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View Full Version : D&D 5e/Next 3.5 Remix - 4 Updated Races and a Subrace (5E, PEACH)



LemonSkye
2017-08-08, 03:46 AM
I'm in the process of converting/reworking a bunch of races from earlier editions of D&D, so that I can use them for a campaign I'm starting at the end of this month. This is the first batch out of 4, centering on a wasteland/desert area. I built and tweaked them using the Detect Balance guide, and they all clocked in at about the 25-27 range, but I'd love to get some fresh eyes on them to make sure there's something I'm not overlooking. I'm particularly worried that the Eshiin might be too strong (as all of their abilities synergize very well together), and I'm not super confident with how I set up the Asherati's Body Glow trait.


(Straight update of the 3.5 race from Sandstorm)


Ability Score Increase: Your Constitution score increases by 2, and your Dexterity score increases by 1. Asherati are hardy, yet lithe.
Age: Asherati are slightly slower to age than humans. They reach adulthood at 20 years and can live to be about 105.
Alignment: Asherati have a penchant for thievery and observe no specific rules when it comes to behavior. Members of the race look out for one another, however. Overall, they tend toward Chaotic Neutral.
Size: A typical Asherati stands between 5 and 6 feet tall and weighs about 170 lbs. Your size is Medium.
Speed: Your base walking speed is 30 feet; you also have a swim speed up to 30 feet through sand, ash, dust, and softsand (see Sandswim ability for more information).
Heat Endurance: Asherati are acclimated to life in the desert. You automatically succeed on Constitution saving throws made to resist the effects of extreme heat. (DMG 110)
Like Sand Through Your Fingers: You are proficient with the Stealth skill.
Sandswim: As a Triton is to the water, an Asherati is to the shifting desert sands. You have the ability to swim through sand, ash, dust, and softsand at your full land speed when wearing light armor or carrying a light load. If you are carrying a medium load or wearing medium or heavy armor, your speed drops to 5 feet. An encumbered Asherati cannot make any headway through the sand. You can breathe normally while under the sands. However, you cannot swim or breathe through quicksand, packed dirt, or rock; nor can you hold your breath longer than normal in water or dangerous gases. You cannot see while swimming in this manner, but do get Tremorsense out to 30 ft. while you are submerged in the sand.
Body Lamp: As Asherati cities are deep underground, and are not reached by the sun, the race itself has evolved to be its own light source. You can use a bonus action to illuminate yourself. This ability functions as per the light cantrip, but with yourself as the target and the illuminated area as 30 feet instead of 20, with an additional 30 feet of dim, shadowy light. While this ability is active, you have disadvantage on Stealth checks. At 3rd level, you can use this ability offensively. If you are not already glowing, you can suddenly illuminate yourself in a dizzying flash, dazzling those around you. This functions as the color spray spell, and can be used once per long rest. At 5th level, the total Hit Dice of the creatures you can dazzle in this way increases to 8d10.
Languages: You can speak, read, and write Common and Asherati. Asherati flows like Elvish, but has a slightly darker, more sybilant sound. It uses the Dwarven script.



(Reimagining of the Bhuka, also from Sandstorm)

Ability Score Increase: +2 Dex, +1 Wis. Dhallu are small, agile scavengers that are well-attuned to avoiding the dangers of the waste.
Age: Dhallu are short-lived, like their Goblin cousins. They reach adulthood at 10 and barely live past 55.
Alignment: A complex system of community relations holds a Dhallu village together. Respect for superiors and the need to contribute to the common good is drilled into every member of the society, and those who do not adhere become outcasts. Dhallu society is Lawful, with most individuals tending toward Good.
Size: Dhallu are slight, with a typical member of the race standing 3 to 3½ feet tall and weighing 40 to 80 lbs. Your size is Small.
Speed: Your base movement speed is 25 feet.
Heat Endurance: Dhallu are are acclimated to life in the desert. You automatically succeed on Constitution saving throws made to resist the effects of extreme heat. (DMG 110)
Attuned To The Waste: You are proficient with the Nature skill.
Glare Resistance: You cannot be dazzled in bright sunlight.
Sure-Footed: You treat loose sand and scree as normal terrain instead of difficult.
Water Sense: You can make a Survival check to detect water sources deep below ground.


Survival Check DC
10
15
20
25
30


Water Sense Depth
Surface Level
to 30 feet
31-60 feet
61-90 feet
91-120 feet


Scirocco Soul: You've taken on the aspects of the wasteland your people call home. You can cast magic stone with this trait. At 3rd level, you can cast earth tremor with it, and starting at 5th level, you can cast dust devil with it. (See Player's Companion for information on these spells). Once you cast a spell with this trait, you cannot do so again until you have completed a long rest. Wisdom is your spellcasting ability for these spells.
Languages: You can speak, read, and write Common and Goblin. The Dhallu dialect of Goblin is airier and more musical than the base language.


(Reimagining of the Underfolk, from Races of Destiny)
Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age: Czaxa mature at the same rate as humans, but their harsh environs means they are much shorter-lived. They reach adulthood at 15, and live to about 60.
Alignment: Concerned primarily with their own survival and the well-being of the tribe, Czaxa remain Neutral, with a slight tendency toward Good or Lawfulness. Chaotic Czaxa are not common, but are typically relegated to the outskirts of society rather than driven out entirely, since the tribe's welfare depends on every individual's efforts. On occasion, Czaxa tribes that live in close contact with Derro or Spider Cult Drow have fallen to Evil, after centuries of warfare, depression, and cynicism have worn down their sense of justice and hope.
Size: Czaxa are short and slight, with builds similar to Elves. They typically stand between 5 to 5½ feet tall and weigh 100 to 150 lbs. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Tunnel Scout: You have proficiency with the Perception and Stealth skills.
Czaxa Weapon Training: You are proficient with the Spear, Sling, and the War Pick.
Stone Camouflage: You have advantage on Dexterity (stealth) checks to hide in rocky terrain.
Sunlight 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 is in direct sunlight.
Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages: You can speak, read, and write Common and Undercommon. The Czaxa speak Common with a harsh accent, and their dialect is full of archaic terms that have long since been forgotten by those that dwell on the surface.



(Reimagining of the Sharakim, also from Races of Destiny)
Ability Score Increase: Your Strength score increases by 2, and your Charisma score increases by 1.
Age: Eshiin age slowly, reaching adulthood at about 35 and living to about 260.
Alignment: Eshiin love rules and order, but their innate fey blood can't help but sow chaos wherever they go. This has also left them with a haughty streak massive enough to rival the High Elves', though they are generally well-meaning. Walking contradictions, they tend toward Neutrality on the whole.
Size: Eshiin stand about 5-6 feet tall, and weigh between 140 and 275 lbs. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Diplomatic: You have proficiency in the Persuasion and Deception skills.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Smooth Talker: Eshiin are master manipulators. You can cast message with this trait. At 3rd level, you can cast charm person with it, and starting at 5th level, you can cast suggestion with it. Once you cast a spell with this trait, you cannot do so again until you have completed a long rest. Charisma is your spellcasting ability for these spells.
Languages: You can speak, read and write Common and one language of your choice from the following list: Dwarven, Elvish, Undercommon, Gnomish. Eshiin learn the languages of their marks trading partners, with one notable exception--they despise Orcish and refuse to learn or speak it.



(Update of the Desert Elf variant, from Unearthed Arcana [3.5])

As a Wasteland Elf, you are keenly attuned to living in the harsh environs of the desert. Wasteland Elves follow nomadic lifestyles--herding horses, cattle, and goats across the sands, sleeping during the day and working or traveling at night. Their wandering takes them many places and puts them in contact with many cultures, and they are generally welcome everywhere for the news and exotic trade goods they carry.

Wasteland Elves are descended from the Sun Elves that rule the southern grasslands, and their appearance is similar. They have coppery skin and dark hair, generally black or deep brown, with a warm reddish tint. Their eyes are golden, deep green, or black.

Ability Score Increase: Your Constitution score increases by 1.
Desert Weapon Training: You have proficiency with the Shortbow, the Scimitar, and the Rapier.
Heat Endurance: Wasteland Elves are acclimated to life in the desert. You automatically succeed on Constitution saving throws made to resist the effects of extreme heat. (DMG 110)
Tamer of Beasts: You have proficiency in the Animal Handling skill.
Shifting Sands: You've learned the rhythm of the desert. You can use this ability to cast the mold earth cantrip. Wisdom is your spellcasting ability for it. (See Player's Companion for information on this spell)