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    Dwarf in the Playground
     
    Goblin

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    Jun 2013

    Default PEACH: Every Playable Humanoid from the Monster Manual

    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
    Last edited by Kevingway; 2015-03-12 at 10:51 PM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    Submortimer's Avatar

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    Male

    Default Re: PEACH: Every Playable Humanoid from the Monster Manual

    Quote Originally Posted by Kevingway View Post
    Goblinoid
    +2 Dex
    land 30 ft.
    darkvision 60 ft.
    Common, Goblin
    tend toward evil

    Goblin (Goblinoid Subrace)
    small
    +1 Dex
    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
    Str +1
    Con +1
    Proficient in Wisdom (Animal Handling)
    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.
    So, standard Stat bonuses for races are +2 to 1, +1 to another. The only exceptions (off the top of my head) are Humans and Half Elves, who essentially get no other bonuses. Make hobgoblin a +1 con only, and you're on the money.


    Bullywug
    neutral evil
    +1 Con
    +1 Str
    land 20 ft.
    swim 40 ft.
    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
    Decent, maybe a little weak

    Gith
    +2 Dex
    land 30 ft.
    Common, Gith
    tend toward lawful
    Cantrip: mage hand (always invisible)--int for githyanki, wis for githzerai

    Githyanki (Gith Subrace)
    lawful evil
    +2 Int
    Has advantage on Charisma (Persuasion) checks when dealing with red dragons
    Proficiency with greatswords
    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
    +2 Wis
    land 30 ft.
    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
    Too strong. Bump the stat boosts for the subraces down to +1 on each. I'd play a Dex based Githzeari Cleric every day of the week if possible.

    Gnoll
    chaotic evil
    Str +2
    Dex +1
    land 30 ft.
    Common, Gnoll
    darkvision 60 ft.
    Rampage: When reducing creature to 0 hp with a melee attack on its turn, 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
    Probably fine, doesn't seem too strong

    Grimlock
    neutral evil
    +2 Str
    +1 Dex
    land 30 ft.
    blindsight 30 ft. or 10 ft. while defeaned
    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.
    IDK how powerful blindsight is in 5e yet, but this seems very niche, so not OP

    Jackalwere**
    chaotic evil
    +1 Dex
    land 40 ft.
    immune to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
    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
    Yeah, this is super OP. I can't think of any way to keep the same flavor while actually balancing it against the other races.

    Kenku
    chaotic neutral
    +3 dex
    land 30 ft.
    Common, Auran (can only speak through Mimicry)
    Ambusher: The kenku has advantage on attack rolls against any creature it has surprised.
    Proficiency in Charisma (Performance) and Charisma (Deception) skills
    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)
    See my above statement about stat bonuses.

    Kobold:
    small
    lawful evil
    +3 Dex
    land 30 ft.
    fly 30 ft. (if winged)--can't be wearing medium or heavy armor
    Common, Draconic
    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.
    Not bad, Maybe a little weak. +3 dex is really strong, but sunlight Sensitivity SUCKS.

    Kuo-toa
    neutral evil
    +1 natural armor
    +1 str
    land 30 ft.
    swim 30 ft.
    darkvision 120 ft.
    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
    good, no problems.
    Lizardfolk
    neutral
    +3 natural armor
    +1 str
    +1 con
    land 30 ft.
    swim 30 ft.
    Common, Draconic
    Hold Breath: Can hold its breath for 15 minutes.
    Bite: 1d6 piercing damage based on strength
    Change the Natrual armor to "When not wearing armor, your AC is 13 + your dex modifier". +3 Natural armor is INSANE.

    Merfolk
    neutral
    dex +1
    con +1
    cha +1
    land 10 ft.
    swim 40 ft.
    Common, Aquan
    Amphibious: Can breathe air and water
    Fine, maybe a bit lacking.

    Orc
    chaotic evil
    +2 str
    +2 con
    land 30 ft.
    darkvision 60 ft.
    Menacing: You gain proficiency with the Intimidation skill.
    Common, Orc
    Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
    Honestly, I'd rather play a half orc. Breaks the +2/+1 rule.

    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.
    Was this supposed to be essentially the same as an Orc?

    Quaggoth
    chaotic neutral
    +2 str
    +2 con
    land 30 ft.
    climb 30 ft.
    immune to poison damage and the poisoned condition
    darkvision 120 ft.
    Common, Undercommon
    +3 natural armor
    Wounded Fury: While it has 10 hit points or fewer, has advantage on attack rolls. In addition, it deals an extra 2d6 damage to any target it hits with a melee attack.
    Claw: 1d6 slashing damage using strength
    Holy Jeebus. There's so much here. Way, WAY too strong.

    Sahuagin
    lawful evil
    +2 natural armor
    str +1
    wis +1
    land 30 ft.
    swim 40 ft.
    darkvision 120 ft.
    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
    Niche, but strong. See above comment about Natural Armor.
    Thri-kreen
    chaotic neutral
    +3 natural armor
    +1 str
    +2 dex
    land 40 ft.
    darkvision 60 ft.
    Thri-kreen
    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, with DC based on strength vs. Constitution saving throw to 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
    Far too strong. See above comment about natural armor. Natural weapon that deals 2d4 damage? Holy crap.

    Troglodyte
    chaotic evil
    +1 natural armor
    +2 str
    +2 con
    land 30 ft.
    darkvision 60 ft.
    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 DC 12 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
    +2/+1 rule.

    Yuan-ti Pureblood
    neutral evil
    +1 dex
    +2 cha
    land 30 ft.
    immune to poison damage and the poisoned condition
    darkvision 60 ft.
    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
    [/quote]

    Seems close to an Assimar or a tiefling. Not bad.


    Most of these are far too powerful to be PC races without some sort of LA. Make some edits and I'm sure it'll come through.

  3. - Top - End - #3
    Dwarf in the Playground
     
    Goblin

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    Jun 2013

    Default Re: PEACH: Every Playable Humanoid from the Monster Manual

    I appreciate the feedback! I wanted to try to make them as close to their Monster Manual entries as possible, but you're definitely right. Some of them I balanced alongside the Players Handbook races much better than others; the rest, yeah, they need some fine tuning. Good calls on the +2/+1 rules. I'll be going back and making some later adjustments. Right now, I'm burnt out. Haha.

    I was also trying to use the Unearthed Arcana and Elemental Evils supplement for balancing purposes, since they give new baselines to judge from. Shifter was a good point of origin for a lot of the natural weapons, though Shifter in itself seems weak to me.

  4. - Top - End - #4
    Dwarf in the Playground
     
    Goblin

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    Jun 2013

    Default Re: PEACH: Every Playable Humanoid from the Monster Manual

    Quote Originally Posted by Submortimer View Post
    Honestly, I'd rather play a half orc. Breaks the +2/+1 rule.
    This is one trait that I'm going to keep. The +2/+1 rule isn't universal, but it's very common. The Mountain Dwarf gets an effective +2 Con and +2 Strength as a subrace, so with these orcs, I feel it's required if balancing them against such a bonus. I'm definitely applying this rule more strictly to the other races, though, because I don't feel it's wrong to use this as a baseline.

    For the stronger races, I'm balancing them against Variant Humans, which gain access to a skill proficiency and a feat. Feats are powerful in this edition, and considering that not all of these powerful races (take the thri-kreen, for example) are being given a skill proficiency, I feel it's appropriate to give them only a +1/+1.

    Quote Originally Posted by Submortimer View Post
    Was [the Orog] supposed to be essentially the same as an Orc?
    In the Monster Manual, Orogs are distinguished as more intelligent, leader-like Orcs. I felt it was appropriate to give them their own racial entry, even though none of their characteristics differ from Orcs.

    Quote Originally Posted by Submortimer View Post
    Holy Jeebus. There's so much here [Quaggoth]. Way, WAY too strong.
    I think this one suffers from bad wording. I'm dropping strength bonus down a bit, but with the rewording, I don't think it'll read as being as powerful as it seems. Quite honestly, though, I wish the Quaggoth weren't labeled as humanoids. They barely fit.

    Quote Originally Posted by Submortimer View Post
    Far too strong. See above comment about natural armor. Natural weapon that deals 2d4 damage? Holy crap.
    I think they seem stronger than they are. Sure, they can do 2d4 damage with a claw, which can be combined with two-weapon fighting to utilize the damage from poison. Keep in mind, however, that these things are easily obtainable at level 1. A dwarf has access to warhammer proficiency, which deals 1d8 damage. The poison is the only real problem, which is why I'm giving thri-kreen a +1/+1 to better balance them out with a human that may have taken a feat.

    --

    Take a look at the rebalancing when you get a chance. :) I also edited in the Duergar, since I forgot to put them in the OP.
    Last edited by Kevingway; 2015-03-12 at 10:03 PM.

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    Halfling in the Playground
     
    RangerGuy

    Join Date
    Nov 2010

    Default Re: PEACH: Every Playable Humanoid from the Monster Manual

    I like the goblinoids as rogues, cant help but feel that the 'always on' extra dice of damage from the bugbear and the pseudo-sneak attack from bugbear and hobgoblins are a bit much though.

    Bugbear assassin using short sword and assasinate/death strike combo is looking at

    2x (4d6+5+24d6) damage (average 206 damage)

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