How to make a homebrew race in 5e
- Start with a concept. One sentence is enough: who are these people, and what makes them different? Stuck? Press Random balanced race or use today's prompt.
- Set the body. Choose size, walking speed and creature type. A faster speed costs a point; a slower one gives a point back.
- Pick 3–5 traits. Browse 163 traits by category or search for one. Each shows its cost in points. Only one trait of each kind is allowed, so you can't stack two kinds of darkvision or two resistances.
- Choose ability scores for the 2014 rules, or leave them to the background for the 2024 rules.
- Add a language and some lore, then print the race sheet, copy it as Markdown or share a link with your DM.
A worked example: the Mossbacks
Here is how one race comes together, using the turtle-folk idea from the concept box. To follow along, press Start blank first.
- Concept. Name: Mossbacks. Concept: a slow, patient turtle-folk who carry their homes on their backs.
- Body. Medium, Humanoid and a 25-foot walking speed. Turtles are slow, and the slower speed gives a point back, so the meter starts at −1.
- Traits. Five traits that cost points: Hard Hide (+2) and Shell Retreat (+2) make the shell, Swimmer (+2) and Hardy (+2) suit a people of rivers and marshes, and Old Souls (+1) shows how calm they are. Slow Ageing (free) adds flavour.
- Check the meter. It now reads 8 points · Balanced, at the low end of the sweet spot. Switch the speed back to 30 feet and it reads 9.
- Finish. For the 2014 rules, put the +2 in Constitution and the +1 in Wisdom. Add the language Old Mossic and a few lines of lore, then press Print / PDF or Markdown (Homebrewery).
Notice what the Mossbacks don't have: no flying, no extra attacks and no spells. One clear trick, the shell, is enough to make a race fun to play.
How the balance meter works
Every trait has a cost in points. We set the costs by comparing traits with the official species in the free rules, which land at about 8 to 11 points. That is the sweet spot. Under 7 points the race will feel weak next to an elf or a dwarf; over 12 it will outshine them. This point method is our own guide, not an official rule, so your DM always has the final say.
| Cost | What it means | Examples |
|---|---|---|
| Free | Flavour only, no effect on play | Mood Colours, Signature Scent |
| +1 | A small, situational benefit | One skill, Keen Nose, Powerful Build |
| +2 | A solid benefit you will use often | Darkvision, one resistance, a once-per-long-rest spell |
| +3 | A strong benefit that shapes how you play | Natural Armour, Lucky, a breath weapon |
| +5 | Very strong: use with care | Wings (flying speed) |
| −1 to −3 | A drawback that gives points back | Sunlight Sensitivity, Elemental Weakness |
What the notes under the meter mean
Below the meter, the builder writes short notes that change as you click.
- Balanced, Under-powered or Over-powered tells you where your total sits next to the official species.
- A flying warning appears when you pick Wings, because flight from 1st level can skip whole encounters.
- Trait count tips appear when fewer than 3 of your traits cost points, or when more than 6 do. Too many traits are hard to remember at the table.
- A drawback tip appears when your drawbacks add up to −4 or lower.
- Combination tips flag pairs that are stronger together than their points suggest, such as Never Surprised with Lucky, or a 40-foot speed with Burst of Speed.
Tips are advice, not errors: your DM has the final say.
Reading the race sheet
The sheet beside the form (below it on smaller screens) is what your players will read.
- Size can say "Small or Medium". That means each player picks one when they make their character.
- Speed shows the walking speed. Pick a trait that gives swimming, climbing, flying or burrowing and that speed is added in brackets for you.
- Ability Score Increase lists the +2 and +1 for the 2014 rules, or says that the background sets them in the 2024 rules.
- Languages always include Common. Leave the language box empty and the sheet says "one other language", so the player can choose.
- Traits come next, then an "About" part with only the lore boxes you filled in.
Tips for a balanced homebrew race
- Be careful with flying. A flying speed at 1st level lets a character skip pits, walls and many fights. Glide, or Late Wings that open at 5th level, keeps the fantasy without breaking the game.
- Limit uses. "Once per long rest" or "a number of times equal to your proficiency bonus" keeps strong abilities exciting without making them the only thing the character does.
- One resistance is plenty. Resistances are always on, so they are worth more than they look.
- Mix combat and story traits. A race with only fighting traits feels flat. Add one trait that matters in towns, travel or conversation.
- Drawbacks should be fun. A good drawback creates interesting moments, such as sunlight sensitivity in a desert. Avoid ones that just make the character unplayable.
Homebrew race ideas to start from
Need a spark? Each set of traits below fits together without clashes and lands on 8 points with a 30-foot speed.
- Otter-like river ferry-folk: Swimmer, Water Step, Star Reader, Versatile and Keen Nose.
- Dreaming mushroom people (Plant type): Darkvision, Mind-Link, Hardy, Glow Spores and Sleepless, with Sunlight Sensitivity as a drawback.
- Cliff-nesting hawk scouts: Glide, Far Sight, Keen Senses, Quick Reflexes and Hunter’s Eye.
- Clockwork scribes who never forget (Construct type): Made Body, Sleepless, Perfect Memory, Tinker and Hard Hide.
- Storm-touched hill shepherds: Powerful Build, Lightning Resistance, Storm Clap, Tough and Frightful Roar, with Clumsy Bulk as a drawback.
2014 vs 2024 ability scores
In the 2014 rules each race gives fixed ability score increases, usually +2 to one score and +1 to another. The 2024 rules moved these increases to the character's background, so species are free to be about story and special traits. The builder supports both. Choose the rules your table uses in step 4.
The daily balance challenge
Every day the builder deals three must-have traits. Your job is to build a race that includes all three and is worth exactly 10 points. Sometimes that means adding a drawback, sometimes a slower speed or a cheaper trait elsewhere. It is a fun way to learn what makes a race balanced, and a great source of new homebrew ideas.
Everyone gets the same three traits each day, and the checklist also asks for at least four traits in total. Start with these traits replaces your current traits and sets the speed to 30 feet, so press ★ Save first to keep the race you were working on.
Using your race in Homebrewery, Foundry or Roll20
Press Markdown (Homebrewery) to copy the race in the format Homebrewery and GM Binder understand: bold-italic trait names, ready to paste. PNG card makes a picture for Discord or your campaign wiki, and Print / PDF gives a clean race sheet for the table. The share link opens the exact same race in any browser, so your DM can review it and suggest changes. For Roll20 or Foundry, copy the text from the race sheet into a Roll20 handout or a Foundry journal entry, or add the PNG card as an image.
Frequently asked questions
Is the homebrew race builder free?
Yes. No login, no AI and no limits. Your races are saved only in your browser, and you can export them at any time.
Is the balance meter official?
No. It is our own point method, tuned against the official species in the free rules (SRD 5.1 and 5.2). It is a guide to help you and your DM, not a rule.
Can I start from a race made with the Fantasy Race Generator?
Yes. Every race card in the Fantasy Race Generator has a "Fine-tune this race in the Homebrew Race Builder" link. It opens here with the traits, lore and portrait filled in.
Can I add a trait that isn't in the list?
Yes. Open Add your own trait in step 3, describe it and choose how strong it is. The meter counts it like any other trait.
Can I use my homebrew race in a published adventure or on a stream?
Yes. The races you build are yours. The trait texts are written for this site and are free to use with your race. Traits that follow SRD rules text, such as Darkvision and Lucky, keep the SRD’s CC-BY-4.0 credit when you publish them (see our credits page).
How many traits should a homebrew race have?
Most races have three to five traits that matter in play, and perhaps one drawback, on top of size, speed and languages. The notes under the meter tell you when you have too few or too many.
Why did a trait disappear when I picked another one?
Traits that do the same job share a slot, so you can only have one of them: the two kinds of darkvision, the swimming traits, the flying traits (Glide, Wings, Late Wings and Light as a Feather), the armour traits, the natural weapons, the damage resistances, the teleports, the once-per-rest spells, and Sleepless with Trance. The single-skill traits share one slot too, so a race gets one skill, or two with Versatile. A few traits share a slot with their opposite drawback, such as Tough and Fragile. Picking the second trait swaps out the first, and a message tells you which one was removed. Press Undo to get it back. Elemental Weakness has a slot of its own, so it can go with a resistance, as long as the weakness is a different damage type.
Can I make a Tiny or Large race?
The size choices are Small, Medium, or "Small or Medium", the sizes used by the playable species in the free rules. For a big folk, add Powerful Build (you carry and lift as if one size larger) or Giant Surge (Large for a minute, from 5th level). For a very small folk, try Tiny Frame or Squeeze.
Where are my races saved?
Only in your browser. The builder reopens the race you were working on, and ★ Save keeps up to 50 races in My races. Clearing your browser data removes them, so copy the share link for any race you want to keep for good.
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