Great unanswered questions of our time-
Were they able to sleep when they got to Brooklyn?
Were they able to sleep when they got to Brooklyn?
Yes! Right after they got blackjacked in a dark alley.Great unanswered questions of our time-
Were they able to sleep when they got to Brooklyn?
I’d honestly love to see the return of monster races as classes. Never played 3X, but it seemed like such a great idea.Did you know that you can still use the 3rd Edition/3.5E monster templates in 5E? Nobody can stop you.
"Half-fiend" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or more and nongood alignment (referred to hereafter as the base creature). >So far, so good! Let's keep going.
A half-fiend uses all the base creature’s statistics and special abilities except as noted here.
Size and Type
The creature’s type changes to Outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Half-fiends are normally native outsiders. >Easy peasy. Let's keep going.
Speed
A half-fiend has bat wings. Unless the base creature has a better fly speed, the creature can fly at the base creature’s base land speed(average maneuverability). >Don't need 'maneuverability,' but that's easy enough to ignore. I've struck it.
Armor Class
Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has). >Super easy, just increase the AC by one. Done.
Attack
A half-fiend has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-fiend retains this ability. A half-fiend fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead. >Translation: give it Multiattack. "When this creature makes three attacks, two with its claws and one with its bite. It may substitute one weapon attack for one of its claw attacks." The most writing I've had to do so far, but still easy.
Full Attack>There's no such thing as a 'Full Attack' in 5E, thank Pelor, it was all rolled into Multiattack.
A half-fiend fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.
Damage
Half-fiends have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater. >It's not hard to pull a number off of a table, so let's keep it.
Special Attacks
A half-fiend retains all the special attacks of the base creature and gains the following special attack. >Here we go, now I'm certain that it's going to get hard. Right?
Smite Good (Su)
Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. >Easy to add as-is. But if we wanted to translate it into 5E, this would be "As a reaction, the creature can add bonus damage equal to its Hit Dice (max +20) to one melee attack. Once it uses this ability it cannot use it again until it finishes a Long Rest." Not a requirement, tho...it works fine as-written.
Spell-Like Abilities
A half-fiendwith an Intelligence or Wisdom score of 8 or higher has spell-like abilitiescan cast a certain number of spells depending on its Hit Dice, as indicated on the table.The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.The Half-Fiend can cast each spell once per Long Rest, without using a spell slot. These spells are Charisma based.
5E doesn't have ability score requirements for spells, so I struck it. Everything else was just reformatting. I guess this counts as "the hard part," but
Special Qualities
A half-fiend has all the special qualities of the base creature, plus the following special qualities.
>That wasn't so bad.
- Darkvision out to 60 feet.
- Immunity to poison.
- Resistance to acid
10, cold10,electricity 10lightning, and fire10,Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).A Half-Fiend takes half damage from bludgeoning, piercing, and slashing damage from non-magical weapons.- A half-fiend’s natural weapons are treated as magic weapons
for the purpose of overcoming damage reduction.Spell resistance equal to creature’s HD + 10 (maximum 35).>Change this to "Advantage on all save throws against spells and magical effects."
Abilities
Increase from the base creature as follows: Str +4, Dex +4, Con +2, Int +4, Cha +2.[/S] >Okiedokie. Tedious, for sure, but this was always the tedious part of using templates. It's a lot easier in 5E than it was with 3rd Edition rules, for sure.
Skills>No such thing as skill points in 5E, so let's just ignore this. Or at the very most, add something like "Half-Fiends are proficient in Deception and Intimidation" or whatever. You do you.
A half-fiend gains skill points as an outsider and has skill points equal to (8 + Int modifier) × (HD + 3). Do not include Hit Dice from class levels in this calculation—the half-fiend gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Challenge Rating
HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3. >Sure, why not? I've never had much luck using Challenge Ratings to balance encounters anyway; this seems fine to me.
Alignment
Always evil (any). >Change "always" to "typically" or "often," and you're golden. Personally I'd just strike this whole deal.
Level Adjustment>No such thing as a 'Level Adjustment' in 5E.
+4.
Volo's had the basic framework for doing that, which was revised in Tasha's. But honestly you don't need them. Nobody can stop you from copying the monster stat block onto a character sheet and improvising. Here's my niece's character sheet from when she decided she was going to play a Unicorn.I’d honestly love to see the return of monster races as classes. Never played 3X, but it seemed like such a great idea.
That’s great. And you’re right. I’m more talking about some semblance of balance between character options. A fighter, a wizard, a unicorn, a beholder, and an ancient red dragon are not on par with each other. I’m talking more about scaled down monsters you can level through, like a class.Volo's had the basic framework for doing that, which was revised in Tasha's. But honestly you don't need them. Nobody can stop you from copying the monster stat block onto a character sheet and improvising. Here's my niece's character sheet from when she decided she was going to play a Unicorn.
The one book I kept from 3.5 was Savage Species. We had a lot of fun with that.I’d honestly love to see the return of monster races as classes. Never played 3X, but it seemed like such a great idea.