D&D 4E Chameleon X's 4e Race Conversions

ChameleonX

Explorer
This is a work in progress. I'm trying to come up with conversions of all the 4e player races, not including the ones already released in the PHB. In making these, my priorities were to try to stay as true as possible to the spirit of the 4e race, while incorporating the new mechanics of 5th Edition.

Note: Some of these entries may include the Dazed condition. A creature that is Dazed grants advantage to all attackers, cannot take reactions, and has its speed reduced to 0. In addition, it can take either a single action or bonus action on its turn, not both.

[sblock="Player's Handbook 2 Races"]

[h=5]Deva[/h]Ability Score Increase: +2 Wisdom, +1 Intelligence
Size: Medium
Speed: 30 feet
Astral Majesty: You have a +1 bonus to AC and all saving throws while you are at full hit points.
Angelic Resistance: You have resistance to Radiant and Necrotic damage.
Memory of a Thousand Lifetimes: When you make an attack roll, ability check, or saving throw, you may use this feature as your reaction. Roll 1d6 and add the result to your roll. You may use this ability after you see the result of your roll, but before its effects are applied. Once you use it, you must complete a short or long rest before you can do so again.
Legacy of the Ages: You are proficient in the History skill. In addition, your proficiency bonus is doubled when making Intelligence (History) checks.
Languages: Common, Celestial, choice of one other.

[h=5]Shifter[/h]Ability Score Increase: +2 Wisdom
Size: Medium
Speed: 30 feet
Darkvision: You have darkvision out to 60ft.
Keen Senses: You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Wild Empathy: You are able to communicate simple ideas to beasts through sounds and getures, and you have advantage on Intelligence checks to recall lore about beasts and plants.
Shifting: You may use a bonus action to unleash the beast within you. You transform into a bestial hybrid form for 1 minute, until you are reduced to 0 hit points, or until you end the effect as a bonus action. While you are in this form, you have resistance to blugeoning, piercing, and slashing damage from nonmagical weapons that are not silvered. Your subrace also grants you an additional bonus while in this form. Once you use this feature, you cannot do so again until you finish a short or long rest.
Languages: Common, choice of one other.
Subrace: Choose one of the following options.

Longtooth (Werewolf)
Ability Score Increase: +1 Strength
Longtooth Shifting: While you are in hybrid form, you may add your proficiency bonus to weapon damage rolls. In addition, if you start your turn with at least 1 hit point, you regain hit points equal to your proficiency bonus.
Bite: You gain a bite attack usable in hybrid form, which is an unarmed strike that deals 1d6 piercing damage on a hit. You use strength for the attack and damage roll.

Razorclaw (Weretiger)
Ability Score Increase: +1 Dexterity
Razorclaw Shifting: While you are shifting, your speed increases by 10ft, you have advantage on Dexterity saving throws, and on ability checks using Dexterity.
Claws: You gain a claw attack while shifting, which is an unarmed strike that deals 1d6 slashing damage on a hit. You may use either Strength or Dexterity for the attack and damage roll.

Duskfang (wererat)
Ability Score Increase: +1 Dexterity
Duskfang Shifting: While you are shifting, you have a climb speed of 30 feet, and you can use the Dash action as a bonus action.
Plague Carrier: You are immune to disease, but you can serve as a carrier of any disease you are exposed to. When you hit a living creature with a Bite attack, that creature must make a Constitution saving throw against disease. On a failure, it is exposed to one random disease you have been exposed to in the past.
Bite: You gain a claw attak while shifting, which is an unarmed strike that deals 1d4 piercing damage on a hit. You may use either Strength or Dexterity for the attack and damage roll.

Ironhide (Werebear)
Ability Score Increase: +1 Strength
Ironhide Shifting: While shifting, you have advantage on Strength saving throws and ability checks using Strength.
Bear's Endurance: When you take damage while you are shifting, you may use this feature to reduce the damage. The attack is treated as if a 1 was rolled on each die. Once you use this feature, you cannot do so again until you complete a short or long rest.
Claw: You gain a claw attack while shifting, which is an unarmed strike that deals 2d4 slashing damage on a hit. You use strength for the attack and damage roll.

Thundertusk (Wereboar)
Ability Score Increase: +1 Constitution
Thundertusk Shifting: While you are shifting, you have advantage on Constitution saving throws and ability checks using Constitution. You also have a +1 bonus to AC while you are wearing light or no armor.
Charge: When you move at least 20ft in a straight line before you hit a creature with a melee attack, your attack deals 2d6 extra damage. When you deal this extra damage, you may also attempt to Shove the target prone as a bonus action.
Gore: While you are shifting, you gain a Gore attack, which is an unarmed strike that deals 1d6 piercing damage on a hit. You use Strength for the attack and damage roll.
[/sblock]
[sblock="Monster Manual Races"]
[h=5]Bugbear[/h]Ability Score Increase: +2 Strength, +1 Dexterity
Size: Medium
Speed: 30 feet
Darkvision: You have darkvision out to 60ft.
Brute: When you make a melee attack, you may choose to take disadvantage on the attack roll. If you do so, your attack deals one extra die of damage on a hit.
Predatory Eye: When you hit a creature you are hidden from with an attack, you deal 1d6 extra damage. The damage increases by 1d6 at level 5 (2d6), Level 11 (3d6), and Level 17 (4d6). You may deal this extra damage only once per turn.
Sneaky: You are proficient in the Stealth skill.
Languages: Common, Goblin

[h=5]Bullywug[/h]Ability Score Increase: +2 Dexterity, +1 Constitution
Size: Medium
Speed: 30 feet
Swim: You have a swim speed of 30ft.
Swampwalk: You ignore difficult terrain caused by mud, overgrowth, thick brambles, and similar swampy conditions.
Standing Leap: You can long jump up to 20 feet, and high jump up to 10 feet, with or without a running start.
Amphibious: You can breath in water as well as air.
Swamp Camouflage: You have advantage on Dexterity (Stealth) checks to hide in swampy terrain.
Languages: Common, Bullywug (frogs and toads can understand simple ideas spoken in Bullywug)

[h=5]Gnoll[/h]Ability Score Increase: +2 Constitution, +1 Dexterity
Size: medium
Speed: 35 feet
Darkvision: You have darkvision out to 60ft.
Blood Frenzy: When you hit a creature that is not at full hit points, you may reroll one damage die that shows a 1 or a 2, but must use the second result.
Carrion Eater: You have advantage on saving throws against disease and poison, and resistance to poison damage.
Rampage: When you reduce an enemy to 0 hit points, you may use a bonus action to move up to your speed and make a single melee attack.
Bite: When you make an unarmed strike, you may use your Bite, which does 1d6 piercing damage on a hit. You may use either Strength or Dexterity for the attack and damage roll.
Languages: Common, Abyssal

[h=5]Goblin[/h]Ability Score Increase: +2 Dexterity, +1 Charisma
Size: Small
Speed: 30 feet
Darkvision: You have Darkvision out to 60ft.
Goblin Swiftness: You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy: You are proficient in the Stealth skill. In addition, you can attempt to hide even if you are obscured only by a creature of a size larger than yours.
Nimble Escape: You can take the disengage or hide action as a bonus action on each of your turns.
Quick Step:
When you are missed by a melee attack, you may use your reaction to move up to half your speed without provoking attacks of opportunity.
Languages: Common, Goblin

[h=5]Hobgoblin[/h]Ability Score Increase: +2 Constitution, +1 Charisma
Size: Medium
Speed: 30 feet
Darkvision: You have Darkvision out to 60ft.
Phalanx Soldier: You have a +1 bonus to AC while a friendly creature is within 5 feet of you.
Martial Advantage: You deal an extra die of damage when you hit a creature with a weapon attack while a friendly creature is within 5 feet of it, and is not incapacitated.
Hobgoblin Discipline: When you fail a saving throw, you may use this trait to reroll the save, but must use the new result. You regain the ability to do so when you complete a short or long rest.
Languages: Common, Goblin

Lizardfolk
Ability Score Increase: +2 Strength, +1 Wisdom
Size: Medium
Speed: 30ft.
Diver:
You have a swim speed of 30ft, and can hold your breath underwater for up to 15 minutes.
Natural Predator: You are proficient in the Stealth and Survival skills. In addition, you have advantage on Wisdom (Perception) checks that rely on smell.
Thick Skin: While you are not wearing armor, your scales provide you with a natural armor bonus. Your AC equals 13 + your Dexterity modifier. You may still gain this benefit while wearing a shield.
Bite: When you make an unarmed strike, you may use your Bite, which deals 1d6 piercing damage on a hit. You use Strength for the attack and damage roll.
Languages: Common, Draconic

Kenku
Ability Score Increase: +2 Dexterity, +1 Charisma
Size: Medium
Speed: 30ft.
Darkvision: You have Darkvision out to 60ft.
Ambusher: You have advantage on attack rolls against creatures that are surprised by you.
Flock Tactics: You can use the Help action as a bonus action.
Mimicry: You may imitate sounds and voices that you have heard before. Creatures listening to your mimickry must succeed on a Wisdom (Insight) check opposed by your Charisma (Deception) check to discern that the sounds are not genuine.
Languages: You understand Common and Primordial (Auran), but can only speak using your Mimickry trait.

Kobold
Ability Score Increase: +2 Dexterity, +1 Constitution
Size: Small
Speed: 30ft.
Darkvision: You have Darkvision out to 60ft.
Kobold Nimbleness: You may move through the space of any creature that is of a size larger than yours.
Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight while you or what you are trying to percieve is in direct sunlight.
Trap-Master: You add your proficiency bonus to any ability check made to find, set, or disarm traps. In addition, you have advantage on Dexterity saving throws against attacks from traps.
Pack Tactics: You have advantage on an attack roll if your target has another creature within 5ft of it that is hostile to it and not incapacitated.
Shifty: You may use the Disengage action as a bonus action.

Orc
Ability Score Increase: +2 Strength, +1 Constitution
Size: Medium
Speed: 30ft.
Darkvision: You have Darkvision out to 60ft.
Aggressive: You may take the Dash action as a bonus action, provided you end your movement closer to a hostile creature.
Menacing: You are proficient in the Intimidation skill.
Savage Attacks: When you score a critical hit with a weapon attack, you may roll one additional weapon damage die and add the result to the total damage of your attack.
Warrior's Surge: When you drop to 0 hit points, you may use this trait as your reaction to make a single weapon attack before falling unconscious. If your attack hits, you regain hit points equal to your level + your Constitution modifier. Once you use this feature, you cannot do so again until you complete a short or long rest.
[/sblock]
[sblock="Player's Handbook 3 Races"]
[h=5]Gith[/h]Ability Score Increase: +1 Constitution
Size: Medium
Speed: 30 feet
Danger Sense: You are proficient with initiative checks.
Innate Spellcasting (Psionics): You gain the ability to innately cast the Mage Hand cantrip (the hand is invisible). At 3rd level, you may also cast the Jump spell once per day. Your magic ability for these spells is Constitution.
Iron Mind: You have advantage on saving throws against being charmed.
Languages: Common, Gith
Subraces: Choose one of the following subraces:

Githyanki
Ability Score Increase: +2 Intelligence
Silver Strike: When you hit a creature with a weapon attack using a weapon that is silvered, you may convert half of that attack's damage to psychic damage.
Expanded Psionics: At 5th level, you may use your Innate Spellcasting trait to cast the Misty Step spell or the Nondetection (self only) spell once. You regain the ability to cast these spells when you complete a long rest.

Githzerai
Ability Score Increase: +2 Wisdom
Psychic Defense: While you are wearing no armor and using no shield, your AC is equal to 10 + your Dexterity modifier + your Wisdom modifier. If you already add your Wisdom modifier to your AC you instead gain a +1 bonus to AC.
Expanded Psionics: At 5th level, you may use your Innate Spellcasting trait to cast the Feather Fall spell or the Shield spell once. You regain the ability to cast these spells when you complete a long rest.

[h=5]Minotaur[/h]Ability Score Increase: +2 Strength, +1 Constitution
Size: Large
Speed: 30 feet
Darkvision: You have Darkvision out to 60ft.
Ferocity: When you take damage that would drop you to 0 hit points, you may use your reaction to make a single weapon attack or cast a cantrip before falling unconscious.
Reckless: When you make an attack roll, you may choose to gain advantage on that roll. If you do so, you grant advantage to all attackers until the end of your next turn.
Labyrinthine Memory: You can perfectly recall any path you have travelled.
Goring Charge: When you move at least 20ft in a straight line and hit a creature with a melee attack using your horns, that creature takes 2d6 extra damage. In addition, you may attempt to Shove the creature as a bonus action on that turn.
Horns: When you make an unarmed strike, you may use your Horns, which deal 1d8 piercing damage on a hit. You use Strength for the attack and damage roll.
Languages: Common, Abyssal

[h=5]Shardmind[/h]Ability Score Increase: +2 Intelligence, +1 Wisdom
Size: Medium
Speed: 30 feet
Living Construct: You are a construct, but you also count as a living creature. You do not need to eat, drink, breathe, or sleep. You are immune to poison and disease, and have advantage on saving throws against being charmed or magically put to sleep.
Crystal Mind: You have resistance to psychic damage.
Telepathy: You can communicate telepathically with any creature within 25 feet of you that knows at least one language.
Shard Swarm: As a bonus action on your turn, you may loosen your telekinetic hold on the crystal shards that make up your body, turning them into a whirlwind of shimmering crystal. Each creature within 5 feet of you must make a Dexterity saving throw with a DC equal to 8 + your Proficiency bonus + your Intelligence modifier. A creature that fails grants advantage to all attackers until the end of your next turn. You then teleport up to 30ft, and you cannot use this ability again until you finish a short or long rest.

Wilden
Ability Score Adjustment: +2 Wisdom
Size: Medium
Speed: 30ft.
Darkvision: You have Darkvision out to 60ft.
Fey Ancestry: You have advantage on saving throws against being charmed, and cannot be magically put to sleep.
Languages: Common, Sylvan
Nature's Aspects: Each time you complete a long rest, you may choose one of the following Aspects. You gain that Aspect's traits, in addition to your normal race traits, until you choose a different Aspect at the end of another long rest.

Aspect of the Ancients
Ability Score Adjustment: +1 Intelligence
Wisdom of the Ancients: You become proficient in the History skill.
Keen Mind: You become proficient with Intelligence saving throws.
Voyage of the Ancients: When you hit a creature with an attackl, you may use your reaction to teleport in a burst of dazzling magic. The creature must make a Wisdom saving throw and, on a failure, it grants advantage to the next attack made against it before the end of your next turn. You then teleport up to 30ft, and you cannot use this ability again until you finish a short or long rest.

Aspect of the Destroyer
Ability Score Adjustment: +1 Constitution
Might of the Destroyer: You become proficient in the Athletics skill.
Hardy Form: You become proficient in Strength saving throws.
Wrath of the Destroyer: As a reaction, when you or a creature within 5ft of you is hit by an attack, you may make a single weapon attack against the attacker. On a hit, the target is dazed until the end of your next turn. You regain the ability use this feature when you finish a short or long rest.

Aspect of the Hunter
Ability Score Adjustment: +1 Dexterity
Hunter's Prey: You become proficient in the Survival skill.
Lightning Reflexes: You become proficient with Dexterity saving throws.
Pursuit of the Hunter: When a creature leaves your reach, you may use your reaction to move up to half your speed without provoking attacks of opportunity. In addition, your next attack aqgainst that creature before the end of your next turn deals 1d6 extra damage. The damage increases at 5th level (2d6), 11th level (3d6), and 17th level (4d6). You regain the ability to use this trait when you complete a short or long rest.
[/sblock]
[sblock="Eberron Races"]
[h=5]Changeling[/h]Ability Score Increase: Charisma +2
Size: medium
Speed: 30 feet
Duplicity: You gain proficiency in the Bluff skill.
Mutable Mind: You have advantage on saving throws against being charmed, and cannot be magically put to sleep.
Variability: At the end of each long rest, you may choose either Dexterity or Intelligence. The chosen ability score increases by 1 until you complete another long rest.
Change Shape: As an action, you may assume the form of any humanoid of your size that you have seen, or return to your true form. Any gear or clothing you wear or carry does not change with you. You automatically revert to your true form when you drop to 0 hit points. If you use this feature to mimic a particular creature, individuals who are familiar with that creature may be able to discern that you are an imposter by making an Insight check opposed by your Charisma (Deception) check. The DM may choose to give you advantage or disadvantage on this check, depending on how much time you've had to observe the creature and study its speech patterns and other mannerisms.
Languages: Common, and a choice of two others.

Kalashtar
Ability Score Increase: +2 Charisma, +1 Intelligence
Size: Medium
Speed: 30ft
Dual Psyche: You have advantage on Wisdom saving throws, and resistance to psychic damage.
Mindlink: As an action, you may open a telepathic link between yourself and up to eight other willing creatures within 60ft of you. Each linked creature can converse telepathically with any other creature in the link, provided they both know at least one language.
Wild Talent: Choose one Psionic Discipline from the Mystic's list of Disciplines. You may activate and maintain concentration on that Discipline, but have no PSPs to augment it unless you gain them from another source. Charisma is your psionic ability for this discipline.
Languages: Common, Quori, choice of one other.

Warforged
Ability Score Increase: +2 Constitution
Size: Medium
Speed: 30ft.
Living Construct: You are a construct as well as a living creature. You do not need to eat, drink, or sleep. Instead, you enter a 4 hour period of inactivity in which you perform regular maintanence on your systems. After this period, you gain the benefits a human does from 8 hours of sleep.
Composite Plating: Your construction includes wood and metal, granting you a natural armor bonus. While you are wearing no armor, your AC is equal to 13 + your Dexterity modifier. You still gain this bonus while wearing a shield.
Embedded Components: Due to your cybernetic nature, you are able to incorprate other mechanical and magical devices into yourself. The process takes at least one hour, which can be during a short rest, during which time you physically graft the device into your superstructure and link it to your internal hardware. Once an object is integrated, you can use your action to use it by mental command, without having to physical touch or mabipulate the item. You can have a total number of embedded components equal to 1 + your Constitution modifier. The size and space limitations of your body may also limit what items you can embed.
Languages: Common, and two more of your choice.
Sub-Race: Choose one of the following sub-races:

Soul-Forged
Ability Score Increase: +1 Strength
Immutability: You have advantage on saving throws against disease and poison, and against effects (such as Polymorph) that would alter your form against your will.
Warforged Resilience: You may use a bonus action on your turn to end one effect causing you to be blinded, charmed, deafened, poisoned, or restrained. You regain the ability to do so after you finish a short or long rest.

Psi-Forged
Ability Score Increase: +1 Intelligence
Crystal Clarity: You have advantage on saving throws against being charmed or frightened, and magic cannot put you to sleep.
Innate Spellcasting (Psionics): You can harness the latent psionic energies flowing through you to cast certain spells. You learn the Shocking Grasp cantrip. Once you reach 3rd level, you may use this trait to cast the Enhance Ability spell once, targeting only yourself, and without spending components. Once you reach 5th level, you may use this trait to cast the Lightning Bolt spell once, without spending components. Constitution is your spellcasting ability for these spells. You regain the ability to cast these spells when you finish a long rest.
[/sblock]
[sblock="Dark Sun Races"]
Mul
Ability Score Increase: +2 Constitution,+1 to two other ability scores of your choice.
Size: Medium
Speed: 30ft.
Darkvision: You have Darkvision out to 60ft.
Dwarven Ancestry: You have advantage on saving throws against poison, and resistance to poison damage.
Hybrid Fecundity:
When you spend hit dice during a short rest, you may treat your hit dice as if they were one size larger. For example, if you chose to spend 3d8 hit dice, you would regain 3d10 hit points.
Incredible Toughness: When you roll a 1 on a Strength or Constitution saving throw, you may reroll the save and use the new result.
Skill Versatiity: You become proficient in two skills of your choice.

Thri-Kreen
Ability Score Increase: +2 Dexterity, +1 Wisdom
Size: Medium
Speed: 30ft
Darkvision: You have Darkvision out to 60ft.
Standing Leap: Your long jump is up to 30ft and your high jump is up to 15ft, with or without a running start.
Chameleon Carapace: You can change the color of your carapace to match the color and texture of your surroundings. You have advantage on Dexterity (Stealth) checks made to hide.
Torpor:
You do not need to sleep. Instead, you enter a 4 hour period of inactivity, during which time you remain aware of your surroundings. Afterwards, you gain the benefit of a long rest.
Multiple Arms: You have two additional arms, each of which are strong enough to wield a light weapon or a one-handed weapon with the Thrown property. They are not strong enough to wield a larger weapon, or a shield. In addition, as long as you have at least one hand free, you may make two free object interactions per turn, instead of just one.
Natural Weapons: You have two special unarmed strikes; your Bite and your Claws. Your Claws deal 2d4 slashing damage on a hit, and your Bite deals 1d6 piercing damage on a hit. You use Dexterity for the attack and damage roll.
Thri-Kreen Combat Training: You have proficiency with the Gythka and the Chatkcha, as well as the Poisoner's Kit.
[/sblock]
[sblock="Heroes of the Feywild Races"]
Hamadryad
Ability Score Increase: +2 Wisdom, +1 Charisma
Fey Origin: You have advantage on saving throws against being charmed, and cannot be magically put to sleep.
Forest Walk: Difficult terrain that is part of a tree, undergrowth, or other forest growth does not cost you extra movement.
Oaken Vitality: You do not need to eat or sleep. Instead, you must spend at least four hours each day in meditation, absorbing sunlight, soaking in water, and connecting with the earth beneath your feet. At the end of this period, you gain the same benefit a human would get from eight hours of sleep.
Hamadryad Aspects: As a bonus action, you may call upon your faerie magic to produce one of the following effects. Once you use either of these effects, you cannot use this trait again until you complete a short or long rest:
Spellbinding Beauty: Each creature you choose that can see you must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. Creatures immune to being charmed make the save automatically. On a failure, the creature is charmed by you, and your attacks against the creature have advantage. These effects last until the end of your next turn, or until you intentionally cause harm to the creature.
Wooden Form: You gain resistance to nonmagical bludgeoning, slashing, and piercing damage until the end of your next turn.

Hengeyokai
Ability core Adjustment: +2 Dexterity
Darkvision: Hengeyokai can see in darkness as if it were in dim light, and in dim light as if it were bright light, to a radius of 60ft. Your darkvision is in black and white.
Speed: 30ft. (see Shapechange)
Animal Affinity: Choose an animal from the following list; Badger, Carp, Cat, Crab, Crane, Fox, Hare, Monkey, Raccoon Dog, Rat, Sparrow, or Weasel. Your choice of animal determines your second ability score adjustment, and grants you proficiency with its associated skill:
Shapechange: In your normal form, you are a humanoid. As an action, you may transform magically into one of two alternate forms; a tiny beast, or a hybrid animal form. In all of these forms, you have the shapechanger subtype. When you are in hybrid or animal form, you may return to your humanoid form as a bonus action. You may remain in animal or hybrid form for up to a number of hours equal to half your level (round up). Once you revert to humanoid form, you cannot transform again until you have completed a short or long rest.
In your animal form, you are indistinguishable from a normal animal of that type, and use the stat block of that animal (or one chosen by the DM), but your personality and mental ability scores do not change. Any items or equipment you are wearing meld into the new form, and any magic items cannot be used. While you are in this form, you cannot speak, but you are able to magically communicate with natural animals of the same general type. In your hybrid form, you retain your normal game statistics, but gain additional traits as noted on the table below.


Animal Ability Adjustment Skill Proficiency Hybrid Traits
Badger +1 CON Athletics Burrow 10ft., Keen Smell
Carp +1 WIS Perception Swim 30ft., Water Breathing
Cat +1 WIS Stealth Climb 30ft., Keen Smell
Crab +1 CON Athletics Amphibious, Swim 30ft.
Crane +1 CHA Persuasion Fly 30ft.
Fox +1 CHA Deception Keen Hearing, Keen Smell
Hare +1 WIS Perception Speed +10ft, Keen Smell
Monkey +1 INT Acrobatics Climb 30ft, Pack Tactics
Raccoon Dog +1 CON Survival Keen Hearing, Keen Smell
Rat +1 INT Stealth Keen Smell
Sparrow +1 WIS Acrobatics Fly 30ft
Weasel +1 CON Survival Keen Hearing, Keen Smell

Pixie
Ability Score Increase: +2 Dexterity, +1 Charisma
Size: Tiny
Speed: 20ft
Darkvision: You have Darkvision out to 60ft.
Fey Origin: You have advantage on saving throws against being charmed, and cannot be magically put to sleep.
Flight: You have a fly speed of 30ft. You cannot fly if you are wearing medium or heavy armor.
Wee Warrior: You have disadvantage on ability checks and saving throws (but not attack rolls) using Strength. In addition, you cannot wield weapons or wear equipment larger than tiny size.
Pixie Magic: You learn the Druidcraft Cantrip. In addition, you may use this trait to produce one of the following effects once. Once you have done so, you cannot use this trait to produce another effect until you complete a short or long rest.
Pixie Dust: You sprinkle faerie dust on one creature within 5ft of you that you can see. That creature is granted the benefits of the Fly spell for 1 minute (no concentration required).
Superior Invisibility: You become invisible until the end of your next turn, or until you lose concentration (as if concentrating on a spell). On each of your subsequent turns, you may use your action to sustain this effect for another round, as long as you have not lost your concentration.
Shrink: You sprinkle faerie dust on one object within 5ft of you that is not worn or carried. The object shrinks to tiny size until you choose to end this effect (no action required). When the effect ends, the object returns to its original size. If it doesn't have enough room to do so (e.g. a greatsword placed in a jewelry box), it remains in its tiny size until it does.
Languages: Common, Sylvan

Satyr
Ability Scores Increase: +2 Charisma, +1 Constitution
Size: Medium
Speed: 30ft.
Magic Resistance: You have advantage on saving throws against spells and other magical effects.
Silver Tongue: You are proficient in the Deception skill.
Panpipes: You have a special musical instrument called a panpipe, and you are proficient in its use. As an action, you may play these pipes to create magical effects. Each creature within 60ft of you that can hear the pipes must make a Wisdom saving throw, or suffer one of the effects below (your choice). Satyrs and creatures that cannot be charmed are not affected. A creature can repeat the saving throw at the end of each of its turns to end the effect early on itself. A creature that succeeds on a saving throw against your panpipes is immune to its effects for the next 24 hours.
Charming Melody: Creatures that fail the save are charmed by you until the end of your next turn. If you are any of your allies harm the creature, the effect ends on that creature immediately. As long as the effect lasts, you may use your action on subsequent turns to continue playing, sustaining the effect for another round.
Frightening Strain: Creatures that fail the save are frightened of you until the end of your next turn. On each of your subsequent turns while the effect lasts, you may use your action to continue playing, sustaining the effect for another round.
Gentle Lullaby: Creatures that fail the save fall asleep and are unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to wake the creature. As long as the effect lasts, you may use your action on subsequent turns to continue playing, sustaining the effect for another round.
[/sblock]
[sblock="Heroes of Shadow Races"]
Revenant
Ability Score Increase: +2 Dexterity, (see Past Life)
Size: see Past Life.
Speed: 30ft.
Darkvision: You have Darkvision out to 60ft.
Undeath: You are an undead creature. You do not need to eat, drink, breathe, or sleep. You are also immune to disease and poison.
Regeneration: You regain hit points equal to your proficiency bonus + your Constitution modifier at the beginning of each of your turns. If you take fire or radiant damage, this trait does not function at the start of your next turn.
Rejuvination: When you die, your spirit lingers for 24 hours and then, unless a Wish spell is cast on your corpse to prevent it, you may possess a corpse on the same plane of existence. The corpse magically transforms into an exact duplicate of you at the moment before you died, and you regain all your hit points. All of your possessions remain with your original body.
Vengeful Tracker: You were reborn to bring justice to those who are responsible for your death. You always know the exact distance to and direction of any creature on which you've sworn revenge, even if you and that creature are on different planes of existence. You know immediately if one of these creatures dies.
Past Life: Choose a race and sub-race (if applicable) other than Revenant; you count as a member of that race for the purposes of meeting prerequisites, such as for feats and sub-classes. In addition, one of your ability scores increases by 1 depending on the race you chose;
Dragonborn: +1 Strength
Dwarf: +1 Constitution
Elf, Drow: +1 Charisma
Elf, High : +1 Intell igence
Elf, Wood: +1 Wisdom
Gnome: +1 Intelligence
Half-Elf: +1 Charisma
Halfling, Lightfoot: +1 Charisma
Halfling, Stout: +1 Constitution
Half-Orc: +1 Strength
Human: +1 to any score other than Dexterity
Tiefling: +1 Charisma
Languages: Common, and choice of one other.

Note: This race may seem overpowered at first blush, but note that a Revenant (by RAW) can't be targetted by healing spells, which specifically exclude Undead, so the ability to regenerate is basically a logistical necessity. Also, for the Past Life trait, I only listed the races from the Player's Handbook, but you can probably figure out the pattern for additional races.

Shade
Ability Score Increase: +2 Dexterity, +1 Charisma
Size: Medium
Speed: 30ft.
Darkvision: You have Darkvision out to 120ft.
Fragile Mortality: When you spend hit dice, you do not add your Constitution modifier to the total hit points you regain.
Practiced Sneak: You have proficiency in the Stealth Skill.
One with the Shadows: You learn the Minor Illusion cantrip. Once you reach 3rd level, you may use this trait to cast the Pass Without Trace spell at-will, without requiring material components.

Vryloka
Ability Score Increase: +2 Charisma, +1 Strength
Size: Medium
Speed: 30ft.
Darkvision: You have Darkvision out to 60ft.
Living Dead: You are both undead and a living creature. If you are the target of an effect that functions differently on undead than on living creatures, you choose which creature type you count as.
Blood Dependency: You must feed on blood at least once every 72 hours, or you gain one level of exhaustion. These levels of exhaustion can't kill you, but also can't be removed by rest, or by any other method than drinking blood (see Lifeblood)
Lifeblood: As an action, you may bite a living creature that is either willing or incapacitated, draining them of up to one pint of blood per minute. For every pint of blood you drain from a beast or humanoid, you gain 1 blood point. You gain 2 blood points for each pint of blood you drain from a dragon, fiend, giant, or monstrocity. If you attempt to drain the blood of a Celestial, however, you take 2d10 radiant damage. You may have up to a number of blood points equal to 1 + your Constitution modifier. As a bonus action, you may spend your blood points to produce one of the following effects:
• You remove one level of exhaustion caused by your Blood Dependency racial trait.
• You use the Dash or Disengage action.
• You gain temporary hit points equal to 1d10 x the number of points you spend.
• You gain advantage on melee attack rolls until the end of your next turn.
[/sblock]
[sblock="Other Races"]
Bladeling
Ability Score Increase: +2 Strength, +1 Wisdom
Size:
Medium
Speed: 30 feet.
Acid Resistance: You have resistance to Acid damage.
Razor Storm: As an action, you may launch the spikes growing from your body in a lethal cloud of dart-like projectiles.
Each creature within 10ft of you must succeed on a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failure, the creature takes 1d6 + your Strength modifier piercing damage.
The damage increases at 5th level (2d6), 11th level (3d6), and 17th level (4d6). The spikes grow back by the time you complete your next short or long rest; until they do, you lose this trait.
Spiked Knuckles: Your unarmed strikes deal 1d6 piercing damage on a hit. In addition, you can score a critical hit with your unarmed strikes on a roll of 19-20.
Thorn Body: When you begin your turn grappling a creature, or being grappled by a creature, that creature must make a Dexterity saving throw against the above DC. On a failure, the creature takes piercing damage equal to twice your proficiency bonus. You do not gain this benefit if you are wearing armor heavier than Studded Leather.
Languages: Common, Orc

Genasi (Variant)
Ability Score Increase: +2 Constitution
Size: Medium
Speed: 30ft.
Languages: Common, Primordial
Elemental Manifestation: Choose one of the following options:
[sblock="Standard Manifestations"]
Earthsoul
Ability Score Increase: +1 Strength
Earthen Resilience: You have proficiency with Constitution saving throws, and +1 bonus to all other saving throws.
Earthwalk: Difficult terrain that is the result of broken stonework, unstable ground, rubble, and similar earthen terrain does not cost you extra movement.
Earth Shock: You learn the Mold Earth cantrip. In addition, when you reach 3rd level, you may use this trait to cast the Earth Tremor spell once, without requiring material components. You regain the ability to cast in this way when you complete a short or long rest. Constitution is your spellcasting ability for these spells.

Firesoul
Ability Score Improvement: +1 Intelligence
Darkvision: You have darkvision out to 60ft.
Fire Resistance: You have resistance to fire damage.
Fire Pulse: You learn the Produce Flame cantrip. In addition, when you reach 3rd level, you may use this trait to cast the Burning Hands spell once, without requiring material components. You regain the ability to cast in this way when you complete a short or long rest. Constitution is your spellcasting ability for these spells.

Stormsoul
Ability Score Improvement: +1 Charisma
Storm Surge: You may use the Dash, Disengage, or Dodge action as a bonus action during your first turn in any combat encounter.
Storm Resistance: You have resistance to cold damage.
Wrath of the Storm: You learn the Thunderclap cantrip. In addition, when you reach 3rd level, you may use this trait to cast the Absorb Elements spell when you take Lightning or Thunder damage, without requiring material components. You regain the ability to cast in this way when you complete a short or long rest. Constitution is your spellcasting ability for these spells.

Watersoul
Ability Score Increase: +1 Wisdom
Acid Resistance: You have resistance to acid damage.
Aquatic: You have a swim speed of 30ft, and you can breathe in water as well as in air.
Swift Current:
You learn the Shape Water cantrip. In addition, by 5th level, you gain the ability use your action to transmute yourself into a living mass of water and flow over your enemies.This effect duplicates the Tidal Wave spell, except that the spell's area must include your space. Afterward, you reform your physical body in any unoccupied space that was included in the spell's area. This does not provoke attacks of opportunity. You regain the ability to do this when you complete a short or long rest. Constitution is your spellcasting ability for your spells.

Windsoul

Ability
Score Increase: +1 Dexterity
Wind Resistance: You have resistance to thunder damage.
Unending Breath: You can hold your breathe indefinitely as long as you are not incapacitated.
Wind Walker: You learn the Gust cantrip. In addition, once you reach level 5, you are able to create a powerful updraft that allows you to launch yourself into the air. As a bonus action, you may grant yourself a Fly speed of 30ft until the end of your next turn. If you are still in the air when this effect ends, you glide down 60ft, taking no damage if you land. If you have not landed by this point, you fall. Once you have used this trait, you cannot do so again until you complete a short or long rest.
[/sblock]
[sblock="Corrupted Manifestations"]
Causticsoul
Ability Score Increase: +1 Wisdom
Acid Resistance: You have resistance to Acid damage.
Amphibious: You have a swim speed of 30ft and can breathe in water as well as in air.
Acid Surge: You learn the Acid Splash cantrip. Once you reach 5th level, you may use your action to transmute your body into a wave of Acid and wash over your enemies. This ability functions like the Water Genasi's Swift Current feature, except it deals Acid damage instead of Bludgeoning. You regain the ability to use this feature when you complete a short or long rest. Constitution is your spellcasting ability for your spells.

Cindersoul
Ability Score Increase: +1 Intelligence
Darkvision: You have Darkvision out to 60ft.
Fire Resistance: You have resistance to Fire damage.
Fire Death: You learn the Fire Bolt cantrip. In addition, once you reach 5th level you may use this trait, as a reaction, to suck the force from an enemy's attack. The creature treats their damage roll as if every die showed a result of 1. Once you use this feature, you cannot do so again until you complete a short or long rest.

Plaguesoul
Ability Score Increase: +1 Dexterity
Toxin Resistance: You have advantage on saving throws against disease and poison, and resistance to poison damage.
Plague Bearer: You learn the Poison Spray cantrip. When you reach 5th level, you may use your action to generate a cloud of poisonous gas from your flesh.
As an action, you create a lightly obscured area of poison gas that fills a 5ft. sphere centered on you. The area moves with you when you move. Any creature that enters or ends its turn in the cloud must succeed on a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier or take 2d6 poison damage. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
The cloud lasts for 1 minute, or until you lose concentration (as if concentrating on a spell). You regain the ability to produce this cloud when you finish a short or long rest.

Voidsoul
Ability Score Increase: +1 Charisma
Iron Will: You are proficient in Wisdom saving throws.
Mental Resistence: You have resistance to Psychic damage.
Void Assumption: Your connection to the essence of nothingness grants you the ability to temporarily erase yourself from reality.
You may use your action to vanish from existence until the end of your next turn. During this time, you, your equipment, and anything else you are wearing or carrying do not exist anywhere in the multiverse. As such, nothing (including spells, conditions, or attacks) can affect or locate you, and you cannot take actions. You are, for all intents and purposes, removed from the game.
On what would be your next turn, you return to existence just as you were when you disappeared, except that you may appear in any unoccupied space within 15ft of where you vanished. Once you use this ability, you cannot do so again until you complete a short or long rest.
[/sblock]
[sblock="Athasian Manifestations"]
Embersoul
Ability Score Increase: +1 Intelligence
Volcanic Resistance: When you make a saving throw against an effect that deals fire damage, you take no damage on a successful save, and only half damage if you fail.
Ashfall Evasion: When you would be the target of an attack or spell that deals damage, you may use your reaction to disperse your body into a roiling cloud of Ash, taking no damage in the process.
You become an area of searing ash that occupies a 10ft sphere centered on the space you used to occupy. The area is lightly obscured, and any creature that enters or ends its turn in the zone must succeed on a Constitution saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier or take 2d8 fire damage. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level.
At the end of your next turn, your body resumes its humanoid form in the space you previously occupied, or the nearest unoccupied space. Once you use this feature, you cannot do so again until you complete a short or long rest.

Magmasoul
Ability Score Increase: +1 Strength
Flameborn: When you take fire damage, you may absorb some of the heat as a reaction to charge your melee attacks.
One weapon or unarmed strike of your choice becomes wreathed in flames until the end of your next turn. Any successful attack using the chosen weapon or unarmed strike deals an additional 2d8 fire damage.
Flowing Magma: You may use your action to transmute your body into a humanoid mass of molten lava. Until the end of your next turn, you are immune to fire damage, your speed is reduced to 15ft, and you cannot gain bonuses to speed.
In addition, you may use your reaction to negate any forced movement you are subjected to, and you generate an aura of intense heat within 5ft of you. Any creature that ends its turn in the aura must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failure, the target takes 2d6 fire damage. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.
Once you use this ability, you cannot do so again until you complete a short or long rest.

Sandsoul
Ability Score Increase: +1 Dexterity
Shifting Form: You gain advantage on saving throws against effects that would restrain you, knock you prone, or reduce your speed, as well as Dexterity (Acrobatics) checks to escape a grapple.
Sand Slide: You may use your action to transmute your body into a mass of living sand until the end of your next turn. While in this form you have resistance to all damage, you can enter the spaces of other creatures, and you may squeeze through spaces large enough to admit even a single grain of sand.
Once you use this ability, you may not do so again until you complete a short or long rest.

Sunsoul
Ability Score Increase: +1 Wisdom
Solar Resilience: You have advantage on saving throws against effects that deal fire or radiant damage, as well as effects that would use bright light to render you Blinded.
Heat Adaptation: You are immune to the effects of extreme heat.
Solar Flare: You learn the Light Cantrip. When you reach 5th level you may cast the Daylight spell once using this trait.
In addition, you may use this trait to charge yourself with solar energy, producing a brilliant flash as an action. You produce a 10ft radius sphere of sunlight centered on you. The sphere radiates bright light out to 60ft, and dim light a further 60ft.
Each creature within the sphere must succeed on a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Wisdom modifier. On a failure, the target takes 1d6 radiant damage and is blinded until the end of your next turn. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.
Once you use cast in this way, or use the ability above, you cannot do so again until you complete a short or long rest.
[/sblock]

Shadar-Kai
Ability Score Increase: +2 Dexterity, +1 Intelligence
Size: Medium
Speed: 30ft.
Darkvision: You have Darkvision out to 60ft.
Raven's Ward: You are proficient in death saving throws. In addition, you have advantage on saving throws against Shadowfell Despair, and similar effects that cause Madness.
Winterkin: You have resistance to cold and necrotic damage.
Shadow Jaunt: You slip the bonds of the planar firmament to travel through the plane of shadow. When you reappear, you remain ghostly and insubstantial for a brief moment.
As a bonus action, you may teleport up to 30ft. When you arrive at your destination, you are partially ethereal; you have resistance to all damage but force damage until the end of your next turn.
Once you use this ability, you cannot do so again until you complete a short or long rest.
[/sblock]
 
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I'm A Banana

Potassium-Rich
Don't have time for a detailed look now, but I will say that I applaud this effort! I'm kind of partial to all the weird and wonderful in 4e's race options. Thanks for it!
 

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