Discussion:Race Idea: Troglodyte
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I created it on D&D Beyond a while ago, but I didn't really create a real description other than copying and pasting the description from the Monster Manual (Legacy Monster Manual). This is supposed to make the monstrous humanoid Troglodytes a playable race.
I wonder if I should remove some stuff. Generally. I want to keep the features that define Troglodytes, like the stench, Troglodyte Resilience, Darkvision, and Sunlight Sensitivity. I could remove Chameleon Skin if it's unnessasary or upsets balance (I doubt the natural weapons would affect game balance significantly, but it depends on the character the player is creating and the campaign).
Traits[edit]
Ability Score Increase[edit]
You Strength score increases by 2, your Constitution score increases by 2, and your Intelligence score decreases by 2.
Size[edit]
Your size is Medium.
Speed[edit]
Your base walking speed is 30 feet.
Darkvision[edit]
You have darkvision to a range of 60 feet.
Troglodyte Resilience[edit]
You have advantage on saving throws against disease or being blinded or poisoned.
Chameleon Skin[edit]
You have proficiency in the Stealth skill, and you have advantage on Dexterity (Stealth) checks made to hide.
Sunlight Sensitivity[edit]
You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight while in direct sunlight.
Stench[edit]
Sickening Stench: As an bonus action, you can activate a pungeant odor that lasts for 1 minute or until you dismiss it as a bonus action. For the duration, any creature that starts its turn within 5 feet of you must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or become poisoned until the start of its next turn. A creature that succeeds on this save is immune to the stench of all troglodytes for 1 hour.
You can generate a stench a number of times equal to 1 + your Constitution modifier (minimum of twice), and you regain all expended uses when you finish a long rest. During a short rest, you regains one use of this feature. At 5th-level, you regain all uses of this ability when you finish a short or long rest. At 9th-level, the amount of uses of this feature increases to 3 + your Constitution modifier (minimum of four times). At 15th-level, you can use this feature an unlimited number of times.
Noxious Aroma: Thanks to your rotten presense, you have advantage on all Charisma (Intimidation) checks but disadvantage on all other Charisma checks.
Languages[edit]
You can speak, read, and write Common and Troglodyte.
Bite[edit]
Your pointed teeth are a natural weapon. It counts as a simple melee weapon and deals 1d4 piercing damage on a hit. You add your Strength modifier to the attack and damage rolls made with this natural weapon.
Claw[edit]
Your claws are natural weapons. They count as simple melee weapons in which you are proficient. On a hit, a claw deals 1d4 slashing damage. You add your Strength or Dexterity modifier (your choice) to attack and damage rolls made with this natural weapon.
When you take the Attack action, you can make one claw attack as a bonus action, provided that you have a free hand. If you make only claw attacks using the Attack action, you can make one additional attack as part of the same action. In the latter case, you can't make the bonus action claw attack, because that extra claw attack is made as part of the normal Attack action.
VultureSniper (talk) 20:12, 9 April 2025 (UTC)[edit]
Here's the link to the original creation on D&D Beyond: https://www.dndbeyond.com/species/971412-troglodyte
Yanied (talk) 03:15, 10 April 2025 (UTC)[edit]
I don't 100% agree with the negative ASI. Also, because the stench trait is already a 1-minute duration, I do not think it warrants any more than a rest recharge for all levels. Granting it advanced use of the trait is a bit much. It might be better to reformat it as a one turn burst that can then be recharged after expenditure equal to PB. I am very doubtful of the balanced nature of this race on DnDBeyond when its hungry frenzy is pretty much better than lizardfolk's in every regard (including the MPMM version) at levels 5 and up. These reduced recharges by leveling up are also not per 5e race design (you won't see this kind of level improvement even with dragonborn breath weapon). Claw weapon is also poorly worded and seems to be intending for 3 claw attacks as written?? Another natural weapon following bite also seems unnecessary since that is more for monsters without weapons and less for PCs.
VultureSniper (talk) 17:03, 11 April 2025 (UTC)[edit]
The negative ASI is part of balance (you get +2 for TWO different ability scores if you use the Customize Your Origin feature from Tasha's Cauldron of Everything). Another downside of this race is Sunlight Sensitivity with only 60 feet darkvision.
How about if I make the Stench ability once per short rest or a number of uses equal to Proficiency Bonus (either recharging on short rest or a long rest). Also, keep in mind that proficiency in CON saves is very common among NPCs, especially in melee monsters. One successful save and that monster doesn't make more saves.
I removed the special features from bite and claws, and they are just unarmed weapons. Depending on the campaign and what character you play, they might not be super significant (unless you are pit-fighting or got thrown into jail and are unarmed). The classes that specialize in unarmed fighting already get modifiers for unarmed strike damage that amounts to greater than the default damage for these attacks (Unarmed Fighting Fighter and Monk), so having natural weapons just gives you an extra damage type of choose from (bludgeoning vs piercing vs slashing).