Updated Homebrew Races for 5e DnD

Elf (Elendar): +2 WIS; +1 to INT or DEX

The Elendar are the race sacred to Seluniel (the Moon). They are masters of perception, and the manipulation of perception.

Age: Elves reach adulthood around 100 years and can live to be well over 1000.

Size: Elves range from under 5 feet to nearly 7 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Proficiencies (Weapon): You have proficiency with the longsword, shortsword, longbow, and shortbow.

Proficiencies (Skills): In addition to the skills from your class and background, you may choose one skill proficiency from Perception, Insight, Nature, or Animal Handling.

Proficiencies (Tools, Instruments): You may choose one tool proficiency in Jeweler’s Tools, Painter’s Supplies, Woodcarver’s Tools, or a Musical Instrument of your choice.

Languages: You speak Elvish (an unwritten language) and can write and speak Common.

Bonus Feat: One chosen from Alert, Observant, Sharpshooter, Elven Accuracy (Xanathar’s Guide)

Natural Magical Abilities: At first level, an Elf can cast each of the following once per day: minor illusion, dancing lights. At third level, an Elf may choose one first-level illusion spell and cast it once per day. At sixth level, they may choose one second-level spell from that school, and so on at ninth (third-level spell), twelfth (fourth-level spell), and fifteenth (fifth-level spell) level. Each of these spells may be cast once, requiring a long rest to cast again. Wisdom is the spellcasting ability for these spells.

Gnome (Gnoldar): +2 INT; +1 to DEX or WIS

The Gnoldar are the race sacred to Stiboriel (Mercury). They are masters of knowledge and excel at divination.

Age: Gnomes reach adulthood around 30 years and can live to be 350 to 500 years old.

Size: Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.

Speed: Your base walking speed is 25 feet.

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Proficiencies (Weapon): None (from Class and Background only)

Proficiencies (Skills): In addition to the skills from your class and background, you may choose 2 skill proficiencies from Arcana, History, Investigation, Nature, or Animal Handling.

Proficiencies (Tools, Instruments): You may choose 2 tool proficiencies from Alchemist’s Supplies, Calligrapher’s Supplies, Cartographer’s Tools, Tinker’s Tools, Herbalism Kit, Navigator’s Tools, or a Musical Instrument of your choice.

Languages: You can speak and write the Gnomish dialect of the Dwarvish Language (Dwarves and Gnomes can be mutually understood) and can write and speak Common.

Bonus Feat: One chosen from Keen Mind, Linguist, Skilled, Prodigy (Xanathar’s Guide)

Natural Magical Abilities: At first level, a Gnome can cast each of the following once per day: guidance, detect magic. At third level, a Gnome may choose one first-level divination spell and cast it once per day. At sixth level, they may choose one second-level spell from that school, and so on at ninth (third-level spell), twelfth (fourth-level spell), and fifteenth (fifth-level spell) level. Each of these spells may be cast once, requiring a long rest to cast again. Intelligence is the spellcasting ability for these spells.

Rakshasa (Rakshdar): +2 CHA; +1 to DEX or INT

Age: Rakshasa reach adulthood around 30 years and can live to be 300 to 400 years old.

Size: Rakshasa are between 5 feet and 6.5 feet tall and range from thin to very corpulent. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

Proficiencies (Weapon): None (from class and background only), but a Rakshasa’s claws can be used proficiently to make unarmed strikes that hit for 1d4 + STR or DEX, i.e. a Rakshasa’s claws can be considered a finesse weapon.

Proficiencies (Skills): In addition to the skills from your class and background, you may choose one skill proficiency from Deception, Performance, Persuasion, or Sleight of Hand.

Proficiencies (Tools, Instruments): You may choose 2 tool proficiencies from Leatherworker’s Tools, Weaver’s Tools, the Forgery Kit, or a Gaming Set of your choice.

Languages: Rakshasa can speak and write Common. To other Rakshasa, they can communicate without speaking by means of scent, body language, and simple telepathy in a secret dialect of the Elvish language. They can speak Elvish to other fluent speakers.

Bonus Feat: One chosen from Actor, Dual Wielder, Skilled

Natural Magical Abilities: At first level, a Rakshasa can cast each of the following once per day: friends, animal friendship. At third level, a Rakshasa may choose one first-level enchantment or conjuration spell and cast it once per day. At sixth level, they may choose one second-level spell from those schools, and so on at ninth (third-level spell), twelfth (fourth-level spell), and fifteenth (fifth-level spell) level. Each of these spells may be cast once, requiring a long rest to cast again. Charisma is the spellcasting ability for these spells.

Human (Sildar): +2 to two Ability Scores of your choice

The Sildar are the race sacred to Auriel (the Sun). They are naturally versatile, and excel at restoration magic.

Age: Humans reach adulthood around 16 years and can live to be 70 to 90 years old.

Size: Humans are generally between 5 feet and 6.5 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Proficiencies (Weapon): A human may choose a proficiency in any one Weapon.

Proficiencies (Skills): In addition to the skills from your class and background, you may choose a proficiency in one Skill of your choice.

Proficiencies (Tools, Instruments): You may choose 2 tool proficiencies from Cook’s Utensils, Glassblower’s Tools, Potter’s Tools, Weaver’s Tools, a Gaming Set of your choice, a Musical Instrument of your choice, or Vehicle Proficiency in Horse.

Languages: Humans can speak and write Common. You may choose to take one additional language of your choice IF you take only one Tool proficiency (above).

You gain one Feat of your choice.

Bonus Feat: One additional Feat chosen from Healer, Tough, Weapon Master

Orc (Aragdar): +2 STR; +1 CON or DEX

The Aragdar are the race sacred to Sengariel (Mars). They are masters of warfare, and excel at destructive magic.

Age: Orcs reach adulthood around 14 years and can live to be 60 or 70 years old, although many die much sooner in battle.

Size: Orcs are generally larger than humans, ranging from 5.5 feet to taller than 7 feet. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Proficiencies (Weapon): An orc may choose proficiency in any one Weapon.

Proficiencies (Skills): In addition to the skills from your class and background, you may choose proficiency in one Skill from among Intimidation, Survival, Athletics, and Animal Handling.

Proficiencies (Tools, Instruments): You may choose one tool proficiency from Brewer’s Supplies, Carpenter’s Tools, a Gaming Set of your choice, or Vehicle Proficiency in Horse or Chariot (land vehicles).

Languages: Orcs can speak and write Common. They can also speak Orcish, which is a corrupt form of Elvish that serves primarily as the tactical language of the battlefield.

Bonus Feat: One chosen from Athlete, Charger, Mage Slayer, Great Weapon Master, Orcish Fury (Xanathar’s Guide)

Natural Magical Abilities: At first level, an Orc can cast the following once per day: Cause Fear (Xanathar’s Guide). At third level, an Orc may choose one first-level “destruction” (evocation) or necromancy spell and cast it once per day. At sixth level, they may choose one second-level spell from that school, and so on at ninth (third-level spell), twelfth (fourth-level spell), and fifteenth (fifth-level spell) level. Each of these spells may be cast once, requiring a long rest to cast again. You may choose Wisdom or Charisma as the spellcasting ability for these spells.

Dwarf (Durandar): +2 CON; +1 STR or WIS

The Durandar are the race sacred to Phaethiel (Jupiter). They are masters of luck and perseverance, and excel at protection-based magic.

Age: Dwarves reach adulthood around 40 years and can live to be 500 or 600 years old.

Size: Dwarves stand between 4 and 5 feet tall and average around 150 pounds. Your size is Medium.

Speed: Your base walking speed is 25 feet.

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die (once!) and must use the new roll.

Proficiencies (Weapon): A dwarf has proficiency with the battleaxe, handaxe, light hammer, warhammer, and shield.

Proficiencies (Skills): In addition to the skills from your class and background, you may choose proficiency in one Skill from among Athletics, Nature, Survival, and Intimidation.

Proficiencies (Tools, Instruments): You may choose one tool proficiency from Brewer’s Supplies, Mason’s Tools, Smith’s Tools, a Gaming Set of your choice, or a Musical Instrument of your choice.

Languages: Dwarves write and speak Dwarvish and Common.

Bonus Feat: One chosen from Dungeon Delver, Durable, Lucky, Bountiful Luck (Xanathar’s Guide), Dwarven Fortitude (Xanathar’s Guide)

Natural Magical Abilities: At first level, a Dwarf can cast each of the following once per day: sanctuary, blade ward. At third level, a Dwarf may choose one first-level abjuration spell and cast it once per day. At sixth level, they may choose one second-level spell from that school, and so on at ninth (third-level spell), twelfth (fourth-level spell), and fifteenth (fifth-level spell) level. Each of these spells may be cast once, requiring a long rest to cast again. You may choose Wisdom or Intelligence as the spellcasting ability for these spells.

Niśaçara (Skathdar): +2 DEX; +1 CHA or INT

Niśaçaras (Elvish: “night-stalkers”) or Skathdar (Dwarvish: “people of shadow”) are mole-rat humanoids! They are the race sacred to Khromuel (Saturn). They are natural shape-shifters and excel at transmutation magic.

Age: A Niśaçara reaches adulthood around 60 years and can live nearly 1000 years.

Size: They range from under 5 feet to around 6 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet. Niśaçaras are also expert tunnelers. When in your natural form, your claws and protruding front teeth allow you to burrow through soft earth at 10 feet/round, and harder earth at 1 foot/round (GM’s discretion).

Superior Darkvision: 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.

Sunlight Sensitivity: When exposed to bright light, a Niśaçara suffers blindness for one round and continues to suffer ­­­disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight as long as he or she stays in the bright light.

Proficiencies (Weapon): None (from class and background only), but while in natural form, a Niśaçara’s claws can be used proficiently to make unarmed strikes that hit for 1d4 + STR or DEX, i.e. a Niśaçara’s claws can be considered a finesse weapon.

Proficiencies (Skills): You may choose one skill proficiency from Acrobatics, Stealth, or Survival.

Proficiencies (Tools, Instruments): You may choose two (but see languages, below) tool proficiencies from Alchemist’s Supplies, Glassblower’s Tools, the Disguise Kit, the Poisoner’s Kit, a Gaming Set of your choice, or a Musical Instrument of your choice.

Languages: You speak Elvish (an unwritten language) and can write and speak Undercommon, a language spoken by the denizens of the Underworld. If you only take one tool proficiency above, you may take another language of your choice. (You do not speak Common by default!)

Bonus Feat: One chosen from Dual Wielder, Mobile, Resilient, Savage Attacker, Sentinel, Skulker

Natural Magical Abilities: At first level, a Niśaçara may assume the form of another humanoid once per day. This functions as a semi-permanent Alter Self spell, but requires that the Niśaçara possesses the skin (the entire skin) of the desired humanoid form. The player can revert to natural form at will, but can only change into the alternate form once per day. At fifth level, a Niśaçara may assume a second alternate form (additional skin required) and may change twice per day, at tenth level three forms, and so on.

Also at fifth level, a Niśaçara gains the ability to cast Darkness once per day. You may choose Charisma or Intelligence as the spellcasting ability for this spell.

Homebrew Races for 5e DnD: The Rakshasa

Rakshdar (Dwarvish, lit. “people of the cat”), called Rakshasa in the common tongue (from the Elvish for “protector”), are the children of the wanderer Kupriel (Venus), an embodiment of love, pleasure, and affection. The Eye of the Cosmos states that the sphere of Kupriel is the divine source of “Desire, with voluptuous Joy and Laughter,” while The Precepts of Usil attribute to that sphere the “desire and longing that characterizes finite existence.”

Rakshasa have an acute sense of smell, and their mastery of aromatics and use of “telepathy” have led other races to accuse them of speaking the language of demons. Magically, they favor spells that influence the minds of their opponents and conjure otherworldy allies.

Their homeland of Rakshasthan is a semi-tropical land of alternating deep forest and sandy plains. The mighty Skhadwend, the Shadow River, culminates in the delta known as the Shadelands. Here, on the edge of the sea, is the great city Reval, Rakshasthan’s commercial port to the Human and Gnomish lands to the west. Outsiders are welcome in Reval, but have seldom ventured beyond. Some say that the giant stone sphinxes of Reval whisper the secrets of the interior, but no outsiders have ever visited Rakshasthan proper and returned to tell the tale.

The capital city of Leodashan is inaccessible to outsiders. Despite their isolation as a nation-state, many Rakshasa are seen wandering the lands of others. They are not so ubiquitous in Human lands as Gnomes, nor even so common as Dwarves, but they are a much more common sight in cities than Orcs and Elves. Human prejudice tends to regard Rakshasa as larcenous, if not outrightly demonic.

The native language of the Rakshasa is Elvish (arguably the first spoken language, but one that lacks a system of writing) and they are able to communicate “telepathically” (using a complex system of scents and body language) with other Rakshasa. The also speak and write Common. Merchants among the Rakshasa will often learn Dwarvish, the language of commerce used by the great Gnomish trading states. Few Rakshasa other than specialist scholars ever learn the language (or rather, the corrupted Elvish dialect) of the Orcs.

Rakshasa reach adulthood around the age of 30 and often live to be around 300 years old.

Rakshasa in the greater known world are almost universally mistrusted. It is assumed that they are all liars, just as all Nishaçara are thought to be killers. Some Rakshasa possess the ability to take on the forms of other races, a type of “illusion” that may be based on influencing the minds of others rather than on changing one’s outward appearance. This requires a great amount of concentration, however, so many Rakshasa don’t bother, choosing to tolerate the disdain others feel for them.

Rakshasa are great keepers of bees, and their mead is exported worldwide. They are also lovers of games of chance, and have innovated a number of card and dice games played throughout the world.

Rakshasa are seen primarily to be goddess worshippers. They possess, in fact, an entire pantheon of gods and goddesses, but only a few are well known outside of Rakshasthan. Expatriate theologians have written that such goddesses as Phreira, Kubali, and Taelixi are all aspects of the same terrible feminine power, while others point to the existence of separate priesthoods as evidence that they should not be conflated. The priests of Kubali, Goddess of the Lion and the Bee, are famous for the self-castration they undergo when they devote their lives to their one true love.

Prior to the current age of dominance by the Human Imperium, but after the famous age of great Gnomish mercantile city-states, some conspiracy-minded “historians” have posited an era of Rakshasa dominance. The so-called “Rakshasa Cryptocracy” exercised power over the hearts and minds of their Azyrian neighbors, corrupting the masses to indulge in sexual profligacy and spiritual excess. A much more likely explanation for the moral degeneracy of these times was that the Eldar races naturally devolved to become slaves to the flesh before the great liberator Usil came to save them from their errant ways a millennium ago.

Updated homebrew racial statistics for 5e D&D