they did a pretty decent job...so I disagree. Sure, one will carry over some, and discard others.
Korobokurus are dwarf-like humanoids that live in barren wilderness areas where they seldom come into contact with humans. They live in simple villages, tending small farms in secluded areas. They typically avoid any contact or involvement in the affairs of the world outside their farms, but occasional individuals, driven by wanderlust or inspired by some contact with human civilization, find their way into human lands.
Important. Korobukuru are a dwarf subrace. Use the statistics found in the Player’s Handbook for their base traits.
A Simplistic Folk
Korobokurus stand about 4 feet tall. Their arms and legs are slightly longer in proportion to their bodies than those of a human. They are leaner than dwarves, averaging 120 to 140 pounds. Most are bowlegged. They have big, bright eyes, usually blue, green, or brown. Their ears are small and somewhat pointed. Most adult males have sparse bears, and even a few women have short whiskers sprouting beneath their chins.
Korobokurus look wild and unkempt. They favor simple clothing, such as cotton shirts and trousers, or a kimono tied at the waist with a rope sash. Their clothing is often loose or oversized, wrinkled but clean. They shun bright colors in favor of earth tones. They avoid gaudy jewelry, but often wear colorful stones on leather straps around their necks and sometimes decorate their hair with flowers.
Most other races find korobokurus primitive and inferior, and rarely embrace them as equals. In return, they become insular and don’t seek interaction with outsiders. Members of other races need to earn their trust. They particularly despise goblinoid creatures, due to an ongoing conflict
with them, and thus initially react to other races with suspicion.
Like other dwarves, korobokurus bear names that are bestowed by the clan elder. Their names are simple and usually denote natural features such as plants, small animals, brooks, or stones.
Male Names: Bun, Bod, Dath, Fek, Mog, Tod, and Vun.
Female Names: Bin, Dim, Fain, Gim, Mem, Mon, Tas, and Wan.
Family Names (Common Translations): Kio-ban, Gia-min, Hua-kag, Juntua, Ten-min, and Yak-rui.
Ability Score Increase. Your Strength and Wisdom scores both increases by 1.
Languages. Contrary to your dwarven brethren, you cannot write dwarvish. Korobokurus speak a dialect of Dwarven, but they do not have a script. Literate korobokurus (who are rare) use the Common script to read and write.
Naturalist. You have proficiency with the Nature skill.
Pest Hunter. You cannot suffer disadvantage on attack rolls against goblins, hobgoblins, kobolds, and bugbears." 5e HOTO pg 23
Or another version (there area few) is better than what I call the lazy **** of 5e design...just use an existing monster/race/class.Yeah, designing monsters/CR sucks balz in 5e, and thus "just reskin X or Y" is the endless refrain. Bah.
And sure, you got the various barbarian paths, for an example, but why not add:
Barbarians in or from the Orient have the following Primal Path option, in addition to those in the Player’s Handbook.
Path of Brawn
The Wanryuku, as they are called, are feared and ferocious samurai of the Tiger clan, and make up the bulk of the Tiger army. They wield large weapons like the nodachi (similar to a greatsword) or nagamaki (similar to a glaive), and are often careless for their own wellbeing in the heat of battle. Their lives don’t matter - only the honor of the clan and family matters. They follow the code of bushido (see the Samurai archetype for the Kensai class later in this chapter).
At 3rd level, when you adopt this primal path, your rage damage is doubled as long as you wield a two-handed or versatile melee weapon with two hands, and while raging you gain resistance to psychic damage.
Starting at 6th level, your hit point maximum increases by 6, and for every level past 6th it increases by 1.
Starting at 10th level, whenever you successfully attack a hostile creature using a two-handed or versatile melee weapon that is held with two hands, you gain 15 feet of movement on that turn.
Additionally, you have advantage on Charisma (intimidation) checks against any creature which has seen you raging.
During the heat of battle, you let out a loud and ferocious roar, bolstering your own will to continue bringing down destruction upon your foes. Starting at 14th level, whenever you land a critical hit or are critically hit yourself, you gain temporary hit points equal to half your barbarian level (rounded down) immediately after the damage has been dealt."? HOTO pg 28
It's just fun.