Kevingway
2015-03-12, 10:35 AM
Hey guys. Ever since the publication of the Elemental Evils supplement, I decided to take what lessons I learned from the way Wizards converted certain Monster Manual humanoids into playable races to make every other humanoid entry into something that players can enjoy. Not all of these are necessarily appropriate for players, of course, but many certainly are given the right campaign. The only creature in this entire entry that I don't recommend for use (nor do I think should be playable at all) is the Jackalwere, being that it's actually a jackal infected with lycanthropy, and thus you are playing an animal with a template. It's only included here for completion's sake.
Also, I apologize for the formatting of these entries. They're meant to be quick and dirty, but I hope to go back eventually and change them up to fit the way they're written in the Players Handbook.
EDIT: I've updated the entries and also organized them into what I would allow in a campaign and what I would deny unless convinced otherwise. Top is playable, bottom is eh:
Goblinoid
+2 Dex
land 30 ft.
darkvision 60 ft.
Languages: Common, Goblin
tend toward evil
Includes Goblins, Bugbears, and Hobgoblins
Goblin (Goblinoid Subrace)
small
+1 Wis
neutral evil
When rolling a Wisdom (Animal Handling) check to deal with a wolf or a rat, character is considered proficient in this skill and adds double their proficiency bonus to the roll
Nimble Escape: The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Bugbear (Goblinoid Subrace)
chaotic evil
+1 Str
Brute: Melee weapons deal one extra die of damage when attacking with them
Surprise attack: If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 2d6 damage from the attack.
Hobgoblin (Goblinoid Subrace)
lawful evil
+1 Con
When rolling a Wisdom (Animal Handling) check to deal with any domesticated animal, character is considered proficient in this skill and adds double their proficiency bonus to the roll
Martial Advantage: Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
Bullywug
neutral evil
+2 Con
+1 Str
land 20 ft.
swim 40 ft.
Languages: Common, Bullywug
Amphibious: can breathe air and water
Can speak with Frogs and Toads in Bullywug
Swamp Camouflage: advantage on Dexterity (Stealth) checks made in swampy terrain
Standing Leap: bullywug's long jump is up to 20 feet and its high jump is up to 10 feet with or without a running start
Duergar (Dwarf Subrace)
+1 str
Darkvision 120 ft
Duergar Resilience: Advantaged Saving Throws vs. Spells & Illusions, Resistant to Charmed and Paralysis
Sunlight Sensitivity: Disadvantage on Attack Rolls and Wisdom (Perception) in Sunlight
Enlarge: (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
Invisibility: (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Gith
+2 Dex
land 30 ft.
Languages: Common, Gith
tend toward lawful
Cantrip: mage hand (always invisible)--int for githyanki, wis for githzerai
Includes Githyanki and Githzerai
Githyanki (Gith Subrace)
lawful evil
+1 Int
Proficiency with greatswords and half plate
((New Feat Option: Githyanki Magic--May cast Psionically and based on Intelligence: jump 3/day, misty step 3/day, nondetection (self only) 3/day))
Githzerai (Gith Subrace)
lawful neutral
+1 Wis
Psychic Defense: When wearing no armor and no shield, AC includes Wis modifier. Does not stack with similar effects.
((New Feat Option: Githzerai Magic--May cast Psionically and based on Wisdom: feather fall 3/day, see invisibility 3/day, shield 3/day))
Kenku
chaotic neutral
+2 dex
+1 int
land 30 ft.
Languages: Common, Auran (can only speak through Mimicry)
Ambusher: The kenku has advantage on attack rolls against any creature it has surprised.
Proficiency in Dexterity (Stealth) skill.
Mimicry: The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against the Kenku's Charisma (Deception). The Kenku has advantage on this roll unless it is seen by the party it is trying to deceive.
Lizardfolk
neutral
While you are not wearing any armor, your AC is equal to 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
+2 str
+1 wis
land 30 ft.
swim 30 ft.
Languages: Common, Draconic
Hold Breath: Can hold its breath for 15 minutes.
Bite: 1d6 piercing damage based on strength
Merfolk
neutral
+2 dex
+1 con
+1 cha
land 10 ft.
swim 40 ft.
Languages: Common, Aquan
Proficiency in the Wisdom (Perception) skill.
Amphibious: Can breathe air and water.
Kobold:
small
lawful evil
+2 Dex
+1 Con
+1 Cha
land 30 ft.
fly 30 ft. (if winged)--can't be wearing medium or heavy armor
darkvision 60 ft.
Languages: Common, Draconic
Proficiency with Daggers.
Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Orc
chaotic evil
+2 str
+2 con
land 30 ft.
darkvision 60 ft.
Menacing: You gain proficiency with the Intimidation skill.
LanCommon, Orc
Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Orog
chaotic evil
+2 str
+1 int
+1 cha
land 30 ft.
darkvision 60 ft.
Menacing: You gain proficiency with the Intimidation skill.
Common, Orc
Aggressive: As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.
-----
Gnoll
chaotic evil
Str +2
Dex +1
land 30 ft.
Languages: Common, Gnoll
darkvision 60 ft.
Rampage: When reducing creature to 0 hp with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack
Bite Attack 1d4 piercing damage based on strength
Grimlock
neutral evil
+2 Str
+1 Con
land 30 ft.
blindsight 30 ft. or 10 ft. while defeaned
Languages: Common, Undercommon
immune to blinded condition
Blind Senses: Grimlock can't use its blindsight while deafened and unable to smell
Keen Hearing and Smell: Grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Stone Camouflage: Grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
**Jackalwere**
chaotic evil
+1 dex
+1 int
land 40 ft.
immune to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Languages: Common (can't speak in jackal form)
Shapechanger: The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell: The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: The jackalwere has advantage on an attack roll against a creature if at least one of the jackalwere's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite: 1d4 piercing damage based on strength
Kuo-toa
neutral evil
You have a +1 bonus to AC.
+1 str
+2 con
land 30 ft.
swim 30 ft.
darkvision 120 ft.
Languages: Common, Undercommon
Amphibious: Can breathe air and water
Otherworldly Perception: Can sense the presence of any creature within 30 ft. of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
Slippery: The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
Sunlight Sensitivity: While in sunlight, has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Bite: 1d4 piercing damage, uses strength
Quaggoth
chaotic neutral
+1 str
+1 con
land 30 ft.
climb 30 ft.
immune to poison damage and the poisoned condition
darkvision 120 ft.
Common, Undercommon
While you are not wearing any armor, your AC is equal to 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
Wounded Fury: While it has 10 hit points or fewer (unless its max hp is lower than 10), has advantage on attack rolls. In this state, it deals an extra 2d6 damage to any target it hits with a melee attack.
Claw: 1d6 slashing damage using strength
Sahuagin
lawful evil
+1 AC
+1 str
+1 wis
land 30 ft.
swim 40 ft.
darkvision 120 ft.
Languages: Common, Sahuagin
Blood Frenzy: The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness: The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy: The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
Bite: 1d4 piercing damage using strength
Claw: 1d4 slashing damage using strength
Thri-kreen
chaotic neutral
While you are not wearing any armor, your AC is equal to 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
+1 str
+1 dex
land 40 ft.
darkvision 60 ft.
Languages: Thri-kreen (cannot speak otherwise).
Chameleon Carapace: The thri-kreen can change the color of its carapace to match the color and texture if its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.
Standing Leap: The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Bite: 1d6 piercing damage using strength. Target must succeed on a 10 + Con modifier DC Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Claws: 2d4 slashing damage using strength
Troglodyte
chaotic evil
You have a +1 bonus to AC.
+1 str
+2 con
land 30 ft.
darkvision 60 ft.
Languages: Common, Troglodyte
Chameleon Skin: The troglodyte has advantage on any Dexterity (Stealth) checks made to hide.
Stench: Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a 10 + Con modifier DC Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
Sunlight Sensitivity: While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Bite: 1d4 piercing damage using strength
Claw: 1d4 slashing damage using strength
Yuan-ti Pureblood
neutral evil
+1 dex
+2 cha
land 30 ft.
immune to poison damage and the poisoned condition
darkvision 60 ft.
Languages: Common, Abyssal, Draconic
Magic Resistance: The yuan-ti has advantage on saving throws against spells and other magical effects
New Feat Option: Pureblood Casting--The yuan-ti's spellcasting ability is Charisma. Can innately cast the following spells, requiring no material components: at will: animal friendship (snakes only), 3/day each: poison spray, suggestion
Also, I apologize for the formatting of these entries. They're meant to be quick and dirty, but I hope to go back eventually and change them up to fit the way they're written in the Players Handbook.
EDIT: I've updated the entries and also organized them into what I would allow in a campaign and what I would deny unless convinced otherwise. Top is playable, bottom is eh:
Goblinoid
+2 Dex
land 30 ft.
darkvision 60 ft.
Languages: Common, Goblin
tend toward evil
Includes Goblins, Bugbears, and Hobgoblins
Goblin (Goblinoid Subrace)
small
+1 Wis
neutral evil
When rolling a Wisdom (Animal Handling) check to deal with a wolf or a rat, character is considered proficient in this skill and adds double their proficiency bonus to the roll
Nimble Escape: The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Bugbear (Goblinoid Subrace)
chaotic evil
+1 Str
Brute: Melee weapons deal one extra die of damage when attacking with them
Surprise attack: If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 2d6 damage from the attack.
Hobgoblin (Goblinoid Subrace)
lawful evil
+1 Con
When rolling a Wisdom (Animal Handling) check to deal with any domesticated animal, character is considered proficient in this skill and adds double their proficiency bonus to the roll
Martial Advantage: Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
Bullywug
neutral evil
+2 Con
+1 Str
land 20 ft.
swim 40 ft.
Languages: Common, Bullywug
Amphibious: can breathe air and water
Can speak with Frogs and Toads in Bullywug
Swamp Camouflage: advantage on Dexterity (Stealth) checks made in swampy terrain
Standing Leap: bullywug's long jump is up to 20 feet and its high jump is up to 10 feet with or without a running start
Duergar (Dwarf Subrace)
+1 str
Darkvision 120 ft
Duergar Resilience: Advantaged Saving Throws vs. Spells & Illusions, Resistant to Charmed and Paralysis
Sunlight Sensitivity: Disadvantage on Attack Rolls and Wisdom (Perception) in Sunlight
Enlarge: (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
Invisibility: (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Gith
+2 Dex
land 30 ft.
Languages: Common, Gith
tend toward lawful
Cantrip: mage hand (always invisible)--int for githyanki, wis for githzerai
Includes Githyanki and Githzerai
Githyanki (Gith Subrace)
lawful evil
+1 Int
Proficiency with greatswords and half plate
((New Feat Option: Githyanki Magic--May cast Psionically and based on Intelligence: jump 3/day, misty step 3/day, nondetection (self only) 3/day))
Githzerai (Gith Subrace)
lawful neutral
+1 Wis
Psychic Defense: When wearing no armor and no shield, AC includes Wis modifier. Does not stack with similar effects.
((New Feat Option: Githzerai Magic--May cast Psionically and based on Wisdom: feather fall 3/day, see invisibility 3/day, shield 3/day))
Kenku
chaotic neutral
+2 dex
+1 int
land 30 ft.
Languages: Common, Auran (can only speak through Mimicry)
Ambusher: The kenku has advantage on attack rolls against any creature it has surprised.
Proficiency in Dexterity (Stealth) skill.
Mimicry: The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against the Kenku's Charisma (Deception). The Kenku has advantage on this roll unless it is seen by the party it is trying to deceive.
Lizardfolk
neutral
While you are not wearing any armor, your AC is equal to 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
+2 str
+1 wis
land 30 ft.
swim 30 ft.
Languages: Common, Draconic
Hold Breath: Can hold its breath for 15 minutes.
Bite: 1d6 piercing damage based on strength
Merfolk
neutral
+2 dex
+1 con
+1 cha
land 10 ft.
swim 40 ft.
Languages: Common, Aquan
Proficiency in the Wisdom (Perception) skill.
Amphibious: Can breathe air and water.
Kobold:
small
lawful evil
+2 Dex
+1 Con
+1 Cha
land 30 ft.
fly 30 ft. (if winged)--can't be wearing medium or heavy armor
darkvision 60 ft.
Languages: Common, Draconic
Proficiency with Daggers.
Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Orc
chaotic evil
+2 str
+2 con
land 30 ft.
darkvision 60 ft.
Menacing: You gain proficiency with the Intimidation skill.
LanCommon, Orc
Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Orog
chaotic evil
+2 str
+1 int
+1 cha
land 30 ft.
darkvision 60 ft.
Menacing: You gain proficiency with the Intimidation skill.
Common, Orc
Aggressive: As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.
-----
Gnoll
chaotic evil
Str +2
Dex +1
land 30 ft.
Languages: Common, Gnoll
darkvision 60 ft.
Rampage: When reducing creature to 0 hp with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack
Bite Attack 1d4 piercing damage based on strength
Grimlock
neutral evil
+2 Str
+1 Con
land 30 ft.
blindsight 30 ft. or 10 ft. while defeaned
Languages: Common, Undercommon
immune to blinded condition
Blind Senses: Grimlock can't use its blindsight while deafened and unable to smell
Keen Hearing and Smell: Grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Stone Camouflage: Grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
**Jackalwere**
chaotic evil
+1 dex
+1 int
land 40 ft.
immune to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Languages: Common (can't speak in jackal form)
Shapechanger: The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell: The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: The jackalwere has advantage on an attack roll against a creature if at least one of the jackalwere's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite: 1d4 piercing damage based on strength
Kuo-toa
neutral evil
You have a +1 bonus to AC.
+1 str
+2 con
land 30 ft.
swim 30 ft.
darkvision 120 ft.
Languages: Common, Undercommon
Amphibious: Can breathe air and water
Otherworldly Perception: Can sense the presence of any creature within 30 ft. of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
Slippery: The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
Sunlight Sensitivity: While in sunlight, has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Bite: 1d4 piercing damage, uses strength
Quaggoth
chaotic neutral
+1 str
+1 con
land 30 ft.
climb 30 ft.
immune to poison damage and the poisoned condition
darkvision 120 ft.
Common, Undercommon
While you are not wearing any armor, your AC is equal to 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
Wounded Fury: While it has 10 hit points or fewer (unless its max hp is lower than 10), has advantage on attack rolls. In this state, it deals an extra 2d6 damage to any target it hits with a melee attack.
Claw: 1d6 slashing damage using strength
Sahuagin
lawful evil
+1 AC
+1 str
+1 wis
land 30 ft.
swim 40 ft.
darkvision 120 ft.
Languages: Common, Sahuagin
Blood Frenzy: The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness: The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy: The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
Bite: 1d4 piercing damage using strength
Claw: 1d4 slashing damage using strength
Thri-kreen
chaotic neutral
While you are not wearing any armor, your AC is equal to 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
+1 str
+1 dex
land 40 ft.
darkvision 60 ft.
Languages: Thri-kreen (cannot speak otherwise).
Chameleon Carapace: The thri-kreen can change the color of its carapace to match the color and texture if its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.
Standing Leap: The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Bite: 1d6 piercing damage using strength. Target must succeed on a 10 + Con modifier DC Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Claws: 2d4 slashing damage using strength
Troglodyte
chaotic evil
You have a +1 bonus to AC.
+1 str
+2 con
land 30 ft.
darkvision 60 ft.
Languages: Common, Troglodyte
Chameleon Skin: The troglodyte has advantage on any Dexterity (Stealth) checks made to hide.
Stench: Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a 10 + Con modifier DC Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
Sunlight Sensitivity: While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Bite: 1d4 piercing damage using strength
Claw: 1d4 slashing damage using strength
Yuan-ti Pureblood
neutral evil
+1 dex
+2 cha
land 30 ft.
immune to poison damage and the poisoned condition
darkvision 60 ft.
Languages: Common, Abyssal, Draconic
Magic Resistance: The yuan-ti has advantage on saving throws against spells and other magical effects
New Feat Option: Pureblood Casting--The yuan-ti's spellcasting ability is Charisma. Can innately cast the following spells, requiring no material components: at will: animal friendship (snakes only), 3/day each: poison spray, suggestion