Monsters and Men
Added 2016-04-01 04:37:33 +0000 UTCEver find the races of the Player's Handbook a little limiting? There's elves, halflings, and half-orcs, but the humanoid monsters are really a player's envy. Who would choose a boring elf over a four-armed mantis man or sneaky bird person? Monsters and Men is our first race bundle, which includes the first release of our full Orc race, along with a handful of our favorite conversions from the Monster Manual.
Monsters and Men includes the following races: Goblin, Kenku, Kobold, Lizardfolk, Myconid, Orc, and Thri-Kreen.
Changelog: v1.01: Lizardfolk: Poison Dusk Tribe: heading fixed
1.10: Descriptions of Lizardfolk and Thri-Kreen rewritten to ensure nothing from MM used -- nothing mechanical changed
1.11: Goblin: Hasty Improvisation: Weapons break on a natural 1
Comments
That's a fantastic suggestion (and, in retrospect, should have been an obvious choice from the start.) Consider it implemented!
Mage Hand Press
2016-05-15 20:00:58 +0000 UTCThe Hasty Improvised option of the Goblin uses a "after d6 hits" option that my DM will dislike as it is not in the "5e spirit of less records to keep". Instead I will suggest a weapon break on a natural 1 on the attack roll or a damage roll of 5 or higher on the die.
2016-05-15 16:15:00 +0000 UTCFixed. Let me know if you see any other errors!
Mage Hand Press
2016-04-01 17:43:52 +0000 UTCYou seem to have used the Blackscale tribe heading for the Poison Dusk Tribe as well as the Black scales. :-)
Christopher Hartland
2016-04-01 17:27:16 +0000 UTC