D&D 5E (2024) Species based NPC Attacks

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One thing I loved about 4e is it gave almost every race a racial power as a PC feature and the damage calculation of monsters per level was simple. So if you wanted to quickly diversify a group of enemies by race, you could swap in a power, do some calculations, and now the monster feels more aligned with its description in combat, exploration, or social situations. In this words, there is a group of dragonborn, humans, and elves as enemies. Gives some thugs a breath attack, some another weapon, and some a reroll and boom. Now the players can see the makeup of the foes, have interesting different combats, and feel they are tied to the world.

Oh a bunch of dragonborn? Don't bunch up, they have breath attacks. Elves? Well they all have accurate ranged options, can't hang back.

Now for 5e, I did this. But it's a longer process getting that feel with the species. Only the humaniods who are design as monsters feel like their species. It's tougher making the enemy Frontline feel different between when it's a dwarf and halfling vs a orc and human.

So here's the discussion

If each 2024 species had a scalable species combat action or bonus action, what do you think it would be?

What would a common soldier have if a military honed and trained their unique species features?

I choose mostly attacks because it's more visible and felt where defenses and movement also are less so unless very impactful.

SpeciesSpecies Move
AasimarHeal
DragonbornAOE Breath Weapon
Dwarf
ElfCantrip-like Spell attack
Gnome
GoliathElemental Smite like attack???
Halfling
HumanAdditional Melee Weapon option??
OrcBonus Action Dash + THP
TieflingCantrips-like Spell attack (fire/necrotic, or poison),
 

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Is this more for just combat or for something to make each a bit more special. I mean dwarves get poison resistance so casters should not hit them with poison spells. A cool combat things might be to earthbind someone for a round.

Halflings already get to reroll 1s which is both cool and powerful in combat.
 

Is this more for just combat or for something to make each a bit more special. I mean dwarves get poison resistance so casters should not hit them with poison spells. A cool combat things might be to earthbind someone for a round.

Halflings already get to reroll 1s which is both cool and powerful in combat.
Poison resistance and Rerolling 1s are too rarely impactful on the monster side.
 

i've considered something similar before while thinking about species, dwarves got light geokinesis (BA mold earth and earth tremor), halflings maybe you can lean into their history of being good throwers? (i know it's not hugely thematic but it's something) give them increased range/accuracy with thrown weapons? improved crit rate or damage with them? or maybe give them firbolg's hidden step ability, that's thematic to them too, gnomes i had as earth-druid like, a list of effects they could invoke each dependent on the type of terrain they were in, or maybe a wildshape-lite, only being able to turn into basic creatures like rabbits and foxes?

goliaths could pick up and throw allies and enemies, i think i also gave elves a bladesong-lite ability.
 


One thing I loved about 4e is it gave almost every race a racial power as a PC feature and the damage calculation of monsters per level was simple. So if you wanted to quickly diversify a group of enemies by race, you could swap in a power, do some calculations, and now the monster feels more aligned with its description in combat, exploration, or social situations. In this words, there is a group of dragonborn, humans, and elves as enemies. Gives some thugs a breath attack, some another weapon, and some a reroll and boom. Now the players can see the makeup of the foes, have interesting different combats, and feel they are tied to the world.

Oh a bunch of dragonborn? Don't bunch up, they have breath attacks. Elves? Well they all have accurate ranged options, can't hang back.

Now for 5e, I did this. But it's a longer process getting that feel with the species. Only the humaniods who are design as monsters feel like their species. It's tougher making the enemy Frontline feel different between when it's a dwarf and halfling vs a orc and human.

So here's the discussion

If each 2024 species had a scalable species combat action or bonus action, what do you think it would be?

What would a common soldier have if a military honed and trained their unique species features?

I choose mostly attacks because it's more visible and felt where defenses and movement also are less so unless very impactful.

SpeciesSpecies Move
AasimarHeal
DragonbornAOE Breath Weapon
Dwarf
ElfCantrip-like Spell attack
Gnome
GoliathElemental Smite like attack???
Halfling
HumanAdditional Melee Weapon option??
OrcBonus Action Dash + THP
TieflingCantrips-like Spell attack (fire/necrotic, or poison),
For dwarves, maybe something that plays on their new limited-time Tremorsense? An action that lets them detect hidden creatures within a limited radius and maybe gain advantage on an attack?

For gnomes, I feel like turning briefly invisible would be the obvious choice. Alternatively, maybe a single-use exploding clockwork gadget.

For Goliaths, you’ve got the growing to Large size for a limited time thing. Kinda funny, if you give them that and give gnomes the invisibility, you’ve got the two halves of a duergar.

Halflings could maybe get a dash-disengage combo movement or something? You know, small, quick opponent runs between your legs too fast for you to catch kinda thing.
 

I would be in favor of a cool power to add to the monster statblock for each of the pc races. It does not have to include all the things that a pc gets, but something cool that fits.
 

i've considered something similar before while thinking about species, dwarves got light geokinesis (BA mold earth and earth tremor), halflings maybe you can lean into their history of being good throwers? (i know it's not hugely thematic but it's something) give them increased range/accuracy with thrown weapons? improved crit rate or damage with them? or maybe give them firbolg's hidden step ability, that's thematic to them too, gnomes i had as earth-druid like, a list of effects they could invoke each dependent on the type of terrain they were in, or maybe a wildshape-lite, only being able to turn into basic creatures like rabbits and foxes?

goliaths could pick up and throw allies and enemies, i think i also gave elves a bladesong-lite ability.

I'd give halflings Underfoot - As a bonus action you can enter or disengage from the space of a creature at least one size larger than you without triggering opportunity attacks. While in their space you gain cover and have advantage on attacks against them.

Goliath Powerful Charge - A goliath can charge 10 ft. If it enters the space of another creature of its size or smaller, the creature must make a Dex Saving throw DC 12 or take 1d6 bludgeon damage and be pushed back 5 ft.
 

Something quick I jotted during the train ride.

X is CR.

Aasimar
Bonus Action
Aasimar Touch (X/day). The aasimar heals 2d4 Hit Point of the target they touch within reach.


Dragonborn
Action
Dragonborn Breath. Dexterity Saving Throw: DC 11+X/2, each creature in a 30-foot Cone. Failure: Xd6 damage of the type chosen for the Dragonborn origin. Success: Half damage.


Dwarf
Bonus Action
Dwarven Vitality (1/Day). The dwarf regains Xd10 HP.

Elf
Action
Elven Shot: Ranged Attack Roll: +X+2, range 90 ft. Hit: Xd10 Piercing damage

Orc
Action
Orc SMASH!: The Orc gains X Temporary Hits points and moves up to their Speed then makes an attack:

Melee Attack Roll: +X, reach 5 ft. Hit: Xd12 Bludgeoning Damage.
 

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