2014
Status: Complete
Editing: Clarity edits only please
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Fixed Point Buy and Races[edit]

The core rulebook does something very strange. On one hand, the book presents the method of ability generation as 4d6, drop the lowest for each score. On the other hand, it gives a point buy table directly beneath which lists the highest ability score as 15.

Furthermore, races can add up to another +2 to any one ability score, and usually add a total of +3. This entirely shoehorns certain races towards certain classes, since ability scores are so important--for example, while it might be what they want to play, a player will be prone not to play a half-orc wizard as it causes them to be hindered compared to other party members who made more optimized choices. In order to fix, we combine it with a point buy that allows characters to reach 18 in an ability score while removing the bonuses to ability score from race, and rather than leave them weaker, give them more iconic abilities to exemplify their traits rather than the boredom of simply increasing ability scores.

New Point Buy Table[edit]

Note that while this point buy table reaches 18, feel free to limit characters to 17 in an ability score, as that is the maximum that a character would be able to reach just through point buy and racial increases normally. This table goes to 18 because that is the maximum the default method of generating ability scores works. If you allow scores up to 18, the players should have 38 points to build their character with, or 33 if you only allow the ability scores to go up to 17.

Point Buy
Ability Score Point Cost
8 0
9 1
10 2
11 3
12 4
13 5
14 7
15 9
16 12
17 15
18 20

New Racial Traits[edit]

Dragonborn[edit]

  • Draconic Resistance: Your draconic heritage makes you resistant to certain effects. You have advantage on saving throws against being paralyzed, and magic can't put you to sleep.
  • Draconic Presence: You may call upon your draconic lineage to roar in the face of an enemy, potentially frightening them. Choose a creature within 5 ft. as a bonus action. That creature must make a Wisdom saving throw (DC 8 + your proficiency modifier + your Charisma modifier) or be frightened until the end of your next turn. After you use this feature, you can’t use it again until you complete a short or long rest.
  • Scaled Hide: You have tough, scaled skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Dwarf[edit]

  • Dwarven Durability: Upon taking damage, you may reduce the damage taken by your Constitution modifier as a reaction. At 5th level and every 6 levels later, reduce the damage taken by an additional 4 points. Regain the use of this ability upon completing a short or long rest.
  • Dwarven Toughness: When you spend a hit die as part of a short rest, you regain an additional 2 HP per Hit Die spent.
Hill Dwarf[edit]
  • Stonecunning: When beneath ground or on a natural rocky surface, you gain advantage on Investigation, Perception, and Survival checks.
Mountain Dwarf[edit]
  • Mountain Dwarf Great Weapon Training: You are proficient with greataxes and mauls.
  • True North: You always know which way is North, and how deep you happen to be beneath the ground.

Elf[edit]

  • Elven Accuracy: As a bonus action, gain advantage on an attack roll you are about to make. Regain the use of this ability upon completing a short or long rest.
  • Secret Door Awareness: You have advantage on all Investigation and Perception skill checks to notice secret or concealed doors.
Dark Elf[edit]
  • Deepcunning: You always know which way is North, and how deep you happen to be beneath the ground.
High Elf[edit]
  • Long Memories: You can sift through the knowledge of your ancestors for knowledge that few would remember. After failing an Arcana, History, Nature, or Religion check, you may enter a trance for one minute to reroll the check for the specific knowledge for which you search. Regain the use of this ability upon completing a long rest.
Wood Elf[edit]
  • Forestwalker: When in a forest, you gain advantage on Investigation, Perception, and Survival checks.

Gnome[edit]

  • Insatiable Curiosity: You may roll a saving throw with advantage. Regain the use of this ability upon completing a long rest.
  • Witty Retort: You gain the use of vicious mockery. Your spellcasting ability for this cantrip is Charisma.
Forest Gnome[edit]
  • Forest Trickery: When in a forest you may cast invisibility, though this only affects you and lasts for up to one minute. Regain the use of this ability upon completing a long rest.
Rock Gnome[edit]
  • Far Reach: You gain the use of Mage Hand.

Half-Elf[edit]

  • Prodigious Voice: You may amplify your voice to make yourself heard clearly from up to 300' away.
  • Indomitable Soul: You gain advantage on death saving throws.
  • Elven Accuracy: As a bonus action, gain advantage on an attack roll you are about to make. Regain the use of this ability upon completing a short or long rest.

Half-Orc[edit]

  • Indomitable Soul: You gain advantage on death saving throws.
  • Inherited Strength: You can choose to gain advantage on a Strength or Constitution ability check or saving throw. After you use this feature, you can’t use it again until you complete a short or long rest.
  • Savage Nature: When you roll damage, you may choose to reroll the total. You can't use this feature again until you finish a short or long rest.

Halfling[edit]

  • Sling Master: Your mastery with a sling allows you to hit harder than others. In your hands, slings do 1d6 damage instead of 1d4.
  • Sure Feet: Your hairy, calloused feet allow you to stand from a prone position using only 5 feet of your movement. You regain the use of this ability after completing a short or long rest.
Lightfoot Halfling[edit]
  • Nomad: Your nomadic lifestyle, or simple proclivity for socializing grants you an additional language known and proficiency in a musical instrument of your choice.
Stout Halfling[edit]
  • Second Breakfast: Whenever you take a short rest and spend hit dice, you can eat a snack to regain an additional number of hit points equal to your Constitution bonus (minimum 1) added to your proficiency modifier.

Human[edit]

  • Defiance: You have advantage on saving throws against being charmed or restrained.
  • Human Ingenuity: After rolling an ability check, but before knowing its outcome, you may choose to roll 1d6 and add the result to your roll. This die increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level. After you use this feature, you can’t use it again until you complete a short or long rest.
  • Indomitable Soul: You gain advantage on death saving throws.
  • Versatile: Gain proficiency in a skill of your choice.

Tiefling[edit]

  • Charming Litany: Fiends can be charming when they want to be, and you are no exception. Choose a creature within 30 ft. as a bonus action who can understand your language. That creature must make a Wisdom saving throw (DC 8 + your proficiency modifier + your Charisma modifier) or be charmed until the end of your next turn.
  • Hellish Lore: Your fiendish nature gives you an almost instinctive understanding of the various denizens of the lower planes. You have advantage on Intelligence checks to recall information about fiends.
  • Infernal Power: You gain one cantrip of your choice from the warlock spell list. Your spellcasting ability for this cantrip is Charisma.



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Ghostwheel's Homebrew (372 Articles)
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AuthorGhostwheel +
Identifier5e Variant Rule +
RatingUnrated +
TitleFixed Point Buy and Races +