Small World Random Races (5e Race)

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Small World Random Races[edit]

This system is inspired by the random races in the board game Small World. The charts below let you create a race from a combination of a base race and a special power. Use this to create races for your campaign (rather than individuals) - re-roll duplicate base races or special powers to ensure each race is unique.

For example, I want to make a set of 4 races for players to pick from. I roll d66 eight times: 16 13 (bivouacking elves), 24 21 (cursed goblins), 45 11 (mercenary amazons), and 23 24 (corrupt humans).

Combine together the racial traits of the base race and special power.

Special Power Table[edit]

Roll d66. Reroll a result with no entry on the table.

d66 Base Race d66 Base Race d66 Base Race
11 Alchemist 31 Fireball 51 Mounted
12 Aquatic 32 Flying 52 Peace-loving
13 Barricade 33 Forest 53 Pillaging
14 Behemoth 34 Fortified 54 Ransacking
15 Berserk 35 Heroic 55 Seafaring
16 Bivouacking 36 Hill 56 Spirit
21 Catapult 41 Historian 61 Stout
22 Commando 42 Hordes of 62 Swamp
23 Corrupt 43 Imperial 63 Underworld
24 Cursed 44 Marauding 64 Wealthy
25 Diplomat 45 Mercenary 65 Were-
26 Dragon Master 46 Merchant 66 Soul-Touch

Copycat and Lava need to fit in somehow.

Base Race Table[edit]

Roll d66. Reroll a result with no entry on the table.

d66 Base Race d66 Base Race d66 Base Race
11 Amazons 31 Leprechauns 51 Barbarians
12 Dwarves 32 Orcs 52 Priestesses
13 Elves 33 Pixies 53 Sorcerers
14 Fauns 34 Pygmies 54 Wizards
15 Ghouls 35 Ratmen 55 Slingmen
16 Giants 36 Shrubmen 56
21 Goblins 41 Skeletons 61
22 Halflings 42 Tritons 62
23 43 Trolls 63
24 Humans 44 White Ladies 64
25 Igors 45 Ice Witches 65
26 Kobolds 46 Skags 66

Base Races[edit]

Amazon[edit]

Amazons are a fierce race of humans that train their daughters to be merciless warriors.

Ability Score Increase. Your Strength, Dexterity or Constitution increases by 1.
Age. As humans
Alignment.
Size. Medium
Speed. Your base walking speed is 30 feet.
Warrior Women. You must be female.
Amazon Weapon Training. All amazons are trained in the arts of hunting and war. You are proficient with shortbows, spears, handaxes and shields. You favour a crescent-shaped half-shield called a pelta.
Combat Mobility. When you roll for initiative, you can move 10 feet.
Languages. Common

Barbarians[edit]

Not all members of the barbarian race take levels in the barbarian class. I have retained the naming of the race used in Small World.

These humans form uncivilized and disorderly tribes.

Ability Score Increase. Your Strength, Dexterity or Constitution increases by 1.
Age. As humans
Alignment. Valuing freedom and pillaging, barbarians tend towards chaotic.
Size. Medium
Speed. Your base walking speed is 30 feet.
Reckless Charge. At the beginning of your turn, you can declare you are making a reckless charge. When you move this turn, you draw opportunity attacks from hostile creatures when you move into their reach (in addition to when moving out of a creature's reach). If you moved at least 20 feet then took the Attack action, you deal +2 damage if you hit; or if you successfully shove the target, you can push them 10 feet instead of 5 feet.
Warcry. When you drop a creature to 0 hit points, you cannot move any further that turn. Instead, you let out a warcry. You gain temporary hit points equal to the CR of the creature you dropped.
Languages. Common

Dwarves[edit]

Stout beings who dwell in mountains, occupied with mining, smithing and drinking.

Ability Score Increase. Your Constitution increases by 2.
Age. Dwarves mature at 30 years and can live up to 250 years old.
Alignment. Dwarves form industrious and ordered cultures, so tend towards lawful.
Size. Medium
Speed. Your base walking speed is 25 feet. Your speed is not reduced by heavy armor.
Expert Miner. Whenever you make an Intelligence (Investigation) check related to mines, mining and ores, you are considered proficient in the Investigation skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Industrious. You are proficient with crafting and with one set of artisan's tools.
Languages. Common, Dwarven

Elves[edit]

Elves are slender, agile humanoids.

Ability Score Increase. Your Dexterity increases by 2.
Age. Elves mature at 100 years, and can live to 750 years old.
Alignment. Elves tend towards good.
Size. Medium
Speed. Your base walking speed is 30 feet.
Elven Agility. When you are the target of a weapon attack, you can use your reaction to move 10 feet.
Fey. Your type is Fey. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Languages. Common, Elvish

Fauns[edit]

Fauns are goat-legged fey, found in lonely and wild paces.

Ability Score Increase. Your Charisma increases by 2.
Age. Elves mature at 50 years, and can live to 400 years old.
Alignment. Fauns value freedom above all else, so tend towards chaotic.
Size. Medium
Speed. Your base walking speed is 30 feet.
Wild Guide. Whenever you make a Wisdom (Survival) check when guiding others through forests, mountains or other remote natural land, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Fey. Your type is Fey. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Languages. Common, Sylvan

Ghouls[edit]

These horrid creatures thrive where there is decay and death.

Ability Score Increase. Your Dexterity increases by 2.
Age. Ghouls form from other races that fail to ritualistically dispose of their dead. They can appear to be of any age, and are immortal.
Alignment. Ghouls eat corpses, but are not beyond eating other creatures alive. They are almost always evil.
Size. Medium
Speed. Your base walking speed is 30 feet.
Paralyzing Claws. Your unarmed attack deals 1d4 slashing damage. When you hit a creature with your claw, you can try to paralyze it. If your target is a creature other than an elf or undead, it must succeed on a Constitution saving throw. The DC is 8 + your Constitution modifier + your proficiency bonus. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You must finish a long rest before you can attempt to paralyze a creature again.
Undead. Your type is Undead. You have immunity to poison damage, and are immune to the poisoned condition.
Languages. Common

Giants[edit]

Giants are big brutes that live in the hills.

Ability Score Increase. Your Strength increases by 2.
Age. Giants reach full size at 10 years, and live to 60 years.
Alignment.
Size. Large. You can wield oversized weapons without penalty.
Speed. Your base walking speed is 40 feet.
Hill People. While in hilly or mountainous terrain, you can always pick up a big rock to use as a weapon with which you are proficient. A big rock is an oversized simple melee weapon that deals 1d10 bludgeoning damage. It can be thrown to a range of 60/240 feet.
Languages. Common, Giant

Goblins[edit]

Goblins are small, uncouth, selfish humanoids that prefer to exploit weakness rather than fighting head on.

Ability Score Increase. Your Dexterity increases by 2.
Age. Goblins mature at around 8 years, and live to 40.
Alignment. Goblins are usually evil.
Size. Small
Speed. Your base walking speed is 30 feet.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on your turn.
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. You can't discern color in darkness, only shades of gray.
Languages. Common, Goblin

Halflings[edit]

Halflings are small, affable, demi-humans fond of gardening, smoking tobacco, and frequent meals.

Ability Score Increase. Your Charisma increases by 2.
Age. Halflings are half the size of humans but live twice as long. They mature at around 30 and can live to 200 years old.
Alignment. Halflings are good-natured.
Size. Small
Speed. Your base walking speed is 25 feet.
Extensive family.. Halflings can be found almost everywhere. When you are in a town or city you can make an Intelligence (Investigation) check to locate one of your cousins-second-removed, sister-in-laws, great-great-uncles or other member of extended family. The DM sets the DC based on the culture and remoteness of the settlement (the capitol of a civilized nation might be DC 5, while a pirate-town in the savage wilderness might be DC 25.
Homely Cook. You have a knack for cooking simple meals that make people feel comfortable, warm and relaxed. You are proficient with cook's utensils. During a short or long rest you can cook a halfling meal for up to 5 people. This requires fresh meat or vegetables (either purchased or gathered by members of the party) and 5 sp worth of herbs and spices. Those partaking in a halfling meal gain temporary hit points equal to your level.
Languages. Common, Halfling

Humans[edit]

Humans are versatile, and more than any other race their settlements exploit the land around them. Ability Score Increase. Two ability scores of your choice increase by 1.
Age.
Alignment. Humans can be of any alignment.
Size. Medium
Speed. Your base walking speed is 30 feet.
Skilled. You are proficient in one skill of your choice.
Languages. Common

Special Powers[edit]

Alchemist[edit]

Alchemists practice a philosophy that seeks wisdom and immortality. Where opulent alchemist cities arise, the trade values of metals can become disrupted as they buy supplies of lesser metals and gold becomes common.

Ability Score Increase. Your Intelligence increases by 1.
Chrysopoeia. You are proficient with alchemist's supplies. You can use your alchemist's supplies to transmute 1 lb of lead (worth 2 sp), tin (1 gp) or copper (5 sp) into 1 lb of gold (worth 50 gp). This requires 8 hours and 1 vial of acid.

Aquatic[edit]

Ability Score Increase. Your Intelligence increases by 1.
Amphibious. You can breathe air and water.
Aquan. You can speak, read and write Aquan.
Natural Swimmer. You have a swim speed of 40 feet.

Barricade[edit]

Barricade races form small, well-defended nations, lacking expansionist ideals.

Ability Score Increase. Your Constitution increases by 1.
Fort Builder. You are proficient in foremanship.
Barricade Builder. You can spend 1 minute, using whatever materials are to hand (providing there are any materials at all), building an improvised barricade. It has AC 15, 40 hit points, and provides three-quarters cover for two Medium creatures.

Behemoth[edit]

Behemoths are hulkish creatures that like to wallow in swamps.

Ability Score Increase. Your Strength increases by 1.
Swamp Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in swampy terrain
Large. Your size is Large. You can wield oversized weapons without penalty.

Berserk[edit]

Berserk races get really het up about combat. "Odin's men went without their mailcoats and were mad as hounds or wolves, bit their shields... they slew men, but neither fire nor iron had effect upon them. This is called 'going berserk'"

Ability Score Increase. Your Strength increases by 1.
Odin's Warrior. If you are wearing no armor, light armor or hide armor, you can spend 1 minute working yourself into a frenzy. For the following 10 minutes, you have resistance to nonmagical bludgeoning, piercing and slashing damage, and fire damage. You must finish a long rest before you can use this feature again.
Wolf Pelts. You are proficient with hide armor.

Bivouacking[edit]

This race of scouts and nomads are experts at making camps from the natural environment, utilizing branches, ferns, leaf litter and so forth.

Ability Score Increase. Your Wisdom increases by 1.
Nomads. You are proficient in Wisdom (Survival)
Improvised Camps. Whenever you make a Wisdom (Survival) check to make a camp under difficult circumstances, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. Such circumstances might include having to make camp half-way up a cliff or in treetops; having to make camp without the appropriate equipment; or having to make a camp quickly (10 minutes or less).

Catapult[edit]

This race loves their catapults. Building them, firing them, launching themselves in them...

Ability Score Increase. Your Intelligence increases by 1.
Siege Expert. When you supervise the construction (see Constructing Siege Engines) of a trebuchet (DMG p. 255) or couillard), it takes half a day to construct 100 hit point's worth of siege engine (rather than 50), and only one-quarter of the workforce is required (e.g. 4 people for a Huge object instead of 16).
The Only Way to Travel. You can launch yourself in a trebuchet or couillard. The distance you move is any value up the siege engine's normal range, clearing heights of half that distance. Launching yourself at a wall or ceiling can be dangerous, and you take falling damage as though you fell the distance that you moved; but you can immediately make a Strength (Athletics) check to grab onto that surface.
Tuck and Roll. You only take 1d6 bludgeoning damage for each 50 feet of a fall (rather than each 10 feet).

Commando[edit]

This race has a military doctrine of harshly training their warriors to perform covert, incisive missions, with geurilla tactics and raiding.

Ability Score Increase. Your Dexterity increases by 1.
Covert. You are proficient in Dexterity (Stealth).
Mobile Infantry. You do not suffer disadvantage on attack rolls made whilst climbing, swimming, crawling or falling.

Corrupt[edit]

Your bureaucratic race fosters a culture of nepotism, backhanders, votefixing and fraud. They worm their way into other socities, parasitically corrupting them from the inside.

Ability Score Increase. Your Charisma increases by 1.
You Didn't Hear This from Me. You are proficient in talebearing.
Corruption. When you use the Charisma (Persuasion) skill to get someone to take a bribe, or the Charisma (Intimidation) skill to blackmail someone, you are considered proficient in those skills and add double your proficiency bonus to the check, instead of your normal proficiency bonus.


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