Ralcos
2014-10-31, 06:34 PM
I just got the 5e Monster Manual, adding much excitement to play when I get the 5e Dungeon Master's Guide.
And so I have decided to go through the MM and add some of them as playable races (since I love to play the exotic and interesting).
This list is not exclusive, meaning I could add on to/take suggestions for races from other edition MMs. I could also add Templates (in 5e MM style, of course) or take suggestions on what template you'd want to see balanced for PCs.
The only guideline for suggested races/templates (if any) is that it can easily scaled to 1st level starting characters, and the race/template must be able to become the "common" adventurers that come from the PHB.
So, without further ado, The Monster Manual Races Collection (homebrewed by Ralcos):
http://img2.wikia.nocookie.net/__cb20130703162733/powerlisting/images/b/b8/Aarakocra.jpg
Aarakocra range the Howling Gyre, an endless storm of mighty winds and lashing rains that surrounds the tranquil realm of Aaqa in the Elemental Plane of Air. Making aerial patrols, these birdlike humanoids guard the windy borders of their home against invaders from the Elemental Planes of Earth, such as Gargoyles (their sworn enemies).
RACIAL TRAITS
Ability Score Increase. Your Dexterity score increases by 2, while your Wisdom score increases by 1.
Speed. Due to their legs, the Aarakocra have a base walking speed of 20 feet.
Size. Aarakocra have a similar build and weight to Humans. You are considered to be Medium-Sized.
Birds of Prey. You, as an Aarakocra, begin with a natural Talon attack, which is melee attack with the "Light" keyword. This Talon deals 1d4 + Strength OR Dexterity points of Slashing damage, and you are proficient in the Talon.
Eyes of the Eagle. You are Proficient in the Perception skill.
Wings of Aaqa. You gain the ability to glide 20 feet for every 5 feet of falling, taking 1/2 damage from any distance fallen. At 5th level, those wings are more sturdy, allowing for a softer landing and taking no damage from any distance fallen. At 10th level, those wings grant the ability to fly at a base speed of 25 feet, though you if you finish your turn in flight, you fall. At 15th level, the fly speed increases to 40 feet.
Languages. Aarakocra can speak, understand, and is literate in the Common and Auran languages.
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Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured for these goblinoids.
RACIAL TRAITS
Ability Score Increase. Your Strength score increases by 2, while your Dexterity score increases by 1.
Speed. Base walking speed is 30 feet.
Size. Bugbears stand tall, having around 7'6" in height, and are just as heavy to boot; weighing around 260 to 300 pounds. You are considered to be Medium-Sized.
Brute. A melee weapon wielded by a Bugbear deals an extra die of damage when he hits with a Critical Hit.
Surprise Attack. When you hit with an attack that you have Advantage on, you deal an extra 1d6 damage of the appropriate type.
Bugbear Training. You are proficient in the Morningstar and the Stealth skill.
Languages. You can speak, understand, and are literate in the Common and Goblin languages.
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Life as a Bullywug is nasty, brutish, and wet. These frog-headed humanoids are dwellers of rainy forests, marshes, and damp caves. Always hungry and thoroughly evil, Bullywugs overwhelm opponents with superior numbers when they can, but hey flee from serious threats to search for easier prey.
RACIAL TRAITS
Ability Score Increase. Your Constitution score increases by 2, while both your Strength score and Dexterity score increase by 1.
Speed. Your base Walking Speed is 20 feet, and you also have a Swim Speed of 35 feet.
Size. Bullywugs have a similar build to Dwarves, but are lighter than them by about 20 to 30 pounds. You are considered to be Medium-Sized.
Amphibious. You can breath both air and water without penalties or risk of death. Other actions that are modified when underwater still work as normal.
Speak with Frogs and Toads. As a Bullywug, you can communicate simple concepts to frogs and toads when you use the Bullywug language.
Swamp Camouflage. You have advantage on all Stealth checks made to hide in swampy terrain.
Standing Leap. Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.
Languages. You can speak, understand, and are literate in the Common and Bullywug languages.
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Reclusive wanderers and omen-readers of the wild, Centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures.
RACIAL TRAITS
Ability Score Increase. Your Strength score increases by 2, while your Dexterity score increases by 1.
Speed. Your base walking Speed is 40 feet.
Size. Centaurs have a horse-like body and a human-esque torso, larger than most humanoids in their height and build (standing almost 9 feet tall on four hooves and weighing around 1,200 pounds). You are considered to be Large-Sized, which means you cannot use weapons with the 'light' and/finesse keyword unless it is made specifically for your size.
Quadruped. You can carry double the amount of weight that a human can, AND you can sprint up to double the distance of a human's running speed.
Born under the Steed. If you move at least 30 feet and then make an attack roll, you deal an extra die of damage when your attack hits.
Centaur Physiology. As a Centaur, you are trained in the Athletics skill. Also, you can make a natural Hooves attack. Your Hooves are a melee weapon, dealing 1d6 + Strength modifier bludgeoning damage when the attack hits. This increases to 1d10 + Strength modifier Bludgeoning damage if you buy a set of Horseshoes made specifically for you (though you must be proficient in martial weapons to use the horseshoes; 20 gp crafting takes 5 days).
Also, you can make an attack with your Hooves as a Bonus Action, as long as you have not moved during the turn.
Languages. You can speak, understand and are literate in the Common, Elvish, and Sylvan languages.
NOTE: This race is a Dwarven Subrace. All racial traits of the Duergar are in addition to the base Dwarven racial traits.
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The tyrannical Duergar, also known as "Grey Dwarves", dwell in fantastic cities deep in the Underdark. Using ancient Dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.
RACIAL TRAITS
Ability Score Increase. Your Strength score increases by 1.
Improved Darkvision. You have darkvision of 120 feet, able to see in low-light conditions as if it was bright light.
Sunlight Sensitivity. While in sunlight, you have disadvantage on all attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Duergar Magic. Choose either Enlarge or Invisibility. You gain the usage of your chosen spell, usable once per Long Rest.
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The Githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons- the legendary silver swords with which they cut through their foes. Since winning their freedom from the Mind Flayers, the Githyanki have become ruthless conquerors under the leadership of their dread lich-queen Vlaakith.
RACIAL TRAITS
Ability Score Increase. Your Strength and Dexterity scores increase by 2.
Age. Githyanki mature in a similar manner to humans, reaching adulthood at 20 years of age; their lifespan lasting long beyond 100 years of age.
Alignment. Despite being well known as extraplanar pirates, they are usually Lawful Evil, following the Lich-Queen's rule and gathering slaves and treasures for her.
Size. Githyanki stand taller than a man, standing around 7 feet; and a bit lighter than a man, weighing around 150 pounds of weight.
Speed. Your base walking speed is 30 feet.
Psychic Warrior. As part of an attack, you can spend your Reaction to deal an additional 1d6 damage on top of whatever damage the attack deals.
Innate Psionics. You know the Mage Hand cantrip, with the hand being invisible. At 5th level, you can use the Jump, Misty Step, and Nondetection spells, targeting yourself only and only being able to be used once per day. At 10th level, you can use those spells twice per day; and at 15th level, you can use those spells three times per day.
Languages. You can speak, understand, and are literate in the Common and Gith languages.
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Focused philosiphers and austere ascetics, the Githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike Githyanki kin, the Githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo.
RACIAL TRAITS
Ability Score Increase. Your Dexterity score AND your Wisdom score increases by 2.
Age. Githyanki mature in a similar manner to humans, reaching adulthood at 20 years of age; their lifespan lasting long beyond 100 years of age.
Alignment. Working to find balance within a strict search for order, the Githzerai prefer Lawful alignments; with the most common alignment being Lawful Neutral.
Size. Githzerai stand taller than a man, standing around 7 feet; and a bit lighter than a man, weighing around 150 pounds of weight.
Speed. Githzerai base walking speed is 30 feet.
Psychic Armor. You can add your Wisdom modifier to your Armor class, not being limited by Medium or Heavy armor as well as Shields. This bonus does not apply when you are surprised, nor when an attack has advantage against you.
Innate Psionics. You know the Mage Hand cantrip, with the hand being invisible. At 5th level, you can use the Feather Fall, Jump, and See Invisibility spells, targeting yourself only and only being able to be used once per day. At 10th level, you can use those spells twice per day; and at 15th level, you can use those spells three times per day.
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Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.
RACIAL TRAITS
Ability Score Increase. Your Dexterity score increases by 2, while your Strength and Constitution scores increase by 1.
Age. Gnolls have a similar lifespan to Humans, but reach adulthood at about 10 years of age.
Alignment. Barbaric and destructive, Gnolls are in the majority as Chaotic Evil; though records exist of True Neutral and Neutral Evil alignments.
Size. Gnolls are larger than humans, standing around 7'4", and weighing around 300 pounds.
Speed. Gnoll base walking speed is 30 feet.
Sharpened Teeth. You have a natural Bite attack that can be used either as a normal attack or as a Bonus Action. This bite is a melee attack that has the 'light' and 'finesse' keywords, dealing 1d4 + Strength modifier Piercing damage.
Rampage. When you reduce a creature to 0 hit points with a melee attack, you can make a Reaction to move up to 1/2 of your speed and make a Bite attack.
Languages. You can speak and understand the Gnoll language. You also can speak, understand, and are literate in the Common language.
NOTE: This is treated as a subrace for Gnomes.
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Deep Gnomes, or Svirfneblin, live far below the world's surface in the twisting warrens and sculpted caverns. They survive by virtue of their stealth, cleverness, and tenacity. Their gray skin allows them to blend in with surrounding stonework. They are also surprisingly heavy and strong for their size. An average adult weighs 100 to 120 pounds and stands 3 feet tall.
RACIAL TRAITS
Ability Score Increase. Your Strength and Constitution score increases by 1, while your Dexterity OR your Intelligence score increases by 1.
Speed. Deep Gnome base walking speed is 20 feet.
Stone Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Innate Magic. You can use the Nondetection spell once per Long Rest. At 10th level, you can use Nondetection once per Short rest, and you can use the Blindness/Deafness, Blur, and Disguise Self spells once per Long Rest.
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Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, Goblins gather in large- sometimes overwhelming- numbers. They crave power and regularly abuse whatever authority they obtain.
RACIAL TRAITS
Ability Score Increase. Your Dexterity score increases by 4.
Age. Goblins have a similar lifespan to Humans, though this is rarely seen due to early deaths.
Alignment. Many Goblins are Neutral Evil, but many more are of any other Chaotic and/or Neutral alignment.
Size. Goblins stand at 3 feet tall, and weigh around 60 pounds. You are Small-Size, meaning that you cannot wield weapons with the 'heavy' or '2-handed' keywords.
Speed. Goblin base walking speed is 30 feet.
Darkvision. You can see in low-light and dark conditions with a range of 60 feet, seeing in low-light conditions as if it was bright light, and seeing in dark conditions as if it were low-light.
Nimble Escape. You can take the Disengage or Hide Action as a Bonus Action during each of your turn.
Languages. You can speak, understand, and are literate in the Common and Goblin languages.
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War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as Hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied.
RACIAL TRAITS
Ability Score Increase. Your Strength score increases by 2, while your Dexterity score AND your Constitution score increases by 1.
Age. Hobgoblins have a similar lifespan to Humans, becoming cultural adulthoods at about 12.
Alignment. Hobgoblins have a militaristic culture, following a specific set of rules set by each clan's ruler. Hobgoblins prefer to have a Lawful alignment.
Size. Hobgoblins have a similar build to Humans. You are considered to be Medium-sized.
Speed. Hobgoblin base walking speed is 30 feet.
Darkvision. You can see in low-light and dark conditions with a range of 60 feet, seeing in low-light conditions as if it was bright light, and seeing in dark conditions as if it were low-light.
Martial Advantage. You can deal an extra 1d6 points of damage with a melee weapon attack to an enemy if he is adjacent to you.
Languages. You can speak, understand, and are literate in the Common and Goblin languages.
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Kenku are feathered humanoids that wander the world as vagabonds, driven by greed. They can perfectly imitate any sound they hear.
RACIAL TRAITS
Ability Score Increase. Your Dexterity score increases by 2, while your Intelligence score increases by 1.
Age. The Kenku lifespan is recorded to be around 80 years, with the Kenku reaching adulthood at about 10 years of age.
Alignment. Kenku prefer all different Neutral alignments.
Size. Kenku stand around 5 feet, and weigh around 130 pounds on average. You are considered to be Medium-sized.
Speed. Kenku base walking speed is 30 feet.
Ambusher. You have advantage on any attack rolls against any creature you have surprised.
Mimicry. You can mimic any sound that you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check (DC = 8 + 1/4 Hit Dice + Charisma Modifier).
Languages. You can understand and are literate in the Common and Auran languages. You can only speak languages from the use of the Mimicry racial trait.
NOTE: I'm basically reposting my homebrew race from a long time ago here, making even MORE changes to help balance it out and fit the 5e Monster Manual's depiction of the race.
http://fc00.deviantart.net/fs6/i/2005/043/4/c/Kobold_Conversation_by_innerabove.jpg
Kobolds are craven reptilian humanoids that worship dragons as demigods and serve them as minions or honored servants. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.
RACIAL TRAITS
Ability Score Increase. Your Dexterity score increases by 2.
Age. Kobolds have a rather long lifespan, becoming adults at 12 years of age. No one really knows how long lived a Kobold can be, with the recorded lifespan of about two centuries.
Alignment. Most Kobolds are Lawful, though they have a slight inclination to either good or evil based on which type of dragon they worship. Chromatic Kobolds are usually evil, while Metallic Kobolds are the opposite.
Size. Kobolds stand 4 feet tall at adulthood, and weigh about 40 pounds. Your size is Small.
Speed. Kobolds have a base walking speed is 30 feet. They are known to be quick and agile.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Trap Affinity. You are proficient with Traps and the Trapmaking Kit. In addition, you have advantage on all saving throws made against traps.
Shifty. If a melee attack misses you, you can immediately move 5 feet in any direction that isn't blocked as a reaction. This movement does not provoke opportunity attacks.
Languages. You can speak, understand, and are literate in the Common and Draconic languages.
Subraces. Kobolds have the following subraces: Wildborn Kobold, Dragon-Servant Kobold, Deep Kobold, Urd Kobold, and Elemental Kobold. Choose one subrace.
Wildborn Kobold
These kobolds follow the totems of dragons; primal representations of the god-like beings that they are inspired by.
Ability Score Increase. Your Constitution score increases by 1.
Guerrilla Warfare Training. You gain advantage to Dexterity (Stealth) checks when in forested areas and terrain (such as brush, trees, bushes, etc). Also, you deal an extra d6 worth of damage when you have advantage against an enemy.
Natural Claws. You have a natural claw attack that you are proficient in. This deals 1d4 slashing damage, and is considered a finesse weapon with the light keyword. These claws cannot be disarmed in any form (except for the obvious severing of the arms).
Dragon-Servant Kobold
These Kobolds worship the living dragons, followers of their every word, or even seeing rejection by a draconic patron as a test of faith.
Ability Score Increase. Your Charisma score increases by 1.
Dragon's Knowledge. You are proficient in the Arcana skill.
Draconic Magic. You know the Prestidigitation cantrip. When you reach 3rd level, you can cast the Burning Hands spell once per day. When you reach 5th level, you can cast the Melf's Acid Arrow spell once per day. Charisma is the casting ability for these spells.
Deep Kobold
These Kobolds live within the Underdark, survivors that work together to live within the gruesome underground catacombs.
Ability Score Increase. Your Wisdom score increases by 1.
Superior Darkvision. Your Darkvision's radius increases to 120 feet.
Light Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive in direct sunlight.
Pack Tactics. Like a wolf, you work better in groups. During an encounter, you can activate this ability; gaining advantage to melee attacks against one enemy that has an ally adjacent to it, OR if you have an ally adjacent to you. This ability lasts until the end of the combat encounter, and you cannot use this ability again until you take a Short Rest.
Urd
Urds are distant relatives of kobolds, with the power of flight, due to a pair of bat-like wings.
Ability Score Increase. Your Constitution score increases by 1.
Little Wings. You gain the ability to glide 20 feet for every 5 feet of falling, taking 1/2 damage from any distance fallen. At 5th level, those wings are more sturdy, allowing for a softer landing and taking no damage from any distance fallen. At 10th level, those wings grant the ability to fly at a base speed of 25 feet, though you need to fly at least 10 feet or make a DC 16 Strength save to not fall. At 15th level, the fly speed increases to 40 feet.
Elemental Kobolds
The Elemental Kobolds are scattered around the elemental planes, worshipping the "Elemental Dragons". Whether their patrons exist or not is up to debate.
Ability Score Increase. One ability score increases by 1, based on the Kobold's elemental affinity (see below).
Elemental Affinity. As an Elemental Kobold, you were born and raised in the elemental planes. Choose one Element. You gain all bonuses associated with being a Kobold of that element. Once chosen, you cannot change it.
Fire Kobold; +1 Dexterity; Resistance to Fire damage; 1/Long Rest ability to add 1d6 fire damage to your next attack.
Water Kobold; +1 Strength; Swim Speed of 35 feet; Can breath in water as well as in air; No penalties for underwater combat; Resistance to Cold damage.
Earth Kobold; +1 Constitution; Resistance to Poison Damage; Advantage on Saving Throws against Paralysis effects and Advantage on Saving Throws against forced movement effects.
Air Kobold; +1 Dexterity; Can 'Wind Walk' as a Bonus Action, but must end his turn on solid ground, else he falls (taking falling damage as appropriate).
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Kuo-toa are a debased monstrous humanoid fish-like race that dwell in the Underdark. They have human-like bodies and fish-like heads.
RACIAL TRAITS
Ability Score Increase. Your Strength score increases by 2, while your Constitution score AND your Intelligence score increases by 1.
Age. It is unknown how long a Kuo-Toa lifespan is, but it is theorized that they live around a single millennium.
Alignment. Kuo-Toa prefer to harass other races, preferring an Evil alignment, though there are rare clans of True Neutral Kuo-Toa.
Size. Kuo Toa stand around 5'2", and weigh around 140 pounds. You are considered to be Medium-sized.
Speed. Kuo-Toa base walking speed is 30 feet.
Improved Darkvision. You have Darkvision with a range of 120 feet, seeing in low-light conditions as if they were bright light, and seeing in dark conditions as if it was low-light.
Sunlight Sensitivity. While in sunlight, you have Disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.
Amphibious. You can breathe air and water.
Natural Swimmers. You begin with a base swim speed of 30 feet. Also, you have Advantage on all Strength (Athletics) checks involving swimming, and you take no penalty in underwater combat.
Languages. You can speak, understand, and are literate in the Common and Undercommon languages.
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Lizardfolk are primitive reptilian humanoids typically standing from six to seven feet (1.8 to 2.1m) tall. Their scales are normally dull, earthy colors such as green, brown, or gray. They have a tail for balance, although they've also been known to use it for bludgeoning in combat. Tails usually measure three to four feet (0.9 to 1.2m) long. Lizardfolk society is primarily patriarchal, with the strongest member normally in charge. Shamans are typically counselors, and normally do not lead tribes. Wherever they make their home, survival is the main priority for any lizardfolk. Lizardfolk mostly worship the deity Semuanya, whose main agenda is the reproduction and survival of the species.[1] However, like goblins, it is likely that Bane is he who most lizardfolk now worship.
RACIAL TRAITS
Ability Score Increase. Your Strength score increases by 1, your Constitution score, AND your Wisdom score increases by 1.
Age. The average lifespan for the Lizardfolk races is around 80 years of age, though there are records of some Lizardfolk to live almost a single millennium.
Alignment. Lizardfolk usually keep to themselves, preferring any Chaotic or Neutral alignment.
Size. Lizardfolk tend to be around the same height and weight for humans. You are considered to be Medium-Sized.
Speed. Lizardfolk base walking speed is 30 feet. You also have a Swim speed of 30 feet.
Natural Weapons. You begin having a natural Bite attack and a natural Tail attack. Both attacks are considered to be melee weapons, with the Bite having the 'light' and 'finesse' keyword. The Bite deals 1d6 + Strength modifier OR Dexterity modifier Piercing damage, the Tail deals 1d8 + Strength modifier Bludgeoning damage. You are proficient with these weapons. Also, you can either use these weapons as a normal attack, OR use them as a secondary attack as a Bonus Action (but not both).
Natural Armor. You have a Natural Armor Class equal to 12 + your Dexterity modifier. If you decide to wear armor, you instead gain a +1 Natural Armor bonus to your Armor Class.
Hold Breath. You can hold your breath underwater for 15 minutes before having the threat of drowning.
Languages. You can speak, understand, and are literate in the Common and Draconic languages.
Subraces. Lizardfolk come in all sorts of shapes and sizes, each with their own culture and abilities. Choose one of the following Subraces: Greenscale, Blackscale, OR Poisondusk.
Greenscale Lizardfolk are the most common, able to withstand damage that lesser races couldn't, and able to resist the diseases and poisons of their swamp homelands.
SUBRACE TRAITS
Ability Score Increase. Your Constitution score increases by 1.
Resiliant. You have Advantage on all Saving Throws against natural Poisons and Diseases.
Renowned Toughness. You can, as a Reaction, resist some oncoming damage by spending a Hit Die. The roll of this Hit Die, plus your Constitution bonus, determines how much damage is ignored from the incoming attack. You may only do this once per Long Rest.
Blackscale Lizardfolk are the brutes of the race, used for heavy labor and shock troopers in tribal raids. They are powerful, dealing loads of damage and athletic to boot.
SUBRACE TRAITS
Ability Score Increase. Your Strength score increases by 1.
Size. Blackscales stand almost 9 feet tall, and weigh over 420 pounds. You are considered to be Large-sized, which means you cannot use weapons with the 'light' and/finesse keyword unless it is made specifically for your size. Also, armor AND weapons must take extra time and money to be used normally (+25% Armor cost; +10% Weapon cost; Minimum: +1 gp).
Speed. Blackscale base walking speed is 25 feet.
Natural Weapons. As Lizardfolk racial trait, but your Bite deals 1d8 + Strength modifier OR Dexterity modifier Piercing damage, and your Tail deals 1d10 + Strength modifier Bludgeoning damage.
Mighty Strength. You double your carry weight. In addition, when you roll a Critical Hit with an attack roll that you had Advantage with, you deal an extra die of damage on top of your normal Critical Hit damage.
Athletic. You are trained in the Athletics skill.
Poisondusk Lizardfolk are the sneaks and the scouts of the tribal "task forces", able to hide in plain sight in the swamps and able to add a potent poison to their attacks.
SUBRACE TRAITS
Ability Score Increase. Your Dexterity score increases by 1.
Size. Poisondusks stand tall at around 3'4" and weigh around 60 to 70 pounds on average. You are considered to be Small-sized, meaning that you cannot use weapons with the 'heavy' and/or '2-handed' keywords.
Natural Weapons. As Lizardfolk racial trait, but your Bite deals 1d4 + Strength modifier OR Dexterity modifier Piercing damage, and your Tail deals 1d6 + Strength modifier Bludgeoning damage.
Hide in Plain Sight. You have Advantage on Dexterity (Stealth) checks that are made in swampy environments.
Homemade Poison. You take the time to make a poison from your own saliva, mixing it with venom of a cobra to make a really potent poison. As part of an attack, you can attempt to poison the enemy with your poison; making a Constitution Saving Throw (DC = 8 + 1/4 Hit Dice + Intelligence modifier), becoming Poisoned for 1d6 minutes if he fails.
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Minotaurs are a strong and combative race of monstrous humanoids resembling bull-human hybrids that are rare. Minotaurs are evil giant muscular humanoids with fur covered bodies and bull-like heads. It was once believed that all Minotaurs were male; actually cursed humans that had been altered by the gods or a demon lord to become a Minotaur. That legend has proven false as female Minotaurs have become more prevalent over the years.
RACIAL TRAITS
Ability Score Increase. Your Strength score increases by 2, while your Constitution score AND your Wisdom score increase by 1.
Speed. Your base walking Speed is 35 feet.
Size. Minotaur are big and burly, standing at a whopping 8 feet on and weighing almost 400 pounds on average. You are considered to be Large-Sized, which means you cannot use weapons with the 'light' and/finesse keyword unless it is made specifically for your size.
Natural Attacks. The Minotaur have horns, used in a similar manner to bulls by ramming them into their enemies. Your Horns is a melee attack that deals 1d8 + Strength modifier Piercing damage. You can use this attack once per round, either as a normal attack OR as a Bonus Action.
Charging Gore. If you move at least 15 feet, and then attack with your Horns during your turn, you deal an extra die of damage.
Labrynthine Mind. You are Proficient in Wisdom Saving Throws. In addition, you can always remember where directional North is, even when underground.
Languages. You can speak, understand, and are literate in the Common language.
NOTE: I'm basically reposting my homebrew race from a long time ago here, making even MORE changes to help balance it out and fit the 5e Monster Manual's depiction of the race.
http://www.lomion.de/cmm/img/spc/modron.gif
The Modron are mechanical looking creatures native to the outer plane of Mechanus. Modron resemble geometrical shapes with humanoid limbs and represent a living, physical manifestation of law without regard to good or evil. They follow a strict hierarchy, with each rank reporting to the rank directly above it, and issuing commands to the ones ranking beneath it. For example, a quadrone modron will report to a pentadrone, and command several tridrones.
Like actual cells in a body, the Modron die and are replaced, and sometimes a something goes wrong with a cell. Perhaps they received two conflicting orders. Perhaps they were logic bombed. Perhaps they somehow became self aware and the shock of enlightenment was too great. In any case, these new-found individuals can no longer work within the system and they become Rogue Modron. They are stripped of the power of Primus, but continue to persist. Rogue Modron are the outcasts of Mechanus, insane and/or rebellious by Modron standards (even though to the average mortal they seem as lawful and mechanical as ever).
Ability Score Increase. Your Constitution score increases by 2, while either your Intelligence score or your Wisdom score increases by 1.
Age. The races of the Prime Material Plane see the Modron as immortal, but they seem to live for many thousands of millennium without changing. They begin their life knowing all that they need to serve the God Being that they were birthed by.
Alignment. While the Modron that occupy Mechanus are the true essence of Lawful Neutral, the Rogue Modron seem to have preference for Lawful Neutral, Lawful Good, and True Neutral Alignments.
Size. The most common Rogue Modron are cubed or spheroid in shape (basically, either a box or a ball in shape), though there have been reports of other shapes (both geometrically normal or very odd polygons). Rogue Modron stand and weigh around the same as humans, despite being "mechanical" in nature. You are Medium-Sized.
Speed. Despite your nature as a walking machine, your base walking speed is 30 feet. Your speed is not reduced when wearing Heavy Armor.
Clockwork Covering. You cannot wear armor, being built with a "natural" covering to your clockwork insides. You cannot wear any armors made by other races, but your Armor Class is instead based on your Character Level, as shown below:
Level 1 - Level 4; 12 + Dexterity Modifier
Level 5 - Level 8; 13 + Dexterity Modifier
Level 9 - Level 12; 14 + Dexterity Modifier
Level 13 - Level 16; 15 + Dexterity Modifier
Level 17 - Level 20; 16 + Dexterity Modifier
Logical Mind. A Modron's mind is able to calculate many many many many many many many times faster than all of the races of the Prime Material. You gain advantage on all Initiative checks.
Will of Order. The Modron are known to be the harbingers of True Balance in the universe, can naturally resist some things that a chaotic universe throws at them. When hit with damage, you gain Resistance to that kind of attack; but, this also gives Vulnerability to the next damage type you take (e.g. Chronus the Modron Fighter has taken Slashing damage from a Longsword, taking 1/2 damage from future Slashing damage taken. He then gets hit with an Acid Arrow spell, taking double damage from future Acid damage taken). The Resistance and The Vulnerability last until at least a Short Rest is taken.
Living Construct. The Modron are considered to be "living constructs", (in this case) born with a soul in their mechanical bodies. As such, you gain the following racial traits:
No need to eat, drink, sleep, or breath.
Are immune to all Poisons and Diseases.
Gain Advantage on all Saving Throws regarding Paralysis, Sleep effects, and Mind-Affecting effects.
Only heals 1/2 of its' normal Hit Dice during a rest (or when a healing ability is used on it).
Expansive Mind. The Modron are known for their vast knowledge of the multiverse, knowing even the most exotic pieces of trivia with ease (as long as it fits within the pervew of its job for Mechanus). You are proficient in one of the Knowledge Skills: Arcana, History, Nature, and Religion. You also ALWAYS have advantage on your chosen Knowledge Skill. Once chosen, the skill cannot be changed.
Languages. A Modron is easily proficient in nearly any language it comes upon, but usually speaking a binary code that was programmed into their collective memories. You can speak, understand, and are literate in Common and the Axiomatic languages. In addition, you can also speak, understand, and be literate in four extra languages of your choice.
http://www.dotd.com/mm/ogrehalf.gif
When an Ogre mates with a Human, Hobgoblin, Bugbear, or Orc, the result is always a Half-Ogre. (Ogres don't mate with Dwarves, Halflings, or Elves, for they eat them.) Human mothers rarely survive the birth of a Half-Ogre offspring.
RACIAL TRAITS
Ability Score Increase. Both your Strength score AND your Constitution score increase by 2.
Age. Half-Ogres age around the same rate as Humans, having an average lifespan of 100 years.
Alignment. Like Half-Orcs, the Half-Ogre prefers any Chaotic alignment, due to their upbringing with either parent.
Size. Half-Ogres stand above 9 feet tall, and weigh almost 450 pounds on average. You are considered to be Large-Sized, meaning that you cannot wield weapons with the 'light' or 'finesse keywords unless made specifically for you.
Speed. Half-Ogre base walking speed is 30 feet.
Darkvision. You have darkvision of 60 feet, able to see in low-light conditions as if it were bright light.
Ogre's Toughness. You begin with gaining 1 extra Hit Point for every Hit Die that you have or gain.
Languages. You can speak, understand, and are literate in the Common and Giant languages.
http://img2.wikia.nocookie.net/__cb20111128063736/elderscrolls/images/2/2f/Skyrim-Orc-male-21.jpg
Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominant lower canines that resemble tusks.
RACIAL TRAITS
Ability Score Increase. Your Strength score increases by 2, while your Constitution score increases by 1.
Age. Due to the primitive lifestyles of the Orcish people, their average lifespan is around 80 years.
Alignment. Orcs follow the Code of Gruumsh, making the majority of them Chaotic Evil. There are recorded tribes that have Chaotic Neutral or True Neutral alignments, however.
Size. Orcs stand almost 8 feet tall, and weigh around 230 pounds on average. You are considered to be Medium-Sized.
Speed. Orc base land speed is 30 feet.
Intimidating Reputation. You have Advantage on all Charisma (Intimidation) checks.
Aggressive. As a Bonus Action, you can move up to your speed toward a hostile creature that you can see.
Languages. You can speak, understand, and are literate in the Common and Orc languages.
NOTE: I'm basically reposting my homebrew race from a long time ago here, making even MORE changes to help balance it out and fit the 5e Monster Manual's depiction of the race.
http://darksun.wdfiles.com/local--files/thri-kreen/84377%5B1%5D.jpg
The thri-kreen, or "mantis warriors", are an insect-like monstrous humanoid race, resembling humanoid mantids with golden-brown coloration. They possess six limbs, and usually use one pair for locomotion and the other two pairs as arms. They have excellent physical capabilities, allowing them to jump great distances. They also have sharp claws, venomous bites, and psionic abilities. An average thri-kreen has the life expectancy of only 30 years. However, this is countered by the fact that thri-kreen do not require sleep. A thri-kreen truly lives out every moment of its precious 30 years.
RACIAL TRAITS
Ability Score Increases. Your Dexterity score increases by 2, while your Strength score increases by 1.
Speed. Thri-Kreen are known for their speed, dashing across landscapes faster than most humanoid races. Your speed is 35 feet.
Size. Thr-Kreen are, physically, similar in height to humans; though they are lighter to a degree (weighing around 100 lbs. on average). You are Medium-Sized.
Body of Chitin. Thri-Kreen are born with a hardened chitin exoskeleton, protecting them from some harm. You gain a +2 racial bonus to your Armor Class, but you cannot wear any armors. This feature stacks with the Barbarian and Monk unarmored class features.
Natural Jumpers. Thri-Kreen have powerful legs, allowing for jumps that many other humanoids consider impossible. You are trained in the Athletics skill. In addition, you always have Advantage on Strength (Athletics) checks when jumping (with or without a running start).
Thri-Kreen Weapon Training. Thri-Kreen, from only a few months after birth, train in the use of the Kreen racial weapons, whether to aid hunting or fight their Clutch's enemies. You begin with proficiency with the Chatchka and the Gythka.
Subraces. All Thri-Kreen belong to a Clutch, usually meaning group/family/clan/tribe to other humanoids, which each give them unique abilities. Choose one of the following Clutches; Once chosen, you cannot change it during the character’s life:
Clutch of the Predator: This Clutch focuses on the hunt, augmenting their natural claw attacks with poison to weaken their enemy. Thri-Kreen of this clutch gains a natural claw attack (they are proficient in these attacks). The claw attack deals 1d4 damage and are considered to be Finesse weapons with the light keyword. Once per day, Thri-Kreen of this clutch can apply a poison to any natural attack or any unarmed attack (DC 12 Constitution Save; failure means that the target is Poisoned for 6 hours, or until cured).
Clutch of the Third Eye: This Clutch focuses on the mind, having special abilities that wouldn’t qualify as magic to Wizards or Clerics (called “psionics” by the educated that know of these abilities). Thri-Kreen of this clutch begin with the Mage Hand cantrip. At 3rd level, they can use the Longstrider spell once per day. At 5th level, they can use the Magic Weapon spell once per day.
Languages. Thri-Kreen can understand, speak, read, and write Common and Thri-Kreen. Though they prefer their spoken word, Thri-Kreen that speak in other languages have broken accents (e.g. instead of “May I buy this Warhammer”, a Thri-Kreen would say, “May… K’Tattcha buy… Hammer?”).
Gythka (Martial Weapon)
This is a double weapon, with both sides having blades looking like the claws of the Thri-Kreen themselves. Any character wielding this weapon can make an extra attack as a Bonus Action, but they do not gain their Proficiency Bonus on the second attack.
Damage: 1d10 + Strength Modifier (1d8 + Strength Modifier on the second attack) Slashing
Weight: 6 lbs.
Value: 4 gp.
Keywords: Double, Heavy, Two-Handed
Chatkcha (Martial Weapon)
Resembling a three-pointed throwing star, this is a wedge shaped object used as a throwing weapon.
Damage: 1d6 + Strength Modifier OR Dexterity Modifier Slashing
Weight: 1 lbs.
Value: 4gp.
Keywords: Throwing, Finesse
More MM monsters coming soon!
And so I have decided to go through the MM and add some of them as playable races (since I love to play the exotic and interesting).
This list is not exclusive, meaning I could add on to/take suggestions for races from other edition MMs. I could also add Templates (in 5e MM style, of course) or take suggestions on what template you'd want to see balanced for PCs.
The only guideline for suggested races/templates (if any) is that it can easily scaled to 1st level starting characters, and the race/template must be able to become the "common" adventurers that come from the PHB.
So, without further ado, The Monster Manual Races Collection (homebrewed by Ralcos):
http://img2.wikia.nocookie.net/__cb20130703162733/powerlisting/images/b/b8/Aarakocra.jpg
Aarakocra range the Howling Gyre, an endless storm of mighty winds and lashing rains that surrounds the tranquil realm of Aaqa in the Elemental Plane of Air. Making aerial patrols, these birdlike humanoids guard the windy borders of their home against invaders from the Elemental Planes of Earth, such as Gargoyles (their sworn enemies).
RACIAL TRAITS
Ability Score Increase. Your Dexterity score increases by 2, while your Wisdom score increases by 1.
Speed. Due to their legs, the Aarakocra have a base walking speed of 20 feet.
Size. Aarakocra have a similar build and weight to Humans. You are considered to be Medium-Sized.
Birds of Prey. You, as an Aarakocra, begin with a natural Talon attack, which is melee attack with the "Light" keyword. This Talon deals 1d4 + Strength OR Dexterity points of Slashing damage, and you are proficient in the Talon.
Eyes of the Eagle. You are Proficient in the Perception skill.
Wings of Aaqa. You gain the ability to glide 20 feet for every 5 feet of falling, taking 1/2 damage from any distance fallen. At 5th level, those wings are more sturdy, allowing for a softer landing and taking no damage from any distance fallen. At 10th level, those wings grant the ability to fly at a base speed of 25 feet, though you if you finish your turn in flight, you fall. At 15th level, the fly speed increases to 40 feet.
Languages. Aarakocra can speak, understand, and is literate in the Common and Auran languages.
http://img1.wikia.nocookie.net/__cb20101223214644/loregame/images/d/d6/Bugbear.jpeg
Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured for these goblinoids.
RACIAL TRAITS
Ability Score Increase. Your Strength score increases by 2, while your Dexterity score increases by 1.
Speed. Base walking speed is 30 feet.
Size. Bugbears stand tall, having around 7'6" in height, and are just as heavy to boot; weighing around 260 to 300 pounds. You are considered to be Medium-Sized.
Brute. A melee weapon wielded by a Bugbear deals an extra die of damage when he hits with a Critical Hit.
Surprise Attack. When you hit with an attack that you have Advantage on, you deal an extra 1d6 damage of the appropriate type.
Bugbear Training. You are proficient in the Morningstar and the Stealth skill.
Languages. You can speak, understand, and are literate in the Common and Goblin languages.
http://img1.wikia.nocookie.net/__cb20131230115254/eldergods/images/2/27/Bullywug_Twitcher.jpg
Life as a Bullywug is nasty, brutish, and wet. These frog-headed humanoids are dwellers of rainy forests, marshes, and damp caves. Always hungry and thoroughly evil, Bullywugs overwhelm opponents with superior numbers when they can, but hey flee from serious threats to search for easier prey.
RACIAL TRAITS
Ability Score Increase. Your Constitution score increases by 2, while both your Strength score and Dexterity score increase by 1.
Speed. Your base Walking Speed is 20 feet, and you also have a Swim Speed of 35 feet.
Size. Bullywugs have a similar build to Dwarves, but are lighter than them by about 20 to 30 pounds. You are considered to be Medium-Sized.
Amphibious. You can breath both air and water without penalties or risk of death. Other actions that are modified when underwater still work as normal.
Speak with Frogs and Toads. As a Bullywug, you can communicate simple concepts to frogs and toads when you use the Bullywug language.
Swamp Camouflage. You have advantage on all Stealth checks made to hide in swampy terrain.
Standing Leap. Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.
Languages. You can speak, understand, and are literate in the Common and Bullywug languages.
http://img2.wikia.nocookie.net/__cb20090622180900/forgottenrealms/images/1/16/Centaurs_-_Ben_Wootten.jpg
Reclusive wanderers and omen-readers of the wild, Centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures.
RACIAL TRAITS
Ability Score Increase. Your Strength score increases by 2, while your Dexterity score increases by 1.
Speed. Your base walking Speed is 40 feet.
Size. Centaurs have a horse-like body and a human-esque torso, larger than most humanoids in their height and build (standing almost 9 feet tall on four hooves and weighing around 1,200 pounds). You are considered to be Large-Sized, which means you cannot use weapons with the 'light' and/finesse keyword unless it is made specifically for your size.
Quadruped. You can carry double the amount of weight that a human can, AND you can sprint up to double the distance of a human's running speed.
Born under the Steed. If you move at least 30 feet and then make an attack roll, you deal an extra die of damage when your attack hits.
Centaur Physiology. As a Centaur, you are trained in the Athletics skill. Also, you can make a natural Hooves attack. Your Hooves are a melee weapon, dealing 1d6 + Strength modifier bludgeoning damage when the attack hits. This increases to 1d10 + Strength modifier Bludgeoning damage if you buy a set of Horseshoes made specifically for you (though you must be proficient in martial weapons to use the horseshoes; 20 gp crafting takes 5 days).
Also, you can make an attack with your Hooves as a Bonus Action, as long as you have not moved during the turn.
Languages. You can speak, understand and are literate in the Common, Elvish, and Sylvan languages.
NOTE: This race is a Dwarven Subrace. All racial traits of the Duergar are in addition to the base Dwarven racial traits.
http://img2.wikia.nocookie.net/__cb20140302201857/dungeons/images/4/41/Duergar_4e.jpg
The tyrannical Duergar, also known as "Grey Dwarves", dwell in fantastic cities deep in the Underdark. Using ancient Dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.
RACIAL TRAITS
Ability Score Increase. Your Strength score increases by 1.
Improved Darkvision. You have darkvision of 120 feet, able to see in low-light conditions as if it was bright light.
Sunlight Sensitivity. While in sunlight, you have disadvantage on all attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Duergar Magic. Choose either Enlarge or Invisibility. You gain the usage of your chosen spell, usable once per Long Rest.
http://www.striemer.org/scales-of-war/images/githyanki1.jpg
The Githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons- the legendary silver swords with which they cut through their foes. Since winning their freedom from the Mind Flayers, the Githyanki have become ruthless conquerors under the leadership of their dread lich-queen Vlaakith.
RACIAL TRAITS
Ability Score Increase. Your Strength and Dexterity scores increase by 2.
Age. Githyanki mature in a similar manner to humans, reaching adulthood at 20 years of age; their lifespan lasting long beyond 100 years of age.
Alignment. Despite being well known as extraplanar pirates, they are usually Lawful Evil, following the Lich-Queen's rule and gathering slaves and treasures for her.
Size. Githyanki stand taller than a man, standing around 7 feet; and a bit lighter than a man, weighing around 150 pounds of weight.
Speed. Your base walking speed is 30 feet.
Psychic Warrior. As part of an attack, you can spend your Reaction to deal an additional 1d6 damage on top of whatever damage the attack deals.
Innate Psionics. You know the Mage Hand cantrip, with the hand being invisible. At 5th level, you can use the Jump, Misty Step, and Nondetection spells, targeting yourself only and only being able to be used once per day. At 10th level, you can use those spells twice per day; and at 15th level, you can use those spells three times per day.
Languages. You can speak, understand, and are literate in the Common and Gith languages.
http://guilesworld.com/wp-content/uploads/2014/02/githzerai2.jpg
Focused philosiphers and austere ascetics, the Githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike Githyanki kin, the Githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo.
RACIAL TRAITS
Ability Score Increase. Your Dexterity score AND your Wisdom score increases by 2.
Age. Githyanki mature in a similar manner to humans, reaching adulthood at 20 years of age; their lifespan lasting long beyond 100 years of age.
Alignment. Working to find balance within a strict search for order, the Githzerai prefer Lawful alignments; with the most common alignment being Lawful Neutral.
Size. Githzerai stand taller than a man, standing around 7 feet; and a bit lighter than a man, weighing around 150 pounds of weight.
Speed. Githzerai base walking speed is 30 feet.
Psychic Armor. You can add your Wisdom modifier to your Armor class, not being limited by Medium or Heavy armor as well as Shields. This bonus does not apply when you are surprised, nor when an attack has advantage against you.
Innate Psionics. You know the Mage Hand cantrip, with the hand being invisible. At 5th level, you can use the Feather Fall, Jump, and See Invisibility spells, targeting yourself only and only being able to be used once per day. At 10th level, you can use those spells twice per day; and at 15th level, you can use those spells three times per day.
http://cdn.obsidianportal.com/assets/24739/Gnolls_2.png
Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.
RACIAL TRAITS
Ability Score Increase. Your Dexterity score increases by 2, while your Strength and Constitution scores increase by 1.
Age. Gnolls have a similar lifespan to Humans, but reach adulthood at about 10 years of age.
Alignment. Barbaric and destructive, Gnolls are in the majority as Chaotic Evil; though records exist of True Neutral and Neutral Evil alignments.
Size. Gnolls are larger than humans, standing around 7'4", and weighing around 300 pounds.
Speed. Gnoll base walking speed is 30 feet.
Sharpened Teeth. You have a natural Bite attack that can be used either as a normal attack or as a Bonus Action. This bite is a melee attack that has the 'light' and 'finesse' keywords, dealing 1d4 + Strength modifier Piercing damage.
Rampage. When you reduce a creature to 0 hit points with a melee attack, you can make a Reaction to move up to 1/2 of your speed and make a Bite attack.
Languages. You can speak and understand the Gnoll language. You also can speak, understand, and are literate in the Common language.
NOTE: This is treated as a subrace for Gnomes.
http://i1056.photobucket.com/albums/t366/VexarMarques/Deep-Gnome.png
Deep Gnomes, or Svirfneblin, live far below the world's surface in the twisting warrens and sculpted caverns. They survive by virtue of their stealth, cleverness, and tenacity. Their gray skin allows them to blend in with surrounding stonework. They are also surprisingly heavy and strong for their size. An average adult weighs 100 to 120 pounds and stands 3 feet tall.
RACIAL TRAITS
Ability Score Increase. Your Strength and Constitution score increases by 1, while your Dexterity OR your Intelligence score increases by 1.
Speed. Deep Gnome base walking speed is 20 feet.
Stone Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Innate Magic. You can use the Nondetection spell once per Long Rest. At 10th level, you can use Nondetection once per Short rest, and you can use the Blindness/Deafness, Blur, and Disguise Self spells once per Long Rest.
http://img1.wikia.nocookie.net/__cb20090902020057/goblinscomic/images/6/61/GAP.jpg
Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, Goblins gather in large- sometimes overwhelming- numbers. They crave power and regularly abuse whatever authority they obtain.
RACIAL TRAITS
Ability Score Increase. Your Dexterity score increases by 4.
Age. Goblins have a similar lifespan to Humans, though this is rarely seen due to early deaths.
Alignment. Many Goblins are Neutral Evil, but many more are of any other Chaotic and/or Neutral alignment.
Size. Goblins stand at 3 feet tall, and weigh around 60 pounds. You are Small-Size, meaning that you cannot wield weapons with the 'heavy' or '2-handed' keywords.
Speed. Goblin base walking speed is 30 feet.
Darkvision. You can see in low-light and dark conditions with a range of 60 feet, seeing in low-light conditions as if it was bright light, and seeing in dark conditions as if it were low-light.
Nimble Escape. You can take the Disengage or Hide Action as a Bonus Action during each of your turn.
Languages. You can speak, understand, and are literate in the Common and Goblin languages.
http://mxyzplk.files.wordpress.com/2012/10/oni.jpg
War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as Hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied.
RACIAL TRAITS
Ability Score Increase. Your Strength score increases by 2, while your Dexterity score AND your Constitution score increases by 1.
Age. Hobgoblins have a similar lifespan to Humans, becoming cultural adulthoods at about 12.
Alignment. Hobgoblins have a militaristic culture, following a specific set of rules set by each clan's ruler. Hobgoblins prefer to have a Lawful alignment.
Size. Hobgoblins have a similar build to Humans. You are considered to be Medium-sized.
Speed. Hobgoblin base walking speed is 30 feet.
Darkvision. You can see in low-light and dark conditions with a range of 60 feet, seeing in low-light conditions as if it was bright light, and seeing in dark conditions as if it were low-light.
Martial Advantage. You can deal an extra 1d6 points of damage with a melee weapon attack to an enemy if he is adjacent to you.
Languages. You can speak, understand, and are literate in the Common and Goblin languages.
http://cdn.obsidianportal.com/assets/64164/kenku5.jpg
Kenku are feathered humanoids that wander the world as vagabonds, driven by greed. They can perfectly imitate any sound they hear.
RACIAL TRAITS
Ability Score Increase. Your Dexterity score increases by 2, while your Intelligence score increases by 1.
Age. The Kenku lifespan is recorded to be around 80 years, with the Kenku reaching adulthood at about 10 years of age.
Alignment. Kenku prefer all different Neutral alignments.
Size. Kenku stand around 5 feet, and weigh around 130 pounds on average. You are considered to be Medium-sized.
Speed. Kenku base walking speed is 30 feet.
Ambusher. You have advantage on any attack rolls against any creature you have surprised.
Mimicry. You can mimic any sound that you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check (DC = 8 + 1/4 Hit Dice + Charisma Modifier).
Languages. You can understand and are literate in the Common and Auran languages. You can only speak languages from the use of the Mimicry racial trait.
NOTE: I'm basically reposting my homebrew race from a long time ago here, making even MORE changes to help balance it out and fit the 5e Monster Manual's depiction of the race.
http://fc00.deviantart.net/fs6/i/2005/043/4/c/Kobold_Conversation_by_innerabove.jpg
Kobolds are craven reptilian humanoids that worship dragons as demigods and serve them as minions or honored servants. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.
RACIAL TRAITS
Ability Score Increase. Your Dexterity score increases by 2.
Age. Kobolds have a rather long lifespan, becoming adults at 12 years of age. No one really knows how long lived a Kobold can be, with the recorded lifespan of about two centuries.
Alignment. Most Kobolds are Lawful, though they have a slight inclination to either good or evil based on which type of dragon they worship. Chromatic Kobolds are usually evil, while Metallic Kobolds are the opposite.
Size. Kobolds stand 4 feet tall at adulthood, and weigh about 40 pounds. Your size is Small.
Speed. Kobolds have a base walking speed is 30 feet. They are known to be quick and agile.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Trap Affinity. You are proficient with Traps and the Trapmaking Kit. In addition, you have advantage on all saving throws made against traps.
Shifty. If a melee attack misses you, you can immediately move 5 feet in any direction that isn't blocked as a reaction. This movement does not provoke opportunity attacks.
Languages. You can speak, understand, and are literate in the Common and Draconic languages.
Subraces. Kobolds have the following subraces: Wildborn Kobold, Dragon-Servant Kobold, Deep Kobold, Urd Kobold, and Elemental Kobold. Choose one subrace.
Wildborn Kobold
These kobolds follow the totems of dragons; primal representations of the god-like beings that they are inspired by.
Ability Score Increase. Your Constitution score increases by 1.
Guerrilla Warfare Training. You gain advantage to Dexterity (Stealth) checks when in forested areas and terrain (such as brush, trees, bushes, etc). Also, you deal an extra d6 worth of damage when you have advantage against an enemy.
Natural Claws. You have a natural claw attack that you are proficient in. This deals 1d4 slashing damage, and is considered a finesse weapon with the light keyword. These claws cannot be disarmed in any form (except for the obvious severing of the arms).
Dragon-Servant Kobold
These Kobolds worship the living dragons, followers of their every word, or even seeing rejection by a draconic patron as a test of faith.
Ability Score Increase. Your Charisma score increases by 1.
Dragon's Knowledge. You are proficient in the Arcana skill.
Draconic Magic. You know the Prestidigitation cantrip. When you reach 3rd level, you can cast the Burning Hands spell once per day. When you reach 5th level, you can cast the Melf's Acid Arrow spell once per day. Charisma is the casting ability for these spells.
Deep Kobold
These Kobolds live within the Underdark, survivors that work together to live within the gruesome underground catacombs.
Ability Score Increase. Your Wisdom score increases by 1.
Superior Darkvision. Your Darkvision's radius increases to 120 feet.
Light Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive in direct sunlight.
Pack Tactics. Like a wolf, you work better in groups. During an encounter, you can activate this ability; gaining advantage to melee attacks against one enemy that has an ally adjacent to it, OR if you have an ally adjacent to you. This ability lasts until the end of the combat encounter, and you cannot use this ability again until you take a Short Rest.
Urd
Urds are distant relatives of kobolds, with the power of flight, due to a pair of bat-like wings.
Ability Score Increase. Your Constitution score increases by 1.
Little Wings. You gain the ability to glide 20 feet for every 5 feet of falling, taking 1/2 damage from any distance fallen. At 5th level, those wings are more sturdy, allowing for a softer landing and taking no damage from any distance fallen. At 10th level, those wings grant the ability to fly at a base speed of 25 feet, though you need to fly at least 10 feet or make a DC 16 Strength save to not fall. At 15th level, the fly speed increases to 40 feet.
Elemental Kobolds
The Elemental Kobolds are scattered around the elemental planes, worshipping the "Elemental Dragons". Whether their patrons exist or not is up to debate.
Ability Score Increase. One ability score increases by 1, based on the Kobold's elemental affinity (see below).
Elemental Affinity. As an Elemental Kobold, you were born and raised in the elemental planes. Choose one Element. You gain all bonuses associated with being a Kobold of that element. Once chosen, you cannot change it.
Fire Kobold; +1 Dexterity; Resistance to Fire damage; 1/Long Rest ability to add 1d6 fire damage to your next attack.
Water Kobold; +1 Strength; Swim Speed of 35 feet; Can breath in water as well as in air; No penalties for underwater combat; Resistance to Cold damage.
Earth Kobold; +1 Constitution; Resistance to Poison Damage; Advantage on Saving Throws against Paralysis effects and Advantage on Saving Throws against forced movement effects.
Air Kobold; +1 Dexterity; Can 'Wind Walk' as a Bonus Action, but must end his turn on solid ground, else he falls (taking falling damage as appropriate).
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Kuo-toa are a debased monstrous humanoid fish-like race that dwell in the Underdark. They have human-like bodies and fish-like heads.
RACIAL TRAITS
Ability Score Increase. Your Strength score increases by 2, while your Constitution score AND your Intelligence score increases by 1.
Age. It is unknown how long a Kuo-Toa lifespan is, but it is theorized that they live around a single millennium.
Alignment. Kuo-Toa prefer to harass other races, preferring an Evil alignment, though there are rare clans of True Neutral Kuo-Toa.
Size. Kuo Toa stand around 5'2", and weigh around 140 pounds. You are considered to be Medium-sized.
Speed. Kuo-Toa base walking speed is 30 feet.
Improved Darkvision. You have Darkvision with a range of 120 feet, seeing in low-light conditions as if they were bright light, and seeing in dark conditions as if it was low-light.
Sunlight Sensitivity. While in sunlight, you have Disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.
Amphibious. You can breathe air and water.
Natural Swimmers. You begin with a base swim speed of 30 feet. Also, you have Advantage on all Strength (Athletics) checks involving swimming, and you take no penalty in underwater combat.
Languages. You can speak, understand, and are literate in the Common and Undercommon languages.
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Lizardfolk are primitive reptilian humanoids typically standing from six to seven feet (1.8 to 2.1m) tall. Their scales are normally dull, earthy colors such as green, brown, or gray. They have a tail for balance, although they've also been known to use it for bludgeoning in combat. Tails usually measure three to four feet (0.9 to 1.2m) long. Lizardfolk society is primarily patriarchal, with the strongest member normally in charge. Shamans are typically counselors, and normally do not lead tribes. Wherever they make their home, survival is the main priority for any lizardfolk. Lizardfolk mostly worship the deity Semuanya, whose main agenda is the reproduction and survival of the species.[1] However, like goblins, it is likely that Bane is he who most lizardfolk now worship.
RACIAL TRAITS
Ability Score Increase. Your Strength score increases by 1, your Constitution score, AND your Wisdom score increases by 1.
Age. The average lifespan for the Lizardfolk races is around 80 years of age, though there are records of some Lizardfolk to live almost a single millennium.
Alignment. Lizardfolk usually keep to themselves, preferring any Chaotic or Neutral alignment.
Size. Lizardfolk tend to be around the same height and weight for humans. You are considered to be Medium-Sized.
Speed. Lizardfolk base walking speed is 30 feet. You also have a Swim speed of 30 feet.
Natural Weapons. You begin having a natural Bite attack and a natural Tail attack. Both attacks are considered to be melee weapons, with the Bite having the 'light' and 'finesse' keyword. The Bite deals 1d6 + Strength modifier OR Dexterity modifier Piercing damage, the Tail deals 1d8 + Strength modifier Bludgeoning damage. You are proficient with these weapons. Also, you can either use these weapons as a normal attack, OR use them as a secondary attack as a Bonus Action (but not both).
Natural Armor. You have a Natural Armor Class equal to 12 + your Dexterity modifier. If you decide to wear armor, you instead gain a +1 Natural Armor bonus to your Armor Class.
Hold Breath. You can hold your breath underwater for 15 minutes before having the threat of drowning.
Languages. You can speak, understand, and are literate in the Common and Draconic languages.
Subraces. Lizardfolk come in all sorts of shapes and sizes, each with their own culture and abilities. Choose one of the following Subraces: Greenscale, Blackscale, OR Poisondusk.
Greenscale Lizardfolk are the most common, able to withstand damage that lesser races couldn't, and able to resist the diseases and poisons of their swamp homelands.
SUBRACE TRAITS
Ability Score Increase. Your Constitution score increases by 1.
Resiliant. You have Advantage on all Saving Throws against natural Poisons and Diseases.
Renowned Toughness. You can, as a Reaction, resist some oncoming damage by spending a Hit Die. The roll of this Hit Die, plus your Constitution bonus, determines how much damage is ignored from the incoming attack. You may only do this once per Long Rest.
Blackscale Lizardfolk are the brutes of the race, used for heavy labor and shock troopers in tribal raids. They are powerful, dealing loads of damage and athletic to boot.
SUBRACE TRAITS
Ability Score Increase. Your Strength score increases by 1.
Size. Blackscales stand almost 9 feet tall, and weigh over 420 pounds. You are considered to be Large-sized, which means you cannot use weapons with the 'light' and/finesse keyword unless it is made specifically for your size. Also, armor AND weapons must take extra time and money to be used normally (+25% Armor cost; +10% Weapon cost; Minimum: +1 gp).
Speed. Blackscale base walking speed is 25 feet.
Natural Weapons. As Lizardfolk racial trait, but your Bite deals 1d8 + Strength modifier OR Dexterity modifier Piercing damage, and your Tail deals 1d10 + Strength modifier Bludgeoning damage.
Mighty Strength. You double your carry weight. In addition, when you roll a Critical Hit with an attack roll that you had Advantage with, you deal an extra die of damage on top of your normal Critical Hit damage.
Athletic. You are trained in the Athletics skill.
Poisondusk Lizardfolk are the sneaks and the scouts of the tribal "task forces", able to hide in plain sight in the swamps and able to add a potent poison to their attacks.
SUBRACE TRAITS
Ability Score Increase. Your Dexterity score increases by 1.
Size. Poisondusks stand tall at around 3'4" and weigh around 60 to 70 pounds on average. You are considered to be Small-sized, meaning that you cannot use weapons with the 'heavy' and/or '2-handed' keywords.
Natural Weapons. As Lizardfolk racial trait, but your Bite deals 1d4 + Strength modifier OR Dexterity modifier Piercing damage, and your Tail deals 1d6 + Strength modifier Bludgeoning damage.
Hide in Plain Sight. You have Advantage on Dexterity (Stealth) checks that are made in swampy environments.
Homemade Poison. You take the time to make a poison from your own saliva, mixing it with venom of a cobra to make a really potent poison. As part of an attack, you can attempt to poison the enemy with your poison; making a Constitution Saving Throw (DC = 8 + 1/4 Hit Dice + Intelligence modifier), becoming Poisoned for 1d6 minutes if he fails.
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Minotaurs are a strong and combative race of monstrous humanoids resembling bull-human hybrids that are rare. Minotaurs are evil giant muscular humanoids with fur covered bodies and bull-like heads. It was once believed that all Minotaurs were male; actually cursed humans that had been altered by the gods or a demon lord to become a Minotaur. That legend has proven false as female Minotaurs have become more prevalent over the years.
RACIAL TRAITS
Ability Score Increase. Your Strength score increases by 2, while your Constitution score AND your Wisdom score increase by 1.
Speed. Your base walking Speed is 35 feet.
Size. Minotaur are big and burly, standing at a whopping 8 feet on and weighing almost 400 pounds on average. You are considered to be Large-Sized, which means you cannot use weapons with the 'light' and/finesse keyword unless it is made specifically for your size.
Natural Attacks. The Minotaur have horns, used in a similar manner to bulls by ramming them into their enemies. Your Horns is a melee attack that deals 1d8 + Strength modifier Piercing damage. You can use this attack once per round, either as a normal attack OR as a Bonus Action.
Charging Gore. If you move at least 15 feet, and then attack with your Horns during your turn, you deal an extra die of damage.
Labrynthine Mind. You are Proficient in Wisdom Saving Throws. In addition, you can always remember where directional North is, even when underground.
Languages. You can speak, understand, and are literate in the Common language.
NOTE: I'm basically reposting my homebrew race from a long time ago here, making even MORE changes to help balance it out and fit the 5e Monster Manual's depiction of the race.
http://www.lomion.de/cmm/img/spc/modron.gif
The Modron are mechanical looking creatures native to the outer plane of Mechanus. Modron resemble geometrical shapes with humanoid limbs and represent a living, physical manifestation of law without regard to good or evil. They follow a strict hierarchy, with each rank reporting to the rank directly above it, and issuing commands to the ones ranking beneath it. For example, a quadrone modron will report to a pentadrone, and command several tridrones.
Like actual cells in a body, the Modron die and are replaced, and sometimes a something goes wrong with a cell. Perhaps they received two conflicting orders. Perhaps they were logic bombed. Perhaps they somehow became self aware and the shock of enlightenment was too great. In any case, these new-found individuals can no longer work within the system and they become Rogue Modron. They are stripped of the power of Primus, but continue to persist. Rogue Modron are the outcasts of Mechanus, insane and/or rebellious by Modron standards (even though to the average mortal they seem as lawful and mechanical as ever).
Ability Score Increase. Your Constitution score increases by 2, while either your Intelligence score or your Wisdom score increases by 1.
Age. The races of the Prime Material Plane see the Modron as immortal, but they seem to live for many thousands of millennium without changing. They begin their life knowing all that they need to serve the God Being that they were birthed by.
Alignment. While the Modron that occupy Mechanus are the true essence of Lawful Neutral, the Rogue Modron seem to have preference for Lawful Neutral, Lawful Good, and True Neutral Alignments.
Size. The most common Rogue Modron are cubed or spheroid in shape (basically, either a box or a ball in shape), though there have been reports of other shapes (both geometrically normal or very odd polygons). Rogue Modron stand and weigh around the same as humans, despite being "mechanical" in nature. You are Medium-Sized.
Speed. Despite your nature as a walking machine, your base walking speed is 30 feet. Your speed is not reduced when wearing Heavy Armor.
Clockwork Covering. You cannot wear armor, being built with a "natural" covering to your clockwork insides. You cannot wear any armors made by other races, but your Armor Class is instead based on your Character Level, as shown below:
Level 1 - Level 4; 12 + Dexterity Modifier
Level 5 - Level 8; 13 + Dexterity Modifier
Level 9 - Level 12; 14 + Dexterity Modifier
Level 13 - Level 16; 15 + Dexterity Modifier
Level 17 - Level 20; 16 + Dexterity Modifier
Logical Mind. A Modron's mind is able to calculate many many many many many many many times faster than all of the races of the Prime Material. You gain advantage on all Initiative checks.
Will of Order. The Modron are known to be the harbingers of True Balance in the universe, can naturally resist some things that a chaotic universe throws at them. When hit with damage, you gain Resistance to that kind of attack; but, this also gives Vulnerability to the next damage type you take (e.g. Chronus the Modron Fighter has taken Slashing damage from a Longsword, taking 1/2 damage from future Slashing damage taken. He then gets hit with an Acid Arrow spell, taking double damage from future Acid damage taken). The Resistance and The Vulnerability last until at least a Short Rest is taken.
Living Construct. The Modron are considered to be "living constructs", (in this case) born with a soul in their mechanical bodies. As such, you gain the following racial traits:
No need to eat, drink, sleep, or breath.
Are immune to all Poisons and Diseases.
Gain Advantage on all Saving Throws regarding Paralysis, Sleep effects, and Mind-Affecting effects.
Only heals 1/2 of its' normal Hit Dice during a rest (or when a healing ability is used on it).
Expansive Mind. The Modron are known for their vast knowledge of the multiverse, knowing even the most exotic pieces of trivia with ease (as long as it fits within the pervew of its job for Mechanus). You are proficient in one of the Knowledge Skills: Arcana, History, Nature, and Religion. You also ALWAYS have advantage on your chosen Knowledge Skill. Once chosen, the skill cannot be changed.
Languages. A Modron is easily proficient in nearly any language it comes upon, but usually speaking a binary code that was programmed into their collective memories. You can speak, understand, and are literate in Common and the Axiomatic languages. In addition, you can also speak, understand, and be literate in four extra languages of your choice.
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When an Ogre mates with a Human, Hobgoblin, Bugbear, or Orc, the result is always a Half-Ogre. (Ogres don't mate with Dwarves, Halflings, or Elves, for they eat them.) Human mothers rarely survive the birth of a Half-Ogre offspring.
RACIAL TRAITS
Ability Score Increase. Both your Strength score AND your Constitution score increase by 2.
Age. Half-Ogres age around the same rate as Humans, having an average lifespan of 100 years.
Alignment. Like Half-Orcs, the Half-Ogre prefers any Chaotic alignment, due to their upbringing with either parent.
Size. Half-Ogres stand above 9 feet tall, and weigh almost 450 pounds on average. You are considered to be Large-Sized, meaning that you cannot wield weapons with the 'light' or 'finesse keywords unless made specifically for you.
Speed. Half-Ogre base walking speed is 30 feet.
Darkvision. You have darkvision of 60 feet, able to see in low-light conditions as if it were bright light.
Ogre's Toughness. You begin with gaining 1 extra Hit Point for every Hit Die that you have or gain.
Languages. You can speak, understand, and are literate in the Common and Giant languages.
http://img2.wikia.nocookie.net/__cb20111128063736/elderscrolls/images/2/2f/Skyrim-Orc-male-21.jpg
Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominant lower canines that resemble tusks.
RACIAL TRAITS
Ability Score Increase. Your Strength score increases by 2, while your Constitution score increases by 1.
Age. Due to the primitive lifestyles of the Orcish people, their average lifespan is around 80 years.
Alignment. Orcs follow the Code of Gruumsh, making the majority of them Chaotic Evil. There are recorded tribes that have Chaotic Neutral or True Neutral alignments, however.
Size. Orcs stand almost 8 feet tall, and weigh around 230 pounds on average. You are considered to be Medium-Sized.
Speed. Orc base land speed is 30 feet.
Intimidating Reputation. You have Advantage on all Charisma (Intimidation) checks.
Aggressive. As a Bonus Action, you can move up to your speed toward a hostile creature that you can see.
Languages. You can speak, understand, and are literate in the Common and Orc languages.
NOTE: I'm basically reposting my homebrew race from a long time ago here, making even MORE changes to help balance it out and fit the 5e Monster Manual's depiction of the race.
http://darksun.wdfiles.com/local--files/thri-kreen/84377%5B1%5D.jpg
The thri-kreen, or "mantis warriors", are an insect-like monstrous humanoid race, resembling humanoid mantids with golden-brown coloration. They possess six limbs, and usually use one pair for locomotion and the other two pairs as arms. They have excellent physical capabilities, allowing them to jump great distances. They also have sharp claws, venomous bites, and psionic abilities. An average thri-kreen has the life expectancy of only 30 years. However, this is countered by the fact that thri-kreen do not require sleep. A thri-kreen truly lives out every moment of its precious 30 years.
RACIAL TRAITS
Ability Score Increases. Your Dexterity score increases by 2, while your Strength score increases by 1.
Speed. Thri-Kreen are known for their speed, dashing across landscapes faster than most humanoid races. Your speed is 35 feet.
Size. Thr-Kreen are, physically, similar in height to humans; though they are lighter to a degree (weighing around 100 lbs. on average). You are Medium-Sized.
Body of Chitin. Thri-Kreen are born with a hardened chitin exoskeleton, protecting them from some harm. You gain a +2 racial bonus to your Armor Class, but you cannot wear any armors. This feature stacks with the Barbarian and Monk unarmored class features.
Natural Jumpers. Thri-Kreen have powerful legs, allowing for jumps that many other humanoids consider impossible. You are trained in the Athletics skill. In addition, you always have Advantage on Strength (Athletics) checks when jumping (with or without a running start).
Thri-Kreen Weapon Training. Thri-Kreen, from only a few months after birth, train in the use of the Kreen racial weapons, whether to aid hunting or fight their Clutch's enemies. You begin with proficiency with the Chatchka and the Gythka.
Subraces. All Thri-Kreen belong to a Clutch, usually meaning group/family/clan/tribe to other humanoids, which each give them unique abilities. Choose one of the following Clutches; Once chosen, you cannot change it during the character’s life:
Clutch of the Predator: This Clutch focuses on the hunt, augmenting their natural claw attacks with poison to weaken their enemy. Thri-Kreen of this clutch gains a natural claw attack (they are proficient in these attacks). The claw attack deals 1d4 damage and are considered to be Finesse weapons with the light keyword. Once per day, Thri-Kreen of this clutch can apply a poison to any natural attack or any unarmed attack (DC 12 Constitution Save; failure means that the target is Poisoned for 6 hours, or until cured).
Clutch of the Third Eye: This Clutch focuses on the mind, having special abilities that wouldn’t qualify as magic to Wizards or Clerics (called “psionics” by the educated that know of these abilities). Thri-Kreen of this clutch begin with the Mage Hand cantrip. At 3rd level, they can use the Longstrider spell once per day. At 5th level, they can use the Magic Weapon spell once per day.
Languages. Thri-Kreen can understand, speak, read, and write Common and Thri-Kreen. Though they prefer their spoken word, Thri-Kreen that speak in other languages have broken accents (e.g. instead of “May I buy this Warhammer”, a Thri-Kreen would say, “May… K’Tattcha buy… Hammer?”).
Gythka (Martial Weapon)
This is a double weapon, with both sides having blades looking like the claws of the Thri-Kreen themselves. Any character wielding this weapon can make an extra attack as a Bonus Action, but they do not gain their Proficiency Bonus on the second attack.
Damage: 1d10 + Strength Modifier (1d8 + Strength Modifier on the second attack) Slashing
Weight: 6 lbs.
Value: 4 gp.
Keywords: Double, Heavy, Two-Handed
Chatkcha (Martial Weapon)
Resembling a three-pointed throwing star, this is a wedge shaped object used as a throwing weapon.
Damage: 1d6 + Strength Modifier OR Dexterity Modifier Slashing
Weight: 1 lbs.
Value: 4gp.
Keywords: Throwing, Finesse
More MM monsters coming soon!