
Saurial Playable Race for 5E D&D
Hey Nerdarchists out there, Nerdarchist Ted here and it is time for yet another installment of customized races for D&D 5th edition. Saurials, humanoid Dinosaurs brought to you by the Finders stone trilogy. It was an amazing read all those years ago. But after reading it plagued the question, well how do I play a humanoid dinosaur in my game. So in my last article I teased about adding my own races to this mix just because there are so many options.
I have added three new subraces for this race all completly from my imagination to help add more diversity and get the full range of options for all character archetypes. The shellback is based off of an ankylosaurus and would be the tanks for the saurials.
The finback are your ground and water scouts. They are loosly based on a dimetrodon. I know that a dimetrodon is technically not a dinosaur but in the humanoids handbook, Dungeons and Dragons 2nd edition, there was a picture that looked like a humanoid dimetrodon but nothing in the book explained what that was so I was inclined to add that one as well.
Now the feathered saurial is a new creation so that I could cover the charisma based characters and is loosely based on a type of raptor with distracting plumage around the head.
Customized Races in 5th edition
Saurial Traits
Ability Score increases. Your Constitution score is increases by 2.
Age. A Saurial reaches adulthood fairly quickly, after about 5 years and can manage to live to see a century.
Alignment. Most saurials are good natured but do not bother with the struggle of law and chaos. They lean towards neutral good. Player character Saurials may be of any alignment.
Languages. You can speak, read and write Common and Draconic. Additionally Saurial is another laguage that only Suarials can speak do to the unique make up of their bodies and vocal cords.
Subraces. There are four main kinds of Saurials; finheads, bladebacks, hornheads and flyers, additionally there are three other less common subraces these are described below. To see the common subraces you can go here. They are distinctly different in appearance and abilities. Choose one of these subraces.
Feathered
Ability Score increases. Your charisma score increases by 1.
Orator. You are proficient with the skill Persuasion.
Distracting Plumage. You can put on a display with your brightly colored feathers, gaining advantage on a charisma based skill check. You can do this again when you finish a short rest.
Size. Feathered sauarials stand between five and half feet to six and a half feet tall. Your size is medium.
Speed. Your base walking speed is 30.
Finback
Ability Score increases. Your dexterity score increases by 1.
Stealthy. You are proficient with the stealth skill.
Waterborn. You have a swim speed equal to your walking speed.
Size. Finbacks stand between five and half feet to six and a half feet tall. Your size is medium.
Speed. Your base walking speed is 30.
Shellback
Intimidating Presence. You are proficient in the intimidate skill.
Toughened shell. You add +1 to your Armor class. This stacks with armor.
Thick skin. When you are hit with a weapon attack you can expend your reaction to reduce the damage by a d10 plus your con modifier.
Size. Shellbacks stand between six feet and six and a half feet tall. Your size is medium.
Speed. Your base walking speed is 25.
Dungeons and Dragons 5th edition
Are these cool enough for your game? More back story on how cool this race is in your Dungeons and Dragons books from previous editions. If you go back to 2nd edition llok for a copy of the humanoids handbook. Now that I have given you these four be on the look out for more as I have used at least 6 different versions in previous editions.
Let me know what you think in the comments below. Are they too weak, too powerful? You know the phrase, “Until next time – Stay Nerdy!!”
Andreas Starrsjö
April 30, 2015 at 6:32 amCool stuff! Shellback seems really powerful, get the heavy armor master feat and you will be really hard to kill! 🙂
Aaron Luke
February 6, 2016 at 1:43 amthick skin seems a bit too potent, i think i'd dial that down a notch. maybe make it a 1d6 of reduction?