"Arcana Evolved Races For 5E" By robblu (https://pastebin.com/u/robblu) URL: https://pastebin.com/qCWC0Rm0 Created on: Thursday 19th of September 2019 08:21:19 PM CDT Retrieved on: Saturday 31 of October 2020 03:06:08 AM UTC Arcana Evolved Races For 5E Thread starterjsnead Start dateYesterday at 11:35 PM jsnead jsnead Social Justice Dragon Validated User Yesterday at 11:35 PM #1 Here's my conversion of the (awesome) races from Monte Cook's wonderful setting Arcana Evolved to D&D 5E. I kitbashed them together a mixture of other conversion attempts I've seen and my own ideas Dracha Dracha are draconic warriors. Created via magic by dragons, the dracha are a sort of chimera, the result of the magical mixing of humanoid and dragon traits. Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1. Age: Dracha reach adulthood in their late teens and live less than a century. Size: Dragonborn are slightly taller and heavier than humans, standing slightly more than 6 feet tall and weight slightly more. Your size is Medium. Speed: Your base walking speed is 30 feet. You have a flying speed of 30 feet. You can’t use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can’t use your flying speed if you are encumbered.) Darkvision: Your draconic eyes give you superior vision in dark and dim conditions. 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. You can’t discern color in darkness, only shades of gray. Languages. You can speak, read, and write Common and Draconic. Racial Feat: Dracha can take the racial feat Dragonhide from Xanathar's Guide to Everything (p. 74). Faen Ability Score Adjustment: Your Dexterity score increases by 1 Subraces: Choose Loresong or Quickling. Age: Faen mature at the same rate humans do and reach adulthood around the age o f 20. They live much longer than humans, however, often exceeding 180 years. Size: Faen are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. Slippery Mind: You gain Advantage on saving throws against charm effects. Fey Ancestry: You are considered a Fey rather than a Humanoid. Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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. You can’t discern color in darkness, only shades of gray. Languages: You can speak, read, and write Common and Faen. Speed: 25 feet Quickling Faen Ability Score Adjustment: Your Dexterity and Wisdom scores each increase by 1. Alacrity: You gain +5 feet to your ground speed. Quickling Nimbleness: You can move through the square of any creature of larger size than you. Entering or leaving the square of a creature of larger size than you does not provoke attacks of opportunity. Easily Overlooked: You gain proficiency with the Stealth Skill Loresong Faen Ability Score Adjustment: Your Intelligence or Charisma score increases by +2 Lore: You gain proficiency in one additional Intelligence-based skill. Magic of the Faen: You know the prestidigitation cantrip. When you reach 3rd level, you can cast the detect magic spell once per day. When you reach 5th level, you can cast misty step Image once per day. You regain the ability to cast those spells in this way when you finish a long rest. Intelligence is your spellcasting ability for all three spells. Feat: Spryte Prerequisite: Faen You metamorphose into a Spryte – the adult form of the Faen. At any time after you gain this feat, you may enter a cocoon for 100 days. When you emerge from the cocoon, you are transformed into a Spryte. You retain any previous racial traits, except as noted here: You are now 12-15’ tall and your size changes to Tiny. You cease aging. Any equipment that enters the cocoon with you is permanently changed to fit your new size, as the Adapt spell. Your speed changes to 15 feet, but you gain a Fly speed of 30 feet. Giant Giants call themselves Hu-Charad, which means “the stewards,” but everyone else just calls them giants—and for good reason. Giants are massive creatures, standing between 7 ½ and 8 ½ feet tall. Except for their size, they look like normally proportioned humans; to them, humans appear like children. In fact, young giants are indeed the size of adult humans. Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1. Age: Giants mature at the same rate as humans, but they’re considered young until they reach the age of 40. On average, they live about 300 years. Size: Giants are between 7 ½ and 8 ½ feet tall and weigh between 280 and 340 pounds. Your size is Medium. Speed: Your base walking speed is 30 feet. Natural Athlete: You have proficiency in the Athletics skill. Hardy: Your hit point maximum increases by one, and it increases by one every time you gain a level. Potent Strength: When you roll a 1 on an attack roll using Strength, a Strength ability check or saving throw, you can reroll the die and must use the new roll. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Tool Proficiency: You gain proficiency with the artisan’s tools of your choice. Languages: You can speak, read, and write Common and Giant. Litorian Lion-like humanoids, with a proud warrior heritage and a hunter culture. Ability Score Adjustment: Your Dexterity score increases by 2, and your Strength score increases by 1. Age: Litorians mature at the same rate as humans but live a decade or two longer. Size: Medium Movement: 35 ft. Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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. You can’t discern color in darkness, only shades of gray. Claws: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Keen Senses: A litorian has proficiency in Perception. Scent: A litorian has advantage in Perception tests involving the sense of smell. Noble Hunter: A litorian has proficiency in any one of the following skills: Athletics, Animal Handling, Nature, Stealth, or Survival. Languages: You can speak, read, and write Common and Litorian. Mojh The mojh are a draconic race, but unlike dracha they were originally humans who voluntarily underwent a ritual to make them more draconic. The relationship between mojh and true dracha could be said to be interesting at best. Mojh abilities focus on the magical side of draconic nature, whereas dracha are more physical creatures. Ability Score Adjustment: Your Intelligence score increases by 2, and your Wisdom score increases by 1. Age: Mojh mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Size: Mojh range from 6 to 7 feet tall and have slender builds. Your size is Medium. Your size is Medium. Speed: 30 feet Arcane Knowledge: Mojh gain proficiency with the Arcane Skill. Darkvision: Your draconic eyes give you superior vision in dark and dim conditions. 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. You can’t discern color in darkness, only shades of gray. Draconic Magic: Mojh can use the detect magic spell at will. Languages: You can speak, read, and write Common and Draconic. Racial Feat: Mojh Hide Prerequisite: Mojh Your scales become exceedingly tough and your tail grows longer. You gain the following benefits: Increase your Intelligence, Constitution, or Charisma score by 1, to a maximum of 20. Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 +your Dexterity modifier. You can use a shield and still gain this benefit. Your tail gives you advantage to Acrobatics checks. Racial Feat: Mojh High Magic Prerequisite: Mojh You learn more of the magic typical of the draconic Mojh. You learn the shocking grasp cantrip, and you also learn the cause fear and levitate, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Intelligence is your spellcasting ability for all three spells. Sibeccai Jackal-like humanoids, created by the giants as hard working servants. Ability Score Adjustment: Your Constitution score increases by 2, and your Dexterity score increases by 1. Age: Sibeccai reach adulthood in their late teens and live less than a century. Size: Medium Speed: 30 feet Bite: Your fanged muzzle is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Darkvision: Your animal eyes give you superior vision in dark and dim conditions. 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. You can’t discern color in darkness, only shades of gray. Scent: Sibeccai have advantage in Perception tests involving the sense of smell. Gregarious: Sibeccai add double their proficiency bonus to Charisma checks used to gather information or ingratiate themselves into a group. Urban Scavengers: A sibeccai has proficiency in any two of the following: Deception, Insight, Intimidation, Investigation, or Stealth Languages: You can speak, read, and write Common and Giant. Verrik Verrik (singular and plural) are incredibly wise and intelligent beings with special innate mental abilities. Ability Score Adjustment: Your Wisdom score increases by 2, and your Intelligence score increases by 1. Age: Verrik mature at the same rate as humans but live a decade or two longer. Size: Verrik vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Speed: 30 feet Sensory Control: As an action verrik can selectively shut off their senses. Becoming immune to gaze attacks by blinding themselves. They can willingly go deaf and make themselves immune to language and sound based effects. They can shut off their sense of touch to ignore pain but take disadvantage on attack rolls and any touch-dependent actions. Only one sense can be shut off at a time. If sight or hearing is shut off, Verrik have disadvantage on attack rolls and relevant skill rolls. Fortress Mind: Have advantage on all saving throws against psychic attacks Lesser Psionics: You know the mage hand cantrip, and the hand is invisible when you cast it with this trait. When you reach 3rd level, you can cast the feather fall spell once per day. When you reach 5th level, you can also cast the detect thoughts spell once per day. Wisdom is your spellcasting ability for these spells. Natural Telepath: You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Languages: You can speak, read, and write Common and Verrik.