Races and Classes

Previously, Half-Orcs, Tiefling and Dragonborn were banned, as was the Warlock class. Unearthed Arcana that did not make it into Xanathar's remains banned. All Xanathar subclasses are allowed.

In the Age of Change, Altheim has been split into numerous nations and states. If you choose to play one of the three previously banned races, be aware that certain places and people will be wildly hostile towards you.

Half-Giants (Half-Orcs)
Half-giants (half-orcs) are usually children of the wandering steppe tribes that retain some of their giant/titanic heritage. They retain the same rules and bonuses as Half-orcs, but live longer.

Tieflings
Exactly as they are in the handbook. Usually victims of serious civic hatred and lynchings, banned from certain places, especially temples. You will literally have been fathered or mothered by a demon, however. Must be comfortable with the DM utilising this at some point, likely.

Aasimar
Aasimar are the same as Tieflings, save for three differences.

Hellish Reistance to Fire is replaced with Divine Resistance to Radiant.

Infernal Legacy is replaced by Divine Legacy. This gives the following boosts:

You know the Light cantrip. When you reach 3rd level, you can cast Guiding Bolt as a 2nd-level spell, once per long rest. When you reach 5th level, you can cast Silence, once per long rest.

You can speak, read and write common and Celestial.

Dragonborn
Player note: you will likely encounter dumb peasant hatred and potential lynching.

Most of those born with draconic blood show no sign of it, save some particularly powerful magical prowess. However, some are born of draconic blood with visible and alarming features. As this commonly means that bloodlines have been crossed somewhere, it carries with it an implication of bastardry, impure blood, and the potential of having a class-traitor whore of a mother/fetishist scoundrel of a father.

Few will rile up a visually distinctive dragonborn about this, however, for they also inherit their ancestral ability of elemental breath. The visual distinctiveness is down to the player, but should be limited to things like eyes, patchy scales, stubby/useless wings, fangs, etc. The idea is to be slightly horrifying and beast-like.

Warforged
Warforged were created as golem-soldiers by the Magisters of Caladan. They are split into two subraces: Souled and Soulless. The Souled Warforged consider themselves to be on par with, perhaps even superior to, the mortal races. The Soulless consider themselves lower – whether they like it or not – in status than their Souled masters. This can lead to jealousy and resentment. Warforged have feelings, experience pain and loss, social bonds and fears, just like any other mortal, regardless of their soul – or lack thereof.

Traits
Ability score increases: STR and CON increase by 1.

Speed: 30ft

Composite plates: your construct skin gives you +1 AC.

Living Construct: you are immune to disease, and do not require food and drink.

Languages: common, + 1 other language of your choice.

Souled Warforged
Cantrip: you know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting modifier for it.

Extra proficiency: you can choose an extra proficiency in the Intelligence skill, or language.

Soulless Warforged
Lack of a Soul: you have advantage on saves against being charmed/frightened.

Analytic mind: you are proficient in Insight.