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D&D 5E Alternity Races in 5e

I'm trying to think of what the 5 core races from Alternity would be like in D&D...

Fraal / Greys
The most iconic of the races, I certainly see them as ones that would often be Mystics first given that they're said to be psychics and Wizards 2nd..
So obviously I think they should get +2 Int and +1 Wis, it's mixed whether they should be medium or small sized since some depictions are divided on what that should be. Telepathic communication with sentient races is major iconic feature of the race, so they should get the ability to communicate telepathically within 60 feet and so on. I would say they'd be Proficient in skills like Insight and Investigation, and that they get 1 bonus Talent or Cantrip (in case your not using psionic rules) using Int.

T'sa
I feel that Kobolds should be the starting point for the T'sa and that they might be some sort of subrace of Kobolds. Like they lose the pack tactics light sensitivity and cower ability for sure. Instead they should get Nimble Escape of Goblins (bonus disengage/hide actions) or something to reflect their hyperactive nature, Natural Armor 13+dex, and proficiency of the technical sort like with tools or something.

Weren / Sasquatch
I feel that they would get similar stats of Bugbears. Maybe +2 Str, +1 Con instead. They'd certainly have powerful build and probably long limbed. Though I'd replace surprise attack, with a natural claw attack that does 1d8 or maybe even 1d10 damage.

Sesheyan
One of the more difficult races to stat, because of their ability to glide. I certainly see them as a race that favours Rangers and Druids given their nature, so they'd probably be +2 Dex, +1 Wis. They'd get darkvision and light sensitivity. Prof in nature and stealth might be another thing. And then they're glide ability, which I'm not completely sure how to handle. I think it would be something like a limited flight at 40 feet of movement per round where they'd descend 20 feet a round from height they started.

Mechalus / Aleerin
Obviously the most difficult out of all the races given that D&D doesn't have any sort of rules on cybernetics which is the main thing for this race. And in a Fantasy setting, I'd actually see them as being steampunk cyborgs. I'd think they start with +2 Con, +1 Int, and maybe a proficiency in something like Medicine. And then from there it's all about their cyborg parts. Like maybe 2 or 3 abilities from a table, with things like: Mechanical Claws (1d8 damage), Mechanical Wings (Glide like the Sesheyan above), Armor (13 + Dex bonus), Shock Touch (Shocking Grasp as a bonus cantrip), Mechanical Legs (40 speed), Flamethrowers (Fire Bolt as a bonus cantrip), Mechanical Eyes (Darkvision), Camouflage and so on...
 

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Some more thoughts.

Fraal could either be Humanoid or Fey in D&D, they could be Fey in D&D since a lot of the alien abductions that they're infamous for do seem similar to being taken by faeries, that many people allegedly reported before aliens from space became more popularized. There's a definite incentive to be a Mystic or Wizard as a Fraal, but I think a swashbuckling Fighter dressed as musketeer might be an amusing concept, as much it reminds me of guise that Roger might have worn.

I guess T'sa could get a speed of 40 instead of Nimble Escape like I suggested above.

For the Mechalus / Aleerin I'm thinking the table of mechanical parts should be 20, and definitely aiming for more Steampunk in concept rather than futuristic Sci-fi. It's one of the reasons I thought of mechanical wings, since it's a lot more of the former rather than the later.
 

would this be for a futuristic 5e game or importing the race into a fantasy setting?

I never ran alternity but it had neat stuff. The Dark Matter setting was phenomenal - it's one of the rare campaign setting that was so good it was more enjoyable to read than several novels.
 

would this be for a futuristic 5e game or importing the race into a fantasy setting?
It's assumed for a fantasy setting, though some races are going to make certain things more likely, such as Fraal probably means there's psionics and possibly spelljamming/space, while the Aleerin might mean there's steampunk elements. The other 3 could certainly appear without things like psionics, space or more advanced tech. The Weren could replace the Giff in a Spelljammer campaign, if the DM just doesn't like Hippo-men for some reason.
 


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