D&D 5E Monster PCs

Zappo

Explorer
Hi all,

The current standard 5e approach is that there is no such thing as 3e's level adjustment, and every playable race must be balanced with each other. This is very reasonable, given that LA had many major issues. That said, I'd still like to figure out how to use as a PC a character belonging to a race that can't be easily handled that way - e.g. something that doesn't make sense without large stat modifiers, or something that has innate abilities beyond what can be balanced as a racial ability.

So, I came up with the following approach, and I'm asking for opinions. This probably won't work for races that are way off the humanoid norm, like dragons or major demons or whatever; also I don't think there's any hope of making things like Regeneration balanced. But I hope it can be used to expand the range of what's playable a bit. Basically, I'm trying to yoink 3e's monster levels, except with a lot more constraints to make them, y'know, not break the game.

The basic premise is that in 5e player characters and NPCs usually don't follow the same rules, and, on top of that, PCs are exceptional by definition. So we're not going to be directly taking the monster stat block and adding things to it. Rather, we're reinterpreting the stat block and abilities in terms of class features. This is basically what you would do if you wanted to make e.g. a Lizardfolk or Grimlock or Hobgoblin playable race: pick a couple of stats to translate to a racial bonus; keep signature abilities; discard the rest. Hit dice, attacks, proficiencies, etc. don't matter; they all get replaced by the PC class.

If the creature has large stat bonuses or abilities that can't be balanced as a PC race, though, that won't work. Let's take a Chain Devil as an example. Ignore hit dice and proficiencies for now. This dude has high stats (let's provisionally call it +2 STR/CON, +1 DEX/CHA), great resistances and immunities, plus a few abilities that are way too powerful for a PC race.

Now, 3e solved this with a bunch of kludges meant to preserve the principle that NPCs and PCs always follow the same rules, so that a PC Chain Devil would have to have exactly the same numbers as the monster Chain Devil. But this is 5e, so we don't really have to do that. It just has to look similar. The question is: how many levels worth of PC class abilities are these? Let's call it... five?

All right then - the playable Chain Devil starts out with those abilities and stat modifiers, 5 HD (d8), and is a level 5 character. He's got the proficiency bonus of a level 5 character. He hasn't got any proficiencies. He'll get those from his PC class, which will be applied according to multiclassing rules. If it's fighter, then the character will be for all intents and purposes a Chain Devil 5/Fighter 1, where "Chain Devil" is at the same time his race, and a class that can only ever have 5 levels, no more and no less.

Is a 6th level character with those abilities too powerful? Fine, just up the Chain Devil levels. Each Chain Devil level you add effectively takes away a level of class abilities - but, and this is key, without taking away hit points or proficiency bonus, which was the main problem with 3e's approach. With this method, you never trade hit dice for abilities; you always trade abilities for abilities. So you don't end up screwed on HD-dependant stats (HP, saves, etc), as you did in 3e.

A special case is for creatures that have spellcasting. For those, I'd just pretend they don't have it, and then declare that all PCs of that race start out with X levels of the appropriate spellcasting class, on top of the monster class. X should be a bit less than what the monster has, because PCs are exceptional and they may be a rare instance of that creature not training on spellcasting very much. This can even work for innate spellcasting, in some cases; for example, a Couatl's innate spellcasting could be replaced with cleric levels and the flavor would mostly work.

Of course, as I mentioned, this won't work for creatures that are just too much overall, and/or for creatures that have abilities that can only balanced within the scope of a single encounter. Still, I think it might be interesting. Thoughts?
 

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My second thoughts are to start with the idea that the MM version is the normal/standard of that race for adults. Lizardfolk grow up to be MM lizardfolk, but PC lizardfolk can change from this. Somewhere along getting the abilities for each race they can be replaced with PC abilities. A lot of the abilities are more species related, like breathing underwater and can be taken out or added at the expense of something else. If halflings can now be as strong as a giant, then lizardfolk can be born without being able to breath underwater. You may end up with watered down versions of races and the PCs may feel cheated at taking it, but you can add the abilities at higher levels at the cost of class or archtype abilities. They can also take the place of feats.

My first thought was to ask why you would want to play a monster, but I know that we had this conversation and some people want to. I even think it may be cool for a one-shot.
 

That's sort of what I'm getting at. The monster abilities can indeed take the place of class abilities or feats - or, to make it more straightforward, entire class levels. You could figure out a way to break them down further so that the PC can exist at a lower level and "grow up" later, but I feel that's beyond scope right now. I'd be happy just having a way for people to play a standard adult dryad (or whatever) with a PC class, in the same party as a human (who is balanced by way of having more class levels).

As for the why, that'd be a discussion for elsewhere, but in my particular case, it's a Planescape campaign heavy on fallen celestials and risen fiends.
 

I wonder if starting the campaign at 3rd level may help with having a monster at 1st level and a regular PC at 3rd level. I'm not sure if this leads to player problems with my 1st level lizardfolk fighter hanging out with 3rd level human fighter.

In a Planescape campaign, could you have a list of monsters that are about the same power as each other and the players take one of those? A demon may be ok hanging around with a troll and a lizardfolk and all be about the same. I'm having a hard time coming up with balance between having a player want to play a troll and you saying to be equal you need to not regenerate and be medium sized, and have normal stats, and... At some point the player will just say he will play a human.
 

The campaign would start at 1st with human-equiv races only, but as it progresses, the PCs will be able to "recruit" NPCs to their cause, and may end up playing them.

Abilities such as Regeneration really break the game economy; but that's fine, trolls just won't be an option.
 

PC Regeneration: You can use a hit dice to heal yourself as bonus action. You cannot heal damage caused by fire or acid in this manner.
 

The campaign would start at 1st with human-equiv races only, but as it progresses, the PCs will be able to "recruit" NPCs to their cause, and may end up playing them.

Abilities such as Regeneration really break the game economy; but that's fine, trolls just won't be an option.
An alternative might be to use the "Class abilities as racial abilities" suggestions in books like the Eberron sourcebook. The character starts at level 1 as an immature member of their race, and takes class levels as usual, but rather than learning new capabilities, this is refluffed as developing their innate racial abilities. So a Celestial character might start oiff using Aasimar stats, and then take levels of Divine Soul or Paladin to represent becoming a fully-developed being of their race.
 

Honestly I’d just have monster PCs use their stat block (maybe a nerfed version if its CR is too high) and a Sidekick class.
 

I feel like the most balanced and fair way to do this is to just figure out how to translate the monster abilities and hit dice into a class levels. Like you mentioned, a chained devil might be a level 5 (or whatever) character roughly balance to have a features and hit points on par with another PC at level 5. It would take some work, but any monster-to-PC job is going to take tweaking.
 

KISS applies: if all the PCs are the same monsters it doesn't matter. At first level they have all their abilities (option: level-appropriate abilities only, so a PC sylph gains Lightning Bolt at 5th level) and 1 HD. They gain levels / HD as normal.

Now, if you want to mix and match, is D&D really the right system for you? Perhaps something like Gamma World might be more appropriate?
 

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