Are all PC races "humanoid"?

Post/Author/DateTimePost
#1

Delazar78

Sep 13, 2015 4:12:43

The Monster Manual mentions several different "types" of creatures (dragon, undead, fiend, etc.)

 

Are all PC races by default "humanoid (...)"? I'm supposing this is also due to the fact that they're all "born" on the Prime Material Plane.

 

But if your genasi was born on the Plane of Fire, would that give him the "elemental" type? Same for a tiefling born in Hell, or an aasimar born in Heaven... are they a fiend and a celestial?

 

Apart from being affected by some specific spells in a different way (protection from good/evil, for example), would you see a problem in having a character that is of a different "type"?

#2

Grazel

Sep 13, 2015 4:59:06

The aasimar could be a celestial, but by default all the PC races are considered humanoids, even teiflings. The race determines their type, not their place or origin. Even eladrin aren't considered fey in 5e as a player race, nor elves, despite their fey ancestry trait.

(Reply to #2)

CCS

Grazel wrote:
#4

TomeOfTricksterBlood

Sep 14, 2015 0:18:07

Two legs, Two arms, One head, bipedal locomotion leads me to say yes all are humanoid by default and since the MM's npc section I feel any PHB race is humanoid. The general state is humanoid and it is often stated if something isnt humanoid. 

My better attempt at proof is as follows: a drow is Humanoid(elf), a kobold is humanoid(kobold) and even the Aarakocra is humanoid(Aarakora) according to the MM

So I feel it is safe to assume the currently presented races are humanoid escpeacailly since if it was unlisted that they werent their immunity to hold person would be obviously overlooked.

#5

TomeOfTricksterBlood

Sep 14, 2015 0:20:38

BTW, I do not belive asimar are celestial but are humanoid. I saw no statement they were celestial only from celestial like tieflings are from the infernal or feindish.

#6

Delazar78

Sep 14, 2015 0:26:23

TomeOfTricksterBlood wrote:
(Reply to #4)

CCS

TomeOfTricksterBlood wrote:
#8

Mechatarrasque

Sep 14, 2015 10:17:40

 The UA articles said that warforged, minotaurs, shifters, etc are all humanoid.  "Affected/not affected by the same spells as all other party members (unless immunity/resistance is a racial trait or class ability)" seems like it is the definition of humanoid.  There is no appendix in the back of the monster manual with a list of types and what they grant.  Type is only used for favorite enemy and whether or not certain spells affect the critter or PC.  

 

The days of "does this spell affect my tiefling?" and "can a cleric heal a warforged?" are done, and the game is vastly improved for it.   

#9

Tempest_Stormwind

Sep 14, 2015 10:30:00

Did no one look in the Monster Manual, where they list these types?

Humanoids are the main peoples of the D&D world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds. A variety of humanoids appear throughout this book, but the races detailed in the Player's Handbook - with the exception of drow - are dealt with in appendix B. That appendix gives you a number of stat blocks that you can use to make various members of those races.
#10

LuisCarlos17f

Sep 14, 2015 12:12:16

Humanoid means sentient creature with hands and opposable thumbs.

 

The nagas from Rokugan (Oriental Adventures, 3rd Ed) were humanids but without legs.

 

The treants have got high Int, two legs and arms with fingers, but they aren´t humanoids but sentient plants, the volodni from "Unnaproachable East" are plant humanoids... and the wildens from Player Handbook 3 (4th Ed). 

 

#11

Brock_Landers

Sep 14, 2015 13:24:41

As usual, the Type (humanoid, monstrosity, etc), and Tag (demon, orc, etc) have game (mechanical) effects.

(Reply to #9)

CCS

Tempest_Stormwind wrote:
(Reply to #10)

CCS

LuisCarlos17f wrote:
#14

Tempest_Stormwind

Sep 14, 2015 14:27:57

CCS wrote:
#15

Delazar78

Sep 14, 2015 14:50:11

So far, I'm considering using the following rule in my Planescape game:

 

* * * * * * * * * * * 

 

Planar races

While most PC races belong to the Humanoid type (see Monster Manual, page 6), some races with a strong affinity to the Outer and Inner Planes are considered to belong to a different type, as follows:

 

Race             Type

Tiefling          Fiend

Aasimar        Celestial

Eladrin          Fey

Genasi          Elemental

 

This also means that they will interact differently with several spells. This will be discussed in more details in the Spells section.

 

* * * * * * * * * * * 

 

Instead of Rogue Modrons, I'm going to use "Wardrones", which will be exactly the Warforged from the UA. The quadrones are a bit too difficult to balance as a PC race (trusight, flight), and Costructs are practically immune to all forms of healing, so the Warforged will be a better fit for a "Mechanus" race.

 

 

#16

Grazel

Sep 14, 2015 18:28:10

Also the MM does state that the PC races are all humanoid. Look in the NPC sections under Knight for example. It's given a type and tag of Humanoid (Any race).

 

This is also why the PC races (other than a few predominantly evil ones like drow) don't have a MM entry for a generic member of their race. It's assumed they won't be just some generic enemy, but instead will have stats based on their role in socieity broken down by the NPC entries, and you just apply the racial traits to what's shown there.

 

So a human knight, elf knight, and dwarf knight would all have the same base but then add their individual racial traits, including abiltiy score bonuses.

#17

Brock_Landers

Sep 14, 2015 23:58:41

Tempest_Stormwind wrote:
#18

Delazar78

Sep 15, 2015 0:50:09

Planar Races and interaction with Spells

 

Abi-Dalzim’s Horrid Wilting (elemental) Water genasi have disadvantage.


Conjure Celestial (celestial) The PC could be summoned to a different Plane by this spell. This was also mentioned as a possibility in the AD&D 2e version. I’m thinking of having this happen if the PC rolls a 1 on a d20. Roll the d20 again, and if you roll 1 again, you’ve been conjured… >


Conjure Elemental (elemental) See conjure celestial.


Conjure Fey (fey) See conjure celestial.


Conjure Minor Elemental (elemental) See conjure celestial.


Conjure Woodland Beings (fey) See conjure celestial.


Detect Evil and Good (celestial, elemental, fey, fiend) Effective to detect planar PCs.


Dispel Evil and Good (celestial, elemental, fey, fiend) The PC could be “dismissed” to his home plane. Not exactly a save or die spell, but it could be a long way to get back to your party.


Divine Word (celestial, elemental, fey, fiend) The PC could be “dismissed” to his home plane. Not exactly a save or die spell, but it could be a long way to get back to your party.


Forbiddance (celestial, elemental, fey, fiend) Effective to keep at bay planar PCs.


Hallow (celestial, elemental, fey, fiend) Effective to keep at bay planar PCs.


Holy Aura (fiend) Effective to fight Fiends.


Magic Circle (celestial, elemental, fey, fiend) Just like a Wall of Force, but only against planars?


Planar Ally (celestial, elemental, fiend) Your god may send you on a quest to help one of his followers in a different plane of existence!


Planar Binding (celestial, elemental, fey, fiend) A bit like Dominate Person?


Protection from Evil and Good (celestial, elemental, fey, fiend) Effective to fight planar PCs.

 

Spells that affect Humanoids

 

The following spells have no effect on Planar races (celestial, elemental, fey, fiend).

 

Animate Dead
Calm Emotions
Charm Person
Create Undead
Crown of Madness
Dominate Person
Finger of Death
(will suffer damage, but will not turn into a zombie).
Hold Person
Magic Jar
Reincarnate
Simulacrum

#19

LuisCarlos17f

Sep 15, 2015 4:30:15

The tags are important, for example 3.5 ed had got some cleric domains where creatures with a special tag (spiders, mammals, feline, plants, snakes, elementals..) could be turned or rebuked. 

 

* What is the difference between a planetouched humanoid and a outsider? Could a humanid wear two types, or a type and a tag? For example banshee = humanoid + undead + fay. 

#20

Hebitsuikaza

Sep 15, 2015 16:08:03

There are all sorts of balacing problems when you aren't working with a humanoid...

 

Some of the skills in the game might no longer make sense, there is every chance that the weapon and armor options become null and void or that it can wield a different number of weapons than expected, some of the spells might no longer make sense, it might not be able to use many of the magic items....

 

I mean granted, this is using humanoid in the way where most undead and fey are humanoid, they have two arms, two legs, one head, etc.

 

But, for instance, if you tried to make a PC race that was a sentient fox or floating jellyfish or something, you'd face some issues.

#21

Delazar78

Sep 16, 2015 1:11:50

Hebitsuikaza wrote: