D&D 5E Hagspawn for 5e [PEACH]

JosMartigan

Villager
Please let me know if this conversion of the Hagspawn from FR 3.5 Unapproachable East is balanced. All race features are from official sources.
Here are the original 3.5 racial traits:
  • +2 Strength, +2 Constitution, -2 Charisma: Hagspawn are strong and hardy, but are sullen and ill-tempered.
  • Medium-size.
  • Land speed 30 feet.
  • Monstrous Humanoid: Hagspawn are not subject to spells or effects that affect only humanoids, such as charm person or dominate person.
  • Darkvision: Hagspawn can see in the dark up to 60 feet.
  • Natural Armor: +2 natural armor bonus.
  • Spell resistance of 11 + character level.
  • Automatic Languages: Common, Giant. Bonus Languages: By character region.
  • Level Adjustment: +2. A hagspawn has an effective character level (ECL) of 2 plus class levels, so a 1st-level hagspawn barbarian would have an ECL of 3. See Powerful Races
  • Favored Class: Barbarian. A multiclassed hagspawn's barbarian class does not count when determining whether he suffers an XP penalty.

My 5e Conversion:

Ability Score Increase. Your Strength increases by 2 and your Constitution increases by 1
Age. Hagspawn reach adulthood at age 15 and live up to 120 years.
Alignment. Most Hagspawn are chaotic by nature and they have a slight inclination toward evil
Size. Hagspawn stand between 6 and 7 feet tall. They weigh between 180 and 250 pounds. Your size is medium
Speed. Your base walking speed is 30 feet
Darkvision. 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.
Natural Armor. You have tough, knobby skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Languages. You can speak, read, and write Common and Giant
 

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That seems to be a reasonable conversion. I am not to familiar with racial design in 5e, but the only thing that stands out to me is possibly Magic Resistance. That might be a little OP. However, I believe the Yuan-ti PCs have it to, though they are considered OP. but they have other attributes too. so your probably good.
 

There's a great product called Monstrous Races on DMs Guild that breaks down a decent point-buy system for building races. Most come out to 7 to 9 points, with a few outliers at 6 and 10. For example, variant humans are 8 points.

Ability Score Increase. Your Strength increases by 2 and your Constitution increases by 1 3 points
Darkvision. 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. 2 points
Natural Armor. You have tough, knobby skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. 1.5 points
Magic Resistance. You have advantage on saving throws against spells and other magical effects. 5 points

Which comes out to 11.5 points. Comparable to VGtM's triton or aasimar, so definitely pushing the top of the PC race power scale.

Speaking personally, I find blanket Magic Resistance to be very very strong, and prefer Gnome Cunning which at least tells more of a story about the race than bland blanket Magic Resistance.
 

Monstrous Humanoid:

You could go for the Centaur's Hybrid Nature.

You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

Which comes out to 11.5 points.


Don't forget the Monstrous Humanoid trait making them immune to Charm Person et al. Perhaps the OP should tone that and Magic Resistance both down to Magic Resistance vs Enchantment spells only?



Natural Armor. You have tough, knobby skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. 1.5 points

I'd rate this more valuable as it's 3 points on the D20 roll.

Anyway, very powerful as a PC and I think a bit too powerful for a Tier 1 PC. Maybe even Tier 2. Also, very difficult to play: NPCs are going to have extremely adverse reactions to such a PC.
 

Nice comments @Quartz ! Yeah, I think the challenge with converting some of these older editions monsters like Hagspawn starts at a more concept level. There's all this lore in 5e about hags spawning new hag daughters by eating human babies, and then these "sleeper agent" changeling children are sent back to their families, turning into hags at some pivotal developmental moment.

But somehow if the child has a male gender instead... it becomes a hagspawn which is this brutish and resentful half-human that's regarded as an ill omen. That whole gender differentiation feels a bit off, and could certainly be made more layered and interesting.

I know that sort of conceptual reimagining might not be what the OP is after, preferring a more 1-to-1 conversion, but it's something that sometimes comes up for me when I tackle converting older edition monsters and I try to lean into the reimagining process to inform my conversion effort.
 

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