A Boatload of Races I Converted

Post/Author/DateTimePost
#1

supreme_slayer

Mar 22, 2015 22:49:41

I don't know why, but I just like having lots of options for races. Not for the powergame aspect, but for flavor I suppose. Anyways, let me know what you guys think! Most of these are pretty much copied from the MM, but a lot of them are altered, made up, or converted from other games.

Duergar, Half-Dwarves, Half-Orog, Bullywugs, Gnolls, Goblins, Kobolds, Lizardfolk, Seedlings, and Thri-Kreen

 

Duergar (subrace of Dwarf)
Ability Score Increase: +1 Strength
Improved Darkvision: 120' darkvision
Sunlight Sensitivity: As per the PHB.
Innate Spellcasting: Do not need M components to cast these spells. At 1st level, can cast a Enlarge/Reduce Person 1/day. At 3rd level, can cast Invisibility 1/day. Constitution is your spellcasting modifier for these spells.

Muls/Half Dwarves (Subrace of Dwarf)
Ability Score Increase: +1 to 2 other ability scores
Talented: Gain proficiency in 1 skill of your choice.
Tireless: Advantage on Constitution saves against exhaustion.

 

Half Orog
Ability Score Increase: +2 Strength, +1 Intelligence

Medium, 30' walk speed, 60' darkvision

Know both Common and Orcish

Logical Thinker: You gain proficiency in the Investigation skill.

Savage Attacks: Same as Orc

Aggressive: You may use your reaction to move up to your movement speed in a straight line toward a hostile creature. Once you use this ability, you cannot use it again until you finish a short or long rest.

 

Bullywug
Ability Score Increase: +2 Constitution, +1 Dexterity or Strength (your choice)
Medium, 25' walk speed, 40' swim speed
Know both Common and Bullywug
Amphibious: Can breathe both air and water.
Bite: You are proficient with your unarmed attack, which has the finesse property and deals 1d4 piercing damage.
Speak With Frogs and Toads: You can communicate simple concepts between yourself and other amphibious creatures.
Swamp Camouflage: You have advantage on Stealth checks made to hide in swampy terrain.
Standing Leap: You can jump a full height and distance without needing to make a running start.

 

Gnoll
Ability Score Increase: +2 Strength, +1 Dexterity
Medium, 30' walk speed, Darkvision 60'
Known Common, Abyssal, and Gnoll
Training with spears, clubs, handaxes, light armor and hide armor
Bite: Proficient in an unarmed attack that deals 1d4 piercing damage.
Rampage: When you drop a creature to 0 HP with an attack, you may use your reaction to move up to half your speed without provoking attacks of opportunity, or make an unarmed attack on a creature within range. After you have used this ability, it cannot be used again until you finish a short or long rest.

 

Goblin
Ability Score Increase: +2 Dexterity, +1 Constitution or Wisdom (your choice)
Small, 30' walk speed, Darkvision 60'
Know Common and Goblin
Trained in Stealth and Animal Handling
Goblin Nimbleness: As per Halfling Nimbleness
Born In Filth: You resist poison damage and have advantage on saving throws against being poisoned or diseased.

 

Half-Troll

+2 Constituion, +1 Strength

Medium, 30' walk speed, Darkvision 60'

Big Nose, Big Eyes, Big Ears:  You gain proficiency in the Perception skill.

Trollish Durability: Your hit point maximum is increased by 1, and increases by an additional 1 each time you level.

Diehard: While your troll blood does not provide you with regeneration on par of your relative, it often manages to save your hide at the worst of times, bringing you back from the brink of death. You have advantage on death saving throws.

 

Kobold
Ability Score Increase: +2 Dexterity
Small, 30' walk speed, Darkvision 60'
Know Common and Draconic
Sunlight Sensitivity: As per Drow in the PHB.
Pack Tactics: Advantage on attack rolls while there is an ally within 5 feet of the target.
Trapsense: Advantage on Wisdom (Perception) checks made to spot, and ability checks made to disarm traps.

 

Lizardfolk
Ability Score Increase: +2 Strength
Knows Common and Draconic
Medium, 30' walk speed, 30' swim speed
Natural Armor: Add +1 to your AC
Hold Breath: A lizardfolk can hold their breath for 15 minutes before they begin drowning.
Lizardfolk Proficiencies: You are proficient with spears, clubs, and shields.
Bite: You are proficient with your unarmed attacks, which deal 1d6 piercing damage.

 

Seedling (tree people)
Ability Score Increase: +2 Wisdom, +1 Constitution
Medium, 25' walk speed
Knows Common and Sylvan
Sturdy Mind: Advantage on saving throws to be charmed or put to sleep.
Forestwalk: Can move through nonmagical plants that create difficult terrain at a normal pace.
Innate Spellcasting: Know the Druidcraft cantrip. At level 3, cast Entangle 1/day. At level 5, cast Speak With Plants 1/day.  Wisdom is your spellcasting ability for these spells, and you do not need M components to cast them..

 

Thri-Kreen
Ability Score Increase: +1 Dex
Medium, 30' walk speed. darkvision 60'
Knows Common and Thri-Kreen. Cannot verbally communicate except through Thri-Kreen (does not prevent casting).
Chameleon Carapace: You have advantage on Dexterity (Stealth) checks made to hide.
Subrace: There are two varieties of Thri-Kreen to choose from. Soldiers and Psions.
--Soldier
Ability Score Increase: +1 Con
Increased Speed: 40' speed.
Standing Leap: Can make a long jump or high jump without needing a running start.
Thri-Kreen Weapons Training: Training with chatkcha and gythka (see MM).
--Psion
Ability Score Increase: +1 Wis.
Telepathic: Telepathy 30' with willing creatures.
Fledgling Psionic: Gain Mage Hand at level 1. At level 3, can cast Blur 1/day. At level 5, can cast Magic Weapon 1/day.. Wisdom is the spellcasting ability for these spells, and you do not need M components to cast these spells.

#2

supreme_slayer

Mar 24, 2015 10:54:44
Any comments, questions, or critiques at all?