Homebrew Races


Advanced Race Guide Playtest

Dark Archive

1 person marked this as a favorite.

I have been working on some new and converted races for my home campaign that I am running for my kids. Since I have developed them using the upcoming Advanced Races Guide, I thought I would share them with you.

Eladrin Racial Traits
+2 Dexterity, +2 Charisma, -2 Constitution; Eladrin are quick and have an unearthly grace but they are somewhat more fragile than other races.
Medium Size: Eladrin are Medium creature and have no special bonuses or penalties due to size.
Normal Speed: Base speed for an Eladrin is 30 ft.
Low-Light Vision: Eladrin can see twice as far in poor lighting than a human.
Eladrin Immunities: Eladrin are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment and illusion spells and effects.
Fortunate: Eladrin gain a +2 racial bonus to all saving throws.
Spell-like Abilities: Eladrin can use Blur as a spell-like ability once per day.
Languages: Eladrin begin play speaking Common and Elven. Eladrin with high Intelligence Scores can choose from the following: Aklo, Draconic, Giant, Gnome, Orc, Sylvan

Dark Archive

Dragonborn Racial Traits
+2 Strength, +2 Charisma, -2 Dexterity; Dragonborn are powerful and regal but they are more clumsy than other races.
Medium Size: Dragonborn are Medium creatures and get no special bonuses or penalties due to size.
Normal Speed: Base Speed for a Dragonborn is 30 ft.
Ancient Enemy: Dragonborn have long been at war with evil dragonkind. They gain a +2 dodge bonus to Armor Class against dragons and a +2 bonus to their Combat Maneuver Bonus to grapple creatures with the dragon type.
Fearless: Dragonborn gain a +2 bonus to saving throws vs. fear.
Ferocity: When a dragonborn's hit points fall below 0 but is not dead, it can continue to fight. If he does so he is staggered and loses 1 hit point per round. He dies once he reaches a negative amount equal to his Constitution score, just like normal.
Frightful Presence: Dragonborn receive a +2 bonus to Intimidate checks
Languages: Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelligence scores can choose from the following: Dwarven, Elven, Giant, Goblin, Gnoll, Halfling, Orc.

Dark Archive

Pixie Racial Traits
+2 Dexterity, +2 Charisma, -2 Constitution; Pixies are fast and friendly but are frail compared to other races.
Tiny: Pixies are tiny creatures and receive a +2 bonus to dexterity and a -2 penalty to Strength. They receive a +2 size bonus to Armor Class and attack roles. They take a -2 penalty to combat maneuver rolls and to their Combat Maneuver Defense and a +8 size bonus to Stealth checks.
Slow Speed: Pixies have a base speed of 20 feet. They can fly 30 feet (clumsy), but have a maximum altitude of 10 feet.
Low-light Vision: Pixies can see twice as far as humans in poor lighting conditions.
Spell-like Ability: Pixies can use Reduce Person once per day as a spell-like ability.
Wee Warrior: Pixies threaten surrounding squares as if they were one size category larger.
Languages: Pixies begin play speaking Common and Sylvan. Pixies with high Intelligence scpres can choose from the following: Elven, Giant, Goblin, Gnome, Halfling.

Dark Archive

Svartalfar Racial Traits
+2 to One Ability Score: Svartalfar characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Svartalfar are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Base speed for a svartalfar is 30 feet.
Low-Light Vision: Svartalfar can see twice as far as a human in dim lighting conditions.
Child of the Shadows: Svartalfar have cold resistance 5 and electricity resistance 5. Perception and Stealth are always class skills for svartalfar characters.
Shadow Blending: Attacks against a svartalfar in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Spell-Like Abilities (Su): A svartalfar can use Darkness once per day as a spell like ability.
Svartalfar characters begin play speaking Common and Svartalfar. Characters with high Intelligence scores can choose from the following: Abyssal, Aklo, Elven, Goblin, Infernal, Orc, and Sylvan.

Dark Archive

Night Elf Racial Traits
+2 Dexterity, +2 Wisdom, -2 Intelligence; Night elves share the same grace as other elves and have keen insight but often rely on instinct over intellect.
Medium: Night Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Base speed for night elves is 30 feet.
Low-light Vision: Night elves can see twice as far as humans in dim light.
Elf Immunities: Night elves are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
Shadow Blending (Su): Attacks made against night elves while they are in dim light have a 50% miss chance instead of the normal 20%.
Shadow Resistances: Night elves gain cold resistance 5 and electricity resistance 5
Spell resistance: Night elves gain spell resistance equal to 6 + their level.
Weapon Familiarity: Night elves are proficient with starknives and any weapon with the word "elven" in it's name.
Languages: Night elves begin play speaking Common and elven. Night elves with high Intelligence scores can choose from the following: Goblin, Gnoll, Gnome, and Orc.

Dark Archive

Changeling Racial Traits
+2 to one ability score: Changeling characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Changelings are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Base speed for a changeling is 30 feet.
Low-Light Vision: Changelings can see twice as far as human in conditions of dim light.
Change Shape (Su): A changeling can assume the appearance of a small or medium humanoid as per the Alter Self spell. This form lasts until the changeling changes form or is killed.
Illusion Resistance: Changelings gain a +2 racial bonus to saving throws against Illusion spells or effects.
Languages: Changelings begin play speaking Common. Changelings with high Intelligence scores can choose any languages they want (except secret languages, like Druidic).

Dark Archive

Longtooth Shifter Racial Traits
+2 Constitution, +2 Charisma, -2 Wisdom; Longtooth Shifters are healthy and have forceful personalities but often act on impulse.
Medium: Longtooth shifters are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: base speed for a longtooth shifter is 30 feet,
Low-Light Vision: Longtooth Shifters can see twice as far as a human in dim light.
Wolf-kin: Longtooth shifters gain a +10 foot bonus to speed when using the charge, run, or withdrawl action and a +2 bonus to Combat Maneuver checks made to bull rush or overrun an opponent.
Ferocity: When a longtooth shifter's hit points fall below 0 but is not dead, it can continue to fight. If he does so he is staggered and loses 1 hit point per round. He dies once he reaches a negative amount equal to his Constitution score, just like normal.
Feral: Longtooth shifters gain a +2 bonus to all saving throws against fear effects, poison, and diseases.
Languages: Longtooth shifters begin play speaking Common. Characters with high Intelligence scores can choose from the following: Dwarven, Elven, Gnoll, Gnome, Halfling, and Orc.

Dark Archive

Razorclaw Shifter Racial Traits
+2 Dexterity, +2 Charisma, -2 Wisdom; Razorclaw shifters have feral speed and grace but often give in to their instincts.
Medium: Razorclaw shifters are Medium creatures and have no special bonuses or penalties due to their size.
Normal Speed: Base speed for a razorclaw shifter is 30 feet.
Low-Light Vision: Razorclaw shifters can see twice as far as a human in dim lighting conditions.
Hunter's Gift: Perception and Stealth are always class skills for a razorclaw shifter and the reduce the penalties for using Stealth while moving by -5. They can make Stealth checks while running at a -20 penalty (Which includes the earlier bonus).
Cat-like Reflexes: Razorclaw shifters get a +2 racial dodge bonus to armor class.
Fearless: Razorclaw shifters gain a +2 bonus to saving throws vs. fear.
Languages: Razorclaw shifters begin play speaking Common. Characters with high Intelligence scores can choose from the following: Dwarven, Elven, Gnoll, Gnome, Halfling, and Orc.

Liberty's Edge

I like.

A phase step spell like ability would be pretty cool for Eladrin. I'm not sure off the top of my head what the base spell would be. Fortune seems pretty strong, maybe too strong. Still looking at the rest.

Just about everything has low light vision. Not sure it that's really necessary. I could see the changeling not having it.

Liberty's Edge

Also, I'm not so sure about the Shifters having a penalty to wisdom. They strike me as a strong candidate class for druids and rangers. That -2 would hurt. I feel like it should be a +2 wis and -2 cha.

Dark Archive

nikadeemus327 wrote:
Also, I'm not so sure about the Shifters having a penalty to wisdom. They strike me as a strong candidate class for druids and rangers. That -2 would hurt. I feel like it should be a +2 wis and -2 cha.

Granted the penalty to wisdom does hurt them as druids and rangers, as well as clerics, but it is not an insurmountable penalty. Plus it does fit the idea of a race that is on the edge between animal and "human." The bonus to Charisma is actually an adaptation from 4e, which is where I was converting them from.

Dark Archive

nikadeemus327 wrote:


Just about everything has low light vision. Not sure it that's really necessary. I could see the changeling not having it.

That is a valid critique, but it is also worth noting that of the core races, all but humans and halflings have either low-light vision or darkvision. Changelings have low-light vision because their progenitors, the doppleganger, have darkvision. some of that passed on but was diluted by the combination with human DNA.

Liberty's Edge

David Fryer wrote:
nikadeemus327 wrote:
Also, I'm not so sure about the Shifters having a penalty to wisdom. They strike me as a strong candidate class for druids and rangers. That -2 would hurt. I feel like it should be a +2 wis and -2 cha.
Granted the penalty to wisdom does hurt them as druids and rangers, as well as clerics, but it is not an insurmountable penalty. Plus it does fit the idea of a race that is on the edge between animal and "human." The bonus to Charisma is actually an adaptation from 4e, which is where I was converting them from.

This is the part that confuses me. In 4e both the Longtooth and Razorclaw Shifters get a bonus to wisdom. That's why I commented.

Dark Archive

nikadeemus327 wrote:
David Fryer wrote:
nikadeemus327 wrote:
Also, I'm not so sure about the Shifters having a penalty to wisdom. They strike me as a strong candidate class for druids and rangers. That -2 would hurt. I feel like it should be a +2 wis and -2 cha.
Granted the penalty to wisdom does hurt them as druids and rangers, as well as clerics, but it is not an insurmountable penalty. Plus it does fit the idea of a race that is on the edge between animal and "human." The bonus to Charisma is actually an adaptation from 4e, which is where I was converting them from.
This is the part that confuses me. In 4e both the Longtooth and Razorclaw Shifters get a bonus to wisdom. That's why I commented.

You are absolutely right. I will get that changed right away.

Dark Archive

Longtooth Shifter Racial Traits (Updated)
+2 Constitution, +2 Wisdom, -2 Charisma; Longtooth Shifters are healthy and insightful but often act on impulse.
Medium: Longtooth shifters are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: base speed for a longtooth shifter is 30 feet,
Low-Light Vision: Longtooth Shifters can see twice as far as a human in dim light.
Wolf-kin: Longtooth shifters gain a +10 foot bonus to speed when using the charge, run, or withdrawl action and a +2 bonus to Combat Maneuver checks made to bull rush or overrun an opponent.
Ferocity: When a longtooth shifter's hit points fall below 0 but is not dead, it can continue to fight. If he does so he is staggered and loses 1 hit point per round. He dies once he reaches a negative amount equal to his Constitution score, just like normal.
Feral: Longtooth shifters gain a +2 bonus to all saving throws against fear effects, poison, and diseases.
Languages: Longtooth shifters begin play speaking Common. Characters with high Intelligence scores can choose from the following: Dwarven, Elven, Gnoll, Gnome, Halfling, and Orc.

Dark Archive

Razorclaw Shifter Racial Traits (Updated)
+2 Dexterity, +2 Wisdom, -2 Charisma; Razorclaw shifters have feral speed and an understanding of the natural world but are often aloof.
Medium: Razorclaw shifters are Medium creatures and have no special bonuses or penalties due to their size.
Normal Speed: Base speed for a razorclaw shifter is 30 feet.
Low-Light Vision: Razorclaw shifters can see twice as far as a human in dim lighting conditions.
Hunter's Gift: Perception and Stealth are always class skills for a razorclaw shifter and the reduce the penalties for using Stealth while moving by -5. They can make Stealth checks while running at a -20 penalty (Which includes the earlier bonus).
Cat-like Reflexes: Razorclaw shifters get a +2 racial dodge bonus to armor class.
Fearless: Razorclaw shifters gain a +2 bonus to saving throws vs. fear.
Languages: Razorclaw shifters begin play speaking Common. Characters with high Intelligence scores can choose from the following: Dwarven, Elven, Gnoll, Gnome, Halfling, and Orc.

Dark Archive

This one is converted from Heroes of the Feywild:

Satyr Racial Traits
+2 Constitution, +2 Charisma, -2 Wisdom; satyrs are gregarious and healthy, but lack self-control.
Medium: Satyrs are Medium creatures and have no special bonuses or penalties due to size.
Normal Speed: Base speed for a satyr is 30 feet.
Low-light Vision: Satyrs can see twice as far as humans in poor lighting conditions.
Hoofed: Satyrs have hooves instead of feet. They can wear "horseshoes" in their feet slot but cannot wear boots, shoes, sandals, or any other traditional footwear.
Light Hearted: Satyrs get a + 2 racial bonus to saving throws against fear and despair effects. Once per day when they roll a 1 on a d20 they may re-roll and use the second result.
Seductive: Satyrs get a +2 racial bonus to Bluff checks.
Spell-like Ability (Su): Satyrs can use Charm Person as a spell like ability three times per day.
Languages: Satyrs begin play speaking Common and Sylvan. Satyrs with high Intelligence scores can choose from the following: Elven, Giant, Gnome, and Halfling.

Dark Archive

Hamadryad Racial Traits
+2 Constitution, +2 Wisdom, -2 Strength; hamadryad are observant and healthy but physically weaker than other races.
Medium: Hamadryad are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Base speed for a hamadryad is 30 feet.
Low-light Vision: Hamadryad can see twice as far as a human in dim light.
Camouflage: Hama dryad gains a +4 racial bonus on Stealth checks while in marshes and forested areas.
Oak's Resiliance: Hamadryad gain a +2 racial bonus to saving throws against poison, spells, and spell-like abilities and +1 bonus to armor class.
Nymph's Charm (Su): Hamadryad can use Charm Person once per day as a spell-like ability.
Skill Bonus: Hamadryad gain a +2 racial bonus to Knowledge (Nature) skill checks.
Languages: Hamadryad begin play speaking Common and Sylvan. Characters with high Intelligence scores can choose from the following: Auran, Elven, Gnome, Halfling, Orc, and Terran.

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Advanced Race Guide Playtest / Homebrew Races All Messageboards
Recent threads in Advanced Race Guide Playtest