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mcumoric
2022-02-03, 05:15 PM
Allamos (Godspawn/Lesser Demigods)
“I peered into his mind, and it seemed blank. Maybe after his god left, he lost all motivation?”
-Professor of psychology and Psychokinesis; Dr Gilamov.

Allamos, also called “Godspawn '' are the neutral spawn of lesser gods and goddesses. Unlike Aasimar they aren't inherently holy, and unlike Tieflings they aren't inherently unholy either. Allamos are neutral forces of the multiverse, being drafted by gods to help mortals with minor tasks. As they are highly disposable as well as expendable, gods more-less just give them a task and abandon them, leaving them to do whatever they want on the material plane, before succumbing to old age. Allamos are brought into the world with a fair share of knowledge as well as fully developed minds, meaning while Allamos can take the form of a young humanoid, they would still have the mental development of a fully mature adult. Allamos are also unable to reproduce, only being brought into existence to serve 1 purpose then be forgotten about. As they seem to lack purpose some Allamos grow increasingly depressed, while the more determined sometimes go in the completely opposite direction making an impact while they still can.
Some Allamos have the ability to siphon the soul-energy from living creatures, almost like the diffusion of oxygen in our blood. Because Allamos lack soul energy; outside soul energy likes to move into them to fill the void, at the cost of the donor’s life force.

Allamos traits.
Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Alignment. Allamos are more-often neutral, being unrelenting servers to their god. After their goal is fulfilled or their connection is severed, they may change alignment to anything they want.

Creature type. You do not have a creature type.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Size. Your size is either small or medium (your choice).

Speed. Your base walking speed is 30 feet.

Darkvision. Your godly heritage gives you the ability for your eyes to cut through darkness. 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 gray.

Referenced shape. You appear as a member of a humanoid species (typically humans, halflings, elves or dwarves). However, you gain none of their traits.

Null soul. Being a vessel for divine intervention, after your deal is fulfilled, you technically lack a soul, meaning any soul-bound deals have no effect on you.

Null-Influenceable. You have resistance to necrotic, poison and psychic damage, as well as advantage on saving throws against being poisoned, charmed or frightened. You also have immunity to effects that age you, though you still age as any normal humanoid.

Spark of divinity. You learn 1 cantrip from the cleric spell list. Starting at the 3rd level, you learn the inflict wounds spell and may cast it once at the first level without expending a spell slot.You may cast either of these spells without using material components. Charisma is your spellcasting ability for these spells.

Unrelenting force. Because Allamos are technically not mortal, it makes them significantly harder to kill. Starting at the 5th level; When you are reduced to 0 hit points, even if killed outright, you may drop to 1 hit point. You regain the use of this ability when you complete a long rest. In addition, also starting at the 5th level; you have advantage on death saving throws.

Firenewts
“What’s the matter? Never seen a newt before?”
-Firenewt alchemist, Jexei vstrogyn.

Firenewts are a race of typically religious amphibians native to anywhere wet and hot. Similar to their Salamander brethren, they share a capacity for elemental magic. While often perceived as evil, this is not entirely true. They aren't evil, just territorial, as their environment allows them to reproduce, meaning they would quickly die out anywhere else.

“Some species are clearly related to others. Firenewts for example have a clear origin in the plane of fire. However they seem well adequate for watery environments? It’s very confusing, but it’s assumed that they were expelled from the plane of fire, for associating with the plane of water, something not many Ignan folks tolerate.”
-Professor of psychology and Psychokinesis; Dr Gilamov.

Firenewt traits

Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Alignment. FIrenewts are almost always lawful, devoting their relatively short lives to protecting their clans, indifferent from kobolds. Some accounts believe them to be strictly evil, though this is far from true, as they simply rely so much on their environment, as it’s wetness and warmth allows them to reproduce, which not having it would spell certain doom to their clans. Because of this “evolutionary” handicap it has firenewts to be EXTREMELY territorial, and seemingly evil.

Creature type. Your creature type is Humanoid.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character (typically Ignan for Firenewts).

Size. Firenewts are tall and lanky, standing typically over 6 feet tall, and weighing 160lbs on average. Your size is medium.

Speed. Your base walking speed is 30 feet. If you take cold damage, your base walking speed is reduced by 10 feet until the start of your next turn.

Amphibious. By taking in oxygen through their skin firenewts can survive underwater. You may breathe both underwater and above water.

Firenewt alchemy. Firenewts are trained in alchemy from the moment they reach adulthood. You have proficiency in alchemist's supplies, and, while you have a pound of raw materials on hand (costing 50 gp for every pound of materials), you may craft (1d4 + your intelligence modifier) doses of Alchemist's fire, Oil, or ounces of Gunpowder (which cost 12 silver per ounce and 12 ounces are equatable to a gunpowder horn; See DMG pg 268 for how gunpowder works, however, ignore the cost). You subtract half the total cost of the items from the cost of the raw material total.
This feature works in tandem with how Alchemist’s supplies are portrayed in XGE pg 79.

Battletrained. You are proficient with light armor, as well as 2 different simple or martial weapons of your choice.

Flame spitter. When you would normally make a weapon attack, you may replace it with spitting a molten ball of flame from your mouth at a creature within 10 feet of you. The target must make a dexterity saving throw, which on a fail, they take 2d8 fire damage. On a success they talk half as much. You may use this ability once, before needing to take a short or long rest.

Ignan absorption. You are immune to fire damage.

Feat; Blessing of Imix
Prerequisite; Firenewt of level 5 or more, Charisma of 13 or more.
You gain the following benefits;
-Your strength, charisma or constitution increases by 1.
-You learn the firebolt, light and mage armor spells, and may cast both at will.
-When you reduce a hostile creature to 0 hit points, you gain 5 temporary hit points.

Frog-folk
Frog-folk are varied folks that occupy different parts of the world. Like all other amphibians they start out in an aquatic tadpole stage before eventually reaching adulthood.

“Frog-folk are a natural paradox. Sure sentience is always a plus, but how and why did frogs achieve this? Sure lizardfolk have done the same, though it has been at least somewhat confirmed that dragons did something to impact them. Frog-folk? Nothing! Even Firenewts have a reason, as they not only have a god, but are ancestors of the salamanders. Frog-folk will always be a conundrum, but eh? I guess not everything has to have a reason”
-Professor of psychology and Psychokinesis; Dr Gilamov.

Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Alignment. Alignment can vary greatly between frog-folks.

Creature type. Your creature type is Humanoid.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Size. Size can vary greatly between subraces, unless otherwise stated, your size is small.

Speed. Your base walking speed is 30 feet.

Amphibious. You can breathe in air as well as water.

Standing leap. Your long jump is equal to your walking speed, and your high jump is equal to your full walking speed minus 10 feet with or without a running start.

Natural awareness. You have proficiency in the perception skill.

Subrace. Choose between Grung, Grippli and Bullywug.

Grung (Just a Pseudo-reprint, adding it in as a subrace).

Size. Your size is small.

Climber. You have a climbing speed equal to your walking speed.

Poison touch. Grung, while colorful, are highly toxic. You have immunity to poison damage and the poisoned condition. Any creature that comes into contact with your skin must make a dc 12 constitution saving throw, which on a fail, they are poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If you apply this poison to a weapon, if it makes contact with the blood (Via a piercing or slashing weapon), the target must make a dc 12 constitution saving throw or take an additional 2d4 poison damage. The poison loses its potency after a hit is made, which it must then be reapplied.
Applying a poison normally takes an object action.

Language. You can speak, read and write Grung.

Grippli

Size. Your size is small.

Varieties of movement. You have a climbing and swimming speed equal to your walking speed. You may not use this climbing speed if one or more of your hands are occupied.

Long tongue. You gain a natural weapon in the form of your long tongue with a range of 5 feet. On a successful hit, it deals no damage, but instead grapples the target.

Language. You can speak, read and write grippli.

Bullywug

Size. Your size is medium.

Adept swimmer. Your base walking speed decreases by 5 feet, however, you gain a swimming speed of 40 feet.

Swamp Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Speak with Frogs and Toads. You learn the Bullywug language and you can communicate simple concepts to frogs and toads when you speak in Bullywug.

Myconids
“Despite their fungal origins, Myconids are completely sentient, and capable of complex thought. This is quite intriguing, as they have seemed to evolve by natural processes, rather than being aided or influenced by magic? You would normally think a demon like Zuggtmoy would have been involved, but no, apparently not?”
-Professor of psychology and Psychokinesis; Dr Gilamov.

Myconids, or Shroom-folk are a race of fungi-folk mostly native to the underdark, though some have moved to the surface more and more often.

Myconid traits

Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Creature type. Your creature type is Plant.

Alignment. Most myconids are lawful neutral, valuing their tribe and family above other things.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Size. Full grown myconids are between 6 and 7 feet tall, though larger and smaller Myconids are far from uncommon. Your size is medium.

Speed. Your base walking speed is 25 feet.

Darkvision. No matter where they live, Myconids feel comfort in damp and dark environments. 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 gray.

Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.

Rapport Spores. As an action you can extend a 20-foot radius cloud of spores yourself.. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour or until you use this ability again.

Signature Spores. As an action you can extend a 10 ft. radius cloud of spores from yourself or a point within 5 ft of you. The effects of these spores are determined by your subrace. If this effect requires a saving throw then the DC is equal to 8 + your proficiency bonus + your Constitution modifier. Once you use this feature you must complete a long rest before you can use it again.

Beginning at 5th level you can use this feature twice between rests and beginning at 11th level you can use this feature three times between rests.

At 17th level the radius of your spores increases to 20 ft.

Subrace. When you choose this race, you also choose one subclass from Underdark Myconid and Swamp Myconid.


Underdark Myconid
Superior darkvision. The range for your darkvision increases by 60 feet to 120ft.

Pacifying Spores. The spores you release freeze creatures in their tracks. Every creature within the radius of your spores, besides yourself, must succeed on a Constitution Saving Throw against your Signature Spore DC or be incapacitated until the start of your next turn.

Minor sunlight sensitivity. While sunlight is typically fatal to most myconids, a good portion have developed a resistance to it. You have disadvantage on perception checks while you or what you’re perceiving is standing in direct sunlight. You lose this handicap after spending an hour in direct sunlight, as your eyes adjust to the brightness.

Swamp Myconid
Swamp-walker. Your walking speed increases to 30 ft and you ignore difficult terrain caused by being underwater.

Toxic Aptitude. You have resistance to poison damage.

Clumping Spores. The spores you release create a dense fog. For 1 minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it, the space within your Signature Spore radius is filled with spores causing it to be heavily obscured.

Neogi
Neogi are generally tyrannical Aliens likely from the far realm. In their society it’s either be strong or be worthless. Because of their very black and white mindset psychopathic Neogi are typically higher ranking then more empathetic neogi. Their spider-like appearance and seemingly hateful unemotional disposition makes them widely hated by those who know them. However to outsiders of the underdark, most would generally have no clue about the atrocities Neogi have committed. Sometimes Neogi break the mold of their evil empire and manage to escape their hive. These rare Neogi are considered scum by Neogi, but worthy assets, and possibly in rare cases, friends to anyone else.

“If Avetos, (a Neogi I have kept), has taught me anything, it's that few things in the multiverse are black and white. Even the most hateful tyrannical evils can have light inside them somewhere.”
“You just have to search for it.”
-Professor of psychology and Psychokinesis; Dr Gilamov.
Neogi traits
Ability score increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Creature type. Your creature type is aberration.

Alignment. Most Neogi are lawful evil, doing what they have been doing for millenia. However the odd Neogi can break this mold, and potentially escape their hive.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Size. Neogi attain sentience in a couple months, as any who fall behind are slain by their siblings. Because of this quick transition, size is far less important. Your size is small.

Speed. Your base walking speed is 30 feet. You have a climbing speed of 30 feet.

Darkvision. Neogi are well equated to the pitch black environment of the underdark. 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 gray.

Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Mental Fortitude. You have advantage on saving throws against being charmed or frightened, and magic can't put you to sleep.

Natural weapons. Neogi are well equipped to fight even if they lack the proper equipment. Your hands are actually sharp pincers that can be used to make claw attacks, which are natural weapons, dealing 2d4 slashing damage on a hit.
You also have a bite that deals 1d4 piercing damage, plus an additional 2d4 poison damage. When you make this bite, you can force your target to make a dc 12 constitution saving throw, which on a fail, they are poisoned until the end of their next turn.
You have proficiency in both of these attacks and use your dexterity modifier for attack and damage rolls.
Since these are natural weapons and not unarmed strikes, they do not count for abilities that specify unarmed strikes, like a monk’s martial arts ability for example.

Enslaver. You learn the charm person spell and may cast it once before needing to take a short or long rest.
In addition, when you have a creature charmed by you, you can communicate telepathically with them. This telepathy ends the moment your target is 1 mile away from you.

Feat; Neogi master
Prerequisites; Neogi race, level 5 or more.
-Your size category increases to medium if it wasn’t already.
-You gain 30 feet of telepathy.
-The range of your darkvision increases by 60 feet, and now you can see through magical darkness.

Pterafolk
“It came in like a bloody airship! Talons bloodied and wings outspread, dive bombing us like the wind!”
“I’m sorry, what?” Vestos said, after choking on his drink.
-Count Vestos and his vampire spawn troops first encounter with a Pterafolk.

Reclusive and mysterious beings with an unknown past; Pterafolk, sometimes called Terror folk, are bipedal vulture-like pterosaurs native to the jungles of the world. By unknown means, they along with many saurian species from long forgotten ecosystems have come back though not-well understood means.
“The misty origins of the Terror folk are as convoluted as the winds they ride. While they come from the dinosaur isles, Pterafolk are one of the few sentient species. Dinosaurs never achieved sentience, but Pterafolk did somehow? It makes no sense to think about it. Many theories say there was *some* Godly intervention, though considering none seem to worship any gods, not even having a pantheon theirselves, this theory is unlikely. Anyones best guess is some wizard got drunk a long time ago, awakened some pterosaurs and forgot to write down anything.”
-Professor of psychology and Psychokinesis; Dr Gilamov.
Pterafolk traits
Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Creature type. Your creature type is monstrosity.

Alignment. Most Pterafolk are neutral, evil, and highly territorial. Though not all follow this general trend.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character (typically Auran for Pterafolk).

Size. Large and hunched, Pterafolk range between 7 and 8 feet tall. Your size is medium.

Speed. Your base walking speed is 30 feet.

Pterror flight. You have a flying speed of 50 feet, though turning is especially difficult, meaning, you may only fly in a straight line, gaining altitude at a rate of 5 feet for every 20 feet of movement you fly each 6 seconds (1 round). You may only turn up to 90 degrees after spending 100 feet of movement. You may lose altitude without spending movement, however, when you do this, you take fall damage if you drop vertically and don’t have enough room to land horizontally.
For every 10 feet you descend each round, your horizontal flight speed increases by 20 feet. You may not fly while wearing heavy armor or in cold climates that lack sufficient thermals. You also may not make weapon attacks that require two hands while flying.

Beak and claws. You have two unarmed strikes in the form of a beak and claws, each dealing 1d6 of their respective damages. Once per turn if you fly at least 30 feet towards a creature at least 1 size smaller then you and hit them with a bite or claw attack while descending, you may force them to make a charisma saving throw, which on a fail, they will be frightened of you until the end of their next turn.
The saving throw is equal to 8 + your proficiency bonus + your charisma modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.