Paul Farquhar
Legend
"You" = the DM.So you do add racial traits to retainers?
"can" = it's optional.
"You" = the DM.So you do add racial traits to retainers?
The Underdark is a harsh environment. A "commoner" drow would simply not survive.
But if we are talking FR drow, then any retainers would actually be slaves, and could be any race.
Chaotic Evil cities. Where it's not illegal to kill someone if they look at you in a funny way. Even the slaves need to be able to protect themselves from other slaves.Drow normally live in big cities like Erehei-Cinlu and Menzoberranzan. Drow urban commoners would be much like human commoners. Noble drow of course all have combat training, and drow raider teams are competent.
No, there is in fact a section in the DMG on adding racial traits to NPCs. There's a whole table of it even. Here's that section.Nope. The section I am thinking of is in the Monster Manual, page 342: "Racial Traits. You can add racial traits to an NPC. Adding racial traits doesn't alter it's challenge rating. For more on racial traits see the PHB."
Race | Ability Modifiers | Features |
---|---|---|
Aarakocra | +2 Dex, +2 Wis | Dive Attack; talon attack action; speed 20 ft., fly 50 ft.; speaks Auran |
Bullywug | −2 Int, −2 Cha | Amphibious, Speak with Frogs and Toads, Swamp Camouflage, Standing Leap; speed 20 ft., swim 40 ft.; speaks Bullywug |
Dragonborn* | +2 Str, +1 Cha | Breath Weapon (use challenge rating instead of level to determine damage), Damage Resistance, Draconic Ancestry; speaks Common and Draconic |
Drow* | +2 Dex, +1 Cha | Fey Ancestry, Innate Spellcasting feature of the drow, Sunlight Sensitivity; darkvision 120 ft.; speaks Elvish and Undercommon |
Dwarf* | +2 Str or Wis, +2 Con | Dwarven Resilience, Stonecunning; speed 25 ft.; darkvision 60 ft.; speaks Common and Dwarvish |
Elf* | +2 Dex, +1 Int or Wis | Fey Ancestry, Trance; darkvision 60 ft.; proficiency in the Perception skill; speaks Common and Elvish |
Gnoll | +2 Str, −2 Int | Rampage; darkvision 60 ft. |
Gnome* | +2 Int, +2 Dex or Con | Gnome Cunning; Small size; speed 25 ft.; darkvision 60 ft.; speaks Common and Gnomish |
Gnome, deep | +1 Str, +2 Dex | Gnome Cunning, Innate Spellcasting, Stone Camouflage; Small size; speed 20 ft.; darkvision 120 ft.; speaks Gnomish, Terran, and Undercommon |
Goblin | −2 Str, +2 Dex | Nimble Escape; Small size; darkvision 60 ft.; speaks Common and Goblin |
Grimlock | +2 Str, −2 Cha | Blind Senses, Keen Hearing and Smell, Stone Camouflage; can’t be blinded; blindsight 30 ft., or 10 ft. while deafened (blind beyond this radius); speaks Undercommon |
Half-elf* | +1 Dex, +1 Int, +2 Cha | Fey Ancestry; darkvision 60 ft.; proficiency in two skills; speaks Common and Elvish |
Half-orc* | +2 Str, +1 Con | Relentless Endurance; darkvision 60 ft.; proficiency in the Intimidation skill; speaks Common and Orc |
Halfling* | +2 Dex, +1 Con or Cha | Brave, Halfling Nimbleness, Lucky; Small size; speed 25 ft.; speaks Common and Halfling |
Hobgoblin | None | Martial Advantage; darkvision 60 ft.; speaks Common and Goblin |
Kenku | +2 Dex | Ambusher, Mimicry; understands Auran and Common but speaks only through the use of its Mimicry trait |
Kobold | −4 Str, +2 Dex | Pack Tactics, Sunlight Sensitivity; Small size; darkvision 60 ft.; speaks Common and Draconic |
Kuo-toa | None | Amphibious, Otherworldly Perception, Slippery, Sunlight Sensitivity; speed 30 ft., swim 30 ft.; darkvision 120 ft.; speaks Undercommon |
Lizardfolk | +2 Str, −2 Int | Hold Breath (15 min.); +3 natural armor bonus to AC; speed 30 ft., swim 30 ft.; speaks Draconic |
Merfolk | None | Amphibious; speed 10 ft., swim 40 ft.; speaks Aquan and Common |
Orc | +2 Str, −2 Int | Aggressive; darkvision 60 ft.; speaks Common and Orc |
Skeleton | +2 Dex, −4 Int, −4 Cha | Vulnerable to bludgeoning damage; immune to poison damage and exhaustion; can’t be poisoned; darkvision 60 ft.; can’t speak but understands the languages it knew in life |
Tiefling* | +1 Int, +2 Cha | Infernal Legacy (use challenge rating instead of level to determine spells), resistance to fire damage; darkvision 60 ft.; speaks Common and Infernal |
Troglodyte | +2 Str, +2 Con, −4 Int, −4 Cha | Chameleon Skin, Stench, Sunlight Sensitivity; +1 natural armor bonus to AC; darkvision 60 ft.; speaks Troglodyte |
Zombie | +1 Str, +2 Con, −6 Int, −4 Wis, −4 Cha | Undead Fortitude; immune to poison damage; can’t be poisoned; darkvision 60 ft.; can’t speak but understands the languages it knew in life |
Yes; consult the above table.So you do add racial traits to retainers?
Chaotic Evil cities. Where it's not illegal to kill someone if they look at you in a funny way. Even the slaves need to be able to protect themselves from other slaves.
No, there is in fact a section in the DMG on adding racial traits to NPCs. There's a whole table of it even. Here's that section.
NPC Stat Blocks
The Monster Manual contains stat blocks for common NPC archetypes such as bandits and guards, as well as tips for customizing them. Those tips include adding racial traits from the Player’s Handbook, equipping NPCs with magic items, and swapping armor, weapons, and spells.
If you want to take an NPC stat block and adapt it for a specific monster race, apply the ability modifiers and add the features listed in the NPC Features table. If the NPC’s AC, hit points, attack bonus, or damage changes, recalculate its challenge rating.
Yes; consult the above table.
Assuming that you're not going the Drow route, that is entirely possible. They will still stick to the actual rules about retainers (won't fight or go into danger etc.)So the thing is the “retainers” thing just my characters travel buddies that he has met before the adventure. He once had a noble name is now on the run. What I dislike like about background features is that they are stuck with story strings attached to it. Why couldn’t I have just met them on my travels and decided to come with me. Like a rogue that’s very good at stealing could have the bad reputation modified to where he can do minor crimes nobody notices.
Thanks for the clarification. Now I see it as humans are not good retainers. Can a retainer be a variant human, or a high elf with fire bolt?