Non-Standard Races

Variant Sub Races
5e has a subrace system. This section has some new subraces / variants

Sky Dwarf
Dwarves of the Nebonyetsky Kingdom. Technologically inclined. Stats are per regular dwarf. Instead of Hill or Mountain Dwarf bonuses, you get:
 * Ability Score Increase: Your Intelligence increases by one
 * Steelcunning: Your Stonecunning also applies to Knowledge Engineering checks to determine how mechanisms work.
 * Like Clockwork: Once per day, you may grant yourself advantage on an intelligence or wisdom saving throw. This can be done after the save has been revealed as a success or failure.

Variant Human Alteration
I think Variant Human may have been a bit too strong, getting feats at level one in this system is crazy. Altered Variant Human moves the bonus feat to level 4, so at 4 you can get an ability increase and a feat or two feats. To make up for this, Variants also get one additional bonus Skill proficiency of their choice at lvl 1.
 * Ability Score Increase: Increase 2 different ability scores by 1
 * Skills: Gain Proficiency in 2 skills of your choice
 * Feat: At level four, gain 1 bonus feat.

Lizardfolk
Dragons are very rare in this setting as a result, Dragonborn are exceedingly rare. Lizardfolk are the more common substitute. Wis bonus instead of Cha bonus, Can only choose poison or acid for breath but get both resistances no matter the choice.
 * Ability Score Increase: Increase Str by 2 and Wis by 1
 * Breath Weapon: As per Dragonborn but can only select Poison or Acid.
 * Resistances: Resistance to both Poison and Acid damage
 * Language: In addition to Common, you can read, write, and speak Saurian, an ancient language spoken by reptilian races

Drow
Drow are very rare in this setting but I don't like the light sensitivity penalty and think it can be removed without the race becoming too crazy. Dropping advanced Darkvision to compensate.
 * All as per PHB Except no Light Sensitivity or Advanced Darkvision

Warforged - Mechanis
The Mechanis are the Warforged stand in for this world. Initially created by the ancient Elven empire. The Mechanis are a fusing of magic and tech. Their home is near their forge in a location called The Iron Capital but Mechanis adventures are not unheard of.
 * Ability Score Increase: Increase Intelligence by 1,
 * Modular: During a long rest, you mat select 1 physical stat and increase it by 2 until you use this race feature again. You cannot increase a physical stat over 20 using this feature. If you need to take action during the long rest in which you switch, you have no bonus for that action.
 * Magical Semi-Construct: You do not need to eat or breath but your functions are fairly humanoid otherwise. Your mind is based off of humans so you still need mental rest to function properly. This works similarly to an Elven Trance. You have advantage on saves against sleep spells and poison effects.
 * Modular Skill: As per Modular except select 1 skill based on a physical stat or weapon and gain proficiency in it.
 * Language: Common, 1 of choice,

Catfolk
The Catfolk are an interesting race. For as long as anyone can remember they have not had a homeland, instead choosing to settle down in cities primarily populated with other races. They get along well enough with the other races though can sometimes be prone to mischief which has earned them a poor reputation with the Valmourn. They are naturally inquisitive and have a sense of wonder about the world.
 * Ability Score Increase: Increase Dex by 2 and Cha by 1
 * Mvmnt speed: 35 ft / rnd
 * Claws: You have claws that can deal 1d6+ABIL slashing damage. This attack can be either STR or DEX based.
 * Land on your feet: Catfolk have a supernatural ability to always land on their feet. They take no falling damage unless this is cancelled by a magical effect.
 * 9 Lives: Once per day a Catfolk can give itself advantage on a Dexterity or Constitution saving throw. This can be done after the save has been revealed as a success or failure.
 * Language: Common, Catfolk,1 of choice.

Treefolk
Trees can be people too.
 * Ability Score increase: Wise old willow - +2 wis, +1 Con : Iron Bark Oak - +2 Con, +1 Wis
 * Mvmnt speed: 25 Ft / rnd, not slowed by armor
 * Skill: Bonus prof. with Nature skill. Can use Wis rather than int
 * Spell Like Abilities: 1 / day each: Oak: Barkskin and Ensnaring Strike, Willow: Goodberry and Augury
 * Sap: 
 * Oak: You gain 1 additional hp / lvl,
 * Willow: You can use an action to heal yourself or others you touch. You have a pool of hit points you can heal = to your level per day. You can use as many points from this pool as you would like at once.
 * Darkvision
 * Languages: Sylvan, Common

Dryad

 * Ability Score increase: +2 Cha +1 Wis
 * Skill: Bonus Prof w/ nature. Can use wis rather than int
 * Speak w/ animals and plants: exactly what it sounds like
 * Tree stride: Times per day = to prof.
 * Elven immunities / trance: See elf
 * Languages: Sylvan, common

Undead - Remnant
The Court of the Revenant are a democratic collective of free willed undead that live in the South West Hemisphere of Averos. They were brought back about 150 years ago by a powerful necromancer who had failed to save her country from a magical disease at the cost of her life. The citizens of the country, which had been quarantined by neighboring countries, was fully revived by the ritual. While the country had been a monarchy at the time, the "benefits" of undeath resulted in a sort of post scarcity society emerging so the monarchy was quickly deposed. The court's lands have grown after its neighboring countries attempted to wipe them out, in retaliation, they conquered the rest of the minor kingdoms on their island. (about the size of New Guinea) The Valmourn have recently begun attempting to conquer this island with little success.
 * Ability Score Increase:  +2 Con, +1 two stats of their choice
 * Size. Medium
 * Necrotic Energy Affinity: Remnants are healed by non-cantrip Necrotic damage and harmed by Healing
 * Undead Fortitude: If damage reduces the Remnant to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant, from healing, or from a critical hit. On a success, the Remnant drops to 1 hit point instead.
 * Pass for Human: All Remnants are able to pull off minor disguise magic to pass for human if they so choose. This functions as disguise self but limited to what they looked like before they died and with no duration or concentration requirements.
 * No rest for the Wicked: Immune to sleep magic and need only 4 hours of inactivity to recover as if sleeping.
 * Darkvision

Dhampir
Adapted from another homebrew. May adjust as it is used.
 * Ability Score Increase. Your Strength and Dexterity scores increase by one each and your Charisma score increases by two.
 * Age. Dhampirs reach adulthood age like humans but are not immortal like Vampires nor do they live the short life of a human, they instead get their aging slowed to a crawl and the have been known to live for many centuries, reaching physical adulthood at about 19.
 * Size. Medium
 * Speed. Your base walking speed is 30 feet. Unlike vampires, dhampirs can cross running water, it just makes them uncomfortable.
 * Vampiric Heritage. As spawn of the night, you have resistance against necrotic damage, and sleep only 4 hours. You can speak with Bats, Rats, Spiders and other vermin.
 * Bite: Whenever the dhampir uses the grapple action, he can choose to bite his opponent as a bonus action, dealing 1d4+cha mod necrotic damage. You heal this much damage as well. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself.
 * Undead Acclimation: The undead in your heritage makes you particular resistant to undead. Any time your Stats or Max HP would be lowered by an Undead, divide that amount by 2. (Min 1)
 * Charming: You can cast charm person once per day as a first level spell.
 * Darkvision.
 * Vampire Weaknesses. If a piercing weapon made of wood is driven into your heart while you are incapacitated in a resting place, you are paralyzed until the stake is removed. You have disadvantage on Constitution saving throws and on Perception (Wisdom) checks while in direct sunlight
 * Languages. Common and one extra language.

Races by Cody:
One of our players: Cody, has designed some races for a 5e game he is running. He has given the OK for me to use them in Averos. Feel free to make characters from these races: (link leads to his games wiki)

http://rageofdemons.wikia.com/wiki/Races