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Playable Races in Xenoth

A Different System

As you may have figured, since the Halo universe simply takes place in the "real world" future, the only playable options you would normally have is human (and variant human!). Thus, I have combined the optional rules found in Tasha's Cauldron of Everything with some own rules of mine to create my own guide for character creation in this world. My rules do not have to be followed, but I believe they will allow for you to customize your character so everyone can be something slightly different and you don't have to conform to a +1 to all stats just so that you can actually "play a human". Understand that no matter what race you choose, you will still be a human and appear as one since this world doesn't take place in a medieval fantasy setting, but you will have some different features and ability score increases to account for what race you chose as inspiration.   If you don't know about the optional rule in TCE, it states that, "For example, if the Ability Score Increase trait of your race or subrace increases your Constitution by 2 and your Wisdom by 1, you could instead increase your Intelligence by 2 and your Charisma by 1" (TCE page 7). You can also use the Proficiency swaps table on page 7 to swap proficiencies your race gives you for something else. I have combined this with the following optional race system and choices. This rule can allow you to play a goliath, probably appearing as a human looking like the Mountain from Game of Thrones, but able to change your ability score increases with TCE rules to match what skills and abilities you want your character to be good at, without having to conform to a goliath stereotype.

What are you playing?

If you are confused about what you are playing, don't worry! This may seem confusing at first, which is why it is important to know that you are playing as newly accepted marines into The UNSC. As such, you will naturally have some proficiencies, like firearm proficiency and proficiency in all UNSC armor, and thus some racial features may not apply.

Includable Races

I have decided that the following races can be used in this campaign setting as they are human looking enough where you can essentially still be a human (since the world has no other races) but have some of their traits. For example, you could be playing a "goliath" where in game wise you look just like a human with an incredible knack for strength and possibly muscular build, whether it be genetics or some other reason of your choice. Obviously some racial features may not be usable, like some elves' natural ability to use misty step and teleport as well as some dwarves' proficiency in armor, for armor proficiency comes with training in the military!   Remember, your DM doesn't have to abide by what I recommend. If you want you can play any race as normal and watch the chaos and hilariousness unfold as your tortle medic walks around with an assault rifle!     Assuming you are following my guidelines for this world, follow these instructions when making your character. Here are the following races I have included, some other features that don't apply to the universe (look below this list for those), and the reasons I've done so.
  1. Human/Variant Human: As stated, you can play these as normal. To balance this system, playing a normal human gives you one skill proficiency.
  2. Dwarves: Since they look just like humans while typically being shorter, you can "play" them as well. Each subrace you can play as well to get abilities that matches with your character concept. Some features that don't apply are your age features, dwarven resilience, stonecunning unless DM allows
  3. Elves: Appearing very similar to a human, elves are definitely playable. Fey Ancestry and Trance don't apply.
  4. Halflings: Similar to dwarves, appearing as very small humans. Lucky can be allowed as determined by DM as well as Brave
  5. Gnome: They also appear as shorter humanoids with some distinct features. Gnome Cunning doesn't apply.
  6. Half-Elves: Reasoning seems fairly straightforward.
  7. Half-Orc is relatively debatable and I would ask your DM. Either way, most of their abilities would function and it would be very cool to see an up front melee fighter in a world with guns!
  8. Tieflings are also debatable and would need lots of changing, so ask your DM.
  9. Goliaths: Appearing as tall and muscular humanoids, goliaths are totally playable. Using their features is up to your DM.
Universal Traits that don't apply to characters include:
  • Darkvision
  • Anything increasing length of life (Ex: 450 year lifespan)
  • Magical or Elemental abilities (Ex: fey step, trances, poison/cold resistance)
  • Weapon and Armor proficiencies. You still get these but they are essentially given to you assuming you play as a marine, which we will go over later!
  • Other Languages. This world only contains the following language options: Common OR you can do all Earth languages (English, French, Japanese, etc..) ,Thieves' Cant, and Sangheili (Common language of the Covenant).
  • Anything that changes your size.
  • Anything giving you a skill or tool proficiency is accepted if you can come up for a lore reason as to why you would have it! Speed changes are optional and decided by you and your DM.
  Refer to official DnD books like the Player's Handbook to view the official racial features for each class, I only listed a few!

Everything is Optional

Remember, all the guidelines I have just said here are optional. If you and your group wants to play in this group using the full RAW rules and magic and abilities for these races, you can do so. Just be warned, it will likely be unbalanced in your favor if you can fireball the Covenant!

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