D&D 5E (2014) New Species - Zeetvah (Snarf’s People)

Sometimes the internet does provide. A retrospective on SnarfQuest appeared on my feed, and I started stewing. Now you can play it in your own games.

As always, opened to any and all feedback.


*****************************​

Zeetvah (Snarf’s People)​

“Though often underestimated due to their stature and disposition, Zeetvahs are survivors. They possess uncanny instincts for self-preservation, coupled with a talent for persuasion that has allowed them to persist in worlds far harsher than their own.”

Ability Score Increase​

Your Charisma score increases by 2, and your Dexterity score increases by 1.

Size​

Zeetvahs are small and wiry, rarely exceeding 3 feet tall. Your size is Small.

Speed​

Your base walking speed is 30 feet.

Darkvision​

Accustomed to burrows, ruins, and conveniently placed hiding spots, 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.

Scrappy Survivor​

When you roll a 1 on a saving throw, you may reroll the die. You must use the new roll. You can use this feature once per long rest.

Fast Talker​

You have proficiency in your choice of Persuasion or Deception.

Coward’s Reflexes​

When a creature you can see makes an attack roll against you, you may use your reaction to impose disadvantage on that roll. You can use this feature once per short or long rest.

Cling to Life​

When you are reduced to 0 hit points but not killed outright, you may drop to 1 hit point instead. Once you use this feature, you can’t use it again until you finish a long rest.

Languages​

You can speak, read, and write Common and Zeetvah. Zeetvah is a squeaky, idiosyncratic tongue rarely heard outside their warrens.

Roleplaying Notes (delivered deadpan)​

  • Natural Diplomats: Zeetvahs are known for negotiating their way out of mortal peril. (Surveys suggest they have a 37% success rate.)
  • Respected Survivors: In dangerous lands, larger folk quietly note that Zeetvahs often make it back home, no matter how dire the adventure. (They rarely mention how.)
  • Stoic Bravery: When confronted with threats, Zeetvahs are unwavering in their conviction… that someone else should go first.
 
Last edited:

log in or register to remove this ad

Fun idea and nice write-up!

I always had the impression that Snarf was about 5 feet tall (medium). Shorter than most humans he meets but significantly taller than the robot (Aveear?) and goblins/kobolds/etc.

I have the softcover collection somewhere, and I think it has AD&D stats for the main characters.
 



I would probably take away darkvision. I feel like Snarf used a light source in the comics and, more importantly, zeetvahs are everymen, not any sort of power fantasy. Even darkvision is a huge upgrade over normal humans (look at how much real life militaries spend to get it).
 


I honestly thought this thread was about @Snarf Zagyg and I can't tell you how disappointed I am.
If it was about Snarf it'd be more like:

ASI: +2 Con, +1 Charisma. Convincing enough, but with the stamina to type for 48 hours straight on your newest essay.
Size: Irrelevant. Why would you ever ask someone something so personal?
Speed: 92wpm
Darkvision: 3ft. For seeing your keyboard at 3am while still working on an article.
Convincing: You have advantage on Persuasion checks to educate people on the internet.
Loveable: No one is capable of attacking you without making a Wisdom Save against your spell save DC.
Research Matters: You research matters thoroughly and gain proficiency in Culture and History.
 



Remove ads

Top