D&D Conversion Races

Remathilis

Legend
So I got the itch to convert some races from various D&D sources over to 5e status until some "official" versions emerge (if ever). So below is my take on four races (Vryloka, Rakasta, Goliath, and Genasi) as well as a fifth "playable" merfolk race. (Adapted from somewhere on the net).

Feedback is appreciated.
 

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Remathilis

Legend
Genasi
Genasi are an inherent contradiction. Each genasi embodies the potential chaos of air and fire, the order of earth and water, or the ferocity of thunder and lightning. Genasi manifest one of these facets of their elemental soul at all times. Their race is passionate and nearly as diverse as humans. Genasi can be found almost anywhere.

Elemental Paragons
Every genasi constantly manifests an element. (Genasi have no neutral, nonelemental state.) All genasi are born with an elemental manifestation, a genetic trait that is handed down from his or her parents. Genasi are of roughly the same size and proportions as humans, though they tend toward broader physiques that are evidence of their physical strength. A genasi’s body is etched with energy lines that glow in a color associated with the element that the genasi is manifesting. The energy lines on a genasi’s body appear in a pattern that is common between members of the same family and sometimes between natives of the same area. The specific configuration of energy lines on each genasi’s face and head is distinctive, varying between individuals the way fingerprints differ between humans. To show off the energy lines etching his or her body, a genasi often wears clothes that leave at least some portion of his or her body uncovered.
Genasi skin tones and “hair” also vary depending on which element an individual has. Genasi don’t have actual hair—the substance that appears to cover their heads during different manifestations is a magical expression of their elemental nature.

Pride and Change
Generalities about a genasi’s elemental manifestation are sometimes contradicted by the race’s varied nature. In most regions where genasi live, the dominant manifestation is the one most closely associated with the region’s environment. The most extreme example of this truism occurs in underwater communities, where it’s essentially impossible for a genasi to survive without the watersoul manifestration.
Ambition and pride have strongly influenced genasi culture. Genasi are constantly aspiring to improve their station. Their societies bubble with a constant pressure for recognition of true strength and competence. In consequence, genasi social structures are nowhere near as stable as those created by other races.
Genasi have no longstanding animosity toward any other races. Neither can they be said to be sure friends of any other race—not even their own.

Genase Names
Male Genasi Names: Emere, Garel-kai, Jett, Kaddim-sul, Ki-amar, Mariz, Sardis, Sha-karn, Yuriel, Zan-kyri
Female Genasi Names: Ashar, Gwind, Len-jes, Jenda-shan, Jerra, Mai-sal, Mara-kai, Nari-lana, Sonliin, Valandra, Vanri

Genasi Traits
Your elemental heritage gives you access to the following racial traits.
Ability Score Increase. Your Constitution score increases by 2.
Age. Genasi have an average life span comparable to that of humans, roughly 75 years. Some members of the race can live to the age of 90 or 100.
Alignment. Genasi tend toward neutrality at least partially. Some embrace the chaos of the elements, while others enjoy the stability of nature.
Size. Genasi are roughly the same height and weight as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Due to their planar heritage, genasi have exceptional sight. 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.
Languages. You can speak, read, and write Common and Primordial.
Subrace. Each genasi manifests an elemental form, either fire, water, wind, earth, or storm. This affects their appearance and powers. Choose one of the subraces below to determine your elemental heritage.

Earthsoul Genasi
Appearance. Brown skin; golden energy lines and eyes; bald with golden energy lines glowing on the head.
Ability Score Increase. Your Strength increases by 1.
Natural Armor. You have a +1 to your Armor class.
Elemental Heritage. You know Blade Ward cantrip. At 5th level, you can cast pass without trace once per day. Intelligence is your caster stat.

Firesoul Genasi
Appearance. Ruddy bronze skin; fiery orange energy lines and eyes; flickering flames coming out of the energy lines on the head.
Ability Score Increase. Your Intelligence increases by 1.
Fire Resistance. You have resistance against fire attacks.
Elemental Heritage. You know the produce flame cantrip. At 5th level, you can cast heat metal once per day. Wisdom is your caster stat.

Stormsoul Genasi
Appearance. Purple skin; silvery energy lines; glowing crystalline silver spikes on the head.
Ability Score Increase. Your Charisma increases by 1.
Lightning Resistant. You have resistance against lightning attacks.
Elemental Heritage. You know the Shocking grasp cantrip. At 5th level, you can cast thunderwave once per day. Charisma is your caster stat.

Watersoul Genasi
Appearance. Seafoam green skin; bright blue energy lines; bald with blue energy lines glowing on the head.
Ability Score Increase. Your Wisdom increases by 1.
Amphibious. You can breathe water as easily as you breathe air. Additionally, you have a swim speed equal to your walking speed.
Elemental Heritage. You know the Ray of Frost cantrip. At 5th level, you can cast create or destroy water once per day. Wisdom is your caster stat.

Windsoul Genasi
Appearance. Silver skin; light blue energy lines; glowing blue and gray ice crystal spikes on the head.
Ability Score Increase. Your Dexterity increases by 1.
No Breath. Air Genasi do not need to breathe.
Elemental Heritage. You know Message cantrip. At 5th level, you can cast levitate once per day. Intelligence is your caster stat.
 
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Remathilis

Legend
Goliath
Goliaths are mountain-dwelling nomads who see life as a grand competition. Their scattered bands have never been major players in the politics of the lowland world, but they have wandered the mountain ranges of the world since the first shaped peaks and valleys. Tall and massive, goliaths revere the primal power of nature and use it to enhance their own strength.

Stone and Strength
Goliaths tower over even dragonborn, standing between 7 and 8 feet tall. Their skin is gray or brown, mottled with darker patches that they believe hint at some aspect of each goliath’s fate or destiny. Their skin is speckled with lithoderms, coin-sized growths of bone that appear like pebbles studding their arms, shoulders, torso, and head. A bony ridge juts over their gleaming blue or green eyes. Male goliaths are bald, and females have dark hair they typically grow long and wear in braids.

Competition and Wanderlust
Goliaths are driven by a fierce love of competition. Anything that can be conceived as a challenge invites goliaths to keep score, tracking their progress against both their comrades and themselves. A goliath fighter might remark on how many times he has drawn first blood in battle within a particular dungeon compared to the party’s rogue, and he’s certainly mentally tracking his own performance against his last adventure. This competitiveness takes the form of good-natured rivalry among goliaths. As a race they have no patience for cheaters, gloaters, or sore losers, but goliaths can be very hard on themselves when they fail to measure up to their own past accomplishments.
Daring that borders on foolhardiness is also a common trait among goliaths. They have no fear of heights, climbing sheer mountain cliffs and leaping great chasms with ease. Their nomadic lifestyle of hunting and gathering instills in them an inquisitive interest in whatever lies over the next ridge or at the head of a canyon. To a wandering hunter’s mind, that curiosity can lead to better hunting grounds or a good water source that would otherwise go undiscovered.

Goliath Names
Male Names:Aukan, Eglath, Gauthak, Ilikan, Kavaki, Keothi, Lo-Kag, Maveith, Meavoi, Thotham, Vimak
Female Names:Gae-Al, Kuori, Manneo, Nalla, Orilo, Paavu, Pethani, Thalai, Uthal, Vaunea

Goliath Traits
Your goliath character has a variety of abilities from due to their size and strength.
Ability Score Increase. Your Strength score increases by 2 and your Constitution increases by 1.
Age. Goliaths have life spans comparable to those of humans.
Alignment. Goliaths have a slight tendency toward chaotic alignments, which is reflected in their wanderlust and the small, mobile communities in which they live in.
Size. Goliaths stand over 7 feet tall and weighing over 300 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Brute. When you hit with a melee weapon, you deal one extra die of its damage.
Powerful Athlete. You have Advantage on Strength (Athletics) checks to climb, jump, or grapple.
Mountain Movement. You can make standing long jumps and high jumps as if they were running long jumps and high jumps.
Insightful. You have proficiency in the Insight Skill.
Languages. You can speak, read, and write Common and either Dwarvish or Giant at your choice.
 
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Remathilis

Legend
Vryloka
To the world at large, vrylokas are known as human nobles who were displaced from distant ancestral homelands. But even as they are welcomed into the upper circles of their adopted cultures, the vrylokas maintain their true society in the shadows - a dark court of vampires constantly plotting for power against each other and the mortal races.

Living Death
Vrylokas were originally human, though the blood•bond ritual subtly changes their appearance. Vrylokas have dark gray or blue eyes that turn red when they are angered or excited. Their skin is uniformly pale, ranging from pinkish flesh to chalky white. Most vrylokas have hair in shades of red, from deep scarlet to strawberry blond. However, jet-black hair is found in rare individuals. A vryloka's upper canine teeth might appear slightly more pronounced than the human norm. However, unlike true vampires, vrylokas have no fangs.

Passion and Politics
The essence of the blood bond ritual is the pursuit of eternal life, and the ritual's effects shape every vryloka's personality. Vrylokas are passionate creatures, capable of being overcome by blissful love or seething rage with equal ease. The grudges and affections of a vyloka can endure for centuries, sometimes passing from generation to generation.
The intensity of the vrylokas' passion often leads them to feelings of ennui and unrest. Their once human minds cause them to appreciate the advance of years more than dwarves, elves, and other long-lived races do, As such, vrylokas spend their time searching for ways to entertain themselves. Some run to intellectual endeavors, becoming renowned as artists or poets. Others seek gratification by pushing themselves to their physical limits through military service or adventuring. Most turn their distaste for world-weariness against each other, engaging in elaborate power games in which the common races are treated as possessions and pawns.

Vryloka Traits
Due to the Blood bond ritual of your ancestors, vrylokas have the following racial traits.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity increases by 1.
Age. The blood bond ritual causes vrylokas to live to be three hundred years old or more, and they retain their energy and vitality to their dying days.
Alignment. Vryloka tend toward evil, due to their curse of their blood. However, many fight their urges and attempt to live a more noble life.
Size. Vryloka are the same height and weight as a human. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. As a creature of the night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Blood Dependency. Vryloka do not regain hit dice during a long rest unless they’ve used their lifeblood ability within the last 24 hours.
Living Dead: Because your soul is tainted by undeath, you are both living and undead. If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.
Necrotic Resistance. You have resistance to necrotic damage.
Lifeblood. You can syphon off the life force of a creature near you that has just died, strengthening your own power. If a living creature next to you drops to 0 hp, you can drain a bit of its life as a reaction, causing it to fail one death save but granting you temporary hp equal to your level + your Charisma modifier.
After you use this ability, you must finish a short or long rest before you can use it again.
Languages. You can speak, read, and write Common and another language of your choice.
 

Remathilis

Legend
RAKASTA
Known as "cat folk" by its neighbors, the rakasta are a proud race of feline humanoids. Rakastan culture is unique, somewhat mystical, and concerned primarily with battle and honor. Rakastas are known to be some of the most efficient soldiers and warriors in all of the civilized lands.

MAN AND CAT
Rakastas stand about 5 ½ feet tall and usually weight about 130 pounds. They look like a furry human with the head of a cat. Its short fur is usually soft and ranges in color from light tan to dark brown. Many rakastas have a darker hue on the ears and muzzle. Some specimens have white highlights and the ears and muzzle instead or even white or dark patches at the extremities (feet, hands, and tail). Older rakastas show whitening around the face and ears. The creatures have cat eyes, with vertical pupils. The irises are usually green, but some are yellow or even blue or hazel; a few rare individuals have two colors, most commonly one blue and one green. Rakastan hands and feet are like those of humans, except for the fur and retractable claws. Rakastas also have non-prehensile four feet long tails, most are covered with short fur. Rakastas are very proud of their tails and spend a great deal of time each day grooming them.

HONOR AND VALOR
Rakastas are a proud and emotional race. They are renowned for their quickness to anger if they feel that they have been wronged or insulted and for their great tenacity and bravery in battle. They also place a great value in honor and reputation. Rakastas seek to prove their own valor and skill in combat. They are extremely interested in the world at large and this translates into a wanderlust that demands they explore and experience all things for themselves.
They have a feudal style of government mixed with their ancient ways, warrior traditions, and mystical predilection. Their architecture is elegant and ornate with light buildings, mostly made of wood. Their smiths are famous for the intricate and detailed tools, weapons, and armors they make. They are not miners so they rely heavily on ore trade between themselves and other nations in order to maintain a quality of life they demand.

RAKASTA NAMES
Rakastas use two names, a personal name and a clan name. Their names often have a lot of hard consonants sounds and flowing vowels.
Male Names: Hirameki, Jiro, Kamaggi, Kaminari, Kenju, Myojo,
Female Names: Kitahara, Lyn, Tamokka
Clan Names: Fuurifesu, Katamura, Katayama, Tomokato

RAKASTA TRAITS
Due to a mixture of humanoid and feline abilities, Rakastas have the following traits.
Ability Score Increase. Your Dexterity score increases by 2 and your Constitution increases by 1.
Age. Rakasta mature at the same rate as humans.
Alignment. Most rakastas are usually neutral where law and order is concerned, and are indifferent about the affairs of good and evil as well.
Size. Rakasta are roughly the same height and weight as elves. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Rakasta have exceptional night sight. 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.
Keen Senses. You have proficiency in the Perception skill.
Sense Invisible. You do not suffer disadvantage when attacking invisible creatures, though you must still guess correctly which square they are in. Invisible foes still have advantage on attack rolls against you.
Catfall. You take half damage from any fall. This ability does not work if you are unconscious or restrained.
Pounce. If the rakasta moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus.
Languages. You can speak, read, and write Common and Rakasta. Rakasta is an older language and seems entirely unrelated to those around them.
 

Remathilis

Legend
Merfolk, Landwalker
Landwalkers are a rare offshoot of merfolk with the ability to transform their tails into a set of human-like legs. They serve as the emissaries between merfolk and other sea-dwelling communities and land-based communities.

Above and Below the Sea
While in Merfolk form, Landwakers have a long fish tail that can be blue, green, or even purple. Their skin tone ranges between shades of white to pale blue or pale green. Their hair can be blonde, brown, green, purple, blue, black, or red. Females and non-warrior males wear their hair long and flowing, and most males wear beards. Warriors wear their hair short-cropped and often spiked in intricate patterns that designate rank. Merfolk tend to have green eyes, but virtually all shades are present in the population. Merfolk typically wear little to no clothing while in the water, although they will wear armor.
While in human form, their tails turn into legs and their skin turns into a human skin tone that most closely matches their Merfolk pigment. Their hair and eyes will stay the same color, which is one of the ways to tell a Merfolk apart from a normal human. While on land, Merfolk adopt the clothing styles of the locals so as not to stand out.

Between Two Worlds
Landwalker merfolk live between two worlds. Among other merfolk, they are both welcomed for their ability to bring in items from above (such as worked metal) but also viewed jealously by those merfolk who remain forever below the sea. On land, they are viewed as oddities and curiosities, making them feel like some form of freak even amongst the most open-minded communities. Because of this, they tend to be reserved and prefer solitude to the company of either kind. This inability to fit in with either aquatic or land races makes them perfect candidates to become adventurers.


Merfolk Names
Male Names: Drake, Salas, Aquis, Sedor, Agrata, Typhon, Nido, Latus
Female Names: Anosa, Kella, Atlise, Morea, Soreen, Corselle, Ulanda, Ari

Mermaid Traits
As a merfolk, you gain some natural traits due to your connection to the sea.
Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1.
Age. Much like the Elves, Merfolk have a 300 year lifespan and remain healthy throughout their lives.
Alignment. Merfolk tend toward neutrality, but nearly any alignment can be found amongst the merfolk.
Size. Merfolk are 7 feet long in natural form, but normal human size in landwalker form. Your size is Medium.
Speed. Your speed depends on your form (see landwalker, below). In natural form, your walking speed is 10 feet and your swim speed is 40 feet. In landwalker form, your walking speed is 30 feet and you lose you swim speed.
Amphibious. You can breathe air and water.
Keen Senses. You have proficiency in the Perception skill.
Landwalker. You can change your lower portion of your body from a fish-tail form to humanlike legs. Changing your form requires a minute of concentration. When in merfolk form, you lose the ability to wear footwear of any kind (including magical types) though armor and clothing meld into your new form. Landwalkers have the shapechanger subtype.
Languages. You can speak, read, and write Common and Aquan.
 


Redthistle

Explorer
Supporter
Pixie, converted using 4e Pixie and 5e Elf/Wood Elf for inspiration

Pixie
Pixies are most at home in natural settings, but can be so fascinated by the activities of other creatures that they are sometimes drawn into even the largest of communities if they chance to become intrigued by someone who simply travels past them. They are often at the mercy of their own sense of whimsy, yet that very lack of predictability can also confound any opponents they might encounter along the way.

Pixies rarely appear to onlookers unless they wish to be seen, and other people who happen to spot a pixie are astonished at the first sight of these tiny fey.

Pixies wear light, ephemeral clothing that grants maneuverability while they fly. Noble pixies array themselves like princes and princesses of the fey, wearing flowing gowns and doublets of spider and caterpillar silk that sparkle like moonlight on a pond. Wild pixies dress themselves in acorns, leaves and bark, and the pelts of woodland beasts. Pixies prefer armor made of acorns, insect chitin, leather, the scales of reptiles, stiff bark, or fine mithral mail. They rarely wear heavy armor.

What pixies lack in ambition they more than make up for in curiosity. They are usually content to safely watch from hiding, but there are moments when something a creature does is so inexplicable to a pixie that it just has to interrupt and ask, “What is ... ?” or “Why did you ... ?” or some other pesky question.

Like their elven kin, pixies love nature and magic, art and artistry, music and poetry, and the good things of the world.

Delicate Wings, Nimble Flyers
Rarely reaching even a foot in height, pixies resemble diminutive elves with gossamer wings. These wings sprout from their backs like those of dragonflies or butterflies, but are grander and more beautiful than either. Pixie wings come in as many colors and patterns as there are shapes to dreams. Despite their almost insubstantial quality, they are as bright as the clear dawn and as luminous as the full moonrise.

A pixie in flight leaves a shower of sparkling dust that follows in its wake like the glittering tail of a shooting star.

Pixie eyes come in as many different colors as their wings. When pixies interact with mortals in the world, their eyes appear to have pupils. However, the natural state of a pixie’s eye is a single glittering orb without a pupil.

Manana, Pixie Style
Pixies can live well over 700 years, but unlike some other long-lived races, they tend to live more in the moment. It’s not that they don’t have long memories; rather, where elves consider events with something of a wait-and-see perspective and plan ahead when they can, pixies are more likely to be excited by any unexpected change to their current circumstances. They might abandon strategy to indulge their curiosity just because an unrelated but novel development catches their attention.

Pixies are able to maintain their concentration on a given task when it seems crucial to them, but outside of that they have an attitude that they’ve got all the time in the world and can get back later to anything that really matters.

Glades, Woodlands, and Rural Streams
Pixies possess little if anything in the way of territorial instincts. Most dwell in forests, sleeping outside in trees or bushes when the weather is fair enough. In temperate climes they will dwell in tree hollows in winter after migratory avians such as wood ducks have abandoned them for warmer climes. Some pixies simply migrate away from the cold along with the birds.

Exploration and Adventure
Pixies take up adventuring almost accidentally, simply following their innate curiosity away from home at times and joining adventuring groups when they become friends with one or more members of the party. That same sense of wonder about the world may lead them back home from time to time to catch up with loved ones, too, and any time they have rejoined family or friends they have not seen for a while is a great reason to celebrate with song and dance and magic.

Pixie Traits
>Ability Score Increases. Your Dexterity score increases by 2, and your Charisma score by 1.
>Age. Although pixies reach physical maturity at about the same age as humans, a pixie understanding of adulthood as other races see it does not really exist: they retain a certain childlike quality throughout their lives. A pixie typically claims “adulthood” around the age of 70 and can live to be 750 years old.
>Alignment. Pixies love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect the freedom of others as well as their own, and they are more often good than not.
>Size. Tiny: Pixies range in height from 6 inches to 1 foot. The carrying capacity of a tiny creature is only 1/2 that of a medium-sized creature.
>Speed. Walk, 10 feet; Fly, 30 feet (altitude limit = 10 feet; exceeding that during the pixie’s turn ends with that turn and the pixie sinks back to about 5 feet unless the pixie has landed on or grabbed something at the higher level).
>Darkvision. Accustomed to twilit forests and the night sky, a pixie has superior vision in dark and dim conditions. A pixie can see in dim light up to 60 feet as if it were bright light, and in darkness as if it were dim light. In darkness, colors cannot be discerned, only shades of gray.
>Fey Ancestry. Pixies have advantage on saving throws against being charmed, and magic can’t put a pixie to sleep.
>Pixie Survivalism. Pixies have skill proficiency in Stealth.
>Speak with Beasts. A pixie can communicate with animals.
>Languages. Common, Sylvan.
 
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Redthistle

Explorer
Supporter
Half-Drow: conversion using 5e rules for Drow and Half-Elf races

Half-Drow
Half-drow walk in two worlds ...
... but belong even less to either of them than do half-elves. Some say half-elves combine the best qualities of both their elven and human parents. The opposite holds true for the way that half-drow are viewed. The worst qualities of both races are imputed to them: the corruptibility of humans and the treachery of drow being high on the list of their suspected sins.

Places that will accept a known half-drow in their midst are more rare than half-drow themselves. A half-elf may find a home in some community, but a known half-drow is likely to by shunned by humans, and among drow, they’ll either be oppressed and enslaved or killed in infancy as detestable abominations suitable only as sacrifices to fell gods.

Known half-drow, unless they are able to relocate to a new location where they can leave knowledge of their hybrid nature behind, will be unable to find a welcome almost everywhere and so are forced to choose lives of solitary wandering or must join other misfits and outcasts in the adventuring life.

Of Two Worlds
To humans, half-drow appear unnerving at best, and to drow, they appear as humans. Oddly, only elves see them for what they are, and tend to pity and detest them in equal measure. In height, they’re on par with both parents, though they’re neither as slender as drow nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only a little taller and heavier than women.

Half-drow men do have facial hair and sometimes grow beards to mask their drow ancestry. In structure, their hair might be anywhere from as straight as the drow norm to as tightly curled as any of their human near-ancestors might have had. The color of it mostly tends to favor the human side but with broad bands of the drow parent’s white or pale yellow hair providing what can be a dramatic contrast.

Half-drow skin color tends to be some blend of their parents’ respective coloring, but regardless of the exact shade it shares the glossiness of the drow parent’s skin. Their ears are only a little longer than typical human ears, but are gently pointed.

If it were only those physical features, a half-drow could probably get by as a half-elf.

It is their eyes that most powerfully betray their drow heritage. Like that fey side of their ancestry, the eyes of a half-drow tend to be extremely pale, sometimes to the point where they appear completely white, although a faint hue of lilac, silver, pink, red, or blue can often be seen.

Wandering Mongrels
Regarded warily in human cities and subject to outright hostility in elven forests, the only welcome a known half-drow is likely to find is among those few individuals who are willing to get to know them for who they are. For this reason, they place a high value on friendship. The inherent charm of a half-drow can even work against them if anyone he or she interacts with suspects a known half-drow of trying some con game on them.

Half-drow are so rare that they rarely even come across another of their kind. Most people will never meet one, either. An ironic effect of the suspicion known half-drow live with daily leads them to regard each other with the same bias in which they themselves are seen. It can take a long time for two half-drow to learn to trust each other, but if they do they are likely to become friends for life.

There are no known half-drow communities above ground, although there may be some in the Underdark. On the surface a half-drow will feel a lot of pressure to live down to the expectations of those around him or her. A life of crime is all too often the only survival route open, as many would-be employers will doubt their integrity. It takes a very determined half-drow to carve a different path.

Half-Drow Traits:
Your half-drow character has some qualities in common with drow and some that are unique to humans.
>Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
>Age. Half-drow mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
>Alignment. Half-drow share the chaotic bent of their drow heritage. They value both personal freedom and survival, demonstrating neither love of leaders nor desire to be followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable. They are unlikely to be inclined to goodness but exceptions can occur.
>Size. Half-drow are about the same size as humans, ranging from 5 to 6 feet tall. Your size is medium.
>Speed. Your base walking speed is 30 feet.
>Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
>Half-drow Trance. Like the elven trance (Player's Handbook p23) except it requires 6 hours a day, and is best done away from sunlight.
>Half-drow Weapon Training. You have proficiency with your choice of one of the following: rapiers, short swords, or hand crossbows.
>Improved Darkvision. Thanks to your drow blood, you have superior vision in dark and dim conditions. You can see in dim light within 90 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.
>Skill Versatility. You gain proficiency in one skill of your choice.
>Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight.
>Languages. Common, Elvish, plus one of your choice.
 
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Remathilis

Legend
Pixie Traits
>Ability Score Increases. Your Dexterity score increases by 2, and your Charisma score by 1.
>Age. Although pixies reach physical maturity at about the same age as humans, a pixie understanding of adulthood as other races see it does not really exist: they retain a certain childlike quality throughout their lives. A pixie typically claims “adulthood” around the age of 70 and can live to be 750 years old.
>Alignment. Pixies love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect the freedom of others as well as their own, and they are more often good than not.
>Size. Tiny: Pixies range in height from 6 inches to 1 foot. The carrying capacity of a tiny creature is only 1/4 that of a medium-sized creature. Items sized for a tiny creature likewise weigh only 1/4 of standard medium-sized measures (see Wee Warrior below).
>Speed. Walk, 10 feet; Fly, 30 feet (altitude limit = 10 feet; exceeding that during the pixie’s turn ends with that turn and the pixie sinks back to about 5 feet unless the pixie has landed on or grabbed something at the higher level).
>Darkvision. Accustomed to twilit forests and the night sky, a pixie has superior vision in dark and dim conditions. A pixie can see in dim light up to 60 feet as if it were bright light, and in darkness as if it were dim light. In darkness, colors cannot be discerned, only shades of gray.
>Fey Ancestry. Pixies have advantage on saving throws against being charmed, and magic can’t put a pixie to sleep.
>Pixie Naps. Pixies, like elves, do not need to sleep. They have their own form of the elven trance, however, that requires them to take 1 hour, four times in every 24 hours, to enter a deep meditative trance, during which they remain semiconscious. As with an elven trance, in this dream-like state they perform reflexive mental exercises that restore most of the same benefits a human gets from 8 hours of sleep, with two significant exceptions:
>>Daily powers and spells are only fully restored by exposure to sunrise, even if the skies are overcast. If a pixie is below ground when the sun rises, he or she has disadvantage on all daily powers and spells until the next time the pixie is above ground at sunrise.
>>The daily recovery of full hit points also occurs only at the moment of sunrise. This occurs even if the pixie is underground at the time.
>Pixie Survivalism. Pixies have skill proficiencies in Nature and Stealth.
Speak with Beasts. A pixie can communicate with natural beasts and fey beasts.
>Wee Warrior. Pixies have a reach of 5 feet instead of what would be typical for a Tiny creature due to their ability to flit about quickly. Pixies also have disadvantage to Strength checks to break or force open objects. When wielding a tiny weapon, a pixie follows the same rules that Small creatures do.
>Languages. Common, Elven.

Good work, but I have a few suggestions or thoughts.

* I see no mention of pixie naps (or the sunrise stipulation) in the original HoF text. I think its a bit much. Not broken, just un-needed. It robs the elf of a cool elven feature (trance) and makes using pixies impossible for dungeon crawls (and it seems 5e's theme is not to mess over players with wonky side-effects). I'd remove it; the race is non-the-worse for its loss.
* Remove Pixie Survivalism. Having two free proficiencies in 5e is powerful (its one of the half-elves only traits) and I don't see it as necessary to being a "pixie".
* I don't think "fey beasts" is a thing anymore. Why not just give them "speak with animals" as a power?
* The penalty for being Tiny is "1/2 Carry/Push/Pull/Move weight", not 1/4. (PHB 176).
* It doesn't appear Wee Warrior is completely needed: all tiny creatures in the PHB (Imps, Sprites, Rats, etc) have a reach of 5 ft naturally.
* Lastly, surely they'd speak Common and Sylvan, not Elvish?

I was working on a sprite race similar to this. I'll post my version soon.
 
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