Homebrew for all of the elven half-races possible with races from the PHB! Time to throw the boring old human half-elf out of the window! This was made for 5e. Open images in new tab for better quality. Have fun playing, and feedback is much appreciated!
If you like what I do, consider buying me a coffee! Also consider checking out my previous half-races (including tiefling and dragonborn versions!).
Homebrew for all the half-human combinations possible with the races found in the player’s handbook! I had a lot of fun making these, though they took a while. Have fun playing!
This was made for D&D 5e and feedback is much appreciated!
Starting a 3rd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. You can now cast minor illusion as your cunning action without any components.
Your Reality:
Starting a 9th level, When casting an illusion spell in front of a creature that conflicts with it’s reality, that creature needs to make a wisdom saving throw. On a failed save the target is convinced that the illusion is real.
Convincing Illusion:
At 13th level, your illusions take form in the minds of those who see them. When you cast an illusion spell it can now take on a unique form for each creature that sees it. The illusion can even appear as though it is an object you have never seen before, such as a letter of induction from a close friend or an artifact with intricate carvings. Furthermore because your illusions now take root in the minds of those who see them creature with blindsight can now be effected by your illusions.
Illusionary Dispersal:
At 17th level, When a creature sees though an illusion you can make the illusion disperse in a convincing manor, such as running away or being destroyed, before the creature fully discovers the illusion was fake. (This does not work on creature that see though the illusion by way of truesight because they don’t have time for your bullshit.)
Starting at 3rd level when setting on this path, your body has reached a new level of hardiness and bulk. You gain resistance to cold damage and poison damage. In addition you have advantage when making Constitution saving throws against poison effects.
Red Scare:
At 3rd level, your demeanor and mannerisms have an uncanny way of unsettling those around you for seemingly no rational reason. You gain proficiency in Intimidation checks or double your proficiency bonus if you’re already proficient in it.
Militant Fury:
At 6th level, when raging and taking damage, you may expend a hit dice to roll a d12 and subtract the result to the damage taken. You may only use this ability once per turn.
Slav Squat:
Beginning at 10th level, you can nimbly dodge out of the way of certain area effects by quickly assuming a low squatting stance. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Belligerent Rage:
At 14th level, your fury has become overwhelming, to the point that every advantage seems more a chance to break your opponent. When raging and making an attack with advantage, you may forgo advantage on the attack roll to add your Brutal Critical damage to the damage roll.
My God do I want to play as this! What can I say, natural born fighters and expert survivalists. The picture makes it look so much nicer too, especially since I have just learned how to make that effect so from now on it may take a little longer for my releases but their aesthetic will be much nicer.
If you want to use this in your games, then please do consult your DM first. I hope you enjoy but that’s all from me today, cya!
Foreclaimers! But like Flexible and Not Min-Maxxed
Insert Flavour Text Here.
Ability Score Changes: +1 to STR, CON, and INT
Languages: Common and Elvish
Age: They reach full adulthood at 110 years and die around 900 years if they stay fully powered for most of their lifetime. If they lose charge on their crystal for an extended amount of time, they’re lifespan quickly starts dwindling, until it has been cut in half.
Size: They’re tall, averaging around 6’2”-6’8” but still Medium
Speed: 30ft
Observant: They are proficient in Perception and Investigation checks
Sight: Oddly enough for an elf, normal.
Subraces: There are two subraces depending on which type of crystal the individual is using as their power crystal. Dark (Void) and Light (Sun). In addition they may choose an augmentation for themselves.
Dark Foreclaimers:
Void Powered: Instead of sleeping they may instead choose to remain in a Trance like state for four hours in a dark area to gain the benefits of a long rest. They remain fully aware during this state.
Void-Sight: They gain Superior Darkvision up to 60ft.
Light Foreclaimer:
Sun Powered: Instead of sleeping they may instead choose to remain in a Trance like state for four hours in a well-lit area to gain the benefits of a long rest. They remain fully aware during this state.
Sun Spot: They may cast the Light cantrip.
Augmentations: They may choose one and only one
Webbed Limbs: They gain a Swim Speed equal to their speed.
Sticky Palms: They gain a Climb Speed equal to their speed.
Elemental Insulation: Choose one among the following: Fire, Cold, Lightning, Force, Acid, Poison, Thunder. You gain resistance to the chosen damage type.
Specialized Augmentation: Choose a Skill, Tool, or Language. You gain proficiency in that Skill, Tool, or Language.
Muscle Enhancement: Your unarmed strikes deal 1d4+STR bludgeoning damage.
If you’d like to help support me to keep doing what I’m doing, as well as request your own card conversions, check my page or the notes for the links to my Patreon.
If you’d like to help support me to keep doing what I’m doing, as well as request your own card conversions, check my page or the notes for the links to my Patreon.
If you’d like to help support me to keep doing what I’m doing, as well as request your own card conversions, check my page or the notes for the links to my Patreon.
Some creatures are created by being born, some are crafted from simple materials around their creator, and some just come into being by being awoken. One such creature is the black hole. Originally just an existence of destruction, these small, stabilized black holes have gained sentience and the freedom to choose what they do. Some have even changed their forms to that of a more humanoid one.
Ability Score Changes: +2 to STR, +1 to INT
Languages: You do not speak any languages but instead are able to telepathically communicate with any creature you see that can understand a language within 30ft of you.
Age: It takes over 1 million years for a black hole to form naturally and they could potentially last longer than the universe is old depending on how stable they are. Regardless, they are immune to being magically aged and die from old age by dissipating from existing.
Size: Medium
Speed: 30ft
Sight: Ironically Normal Vision
Powerful Build: They count as one size larger when determining carrying capacity and weight they can push, drag or lift.
Aberrant Origin: They count as both Humanoid and Aberration for the purposes of determining orgin and effects of spells and abilities on you.
Gravitic Binding: They have advantage when making Athletics checks to Grapple a target. In addition, creatures have disadvantage when making checks to escape your grapple.
Gravitic Manipulation: at 1st level, you gain access to Gravity Surge (Thorn Whip but force damage). At 3rd level you gain access to Earthbind and can cast it once per long rest without expending a spell slot. At 5th level, you gain access to Levitate and may cast it once per long rest without expending a spell slot. In addition, despite you weighing a near immeasurable amount, you only weigh about 250-300lbs for the purposes of calculating in game weight.
With boundless energy, imaginative movements, and inspiring serenity, these living embodiments of grace capture the hearts of their audience, weaving tales and emboldening onlookers with naught but pure motion. Dancers are unique companions that manipulate the battlefield not by casting spells, or attacking foes. but instead channeling their strength of mind and body into their every motion to entertain, distract, and inspire.
Hit Points:
Hit Die 1d6 per Dancer level
Hit Points at 1st level: 6 + Constitution modifier
Hit Points at higher levels: 1d6 (or 4) + Constitution modifier per Dancer level
Proficiencies:
Armor: None
Weapons: Simple Weapons and Improvised Weaponry such as Fans, Hoops, and Tables
Tools: Disguise Kits, and their choice of two gaming sets or instruments
Saving Throws: Dexterity and Charisma
Skills: Choose any three skills.
Equipment:
(a) Any Simple Weapon (b) Any Improvised Weapon with DM’s Discretion
(a) Four daggers (b) a set of 20 darts
(a) an Entertainer’s Pack (b) a Diplomat’s Pack
A gaming set or instrument you are proficient in, a dancer’s costume with veil, and two small sharpened bangles with a connecting sash.
Class Features:
Unarmored Defense: When not wearing armor, your AC = 10 + Dexterity modifier + Charisma modifier
Way of the Sway: You’re able to focus on your movements in a way that can swing the mindsets of your witnesses. At 1st level as an action, you may start a Dance. Dancing offers a variety of benefits capable of enhancing the abilities of those who are lucky enough to see. Your Dance lasts as long as you are able to keep concentrating on it as if you were concentrating on a spell and has an effective range of feet equal to your Charisma modifier multiplied by 10 (minimum range of 5ft).
Whimsical Steps: While Dancing you are able to perform various steps that can have wildly different effects on the audience. At the end of every short or long rest you gain a number of Step Points equal to your level in this class. These Step Points may be spent to add a variety of different effects to your Dance. You start of with two options and gain access to one more option as you reach 5th level, 9th level, 13th level and 17th level. You may exchange any of these options with another at the end of a short rest, provided you meet the requirements.
Some Steps require a saving throw on the part of the subject. Your Dance DC is 8 + your Charisma modifier + your Proficiency
Beguiling Performance: At 2nd level, you may use your Performance skill in place of any Deception and Persuasion skill checks.
Steady Sway: Also at 2nd level, when Dancing, you gain a bonus to speed based on your Dancer level. This speed bonus is equal to 10ft, 15ft at 6th level, 20ft at 10th level, 25ft at 14th level, and 30ft at 19th level. In addition, you are unaffected by difficult terrain.
Dancing Style: At 3rd level, you have started developing your own method of dance. This manifests as a unique Dancing Style that allows a more focused form of expression. These styles give a boon at certain levels starting when you choose one and gain more as you reach 6th level, 10th level, 14th level, and 18th level. While each style is unique, they still generally can fit a similar mold as the following: Dancer of the Emblem, Dancer of the Halcyon, Dancer of the Sword, Dancer of Breaking.
Ability Score Improvements: Starting at 4th level and every few levels you gain either +1 to two stats, +2 to one stat, or a feat of your choice in the feat list provided you fulfill all the requirements. You gain another at 8th level, 12th level, 16th level, 19th level, and 20th level.
Grace Under Pressure: At 8th level, your movements are unfaltering and steady. You gain advantage on Constitution saving throws made to maintain Concentration on your Dance.
Dance Partner: Starting at 11th level your movements become so natural and ecstatic that your allies are able to intuitively move to your beat and learn the basics of your steps with ease. At the start of a short rest, you may make one willing ally of your choice into your Dance Partner. When your Dance Partner hits an enemy that you can see with an attack you may use your reaction to make an attack as well and vice versa. In addition, when you take an Attack action you may forgo any number of attacks gained from Extra Attack, Thirsting Blade, Flurry of Blows, or any other Feature that allows you to gain another attack to allow your Dance Partner to attack instead.
Evasive Sway: At 15th level when you’re Dancing and subjected to a DEX saving throw, you only take half damage on a failed save, and no damage on a successful one. In addition, you gain an AC bonus equal to one-third your proficiency modifier.
Undying Grace: At 20th level when your Hit Points fall below 0 while you’re Dancing, you remain Conscious as long as your Concentration remains unbroken. You continue to take damage and accumulate death saving throw failures when you do so, but you can continue to act as if you were not dying.
Dancing Styles:
Dancer of the Emblem: All Dancers are entertainers at heart, some dance on a stage, some on the streets. Some however, have chosen to lay down their lives for a cause they truly believe in and dance on the fields of war.
Dance of Vigor: Starting when you choose this style at 3rd level, you are able to touch the inner energy of those near you to invigorate them, spurring them to action. As an Action, you may have a non-Dancer ally within 5ft of you immediately either move up to their speed, take an action they would normally be able to perform on their turn, or a bonus action. You may spend 1 Step point to allow them to perform all three.
Wings of Mercy: At 6th level when Dancing and an ally is hit with an attack, you may use your reaction to immediately move up to your speed towards them.
Rally Heart: At 10th level, your dancing is so potent that it is able to unleash the potential of your allies just by being near you. When Dancing, your allies within Dance range get +1 to all rolls as long as they are not unconscious, at 14th level, this becomes a +2 and at 18th level this becomes a +3.
Escape Route: At 14th level when you take damage, you may use your reaction to move up to your speed.
Dance of Awakening: At 18th level, you have become so unparalleled at displaying perfect form and grace to instill allies with great vigor that you are now able to inspire multiple allies into action during one Dance. When you use your Dance of Vigor for an ally, you may choose a number of non-Dancer allies within 10ft of you or your Dance Partner up to your Charisma modifier (minimum 1) to be influenced by your Dance of Vigor as well. Once you have used this ability, you may not use it again until the end of a short rest unless you expend 5 Step points as a bonus action.
Dancer of the Halcyon: Dancers, when they perform, can show their audience a whole new world (Don’t you dare close your eyes). Those who follow this path, dance to remind others of gentler, more simple times offering respite and bliss no matter how transient it may be.
Dance of Rejuvenation: Starting when you choose this style at 3rd level, you may use your Action to restore an amount of hit points to a non-hostile creature within your Dance range equal to your Charisma modifier + your proficiency bonus.
Blissful Rest: At 6th level, you can perform for your allies during a short rest, granting them a brief but potent respite that they can use to bolster themselves. At the end of a short rest your allies gain temporary hit points equal to your Dancer level + twice your Charisma modifier. You may spend 1 Step point to add your proficiency modifier to the number of temporary hit points or 2 Step points to add twice your proficiency bonus instead.
Revitalizing Presence: At 10th level, your very presence has the power to evoke a feeling of serenity in your allies instilling them with confidence and numbing their pain. When Dancing, your allies in your Dance range regain 2d4 hit points at the start of your turn as long as they are not unconscious. At 14th level, the hit points gained increase to 3d4. At 18th level, the hit points gained increases to 4d4.
Embodying Bliss: At 14th level, when you restore an amount of Hit Points to an ally, you may recover an amount of Hit Points equal to half the recovered amount.
Aura of the Halcyon: At 18th level when performing Dance of Rejuvenation, you may choose a number of allies up to your Charisma modifier (minimum of 1) within 10ft of you or your Dance Partner, they gain temporary hit points equal to the amount of Hit Points restored to the original target. Once you use this feature, you may not use it again until you finish a short rest or spend 3 Step points as a bonus Action.
Dancer of the Sword: While most Dancers prefer not to use weapons for their performances, too dangerous and impractical, these Dancers revel in their death-defying skill with blades and bolster their dances both off and on the stage with calculated and finely honed blade moves.
Additional Dancer’s Tools: Starting at 3rd level when you choose this style, you gain proficiency in Shortswords, Scimitars, Rapiers, and Longswords. When Dancing and using one or more of these weapons, they gain the Finesse and Thrown properties.
Sword-Dance Training: In addition at 3rd level, you may choose a Fighting Style amongst the following: Two-Weapon Fighting, Dueling, Great-Weapon Fighting, Close Quarters Shooter, or Archery.
Quick-Blade: At 6th level, whenever you take the attack Action while Dancing, you may make another attack. If this attack is against the same creature targeted with the first attack, you may add your Charisma modifier to the damage roll. At 18th level you may make another additional attack and if this attack targets one of the targets of the other two, you may add your Charisma modifier to the damage roll.
Whimsical Steps:
~Inspiring Step: As a bonus Action, you may give a chosen ally an Inspiration Die that they may use on one ability check such as an attack roll, a skill check, or saving throw. This die is 1d6, but you may turn it into 1d8, 1d10, or 1d12 by spending 1 Step point, 2 Step points, or 3 Step points respectively
~Distracting Step: When a creature is making an ability check such as an attack roll, a skill check, or saving throw, you may use your reaction to roll a Distracting Die. You may subtract the result of your roll from the result of the target’s roll. This die is 1d6, but you may turn it into 1d8, 1d10, or 1d12 by spending 1 Step point, 2 Step points, or 3 Step points respectively.
~Guiding Step: As a bonus Action, you may give a chosen ally the benefit of a Disengage Action or have them move up to their speed. For 1 Step point, you may allow them both.
~Encouraging Step: (Prerequisite: At least 5th level) As a bonus Action, you may strengthen one’s resolve during an attack. Once when they hit with an attack that requires an attack roll on their next turn, they may add your Charisma modifier to their damage roll. For 2 Step points, whenever they hit with an attack that requires an attack roll before the start of your next turn, they may add your Charisma modifier to the damage rolls.
~Debilitating Step: (Prerequisite: At least 5th level) As a Reaction, you may weaken one’s force of will when they hit with an attack reducing the amount of damage done by your Charisma modifier. For 2 Step points, whenever they hit with an attack that requires an attack roll before the start of your next turn, their damage is reduced by your Charisma modifier.
~Rallying Dance: (Prerequisite: At least 9th level. Dancer of the Emblem) As a bonus Action, you may give an ally within range +1 to all rolls and a bonus to speed a number of feet equal to half your Charisma score rounded to the nearest multiple of 5. For 3 Step points, the bonus to rolls increases to +2 and the bonus to speed increases by another 5 ft.
~Boogie Bug: (Prerequisite: At least 9th level. Dancer of the Halcyon) As an Action, infect a creature within range with the Boogie Bug! They make a Charisma saving throw against your Dance DC on a failed save, they must start their next turn by using their action to Boogie which lasts until the start of their next turn. While Boogieing all attack rolls have advantage against them, they have disadvantage on Strength and Dexterity saving throws and their speed is reduced by half. They may make another saving throw every time they take damage. As a reaction when first performing this Step, you may increase the Dance DC for the saving throw by spending Step points, this increase equals +1 to your Dance DC per 1 Step point (to a maximum of +3) and lasts until the end of the Boogie.
Monks of the Way of the Sway have trained their minds and bodies to move with perfect flow and graceful beauty in order to inspire those around them. They have honed their mastery over ki in conjunction with their training to the point that they are able to to instill others with its potential through either precise or intuitive movements and meditated steps.
Dance of Vigor:
Starting when you choose this tradition at 3rd level, you are able to touch the ki of those near you to invigorate them spurring them to action. You may use your action to Dance for a non-Way of the Sway ally within 5ft of you. That ally may then immediately either move up to their speed, take an action they would normally be able to perform on their turn as well, or a bonus action. You may spend 1 ki point to allow them to perform all three. In addition, you may use your Performance any time you would make a Persuasion check or Deception check.
Dancer’s Tools:
Starting at 3rd level when you choose this tradition, you gain proficiencies in whips, longswords, scimitars, and improvised weapons such as fans, hoops and tables. You may treat any of these weapons as monk weapons.
Steps of Inspiration:
Starting at 6th level when you Dance for an ally, you are able to infuse your ki into your movements and have it flow into their bodies granting them one of the following boons for the rest of your turn:
• For 1 ki point, they gain an inspiration die which they may roll to add onto one roll they make on your turn. This die equals 1d6 but you may turn it into 1d8, 1d10, or 1d12 by spending 2 ki points, 3 ki points, or 4 ki points respectively.
• For 1 ki point, they gain the benefits of either a Disengage action or a Dash action. They may gain the benefits of both if you spend 2 ki points.
• For 1 ki point, they are unaffected by difficult terrain, or gain a climb speed and a swim speed equal to their walking speed. They gain the benefits of both if you spend 2 ki points.
Dance Partner:
Starting at 11th level your movements become so natural and ecstatic that your allies are able to intuitively move to your beat and learn the basics of your steps with ease. At the start of a short rest, you may make one willing ally of your choice into your Dance Partner. When your Dance Partner hits an enemy that you can see with an attack you may use your reaction to make an attack as well and vice versa. In addition, when you take an Attack action you may forgo any number of attack gained from your Extra Attack or Flurry of Blows to allow your Dance Partner to attack instead.
Dance of Awakening:
At 17th level, you have become so unparalleled at displaying perfect form and grace to instill allies with great vigor that you are now able to inspire multiple allies into action during one Dance. When you Dance for an ally, you may choose a number of non-Way of the Sway allies within 10ft of you or your Dance Partner up to your Charisma modifier (minimum 1) to be influenced by your Dance and any Step of Inspiration affecting the original target as well.
Age: They are typically short-lived. Most reach maturity in their early teens and only live about as long as their thirties.
Size: Small
Speed: 35ft
Sight: Darkvision 60ft
Strong Fangs: They may use their fangs for their unarmed attacks rather than their fists. The attack roll is STR vs AC and damage is 1d4 + STR piercing damage.
Skittering Step: They gain proficiency in Stealth.
Ratti-body: Their bodies give them unnaturally high resistances to plagues and toxins. They gain advantage on CON saving throws against disease and poison as well as resistance to Poison Damage.
Pack Tactics: When a target of their attack is within 5ft of an ally, they gain advantage on all melee attack rolls against the target.
Subraces:
Brown:
Ability Score: +1 to Dex
Skittering Speed: Increase movement speed by 5ft
Compact Form: they do not suffer movement penalties when squeezing through tight spaces.
Black:
Ability Score: +2 to Str
Powerful Build: They count as one size larger for the purposes of calculating carrying capacity and how much weight they can push, drag, or lift.
Grey:
Ability Score: +3 to Int or Wis
Sunlight Sensitivity: They have disadvantage on all attack rolls when either they or their target are in direct sunlight.