Hi
Here is my suggestion for how to handle Birthright Races in D&D 5e.
The races generally follow the descriptions in the Birthright Rulebook, although their traits are changed as specified below.
Dwarf
A Cerilian dwarf has all the traits of the Dwarf race mentioned in the Player’s Handbook, plus the following:
Ability Score Increase. Your Constitution score increases by 2 more. (For a total increase of 4.)
Ability Score Decrease. Your Dexterity score decreases by 2.
Dense. You have an exceptionally stocky build and thick, sturdy bones. You have resistance against bludgeoning weapons and crushing damage.
Favored enemy. You gain a +2 AC bonus against melee attacks made by Orogs and Ogres.
High endurance. You calculate your carrying capacity as if your Strength score is 4 higher than it actually is.
Anti-magical. Whenever you use a magical item or drink a magical potion it has a 20% chance of not working at all.
Rock Eater. You can eat rocks for food and drink mud for water. (DM’s option.)
Elf
A Cerilian elf has all the traits of the Elf race mentioned in the Player’s Handbook, plus the following:
Ability Score Increase. Your Intelligence increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Embraced by Nature. In natural settings, you /pass without trace/ (see spell description) and ignore difficult terrain when moving.
Halfling
A Cerilian halfling has all the traits of the Halfling race mentioned in the Player’s Handbook, plus the following:
Shadow World Affinity. By concentrating for one round you can detect evil (but not good), detect magic (necromancy only), and sense the presense of undead within 30 feet all at once. Also, you can sense the proximity of the Shadow World. If sufficiently close (DM’s option), you can enter (and leave) the Shadow World once between long rests at a cost of 5 feet of movement. While in the Shadow World, you must actually move from the point of entry to the point of exit. For obvious reasons, you’d normally want for your stay in the Shadow World to be as short as possible.
Human
A Cerilian human has all the traits of the Human race mentioned in the Player’s Handbook. This means that you as a player has the freedom to decide how well your character matches the sterotype of his human culture. To assist you in your choices, below is an overview of the favored ability score, skills and feats for each human culture.
Anuirean
Favored ability score: Wisdom.
Favored skills: Insight, History, Religion.
Favored feats: Great Weapon Master, Heavy Weapon Master, Inspiring Leader.
Brecht
Favored ability score: Dexterity.
Favored skills: Deception, Perception, Slight of Hand.
Favored feats: Defensive Duelist, Dual Wielder, Lucky.
Khinasi
Favored ability score: Intelligence.
Favored skills: Arcana, History, Medicine.
Favored feats: Linguist, Magic Initiate, Mounted Combatant.
Rjurik
Favored ability score: Constitution.
Favored skills: Nature, Religion, Survival.
Favored feats: Alert, Durable, Keen Mind.
Vos
Favored ability score: Strength.
Favored skills: Animal Handling, Intimidation, Survival.
Favored feats: Charger, Martial Adept, Mounted Combatant.
P.S. There is have a nicer formatting here:
https://docs.google.com/document/d/1MCI8KrujUdo3rmcZOIJNC_bcfjwNYIRe4_HydgTIVQs/edit?usp=sharing. I will expand this document as I make my way through the Birthright Rulebook 