Welcome to my guide to creating a realistic (or at least realistic as it can be while playing a fantasy game) and fair guide to half-race PCs and NPCs. This is strictly not official content and was created using DDB's resources and my own ingenuity. If you are here to browse or are thinking of creating a half-race character, read on! More will be added as requests are (hopefully made), bugs will be fixed (unfortunately), and fun will be had. Remember this is a guide, and your setting and rearing will affect your racial traits.
Notes: Races mentioned are Basic Rules and Elemental Evil races excluding half-elves. Quite obviously, half-elves are an official half-race and have been an inspiration for this guide. Half-orcs are used because of their monstrous heritage. - This guide is to be used between races, not subraces.
The Basics
You have probably noticed by now that the races of the multiverse have some main racial traits: Ability Score Increase, Age, Alignment, Size, Speed, and Languages. First I'll cover these, which can be determined with simplicity.
Ability Score Increase
Every race has an Ability Score Increase. Half-Race characters combine features from their parent races to reach this effect. Most races have a main Ability Score Increase, (i.e. +2 STR for Dragonborn and +2 CHA for Tiefling) as well as a minor Ability score increase. (+1 CHA and +1 INT respectively) Humans are the exception. Your character will have a minor and major score increase as well. You will take one increase from your mother and one from your father. The major and minor increases vary through racial influence and a bit of luck. I have included a table to determine major and minor increases with fixed values (or dice if that's your thing), along with the racial major increases. The larger value becomes the major racial increase(+2), and the lower value becomes the minor(+1). I have taken the liberty to assign charisma as the major score increase for humans, since they lack one of their own.
This racial trait explains how old your race becomes. Average the life expectancy of the parent races to come up with the life expectancy of your character. I'm not going to spend too much time on this one because life span varies, as does maturity of the adventurer.
Alignment
This racial trait is definitely a guideline, and most adventurers' alignments vary wildly. Alignment has more to do with how your character was raised than their race. Class has a lot to do with alignment, arguably more than race does. View your parent races' alignments, as well as class alignments if yours is provided, and if you are still looking for an alignment, remember that half-races tend to have a chaotic bent as they don't comfortably fit in racial categories.
Size
Again, average expected height and weight for your parent races as you did for age. Size varies even within races. If your race has an unusual size, such as the diminutive halflings, be sure to take that into account while deciding the size of your character.
Speed
Speed mostly depends on size. If you are Medium, your walking speed is 30. If you are Small, your walking speed is 25.
Languages
First of all, you know Common, the language spoken throughout the multiverse. You should also know the language(s) of the parent(s) who raised you. If you were raised by a single parent, don't expect to know the absent parent's language unless it's inborn or is taught to you. Count on exotic languages being inborn. This includes the dragonborn's Draconic knowledge, the speaking of Infernal by tieflings, etc.
Other Racial Traits
While perusing the racial traits of your parent races, you may have noticed some things outside the box of "Ability Score Increase", or "Age". How do you know whether or not your Dwarf/Human has Darkvision? This is where things get tricky. It's hard to decide how many and which of these other racial traits a half-race will get. If one of the racial traits is doubled between one of your parent races and another, you earn the full effect. (i.e. Elf/dwarf race has full darkvision)
Arakocra
Flight - Sorry, but you're probably not going to have wings unless you're a full-blooded Arakocra. If you do, they're going to be mutated. Don't jump off any cliffs.
Talons - Why not? Your talons will have to be filed a bit, so deal 1d2 slashing damage.
Dragonborn
Draconic Ancestry - Sure, pick a dragon from the table. See below for benefits.
Breath Weapon - If you are a bard, cleric, druid, sorcerer, warlock, or wizard, you get a +2 damage modifier to any spell that deals the damage type of your draconic ancestry. The damage increases to +3 at 6th level, +4 at 11th level, and +5 at 16th level. As for an actual breath weapon? Pass.
Damage Resistance - Go ahead, resist away.
Dwarf
Darkvision - Unfortunately, you can only see 30 feet in front of as if it was bright light in dim light. Fortunately, you can still see.
Dwarven Resilience - You get resistance to poison damage, but not an advantage on saving throws.
Dwarven Combat Training - This is again a nurture over nature thing. It depends whether or not you were raised by dwarves.
Tool Proficiency - See "Dwarven Combat Training"
Stonecunning - When you make a History check on stonework, you are proficient only once.
Dwarven Toughness(Hill Dwarf) - Your hit point maximum is increased by 1 at level 1, 3, 5, 7, 9, etc.
Dwarven Armor Training(Mountain Dwarf) - You are now proficient in light and medium armor. Go have fun.
Elf
Darkvision - Unfortunately, you can only see 30 feet in front of as if it was bright light in dim light. Fortunately, you can still see.
Keen Senses - Perception granted.
Fey Ancestry - You can have the saving throw advantage, but you can be put to sleep.
Trance - You need sleep.
Elf Weapon Training - This is again a nurture over nature thing. It depends whether or not you were raised by elves.
Extra Language(High Elf) - See "Elf Weapon Training"
Fleet of Foot(Wood Elf) - Increase your base walking speed by 5.
Mask of the Wild(Wood Elf) - Congratulations. You have magic hide-and-seek powers.
Genasi
Unending Breath(Air Genasi) - Hold your breath for 10 min, or 10 turns.
Levitate(Air Genasi) - You can levitate things. Be careful.
Earth Walk(Earth Genasi) - Go ahead, walk on things.
Merge With Stone(Earth Genasi) - Be a sneaky rock ninja.
Darkvision(Fire Genasi) - Unfortunately, you can only see 30 feet in front of as if it was bright light in dim light. Fortunately, you can still see.
Fire Resistance(Fire Genasi) - Stop, drop, and roll. Fire resistance is yours.
Reach to the Blaze(Fire Genasi) - You can produce flames, but you can't cast burning hands.
Acid Resistance(Water Genasi) - Resist acid.
Amphibious(Water Genasi) - Breathe in water for 10 mins, or 10 turns.
Swim(Water Genasi) - You have a swimming speed of 25 feet.
Call to the Wave(Water Genasi) - You can shape water, but cannot create or destroy it. Let's be realistic.
Gnome
Darkvision - Unfortunately, you can only see 30 feet in front of as if it was bright light in dim light. Fortunately, you can still see.
Gnomish Cunning - You have advantage on Intelligence saving throws against magic.
Artificer's Lore(Rock Gnome) - When you make a History check related to magic items, alchemical objects, or technological devices, you are only proficient once.
Tinker(Rock Gnome) - You have to spend double the time constructing a Tiny clockwork device. You can spend one hour starting at 6th level.
Superior Darkvision(Deep Gnome) - Your darkvision radius is 100 feet.
Stone Camoflauge(Deep Gnome) - You have this ability starting at 6th level.
Goliath
Natural Athlete - Go win the decathlon.
Stone's Endurance - You can only use this skill once every long rest.
Powerful Build - Add bodybuilder to your resume.
Mountain Born - Sorry, but you're about as well off as the rest of us.
Halfling
Lucky - You can use this ability three times every short or long rest.
Brave - They can roar their terrible roars, but you are still the king of the wild things.
Halfling Nimbleness - Having your blood mixed with another race means you are slightly more clumsy.
Naturally Stealthy(Lightfoot Halfling) - Congratulations. You have magic hide-and-seek powers.
Stout Resilience(Stout Halfling) - You can resist poison, but the advantage is not in your hands.
Half-Orc
Darkvision - Unfortunately, you can only see 30 feet in front of as if it was bright light in dim light. Fortunately, you can still see.
Menacing - By all means, be a menace. Don't kill anyone.
Relentless Endurance - You will have to cheat using some other method.
Savage Attacks - You can use this skill once every long rest.
Human
As a human, you have no skills granted to you by your ancestry. Instead, you can have the full effects of one of the racial traits of your other race.
Tiefling
Darkvision - Unfortunately, you can only see 30 feet in front of as if it was bright light in dim light. Fortunately, you can still see.
Hellish Resistance - Resist fire. Good on you.
Infernal Legacy - You have thaumaturgy and darkness at level 5, but not a hellish rebuke.
Thank you for reading through! If you have any questions, requests, bugs, or anything else you'd like to say, please reply.
Rollback Post to RevisionRollBack
You can't wait for inspiration. You have to go after it with a club.
The standard half-elves get the full Darkvision and Fey Ancestry.
Note his Human half more or less accounts for this, under OP's rules.
I like this, although it's a little more "institutionalized" than I think is necessary for something that should be a real edge case (and in most settings is impossible). It's also against the spirit of some of the 5e RAI, such as the half-Darkvision (although I use this variant in my games for Elves, who IMO should never have full infravision). Also, the half-Dragonborn ability might ostensibly be better for Sorcerers than the full Dragonborn ability, so that's kinda weird. But I think the spirit here is great and most are on point.
That's useful advice for players and DMs who love delving deep into mechanics, but it might be easier for many to reskin rather than redesign. Want to be a half human-half dwarf; either choose the least dwarfish dwarf sub-race and call it a halfbreed, or be a variant human with Str/Con bonus and take Dwarven Fortitude as your feat. Reskin a half elf as half anything similar. The rest is really RP: How do full blooded members of each race treat you? Which culture did you identify most with? Is it an acceptable thing or a shameful secret? Do you look noticeably different or is it easily hidden? Opening up the mechanics for major change might take more effort than necessary, and might tempt players to try and pick all the features they like for some unnecessarily optimised build (which is a thing I dislike but other DMs might be fine with). Generally the actual mechanics of a race have far less impact on the final character than the class, subclass or general mode of role-playing used.
Is any one else forgetting half orcs have been around for like ever and have it established that they get their “no **** you i’m Still at 1 hp”? I just thought i’d Mention that that one has been a basic race for ever. I mean.... they’re in the players handbook....
So For a Human it says "As a human, you have no skills granted to you by your ancestry. Instead, you can have the full effects of one of the racial traits of your other race."
Does that mean a Half-Dragonborn character would be able to use his/her/their breath weapon?
Is any one else forgetting half orcs have been around for like ever and have it established that they get their “no **** you i’m Still at 1 hp”? I just thought i’d Mention that that one has been a basic race for ever. I mean.... they’re in the players handbook....
Welcome to my guide to creating a realistic (or at least realistic as it can be while playing a fantasy game) and fair guide to half-race PCs and NPCs. This is strictly not official content and was created using DDB's resources and my own ingenuity. If you are here to browse or are thinking of creating a half-race character, read on! More will be added as requests are (hopefully made), bugs will be fixed (unfortunately), and fun will be had. Remember this is a guide, and your setting and rearing will affect your racial traits.
Notes: Races mentioned are Basic Rules and Elemental Evil races excluding half-elves. Quite obviously, half-elves are an official half-race and have been an inspiration for this guide. Half-orcs are used because of their monstrous heritage. - This guide is to be used between races, not subraces.
So For a Human it says "As a human, you have no skills granted to you by your ancestry. Instead, you can have the full effects of one of the racial traits of your other race."
Does that mean a Half-Dragonborn character would be able to use his/her/their breath weapon?
I believe the intention here is: Yes they would, if they chose that trait.
Every race has an Ability Score Increase. Half-Race characters combine features from their parent races to reach this effect. Most races have a main Ability Score Increase, (i.e. +2 STR for Dragonborn and +2 CHA for Tiefling) as well as a minor Ability score increase. (+1 CHA and +1 INT respectively) Humans are the exception. Your character will have a minor and major score increase as well. You will take one increase from your mother and one from your father. The major and minor increases vary through racial influence and a bit of luck. I have included a table to determine major and minor increases with fixed values (or dice if that's your thing), along with the racial major increases. The larger value becomes the major racial increase(+2), and the lower value becomes the minor(+1). I have taken the liberty to assign charisma as the major score increase for humans, since they lack one of their own.
I'm new to D&D in general so I apologize. This is confusing for me. Where can I find the major & minor increase in the book? I'm looking at elves because I want to create a Sea Elf & Triton mix. All it says for ability score increase is "Your Dexterity score increases by 2." Also where would Tritons fall in that chart?
When you look at the main racial type, in this case Elf, you'll see that the Ability Score Increase is Dexterity +2, this is the major. The minor would come from the sub-race, in this case Sea Elf, where you get Constitution +1.
For the Triton we find that there are no sub-races, instead the Triton is similar to Human, Dragonborn, Half-Elf, and a few others. If you look at each of those races you'll notice there is, with the exception of Human, a +2 stat and then one, or more, +1 stats. The +2 is your major and the +1 would be the minor.
Now the Triton, unlike the majority of races, does not have a +2 attribute, instead they have three +1 attributes. If you look at the abilities of the Triton you'll notice that they tend to focus more on Constitution (Guardian of the Depths) and Charisma (Control Air and Water, Emissary of the Sea). There is also the description of the Triton race which places them as Crusaders, Nobles, and Champions. With that information I lean toward Charisma being their "major" attribute.
Im sure i have read that some genes are stronger than other when crossbreesing. For example if a dwarf crossbreeds with anything the Dwarvish genes are too strong and the resulting offspring will always be Dwarven
been thinking about whether or not id be able to work out a quarter elf, quarter dragonborn, human (half half-elf, half half-dragonborn) character or not; how do you think that would work? would the system just be doubled, or is it just generally a bad idea? if id need to reduce the racial advantages twice, how would i go about doing that?
if i have understood this system correctly, there is a likelyhood way to large for my liking that an half-race will end up with an +4 or higher bonus to one of their abillity scores, way higher than what any of their parents get
edit: wait no nevermind the roll is just to see what abillity score increase becomes "dominant" or "regressive", makes sense
Thanks for this I'm new to homebrew and I have been racking my brain on trying to figure out my character. Her father is human-dwarf and mom is half-elf. I'm not 100% savoy with D&D yet but I'm working on the homebrew and lore one day at a time is lot to take in.
been thinking about whether or not id be able to work out a quarter elf, quarter dragonborn, human (half half-elf, half half-dragonborn) character or not; how do you think that would work? would the system just be doubled, or is it just generally a bad idea? if id need to reduce the racial advantages twice, how would i go about doing that?
there is not a lot of people who would want to play that kind of character outside of an joke, and just a single set of "dominant" features should do the trick
Rollback Post to RevisionRollBack
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
To post a comment, please login or register a new account.
Half-Race Characters: Racial Trait Suggestions
Welcome to my guide to creating a realistic (or at least realistic as it can be while playing a fantasy game) and fair guide to half-race PCs and NPCs. This is strictly not official content and was created using DDB's resources and my own ingenuity. If you are here to browse or are thinking of creating a half-race character, read on! More will be added as requests are (hopefully made), bugs will be fixed (unfortunately), and fun will be had. Remember this is a guide, and your setting and rearing will affect your racial traits.
Notes: Races mentioned are Basic Rules and Elemental Evil races excluding half-elves. Quite obviously, half-elves are an official half-race and have been an inspiration for this guide. Half-orcs are used because of their monstrous heritage. - This guide is to be used between races, not subraces.
The Basics
You have probably noticed by now that the races of the multiverse have some main racial traits: Ability Score Increase, Age, Alignment, Size, Speed, and Languages. First I'll cover these, which can be determined with simplicity.
Ability Score Increase
Every race has an Ability Score Increase. Half-Race characters combine features from their parent races to reach this effect. Most races have a main Ability Score Increase, (i.e. +2 STR for Dragonborn and +2 CHA for Tiefling) as well as a minor Ability score increase. (+1 CHA and +1 INT respectively) Humans are the exception. Your character will have a minor and major score increase as well. You will take one increase from your mother and one from your father. The major and minor increases vary through racial influence and a bit of luck. I have included a table to determine major and minor increases with fixed values (or dice if that's your thing), along with the racial major increases. The larger value becomes the major racial increase(+2), and the lower value becomes the minor(+1). I have taken the liberty to assign charisma as the major score increase for humans, since they lack one of their own.
Tiefling(CHA) - 11 - 2d6
Genasi(CON) - 10 - 2d6
Dragonborn(STR) - 9 - 2d5
Arakocra(DEX) - 8 - 2d5
Goliath(STR) - 7 - 2d4
Half-Orc(STR) - 6 - d8
Elf(DEX) - 5 - d6
Gnome(INT) - 4 - d6
Halfling(DEX) - 3 - d4
Dwarf(CON) - 2 - d4
Human(CHA) - 1 - d2
Age
This racial trait explains how old your race becomes. Average the life expectancy of the parent races to come up with the life expectancy of your character. I'm not going to spend too much time on this one because life span varies, as does maturity of the adventurer.
Alignment
This racial trait is definitely a guideline, and most adventurers' alignments vary wildly. Alignment has more to do with how your character was raised than their race. Class has a lot to do with alignment, arguably more than race does. View your parent races' alignments, as well as class alignments if yours is provided, and if you are still looking for an alignment, remember that half-races tend to have a chaotic bent as they don't comfortably fit in racial categories.
Size
Again, average expected height and weight for your parent races as you did for age. Size varies even within races. If your race has an unusual size, such as the diminutive halflings, be sure to take that into account while deciding the size of your character.
Speed
Speed mostly depends on size. If you are Medium, your walking speed is 30. If you are Small, your walking speed is 25.
Languages
First of all, you know Common, the language spoken throughout the multiverse. You should also know the language(s) of the parent(s) who raised you. If you were raised by a single parent, don't expect to know the absent parent's language unless it's inborn or is taught to you. Count on exotic languages being inborn. This includes the dragonborn's Draconic knowledge, the speaking of Infernal by tieflings, etc.
Other Racial Traits
While perusing the racial traits of your parent races, you may have noticed some things outside the box of "Ability Score Increase", or "Age". How do you know whether or not your Dwarf/Human has Darkvision? This is where things get tricky. It's hard to decide how many and which of these other racial traits a half-race will get. If one of the racial traits is doubled between one of your parent races and another, you earn the full effect. (i.e. Elf/dwarf race has full darkvision)
Arakocra
Flight - Sorry, but you're probably not going to have wings unless you're a full-blooded Arakocra. If you do, they're going to be mutated. Don't jump off any cliffs.
Talons - Why not? Your talons will have to be filed a bit, so deal 1d2 slashing damage.
Dragonborn
Draconic Ancestry - Sure, pick a dragon from the table. See below for benefits.
Breath Weapon - If you are a bard, cleric, druid, sorcerer, warlock, or wizard, you get a +2 damage modifier to any spell that deals the damage type of your draconic ancestry. The damage increases to +3 at 6th level, +4 at 11th level, and +5 at 16th level. As for an actual breath weapon? Pass.
Damage Resistance - Go ahead, resist away.
Dwarf
Darkvision - Unfortunately, you can only see 30 feet in front of as if it was bright light in dim light. Fortunately, you can still see.
Dwarven Resilience - You get resistance to poison damage, but not an advantage on saving throws.
Dwarven Combat Training - This is again a nurture over nature thing. It depends whether or not you were raised by dwarves.
Tool Proficiency - See "Dwarven Combat Training"
Stonecunning - When you make a History check on stonework, you are proficient only once.
Dwarven Toughness(Hill Dwarf) - Your hit point maximum is increased by 1 at level 1, 3, 5, 7, 9, etc.
Dwarven Armor Training(Mountain Dwarf) - You are now proficient in light and medium armor. Go have fun.
Elf
Darkvision - Unfortunately, you can only see 30 feet in front of as if it was bright light in dim light. Fortunately, you can still see.
Keen Senses - Perception granted.
Fey Ancestry - You can have the saving throw advantage, but you can be put to sleep.
Trance - You need sleep.
Elf Weapon Training - This is again a nurture over nature thing. It depends whether or not you were raised by elves.
Cantrip(High Elf) - Cast away. Don't hurt yourself.
Extra Language(High Elf) - See "Elf Weapon Training"
Fleet of Foot(Wood Elf) - Increase your base walking speed by 5.
Mask of the Wild(Wood Elf) - Congratulations. You have magic hide-and-seek powers.
Genasi
Unending Breath(Air Genasi) - Hold your breath for 10 min, or 10 turns.
Levitate(Air Genasi) - You can levitate things. Be careful.
Earth Walk(Earth Genasi) - Go ahead, walk on things.
Merge With Stone(Earth Genasi) - Be a sneaky rock ninja.
Darkvision(Fire Genasi) - Unfortunately, you can only see 30 feet in front of as if it was bright light in dim light. Fortunately, you can still see.
Fire Resistance(Fire Genasi) - Stop, drop, and roll. Fire resistance is yours.
Reach to the Blaze(Fire Genasi) - You can produce flames, but you can't cast burning hands.
Acid Resistance(Water Genasi) - Resist acid.
Amphibious(Water Genasi) - Breathe in water for 10 mins, or 10 turns.
Swim(Water Genasi) - You have a swimming speed of 25 feet.
Call to the Wave(Water Genasi) - You can shape water, but cannot create or destroy it. Let's be realistic.
Gnome
Darkvision - Unfortunately, you can only see 30 feet in front of as if it was bright light in dim light. Fortunately, you can still see.
Gnomish Cunning - You have advantage on Intelligence saving throws against magic.
Artificer's Lore(Rock Gnome) - When you make a History check related to magic items, alchemical objects, or technological devices, you are only proficient once.
Tinker(Rock Gnome) - You have to spend double the time constructing a Tiny clockwork device. You can spend one hour starting at 6th level.
Superior Darkvision(Deep Gnome) - Your darkvision radius is 100 feet.
Stone Camoflauge(Deep Gnome) - You have this ability starting at 6th level.
Goliath
Natural Athlete - Go win the decathlon.
Stone's Endurance - You can only use this skill once every long rest.
Powerful Build - Add bodybuilder to your resume.
Mountain Born - Sorry, but you're about as well off as the rest of us.
Halfling
Lucky - You can use this ability three times every short or long rest.
Brave - They can roar their terrible roars, but you are still the king of the wild things.
Halfling Nimbleness - Having your blood mixed with another race means you are slightly more clumsy.
Naturally Stealthy(Lightfoot Halfling) - Congratulations. You have magic hide-and-seek powers.
Stout Resilience(Stout Halfling) - You can resist poison, but the advantage is not in your hands.
Half-Orc
Darkvision - Unfortunately, you can only see 30 feet in front of as if it was bright light in dim light. Fortunately, you can still see.
Menacing - By all means, be a menace. Don't kill anyone.
Relentless Endurance - You will have to cheat using some other method.
Savage Attacks - You can use this skill once every long rest.
Human
As a human, you have no skills granted to you by your ancestry. Instead, you can have the full effects of one of the racial traits of your other race.
Tiefling
Darkvision - Unfortunately, you can only see 30 feet in front of as if it was bright light in dim light. Fortunately, you can still see.
Hellish Resistance - Resist fire. Good on you.
Infernal Legacy - You have thaumaturgy and darkness at level 5, but not a hellish rebuke.
Thank you for reading through! If you have any questions, requests, bugs, or anything else you'd like to say, please reply.
You can't wait for inspiration. You have to go after it with a club.
-Jack London
The standard half-elves get the full Darkvision and Fey Ancestry.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Even a blind squirrel finds a nut once in awhile.
This is awesome! Thanks for posting
This is so helpful! Although I might make some tweaks of my own. Thank you for posting :)
That's useful advice for players and DMs who love delving deep into mechanics, but it might be easier for many to reskin rather than redesign. Want to be a half human-half dwarf; either choose the least dwarfish dwarf sub-race and call it a halfbreed, or be a variant human with Str/Con bonus and take Dwarven Fortitude as your feat. Reskin a half elf as half anything similar. The rest is really RP: How do full blooded members of each race treat you? Which culture did you identify most with? Is it an acceptable thing or a shameful secret? Do you look noticeably different or is it easily hidden? Opening up the mechanics for major change might take more effort than necessary, and might tempt players to try and pick all the features they like for some unnecessarily optimised build (which is a thing I dislike but other DMs might be fine with). Generally the actual mechanics of a race have far less impact on the final character than the class, subclass or general mode of role-playing used.
Do the rest of the races bro
Is any one else forgetting half orcs have been around for like ever and have it established that they get their “no **** you i’m Still at 1 hp”? I just thought i’d Mention that that one has been a basic race for ever. I mean.... they’re in the players handbook....
So For a Human it says "As a human, you have no skills granted to you by your ancestry. Instead, you can have the full effects of one of the racial traits of your other race."
Does that mean a Half-Dragonborn character would be able to use his/her/their breath weapon?
Edited for emphasis.
I believe the intention here is: Yes they would, if they chose that trait.
I kinda wanna see what a Dragonborn/Shardmind would look like.
I'm new to D&D in general so I apologize. This is confusing for me. Where can I find the major & minor increase in the book? I'm looking at elves because I want to create a Sea Elf & Triton mix. All it says for ability score increase is "Your Dexterity score increases by 2." Also where would Tritons fall in that chart?
When you look at the main racial type, in this case Elf, you'll see that the Ability Score Increase is Dexterity +2, this is the major. The minor would come from the sub-race, in this case Sea Elf, where you get Constitution +1.
For the Triton we find that there are no sub-races, instead the Triton is similar to Human, Dragonborn, Half-Elf, and a few others. If you look at each of those races you'll notice there is, with the exception of Human, a +2 stat and then one, or more, +1 stats. The +2 is your major and the +1 would be the minor.
Now the Triton, unlike the majority of races, does not have a +2 attribute, instead they have three +1 attributes. If you look at the abilities of the Triton you'll notice that they tend to focus more on Constitution (Guardian of the Depths) and Charisma (Control Air and Water, Emissary of the Sea). There is also the description of the Triton race which places them as Crusaders, Nobles, and Champions. With that information I lean toward Charisma being their "major" attribute.
Im sure i have read that some genes are stronger than other when crossbreesing. For example if a dwarf crossbreeds with anything the Dwarvish genes are too strong and the resulting offspring will always be Dwarven
What effects would a half Aasimar have?
If it looks like I know what I'm doing, let me know, because that's wrong.
been thinking about whether or not id be able to work out a quarter elf, quarter dragonborn, human (half half-elf, half half-dragonborn) character or not; how do you think that would work? would the system just be doubled, or is it just generally a bad idea? if id need to reduce the racial advantages twice, how would i go about doing that?
if i have understood this system correctly, there is a likelyhood way to large for my liking that an half-race will end up with an +4 or higher bonus to one of their abillity scores, way higher than what any of their parents get
edit: wait no nevermind the roll is just to see what abillity score increase becomes "dominant" or "regressive", makes sense
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Thanks for this I'm new to homebrew and I have been racking my brain on trying to figure out my character. Her father is human-dwarf and mom is half-elf. I'm not 100% savoy with D&D yet but I'm working on the homebrew and lore one day at a time is lot to take in.
there is not a lot of people who would want to play that kind of character outside of an joke, and just a single set of "dominant" features should do the trick
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes