TEXT: Strange Races
  DMDave's Guidebook to Creating Fifth Edition Races (in 20 Minutes or Less)
  
  Introduction
  E
  ver wanted to create your own Fifth Edition
  race but wasn't sure how? It can seem like a
  daunting task, especially if you want to keep
  it balanced with the other fun races that
  appear in Fifth Edition. Fortunately, this
  easy-to-follow guide on racial creation gives
  you every you need to create races of your
  own in twenty minutes or less.
  How to Use This Book
  The best way to use this book is to first read through it so you
  understand the basic concepts of race creation. Then, when
  you're ready, use the guidelines presented in this book to craft
  your own, original Fifth Edition race.
  There are 6 main steps to creating a race, each covered
  in detail in this book.
  1. Come up with the concept
  2. Determine ability score increases
  3. Decide on flavor traits
  4. Pick a size
  5. Give the race one or more speeds
  6. Choose unique traits
  A Note on the Book's Design
  This book was created through a ton of research and
  experience in race-building. While I tried to be as accurate as
  possible, I am not an official designer for this game and do
  not have the actual "Rosetta Stone" for race creation. Those
  "wizards" aren't giving up the details on that anytime soon.
  Having said that, I reverse-engineered most of the major
  races in Fifth Edition and assigned point costs to each.
  Naturally, there are those who will disagree with my
  decisions and that's fine. Much of what is here is subjective to
  your own games anyways. Use this book as a guideline and
  feel free to change whatever you feel is off.
  Note: Some of the races in this book are not part of the 5e
  OGL. As such, their names have been changed (they are
  marked with an asterisk).
  Step 1 - Concept
  The first most important step in creating a Fifth Edition race
  is to determine the concept. Is your race a small, furry biped
  race that's good at tinkering? Or is your race a towering, pig-
  faced creature hellbent on destruction? Maybe your race is an
  undead creature. Or perhaps it's a glowing lifeform that has a
  healing touch.
  Once you know your concept, you can get a sense of its
  overall construction. For example, the furry, biped race
  should probably be fast and smart. It's good at tinkering, so
  it's likely to have special abilities in that field--at the very least
  proficiency with Tinker's Tools. And so on.
  Concept Questions
  While coming up with your concept, here are a few questions
  to help you create the race.
  1. If you could describe your race in just one ten-word-or-less
  sentence, what would it be?
  2. How does your race relate to your overall campaign world
  and the other races in it?
  3. What type of communities is your race apart of? Do they
  prefer to live by themselves, do they live among other
  races, or are most of the race's members loners and
  outcasts?
  4. Whether it's true or not, overall, what is the stereotypical
  image of your race set by other races?
  5. What is the race's best overall feature in terms of
  physicality and mental prowess?
  6. What is the race's next best feature in terms of
  physicality/mental prowess?
  7. How long do members of the race live?
  8. Does the race tend towards one alignment or another, or
  can they be of any alignment?
  9. Is the race large, small, or human-sized?
  10. Are members of the race faster than normal, slower, or
  average?
  11. Does the race have its own language, or does it borrow
  from others?
  12. Are there special variants/sub-races of the race?
  13. What special abilities really set your race apart from other
  races?
  14. Does your race have any innate drawbacks or flaws? If you
  can answer these quick questions, you should have a good
  concept of the race and how to develop it. All that's left
  now is the science of actually constructing the race.
  Race Points
  The system for developing new races in this book uses race
  points. Each race has an allotment of race points typically no
  less than 40 and no more than 100. Most races, especially the
  "traditional" ones fall somewhere between 55 to 65 race
  points. Races in this band tend to be more "balanced." Those
  whose budgets are less than 55 are usually "underpowered"
  and "weaker" than the traditional races. Finally, those with
  budgets higher than 66 are often considered "broken" or
  "overpowered."
  Fifth Edition Races by Points
   Point Range  Fifth Editon Race
  < 55
  hobgoblin, kobold, orc
  55-65
  angelborn (fallen), angelborn (protector)*,
  bugbear, catfolk*, dark elf, dragonborn,
  forest gnome, forest guardian*, giantkin*,
  half-orc, high elf, hill dwarf, human (default),
  human (variant), lightfoot halfling, lizardfolk,
  merfolk*, mountain dwarf, ravenfolk*, rock
  gnome, stout halfling, tiefling, wood elf
  66-75
  goblin
  > 75
  snakefolk*
  1
  Game Mechanics - Race Creation
  
      A race's race points are used to strike a balance between all
  of its features, traits, and abilities to keep it in line with what
  already exists in Fifth Edition. When creating your race, it's
  recommended that you use 60 points to build your race. If
  you want your race to be slightly weaker than the average
  race, reduce these points by 5 or even 10. And if you want it
  to be slightly more powerful, increase the points by 5 or 10.
  Whatever number you pick, this is your race's point budget.
  As you develop your race you will spend the race points
  that you've set for yourself. Once you've spent all of your
  points, you cannot purchase any more traits or features for
  your race. The costs for abilities, features, and traits are
  detailed throughout the rest of this guide.
  Step 2 - Ability Score
  Increases
  No matter what, every race--from humans to half-orcs to
  lizardfolk--increases one or more of a character's ability
  scores. Before assigning points to ability scores, there a few
  unspoken rules of race design you should understand as it
  pertains to abiltiy score increases.
  Dominant and Secondary Ability
  Scores
  Typically, a race has at least three ability score increases split
  between two ability scores: the dominant and secondary
  ability scores. Often, the dominant ability score has an ability
  score increase of +2, and the secondary has an ability score
  increase of +1. Of course, there are plenty of exceptions For
  example, the mountain dwarf has +2 increase to its
  Constitution score and Strength scores. Merfolk have a +1
  increase in Strength Constitution and Charisma. And so on.
  No Increases Higher Than +2
  So far, there is no official race in Fifth Edition that offers an
  ability score increase of more than 2. That is because, overall,
  the game is balanced so that no character can receive more
  than one modifier increase at creation.
  The Big Three
  The core design of Fifth Edition revolves around three of the
  ability scores having more value than the others. These
  ability scores are often referred to as "The Big Three" and
  they are Dexterity, Constitution, and Wisdom. It is somewhat
  rare that a race has a dominant and secondary ability
  increase that are both scores of the Big Three. Often, one
  increase will be one of the Big Three while the other will be
  one of the "Little Three." Naturally, there are exceptions to
  this rule, as well, although it's somewhat rare. Goblins have
  dominant Dexterity and secondary Constitution and
  lizardfolk have dominant Constitution and secondary
  Wisdom.
  First Point Increase vs Second
  Point Increase
  The most important increase with a Big Three race is the
  first increase. The reason is simple: whether it's a +1 bonus
  or a +2 bonus, it will always net a +1 to a modifier. For
  example, if a character has a 15 in Dexterity and chooses a
  high elf character, that character will have a total Dexterity of
  17, a +3 modifier. Were the player to place a 14 in Dexterity
  instead, it'd be 16, which is still a +3 modifier. Only once the
  character reaches 4th level or discovers a magic item, etc.
  will the extra point make a difference. For this reason, the
  Big Three are weighted higher for the first increase than they
  are the second.
  Increase Choices
  There are two races in the game that allow for ability score
  increase choices to be made by the player at character
  creation. Those races are variant humans and half-elves. Like
  the Big Three, increase choices are weighted higher since
  they offer more flexibility and customization.
  Ability Score Increases and Sub-
  Races
  A race that has a sub-race usually has one dominant ability
  score increase in the main part of the race, and then a
  secondary ability score as part of the sub-race. Each sub-
  race's ability score increase is different than the others.
  Buying Ability Score Increases
  Now that you understand the basics of ability score increases
  and some of the general rules of thumb surrounding the
  races, you can use your race point budget to purchase the
  race's ability score increases. For each ability score increase,
  choose either a +2 or a +1, and then pay the requisite points
  as shown on the Ability Score Increase Point Costs table
  below. If your race grants three or more different ability score
  increases, pay another 6 points for each ability score granted
  beyond the first two.
  Ability Score Increase Point Costs
  Ability Score
  +2
  +1
  Strength
  12
  6
  Dexterity
  18
  12
  Constitution
  18
  12
  Intelligence
  12
  6
  Wisdom
  18
  12
  Charisma
  12
  6
  Player's Choice
  18
  12
  Ability Score Reductions. A few races have reductions in
  their ability scores, notably kobolds and orcs. Similar to
  ability score increases, ability score reductions are never
  more than 2 points at a time. For each point of reduction, add
  6 points to your remaining budget. For example, a -2 in
  Dexterity would grant you an additional 12 points to spend
  on features and traits for your race.
  2
  Game Mechanics - Race Creation
  
  Speed Costs by Speed (in Feet)
  Movement Type
  20
  25
  30
  35
  40
  45
  50
  Walking
  (9)
  (3)
  0
  3
  9
  15
  21
  Burrowing
  25
  30
  35
  40
  45
  50
  55
  Climbing
  4
  8
  12
  16
  24
  32
  40
  Flying
  30
  35
  40
  45
  50
  55
  60
  Swimming
  1
  2
  3
  6
  8
  10
  12
  Step 3 - Flavor Traits
  Next, you must determine the three flavor traits for your race,
  age, alignment, and languages. Typically, these traits have no
  effect on the game mechanics and exist more as overall
  roleplaying guidelines for your race.
  Age
  In fantasy settings, there tend to be three variants of race
  ages. The first is the human lifespan. According to the Fifth
  Edition sourcebooks, human lifespans are just short of a
  century (you can thank magical healing for that). Humans
  mature sometime around their late teens and early twenties.
  Next, are the long-lived races, elves, dwarves, gnomes, and to
  an extent halflings. These races live for multiple centuries,
  and sometimes reach maturity at laters ages, too. Finally,
  there are the short-lived races. Monstrous races like kobolds
  and goblins live shorter lives but also mature at a younger
  age, sometimes as young as 6 years old.
  When you decide on the age, consider the effects a longer
  or shorter life will have on a race. Creatures who live longer
  lives often value patience and aren't as affected by the
  passage of time as creatures who live shorter lives than they.
  And creatures who live short lives are much more likely to
  live their life to their fullest, knowing that their time is limited.
  Alignment
  A race's alignment ultimately decides its place in the world.
  Lawful creatures live in structured societies with respect (or
  sometimes even fear) towards leaders and elders. whereas
  chaotic creatures are much more disorganized; if there are
  leaders, those leaders rule by might and only do so until a
  stronger contender comes along and knocks them off their
  throne. Good races are thought well of by the other races and
  generally well-liked. Meanwhile, creatures who tend towards
  evil are feared, hated, and sometimes hunted by the other
  races.
  Languages
  Language plays a big part in the development of your race,
  too. First, your race should always be able to speak Common.
  This makes the game smoother for the characters. Of course,
  you're free to decide against this if you like and have the
  creature speak only its own language or perhaps no
  language.
  In addition to Common, all races speak a second language.
  This language can be their own native tongue, or it can be
  another language of your choice. Often, races that live in
  mixed communities, such as humans and half-elves are
  allowed to choose their extra languages.
  Doesn't Speak Common. If you decide to make your race
  unable to speak Common, add 6 points to your race point
  budget.
  Bonus Languages. If you give your race extra languages,
  spend 3 points per extra language it is able to speak if you
  choose the language or 4 points if you give the character a
  choice.
  Step 4 - Size
  There are two sizes for races in Fifth Edition: Small and
  Medium. So far, there are no official guidelines for playing
  Tiny characters or for playing characters Large or larger. The
  reason for this is in the relative damage output for these
  creatures. Large creatures tend to deal more damage with
  their weapons (typically one or two damage dice more per
  hit). Likewise, smaller creatures deal less damage with their
  hits, sometimes as low as only 1 damage per hit. Either way,
  it throws the game out of balance.
  Medium creatures are the default creature size for Fifth
  Edition. They stand between 6 and 8 feet tall and take up a
  single 5 by 5 foot square in combat. Small creatures also take
  up the same space in combat, however, they stand between 2
  and 4 feet. The respective weight for each size is based
  mostly on Constitution. Sturdier creatures tend to be heavier.
  Overall, Medium and Small races are balanced against
  each other. A Small creature might not be as great at
  grappling with a larger foe as a Medium creature, but it can
  enter and move through the space of a Large creature
  without having to make a check.
  While size itself offers no difference in point costs for
  developing your race, it can sometimes affect speed. Typically,
  smaller races have less movement speed than Medium or
  larger races. Of course, this is optional, as there are plenty of
  examples of Small races that can move just as fast as their
  Medium counterparts.
  Step 5 - Speed
  Medium creatures, by default, have a base walking speed of
  30 feet. Anything above or below that affects your total point
  cost, as it can give a distinct advantage or disadvantage in
  combat. Remember from above that Small creatures (such as
  halflings and gnomes) are usually slower than Medium
  creatures.
  In addition to walking speed, some races offer swimming
  and climbing speeds as well. Again, since these offer combat
  and adventuring advantages, they come with point costs.
  Burrowing and Flying. Burrowing and flying speeds are
  generally discouraged in Fifth Edition due to their game-
  breaking powers. Most low-level dungeons are designed to
  keep characters on a certain trajectory. If a character
  possesses the ability to fly over or burrow under certain
  obstacles, it breaks the game. As such, these movement
  speeds come with high costs.
  S
  3
  Game Mechanics - Race Creation
  
  Step 6 - Unique Traits
  Most races possess unique traits that set them apart from
  others. These traits can be innate magical abilities, natural
  armor or attacks, special sight such as darkvision, or even
  proficiency in certain skills.
  If you have any points remaining from your race point
  budget after the first 5 steps, use the remainder of the points
  on the special features listed below in the Race Special Traits
  catalog.
  Race Unique Traits Catalog
  This section describes the most common racial traits in the
  worlds of Fifth Edition. Each trait is listed in alphabetical
  order.
  Aggressive
  Point Cost: 12
  As a bonus action, a member of this race can move up to
  their speed toward an enemy of their choice that they can see
  or hear. They must end this move closer to the enemy than
  when they started.
  Agility
  Point Cost: 6
  When a member of this race moves on their turn in
  combat, they can double their speed until the end of the turn.
  Once a member of this race uses this trait, they can't use it
  again until they move 0 feet on one of their turns.
  Armor Training (Heavy)
  Prerequisite: armor training (medium)
  Point Cost: 9
  Members of the race have proficiency with heavy armor.
  Armor Training (Light)
  Point Cost: 9
  Members of the race have proficiency with light armor.
  Armor Training (Medium)
  Prerequisite: armor training (light)
  Point Cost: 3
  Members of the race have proficiency with medium armor.
  Armor Training (Shields)
  Prerequisite: armor training (light)
  Point Cost: 6
  Members of the race have proficiency with shields.
  Brave
  Point Cost: 6
  Members of this race have advantage on saving throw
  against being frightened.
  Cantrip
  Point Cost: 5
  Choose a cantrip and a spellcasting ability for the spell.
  Members of the race can cast the cantrip at will.
  Circumstantial Advantage
  Point Cost: 6
  Choose a skill and a special circumstance. When members
  of the race make an ability check with that skull during the
  special circumstance, they make their check with advantage.
  Combat Training
  Point Cost: 3
  Choose a weapon. The race has proficiency with this
  weapon.
  Cower
  Point Cost: 12
  As an action on their turn, a member of this race can cower
  pathetically to distract nearby foes. Until the end of the
  creature's next turn, their allies gain advantage on attack rolls
  against enemies within 10 feet of the creature that can see
  the creature. Once a member of this race uses this trait, they
  can't use it again until they finish a short or long rest.
  Damage Resistance
  Point Cost: 18 or 30
  Choose a damage type: acid, cold, fire, lightning, necrotic,
  radiant, or thunder. Members of the race gain resistance to
  the chosen damage type.
  Alternatively, you can allow the player to choose a damage
  type at creation. If you do, the racial point cost is 30.
  Darkvision
  Point Cost: 6
  Members of the race can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it were dim
  light. Members of the race can't discern color in darkness,
  only shades of gray.
  Feat Benefits (Ability Score Increase)
  Point Cost: 9
  Choose a feat that provides an ability score increase.
  members of the race have all the benefits of that feat except
  for the ability score increase.
  Feat Benefits (No Ability Score Increase)
  Point Cost: 18
  Choose a feat that does not provide an ability score
  increase. Members of the race have the benefits of that feat.
  Fey Ancestry
  Point Cost: 6
  Members of the race have advantage on saving throws
  against being charmed, and magic can't put them to sleep.
  4
  Game Mechanics - Race Creation
  
  Fury
  Point Cost: 6
  When a member of this race damage a creature with an
  attack or a spell and the creature's size is larger than theirs,
  they can cause the attack or spell to deal extra damage to the
  creature. The extra damage equals their level. Once a
  member of this race uses this trait, they can't use it again
  until they finish a short or long rest.
  Healing
  Point Cost: 6
  As an action, members of this race can touch a creature
  and cause it to regain a number of hit points equal to the
  healer's level. Once a member of the race uses this trait, they
  can't use it again until they finish a long rest.
  Hidden Step
  Point Cost: 12
  As a bonus action, members of the races can magically
  turn invisible until the start of their next turn or until they
  attack, make a damage roll, or force someone to make a
  saving throw. Once they use this trait, they can't use it again
  until they finish a short or long rest.
  Hold Breath
  Point Cost: 1
  Members of this race can hold their breath for up to 15
  minutes at a time.
  Long-Limbed
  Point Cost: 1
  When a member of this race makes a melee attack on their
  turn, their reach for it is 5 feet greater than normal.
  Lucky
  Point Cost: 18
  When members of this race roll a 1 on the d20 for an
  attack roll, ability check, or saving throw, they can reroll the
  die and must use the new roll.
  Magic Resistance
  Point Cost: 42
  Members of this race have advantage on saving throws
  against spells and other magical effects.
  Mask of the Wild
  Point Cost: 3
  Mask of the Wild Point Cost: 3
  Members of the race can attempt to hide even when they
  are only lightly obscured by foliage, heavy rain, falling snow,
  mist, and other natural phenomena.
  Mimicry
  Point Cost: 6
  Members of this race can mimic sounds they have heard,
  including voices. A creature that hears the sounds the
  mimicker makes can tell they are imitations with a successful
  Wisdom (Insight) check opposed by the mimicker's Charisma
  (Deception) check.
  Mountainborn
  Point Cost: 3
  Members of this race are acclimated to altitudes above
  20,000 feet, and they are naturally adapted to cold climates.
  Natural Armor
  Point Cost: 8
  Members of the race have a hide that is tougher than usual.
  When they aren't wearing armor, their AC is 13 + their
  Dexterity modifier. They can use their natural armor to
  determine their ac if the armor they wear would leave them
  with a lower AC. A shield's benefits apply as normal while
  they use their natural armor.
  Natural Cunning
  Point Cost: 30
  Members of the race have advantage on Intelligence,
  Wisdom, and Charisma saving throws against magic.
  Naturally Stealthy
  Point Cost: 9
  Members of this race can attempt to hide even when they
  are obscured only by a creature that is at least one size larger
  than they.
  Natural Weapon
  Point Cost: 3
  Members of the race have a powerful bite, claws, or other
  natural weapons which they can use to make unarmed
  strikes. If the creature hits with it, the creature deals piercing
  or slashing damage (your choice) equal to 1d4 or 1d6 plus
  the creature's Strength modifier, instead of the bludgeoning
  damage normal for an unarmed strike.
  Nimble Escape
  Point Cost: 24
  Members of this race can take the Disengage or Hide
  action as a bonus action on each of their turns.
  Nimbleness
  Point Cost: 12
  Members of this race can move through the space of any
  creature that is of a size larger than them.
  Pack Tactics
  Point Cost: 36
  Members of this race have advantage on an attack roll
  against a creature if at least one of their allies is within 5 feet
  of the creature and the ally isn't incapacitated.
  5
  Game Mechanics - Race Creation
  
  Poison Immunity
  Point Cost: 12
  Members of this race are immune to poison damage and
  the poisoned condition.
  Poison Resilience
  Point Cost: 6
  Members of the race have advantage on saving throws
  against poison and have resistance against poison damage.
  Powerful Build
  Point Cost: 12
  Members of this race count as one size larger when
  determining their carrying capacity and the weight they can
  push, drag, or lift.
  Relentless Endurance
  Point Cost: 15
  When a member of this race is reduced to 0 hit points but
  not killed outright, they can drop to 1 hit point instead. They
  can't use the feature against until they complete a long rest.
  Savage Attacks
  Point Cost: 6
  When a member of this race scores a critical hit with a
  melee weapon attack, they can roll one of the weapon's
  damage dice one additional time and add it to the extra
  damage of the critical hit.
  Saving Face
  Point Cost: 12
  If a member of this race misses with an attack roll or fails
  an ability check or saving throw, they can gain a bonus to the
  roll equal tot he number of allies that they can see within 30
  feet (maximum bonus of +5). Once they use this trait, they
  can't use it again until they finish a short or long rest.
  Skill Proficiency
  Point Cost: 6
  Choose a skill. Members of the race gain proficiency with
  the chosen skill.
  Skill Specialization
  Point Cost: 1
  Choose one skill and one special circumstance in which
  the skill is used. Whenever a member of the race makes a
  skill check with the chosen skill for the chosen circumstance,
  they are considered proficiency in the skill and double their
  proficiency bonus to the check, instead of their normal
  proficiency bonus.
  Speak with Small Beasts
  Point Cost: 1
  Through sounds and gestures, members of this race can
  communicate simple ideas with Small or smaller beasts.
  Spell
  Point Cost: 9 or 12
  Choose a 1st- or 2nd-level spell and a spellcasting ability
  for the spell. If the spell is a 1st-level spell, members of the
  race can cast the spell when they reach 3rd level, and if the
  spell is a 2nd-level spell, members of the race can cast the
  spell when they reach 5th level. They can cast the spell once
  using this trait and regain the ability to do so when once they
  complete a long rest.
  You can opt to have the race cast a 1st-level spell at the first
  level. If you do, the point cost is 12.
  Stone's Endurance
  Point Cost: 12
  When a member of this race takes damage, they can use
  their reaction to roll a d12. they add their Constitution
  modifier to the number rolled and reduce the damage by that
  total. After they use this trait, they can't use it again until they
  finish a short or long rest.
  Sunlight Sensitivity
  Point Gain: (12)
  Members of this race have disadvantage on attack rolls and
  on Wisdom (Perception) checks that rely on sight when they,
  the target of their attack, or whatever they are trying to
  perceive is in direct sunlight. Taking this trait returns points
  to your racial point budget instead.
  Superior Darkvision
  *Prerequisite: darkvision**
  Point Cost: 3
  Members of the race's darkvision has a radius of 120 feet.
  Tool Proficiency
  Point Cost: 2 or 4
  Choose one tool proficiency. Members of the race have
  proficiency with this tool. Alternatively, you can spend 4
  points to allow the player to choose the tool proficiency
  during character creation.
  Toughness
  Point Cost: 9
  Members of the race's hit point maximum increases by 1,
  and it increases by 1 every time they gain a level.
  Trance
  Point Cost: 3
  Members of the race don't need to sleep. Instead, they
  meditate deeply, remaining semiconscious for 4 hours a day.
  after resting in this way, members of the race gain the same
  benefit that a human does from 8 hours of sleep.
  6
  Game Mechanics - Race Creation
  
  Creating Your Own Racial
  Trait
  The above list is pretty exhaustive. It covers all the traits in at
  least two of the books, plus includes rules for diversifying
  with feats and spells. However, you may find yourself wanting
  to create a racial trait of your own. Here is how you can easily
  do that.
  Trait Similarity
  The first thing to check is whether or not there is already a
  trait similar to the one that you want to create. For example,
  if you want to create a race that lives in the desert, you might
  take the Mountainborn trait and adjust it so that the race is
  acclimated to less water and is adapted to hot environments.
  Feat Similarity
  Next, if there isn't a trait that matches what you're trying to
  do, see if there is a feat that is similar. For the most part, feats
  are worth 18 points if they don't give an ability score increase,
  or half as much if they do and you leave the ability score
  increase off. For example, you want to create a race of owl-
  like creatures that have excellent eyesight. Use the Observant
  feat, removing the ability score increase.
  Spell Similarity
  If there isn't a trait or feat that's similar to what you're trying
  to build, see if there are any cantrips or even first-level spells
  that can duplicate your concept's effects. The dragonborn's
  breath weapon is a perfect example of this. It functions
  almost exactly like the burning hands spell.
  A Few Guidelines
  There are a few unspoken rules with trait creation that you
  should probably follow.
  No Damage Increases
  A trait should never boost a character's damage per round.
  And if it does, it only does so once per short or long rest or
  under limited circumstances, such as on a critical hit.
  No Extreme Armor Class Increases
  Some classes have natural armor. However, the natural
  armor should be a value that is easily replaced by Medium
  armor or better.
  Consider Class Flexibility
  Certain traits make class selection difficult. For example,
  Nimble Escape, while useful, renders a rogue's Cunning
  Action trait somewhat reduntant, devaluing both the rogue
  and the race. Consider how your trait and race will work with
  each class.
  Try to Avoid Negative Traits
  Negative traits can be fun to roleplay, but too many can be a
  burden on a party. Be selective when choosing negative traits.
  Sub-Races
  When a race has two or more sub-races, you must divide your
  racial point cost between the base traits for the race as well
  as its individual sub-races. For example, the base traits can
  have 45 of the 60 points allotted for the race, while each sub-
  race has 15 points. You can split it any way you like, although,
  it's recommended you do at least 50% or more for the base
  race.
  The base traits usually include the race's ability score
  increases (usually only the dominant increase), its flavor
  traits, size, speed, and sometimes a few unique traits.
  Each sub-race then differentiates itself with a secondary
  ability score increase plus a few additional traits that set it
  part from the other sub-races.
  7
  Game Mechanics - Race Creation
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DmDave/Strange Races v2.1.pdf