Is this homebrew Legend of Zelda Rito race balanced?

I recently made a homebrew race based on the Legend of Zelda Rito for Dungeons and Dragons 5E, and I was wondering how balanced it is. The Rito are bird like creatures, similar to the Aarakocra but a little less powerful. I made this build for a Legend of Zelda campaign I am planning (Breath of the Wild setting if it matters).

Ability Score Increase: Your dexterity score increases by 2.

Speed: 30 ft.

Flight: You have a flying speed of 30 feet while you are not wearing medium or heavy armor.

Rito Weapon Training: You are proficient in the longbow, shortbow, and hand crossbow.

Languages: Common and Rito.

Size: Your size is medium.

Is a humanoid mimic race overpowered?

I am currently working on a Homebrew D&D 5e race and one of the ability’s I am working on is the power to mimic any object that you are familiar with unless is’s a gadget like a magic orb or such (Books get a pass). I have tried testing it, but couldn’t since everybody I knew that played D&D was offline and working so here I am asking for help.

First of all, the race is of abyssal origins without sporting the colors that remind people of hell, actually they look more like they are from the void so they can hide in the shadows. Their gigantic glowing white eyes help them see in the dark making the them good guides and their speed can help them race circles around enemy’s though they aren’t good with charisma since they lived in the shadows for so long. They aren’t very trusted for partly the same reason as tieflings, Their alignment usually leans towards neutral but ones that want more freedom lean towards neutral chaotic and ones that trust other races more are lawful good or neutral good as. They are as big as Shy Guy from SCP with the body of a healthy human being but still with skinny arms that are just thick enough to not show bones. Basically it’s what the title says except with better eyesight and a Shy Guy like humanoid form replacing the original mimic form. I am going to far in. It’s like this mimic homebrew race from dandwiki but with more powerful options.

Racial traits weren’t listed so here we go:

Ability Score Increase. Dexterity +2, Constitution +3

Long limbed. Your long arms allow melee to reach up to 5 extra feet

Light footed. You are fast and nimble. Your speed gains 10 extra feet

Shape changer. You can change your shape into something you are familiar with, when you change shape you change your height.

Darkvision. You can see 60 feet in the dark but only see black and white.

Medium. Your default size is medium.

Is this Hemokatín (Vampire) race (Including all 6 Subraces) balanced with official races?

I want to see if this race is balanced in comparison to the Dungeons and Dragons Fifth Edition official races.

Hemokatín Racial Traits

Ability Score Increase. Your Charisma increases by 2.

Age. Most Hemokatín mature slightly faster than humans, though Bloodlines are simply seen as early bloomers. They then age much slower than humans, living up to 750 years old.

Alignment. Most Hemokatín born to Hemokatín are good aligned, hating to see others suffer and only drinking blood directly from humanoids when desperate. They also love self-expression, and tend to be chaotic in alignment. Bloodlines are often neutral, reflecting their human sides.

Size. Hemokatín are the exact same size as humans. Your size is Medium.

Speed. You have a base walking speed of 30 feet.

Bite. You can bite creatures as an unarmed strike. If you hit an undead or construct, you deal 1 piercing damage, rather than bludgeoning damage. If you grapple any other creature as an action on your turn, you can immediately use this attack as a bonus action. If you hit, you deal 1 piercing damage, plus 1d8 necrotic damage, and you regain hit points equal to the damage dealt. If the humanoid’s hit point total reaches 0, they fall unconscious but are stable for 1d12 days, rising on the night after the last day as a Hemokatín. They gain the Hemokatín racial traits, except for speed and size, and lose any racial traits they had before, and regain all of their hit points.

If you do not use this attack against a living creature as described above for 3 weeks in game-time, you go insane: You gain the poisoned condition, and when you take an action in combat, you must make a DC 20 Constitution saving throw or lose the action (And waste the effect being used) and roll a d4, becoming paralyzed for 2 rounds on an odd roll and becoming stunned for 2 rounds on an even roll. This effect does not extend to your Bite attack or grappling, as long as you use the bonus action allowed after a grapple, and persists until you use the Bite attack three times in combat.

Darkvision. Due to your relationship with vampires, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness in the same radius as if it were dim light. You can’t discern color in darkness, only shades of gray.

Advanced Grappler. Your abilities enable you to grapple much better, to enable you to obtain the blood you need. You are considered proficient in the Athletics skill when you use it to grapple, and can double your proficiency bonus with it when your proficiency applies. You also have advantage when you attempt to grapple a living creature.

Keen Senses. You are proficient with the Perception skill.

Light Sleeper. You do not need as much sleep as other humanoids, due to your near undeath status. Magic and chemicals, including poison, cannot put you to sleep, and you only need to sleep 4 hours to gain the benefits of a long rest. You still need to perform only light activity for the rest of the long rest.

Undead Fortitude. You have resistance to poison damage, and you have advantage on saving throws against poison and magic. You also cannot be infected with disease.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks when you, your target, or whatever you are trying to perceive is in direct sunlight.

Languages. You can speak, read, and write Common, Hemokatín, and two other languages of your choice. Hemokatín is a language full of jargon, to be used among Hemokatín as a sort of thieves’ cant.

Subrace. Hemokatín are slightly different from each other, depending on ancestry. Choose one of six ancestries for your character: Pureblood, Elfblood, Bloodline, Orcblood, Fiendblood, and Angelblood.

Subraces:

Pureblood Purebloods are Hemokatín descended from two Hemokatín parents.

Ability Score Increase. Your Charisma score increases by 3, rather than 2.

Musician. You are proficient with one musical instrument of your choice.

Charmer. You gain proficiency in Deception, Persuasion, or Intimidation.

Friends. You know the friends cantrip.

Misty Step. You know the misty step spell and can cast it once using this trait. You regain the ability to do so when you finish a short or long rest.

Language. You can read, speak, and write one additional language from these choices: Celestial, Elvish, Infernal, or Orc. Purebloods try to establish equality in the Hemokatín society, and thus learn new languages based on choice.

Elfblood Descended from a half-elven parent, Elfbloods are more flexible and slim than other Hemokatín.

Ability Score Increase. Your Dexterity increases by 1.

Herbalist. You are proficient in the Herbalism Kit.

Stealthy. You are proficient in the Stealth skill.

Thorn Whip. You know the thorn whip cantrip.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t age you.

Elvish. You can speak, read, and write Elvish.

Bloodline Bloodlines are Hemokatín with two human parents. These traits also serve as the traits for Halfbloods, Hemokatín who have a human parent and a Hemokatín parent.

Ability Score Increase. Any ability score of your choice, except Charisma, increases by 1.

Tool. You are proficient with any one tool of your choice.

Skill. You are proficient in any two skills of your choice.

Minor Illusion. You know the minor illusion cantrip.

Language. You can speak, read, and write one additional language from one of these choices: Celestial, Elvish, Infernal, or Orc. In addition to having an ear for languages, Bloodlines find they know a language they never learned perfectly. Half human Hemokatín follow their vampire parents and learn languages.

Orcblood Orcbloods have a half-orc as a parent. Orcbloods tend to be stronger, tougher, and larger than other Hemokatín.

Ability Score Increase. Your Strength score increases by 1.

Herbalist. You are proficient in the Herbalism Kit.

Menacing. You are proficient in the Intimidation skill.

True Strike. You know the true strike cantrip.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Fiendblood Descended from a tiefling parent, Fiendbloods are usually more intelligent than other Hemokatín.

Ability Score Increase. Your Intelligence score increases by 1.

Poisoner. You are proficient in the Poisoner’s Kit.

Deceiver. You are proficient in the Deception skill.

Thaumaturgy. You know the thaumaturgy cantrip.

Hellish Rebuke. You know the hellish rebuke spell and can cast it once as a 2nd-level spell using this trait. You regain the ability to do so when you finish a short or long rest. Infernal. You can speak, read, and write Infernal.

Angelblood One of your parents was an aasimar, which blesses you with natural wisdom and the ability to create magical light.

Ability Score Increase. Your Wisdom increases by 1.

Artisan. You are proficient with one Artisan’s Tools of your choice.

Religious Sage. You are proficient in the Religion skill.

Light. You know the light cantrip.

Radiant Soul. Your aasimar parent grants you resistance to radiant damage. Celestial. You can speak, read, and write Celestial.

Okay, is this race balanced? If it’s not, please tell me what I need to change.

Is this Mitarn (Raptor) race balanced when compared to officially published races?

I would like to make a race of raptor people for my world: The Mitarn.

Mitarn

Your are a member of the Mitarn race, a species of sapient maniraptorans (Raptors). Mitarn seek to live in harmony with nature, using tooth and claw to survive.

Racial Traits

You have a number of traits stemming from your status as a raptor.

Ability Score Increase. Your Dexterity increases by 2, & your Wisdom increases by 1.

Age. Mitarn mature and age similar to humans.

Alignment. Mitarn are normally neutral good, tending to seek to protect nature.

Size. Mitarn are 4 to 5 feet long and 8 to 10 feet long, and weigh 50 to 100 pounds. Your size is Medium.

Speed. Your base walking speed is 40 feet, and you also have a climbing speed of 30 feet.

Claws. Your middle two toes have wickedly sharp curved claws, which are natural weapons, usable to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, rather than the bludgeoning damage typical for an unarmed strike.

Bite. Your maw is lined with sharp teeth, and is a natural weapon, usable for unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, rather than the bludgeoning damage typical for an unarmed strike.

Pounce. If you move at least 20 feet on a turn in combat and hit a creature with your claws with an attack, you can make an attack with your bite attack.

Survivalist. You are proficient with Stealth and either Perception or Survival.

Primeval Surge. You can fill your body with a surge of the speed of the wild for a moment. As a bonus action, you can double your movement for the entire turn. Once you do so, you can’t use this trait until you move 0 feet on a turn.

When compared to official races (In the Player’s HandBook, Volo’s Guide to Monsters, and Guildmaster’s Guide to Ravnica), is this race balanced?

Is this homebrewed four-armed race balance?

Some backstory: this is already in play. We play a homebrew space campaign. My DM is very lenient and the table doesn’t care all that much about balance as long as everyone has fun. Surprisingly, the Four-Armed trait rarely comes into play so far (I’m playing a Hunter Ranger using a longbow). That said, I want to know how it stands compared to the other playable races, here are the traits:

Virashti

The Virashti are a race of blue-skinned, four-armed geniuses that lives in forest cities. They have learned how to balance advancing technology while preserving nature. They have the best education system in the galaxy.

  • Ability Scores Increase. Your Dexterity score increase by 2, and your Intelligence score increase by 1.
  • Age. Virashti mature about the same rate as humans, but they can live up to 100 years.
  • Alignment. Most Virashti are good in nature. They generally don’t have a preference towards lawful or chaotic.
  • Size. Virashti range from 5 feet to over 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You 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. You can’t discern color in darkness, only shades of gray.
  • Four-Armed. Your morphology has grant you an extra set of arms. These arms can be used for tasks such as, performing somatic components of spells, grappling, or wielding weapons. Once per turn, you can also draw, stow, or interact with an object requiring no action, assuming you have a free hand.
    When you attack with a weapon that does not have the Heavy property, you can make an off-hand attack using a separate weapon that also does not have the Heavy property using your bonus action. This off-hand attack does not add your ability modifier to the damage rolls, following the rules of two-weapon fighting.
    Furthermore, you cannot use a shield while you are wielding a weapon with the Heavy property, or wielding more than one weapon simultaneously.
  • Virashti Training and Knowledge. You are proficient in the Athletics or Sleight of Hand skill, and one skill of your choice from the following list: Arcana, History, Investigation, Nature, or Religion.
  • Languages. You can speak, read, and write Common and Virashti.

Now, obviously the big thing is that Four-Armed trait. Yes, this does mean that you can dual wield longswords (or equivalent) and rapiers right out the gate, making the Dual Wielder feat less appealing (if not obsolete). This also means that you can dual wield non-heavy two-handed weapons such as, greatclubs, light crossbows, or shortbows.

I’ve compared it to races like Aarakocra, which gets flight, and Satyrs, which gets magic resistance, and feels like this is pretty balanced, or at least comparable to them. Dual wielding shortbows is especially comparable to variant Humans picking up Crossbow Expert, if not worse.

Is this race overpowered when compared to other 5e races? And if so, how can I improve balancing this race?

Is this homebrewed The Chosen One race balanced?

This is my first time homebrewing a race. I want to know that if it is balance or not.
Also, if not, what should I change to balance it.

Race: The Chosen One

The Chosen One Traits

Ability Score Increase. One ability score of your choice increased by 2.
Age. The Chosen One is just a random human, who was chosen by the fate. S/He have no difference from a normal human, mature at the same rate, and live to the same time as of a normal human.
Alignment. The Chosen One can be any alignment.
Size. Just a normal human. Your size is Medium.
Speed. Your base walking speed is 30 ft.
Languages. You speak, read, and write Common.
Proficiency. You gain one proficiency of your choice, it can be a skill, weapon, or armor proficiency.
A Little Help From The Fate. You can add a d2 bonus to one of the dice roll you make, it could be attack roll, damage roll, ability checks, saving throw and etc. Once you use this feature, you can’t use it again until you finish a long rest. On level 5, this bonus became d4.
Protected. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Blessed Attack. Once per day you can add a d4 damage to one attack that only target 1 creature/object, that damage’s type is the same type of the types that attack have. After you use this trait, you can’t use it after a long rest(Which means that you need to wait one day and take a long rest too.) At level 4, that damage became d6, d8 at level 8, d10 at level 12.

Is this hagspawn homebrew race balanced?

I recently got the idea of hagspawn race. Hags generally reproduce by eating children and getting pregnant with a child. If that child is a girl, then when she reaches 13 years of age, she becomes a hag like her mother. This race is not supposed to be a half-hag , but a child conceived by the aforementioned method.

  • Base race:
    • Ability Score Increase: Your Charisma score increases by 2.
    • Age: Hagspawn mature at the same rate as humans. Females become full-blooded hag by the age of 13, while males remain hagspawn fo their entire lives. Males live for around 400 years, while females live as long as their mother hag (Green- 1000; Night- unknown,longer than dragons; Annis-500 years; Bheur-???)
    • Illusory Appearance: You can cast the Disguise Self spell once using this trait. You regain the ability to do so when you finish a short or long rest.
    • Claws: Your claws are natural melee weapons, which you can use to make unarmed strikes. You can use either Dexterity or Strength for the attack roll of this attack. If you hit with them, you deal slashing damage equal to ld4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
    • Mother’s Knack: You gain proficiency in either Deception, Persuasion, Intimidation or Arcana.
    • Languages: You can read, speak, and write Common and Sylvan. Sylvan uses the Elven script, but Sylvan itself is thought to be far older than Elvish.
  • Green: Your mother was a scheming, swamp dwelling green hag. Distinguishing traits of these hagspawn include: mismatched eyes and red or green hair.They are genarally scrawnier than other hagspawn, though no less dangerous.
    • Green Hag Magic: You know the Minor Illusion and Vicious Mockery cantrips.
    • Tongue of The Forest: Through sound and gestures, you may communicate simple ideas with Medium or smaller beasts.

This is it for now. I appreciate all criticism. I would like some advice on how to create subraces based on other hag types.

Is this Leanan sídhe homebrew race balanced?

I’m wondering if this race is balanced or not. I appreciate all criticism. Here are the traits:

  • Darkvision: You have superior vision in dark and dim conditions. You 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. You can’t discern color in darkness, only shades of gray.
  • Fey: Your creature typ is fey rather than humanoid.
  • Otherworldly Inspiration: You have 4 Otherworldly Inspiration dice, each one of which is a d6. You regain all dice when you finnish a long rest.
  • Fey Charm: As an action you can force a creature to make a Wisdom saving throw. If the creature fails, it becomes charmed by you for one minute, during which you have to Concentrate as if on a spell. The spell ends early if you or any of your allies deal damage to the creature. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. It stops moving when it’s 5 feet away from you, instead it just stares at you and listens to your voice. Using this ability costs you two Otherworldly Inspiration dice.
  • Dark Muse: As a reaction when a creature that can hear you makes an ability check, you can roll one of your Otherworldly Inspiration dice and add the number to the results of the Creature’s ability check. The Otherworldly Inspiration dice rolled is expended.

Does a Character with a Custom Lineage belong to a race, for the purposes of racial requirements?

Tasha’s Cauldron of Everything introduces new character options. In the Customizing Your Origin subsection, there is a side panel that details the Custom Lineage options.

This option allows you to, "instead of choosing one of the game’s races for your character at 1st level", select among a few options to shape your character’s origin.

It is unclear if the resulting character is actually part of an official race, for the purpose of picking racial feats, attuning to race specific magic items, or picking race specific subclasses.

Help me balance my Homebrew Born-Lycanthrope Race please

I’ve built a homebrew race for born lycanthropes of different varieties. I’ve referenced the Order of the Lycan Blood Hunter class and NPC Werewolves while I was building it and used my imagination for some of the other strains of Lycanthropy (Weredrake, Bat, Etc.)
I had two aims while making this race. My first aim was to have all the different types be obviously part of the same group but all offer something a little different in terms of their flavor and what they offer mechanically. The second aim was to really convey that Lycanthropy was both a powerful gift and an impractical curse in the life of a person, but as a born lycanthrope they could slowly learn to control it over time if they wished to try, and as a result function more normally in everyday life. Could you help me get to a point where benefits and drawbacks are well balanced and suggest any points where some more flavor might be needed to explain some mechanical decisions? The aim, while making sure the class isn’t too OP is to have some really strong abilities that balance out with some big drawbacks rather than nerfing it to have small benefits and small drawbacks.

Link to the class page on DND Beyond is Here.

Many Thanks