D&D 5E So How Many Different Kinds of Elves Can There Be? A Thread on Subraces

dmccoy1693

Adventurer
This week in my weekly blog talking about the D&D 5e playtest, I am looking at subraces and how subraces will provide structure when varying up a race. Also, I post two new subraces.
Please read them over and tell us what you think. Their descriptions are short, but if you like the basic concept, I can expand on them.

For those not wanting to click on the link, here is the post:

So How Many Different Kinds of Elves Can There Be?

One of the new mechanics that I do like in D&D 5e is subraces. With the exception of humans and half human races (although, I am hoping that the half humans get subraces as well later), all races have a base set of abilities and then a few others abilities that change depending on your subrace. So a high elf is good at magic while wood elves are good at sniping their target when in the woods. This means you can have your Dragonlance tinker gnomes as well as your Pathfinder-esque insanity gnomes with little trouble swapping out abilities. This in my opinion is far better than 3.5's kind of subrace bloat that was created in the D&D Compatible market. I mean many of the "new" races created were really just an existing race with a few haphazard abilities swapped out to the point where mist elves mechanically looked more like a cross between drow and gnomes than a standard elf. Now that some sense of structure is being provided, it will be easy to create a new subrace that feels both unique and balanced.
Here are a few that I came up with that you can use. Please tell me what you think of them:

Star Elves
Touched by the heaven, star elves believe that prophesy foretells their rulership of the night. No other kind of elf is as adept in the darkness as these.
Ability Score Adjustment: Your starting Charisma score increases by 1.
Darkvision: You can see in darkness within 60 feet of you as if it were dim light. When you do so, your vision is in black and white. Your low-light vision does not work when you are using darkvision.
Nightstalker: You gain advantage when you are attempting to move and not be observed when in dim light or in darkness.

Forge Dwarves
The flames of the forge are your home. You never feel entirely comfortable unless you are swinging a hammer against a piece of glowing metal, creating something of unequaled quality.
Ability Score Adjustment: Your starting Intelligence score increasesy by 1.
Metalic Insight: You know trade lore (blacksmith), which gives you a +10 bonus to ability checks relating to blacksmithing. Additionally, metalic armor does not give you disadvantage to hide or move silently. You can still gain disadvantage to your stealth from other sources.

What do you think? What kind of subraces would you like to see?

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Check your formatting- your charcoal grey text on black is hard to read! :)

Personally as much as I like elves, I don't think we need an elf for every niche. Three or four subraces would be my max personal preference: aquatic, foresty, subterranean, and citified magic users. And, were it up to me, they would be much more different from each other than they are now.

For instance, in a homebrew of mine, the "foresty" elves had actually used a powerful magical rite to make themselves more plantlike, so they had woody skin and leaves.
 

Yeah, the Elf thing can get a tad much:

Grugach
Valley
Black Lore
Snow
Desert
Jungle
Rockseer
Poscadar
Maraloi
Winged
Aquatic
Biker
...etc, etc

I want Svirfneblin.
 

The universe of publications can handle a huge number of subraces, but any given game only needs a handful.

Are you running a game about elves? Well, it might be helpful to have half-a-dozen or more subraces to handle all the different factions. Other games might find it useful to have nomadic desert elves and hermit like cliff-dwelling winged elves.

The job of editors is to provide a wide range of game elements so the individual DM can select the ones present in his or her game. Does every game need 40 subraces? Absolutely not. But 40 subraces makes it easier for each DM to put together a unique setting.

-KS
 

Personally I don't like to see subraces at all. Subcultures yes (so I'm happy with culturally wood elves and culturally high elves, for instance). All the sub races seemed to be a bit silly to me, apart from situations like Glorantha where they were tied in strongly to the up-front creation myths which were embedded all through that setting.

The other mechanical problems that subraces can introduce include the 'optimiser problem' where they become the one best choice for certain classes, and the 'niche protection' problem where suddenly you can't be the elf from here that does that, because all elves from here do this instead.

Now, this probably means that I'm not the chief audience for what you're doing, and that's fine - I don't intend to argue the point or anything :) Just wanted to voice an opinion here.

Cheers
 

I'm afraid I agree with plane sailing. I'm not a sub race person. I want 5-6 races at most, and then differentiate from there with feats/skills/whatever we're calling them today.
 

I agree with what's been said by the rest of the thread, that there's no need for the huge volley of subraces we got in the 3.5 splat material. 5-6 is more than enough per race, and I can't personally imagine myself running a campaign setting with "Aquatic", "Arctic", "Desert", "Jungle" and "Underworld" variants of all the major races. Basically, my objection to the concept comes down to, if desert humans don't get different stats from fantasy-pseudo-Western-European humans, why should elves or dwarves?

That said... I do think races should be flexible to swap out features in the method you've described. Like Pathfinder, I want Next to have Alternate Racial Traits that can be swapped out for variant features. It makes the people who want Desert Elves with different stats happy and I can see this coming in handy in my own game a lot, actually. Want to create a pseudo-Polynesian setting on a tropical island chain, drawing races from Polynesian mythology? Swap the default Halfling package for the Jungle racial features and you've got yourself some Menehune. Similarly, you could switch darkvision for heat-resistance to create a volcano-based "Children of Pele" dwarf race, etc., etc.

The more I think about it, the more I kind of want to run this particular setting, actually...
 

I find 4-5 subraces is about as many as I can handle, per race. 2-3 is best. It depends to some degree on how you group them. Half-elves don't really need subraces, but a "half-human" race could have half-elves, half-orcs, half-ogres, tieflings, aasimar, gensai, and more without a problem.
 

Doesn't all go back to Tolkein, and the various groups of Elves who were defined by the journey to Valinor? The ones who never set out, the ones who started the journey but didn't finish, the ones who went to Valinor and the ones who went and came back. Which is all very interesting, but there wasn't really much to distinguish them besides that.

Essentially I feel that subraces are interesting for flavour, but I don't think they need separate stats. The basic stats allow for enough variation between all kinds; otherwise the differences between Humans, Elves, Dwarves and so on should be much greater to begin with, not just a +2 here and a -2 there.
 

House elves (a la Harry Potter and Hogwarts)
Christmas elves (a la Rise of the Guardians and shopping malls across America)
 

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