Quixotic1
2023-01-06, 11:36 AM
I'm working on adapting a 3rd edition campaign setting to 5e.
The playable species were as described above; mice, sparrows, hedgehogs, toads, quails and such. Anything in the diminutive to tiny size range that wasn't a carnivore (minus insectivores and the Luke. Basically, just don't be something that wants to eat the other players). Inspired largely by Red Wall.
I've got a race builder for another setting converted to 5e, so I figured I'd take that, make some adjustments, additions and omissions and let people pick out whatever makes sense to represent the type of animal they want to be.
I'm curious to see if anyone has any recommendations as far as options to include.
Most of the options were workshopped on the forums a while ago, but I'm sure there's still some feedback to be offered.
At any rate, here it is:
Alert (1/3pts): you are quick to react. For 1pt, you gain proficiency in Initiative rolls. For 3pts, you gain proficiency and advantage in Initiative rolls.
Amphibious (2pts): you can breathe water as well as air.
Cantrip (2pts): you were blessed by a witch upon your first birthday or have some enchanted blood in your family line. You can cast one cantrip at will, using your Int, Wis or Cha as your spellcasting ability score.
Chitterchat (1pt)*: choose a category, such as insects, plants, stone or shadows. You can communicate in a rudimentary fashion with individuals or objects within that category.
Climber (1/2pts)*: you can clamber up trees or walls with ease. You have a climb speed of 30 paces/increase your climb speed by 5 paces.
Damage resistance/vulnerability (5/-2pts)**: you are especially hardy against poison or are unusually sensitive to sound. You gain resistance or vulnerability to the damage type of your choice.
Darkvision (1/2pts): you can see in the dark up to a distance of 60 paces/120 paces.
Fast/Slow (-2/2pts)*: you are especially fast or slow. For each time you purchase this trait, decrease or increase your speed by 10 paces.
Glide (2pts): you may not possess true flight, but you can sail through the air. You have a fly speed of 30 paces. You cannot gain altitude and must end your turn closer to the ground than you where at the start of your turn.
Hold Breath (1pt): you are accustomed to a life in the water. You can hold your breath for one minute per point of Constitution.
Light-footed (2pts): you are quick and light on your feet, able to wriggle through the most cramped of quarters. You can ignore the effects of non-magical terrain.
Lucky (3pts): you are naturally lucky. Any time you roll a natural 1 on a d20, you may re-roll the die. You must accept the next result.
Mimicry (1pt): a trick learned by some birds and a few rarer individuals, you can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Natural Armor (3/4pts): you have a thick hide, scales or a shell. You have AC14+Dex /AC17 when you are not wearing armor.
Nimble (2pts): you are remarkably spry and agile. You can move through the occupied spaces of creatures larger than you.
Quills (3pts): you are covered in sharp spines. Your unarmed attacks deal +1 piercing damage. When you are struck with natural attacks, unarmed strikes and non-reach weapons, your attacker takes 1 piercing damage.
Relentless (2pts): you are truly indomitable. When you are reduced to 0hp but are not killed outright, you can instead choose to remain at 1hp. You must complete a long rest before you use this trait again.
Resistant (3pts): you gain proficiency in a saving throw of your choice.
Savage (2pts): you can deliver especially devastating attacks. When you land a critical hit, roll your weapon's damage dice an additional time and add them to the total.
Sensitivity (-2pt): choose a broad category such as sunlight or loud noises. You have disadvantage on attacks and perception rolls when you or the target of your attack or perception are exposed to this category.
Skilled (1/2pts)*: you gain proficiency with an instrument or tool/a skill of your choice (2pts).
Speciality (1/2pts): you gain advantage on a skill or saving throw of your choice in specific situations, such as Nature (forests), Stealth (crowds), Constitution (disease), Wisdom (fear)/in a broad situation, such as Intimidate (evil) or Charisma (magic).
Spring step (2pts): you are capable of tremendous bursts of speed. You may take the dash action as a bonus action. If you move a total of three times your base speed in a single turn, you may move up to your base speed a fourth time.
Stealthy (2pts): you can attempt to hide when obscured by a creature at least one size category larger than you.
Swim (1pt)*: you have a swim speed of 30 paces.
For each additional time you purchase this trait, increase your swim speed by 5ft.
Tough (3pts): you are hardy, possess a minor form of regeneration or are otherwise tough as nails. You have +1hp/level.
Training (1/2/4pts)*: you are proficient with three types of weapons/medium armor or shields/ heavy armor (4pts).
Tunneler (3pts): you can dig through the earth at a great pace. You may burrow under the ground at a rate of 10 paces a minute, though this may be affected by unusually difficult terrain, such as especially dry, packed earth, rocky ground, or a heavy root systems. By reducing your tunneling rate in half, you may shore up your tunnels so that other denizens may use them as well.
Wings (5pts): you gain a fly speed of 30 paces.
*you may purchase this trait more than once.
**you may purchase this trait twice: once for a resistance and once for a vulnerability
The playable species were as described above; mice, sparrows, hedgehogs, toads, quails and such. Anything in the diminutive to tiny size range that wasn't a carnivore (minus insectivores and the Luke. Basically, just don't be something that wants to eat the other players). Inspired largely by Red Wall.
I've got a race builder for another setting converted to 5e, so I figured I'd take that, make some adjustments, additions and omissions and let people pick out whatever makes sense to represent the type of animal they want to be.
I'm curious to see if anyone has any recommendations as far as options to include.
Most of the options were workshopped on the forums a while ago, but I'm sure there's still some feedback to be offered.
At any rate, here it is:
Alert (1/3pts): you are quick to react. For 1pt, you gain proficiency in Initiative rolls. For 3pts, you gain proficiency and advantage in Initiative rolls.
Amphibious (2pts): you can breathe water as well as air.
Cantrip (2pts): you were blessed by a witch upon your first birthday or have some enchanted blood in your family line. You can cast one cantrip at will, using your Int, Wis or Cha as your spellcasting ability score.
Chitterchat (1pt)*: choose a category, such as insects, plants, stone or shadows. You can communicate in a rudimentary fashion with individuals or objects within that category.
Climber (1/2pts)*: you can clamber up trees or walls with ease. You have a climb speed of 30 paces/increase your climb speed by 5 paces.
Damage resistance/vulnerability (5/-2pts)**: you are especially hardy against poison or are unusually sensitive to sound. You gain resistance or vulnerability to the damage type of your choice.
Darkvision (1/2pts): you can see in the dark up to a distance of 60 paces/120 paces.
Fast/Slow (-2/2pts)*: you are especially fast or slow. For each time you purchase this trait, decrease or increase your speed by 10 paces.
Glide (2pts): you may not possess true flight, but you can sail through the air. You have a fly speed of 30 paces. You cannot gain altitude and must end your turn closer to the ground than you where at the start of your turn.
Hold Breath (1pt): you are accustomed to a life in the water. You can hold your breath for one minute per point of Constitution.
Light-footed (2pts): you are quick and light on your feet, able to wriggle through the most cramped of quarters. You can ignore the effects of non-magical terrain.
Lucky (3pts): you are naturally lucky. Any time you roll a natural 1 on a d20, you may re-roll the die. You must accept the next result.
Mimicry (1pt): a trick learned by some birds and a few rarer individuals, you can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Natural Armor (3/4pts): you have a thick hide, scales or a shell. You have AC14+Dex /AC17 when you are not wearing armor.
Nimble (2pts): you are remarkably spry and agile. You can move through the occupied spaces of creatures larger than you.
Quills (3pts): you are covered in sharp spines. Your unarmed attacks deal +1 piercing damage. When you are struck with natural attacks, unarmed strikes and non-reach weapons, your attacker takes 1 piercing damage.
Relentless (2pts): you are truly indomitable. When you are reduced to 0hp but are not killed outright, you can instead choose to remain at 1hp. You must complete a long rest before you use this trait again.
Resistant (3pts): you gain proficiency in a saving throw of your choice.
Savage (2pts): you can deliver especially devastating attacks. When you land a critical hit, roll your weapon's damage dice an additional time and add them to the total.
Sensitivity (-2pt): choose a broad category such as sunlight or loud noises. You have disadvantage on attacks and perception rolls when you or the target of your attack or perception are exposed to this category.
Skilled (1/2pts)*: you gain proficiency with an instrument or tool/a skill of your choice (2pts).
Speciality (1/2pts): you gain advantage on a skill or saving throw of your choice in specific situations, such as Nature (forests), Stealth (crowds), Constitution (disease), Wisdom (fear)/in a broad situation, such as Intimidate (evil) or Charisma (magic).
Spring step (2pts): you are capable of tremendous bursts of speed. You may take the dash action as a bonus action. If you move a total of three times your base speed in a single turn, you may move up to your base speed a fourth time.
Stealthy (2pts): you can attempt to hide when obscured by a creature at least one size category larger than you.
Swim (1pt)*: you have a swim speed of 30 paces.
For each additional time you purchase this trait, increase your swim speed by 5ft.
Tough (3pts): you are hardy, possess a minor form of regeneration or are otherwise tough as nails. You have +1hp/level.
Training (1/2/4pts)*: you are proficient with three types of weapons/medium armor or shields/ heavy armor (4pts).
Tunneler (3pts): you can dig through the earth at a great pace. You may burrow under the ground at a rate of 10 paces a minute, though this may be affected by unusually difficult terrain, such as especially dry, packed earth, rocky ground, or a heavy root systems. By reducing your tunneling rate in half, you may shore up your tunnels so that other denizens may use them as well.
Wings (5pts): you gain a fly speed of 30 paces.
*you may purchase this trait more than once.
**you may purchase this trait twice: once for a resistance and once for a vulnerability