5e Race Converter: Obscure Races Edition

Long story short, I love the vast array of strange and weird races that D&D has come up with, and 5e has been pretty sluggish about releasing them, so I want to try converting them. Got a race you want to see in 5e? Ask here and I'll see what I can do.

This version's speciality: Obscure Races. Does it hail from a little-known/third-party setting like Kingdoms of Kalamar, Scarred Lands or Ravenloft? Did it appear in an issue of Dragon? Or back in the depths of Basic or AD&D? Hit me up with it, and I'll see what I can do.

You want Scro? Xixchil? Shardmind? Shadar-kai that aren't elves? Gith that try to actually be unique? Chitines? Grimlocks? Gnolls? Half-Goblins? In this thread, I'll give it to you.

1d4chan.org/wiki/List_of_D&D_PC_Races

Other urls found in this thread:

1d4chan.org/wiki/Githyanki
lomion.de/cmm/tohrkre1.php
lomion.de/cmm/tohrkre3.php
1d4chan.org/wiki/Giff
lomion.de/cmm/tohrkre2.php
docs.google.com/document/d/1XovWm65MSmIzQWSMDMXo0_aIpZgq9YSa2KkpO3kThS4/edit#
1d4chan.org/wiki/Spellscale
twitter.com/SFWRedditImages

So, query, is it okay to post races I've already written here to prove I'm serious, or should I wait and hope that anons actually do want races converted?

Half-goblins or Mul

Mull:
Ability Score Modifier: +2 Constitution, +1 Strength
Size: Medium
Speed: 30 feet
Vision: Normal
Tireless: A mul ignores the first level of Exhaustion it suffers, and regains two levels of Exhaustion when it completes a long rest.
Limitless Endurance: A mul increases its hit point maximum by 1 point and further increases it by +1 point each time it gains a level.
Dwarven Vitality: A mul has Advantage on saving throws against Poison and Resistance to Poison damage.

Half-Goblinoid
As unlikely as it may seem, when humans mate with goblinoids, the resultant progeny possess some of the best mental qualities of both races, making them uncannily strong-willed, determined, assertive and driven. Half-goblins in particular feel a calling to the leadership role, and often become authority figures amongst goblinoid tribes or in adventuring bands.

Ability Score Modifier: +2 Dexterity
Size: Medium
Speed: 30 feet
Vision: Darkvision
Sneaky Git: You have Proficiency in Dexterity (Stealth).
Me Mind's Me Own: You have Advantage on Wisdom saves versus Fear and Charm effects.
Goblinoid Blood: Choose either the Bugbear, Goblin or Hobgoblin Lineages. Your choice of subrace further determines your racial traits.


Bugbear Lineage:
Ability Score Modifier: +1 Strength
Surprise Attack: If you manage to surprise a creature and land a hit with a melee attack on it during the first round of combat, you inflict extra damage equal to your Strength modifier +1 (minimum of +2 damage).


Goblin Lineage:
Ability Score Modifier: +1 Charisma
Nimble Escape: You can Disengage or Hide as a bonus action on your turn.


Hobgoblin Lineage:
Ability Score Modifier: +1 Intelligence
Martial Training: You have Proficiency with two martial weapons of your choice, and also with Light Armor.
Saving Face: When you miss with an attack roll, or fail an ability check or saving throw, you can choose to apply a bonus to the roll's result equal to the number of allies that you can see within 30 feet (maximum bonus of +5). After invoking this bonus, you cannot use this trait again until you have completed a short rest or a long rest.

Necropolitans were a template in 3.5 but I'd like to see them as a race.

Anons? In your opinion, what would work best for a dhampir race in 5e?

Make it its own race?

Or make it a feat-based "bloodline", so you can still be recognizable as a dhampir of (X) race?

I'm kind of tempted towards the latter, because I really want to make a tiefling from House Khalir (long story short, tiefling aristocratic family headed by tiefling vampires and full of tiefling dhampirs and necromancers), but I don't know if 5e can handle the "feat-based racial template" approach.

Hmm... tricky, they were basically created as a generic "sapient undead template". Still... at a rough estimate...

Necropolitan
Ability Score Modifiers: +2 Constitution, +1 Intelligent
Size: Medium
Speed: 30 feet
Vision: Darkvision 60 feet
Spawn of the Grave: You have Resistance to Necrotic Damage.
Unliving Scion: You are Immune to effects that specifically target the undead, such as Control Undead spells.
Unnatural Resilience: You increase your maximum hit points by +1, and gain a further +1 increase to maximum hitpoints with each level you gain. Furthermor, when spending Hit Dice to regain hit points during a short rest, you regain dice roll + Constitution score hit points per Hit Dice, instead of dice roll + Constitution modifier.

Okay, I gotta go out for a couple hours; if you can keep this thread alive until I return, I'll tackle any requests when I get back.

Minotaurs that aren't cucks from Dragonlance plz

Elan?

Ghedan please.

Not the guy who requested it, but observation: I'd imagine Necropolitan more like the playtested Revanant subrace for all races with subraces. allowing you to keep some of the flavor of the initial race. Otherwise nice.

Also, I throw my obscure picks into the ring.

Giff and Mul

Shardminds please, I liked them.

Before I try this, I need to ask: whats wrong with the "Half-Orc stats + horn attack" alternate minotaur statblock from Plane Shift: Amonkhet?

Yeah, really I figure a reskin of the Revenant or maybe Revenant with a replace of the whole "unkillable until X" racial trait would handle Necropolitans better in that way.

Anyway, Mul is already here - - but I'll see to the Giff.

Man, what do you have against Krynnotaurs?

Elan
Ability Score Modifiers: +2 Wisdom, +1 Intelligence OR +1 Charisma
Size: Medium
Speed: 30 feet
Vision: Normal
Mindforged Flesh: You have Resistance to Poison damage and Advantage on saving throws against Poison and Disease.
Unshakable Will: You apply twice your normal Proficiency bonus to Wisdom saving throws.
Psyche Over Flesh: You halve your daily requirements for food and water.

Ghedan
Ability Score Modifiers: +2 Constitution, +1 Strength
Size: 30 feet
Speed: 25 feet
Vision: Darkvision 60 feet
Unstoppable Advance: You apply double your Proficiency bonus to saving throws to avoid being Shoved or Knocked Prone.
Unflinching: You have Advantage on saving throws against the Stunned and Unconscious conditions.
Gravespawned: You have Resistance to Necrotic damage.

Giff
Ability Score Modifiers: +2 Strength, +1 Constitution
Size: Medium
Speed: 30 feet
Vision: Normal
Powerful Build: You are treated as being one size category larger to determine your Carrying, Dragging, Lifting, Pulling and Pushing Capacities.
Tough Hide: Your unarmored AC is 13 + your Constitution modifier, which replaces your AC if the armor you are wearing would leave you with a lower AC. You can still benefit from a shield whilst using your unarmored AC.
Devastating Blows: Your Unarmed Strikes inflict damage equal to your Strength modifier instead of the normal damage. If you have the Martial Arts class feature, your Unarmed Strikes instead inflict the normal damage for your level, with bonus damage equal to twice your Strength modifier.
Firearm Fanaticism: You have Proficiency with the Blackpowder Pistol and the Musket, if your campaign uses these weapons.

Shardmind
Ability Score Modifiers: +1 Intelligence, +1 Wisdom, +1 Charisma
Size: Medium
Speed: 30 feet
Vision: Normal
Living Construct: You are immune to disease. You not need to eat or drink, although you can ingest materials if desired. You do not sleep in the normal fashion, but enter a waking trance instead; this lasts for 4 hours and during this time, you are fully aware of its surroundings.
Telepathy: You can communicate telepathically with any creatures you are aware of within 30 feet, provided you share a common language. The ability to passively sense the desires and emotions of sapient creatures gives you Advantage on Insight checks.
Crystalline Mind: You are Resistant to Psychic Damage.
Shard Swarm: Once per short rest, when you take damage from a direct enemy attack, you can use your Reaction to nullify the damage and to teleport to a single spot within 15 feet that you can see.

Thank you! If you've got the time and interest, perhaps the Thri-Kreen? I don't think we've had 5E stats for them.

Alright, now, here's the thing; the thri-kreen have varied a lot over the editions. Do you want something closer to the current version, with its chameleonic carapace, or something closer to the versions from the last few editions?

Not them, but you could always do Kreen as a single race with subraces (Thri, Tohr, Xixchil, maybe others)

How about Shifters if they're not in 5e yet? We can't forget the old Saurian Shifters that were included in some of the old Dragon Magazines that I believe were done in 3e or 3.5e.

I leave it to your judgement, although
Has a good idea.

really wanna play a githyanki war wizard but the gith in general feel really bland and not as well put together as some of the other races
anyone have better stats in mind?

Hrmm... interesting... are there actual PC stats for the Athasian variants - Torh-Kreen, what have you?

The book on Kreen did give some (very minor) differences to the two statted kreen types. (Jeral and To'ska)

As for the Tohr-Kreen... the term's used for various options. 1: The three civilized kreen nations making up the empire (Jeral, J'hol, and J'ez. J indicating a nation) 2: the altered Kreen also known as Zik-trin. (Who are created by a caste of priests known as Zikchil.)

Well, this is my current draft of the Githyanki as a better alternative to UA's shitty take, but I've yet to get any real feedback on it:

Githyanki
Ability Score Modifiers: +2 Dexterity, +1 Intelligence
Size: Medium
Speed: 30 feet
Vision: Normal
Blades of Gith: You have Proficiency in the Greatsword. You treat Greatswords as if they had the Finesse quality.
Mind over Matter: You can cast the Mage Hand cantrip, using Intelligence as your spellcasting ability score. Additionally, you always count as having a running start when making Jump checks.
Hate Breaks All Shackles: You have Advantage on saving throws against the Charmed and Stunned effects, and on saving throws to end those effects.

dont think it should just be for great swords
they are a martial race so maybe short,long and great swords, also i like the resistance to control but i feel that the psionics are underplayerd

Greatswords are their iconic weapons, though, and the ones their traditional focus on dex & int - they've been playable in every edition since AD&D - leaves them ill-suited for. The greatsword-wielding githyanki is as iconic as the axe-wielding dwarf or the bow-wielding elf.

As for the psionics... in fact, githyanki have never been that overtly psionic, despite living on the Astral Plane.

Mostly, though, it's because we have no idea how to portray psionic races in 5e yet, seeing as how the Mystic is still in testing phase.

For comparison, check out their 1d4chan page; it's got every githyanki PC statblock for the last three editions:

1d4chan.org/wiki/Githyanki

Hmm... yes... alright, let's go with Thri-kreen, Tohr-Kreen (presuming Jerals), Tondi and Xixchil. Sound alright?

Kreen
Size: Medium
Speed: 35 feet
Vision: Darkvision 60 feet
Four Arms: You have two pairs of fully functioning arms. You can use your secondary arms in a logical fashion - for example, holding or activating an item whilst your primary arms are holding weaponry or a shield. You can wield weapons in your secondary arms, but these must have the Light weapon quality, unless you have the Dual Wielder feat. Wielding weapons in all of your arms does not grant you extra attacks. Likewise, fighting with three or four weapons follows the same rules as Two-Weapon Fighting (PHB pg 195); you don't gain more than one bonus action attack, you simply can choose which of your secondary weapons to attack with as that bonus action.
Scything Fingers: Your unarmed strikes do 1d4 + Dexterity modifier Slashing damage instead of the normal damage. If you have the Martial Arts class feature, your Unarmed Strikes do the normal damage for your level, but can do Slashing OR Bludgeoning damage and use your Dexterity modifier for damage bonuses/penalties.
Trance: As per Elf racial trait.
Kreen Broods: You belong to either the Thri-Kreen, Tohr-Kreen, Tondi or Xixchil subrace. Gain appropriate racial abilities.

Split due to length. Tondi needs more to it, but it's hard to figure anything out.
lomion.de/cmm/tohrkre1.php
lomion.de/cmm/tohrkre3.php

Thri-kreen Brood:
Ability Score Modifiers: +2 Dexterity, +1 Strength
Mighty Leaps: You always count as having a Running Start when making Jump checks, and use Dexterity for Jump checks instead of Strength.
Bred to Hunt: You have Proficiency in the Survival skill and the Gythka and Chatkcha weapons.


Tohr-kreen Brood:
Ability Score Modifiers: +1 Dexterity, +1 Intelligence, +1 Wisdom
Powerful Build: You are treated as being one size category larger to determine your Carrying, Dragging, Lifting, Pulling and Pushing Capacities.
Mighty Leaps: You always count as having a Running Start when making Jump checks, and use Dexterity for Jump checks instead of Strength.
Hunt for Knowledge: You have Proficiency in one Intelligence or Wisdom skill of your choice.


Tondi Brood:
Ability Score Modifiers: +2 Wisdom, +1 Charisma.
Mighty Leaps: You always count as having a Running Start when making Jump checks, and use Dexterity for Jump checks instead of Strength.
Spirit-Talker: You have Proficiency in Nature and can cast the Druidism cantrip, using Wisdom as your spellcasting ability score.


Xixchil Brood:
Ability Score Modifiers: +2 Intelligence, +1 Dexterity .
Fleshcrafter's Cult: You have Proficiency in Medicine.
Physical Honing: You increase your maximum hit points by +1. Each time you gain a level, you increase your maximum hit points by +1.
Enhanced Systems: You have Resistance to Poison Damage and Advantage on saving throws against poison and disease.

Turning in for the evening. Keep the thread alive, and I will keep churning out your requests.

How do I play a living doll in 5e?

Off the top of my head? Something like this:

Living Doll
Ability Score Modifiers: +2 Charisma, +1 to two other ability scores of your choice
Size: Small
Speed: 25 feet
Vision: Darkvision 60 feet
Living Construct: You are Immune to Disease and do not require food, drink or air to survive.
Unnoticed: You have Proficiency in Stealth, and can attempt to hide without darkness or cover by feigning being a lifeless doll.
Implements of Murder: You can use your Proficiency bonus when making attacks with improvised weapons.

That's... actually perfect. Thanks! How big is Small, exactly? Chucky size, or Cerami size?

I'll throw in the Buomman.
Is it as easy as I think?

Dullahan!

Alternate Dullahan.

Genasi please

Genasi are in EE.

It's not in the thread, but if anyone's interested in making this a playable race I'd be grateful

That's pretty good for off the top of your head; good job.

2-4 ft., so more like Chucky, I imagine.

How about Tel-Amhothlan? Half-orc / half-elf.

Buomman
Ability Score Modifiers: +2 Wisdom, +1 Dexterity
Size: Medium
Speed: 30 feet
Vision: Normal
Astral-Born: You have Advantage on Arcana checks relating to the Astral.
Keen Hearing: You have Advantage on Perception checks based on hearing.
Dead Gods Choir: You have Proficiency in Performance, however, you are incapable of speaking in any way other than singing or by making musical notes. This does not affect your spellcasting ability, if any, but does make you especially noticeable for others.

Tel-Amhothlan - Half-Orc/Half-Elf
Ability Score Modifiers: +1 Dexterity, +1 Strength
Size: Medium
Speed: 30 feet
Vision: Darkvision 60 feet
Relentless Endurance: When you are reduced to 0 hit points, but not killed outright, you can instead choose to be reduced to 1 hit point instead. After using this trait, you cannot use it again until you complete a long rest.
Fey Ancestry: You have Advantage on saving throws against being Charmed and are Immune to Magical Sleep effects.
Keen Senses: You have Proficiency in the Perception skill.
Muddied Heritage: Tel-Amhothlans are chaotic breed and can favor either orcish or elvish aspects of their lineage. Choose the Orcish Brutality, Elvish Grace or Fae Magic subrace options.

Orcish Brutality:
Ability Score Modifier: +1 Constitution
Savage Attacks: When you score a critical hit with a melee weapon attack, you increase the damage inflicted by +1 dice.
Powerful Build: You are treated as being one size category larger to determine your capacity to Push, Pull, Drag, Lift and Carry.

Elvish Grace:
Ability Score Modifier: +1 Dexterity
Fleet-Footed: Your base walking speed increases to 35 feet.
Natural Athlete: You have Proficiency in the Athletics skill.

Fae Magic:
Ability Score Modifier: +1 Charisma
Mystic Talent: You can cast one Wizard cantrip of your choice. Charisma is your casting ability score when casting the cantrips provided by this trait. At the DM's permission, at character creation, you can trade this racial feature for Drow Magic (PHB pg24) or any other Elven sub-racial feature that grants spell-casting abilities; this choice cannot be undone later.

Am willing to give it a shot when I wake up, but you have any pointers for mechanics? Isn't there a 3e version of this race somewhere on 1d4chan I can scrib from?

And in the Sword Coast Adventurer's Guide, and didn't they get reprinted in Volo's too? And/or Xanathar's Guide?

Bumping this... I don't know, I think I really screwed up on my Kreen attempt. Maybe I should try it again?

At the very least, it probably makes more sense to do Kreen as the core-race, with Jeral, To'ksa, J'hol, J'ez, Tondi and T'keech as subraces, and make Xixchil its own thing, as even the Athasian Zik-chil (implied to be a cultural variant of the Spelljammer Xixchil) is stated to be as different to the Kreen as the Trin are.

JOLLY GOOD, WHAT!

There's a free Living Toy with subraces on the DM's guild.

Might be a wise move.

I'm rather proud of it; the fact guns aren't in every campaign meant I can't build the entire race around that aspect, and we have quite a few big bruisers already between the Half-Orc, Goliath, Orc and Minotaurs.

Heck, I even managed to work in their killer headbutt attack from AD&D!

1d4chan.org/wiki/Giff

Sir, I would sail the Phlogistan with so fine a Giff, with good and fine powder. Ever reliable powder. Not that unreliable and unstable smoke hock from Realmspace, mind you. No, good fine gunpowder of saltpeter and sulfer I say.

Well, I'm piecing together the differences between the kreen subraces myself at the moment, but I'll keep that in mind for the future.

Though, for a Xixchil on its own, how does this look? I figure a hypothetical "Fleshcrafter" subclass for Artificers would be their iconic class:

Xixchil 5e
Ability Score Modifiers: +1 Dexterity, +1 Constitution, +1 Wisdom
Size: Medium
Speed: 30 feet
Vision: Normal
Four Arms: You have two pairs of fully functioning arms. You can use your secondary arms in a logical fashion - for example, holding or activating an item whilst your primary arms are holding weaponry or a shield. You can wield weapons in your secondary arms, but these must have the Light weapon quality, unless you have the Dual Wielder feat. Wielding weapons in all of your arms does not grant you extra attacks. Likewise, fighting with three or four weapons follows the same rules as Two-Weapon Fighting (PHB pg 195); you don't gain more than one bonus action attack, you simply can choose which of your secondary weapons to attack with as that bonus action.
Fleshcrafter's Cult: You have Proficiency in Medicine.
Physical Honing: You increase your maximum hit points by +1. Each time you gain a level, you increase your maximum hit points by +1.
Enhanced Systems: You have Resistance to Poison Damage and Advantage on saving throws against poison and disease.

Mothmen
ASI: +1 Dex, +1 Cha
Size: Medium
Speed: 30ft walking, 30ft fly
Vision: Darkvision 120 ft
Sunlight Sensitivity: You have disadvantage on attack rolls and Perception checks when you, your target, or what you are trying to perceive is or is nearby a bright source of light in relative darkness (a torch at night, a bonfire in a field, a fireball in a dark cavern, etc.)
Felted Wings: Your wings shimmer with a moonlit dust, and can distract your foes. By spreading your wings suddenly, you may catch enemies attention and shower them in your shimmering dust. You can cast the Faerie Fire spell once per short rest once per day as a 1st level spell.

Does this work for you? I tried to keep them as moth-y as possible.

Hmm, it's not half bad, 'though I was hoping for something a little more "original"? Then again, I only asked because I couldn't think of anything, myself. Thanks!

Considering their 3e statblock was literally "half-orc with +Dex instead of +Strength and a bonus to Listen & Spot", I think I did pretty well to make it stand out compared to the PHB's half-orc, honestly.

Alright, I finally managed to get the Kreen details down in my head - I'll post the results when I return for critique, but anyone else have any requests? I gotta step out for a while.

Alright, let's try this again...

Kreen
Size: Medium
Speed: 35 feet
Vision: Darkvision 60 feet
Four Arms: You have two pairs of fully functioning arms. You can use your secondary arms in a logical fashion - for example, holding or activating an item whilst your primary arms are holding weaponry or a shield. You can wield weapons in your secondary arms, but these must have the Light weapon quality, unless you have the Dual Wielder feat. Wielding weapons in all of your arms does not grant you extra attacks. Likewise, fighting with three or four weapons follows the same rules as Two-Weapon Fighting (PHB pg 195); you don't gain more than one bonus action attack, you simply can choose which of your secondary weapons to attack with as that bonus action.
Scything Fingers: Your unarmed strikes do 1d4 + Dexterity modifier Slashing damage instead of the normal damage. If you have the Martial Arts class feature, your Unarmed Strikes do the normal damage for your level, but can do Slashing OR Bludgeoning damage and use your Dexterity modifier for damage bonuses/penalties.
Trance: As per Elf racial trait.
Mighty Leaps: You always count as having a Running Start when making Jump checks, and use Dexterity for Jump checks instead of Strength.
Kreen Broods: You belong to the Jeral, To'ksa, J'hol, J'ez, T'keech or Tondi subrace. Gain appropriate racial abilities.

why not just play 3.5 where all the content is

Hrr.... you know what? Anyone got any suggestions? The difference between Jeral and To'ksa PCs in AD&D was literally that the former were -1 Con and the latter were -1 Int, whilst the others had no PC stats at all.

As for their monster manual entries... nothing's really sticking out as particularly obvious, beyond Tondi being a +2 Wis/+1 Cha race with the Druidcraft cantrip and proficiencies in Nature and Medicine.

lomion.de/cmm/tohrkre2.php
lomion.de/cmm/tohrkre3.php

Hmm, to be honest, I'd split Kreen into three races.

>Thri - The nomadic desert dwelling regular kreen. (Representing the To'ska and some Jeral) the most common kind, and the one people think of.

>Tohr - Settled kreen (it's hard to really call them civilized), who build cities and herd bugs. (Representing Jeral, J'ez, J'hol, and Xixchil. The actual genetic engineering would, as you say, be better represented by an artificer or something)

>Thok - (For lack of a better word) the kreen who dwell in forests (representing T'keech and Tondi), their camouflage is more to do with plants and other greenery. Less aggressive than the other kreen.

Do you still have the google docs page with what you have done so far?

You feel up for doing Blackscale and Poison Dusk lizardfolk?

Tell me where to find them and/or how they differ from normal lizardfolk and I'll be happy to.

Hey, thanks! You can find them in the 3.5 Monster Manual III.

Blackscales are larger, more aggressive lizardfolk that have a cultural focus on personal glory.

Poison Dusk lizardfolk are smaller, around gnome/halfling size. They like to use poisoned arrows and ambush tactics, and are generally more clever than other lizardfolk.

Hrrmm... doesn't work for me; there are tohr-kreen to'ksa, for a start, and for another the xixchil have nothing in common with kreen beyond a loose appearance; they can't even interbreed the way the kreen subraces can. Actual fleshcrafting might be beyond them, but the proficiency in Medicine would still be unique.

There are some unique traits - Tondi are supposed to have Camouflage, although in a typical TSR cockup they never say what that actually does, J'hol can leap further and have a better chance to dodge missiles...

Hm; seems to me the best way to make the J'ez, J'hol. T'keech and Tondi work is to just use their AD&D stats as inspiration and go nuts - J'hol have Climbing Speed and ignore difficult terrain, T'keech are stealthier, J'ez are warlordier, Tondi are druidic/sorcerers...

Does that make sense to anyone else?

Also, anyone having problems with Lomion?

Sorry for the misquote, and here: docs.google.com/document/d/1XovWm65MSmIzQWSMDMXo0_aIpZgq9YSa2KkpO3kThS4/edit#

Bump, can you do the lasher from bastards and bloodlines?

Blackscale Lizardfolk
Ability Score Modifiers: +2 Strength, +1 Constitution
Size: Medium
Speed: 30 feet, Swim 30 feet
Vision: Normal
Thick Scales: Your unarmored AC is 13 + your Constitution modifier, which replaces your AC if the armor you are wearing would leave you with a lower AC. You can still benefit from a shield whilst using your unarmored AC.
Hold Breath: You can hold your breath for up to 15 minutes at a time.
Powerful Build: You are treated as being one size category larger to determine your Carrying, Dragging, Lifting, Pulling and Pushing Capacities.
Bite: As an unarmed strike, you can deliver a bite attack that does 1d6 + Str modifier piercing damage.
Blackdrake's Blood: You have Resistance to Acid damage.
Corrosive Spittle: When you hit with a bite attack, you can use a bonus action to inflict a further 1d10 Acid damage. After you have used this ability, you must complete a short rest or a long rest before you can use it again.

Poison Dusk Lizardfolk
Ability Score Modifiers: +2 Dexterity, +1 Constitution
Size: Small
Speed: 30 feet, Swim 30 feet
Vision: Darkvision 60 feet
Hold Breath: You can hold your breath for up to 15 minutes at a time.
Bite: As an unarmed strike, you can deliver a bite attack that does 1d6 + Str modifier piercing damage.
Chameleon Skin: When not wearing medium armor or heavy armor, you can apply double your Proficiency bonus to Stealth checks.
Poison-Wielder: You have Proficiency in the use of the Poisoner's Kit, and Advantage on saving throws against poison.

Thank you!

Lasher
Ability Score Modifiers: +1 Strength, +1 Dexterity, +1 Wisdom
Size: Medium
Speed: 25 feet, Climb 25 feet
Vision: Darkvision 60 feet
Stone-Blend: You have Advantage on Stealth checks in areas of rock or dirt.
Extendable Arms: You can reach out to grab items from up to 20 feet away. However, you cannot wield weapons whilst your arms are extended.
Binding Grip: You have Advantage on Grapple checks.
Gnashing Maw: Whilst you have a creature grappled, you can use your action to inflict 1d8 + Str modifier Slashing damage on that creature.

So, random question; what's with the popularity of the Bastards & Bloodlines races? I always thought they were some of the poorer crossbreeds in D&D in terms of mechanics and/or fluff, depending on the creature - which says something when more "canon" crossbreeds include Dwarf/Azers, the Tiefling equivalent to dhampirs and half-ghouls, half-mephits, spellscales, and whatever the hell that race was that was a crossbreed between dwarves and celestial giant badgers made from dwarven petitioners.

So, what's the appeal?

In my current campaign I'm playing a half elf half orc character. My DM said it was cool, but is it possible? I know the original AD&D monster manual said Orcs and Elves can't crossbreed. Is that because of genetics, or because of their hatred for each other? Was that ever officially changed?

See

It never really had an explicit explanation in the first place; it was generally presumed by the fans to be a result of the enmity between Gruumsh and Corellon, and probably owes its roots to the idea of orcs being corrupted elves in Tolkien.

It's literally nothing but a Sacred Cow at this point. There's no logical reason, there's no canon explanation. It's just "that's the way it's always been".

Kingdoms of Kalamar rejected the idea, creating Tel-amhothlans as a race of elf/orc crossbreeds. Their mechanics weren't very good - none of KoK's races were - but yeah, there is literally no reason you shouldn't have it.

I created my own take on a 5e Tel-amhothlan - at least, what I hoped an *interesting* take on it might be like - back up in

Turning in for the night again. If you anons keep this thread alive, I'll do what I can for your requests in the morning.

I don't much get it myself (especially since some of the crossbreeds are just downright silly), but the sheer variety presented, including examples that most people wouldn't otherwise consider, probably got some peoples' attention.

So, long story short, anyone remember the Spellscales from Races of the Dragon? They were crap there, but is there a way to make them workable in 5e? They're basically supposed to be Draconic Sorcerers: The Race, but anyone got any idea on how to make them not-useless at other classes?

Statblock for reference can be found here: 1d4chan.org/wiki/Spellscale

As far as stats and everything goes, I'm just a half-orc. The elven part is just flavor because I like the idea. Should I make his mother half elf rather than a full blooded elf?

Your character; go with what you like. If a reflavored half-orc works for you, then more power to you. The tel-amhothlan was converted in an attempt to give the rare mix of elf and orc a more unique flavor to the standard human/orc mix.

Come to think of it, Midnight had a dwarf/orc called the Dworg. Anyone think that might be worth converting?

The Dwarf look with the Orc clans would make for a super Scottish character. Maybe you can even have a Tartan and whatnot.

So, random question; would it make sense to do kobold variants based on the Dragonets - the mini-dragons of AD&D from which everybody only remembers the Pseudodragon and Faerie Dragon?

What about Catastrophic Dragon Ancestry for Dragonborn?

I made my own gnolls for my setting as well as a troll pc race based on Warcraft's trolls, curious as to what you'd do for either of them that I might've not thought of.

Truth be told, a 5e Gnoll PC race is one of my oldest experiments, but I've never been able to get it quite right. I want to use 4e's fluff - far superior to 5e's - and that suggests the Butcher's Brood and Hyena's Soul (aka, Demon-Worshipper and Redeemed) Gnolls as subraces, but getting the power levels right... that's a tricky matter.

Gnoll
Ability Score Modifier: +1 Constitution, +1 Dexterity
Size: Medium
Speed: 30 feet
Vision: Darkvision
Filth-Eater's Gullet: You have Resistance to Poison and Advantage on Constitution checks against Poison and Disease.
Ripping Jaws: You can choose to Bite as an Unarmed Strike, which causes the attack to inflict 1d4 Piercing damage.
Rampage: When you reduce a creature to 0 hit points on your turn with a melee attack, you can spend a bonus action to move up to half your speed and make a bite attack against an enemy that is within range at the end of this move.
Ghostly Whispers: You can imitate the voice of any creature you have heard speaking, so long as you speak the same language as that creature.
Subrace: Choose between the Butcher’s Brood or Hyena’s Soul subraces to determine the rest of your racial traits.

Butcher’s Brood Gnoll
Ability Score Increase: +1 Strength
Blood Frenzy: Once per turn, if you have taken damage from an enemy attack, you can use your Reaction to deliver a bite attack to an enemy in reach.

Hyena’s Soul Gnoll
Ability Score Increase: +1 Wisdom
Far-Roamer: Increase your base movement speed to 35 feet.
Bred to Hunt: You have Proficiency in Perception and Survival.

Dracotaur.

Because fuck being a bipedal lizardfolk/dragonborn.

Interesting, I crafted my own race for my setting using the great concepts of gnolls, survivors, frenzied, tribal. What ideas do you have for Warcraft Trolls?

Heading out of the day, anons; if this thread is alive when I return, I'll answer further requests.

Tartans are criminally undervalued in fantasy, I feel.

I actually really like what you did here, nice stuff.

Like, you mean a Dracon - literally a race of tauric lizardfolk - from Spelljammer, or a tauric version of a dragonborn?

I'll give it a shot, but I need to know what you're actually after in a dracotaur.

Page 42

Alright. Looking at this... I would literally just take a Red or Gold Dragonborn and slap this extra racial trait onto it, to be honest:

Tauric: Your unusual anatomy grants you the Carrying, Dragging, Lifting, Pulling, and Pushing capacities of a creature one size-category larger, but also prevents you from using footwear-based magical items unless they have been specifically designed to fit your anatomy, or can magically reshape themselves to fit. Additionally, you must have armor custom-fitted; properly-fitted armor increases its cost by +50% (rounding up), whilst improperly fitted armor has its AC reduced by -2 points, minimum of AC 0, to represent the glaring vulnerable spots it presents. You cannot use magic armor unless it can be made to magically reshape itself for your anatomy.

Actually, on the topic of tauric PCs, way back in AD&D, the Lamia had an Ecology article that stated there were multiple subraces. Using that article as a basis, how does this look for a Lamia PC writeup?

Lamia
Ability Score Increase: +2 Charisma, +1 Strength
Size: Medium
Speed: 30 feet
Vision: Darkvision 60 feet
Unusual Body Shape: Your anatomy is distinctly non-bipedal. You cannot use footwear-based magical items unless they have been specifically designed to fit your anatomy, or can magically reshape themselves to fit. Additionally, you must have armor custom-fitted; properly-fitted armor increases its cost by +50% (rounding up), whilst improperly fitted armor has its AC reduced by -2 points, minimum of AC 0, to represent the glaring vulnerable spots it presents. You cannot use magic armor unless it can be made to magically reshape itself for your anatomy.
Bestial Allure: You have Proficiency in Bluff and Persuasion.
Mark of the Beast: Lamias come in various forms, depending on which animal their lower half resembles. Choose the Feline, Caprine, Cervine or Serpentine Torso trait; this functions as your subrace and provides further racial traits.

Feline Torso
Clawed Forelegs: You can make a claw attack as an unarmed strike that inflicts 1d4 + Str modifier Slashing damage on a hit. You can use this claw attack even if your hands are occupied, but this ability does not grant you the Extra Attacks traits.
Pounce: If you move 20 feet straight toward a creature and then hit it with a claw attack on the same turn, that creature must succeed on a Strength saving throw (DC 8 + your Str modifier + your Proficiency bonus) or be knocked prone. If you know the creature prone, you can then make a melee attack against it as a bonus action.

Caprine Torso
Sure-Footed: You have Advantage on Strength and Dexterity saving throws against effects that would knock you prone, and can ignore Difficult Terrain that is based on broken ground or steep cliffs.
Goat’s Hardiness: You can successfully digest almost anything organic, although this does nothing for its taste. You also have Advantage on saving throws against Poison and Disease.

Cervine Torso
Fleet-Footed: Your movement speed increases by +10 feet, to a base movement value of 40 feet.
Keen Senses: You have Advantage on Perception checks.

Serpentine Torso
Crushing Coils: You can make constrict attacks as an unarmed strike. If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target.
Serpent’s Embrace: You may attempt to grapple a creature that is no more than two sizes larger than you, and have Advantage on the Strength (Athletics) check to successfully grapple the target.

Yeah, looks pretty good.

Really? It doesn't look overpowered or underpowered?

Since there's no requests, I may as well try and get some feedback on other shit I've done.

For example, how would you rank this Avariel I did vs. the one in the UA?

Elven Subrace: Avariel
Ability Score Increase: +1 Charisma
Winged Elf: You have a Fly speed of 30 feet. You cannot fly if you are wearing medium armor or heavy armor. You cannot fly if you are encumbered. When using flight to travel long distances, you must make a Constitution saving throw for every 2 hours of flight (DC 10 + 1 per 2 hours); on a failed save, you gain a level of exhaustion.

Likewise, how does this Shadar-kai stack up to WoTC's elven subrace?

Shadar-kai
Ability Score Increase: +2 Dexterity, +1 Charisma
Size: Medium
Speed: 30 feet
Vision: Darkvision 120 feet
Sunlight Sensitivity: You suffer suffers Disadvantage on Wisdom (Perception) checks and on attack rolls made whilst you or your target is in direct sunlight.
Fading Flesh: You are Proficient in Dexterity (Stealth) checks. Additionally, you treat dim light as being total darkness for purpose of making Dexterity (Stealth) checks.
Cling to Life: Once per long rest, if you have been reduced to 0 hit points without being killed outright, you can instead choose to only be reduced to 1 hit point.
Shadow Jaunt: You can teleport up to 30 feet once per short rest, but must begin and end your teleport in an area of dim light or darkness.


Shadar-Kai Racial Feat: Darkwinter Soul
Requisite: Shadar-Kai
Effects:
Gain Resistance to Cold Damage
Gain Resistance to Necrotic Damage
After using Shadow Jaunt, you gain the Incorporeal Movement trait for (1 + Charisma modifier, minimum of 1) turns.

So, here's a rough draft of a 5e Spellscale, broken up due to length. Any opinions?

Spellscale
Ability Score Modifiers: +2 Charisma, +1 Intelligence
Size: Medium
Speed: 30 feet
Vision: Normal
Born to Magic: You have Proficiency in the Arcana skill.
Blood Quickening: As part of a long rest, you can undertake meditative rituals that align your spiritual energies with one of the draconic deities: Aasterinian, Astilabor, Bahamut, Chronepsis, Falazure, Garyx, Hlal, Io, Lendys, Tamara or Tiamat. This will determine your remaining racial features so long as you remain aligned to that deity.

Quickening of Aasterinian
Tinker: As per the Rock Gnome racial trait of the same name.
Wits of the Messenger: You gain Advantage on Intelligence checks.

Quickening of Astilabor
Defender of the Hoard: Your Passive Perception modifier increases to 12 + Wisdom modifier + other relevant bonuses and penalties.
Taste for Wealth: By spending an action to examine an object, you can sense intuitively just what its worth is in gold pieces.
Know Your Place: You have Advantage on Intelligence checks made to determine the social status of another creature.

Quickening of Bahamut
Lord of the Wind: You can cast the Gust cantrip using this trait. If you are at least 3rd level, you can also cast the Fog Cloud spell, although once you have cast it using this trait, you must take a long rest before you can cast it again. If you are at least 5th level, you can also cast the Gust of Wind spell, although once you have cast it using this trait, you must take a long rest before you can cast it again. All spells cast with this trait use Charisma as their casting ability score.

Quickening of Chronepsis
Eyes of the Watcher: You gain Advantage on all Perception checks and Darkvision 60 feet.
Arbitrator of Fate: You can cast the Spare the Dying cantrip using this trait. Charisma is your casting ability score for doing so.