Fist of Legend 5e: Player Races

A few months back, I was kicking around the idea of starting up my own 5e campaign world. The idea was simple: it would take place in a semi-modern world of the late 1980’s early ’90s. And the characters would all be tropes of the beat-em-up style games and high-testosterone films of that era. Sure, they’d fight off street toughs, ninjas, and all that good stuff, but to really spice things up, I’d throw in monsters, aliens, and cyborgs from that period, too.

Think Double Dragon versus They Live.

I call it Fist of Legend.

Developing Fist of Legend

While creating cool monsters for the blog with my Stat Anything and Daily Monsters series, I’ll also sprinkle in some Fist of Legend ideas. Fortunately, I already came up with most of the playable races and classes. Now it’s just a matter of putting ideas on paper–or on the blog, as it were.

Then, once I’ve got enough material cobbled together, I’ll do like any blogger/content creator worth their salt does: kickstart the shit out of it.

Five Playable Races for Fist of Legend

First things first. This isn’t just a normal human world set in the ’80s. Been there, done that. Instead, it’s a fantastical world where dragons hide in subway tunnels and dopplegangers are successful Wall Street greaseballs. George HW Bush is (probably) an alien and Bogeymen are “out from under the bed” and ready to be treated as equals.

Get ready for a wild ride.

Here’s the first five playable races for Fist of Legend.

  • Human. Yeah, yeah… like any ol’ campaign, humans are the most plentiful of the humanoids that walk the land (I guess that’s why they’re called humanoids, eh?). And there’s not too much different about them from their D&D 5e counterparts: great stats (or feats), regular size, and can’t see in the dark for shit.
  • Spiritfolk. Gotta have elves. So spiritfolk–those of fey ancestry–will fill that void. However, I think I’ll blend in a little tiefling, too. So, high Charisma and Intelligence for these folks plus some other features relevant to the game setting.
  • Mogui. From Chinese culture, mogui (or mogwai as it’s often spelled) are the mischief makers and part of a lower societal caste. Think kobolds as a playable race!
  • Boogies. Huge beastmen with lumbering arms and a dour outlook on the world, boogies are the nightmares of children come to life. But they like to party, too, ya know?
  • Morphies. Finally, ’cause everyone loves a good anthropomorph, I’ll toss in morphies. That way players can play turtle people that are between the ages of 13-19 and know ninjitsu. If only I had clever name for that group…

Granted, I’ll probably need a few more races along the way, but this is as good as start as any.

These playable races are available to use in your own 5e campaigns. Just not commercially! And the art isn’t mine. It’s borrowed from around the web and from my pal, Joel Sousa!

 

joel-beat-em-up-humans

Humans

Humans are tough to nail down as to what they’re good at. Regardless, here’s the basics.

Ability Score Increase. Two different ability scores of your choice increase by 1.

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

Alignment. Humans tend toward no particular alignment. They can be completely vile and destructive or equally just and good.

Martial Arts. You have proficiency with one martial arts of your choice.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet. Regardless of your position in that range, your size is Medium.

Skills. You gain proficiency in one skill of your choice.

Feat. You gain one feat of your choice.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common (the language of the world’s name will probably change, but I know that I didn’t want to make it “English” ’cause that’s just tacky) and one extra language of your choice.

 

spiritfolk

Spiritfolk

Spiritfolk possess all sorts of wild powers thanks to their fey ancestry.

Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2.

Age. Spiritfolk reach maturity at about the same age as humans. However, a spiritfolk can live for 750 years or more.

Alignment. Spiritfolk cherish their freedoms. Thus, they tend towards the chaotic alignments. However, they also love the world around them and tend towards good as well.

Martial Arts. You have proficiency with Sylvan Aikido.

Size. Spiritfolk range from under 5 to over 6 feet and have slender builds. Your size is Medium.

Speed. Your base walking speed is 35 feet.

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 can’t discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Keen Senses. You have proficiency in the Wisdom (Perception) skill.

Trance. Spiritfolk don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Wild Child. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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

 

kobold-detective

Mogui

Pranksters and tinkerers, mogui are just as clever as they are devilish.

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Mogui reach adulthood at age 6 and can live up to 120 years (if they don’t get eaten first).

Alignment. Mogui tend towards chaotic neutral, as they enjoy causing mischief. There are a few around who may be good or lawful, but those are rare.

Martial Arts. You have proficiency with wing chun.

Size. Mogui are between 2 and 3 feet tall and weight between 25 and 35 pounds. Your size is small.

Speed. Your base walking speed is 30 feet.

Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light.

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

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

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you trying to perceive is in direct sunlight.

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

 

boogies

Boogies

They used to be the “things that went bump in the night.” Now, boogies are (mostly) productive members of society. But hey, that doesn’t mean that they still don’t give the other humanoids the creeps.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Boogies reach adulthood at age 16 and live up to 80 years.

Alignment. While boogies have calmed down considerably since the “before times”, they still lean heavily towards the evil alignments. However, it’s not unusual for boogies to be completely neutral.

Martial Arts. You have proficiency with brawling.

Size. Boogies are between 6 and 9 feet tall and weigh between 250 and 350 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

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 can’t discern color in darkness, only shades of gray.

Menacing. You gain proficiency in the Charisma (Intimidation) skill.

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

Savage. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

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

monkey-ninja

Morphies

Morphies are the results of science experiments gone wrong, strange magic, and ancient bloodlines. They come in four popular varieties: aquilans, lupins, macacas, and testudos. Most morphies tend to be shorter yet sturdier than humans.

Ability Score Increase. Your Constitution score increases by 2.

Age. Morphies mature around the age of 15, and can live to be 80.

Alignment. Macacas tend towards chaos, while aquilans, lupins, and testudos are lawful. Regardless, they all lean towards good.

Size. Most morphies stand between 4 and 5 feet tall and average about 120 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision. Thanks to your animal heritage, 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 one other language of your choice.

 

 

Aquilans

Part flightless eagle and part humanoid, aquilans are wise and perceptive, but painfully stubborn at times.

Ability Score Increase. Your Wisdom score increases by 1.

Martial Arts. You have proficiency in savate.

Keen Sight. You have proficiency in the Wisdom (Perception) skill. In addition, you have advantage on checks Wisdom (Perception) checks that rely on sight.

Stubborn. You have advantage on saving throws against being charmed.

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

Lupins

Lupins are powerful dog humanoids with keen senses and fierce bites.

Ability Score Increase. Your Strength score increases by 1.

Martial Arts. You are proficient in karate.

Keen Hearing and Smell. You have proficiency in Wisdom (Perception). In addition, you have advantage on checks Wisdom (Perception) checks that rely on hearing or smell.

Loyalty. When a creature you can see attacks a target other than you tha t is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

Bite. You have a powerful bite. Your bite is a natural weapon which you can use to make an attack. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.

 

Macacas

Macacas are monkey-human hybrids.

Ability Score Increase. Your Dexterity score increases by 1.

Martial Arts. You are proficient in jiu jitsu.

Speed. Your base walking speed is 30 ft.

Prehensile feet. You have proficiency in Dexterity (Acrobatics). In addition, you have a climbing speed of 30 ft.

Prehensile tail. When you take the Attack action and attack with a melee weapon that you’re holding in one or both hands, you can use a bonus action to attack with a different light melee weapon that you’re holding in your tail. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

 

Testudos

Nearly as as they are tough, don’t let a testudo’s turtle-like appearance fool you; they’re tough little critters.

Ability Score Increase. Your Wisdom score increases by 1.

Martial Arts. You are proficient in ninjitsu.

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

Half Shell. When you are hit by an attack or targeted with a spell or spell like effect that would require you to make a Dexterity saving throw, you can use a Reaction to hide inside your shell. You gain a +5 bonus to AC and Dexterity saving throws while you are in your shell. You remain inside your shell until you use a bonus action to come back out of it.

Turtle Power. Before you make an attack roll or saving throw, you can roll a d4 and add the number rolled to the attack roll or saving throw. You can’t use this feature again until you finish a long rest.

 

Thanks for reading!

It’s pretty exciting creating some of this stuff. Born in the early ’80s, I really got to experience the zaniness of the late ’80s/early ’90s with childlike wonderment. I remember the video games, the movies, and all the comics. And 1991 was the first year I experienced D&D! So it’s awesome to take all those things and put them together.

Next up for Fist of Legend, I’m going to detail the starting player classes. See you then!

 

 

 

 

 

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