Steampunk D&D: Races

Here are the races that were available in our Steampunk campaign. We removed any races and sub-races that included magic. This reduced the number of races and variations available. We also removed the Variant Human because of the experience level of the players we had, we did not want to add in feats at first level. We also did not use the Tasha variant of allowing players to place their ability score bonuses wherever they wanted. These are things that can be added in to your campaign if the skill level of the players is more advanced than those we were playing with.

Races

Dwarf

Ability Score Increase:  CON by 2, WIS by 1

When rolling Hit points, add an extra point every level

Age of Adulthood:  50.        Life Expectancy: 350

Size:  Medium (4-5 ft. tall, 150 lbs average)

Speed:  25

Darkvision 60 ft

Resilience to Poison/Poison Damage

Proficiency with axes and hammers

Proficient in History checks regarding stonework.

Languages:  Dwarven and Common

Dragonborn

Ability Score Increase:  STR by 2, CHR by 1   

Darkvision 60ft.

Age:  adulthood – 15, life expectancy – 80.

Size:  medium, over 6ft, average of 250 lbs.

Speed: 30

Draconic Ancestry:  Pick what kind of dragon you descend from, and this determines your breath weapon and also what you are resistant to.

Breadth Weapon:  2d6 damage on failed save (must beat your 8+CON+proficience bonus), half damage on a save.  Damage increases to 3d6 at 6th level.  Can only be used once in between rests.

Languages:  Draconic and Common

Elf

Ability Score Increase:  DEX by 2, WIS by 1

Age:  adulthood at 100, life expectancy 750

Size:  5-6 ft tall, Medium size, more slender than a human

Speed:  35

Darkvision 60ft

Do not need to sleep, they go into a trance for 4 hours per day.

Proficiency:  Perception 

Can hide easily in natural settings.

Languages:  Common and Elven


Gnome

Ability Score Increase:  INT by 2, Con by 1

Age:  adulthood at 40, life expectancy 500

Size:  small (3-4 ft tall, 40 pounds)

Speed:  25

Darkvision 60ft

Languages:  Common and Gnomish

Tinker: You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

  • At your DM's discretion, you may make other objects with effects similar in power to these. 

Goliath

Ability Score Increase:  STR by 2, CON by 1

Age:  Adulthood: 18, life expectancy 75

Size:  Medium (7-8 ft tall, 280-340 lbs)

Speed: 30

Proficiency:  Athletics

Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

Languages:  Common and Giant

  

Half-Elf

Ability Score Increase:  CHR by 2, increase two others of your choice by 1

Age:  adulthood 18, life expectancy 180 years

Size:  Medium (comparable to humans)

Speed:  30

Darkvision 60ft

Skill Proficiencies:  Pick 2 of your choice

Languages:  Common, Elven, and one other of your choice

  

Half-Orc

Ability Score Increase:  STR by 2, CON by 1

Age:  Adulthood at 14, life expectancy   

Size:  Medium 5-6+ ft tall, bulkier than a human

Speed: 30

Darkvision 60ft

Proficiency in Intimidation

Savage attack:  When you crit on a melee weapon attack, you can add an extra 1d6 damage to your attack

Relentless Endurance:  If you drop to 0 hit points, you can change it to 1 HP (only 1 time between long rests)

Languages:  Common and Orc

  

Halfling

Ability Score Increase:  DEX by 2, CHR by 1

Age:  adulthood at 20, life expectancy 150.

Size:  small (3ft tall and about 40lbs)

Speed: 25

Lucky:  If you roll a 1 on an attack, ability check, or saving throw, you can reroll.

Brave:  You have advantage on being frightened.

Nimble:  you can move through other medium character’s spaces.

Languages:  Common and Halfing

You can hide even behind a creature that is medium in size.

 

Harengon (Rabbitfolk)

Ability Score Increase:  DEX by 2, may choose 1 other to increase by 1

Age: Life expectancy about a century

Size:  Medium or Small (you can choose)

Speed: 30

Hare-Trigger:  add proficiency bonus to initiative rolls

Proficiency:  Perception

Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.

Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Languages:  Common and one other of your choice

 

Human

Ability Score Increase:  all increase by 1.

Age:  Adulthood at 18, life expectancy 75.

Size:  Medium; 5ft to over 6ft

Speed: 30

Languages:  Common and one other of your choice

 

Tabaxi (Catfolk)

Ability Score Increase:  DEX by 2, CHR by 1

Age:  Equivalent to Humans

Size:  Medium (tall and slender)

Speed:  30

Darkvision 60ft.

Proficiency:  Perception, Stealth

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages:  Common and one other

 

Tortle (Tortoisefolk)

Ability Score Increase:  STR by 2, WIS by 1

Age:  Adulthood at 15, life expectancy 50

Size:  Medium (5-6ft tall, 450 lbs) shell is about 1/3 of weight

Speed: 30

Proficiency:  Survival

Natural Armor:  AC of 17, cannot wear other armor, but can use shield.

Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.

Languages: Common and Aquan