QB's Monstrous Races

The "second official Warforged" I was referring to was Keith Baker's rendition of the race, which can be seen alongside the WoTC UA version in a thread I started and which was linked to in a post on the previous page - I'll repost the link here: http://www.enworld.org/forum/showthread.php?498138-UA-Warforged-vs-Keith-Baker-s-Warforged

I'd never seen transcendentviewer's version of the race before, so any resemblance between the two is completely incidental.

Alignment is missing from my Warforged, and every other race I produce, because I find Alignment a bad mechanic and have never used it, especially now that it's no longer got a mechanical basis in 5e.

I forgot about adding a mechanical resistance to aging, but yes, I do agree that's a trait relevant to warforged.

Don't forget that, until Volo's Guide, racial penalties had been mostly obliterated in 5th edition. I'm not sure that a penalty to healing magic when applied to Warforged is really "kosher" by the 5e mentality, though I can admit it's a nice reference to the fact Warforged depended on their own specialized healing spells in 3rd edition.

Also, I cooked up two more Warforged subraces over on my Malebolge topic, so I should probably repost those here...

Warforged, Mekanik:
Ability Score Increase: +2 Intelligence
Size: Medium
Speed: 30 feet
Vision: Normal
Inscribed Wards: A Mekanik has Advantage on Constitution and Dexterity saving throws against magical spells and effects that inflict elemental damage.
Nullifier Runes: Once per short rest, when the Mekanik or a visible ally with 30 feet takes elemental damage, the Mekanik can use its reaction to grant the target Resistance against that single attack.
Restorative Touch: By touching an ally, the Mekanik can allow that ally to spend 1 hit die and regain missing hit points equal to the hit die's roll + the Mekanik's Intelligence modifier. A Mekanik can use this ability a number of times equal to its Intelligence modifier, and regains expended uses of this ability when it takes a short or long rest.

Warforged, Nexus:
Ability Score Increase: +1 Intelligence, +1 Charisma
Size: Medium
Speed: 30 Feet
Vision: Normal
Fire, Ice, Lightning: A Nexus can cast the cantrips Fire Bolt, Ray of Frost, and Shocking Grasp with this trait. At 3rd level, it can cast Burning Hands, Freezing Spray (as Burning Hands but doing Cold damage) and Lightning Splash (as Burning Hands but doing Lightning damage) as a 1st level spell once per day with this trait. It may only use a single one of these 1st level spells per long rest. At 5th level, it can cast Flaming Sphere, Blizzard Globe (Flaming Sphere but Cold damage) and Shocking Orb (Flaming Sphere but Lightning Damage) as a 2nd level spell once per day with this trait. It may only use a single one of these 2nd level spells per long rest. When casting spells using this trait, a Nexus uses the higher of Intelligence or Charisma as its casting ability score.
 
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So, on a different topic, back in AD&D, Halflings not only had the dwarf-blooded Stout, but the Tallfellows, who were obviously elven-blooded in the same way - they had almost all of the elven racial abilities (infravision, detect secret doors, etc), spoke elven, lived in elven woods, lived in tree-villages like elves... anyway, I think that Tallfellows could be adapted to 5e as well; would anyone be interested in that?

And on that topic... I'm personally interested in what "human-blooded halflings" might be like as a race, seeing as how we have Stouts and Tallfellows. Only problem is, I can't think of a name or abilities to give them. Anyone willing to discuss the idea?
 

Just throwing this out there in case anyone's interested... because they're going to be important to my Malebolge setting, I'm considering going over the Calibans and doing a revamp for them all.

Also, since we now have official Annis Hags and Bheur (Ice/Winter) Hags in Volo's Guide, should I consider doing an alternate "Hagling" racial writeup that focuses on using the canonical D&D hags, rather than directly converting Pathfinder's multitude of hagling strains?
 

...Where is everyone? Is there anyone out there?

So, the Calibans: original rendition can be found here.

Calibans are a race introduced in White Wolf's depiction of the Ravenloft campaign setting for Dungeons & Dragons 3.5; using the Half-Orc stats as a basis, the race was given the fluff of, essentially, "occultic mutants". Those poor souls whose parents were cursed by magic, bedeviled by the presence of a fiend or hag, or who committed some horrible crime that found expression in the flesh of their children. The result was a deformed monster of a child; fangs or horns, hunchbacked or with feet on backwards, hairy or scaly, with limbs bloated or withered or missing entirely. Cursed and hated, they were shunned for their freakish appearances and rejected from society for no fault but their appearance.

The fluff was deep, but, the crunch was somewhat lacking. Thus, a Ravenloft fan named Uri Barak, known by the username "Shadowking", submitted an article to the Ravenloft fan-zine Quoth the Raven in issue #8 called, simply, "Brutes and Banshees" that sought to address this mechanically.

He created a new generic Caliban race, and a diverse array of different deformities, all with their own unique penalties and drawbacks. Eyes of Shadow which turned darkness into light and light into darkness. Clawed fingers, extra arms, metallic bones, gigantism, dwarfism, shaggy fur, a hunchback, gills, poisonous blood, a vestigial twin, or even being so twisted as to have its type change from Humanoid to Aberration. The list was vast.

But, he also created five distinct "breeds" of calibans - calibans who shared common natures and thusly had defined ability score penalties and specific lists of thematically appropriate mutations. The generic caliban could be used for truly one-off mutations, or even as a foundation to build new breeds, but these five breeds - Banshee, Bestial, Brute, Caliban and Witchspawn - gave defined archetypes for players to use.

As you can tell by my previous efforts, although I would like to recreate the "build your own caliban" option in 5e, especially after experimenting in that direction with the Kobold, I don't know if that's possible, and right now, that's a secondary concern. I want to focus on doing the five canon breeds using the subrace mechanics, then I can worry about getting fancy.

My issue is that I don't know if the current rendition of the Breeds is all that good. Brutes and Bestials, in particular, feel... underpowered and underfluffed in particular. So, what I was hoping is that folks would be willing to discuss the breeds and talk about what would be good abilities to give them. Incidentally, "penalty ribbons" are okay for me, ala Daylight Sensitivity, but I want to avoid ability score penalties at all costs. I hate that mechanic and I intend to never let it see the light of day.

I'm unsure if I can legally repost the Caliban's fluff here and, honestly, I don't want to; you can find Issue 8 of Quoth the Raven in the Library at www.fraternityofshadows.com and so it's easy enough to see how the breeds were handled in 3.5. I can provide lists of breed deformities and/or a summary of what individual deformities do, but I still point you towards the issue first. So, instead, I'll just talk about the breeds and my impressions of how they might work in 5e.


Banshee:
Fluff Notes: Also known as Wailing Women and Ice Queens, banshees are one of the two "mystical" established breeds, strongly associated with necromancy, grief, death, sorrow and loss. Their deformities are subtle and tend towards an "eerily beautiful" motif, with trappings of the grave; unnaturally pale skin, jet black or bone white hair & eyes, unearthly voices, frosting up instead of sweating, and the like being innate to them instead of more conventionally horrific mutations. Banshees are born when pregnancies are tainted by grief or the grave; when the father was a necromancer, or the mother survived the touch of necrotic energy, a child fathered by a man who was killed in battle before she was born or whose mother was possessed or a necrophiliac may be born as one of these macabre yet seductive calibans. Their common moniker stems from their enchanted voices; not only are vocal deformities almost ubiquitous amongst them, but banshees are natural songstresses, if inclined towards macabre, haunting or sorrowful melodies.

Crunch Musings: In 3.5, Banshees were defined by being hauntingly beautiful but frail and unearthly; +2 Charisma, -2 Constitution, and deformities that were fairly subtle like Large Ears (manifesting as elf-like ears), Pale, Twisted Organs, Backwards Feet and Eyes of Shadow. They also had a strong affinity for both bardic magic and for necromancy, to the point that Bard and Wizard (Necromancer) were not only their favored classes, but spell-like abilities from those classes were possible mutations.

For the ability score, +2 Charisma and +1 Intelligence is the most obvious, natural-fitting combo I can come up with. This neatly meshes with their stats from 3.5 and their favored classes in that edition, making them great Bards (and also Shadow Sorcerers or any "undeath-themed" sorcerers that WoTC comes up with) and better-than-average Necromancers.

...I can't decide if they should be Resistant to Cold and/or Necrotic damage, or if they should be Vulnerable to one/both instead. In addition to seeing the arguments for and against Resistance, there's also the fact that no race has Damage Vulnerability in 5e, thus far at least. It's not as pigeon-holing as racial ability score penalties, which is why I disapprove of those, but at the same time, it's a fair bit more potent than Small or Daylight Sensitivity so... I don't know, opinions?

I really like my first version's Deathly Pallor trait, as whilst it is a debuff, it's not cripplingly so (diseases can be cured by potions, the spells or abilities of fellow party members or even rendered moot by taking the right classes) an d it's also thematic, as Banshees were noted for being vulnerable to sickness in 3.5 and are clearly tapping into the "consumption-born waifish beauty" of Gothic Fantasy.

With their nickname, really, you'd expect them to have some kind of terrifying voice, wouldn't you? And I'd rather not give them spell-like abilities, in order to make them more distinct from the Witchspawn. But... I don't know if I haven't made their current Ghostly Keening power too potent. Again, opinions, please?

For another racial "ribbon" ability, I was thinking about their propensity towards the Large Ears mutation, which A: made them look more like elves, and B: gave them a bonus to Listen checks at the cost of Vulnerability to Sonic Damage. With that in mind, perhaps this following trait would work?

Songstress' Ear: A Banshee has Advantage on checks that involve hearing or a knowledge of sounds, such as Wisdom (Perception) to detect sounds or a Wisdom (Insight) check to identify someone by their voice.

Other than that... I can't really think of anything for this race. Any comments, opinions, ideas?


Bestial:
Fluff Notes: One of the most common of the caliban breeds, bestials are those unfortunates who have been twisted into some mockery of both the human and the animal form. This breed encompasses all forms of manbeast; gator-girls, seal-boys, frog-folk, pig-faced-ladies, wolf-women, man-apes, bull-men, bearkin and more besides. A Bestial's form is a chimeric mishmash of human and one or more animals, more at home in the wilderness than amongst civilization.

Crunch Musings: The problem I'm having with adopting this race to 5e is that it's the most widely open "theme" of caliban to build from, with an incredibly diverse array of viable mutations. I can easily build some amphibious horror, a human spider, a satyr, a man-ape or more besides in 3.5, and that means that the 5e version I have suffers because of what I feel is an inferior attempt to try and accomodate that.

To do the Bestial Caliban justice, I think I'm going to need to give it some variable racial traits, or at least ones that can genuinely be flavored in whatever way you want. And for that, I'm really going to need help from you guys.

Ability score-wise... I'm thinking +2 Strength and +1 Wisdom. In 3.5, they were known for being as strong as Brutes (+2 Strength), and whilst their mind & social graces suffered (-2 Int and Cha), they had a strong connection to the wilderness, even having the Magical Affinity (Druid) mutation, which let them cast druidic spell-like abilities. So, +2 Str/+1 Wis makes sense to me from a fluff perspective.

They had a lot of movement-based mutations in 3.5, from Hooves and Frog's Legs to Quadruped and Wings. For this reason, I really think a "Walk With Beasts" trait, where they can choose to have either increased land speed or an alternate movement option (Fly, Swim or Climb, maybe even Burrow) at some kind of cost (Swim speed lowers your land speed, for example) is a really good idea.

Natural attacks were also pretty big, too; claws, fangs, vomiting acid, webbing attacks, a snaring frog's tongues or suckers on the fingers. I don't know how to begin adapting this.

Likewise, they had so many sense-boosting mutations (Great Nose, Large Ears, Bulbous Eyes) that I think a flat "Senses of the Beast: You have Advantage on Wisdom (Perception) checks" trait is just the most sensible thing to do, yeah?

Beyond that... I don't know. I could just really use somebody to talk to about these guys.


Brute:
Fluff Notes: The iconic caliban, Brutes are towering behemoths - even those with twisted spines stand taller than any unbowed man, bodies bulging with deformed and ill-shaped muscles. Often some of the most hideous of their kind, with common mutations including oversized, withered or extraneous limbs, distorted facial features, ulcerated flesh, malformed and/or protruding bone, a profusion of warts, twisted spines and vestigial twins, Brutes are wrathful and spiteful, eager to use their superior strength to avenge themselves on the humans who so readily shun, mock, jeer and bully them.

Crunch Musings: Closest to the original "reflavored half-orc" Caliban in nature, the Brute is the Big Dumb Muscle of the caliban breeds, noted for being ugly, strong, tough, dimwitted and angry. You'd think that this would make them easy to do, but since we already have several "big bruiser" races that I'm aware of - Orc (pure/half), Goliath and Minotaur, off the top of my head... well, it makes it hard to think of something to make them unique.

I think the current rendition is on a good track; Brute calibans are, thematically, drawing upon the lumbering, savage-tempered, deformed freak that corrupt families keep locked up in the basement or attic. A dim-witted but hideously strong and tough abomination that can rend men apart with its bare hands - powers relating to being more lethal with unarmed combat or allowing for better synch with the barbarian are a good "hook" to give it, do folks agree?

I just wish I could think of better "ribbon" abilities to give it.


Cannibal:
Fluff Notes: Also known as Living Ghouls, the Cannibal breed are perhaps some the vilest and most disgusting of all calibans, plagued by unearthly appetites - especially for raw meat or the flesh of sapient beings - and depraved hungers, quick and agile, stealthy, deceptive, and vicious.

Crunch Musings: My problem with the Cannibals is that, really, I'm torn. The current rendition of them I made actually meshes up pretty well with their fluff and the 3.5 crunch, in terms of representing their ungodly appetites and their skills at murderous predation... but, on the other hand, maybe it should be striving to make them more "literally" ghoulish; the current version works off of ghoul as "unpleasant and evil, a lurking horror", but not in the sense of a carnivorous undead monster. So... I don't know; maybe the original fluff/stats and my first version really need side-by-side comparisons to work?


Witchspawn:
Fluff Notes: Rarest of all calibans, witchspawn are corrupted by exposure to black magic, which courses through their veins and writhes in their soul. Many of their mutations either represent traits of the folkloric witch or devil - hooves for feet, clawed fingers, an extra finger on each hand, a third nipple that secretes foul ichors, a tail, horns, a vestigial twin, forked tongue or arcane birthmark - or else embody this distortion, twisting their organs or rendering them into aberrations. But their affinity for magic cannot be denied, and they are born to the arts of witchcraft.

Crunch Musings: These were the "caster breed" in 3.5, with +2 Int and Cha contrasting -2 Str and Con, the various "magical" or "witchy" mutations, and a favored class of Sorcerer (or Warlock, or even Wizard). I want to represent that in 5e, but I'm not sure how.

As with the Banshee, I think they warrant a negative ribbon ability - honestly, maybe all of the Calibans should have such a thing, but I've no idea what to give the Bestial, Brute or Cannibal. For Witchspawn, perhaps a Disadvantage on Strength checks and/or being treated as one size smaller for carrying/pushing/pulling capacity, to represent their physical weakness, is appropriate?

I definitely think they should have either +2 Int/+1 Cha or the reverse (or maybe let PCs choose which version?) as their ability score modifier.

Likewise, I think a spell-like ability ribbon is fair; these are literally born warlocks, you'd expect them to have inherent spells.

But what other racial features to represent that inner magic? That's where I'm drawing a blank, and where I really want to talk to you guys.
 


I'm only familiar with the 4e bladeling, which lacks either an automatic or save-vs. type of damage to opponents in a grapple.

Adding it here makes so much sense, especially since it is automatic damage.

Imho, if it were save-vs., it would have to be a Wisdom saving throw at disadvantage, because only a fool would attempt it, in line with the (newly invented) common proverb, "Never grapple a bladeling, and pray to all the gods that a bladeling never grapples you."

I am a bit skeptical of the "Magical" in Magical Slashing in the Coat of Spines trait, though.

To my way of thinking, the damage should only be physical, not magical, slashing damage.

Perhaps your purpose in proposing that was to make sure that even a creature resistance to non-magical damage would still be effected by this feature, which may be reasonably argued.

Perhaps scaling that by character level would make more sense, akin to how a monk character's unarmed strikes begin to overcome resistance to nonmagical damage at 6th level with the Ki-Empowered Strikes feature.

The amount of damage (character level plus Dexterity score) strikes me as a balanced application.
____________________________________________________________________________________

The Razor Storm feature, compared again to the 4e bladeling, covers similar areas of effect. In 4e, it was a 5-foot burst for Razor Storm; if using a grid, that works out to 8 squares surrounding the bladeling, compared with the 15-foot cone's reach here, which only reaches 6 squares: 1 square at 5 feet, plus 2 at 10 feet and 3 at 15 feet. Improved Razor Storm (4e) and this 5e Razor Storm bursts cover equal AoE.

The frequency of using it was greater in 4e, being an Encounter power (for those unfamiliar with 4e, that means it could be used once per combat encounter, assuming that no immediately following combat encounter was linked to the preceding combat in, for example, a combat-chase-combat sequence).

Given the once-per-long-rest frequency of this 5e version, overall, its availability is considerably less, but that satisfies the 5e goal of balance between races quite well. Let's face it, 4e was overpowered compared to 5e.

As to damage, which scales reasonably here, the one change to consider here would be continuing damage, which 4e included with Improved Razor Storm, but this does not.

Since the damage type is Piercing, I'm inclined to favor the idea of adding an ongoing damage effect that needs to be saved against at the end of each turn by any target struck by the blades, with the ongoing damage ending with a successful save. Perhaps the ongoing level of damage could be equal to the bladeling's Constitution modifier, representing the relative robustness of the blades expelled.
 
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You know, I'd actually forgotten all about this thread's existence after such a long drought of comments. Thank you for showing me that there are people out there still reading my stuff!

All of these are good comments. For making Coat of Spines count as magical, there's a couple of reasons here. The first is that in earlier editions, Bladelings were considered Outsider typed, which , to my knowledge, made their natural attacks all count as magical for purposes of damage reduction. Secondly, they're extra-planar beings, relying on their natural defenses for protection against fiends and petitioners - with 5e bringing back the "you need magic to hit this!" paradigm of pre-4th editions, it makes sense to give them a magic typed natural attack option. I hadn't considered adding Ongoing Damage to the Razor Storm feature simply because I thought it was already both very powerful and fairly complex.

I've actually been tinkering with races on and off in the Google Doc, including revamped versions of the Forgeborn Dwarf, Gnoll & Caliban, new Half-Gnoll and Half-Goblin races, new Strongheart and Tallfellow subraces for Halflings, and a few other goodies. Should I start updating this thread again with all my stuff?

Speaking of which...Dragon Magazine #328 featured an alternative version of the Shifters called Saurian Shifters, who were basically watered-down were-dinosaurs. Now, call me immature if you must, but I think that this is actually a pretty awesome idea, especially after reading about the Ka-Tainted (sorcerously created dino-men) of Mystara's Hollow World in Dragon Magazine #315. Now, here's the thing... back in 3.5, Saurian Shifters could pick two "Shifting Aspects" and put them together in order to make their Shifter. In 5e, the vanilla Shifter only gets 1 "Shifter Aspect" at all, treating them as subraces.

Thing is, the Eberron Update races are... well, frankly rather bland and underpowered. The 3.5 Saurian Shifter traits have some ideas, but are mostly retreads of the Shifter. Heck, even the Ka-Tainted at least had some variable abilities depending on whether you used a Plesiosaur, Tyrannosaur, Raptor or Triceratops in the ritual.

So, what I'm thinking is that if I'm going to make this race, I should go ahead and use the actual dinosaur species in the MM and Volo's Guide to create the sub-species.

Do folks think that this sounds like a good idea?
 

Regrettably, I only had time to get back to this thread due to hitting a stretch of unemployment. Hopefully, a new job opportunity will develop soon.

In a better world, RPGs would easily take precedence over needing to earn a paycheck, eh?

I'm a bit alarmed at the idea of meeting a T. Rex Shifter on the street: soiling my pants would probably be the least of my concerns if it ever happened. That said, a friend of mine played a six-foot-tall T. Rex scientist in a Mutant & Masterminds game some years ago that worked pretty well, so I don't reject the notion.

Related to that, there was a 4e lycanthrope option for becoming a reptilian, rather than a mammalian, Shifter, and I definitely liked that idea.

You have been so industrious at developing a large number of variant racial descriptions that I confess to having become overwhelmed by it - the "too many choices" syndrome. When I come across different races or subraces, I always want to take the time to develop a character based on it. My portfolio of PCs far exceeds the amount of time I'm likely to ever have to actually play them in a game.

In summary, I do appreciate whatever drives you to create your versions of the races. Some of it will soon be making its way into my game.
 

Hey there, folks. It's been a long time, but I've been slowly tinkering away with my projects, as always.


So, as I said, I was really torn between which version of the Saurian Shifter to do; straight up translation, or a more species-based approach. Ultimately, I decided to give both versions a shot and see what people thought was the better version. So... yeah, feedback, please? I desperately need a hand.


Eberron Update Style
Ability Score Modifier: +1 Constitution
Size: Medium
Speed: 30 feet
Vision: Darkvision
Shifting: On your turn, you can spend a bonus action to Shift, entering an altered state that lasts for 1 minute or until you spend another bonus action to end it. Whilst shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1) and a Shifting Feature racial trait determined by your subrace. After you have used this trait, you must complete a short rest or long rest before using it again.
Subrace: Choose between the Beasthide, Broadwing, Junglerunner, Longtooth, Raptorleap, Razorclaw, or Widetail subraces. The subrace you choose alters your ability score and determines your Shifting Feature.


Beasthide Saurian Shifter
Ability Score Increase: +1 Constitution
Shifting Feature: While shifting, you gain a +1 bonus to AC.


Broadwing Saurian Shifter
Ability Score Increase: +1 Dexterity
Shifting Feature: While shifting, you sprout wings. At 1st level, these are only powerful enough to slow your fall, allowing you to negate falling damage. At 3rd, 5th and 7th level, they become strong enough to grant flight, with a Fly speed of 10 feet, 20 feet and 30 feet respectively.


Junglerunner Saurian Shifter
Ability Score Increase: +1 Dexterity
Shifting Feature: While shifting, you increase your base speed by +20 feet and can ignore difficult terrain based on forest or jungle terrain.


Longtooth Saurian Shifter
Ability Score Increase: +1 Strength
Shifting Feature: While shifting, your newly developed fangs let you make a bite attack as an action. Treat this as an unarmed strike that deals 1d6 Piercing damage and which allows you to automatically grapple a target of your size or smaller. You can use this bite attack whilst grappling a target.


Raptorleap Saurian Shifter
Ability Score Increase: +1 Strength
Shifting Feature: While shifting, you double your Strength modifier for making jumps and are always treated as having made a running start when making a jump.


Razorclaw Saurian Shifter
Ability Score Increase: +1 Strength
Shifting Feature: While shifting, your unarmed strikes deal Slashing damage, can key off of either Dexterity or Strength, and can be used as a bonus action.


Widetail Saurian Shifter
Ability Score Increase: +1 Constitution
Shifting Feature: While shifting, you sprout a powerful tail. This allows you to launch an unarmed strike as a bonus action. Your unarmed strikes deal 1d6 Bludgeoning damage on a hit whilst shifting.




Direct Species Style
Ability Score Modifier: +1 Constitution
Size: Medium
Speed: 30 feet
Vision: Darkvision
Shifting: On your turn, you can spend a bonus action to Shift, entering an altered state that lasts for 1 minute or until you spend another bonus action to end it. Whilst shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1) and a Shifting Feature racial trait determined by your subrace. After you have used this trait, you must complete a short rest or long rest before using it again.
Subrace: Choose between the Deathjaw, Boneskin, Thunderfoot, Seasnatcher, Skyskimmer, Clawkiller, Hornbrute or Riptail subraces. The subrace you choose alters your ability score and determines your Shifting Feature.


Deathjaw Subrace
Ability Score Increase: +2 Strength
Fang-filled Maw: When making an unarmed strike, you can choose to do a bite attack instead. This changes your damge to 1 + Strength modifier Piercing damage and allows you to automatically grapple a target of your size or smaller on a successful hit.
Rip and Tear: Whilst grappling a target, you can automatically deliver a bite attack.
Nose of the Hunter: You receive Proficiency in Wisdom (Survival). When making Survival checks to track others, you have Advantage on the check and can also track others through scent alone.
Shifting Feature: While Shifted, your Bite attack increases in damage to 1d6 + Strength modifier and counts as Magical for purposes of penetrating damage resistance.


Boneskin Subrace
Ability Score Increase: +2 Constitution
Impenetrable Hide: When unarmored, your natural AC is 13 + Constitution modifier. When wearing armor that would give you a lower AC, you can choose to use your natural AC. A shield's benefits apply as normal whilst using your natural armor.
Thick Skull: You have Advantage on Constitution saves against the Stunned effect.
Cudgeling Tail: Your powerful tail allows you to deliver an Unarmed Strike that deals 1d6 + Strength modifier Bludgeoning damage as a Bonus Action.
Shifting Feature: While Shifted, you have Resistance to non-magical Piercing, Slashing and Bludgeoning damage.


Thunderfoot Subrace
Ability Score Increase: +1 Constitution, +1 Strength
Powerful Build: You count as one size larger for determining your carrying, dragging, pushing and pulling capacity.
Tail Whip: As a bonus action, you can make a Tail Slap. This is an Unarmed Strike with the Reach (10 feet) trait and which delivers 1d3 + Strength modifier Bludgeoning Damage.
Shifting Feature: While Shifted, you gain +5 feet of Reach with all attacks and double your damage with Unarmed Strikes, but also counts as one size larger for determining space.


Seasnatcher Subrace
Ability Score Increase: +1 Strength, +1 Dexterity
Swimmer: You have a Swim speed of 30 feet.
Hold Breath: You can hold its breath for 15 minutes.
Shifting Feature: While Shifted, you increase your Swim speed to 60 feet and gain the Amphibious trait.


Skyskimmer Subrace
Ability Score Increase: +2 Dexterity
Perch-Seeker: A Skyskimmer Shifter has Advantage on Strength (Climb) and jumping checks.
Glider: A Skyskimmer Shifter that is not Incapacitated is immune to Falling damage.
Shifting Feature: While Shifted, your wings strengthen, giving you a Fly speed. At 1st level, these are only powerful enough to propel you at a rate of 10 feet per round. At 3rd, 5th and 7th level, your flight speed increases by +10 feet, giving you a Fly speed of 20 feet, 30 feet and 40 feet, respectively.


Clawkiller Subrace
Ability Score Increase: +1 Dexterity
Scything Claws: Your Unarmed Strike damage changes to 1 + Dexterity modifier Slashing damage.
Swift Runner: Your base land speed increases to 40 feet.
Leaping Killer: You ignore the movement penalty for difficult terrain and have Advantage on Jump checks.
Shifting Feature: While Shifted, your Unarmed Strikes do 1d6 + Dexterity modifier Magical Slashing damage. You also gain an Extra Attack which can only be used to make an Unarmed Strike.


Hornbrute Subrace
Ability Score Increase: +2 Strength
Thunderous Passage: If you declare a Charge Attack (make a Move action within range of an enemy, then make a melee attack against that enemy), you can ignore Difficult Terrain between you and your target.
Charger: Your base movement speed increases to 35 feet.
Ramming Speed: If you make a Move action before making a Shove attack, you gain Advantage on the Shove check.
Shifting Feature: While Shifted, if you use a Move action to move into an enemy's space, that enemy automatically takes 1d6 + Strength modifier Magical Piercing damage if you reach them.


Riptail Subrace
Ability Score Increase: +2 Strength
Scything Tail: As a bonus action, you can make a tail sweep attack. This is an Unarmed Strike that deals 1 + Strength modifier Slashing damage.
Immovable: Enemies suffer Disadvantage when making Shove checks against you.
Shifting Feature: While Shifted, you gain +1 to Armor Class. Additionally, your tail sweep attack now does 1d6 + Strength modifier Magical Slashing damage.
 

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