New and Expanded Subraces

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Note: Unlike the subraces presented in the Neverwinter Campaign Setting, a number of the subraces below include alternative ability scores. The intention is that if a player chooses at least one trait from a subrace, they *must* use the ability scores for that subrace. (If you feel they are somehow unbalancing, feel free to ignore them.)

Dragonborn Subrace
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Dire Dragonborn
The following options are an adaptation of the Dragonfear tracial trait and Blood of Dragons feat introduced in Dragon #388 and created by Peter Schaefer.

Blood of Dragons
    Benefit:
You gain a +2 racial bonus to saving throws against fear effects, or +4 if the attacker is a dragon. This benefit replaces Dragonborn Fury.

Dragonfear
    Benefit:
You gain the dragonfear power (detailed in Dragon #388). This benefit replaces dragon breath.


Drow Subrace
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Dark Elf (Drow)
The following options represent drow who have escaped or rejected the influence of Lolth. They or a recent ancestor might have earned the forgiveness of Corellon, or perhaps they were trapped in magical stasis before the conflict that forced their people into exile, and thus never suffered from Corellon's wrath or Lolth's machinations.

Dark Elf Skill Bonuses
    Benefit: You gain a +2 bonus to Diplomacy checks and Nature checks. This benefit replaces the normal drow skill bonuses to Intimidate and Stealth.

Dark Elf Will
    Benefit:
You gain a +1 racial bonus to your Will defense. In addition, you gain a +5 racial bonus to saving throws against fear effects. This benefit replaces your darkvision; instead, you have low-light vision.

Glimmering Veil
    Benefit: You gain the glimmering veil power. This benefit replaces Lolthtouched.

Glimmering Veil | Drow Racial Utility
A nimbus of flickering energy surrounds your ally, protecting him or her from harm.
Encounter
Minor Action | Ranged 10
Target: One ally
Effect: The target gains partial cover until the end of your next turn.


Dwarf Subraces
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Dream Dwarf
Where other dwarves shape metal and stone, dream dwarves contemplate and meditate. Their culture and lifestyle revolves around "the earth dream", a form of collective subconscious with the world around them. The earth dream often inspires dream dwarves to follow a primal path, such as that of the druid, seeker, or shaman. A number of dream dwarves are born with a waking psionic talent, and such characters sometimes develop the abilities of the battlemind. Unlike their cousins, dream dwarves are often highly inquisitive, and seek to add to the wisdom they have learned from the earth through knowledge gained from personal experience.
    Dream dwarves were detailed in the 3rd Edition sourcebook Races of Stone, and have yet to appear in any official 4th Edition sourcebooks or articles.

Dream Dwarf Ability Scores
    Benefit: If you choose to be a dream dwarf, you gain a +2 bonus to Constitution and either Wisdom or Charisma. This replaces the normal dwarf bonus to Constitution and either Strength or Wisdom.

Dream Sight
    Benefit: Your attacks ignore the insubstantial quality. This benefit replaces Cast-Iron Stomach.

Dream Dwarf Skill Bonus
    Benefit: You gain a +2 bonus to Diplomacy checks. This benefit replaces the normal dwarf skill bonus to Dungeoneering.


Forgeborn Dwarf
The following options are an adaptation of the Forgeborn Heritage feats introduced in Dragon #383 and created by Robert J. Schwalb. If you choose this sub-race, you are considered to have the Forgeborn Heritage feat for the purpose of feats and prestige classes that have Forgeborn Heritage as a prerequisite.

Ancestral Wrath
    Benefit: While you are not bloodied, you gain a +1 bonus to speed. This benefit replaces Encumberance Speed.

Elemental Legacy
    Benefit: You gain the elemental legacy power (detailed in Dragon #383) and your choice of either the Improved Legacy*, Keen Hatred, or Wrathful Legacy feats. This benefit replaces dwarven resilience.

* If you choose Improved Legacy, elemental legacy deals 2 extra damage at 1st level, and the feat functions as normal at 11th and 21st levels.

Elemental Resistance
    Benefit: You gain resist 2 to acid, cold, fire, and lightning damage. This resistance increase to 3 at 11th level and 5 at 21st level. This benefit replaces Cast-Iron Stomach.


Gold Dwarf
The following option is in addition to those presented in the Neverwinter Campaign Setting.

Close-Quarter Fighting
    Benefit: Whenever an adjacent enemy fails to grab you or misses you with an attack that would have forced you to move or knocked you prone, you can make an opportunity attack against that enemy. This benefit replaces Stand Your Ground.


Wild Dwarf
Wild dwarves long ago emigrated to tropical jungles, and have adapted in a variety of ways to their new home. They were detailed in the 3rd Edition sourcebook Races of Faerun. They have yet to appear in any official 4th Edition sourcebooks or articles.

Jungle Stamina
    Benefit: You have fire resistance equal to 5 + one-half your level, and a +2 racial bonus to Endurance checks made to resist disease. This benefit replaces Encumbered Speed.

Wild Dwarf Skill Bonus
    Benefit: You gain a +2 bonus to Nature checks. This benefit replaces the normal dwarf skill bonus to Dungeoneering.

Wld Dwarf Weapon Proficiency
    Benefit: You gain proficiency with the blowgun and the handaxe. This benefit replaces Dwarven Weapon Proficiency.


Elf Subraces
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Aquatic Elf
The following options are an adaption of the aquatic elf detailed in the 3rd Edition sourcebook Stormwrack. They have yet to appear in any official 4th Edition sourcebooks or articles.

Aquatic Elf Ability Scores
    Benefit: If you choose to be an aquatic elf, you gain a +2 bonus to Dexterity and either Constitution or Wisdom. This benefit replaces the normal elf bonus to Dexterity and either Intelligence or Wisdom.

Aquatic
    Benefit: You gain the aquatic keyword and a swim speed equal to your speed, and don't take a penalty to attack rolls for being under water. This benefit replaces Wild Step.

Aquatic Elf Weapon Proficiency: You gain proficiency with the longspear, the net, and the trident. This benefit replaces Elven Weapon Proficiency.


Arctic Elf
The following options are an adaption of the arctic elf detailed in the 3rd Edition sourcebook Unearthed Arcana. They have yet to appear in any official 4th Edition sourcebooks or articles.

Arctic Hardiness
    Benefit: You gain training in the Endurance skill. This benefit replaces Group Awareness.

Cold Endurance
    Benefit: You gain a +5 racial bonus to Endurance checks made to withstand cold and frigid cold, and a +2 racial bonus on saving throws against cold effects. This benefit replaces Wild Step.


Desert Elf
The following options are an adaptation of the Valenar Rider Training and Valenar Weapon Training feats introduced in Dragon #385 and created by Craig Bishell, and the desert elf detailed in the 3rd Edition sourcebook Unearthed Arcana. .

Desert Elf Weapon Proficiency
    Benefit: You gain proficiency with the scimitar, the double scimitar, and the falchion. This benefit replaces Elven Weapon Proficiency

Heat Endurance
    Benefit: You gain a +5 racial bonus to Endurance checks made to withstand heat and stifling heat, and a +2 racial bonus on saving throws against fire effects. This benefit replaces Wild Step.

Rider Training
    Benefit: You gain proficiency with the javelin, the spear, and the long spear. You can also use elven accuracy to reroll an attack your mount makes. This benefit replaces Group Awareness.


Dusk Elf
The following options are an adaptation of the Dusk Elf Stealth feats introduced in Dragon #384 and created by Robert J. Schwalb. If you choose this sub-race, you are considered to have the Dusk Elf Stealth feat for the purpose of feats and prestige classes that have Dusk Elf Stealth as a prerequisite.

Dusk Elf Skill Bonuses
    Benefit: You gain a +2 bonus to Bluff checks and Stealth checks. This benefit replaces the normal elf skill bonuses to Nature and Perception.

Dusk Elf Weapon Proficiency
    Benefit: You gain proficiency with the dagger, the sickle, and the short sword. This benefit replaces Elf Weapon Proficiency.

Gathering Night
    Benefit: When you take the total defense action while you have any concealment, you become invisible until the start of your next turn. This benefit replaces Wild Step.

Gloaming Ward
    Benefit: You gain the gloaming ward power (detailed in Dragon #382). This benefit replaces elven accuracy.

Group Stealth
    Benefit: You grant non-elf allies within 5 squares of you a +1 racial bonus to Stealth checks. This benefit replaces Group Awareness.


Eladrin Subraces
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Fey'ri (Eladrin)
The fey'ri are descendants of eladrin who interbred with demonic beings in an attempt to gain power and defeat their rivals. They were detailed in the 3rd Edition sourcebook Races of Faerun, and also featured prominently in Richard Baker's The Last Mythal trilogy of novels. They have yet to appear in any official 4th Edition sourcebooks or articles.

Alter Self
    Benefit: You gain the alter self power. This benefit replaces Eladrin Education.

Alter Self | Fey'ri Utility
You change your shape to look like another person.
At-Will * Polymorph
Minor Action | Personal
Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again.
  Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.

Darkvision
    Benefit: You gain darkvision. This benefit replaces Trance.

Debilitation
    Benefit: You gain the debilitation power. This benefit replaces fey step.

Debilitation | Eladrin Racial Attack
You unleash a ray of crackling negative energy that suppresses the life force or animating energy of any creature it strikes.
Encounter
Minor Action | Ranged 5
Target: One creature
Attack: Intelligence, Dexterity, or Charisma vs. Fortitude. You gain a +3 bonus to the attack roll.
  Level 11: The bonus increases to +6.
  Level 21: The bonus increases to +9.
Hit: The target takes a -2 penalty to attack rolls, saving throws, skill checks, and ability checks until the end of your next turn.

Fey'ri Skill Bonuses
    Benefit: You gain a +2 bonus to Bluff checks and Perception checks. This benefit replaces the normal eladrin skill bonuses to Arcana and History.

Fire Resistance
    Benefit: You have fire resistance equal to 5 + one-half your level. This benefit replaces Eladrin Will.


Moon Elf (Eladrin)
The following options are in addition to those presented in the Neverwinter Campaign Setting.

Moon Elf Perserverance
    Benefit: You can substitute your Intelligence for your Constitution to determine the number of healing surges you can spend each day. This benefit replaces Eladrin Will.

Moon Elf Wayfaring
    Benefit: You gain Linguist as a bonus feat, even if you don't meet the prerequisites. This benefit replaces Eladrin Weapon Proficiency.


Sun Elf (Eladrin)
The following options are in addition to those presented in the Neverwinter Campaign Setting.

Sun Elf Celerity
    Benefit: You gain a +2 racial bonus to initiative checks. This benefit replaces Eladrin Will.

Sun Elf Mastery
    Benefit: You gain the Skill Focus feat. You must still have training in a particular skill to be able to choose it. This benefit replaces Eladrin Education.


Winterkin Elf (Eladrin)
The following options are an adaptation of the Winterkin Heritage feats introduced in Dragon #384 and created by Robert J. Schwalb. If you choose this sub-race, you are considered to have the Winterkin Heritage feat for the purpose of feats and prestige classes that have Winterkin Heritage as a prerequisite.

Cold Resistance
    Benefit: You have cold resistance equal to 5 + one-half your level. This benefit replaces Eladrin Will.

Ice Walk
    Benefit: You gain the ice walk ability (you ignore difficult terrain that is the result of ice or snow). This benefit replaces Eladrin Education.

Winter's Shroud
    Benefit: You gain the winter's shroud power (detailed in Dragon #384). This benefit replaces fey step.


Gnome Subraces
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Chaos Gnome
The following options are an adaption of the chaos gnome detailed in the 3rd Edition sourcebook Races of Stone. They have yet to appear in any official 4th Edition sourcebooks or articles.

Chaotic Mind
    Benefit: You have a +5 racial bonus to saving throws against charm effects. This benefit replaces Trickster's Cunning.

Luck of Chaos
    Benefit: You gain the luck of chaos power. This benefit replaces fade away.

Luck of Chaos | Gnome Racial Utility
Encounter
Free Action | Personal
Trigger: You make a saving throw, a skill check, or an ability check and dislike the result
Effect: Reroll the triggering throw or check. Use the second result, even if it's lower.

Master Prankster
    Benefit: Once per encounter, you can use the wizard cantrip prestidigitation as a minor action. This benefit replaces Master Trickster.


Forest Gnome
The following options are an adaptation of the forest gnome detailed in the 3rd Edition sourcebook Races of Faerun. They have yet to appear in any official 4th Edition sourcebooks or articles.

Forest Gnome Skill Bonus
    Benefit: You gain a +2 bonus to Nature checks. This benefit replaces the normal gnome skill bonus to Arcana.

Forest Walk
    Benefit: You gain the forest walk quality, meaning you ignore difficult terrain that is the result of trees, underbrush, plants, or natural growth. In addition, you master the Trailblaze ritual and can perform it without a ritual book. You can use the ritual once per day without paying the component cost. This benefit replaces Trickster's Cunning.

Otherwordly Naturalist
    Benefit: You gain a +2 bonus to all skill checks made to interact with animals. In addition, you master the Speak with Nature ritual, and can perform it without a ritual book. You can use the ritual once per day without paying the component cost. This benefit replaces Master Trickster.


Svirfneblin (Gnome)
The following options are an adaption of the svirfneblin and the whisper gnome, detailed in the 3rd Edition sourcebooks Forgotten Realms Campaign Setting and Races of Stone respectively.  They have yet to appear in any official 4th Edition sourcebooks or articles.

Darkvision
    Benefit: You gain darkvision. This benefit replaces Trickster's Cunning.

Deep Servant
    Benefit: Once per encounter, you can use the wizard cantrip mage hand as a free action. This benefit replaces Master Trickster.

Svirfneblin Skill Bonus
    Benefit: You gain a +2 bonus to Perception checks. This benefit replaces the normal gnome skill bonus to Arcana.


Goliath Subraces
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Darfellan (Goliath)
Darfellans are a formerly peaceful group of goliaths who lived in and around coastal cliffs and sea stacks, and developed a number of unique biological traits suited to their environment. Over a century ago, however, they came under attack by the sahuagin, and the subrace is now nearly extinct. Those who survive tend to be nomads who crave vengeance against the creatures who almost destroyed their people.
    Darfellans were detailed in the 3rd Edition sourcebook Stormwrack, and have yet to appear in any official 4th Edition sourcebooks or articles. (They were originally an entirely separate species, but due to their similarities I decided to retcon them into a goliath subrace.)

Echolocation
    Benefit: You do not grant combat advantage to enemies invisible to you, and your attacks against enemies up to 5 squares away from you ignore partial concealment. This benefit replaces Powerful Athlete.

Natural Swimmer
    Benefit: You gain a swim speed equal to your speed and you don't have to make an Endurance check to hold your breath during encounters. While not in encounter, you don't have to make an Endurance check to hold your breath for 10 minutes. This benefit replaces Mountain's Tenacity.


Feral Gargun (Goliath)
Native to the frigid northern regions of the world, feral garguns are said to have a hint of giant blood in their ancestry. They tend to be a few inches taller and several pounds heavier than goliaths, and where goliaths are competitive and driven beings, feral garguns are furious and savage.
    Feral garguns were detailed in the 3rd Edition sourcebook Races of Stone, and have yet to appear in any official 4th Edition sourcebooks or articles.

Feral Gargun Ability Scores
    Benefit: If you choose to be a feral gargun, you gain a +2 bonus to Strength and either Constitution or Dexterity. This  replaces the normal goliath bonus to Strength and either Constitution or Wisdom.

Arctic Vision
    Benefit: You gain low-light vision. This benefit replaces Mountain's Tenacity.

Feral Gargun Skill Bonus
    Benefit: You gain a +2 bonus to Perception checks. This benefit replaces the normal goliath skill bonus to Nature.


Half-Elf Subraces
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Aquatic Half-Elf
The following options are an adaption of the half-aquatic elf detailed in the 3rd Edition sourcebook Stormwrack. They have yet to appear in any official 4th Edition sourcebooks or articles.

Aquatic
    Benefit: You gain the aquatic keyword and a swim speed equal to your speed, and don't take a penalty to attack rolls for being under water. This benefit replaces Group Diplomacy.

Aquatic Half-Elf Skill Bonuses: You gain a +2 bonus to Nature checks and Perception checks. This benefit replaces the normal half-elf skill bonuses to Diplomacy and Insight.


Half-Eladrin
While half-elves are not generally considered numerous, half-eladrin are even rarer still. Most are the offspring of at least one adventuring parent, either a human exploring the Feywild, or an eladrin questing in the world. Where half-elves like to be around people, half-eladrin tend to be loners; some simply dislike being around other people, while others are too shy to interact with others. In both cases, this is often the result of being bullied or taunted over their heritage.
    Like their eladrin parents, half-eladrin often become interested in the arcane arts, especially those raised in an eladrin community. A number of half-eladrin, perhaps due to their unusual heritage, develop a variety of psionic abilities. A rare few take their dislike for others to the extreme, and learn the shadow arts of the assassin.

Half-Eladrin Ability Scores:
    Benefit: If you choose to be a half-eladrin, you gain a +2 bonus to Constitution and either Dexterity or Intelligence. This replaces the normal half-elf bonus to Constitution and either Wisdom or Charisma.

Eladrin/Human Heritage:
    Benefit:
 You can take feats that have either eladrin or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements. This benefit replaces Dual Heritage.

Half-Eladrin Aptitude
    Benefit:
 You gain training in one implement or military weapon of your choice. This benefit replaces Group Diplomacy.

Half-Eladrin Skill Bonuses
    Benefit:
 You gain a +2 bonus to Arcana checks and History checks. This benefit replaces the normal half-elf skill bonuses to Diplomacy and Insight.


Halfling Subraces
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Ghostwise Halfling
Usually only found in the deepest forests, ghostwise halflings are a wild and reclusive subrace who share almost none of the personality traits typically ascribed to halflings. They are brutal rather than brave, coarse rather than curious, and feral rather than friendly.
    Ghostwise halflings were detailed in the 3rd Edition sourcebook Forgotten Realms Campaign Setting, and have yet to appear in any official 4th Edition sourcebooks or articles.

Ghostwise Halfling Skill Bonus
    Benefit:
 You gain a +2 bonus to Nature checks. This benefit replaces the normal halfling skill bonus to Thievery.

Telepathy
    Benefit: You can communicate telepathically with any creature within 5 squares of you that has a language. This benefit replaces Bold.


Stout Halfling
Stout halflings tend to be a few inches taller and considerably more stocky than others of their race, and it is said they have a drop of dwarf blood running through their veins. Indeed, they share a similar love for wealth (though they prefer gems over gold), and the dwarf's loyal and tenacious attitude.
    Stout halflings are based on the deep halflings detailed in the 3rd Edition sourcebook Monster Manual, and have yet to appear in any official 4th Edition sourcebooks or articles.

Stout Halfling Skill Bonus
    Benefit:
 You gain a +2 bonus to Endurance checks. This benefit replaces the normal halfling skill bonus to Acrobatics.

Visual Acuity
    Benefit:
 You gain low-light vision and a +2 bonus to Perception checks. This benefit replaces Bold.


Strongheart Halfling
Strongheart halflings are an orderly and industrious subrace and, after the ghostwise halflings, are the subrace least inclined toward a nomadic lifestyle. They are fierce and stubborn (some would say arrogant) and have a strong warrior tradition. Some have suggested they have a degree of human ancestry.
    Strongheart halflings were detailed in the 3rd Edition sourcebook Forgotten Realms Campaign Setting, and have yet to appear in any official 4th Edition sourcebooks or articles.

Bonus Feat
    Benefit: You gain a bonus feat for which you meet the prerequisites. This benefit replaces Nimble Reaction.

Strongheart Halfling Skill Bonus
    Benefit:
 You gain a +2 bonus to Athletics checks. This benefit replaces the normal halfling skill bonus to Thievery.


Tallfellow Halfling
The result of ancient dalliances between elves and halflings, tallfellow halflings are slim but muscular, with fair skin and fair hair. Like other halflings they tend to be friendly, but can at times be somewhat mischevious.
    Tallfellow halflings were detailed in the 3rd Edition sourcebook Monster Manual, and have yet to appear in any official 4th Edition sourcebooks or articles.

Hunter of Secrets
    Benefit: You gain training in Perception. In addition, whenever you pass within 1 square a of a secret or concealed door, you automatically make an active Perception check with a +5 bonus to find that door. This benefit replaces Nimble Reaction.

Tallfellow Halfling Skill Bonuses
    Benefit:
 You gain a +2 bonus to Bluff checks. This benefit replaces the normal halfling skill bonus to Thievery.


Human Subraces
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Bogtangle Human
The following options are an adaptation of the Bogtangle Heritage feats introduced in Dragon #386 and created by Robert J. Schwalb.

Bogtangle Dart
    Benefit: You gain the bogtangle dart power (detailed in Dragon #386). This benefit replaces either Bonus At-Will Power or heroic effort.

Bogtangle Human Skill Bonuses
    Benefit:
 You gain a +2 bonus to Nature checks and Perception checks. This benefit replaces Bonus Skill.

Bogtangle Human Weapon Proficiency
    Benefit:
 You gain proficiency in the blowgun and your your blowgun damage die increases by one (from d4 to d6). This benefit replaces Bonus Feat.


Foamgather Human
The following options are an adaptation of the Foamgatherer Heritage feats introduced in Dragon #386 and created by Robert J. Schwalb.

Deft Diver
    Benefit:
 You gain the deft diver power (detailed in Dragon #386), and can hold your breath for twice as long as normal. This benefit replaces Bonus Feat.

Foamgather Human Skill Bonuses
    Benefit:
 You gain a +2 bonus to Athletics checks and Endurance checks. This benefit replaces Bonus Skill.

Net Snare
    Benefit: You gain the net snare power (detailed in Dragon #386). This benefit replaces either Bonus At-Will Power or heroic effort.


Neanderthal (Human)
The following options are an adaption of the neanderthal detailed in the 3rd Edition sourcebook Frostburn. They have yet to appear in any official 4th Edition sourcebooks or articles.

Climate Tolerance
    Benefit: You gain a +1 bonus to Fortitude and your choice of either Reflex or Will. In addition, you don't have to make Endurance checks to withstand the cold or heat, and you gain a +5 racial bonus to Endurance checks made to resist frigid cold and stifling heat. This benefit replaces Human Defense Bonuses. 

Neanderthals Skill Bonuses
    Benefit:
 You gain a +2 bonus to Nature checks and Perception checks. This benefit replaces Bonus Skill.

Primitive Weapon Mastery
    Benefit:
 While you are wielding a simple weapon, it gains the brutal 1 property. This benefit replaces Bonus Feat.


Sunspray Human
The following options are an adaptation of the Sunspray Heritage feats introduced in Dragon #386 and created by Robert J. Schwalb.

Bathed in the Light
    Benefit:
 You gain a +1 bonus to your choice of either Fortitude, Reflex, or Will. You also gain the bathed in the light power (detailed in Dragon #386). This benefit replaces Human Defense Bonus.

Sunspray Dance
    Benefit: You gain the sunspray dance power (detailed in Dragon #386). This benefit replaces either Bonus At-Will Power or heroic effort.

Sunspray Human Skill Bonuses
    Benefit:
 You gain a +2 bonus to Endurance checks and Religion checks. This benefit replaces Bonus Skill.

Sunspray Warrior
    Benefit:
 You gain a +1 bonus to melee and ranged attack rolls while mounted. This benefit replaces Bonus Feat.


Wolfstone Human
The following options are an adaptation of the Wolfstone Heritage feats introduced in Dragon #386 and created by Robert J. Schwalb.

Unrelenting Mountain
    Benefit:
 You gain a +1 bonus to your choice of either Fortitude, Reflex, or Will. You also gain the unrelenting mountain power (detailed in Dragon #386). This benefit replaces Human Defense Bonus.

Wolfstone Frenzy
    Benefit: You gain the wolfstone frenzy power (detailed in Dragon #386). This benefit replaces either Bonus At-Will Power or heroic effort.

Wolfstone Human Skill Bonuses
    Benefit:
 You gain a +2 bonus to Athletics checks and Intimidate checks. This benefit replaces Bonus Skill.

Wolfstone Warrior
    Benefit:
 When you spend an action point to make a melee or ranged attack while you're bloodied, the attack deals 1d6 extra damage. This benefit replaces Bonus Feat.


Tiefling Subraces

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Avernal Tiefling
Also known as the bloodline of Bel, avernal tieflings are descended from warlocks who forged a pact with the Lord of Avernus.

Avernal Tiefling Skill Bonus
    Benefit:
 You gain a +2 bonus to Insight checks. This benefit replaces the normal tiefling skill bonus to Stealth.

Hellish Venom
    Benefit: You gain the hellish venom power. This benefit replaces infernal wrath.

Hellish Venom | Avernal Tiefling Attack
You infuse the malignant toxin of Bel's bight into your attack.
Encounter * Poison
Free Action | Close burst 10
Trigger: You hit an enemy within 10 squares of you with an attack.
Target: The triggering enemy in the burst
Effect: The target takes ongoing 2 poison damage.
  Level 11: Ongoing 5 poison damage.
  Level 21: Ongoing 8 poison damage.

Impending Victory
    Benefit: You gain a +2 racial bonus to damage rolls against bloodied foes. This benefit replaces Bloodhunt.


Dispateri Tiefling
Also known as the bloodline of Dispater or Dismals (the latter being more informal and often considered offensive), dispateri tieflings are descended from warlocks who forged a pact with the Father of Strife.

Diabolical Awe
    Benefit: You gain the diabolical awe power. This benefit replaces infernal wrath.

Diabolical Awe | Dispateri Tiefling Attack
Your infernal presence instils fear in your enemies
Encounter * Fear
Minor Action | Ranged 5
Trigger: An enemy in range becomes bloodied.
Target: The triggering enemy
Effect: You push the target a number of squares equal to your Constitution, Intelligence, or Charisma modifier. The target is then weakened until the end of your next turn.

Dispateri Tiefling Skill Bonus
    Benefit: You gain a +2 bonus to Perception checks. This benefit replaces the normal tiefling skill bonus to Bluff.

Iron Discipline
    Benefit: You gain a +1 racial bonus to Will. In addition, you gain a +2 racial bonus to saving throws against effects that daze, dominate, or stun. This benefit replaces Bloodhunt.


Minauric Tiefling
Also known as the bloodline of Mammon, minauric tieflings are descended from warlocks who forged a pact with the Lord of Avarice.

Insatiable Greed
    Benefit: You gain the insatiable greed power. This benefit replaces infernal wrath.

Insatiable Greed | Minauric Tiefling Attack
You fill your foe's mind with powerful and urgent thoughts of avarice, making it nearly impossible for that enemy to concentrate.
Encounter * Charm
Minor Action | Close burst 10
Target: One creature in the burst
Effect: The target can take either a standard action or a move action on its next turn, but not both. It also takes a -2 penalty to attack rolls until the end of its next turn.

Minauric Tiefling Skill Bonus
    Benefit: You gain a +2 bonus to Thievery checks. This benefit replaces the normal tiefling skill bonus to Bluff.

Poison Resistance
    Benefit: You have poison resistance equal to 5 + one-half your level.  In addition, whenever you would normally deal fire damage with a tiefling racial power, tiefling paragon path feature or power, or feat with tiefling as a prerequisite, you instead deal poison damage. This benefit replaces Fire Resistance.

Theft of Health
    Benefit: When you use your second wind, an ally adjacent to you can willingly lose one healing surge. If the ally does so, you gain the normal benefits of using your second wind, but don't expend a healing surge. This benefit replaces Bloodhunt.


Phlegethi Tiefling
Also known as the bloodline of Belial, phlegethi tieflings are descended from warlocks who forged a pact with the Seneschal of Phlegethos.

Dread Assault
    Benefit: When you hit a bloodied creature, that creature takes a -2 penalty to attack rolls against you until the end of your next turn.

Phlegethi Tiefling Skill Bonus
    Benefit:
 You gain a +2 bonus to Diplomacy checks. This benefit replaces the normal tiefling skill bonus to Bluff.

Unholy Manipulation
    Benefit: You gain the unholy manipulation power. This benefit replaces infernal wrath.

Unholy Manipulation | Phlegethi Tiefling Attack
You utter a few words of Dark Speech, and their vile power causes your foe to turn on its ally.
Encounter * Charm
Minor Action | Close burst 10
Target: One enemy in the burst
Effect: The target makes a melee basic attack against an enemy of your choice as a free action.


Stygian Tiefling
Also known as the bloodline of Levistus and Broken Mirrors, stygian tieflings are descended from warlocks who forged a pact with the Lord of Stygia.

Cold Resistance
    Benefit:
 You have cold resistance equal to 5 + one-half your level. In addition, whenever you would normally deal fire damage with a tiefling racial power, tiefling paragon path feature or power, or feat with tiefling as a prerequisite, you instead deal cold damage. This benefit replaces Fire Resistance.

Icy Clutch
    Benefit:
 You gain a +1 racial bonus to damage rolls with attacks that have the cold keyword. In addition, whenever an enemy successfully saves against ongoing damage imposed by you, that enemy takes 2 cold damage. This benefit replaces Bloodhunt.

Mantle of Misfortune
    Benefit:
 You gain the mantle of misfortune power (detailed in Dragon #383). This benefit replaces infernal wrath.

Stygian Tiefling Skill Bonuses
    Benefit:
 You gain a +2 bonus to Intimidate checks and Perception checks. This benefit replaces the normal tiefling skill bonuses to Bluff and Stealth.


Malbolgi Tiefling
Also known as the bloodline of Glasya, malbolgi tieflings are descended from warlocks who forged a pact with the Princess of the Hells.

Bloodline of Glasya Skill Bonus
    Benefit:
 You gain a +2 bonus to Diplomacy checks. This benefit replaces the normal tiefling skill bonus to Stealth.

Charming Words
    Benefit:
 You have a +2 racial bonus to saving throws against charm and illusion effects. In addition, you gain a +1 racial bonus to attack rolls with powers that have the charm  or illusion keywords.

Malicious Lure
    Benefit:
 You gain the malicious lure power. This benefit replaces infernal wrath.

Malicious Lure | Malbolgi Tiefling Attack
You lure your foe into your embrace, and feed from their desire.
Encounter * Charm
Free Action | Close burst 3

Trigger:
 You hit an enemy within 3 squares of you with an attack.
Target:
 The triggering enemy in the burst
Effect:
 You pull the triggering enemy up to 2 squares, and gain a number of temporary hit points equal to 3 + your Constitution, Intelligence, or Charisma modifier.
  Level 11: Temporary hit points equal to 6 + your Constitution, Intelligence, or Charisma modifier.
  Level 21: Temporary hit points equal to 9 + your Constitution, Intelligence, or Charisma modifier.


Maladominic Tiefling
Also known as the bloodline of Baalzebul and Blightseers, maladominic tieflings are descended from warlocks who forged a pact with the Lord of Flies.

Bloodline of Baalzebul Skill Bonuses
    Benefit:
 You gain a +2 bonus to Insight checks and Perception checks. This benefit replaces the normal tiefling skill bonuses to Bluff and Stealth.

Desperate Gambit
    Benefit:
 The first time you are bloodied in an encounter, you can choose to roll a saving throw, with a bonus equal to the number of enemies adjacent to you. If you succeed, you can spend a healing surge as a free action. If you fail, you lose a healing surge but don't gain any benefit from it. This benefit replaces Bloodhunt.

Gaze of Ruin
    Benefit:
 You gain the gaze of ruin power (detailed in Dragon #387). This benefit replaces infernal wrath.

Poison Resistance
    Benefit:
 You have poison resistance equal to 5 + one-half your level.  In addition, whenever you would normally deal fire damage with a tiefling racial power, tiefling paragon path feature or power, or feat with tiefling as a prerequisite, you instead deal poison damage. This benefit replaces Fire Resistance.


Canian Tiefling
Also known as the bloodline of Mephistopheles, canian tieflings are descended from warlocks who forged a pact with the Lord of Cania.

Bloodline of Mephistopheles Skill Bonuses
    Benefit:
 You gain a +2 bonus to Intimidate checks. This benefit replaces the normal tiefling skill bonuses to Stealth.

Cold Resistance
    Benefit:
 You have cold resistance equal to 5 + one-half your level. This benefit replaces Fire Resistance.

Flames of Hell
    Benefit:
 Whenever you hit an enemy that has fire resistance, that resistance is reduced by 1 until the end of the encounter. This benefit replaces Bloodhunt.

Cthonian Flames
    Benefit:
 You gain the cthonian flames power. This benefit replaces infernal wrath.

Cthonian Flames | Canian Tiefling Attack
You sheathe your body in roaring hellfire.
Encounter * Fire
Minor Action | Personal

Effect: Until the start of your next turn, any enemy that makes a melee attack against you or attempts to bull rush you or grab you takes 1d6 + your Constitution, Intelligence, or Charisma modifier fire damage.
  Level 11: 2d6 + your Constitution, Intelligence, or Charisma modifier fire damage.
  Level 21: 3d6 + your Constitution, Intelligence, or Charisma modifier fire damage.


Nessian Tiefling
Also known as the bloodline of Asmodeus, nessian tieflings are descended from warlocks who forged a pact with the Lord of Nessus. They are by far the most common type of tiefling; indeed, most scholars agree that there are more members of this subrace than all others combined. Nessian tieflings have the racial traits presented in the Player's Handbook and Heroes of the Forgotten Kingdoms.


Warforged Subraces
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Alchemical Warforged
The following options are an adaptation of the Alchemical Warforged feats introduced in Dragon #385 and created by Logan Bonner.

Alchemical Affinity
    Benefit:
 Once per attack when you hit an enemy using a consumable alchemical item attack power, you gain temporary hit points equal to your Constitution modifier. In addition, while you have any temporary hit points, you gain a +1 bonus to damage rolls with alchemical item attack powers. This benefit replaces Warforged Resilience.

Alchemical Blood
    Benefit:
 Choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, or thunder. When you use an attack power or alchemical item attack power with that keyword, you gain a +1 feat bonus to th damage roll. This bonus increases to +2 at 11th level and +3 at 21st level. This benefit replaces Warforged Mind.


Hellforged
Constructed in the volcanic foundry of Tymphalos in the depths of Phlegethos, the Fourth Hell, hellforged were designed by the archdevil Tymphal. They were intended to be untiring, utterly loyal war machines in the army of his mistress, Fierna; however, some flaw in the arcane enchantments used to empower them has given some not only the spark of life, but a will of their own, and a number have escaped to the world and other planes of existence.
    Hellforged are obviously constructions of infernal design, and many of those who flee the Hells go to great length to disguise their origin, often comissioning talented blacksmiths or mighty artificers to completely replace their armored plating with that of a less vile design. However, none have discovered a means to hide the hellfire burning in their eyes, or the scorching vapors that sometimes erupt from their joints. 

Infernal Construct
    Benefit:
 You have fire resistance equal to 5 + one-half your level . Also, Whenever you make an attack with an embedded weapon, you can choose to deal fire damage instead of the normal type. This benefit replaces Warforged Resilience.

Tymphalic Taint
    Benefit:
 You gain training in the Intimidate skill. This benefit replaces Warforged Mind.


Psiforged

Psiforged Ability Scores:
    Benefit: If you choose to be a psiforged, you gain a +2 bonus to Constitution and either Intelligence or Charisma. This replaces the normal waforged bonus to Constitution and either Intelligence or Strength.

Psiforged Recovery
    Benefit:
 You gain the psiforged recovery power. This benefit replaces warforged resolve.

Psiforged Recovery | Psiforged Utility
Encounter
Minor Action | Personal

Effect: You regain 1 power point. This increases to 2 at 11th level and 3 at 21st level.

Psiforged Skill Bonus:
    Benefit: You gain a +2 bonus to Insight checks. This benefit replaces the normal waforged bonus to Endurance.

Psionic Construct
    Benefit:
 You have psychic resistance equal to 5 + one-half your level. Also, you have a +2 racial bonus to saving throws against charm and fear effects. This benefit replaces Warforged Resilience.



Deva subraces are currently in the pipeline.
Great googly-moogly. Well I got though the first half and everything seems well done. You really like tieflings huh?
This is wonderful. I have a folder on my computer "Homebrewes worth using". I would love to get this as a pdf when you're done :D

There's one tiefling attack that is a minor action, dazed with not attack roll. I call OP on that one. Make it a -2 to attacks and defenses or something nasty, but dazed is a bit over the top, especially since there's no defense against it... 

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Look at my Playable Illithid, my Monster Generating excel file , my Lifestealer in progresss (Heroic tier almost complete!) , our Improved Orc, our Improving Kenku and our Improving Duergar
Also, take a look at my friend's Improved Minotaur, Gadren's amazing Arcane Archer and of course the Avatar Project
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Thanks guys . Don't worry, I will compile these once a few more have been done.

I've change the effect of the tiefling power in question, insatiable greed, to "the target can take either a standard action or a move action on its next turn, but not both. It also takes a -2 penalty to attack rolls until the end of its next turn". Better?

EDIT: I've also tweaked the range and effect of malicious lure, since pulling an enemy 10 squares away 3 squares felt a bit useless. Now it has a more close-combat orientated feel, but that's what those temporary hit points are for ;).
Fey'ri attack power can't hit the broad side of a barn.  NINWA powers get +3/6/9 to-hit by tier.
Sorry, totally forgot to do the attack bonus! But 3/6/9? I've seen discussion of that progression before, but have no idea where it comes from. No official races appear to use it; dragon breath is 2/4/6, and darkfire and goring charge are both 4/6/8.
Newer racial powers use it.  Abyssal and Athasian genasi, by example.  Expertise is factored in this way.
Okay, fixed.

EDIT: The one power in the Athasian genasi article that requires an attack roll, sun flare, is actually 2/4/6 ;). Acid surge is indeed 3/6/9, as is thri-kreen claws (which I forgot about before).
I've change the effect of the tiefling power in question, insatiable greed, to "the target can take either a standard action or a move action on its next turn, but not both. It also takes a -2 penalty to attack rolls until the end of its next turn". Better?



Just standard action is fine. You can always use a move in place of a standard.
I hope you make a small warforged. And maybe one that is slightly less made to smash things in the face, and is more utilitarian. You could give it a worker-robot theme.
As a bonus, and to go alongside my reworked shade (see my sig), here's some "templates" that allow any race to be devas, half-elves, half-orcs, muls, shifters, tieflings, or vrylokas. Drow devas, dragonborn half-elves, dwarf half-orcs, satyr muls, elf shifters, gnome tieflings, and halfling vrylokas ahoy!

In all seriousness, DMs might want to put restrictions on some of these; non-mammalian races such as dragonborn, thri-kreen, and wilden are unlikely to be biologically compatible with the others, and living constructs obviously can't breed with anyone. I've already restricted the templates to small or medium races, mainly for mechanical reasons (a pixie without Wee Warrior and shrink wouldn't be much use), but also to hopefully prevent random discussions on the subject of pixie procreation ;). If you really want to play an angelic/infernal/lycanthropic/vampiric pixie, maybe your DM could allow you to replace Speak with Beasts with a different racial trait, and pixie dust with a different racial power. 

Of course, refluffing can allow for a lot of possibilities. This has already been done to allow for the deva and dragonborn templates, to the extent of renaming them aasimar and half-dragon; please ignore these two templates if you want to stick to official game lore . As another example of possible refluffing, your warforged tiefling could be an infernal warforged ("hellforged") designed by the archdevil Tymphal, and constructed by enslaved duergar in the volcanic foundry of Tymphalos. 

(On the subject of tieflings, note that the tiefling template is compatible with the tiefling subraces above, except for those traits which replace the various tiefling skill bonuses; I suppose you could use those to replace one or both of the skill bonuses granted by your race. The same goes for the half-dragon template and the dire dragonborn subrace.)

Aasimar (Deva)


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Ability Scores: +2 Wisdom; +2 Intelligence or +2 Charisma
Vision: Normal

Astral Majesty: You gain a +1 bonus to all defenses against attacks made by bloodied creatures.

Astral Resistance: You have necrotic resistance and radiant resistance equal to 5 + one-half your level.

Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.

Mortal Heritage: Select a living humanoid race other than deva that is either small or medium size. You use that race's average height, average weight, size, speed, languages, and skill bonuses. You are also considered a member of that race (as well as a deva) for the purpose of meeting prerequisites.

Memory of a Thousand Lifetimes: You have the memory of a thousand lifetimes power.


Elan


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Ability Scores: +2 Charisma; +2 Intelligence or +2 Constitution
Vision: Normal

Immortal Rebirth: You have become a being of pure psionic energy through the Rite of Awakening. You are considered an immortal creature for the purpose of effects that relate to creature origin.

Mortal Heritage: Select a living humanoid race other than elan that is either small or medium size. You use that race's average height, average weight, size, speed, languages, and skill bonuses. You are also considered a member of that race (as well as an elan) for the purpose of meeting prerequisites.

Psionic Denial: You gain a +2 racial bonus to saving throws. If you have any power points, you can spend 1 power point as a free action to increase this bonus to +4 until the start of your next turn.

Repletion: You never have to make Endurance checks to resist the effects of starvation or thirst. In addition, you do not age.

Telepathy: You can communicate telepathically with any creature within 5 squares of you that has a language.

Elan Resilience: You have the elan resilience power. This power function as shown in Psionic Power, except you can use either Constitution, Intelligence, or Charisma for the effect .


Half-dragon (Dragonborn)


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Ability Scores: +2 Charisma; +2 Strength or +2 Constitution
Vision: Normal

Mortal Heritage: Select a living humanoid race other than dragonborn that is either small or medium size. You use that race's average height, average weight, size, speed, languages, and skill bonuses. You are also considered a member of that race (as well as a dragonborn) for the purpose of meeting prerequisites.

Dragonic Fury: While you are bloodied, you gain a +1 racial bonus to attack rolls.

Dragonic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.

Dragon Breath: You have the dragon breath power.


Half-dwarf (Mul)


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Ability Scores: +2 Constitution; +2 Wisdom or +2 Charisma
Vision: Low-light

Born of Two Races: Select a living humanoid race other than dwarf or mul that is either small or medium size. Your average height and average weight are halfway between that of the chosen race and that of the dwarf. You use the larger of the two race's sizes, and the slower of the two races' speeds. You also use either the dwarf's languages and skill bonuses, or those of the chosen race. Finally, you are considered both a dwarf and a member of the chosen race (as well as a mul) for the purpose of meeting prerequisites.

Half-Dwarven Vitality:
 Increase your number of healing surges by one.

Tireless: You need to sleep 6 hours in a 72-hour period (instead of a 24-hour period) to gain the benefit of an extended rest.

Incredible Toughness: You have the incredible toughness power.


Half-elf


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Ability Scores: +2 Constitution; +2 Wisdom or +2 Charisma
Vision: Low-light

Born of Two Races: Select a living humanoid race other than elf or half-elf that is either small or medium size. Your average height and average weight are halfway between that of the chosen race and that of the elf. You use the larger of the two race's sizes, and the slower of the two races' speeds. You also use either the elf's languages and skill bonuses, or those of the chosen race. Finally, you are considered both an elf and a member of the chosen race (as well as a half-elf) for the purpose of meeting prerequisites.

Group Diplomacy:
 You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.

Natural Charm: You gain training in Diplomacy and one bonus language of your choice.

Half-Elven Versatility: You have your choice of either the Dilettante racial trait or the knack for success power.


Half-orc


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Ability Scores: +2 Dexterity; +2 Strength or +2 Constitution
Vision: Low-light

Born of Two Races: Select a living humanoid race other than orc or half-orc that is either small or medium size. Your average height and average weight are halfway between that of the chosen race and that of the orc. You use the larger of the two race's sizes, and the slower of the two races' speeds. You also use either the orc's languages and skill bonuses, or those of the chosen race. Finally, you are considered both an orc and a member of the chosen race (as well as a half-orc) for the purpose of meeting prerequisites.

Half-Orc Resilience:
 The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and 15 at 21st level.

Swift Charge: You gain a a +2 bonus to speed when charging.

Furious Assault: You gain the furious assault power.


Shifter


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Ability Scores: +2 Wisdom; +2 Strength or +2 Dexterity
Vision: Low-light

Bestial Nature: You gain training in either Acrobatics or Athletics.

Lycanthropic Origin:
 Your ancestors were lycanthropes, so you gain the shapechanger keyword.

Mortal Heritage: Select a living humanoid race other than shifter that is either small or medium size. You use that race's average height, average weight, size, speed, languages, and skill bonuses. You are also considered a member of that race (as well as a shifter) for the purpose of meeting prerequisites.

Passing: You gain a +5 racial bonus to Bluff checks made to pass as a member of the race your chose for your Mortal Heritage.

Savage Countenance: You have your choice of either the longtooth shifting or razorclaw shifting power.


Tiefling


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Ability Scores: +2 Charisma; +2 Constitution or +2 Intelligence
Vision: Low-light

Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied enemies.

Fire Resistance: You have fire resistance equal to 5 + one-half your level

Infernal Origin: Your ancestors were transformed through a pact with powerful beings from the Nine Hells. You gain the devil keyword and are considered an immortal creature for the purpose of effects that relate to creature origin.


Mortal Heritage: Select a living humanoid race other than tiefling that is either small or medium size. You use that race's average height, average weight, size, speed, languages, and skill bonuses. You are also considered a member of that race (as well as a tiefling) for the purpose of meeting prerequisites.

Infernal Wrath: You have the infernal wrath power.


Vryloka


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Ability Scores: +2 Charisma; +2 Strength or +2 Dexterity
Vision: Low-light

Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Living Dead: Because your soul is tainted by undeath, you are both living and undead. If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Mortal Heritage: Select a living humanoid race other than vryloka that is either small or medium size. You use that race's average height, average weight, size, speed, languages, and skill bonuses. You are also considered a member of that race (as well as a vryloka) for the purpose of meeting prerequisites.

Necrotic Resistance: You have necrotic resistance equal to 5 + one-half your level

Passing: You gain a +5 racial bonus to Bluff checks made to pass as a member of the race your chose for your Mortal Heritage.

Lifeblood: You have the lifeblood power.


Feats


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Dual Heritage
    Prerequisites: Born of Two Races racial trait
    Benefit: You gain the racial power of the race you chose for Born of Two Races. During each encounter, you can use either of the two racial powers you possess, but not both.

Reclaimed Mortality
    Prerequisites: Mortal Heritage racial trait
    Benefit: You gain the racial power of the race you chose for Mortal Heritage. During each encounter, you can use either of the two racial powers you possess, but not both.

Most of this seems pretty good, and an excellent way to handle subraces, but the dwarven powerswap, elemental legacy for dwarven ressilience is pretty underpowered. I mean the ability to second wind as a minor action is worth way more than 3 per teir damage on one strike.
Excellent point. The simplest solution would be to also grant a character who choses elemental legacy one of the feats which improves it, namely Keen Hatred, Improved Legacy, or Wrathful Legacy (Improved Legacy is a paragon feat, but can easily be modified to grant 2 extra damage at heroic). In fact,  the player could be allowed to choose which one of these feats to gain.
I've updated the first post with four human sub-races adapted from the Humans of the Wild article in Dragon #386.

EDIT: I liked the hellforged concept I mentioned in the templates post so much, I decided to turn it into its own warforged subrace. Enjoy .

EDIT 2: I've also added a half-elf subrace, the half-eladrin. This is the first subrace which allows for alternate ability scores, so I hope it doesn't break anything ;). Also, personally I would insist that a player who chooses the half-eladrin skill bonuses also replace Group Diplomacy, since that trait doesn't make much sense if you're terrible at Diplomacy yourself.

EDIT 3: The elan has been added to the templates. The Elan Heritage feat didn't give me much to work with, so I went back to the 3rd Edition Expanded Psionics Handbook for more ideas. I haven't done the foulborn yet for the same reason, and as it didn't exist in previous editions I'll have to come with something new.

EDIT 4: Alchemical warforged and psiforged subraces have been added. 
I'm making a folder (and later, a blog) called "Homebrewes worth using". I was wondering if you could compile all of these in a document of upoad via mediafire and :D
Having this one my computer would be awesome :D 

IMAGE(http://www.nodiatis.com/pub/20.jpg)

Look at my Playable Illithid, my Monster Generating excel file , my Lifestealer in progresss (Heroic tier almost complete!) , our Improved Orc, our Improving Kenku and our Improving Duergar
Also, take a look at my friend's Improved Minotaur, Gadren's amazing Arcane Archer and of course the Avatar Project
More links! Qube's Block Builder, Classless D&D and the characters I've created using the classless system.
I just want to do the deva, gnome and halfing subraces, then I will do so . Current ideas I'm playing around with:

Deva
- Authority
- Battle
- Light
- Protection
- Supremacy
- Valor

Gnome
- Chaos (Imago)
- Deep (Svirfneblin)
- Forest
- Rock
- Tinker (Minoi)
- Whisper

Halfing:
- Ghostwise
- Jerren
- Lightfoot
- Stout
- Tallfellow
- Wild (Athasian) 
lol, just realized I posted the same post twice on the same thread xD Sorry about that

IMAGE(http://www.nodiatis.com/pub/20.jpg)

Look at my Playable Illithid, my Monster Generating excel file , my Lifestealer in progresss (Heroic tier almost complete!) , our Improved Orc, our Improving Kenku and our Improving Duergar
Also, take a look at my friend's Improved Minotaur, Gadren's amazing Arcane Archer and of course the Avatar Project
More links! Qube's Block Builder, Classless D&D and the characters I've created using the classless system.
I haven't done the foulborn yet for the same reason, and as it didn't exist in previous editions I'll have to come with something new.



Daelkyr half-blood (Magic of Eberron) is the one my group's been drawing comparisons to. Wink
I still haven't finish the deva, gnome, or halfling subraces, but in the meantime I've added the dream dwarf, the darfellan, and the feral gargun to the first post (the darfellan having been retconned into a goliath subrace).
I've updated the first post with several more subraces: aquatic elves and arctic elves; aquatic half-elves; chaos gnomes, forest gnomes, and svirfneblin; ghostwise halflings, stout halflings, strongheart halflings, and tallfellow halflings; and neanderthal humans.

Please forgive the lack of fluff for some of the new additions - some should eventually get added .
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