Character Abilities Scores

In this system your ability points will be determined without input from your starting Race and Class choices. I wanted the starting abilities to give power that was both inline to what the existing rules provide, but also is as fair to every class as I could be.

You may find a another method works best for you and your group, my suggestion however is to keep it simple and use the following array: 16, 15, 14, 13, 12, 10.

Races

If you just stripped away the stat bonuses and used the above array, the races are probably more unbalanced than they are now. Below I've attempted to rework the Races so each one is bringing value. Overall they have slightly more power, but hopefully they also each have a stronger identity.

Each race will keep the Age, Alignment, Languages, Size, Speed, Movement options and Senses of the races as outlined in the Player's Handbook.

Why Make This Sometimes player might feel driven to a race or class by their desire to play the other. Stat bonuses are a big deal in 5th Edition and this looks to take the Stat line out of the choice for your race.

Humans

Humans are exceptionally diverse and adaptive more so than any other race.

Adaptive. You gain a feat of choice from Chapter 6.

Skill Versatility. See the Player's Handbook for this ability's description. (page 39)

Dwarves

Dwarves are a tough, cunning and stout race with a subtle hunger for battle.

Tool Proficiency. See the Player's Handbook for this ability's description.

Stonecunning. See the Player's Handbook for this ability's description.

Treasure Guile You can sense when an item is magical. If you spend atleast 1 minute in sight of an item that is magical you can innately sense it is magical.

Dwarven Armor Training. If you are proficient with Medium Armor, you are considered proficient with Heavy Armor. If you are proficient with Light, Medium or Heavy Armor you are proficient with shields.

Hill Dwarf

Choose Hill Dwarf to exemplify the stoutness of your dwarven lineage.

Dwarven Toughness. See the Player's Handbook for this ability's description.

Dwarven Resolve. You gain advantage on all constitution ability checks and saving throws.

Mountain Dwarf

Choose Mountain Dwarf if your people lust for battle.

Dwarven Armor Master. While wearing medium or heavy armor your AC is increased by 1.

Dwarven Combat Training. See the Player's Handbook for this ability's description.

Elves

Elven Ancestry. You gain the Keen Senses, Fey Ancestry, and Trance features from the Player's Handbook.

High Elf

High Elves are intelligent and magically inclined.

Elven Magic. You can cast Detect Magic at-will without expending a spell slot and you gain two cantrips of your choice from any spell list. Intelligence is your spell casting ability for these spells.

Extra Language See the Player's Handbook for this ability's description.

Wood Elf

Wood Elves are nimble woodland protectors.

Elf Weapon Training. See the Player's Handbook for this ability's description.

Fleet of Foot See the Player's Handbook for this ability's description.

Mask of the Wild See the Player's Handbook for this ability's description.

Dark Elves (Drow)

Dark are evil subterranean cousins of elves.

Sunlight Sensitivity. See the Player's Handbook for this ability's description.

Superior Darkvision. See the Player's Handbook for this ability's description.

Drow Magic. See the Player's Handbook for this ability's description.

Drow Weapon Training. See the Player's Handbook for this ability's description.

Halflings

Lucky. See the Player's Handbook for this ability's description.

Naturally Stealthy. See the Player's Handbook for this ability's description.

Charming. You gain advantage on Charisma checks made to appease or befriend non hostile creatures.

Halfling Nimbleness. See the Player's Handbook for this ability's description.

Quick. Your movement speed is 30 feet.

Brave. See the Player's Handbook for this ability's description.

Stout Resilience. See the Player's Handbook for this ability's description.