3.5 to 5e conversions

Aarakocra, Dark Sun. 

Aarakocra that hail from the Dark Sun universe. While similar to that of their Forgotten realms counterparts, they are also blessed with the use of Psionics

Ability scores. Dex + 2, Wis + 1

Speed. 25 ft, fly 40ft.

Age.
Aarakocra reach maturity by age 3. Compared to humans, aarakocra don't usually live longer than 30 years.

Alignment.
Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaos.

Size.
Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

Flight.
You have a flying speed of 40 feet. To use this speed, you can't be wearing medium or heavy armour.

Talons.
Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Psionically gifted.
You know one talent from the ‘Mystic’ class.

Language.
You can speak, read, and write Common, Aarakocra, and Auran.

(Dragon magazine #319, pg. 19)

 

Adu’ja

A strange plant race that predates even the Elvan people, only coming alive when the encroachment of civilisation, industry and rampant deforestation by Humans and Goblins starts invading their lands

Ability scores: Wis + 2, Cha + 1

Speed: 30ft

Age. Due to their plant-like nature, Adu’ja reach adulthood in 150 years and can live as long as 450 years

Alignment. Young Adu’jas are usually neutral good in alignment. They believe in proactively establishing harmony. As they age, their understanding of Shan Jat (The way of the root) deepens, and they tend to drift towards neutral alignment.

Size. Adu’ja’s average 5-1/2 and 6ft tall. Your size is medium.

Darkvision. 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 are able to distinguish colour and retain the ability to see in detail.

Plant. Your creature type is Plant, rather than humanoid.

Photoegeneration. If you take a short rest in sunlight, whenever you roll for Hit die, you double the total that you roll. In addition, if you lose a limb (but not the head), you are able to regenerate a replacement over the course of one month. During this time, you can do nothing more than rest and perform light activity. Complete bed rest cuts this time in half.

Speech of Leaf. You are able to cast ‘Speak with plants’ to one specific plant within 30ft radius, casting this spell using this ability will have it only affect the plant you’ve chosen to talk to, any attempt to move the spell onto another plant will cause the spell to end. You can cast this spell once per long rest. Wisdom is your spellcasting ability for this spell.

Languages. You can speak, read, and write Common, Adu’ja, Sylvan, and a language of your choice.

(Dragon Magazine #317, pg.21-25)

 

Air Gnome

A Gnome who’s ancestry can link to an air elemental or a denizen of the plane of air.

Ability scores: Int + 2, Dex + 1

Speed: 25ft

Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewellers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.

Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Darkvision. Accustomed to life underground, 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 cannot discern colour in darkness, only shades of grey.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogues of knowledge about the natural world.

Unending Breath. You can hold your breath indefinitely while you are not incapacitated.

Breath of Fresh Air. You know the ‘Gust’ cantrip, Intelligence is your spellcasting ability for it.

(Unearthed Arcana, 2004 pg.16)                      

 

Air Goblin

A Goblin who’s ancestry can link to an air elemental or a denizen of the plane of air.

        Ability score. Dex + 2 Cha + 1

Speed: 30 ft.

Age. Goblins reach adulthood at age 8 and live up to 60 years.

Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.

Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Darkvision. 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 cannot discern colour in darkness, only shades of grey.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Fury of the Gales. You know the thunderclap cantrip. Charisma is your spellcasting ability for this spell.

Unending Breath. You can hold your breath indefinitely while you are not incapacitated.

Languages. You can speak, read, and write Common and Goblin.                                                

(Unearthed Arcana, 2004 pg.16)                      

 

Air Mephling

The planetouched offspring of a mephling and an indeterminate race of humanoids

Ability score. Cha + 2, Dex + 1

Speed. 30ft, plus a fly speed of 10ft

Age. Mephlings do not reach adulthood until they are more than 50 years old. The longest-lived members of the race can reach an age of well over 200 years.

Alignment. Mephlings tend to have a neutral component to their worldview, but they can be of any alignment. They frequently adopt the philosophy and worldview of their foster parents of the culture in which they were raised.

Size. A typical Mephlings stands less than 3 ft tall. Your size is small.

Piercing Gale. You can use an action of draw upon your Melphit heritage to exhale a breath of piercing dust and grit.

When you use your breath weapon, each creature in a 15ft cone of the exhalation must make a saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d6 piercing damage on failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can’t use it again until you complete a short or long rest. Once you reach 5th level, you can use your breath weapon twice before a long rest. At levels 10 and 15, you gain an additional charge to your breath weapon and you gain one use back at every short rest. You gain all charges back at the end of a long rest.

Breath of Fresh Air. You know the gust cantrip. Charisma is your spellcasting ability for this spell.

Language. You can read, write, and speak common and auran.

(Planar Handbook, pg. 11)

 

Aquatic Dwarf

A dwarf who has since adapted to the conditions of living underwater. 

        Ability scores. Con + 2 Str + 1.

        Speed. 25ft, swim speed 20ft.

Age. Dwarves 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.

Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed. Your speed is not reduced by wearing heavy Armor.

Darkvision. Accustomed to life underground, 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 cannot discern colour in darkness, only shades of grey.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Sea Dwarven Combat Training. You have proficiency with the spear, trident, light crossbow, and net.

Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: Smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Child of the Sea. You have a swimming speed of 20 feet, and you can breathe air and water.

Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Extra Language. You can speak, read, and write Aquan.

(Unearthed Arcana 2004, pg. 7)

 

Aquatic Gnome

A Gnome who has since adapted to the conditions of living underwater

Ability scores: Int + 2, Con + 1

Speed: 25ft, swim speed 20ft

Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewellers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.

Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Darkvision. Accustomed to life underground, 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 cannot discern colour in darkness, only shades of grey.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Child of the Sea. You have a swimming speed of 20 feet, and you can breathe air and water.

Call to the Wave.
You know the shape water cantrip. Intelligence is your spellcasting ability for this spell.

Languages.
You can speak, read, and write common and gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogues of knowledge about the natural world.

        (Unearthed arcana 2004, pg.7)

                                

Aquatic Goblin

A Goblin who has since adapted to the conditions of living underwater

        Ability score. Dex + 2 Con + 1

Speed: 30 ft. swim speed 30ft

Age. Goblins reach adulthood at age 8 and live up to 60 years.

Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.

Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Darkvision. 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 cannot discern colour in darkness, only shades of grey.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Piranha Scavenger. You have proficiency in the ‘Sleight of hand’ skill.

Pest of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.

Languages. You can speak, read, and write common and goblin.                                                

(Unearthed Arcana, 2004 pg.7)                                                                 

                                               

Aquatic Halfling

A Halfling who has since adapted to the conditions of living underwater

Ability Scores. Dex + 2 Con + 1

Speed. 25 ft

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of their second century.

Alignment. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave. You have advantage on saving throws against being frightened.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Child of the Sea. You have a swimming speed of 25 feet, and you can breathe air and water.

Languages. You can speak, read, and write common and halfling. The Halfling language is not secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

(Unearthed Arcana, 2004 pg.7)                          

                            

Aquatic Half-Orc

A half-orc who has since adapted to the conditions of living underwater

Ability scores. Str + 2, Con + 1

Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Alignment. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Darkvision. Thanks to your orc blood, 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 cannot discern colour in darkness, only shades of grey.

Emissaries of the Deep. You gain proficiency in the Persuasion skill.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You cannot use this feature again until you finish a long rest.

Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.

Languages. You can speak, read, and write common and orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

(Unearthed Arcana, 2004 pg.7)                      

                   

Aquatic Human

A Human who has since adapted to the conditions of living underwater

Ability score. Dex + 2 Con + 1

Speed. 30ft, swim speed 30ft

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans tend toward no particular alignment.

Size. Humans 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.

Languages. You can speak, read, and write Common and one extra language of your choice.

Amphibious. You can breathe air and water. Additionally, you have a swimming speed of 30 feet.

(Unearthed Arcana, 2004 pg.8)                      

                                                  

Aquatic Kobold

A Kobold who has since adapted to the conditions of living underwater

        Ability score. Dex + 2 Int + 1

        Size. You are Small.

Speed. Your walking speed is 30 feet, and you have a swim speed of 40ft.

Darkvision. 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 discern colours in that darkness only as shades of grey.

Draconic Legacy. The kobold connection to dragons can manifest in unpredictable ways in an individual kobold.

Choose one of the following legacy options when you select this race:

? You have advantage on saving throws to avoid or end the frightened condition on yourself.

? You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).

? You can exhale a breath of scalding steam in a 5 by 30ft line. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Fire damage dealt this way is not reduced solely for being dealt underwater.

After you use your breath weapon, you cannot use it again until you complete a short or long rest.

Amphibious. You have a swimming speed of 40 feet, and you can breathe air and water.

Languages. You can speak, read, and write common and draconic.                                             

(Unearthed Arcana, 2004 pg.8)                      

 

Aquatic Orc

An Orc who has since adapted to the conditions of living underwater

Ability score. Str + 2; Con + 1

Speed. 30ft, swim speed of 30ft

Age.
Orcs reach adulthood at age 12 and live up to 50 years.

Alignment.
Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil.

Size. Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.

Darkvision. 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 cannot discern colour in darkness, only shades of grey.

Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

Child of the sea. You have a swim speed, you can breathe air and water and your proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write Common and Orc.

(Unearthed Arcana, 2004 pg.8)                          

 

.Arctic Dwarf

A Dwarf who has since adapted to the conditions of living in extreme cold

In addition to the base Dwarf traits, you gain the following:

Ability score. Str + 2; Con + 2

Icecunning. Arctic dwarves can apply their stonecunning benefits to structures and natural features made of ice, as well as those made of stone.

Arctic born. You have resistance to cold damage. You are also acclimated to conditions of extreme cold and exposure. 

(Unearthed Arcana, 2004 pg.9)                          

                                

Arctic Elf

An Elf who has since adapted to the conditions of living in extreme cold

In addition to the base Elf traits, you gain the following:

Ability score. Con + 1

Survivalist. You have proficiency in the Survival skill.

Arctic born. You have resistance to cold damage. You are also acclimated to conditions of extreme cold and exposure.

Additional racial feat: 

  • Warming Shroud: Your Charisma increases by 1. You know the ‘Fog Cloud’ spell, those within the cloud are considered immune to the effects of extreme cold and exposure. You can see through this cloud and those that you designate as an ally. Your Charisma is your spellcasting modifier for this spell.

(Unearthed Arcana, 2004 pg.9)                      

                                                                  

Arctic Gnome

A Gnome who has since adapted to the conditions of living in extreme cold.

In addition to the base Gnome traits, you gain the following: 

Ability Score Improvement. Con + 1

Arctic Born. You have resistance to cold damage. You are also acclimated to conditions of extreme cold and exposure.

(Unearthed Arcana, 2004 pg.9)                      

                                                       

Arctic Goblin

A Goblin who has since adapted to the conditions of living in extreme cold.

Ability score. Con + 2, Dex + 1

Speed. 30ft

Age. Goblins reach adulthood at age 8 and live up to 60 years.

Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.

Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Darkvision. 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 cannot discern colour in darkness, only shades of grey.

Arctic Born. You have resistance to cold damage. You are also acclimated to conditions of extreme cold and exposure.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages. You can speak, read, and write common and goblin.

(Unearthed Arcana, 2004 pg.9-10)                      

                                                  

Arctic Half-Elf

A half-elf who has since adapted to the conditions of living in extreme cold

Variant Feature (Choose 1)
* Skill Versatility. You gain proficiency in two skills of your choice.
* Survivalist.You have proficiency in the Survival skill.
* Arctic Born.You gain cold resistance; you are also acclimated to conditions of extreme cold and exposure.

(Unearthed Arcana, 2004 pg.10)                           

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