Star Wars Species

Last 3 Edits

April 19th, 2020

  • Added 5E D&D stats for nikto.

March 28th, 2020

  • Added 5E D&D stats for: dugs.

March 27th, 2020

  • Added 5E D&D stats for: togruta, duros, zabrak, cerean.
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Obviously, all species found in the Star Wars universe are available in our games. I have merely created this page to include conversions I have done so far. More will be added in time, or by request.

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General Info on Species for 5E D&D

Drawbacks
For full game details of any drawbacks listed below, you will need to go to our Drawbacks Page. We use assigned drawbacks in our games, but if you are running your own games feel free to ignore them.

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General Info on Species & the Cypher System

Species serves as a character's Descriptor, however, if you wish to combine with a regular Descriptor, see our Cypher System House Rules page to see how to do so.

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General Info on Species & the Year Zero Engine (used for Coriolis)

We are using the Coriolis version of the Year Zero Engine system for these species.

During the times of the Empire, or other universe-spanning governments that do not seem to value alien life as much as humans, all alien species halve their starting Reputation (from Upbringing).

Many species have access to Talent Trees and start with talents and flaws, for which you will need to view the pages where those subsystems are discussed.

Talents page

Drawbacks page. (Called flaws for YZE).

Assigned Skills listed below, must be paid for from your starting skill dice, but they also become 'concept skills' and can therefore be raised to a total of 3 dice at creation. (Non-concept skills can only be raised to 1 at creation).

Key Attributes work exactly like Concept ones, however, you can still only raise 1 of these attributes to 5 (or higher for some species). Basically, this might provide you with a choice for which attribute you would like to rise to 5 (or higher).

Attribute Adjustments usually indicate a maximum an attribute can be taken to. These override concept 'Key Attributes'. So even if this score is a key attribute, it cannot be raised to 5 if a lower maximum is indicated here. For Maximums above 5, a character can raise their score to this maximum, but can still only have one Attribute of 5 or higher.

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ADVOSE

Information for playing this species can be found in the following sources:

  • Saga Edition Legacy Era Campaign Guide p199
  • Ultimate Alien Anthology p9. (d20)
  • Wookiepedia entry

GAME MECHANICS

Dungeons & Dragons 5E


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ALEENA

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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AQUALISH

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E / Esper Genesis

Aqualish Traits

  • Ability Score Increase. Your Constitution score increases by 2.
  • Amphibious. Aqualish can breathe air and water.
  • 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 colour in darkness, only shades of grey. Your large, dark eyes have adapted to the dim conditions of the deeps.
  • Languages. Basic, Aqualish.
  • Swim. You also have a swim speed of 30ft.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

AQUALISH SUBRACES

The three subraces of aqualish do not like each other.


Aqualish Subraces

AQUALA

Aquala Traits

  • Improved Swim Speed. Your swim speed increases to 50ft. Aquala have fins instead of hands.

Typical Aquala Drawbacks

  • Belligerent (Major). It is customary and expected social behaviour for an Aqualish to be pushy and forceful upon first meeting others.
  • Outsider (Minor). Applies to all non-aquatic encounters.
  • Fins (Major). This is the same as the All-Thumbs flaw. Aquala do not have hands and find it difficult manipulating most items.

Bonus Proficiencies For every minor drawback assigned to an aquala, you choose one of the following. Endurance, Insight, Intimidation, or Perception.
Bonus Racial Feat. For each major drawback assigned to an aqualish character, you select one aqualish racial feat. In place of a racial feat, an aquala character may select the Tough feat from the 5E D&D Player's Handbook chapter???.


QUARA

Quara Traits

  • Swamp Born. You ignore movement penalties for swamp and marsh difficult terrain.

Typical Quara Drawbacks

  • Belligerent (Major). It is customary and expected social behaviour for an Aqualish to be pushy and forceful upon first meeting others.
  • Cocky (Minor). The Aquala despise the Quara for giving all Aqualish a reputation as thugs. As a Quara, you have a very forceful personality.
  • Outsider (Minor). Applies to all non-aquatic encounters.

Bonus Proficiencies For every minor drawback assigned to a quara character, you choose one of the following. Endurance, Insight, Intimidation, or Perception.
Bonus Racial Feat. For each major drawback assigned to a quara character, you select one aqualish racial feat. In place of a racial feat, a quara character may select the Tough feat from the 5E D&D Player's Handbook chapter???.


UALAQ

Ualaq Traits

  • Exceptional Vision. You have advantage on Wisdom (Perception) checks that involve sight. You have 4 highly-adapted eyes with separate eyelids for light an dark conditions.

Ualaq Drawbacks

  • Belligerent (Major). It is customary and expected social behaviour for an Aqualish to be pushy and forceful upon first meeting others.
  • Outsider (Minor). Applies to all non-aquatic encounters.
  • Soft-Skin (Major). The Ualaq's aquatic skin has become more amphibian-like, and without the pressure of the deeps has become a vulnerability.

Bonus Proficiencies For every minor drawback assigned to an ualaq character, you choose one of the following. Athletics, Endurance, Insight, Intimidation, or Perception.
Bonus Racial Feat. For each major drawback assigned to an ualaq character, you select one aqualish racial feat.


AQUALISH RACIAL FEATS

Race Feat & Source
Aqualish Ambusher (House, 5E D&D Feats)

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ARCONA

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


BARAGWIN

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Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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BESALISK

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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BITH

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E / Esper Genesis

Bith Traits

  • Ability Score Increase. Your Intelligence score increases by 2, and your Charisma by 1.
  • Micro-Vision. You have advantage on Intelligence (Investigation) checks. All weapon ranges beyond 30 feet are reduced to 30 feet for you. Bith have exceptional close-range vision but poor vision at range.
  • Keen Smell. You have advantage on Wisdom (Perception) rolls that rely on smell and do not take penalties to tracking due to poor vision.
  • Meditative Trance: Bith do not need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. (This does not change the number of long rests you can benefit from in a 24 hour period).
  • Learned. You start with one proficiency from those listed under 'Bonus Proficiencies' below.
  • Sonic Vulnerability. You have disadvantage on saving throws to resist sonic/thunder damage and you double any such damage that you take.
  • Languages. Basic, Bith.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Bith Drawbacks

  • Weak (Minor) OR Unco-ordinated (Minor) OR Delicate (Minor). Whilst mentally superior, bith are not as physically robust as other species.
  • Although it is not assigned to all bith, many would have the Civilian (Major) drawback as they are known as pacifists.

Bonus Proficiencies. For each minor drawback assigned to a bith, you select one of the following: Astrophysics, Computers, Investigation, Lore, Mechanics, Medicine, Performance, Xenobiology, one set of artisan's tools, one musical instrument group, or one appropriate language.


BITH RACIAL FEATS

Race Feat & Source
Bith Devoted (House, 5E D&D Feats)
Bith Impenetrable Mind (House, 5E D&D Feats)

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BOTHAN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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CEREAN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E / Esper Genesis

Cerean Traits

  • Ability Score Increase. Your Intelligence and Wisdom scores increase by 2.
  • Intuitive Initiative. You start with the Alert feat. Despite a general lack of co-ordination, a Cerean’s reaction speed is superior to that of most other species.
  • Binary Brain. You have advantage on all saving throws to avoid being charmed, frightened or stunned.
  • Languages. Basic, Cerean.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Cerean Drawbacks

  • Unco-ordinated (Minor). Cereans are less co-ordinated than other species.

Bonus Proficiencies. For each minor drawback assigned to a cerean, you select one of the following: Astrophysics, Computers, Insight, Lore, Perception, Xenobiology, one set of artisan's tools, or one appropriate language.


CEREAN RACIAL FEATS

Race Feat & Source
Cerean Impenetrable Mind (House, 5E D&D Feats)

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CHADRA-FAN

Information for playing this species can be found in the following sources:

  • Saga Edition: Legacy Era Campaign Guide p210.
  • Ultimate Alien Anthology p31. (d20)
  • Wookiepedia entry

GAME MECHANICS

Dungeons & Dragons 5E / Esper Genesis

Chadra-Fan Traits

  • Ability Score Increase. Your Dexterity score increases by 2, and your Charisma by 1. Your Strength score is reduced by 2.
  • Exceptional Senses. You gain proficiency in the Perception skill and due to your keen hearing, sight and sense of smell, have advantage on all Wisdom (Perception) checks
  • 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 colour in darkness, only shades of grey. Chadra-fan have adapted to underground conditions.
  • Jury-Rig: You have proficiency in the Mechanics skill. If you work on a device over 1 hour can change its function. This becomes a one use item or it only works for up to 24 hours in the altered manner.
  • Less Sleep: Due to your fast metabolism, you only need to sleep for 2 hours to gain the benefits of what a human would get for 8 hours sleep. (This does not change the number of long rests you can benefit from in a 24 hour period).
  • Chadra-fan Nimbleness. You can move through the space of any creature that is of a size larger than you.
  • Languages. Basic, Chadra-Fan.
  • Pheromones. You can communicate basic feelings with other chadra-fan within 30 feet.
  • Size. Small.
  • Speed. Base speed is 25 feet.

Chadra-fan Drawbacks

  • Weak (Minor or Major) OR Unwise (Minor) OR Delicate (Minor). Chadra-fan are small and delicate and often not too tuned in to the intentions of others.
  • Communal (Minor). Chadra-fan do not like being isolated at all.
  • Gullible (Minor). Chadra-fan tend to be so easy going and see the positive side in all things. This means they can be taken advantage of easier.

Bonus Proficiencies. For each minor drawback assigned to a chadra-fan, you select one of the following: Acrobatics, Persuasion, Sleight of Hand, Stealth, or one set of artisan's tools, or one appropriate language.


CHADRA-FAN RACIAL FEATS

Race Feat & Source
Chadra-fan Exceptional Nimbleness (House, 5E D&D Feats)
Chadra-fan Light Frame (House, 5E D&D Feats)
Chadra-fan Shifty (House, 5E D&D Feats)

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CHAGRIAN

Information for playing this species can be found in the following sources:

  • Saga Edition: Legacy Era Campaign Guide p10.
  • Ultimate Alien Anthology p32. (d20)
  • Wookiepedia entry

GAME MECHANICS

Dungeons & Dragons 5E


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CHISS

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E / Esper Genesis

Chiss Traits

  • Ability Score Increase. Your Intelligence score increases by 2, and one ability of your choice increases by 1.
  • Insightful. You gain proficiency in the Insight skill. Chiss are very observant and their thermal vision helps them 'read' faces.
  • 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. Your vision is thermal, detecting heat signatures.
  • Versatile: You have proficiency one skill of your choice.
  • Educated: You gain proficiency in one Intelligence-based skills of your choice.
  • Languages. Basic, Cheunh.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Chiss Drawbacks

  • Cautious (Minor). Chiss are cautious and their strict code of conduct forbids them to attack an enemy unless they are attacked first.
  • Outsider (Minor). Chiss society is xenophobic and individuals are usually cautious around other species.

Bonus Proficiencies. For each minor drawback assigned to a chiss, you select one of the following: Astrophysics, Computers, Intimidation, Investigation, Lore, Mechanics, Medicine, Performance, Xenobiology, or one group of musical instruments, or one appropriate language.


CHISS RACIAL FEATS

Race Feat & Source
Chiss ??? (House, 5E D&D Feats)

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DEFEL

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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DEVARONIAN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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DRESSELLIAN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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DROID

Information for playing this species can be found in the following sources:

  • Saga Edition: Core Rulebook p185.

Upgrades & Improvements for Droids

All of your rules features gained should be explained through improvements, though your heuristic processor can also 'develop'. If you wish to add any tools or systems to your droid character, work with the GM to decide how this occurs. Typically you need to pay for the parts and these can be integrated (usually at the cost of XP).
Droid Systems & Accessories are detailed in the Saga Edition Core Book p188.

GAME MECHANICS

Dungeons & Dragons 5E


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DUG

Information for playing this species can be found in the following sources:

  • Saga Edition: Clone Wars Campaign Guide p10.
  • Ultimate Alien Anthology p50. (d20)
  • Wookiepedia entry

GAME MECHANICS

> ++ Dungeons & Dragons 5E / Esper Genesis

Dug Traits

  • Ability Score Increase. Your Dexterity score increases by 2.
  • Arboreal. You have a climbing speed of 30 feet.
  • Natural Athlete. You have proficiency in the Athletics skill.
  • Lightning Reflexes: Dugs have advantage on Dexterity saving throws.
  • Adversarial: You have proficiency in the Intimidation skill.
  • Languages. Dug. Most dugs don't bother to learn Basic even though they are capable of speaking it.
  • Size. Small.
  • Speed. Base speed is 30 feet.

Dug Drawbacks

  • Weak (Minor) OR Frail (Minor) OR Anti-Social (Minor or Major) OR Insensitive (Minor). Whilst wiry strong, dugs are still only 1 metre tall and thin of build. They are also known to be rude and crude and don't consider other creatures' feelings.
  • Belligerent (Minor). The dug's reputation for violence and bullying is well-deserved. Most are adversarial, preferring to solve problems through intimidation and hostile acts.
  • Outsider (Minor). Few people interact well with dugs for they are known as xenophobic bullies.

Bonus Proficiencies. For each minor drawback assigned to a dug, you select one of the following: Acrobatics, Endurance, Intimidation, Stealth, or one set of artisan's tools, or one vehicle group.


DUG RACIAL FEATS

Race Feat & Source
Dug Ambusher (House, 5E D&D Feats)
Dug Battle Ready (House, 5E D&D Feats)
Dug Exceptional Nimbleness (House, 5E D&D Feats)
Dug Jungle Dweller (House, 5E D&D Feats)
Dug Light Frame (House, 5E D&D Feats)

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DUROS

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E / Esper Genesis

Duros Traits

  • Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity by 1.
  • Astute Mind. You have advantage on Intelligence checks to solve problems and mathematical formulas. You can also calculate astrogation routes without a computer; if you use a computer you have advantage on the roll.
  • Ace Pilot. If you are piloting a vehicle with which you have proficiency you can reroll any check you make to manoeuvre the vehicle. You must finish a short or long rest before you can use this feature again.
  • Gifted Pilot. You have proficiency in one vehicle group of your choice.
  • Languages. Basic, Durese.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Duros Drawbacks

  • Weak (Minor) OR Delicate (Minor). Whilst agile of mind and body, duros are not a strong or hardy species.

Bonus Proficiencies. For each minor drawback assigned to a duros, you select one of the following: Astrophysics, Computers, Mechanics, Persuasion, one set of artisan's tools, one vehicle group, or one appropriate language.


DUROS RACIAL FEATS

Race Feat & Source
Duros ??? (House, 5E D&D Feats)

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FEEORIN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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FELUCIAN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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GAMOREAN

Information for playing this species can be found in the following sources:

  • Saga Edition: Core Rulebook p26.
  • Ultimate Alien Anthology p61. (d20)
  • Wookiepedia entry

GAME MECHANICS

Dungeons & Dragons 5E


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GAND

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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GANK

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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GEONOSIAN

Information for playing this species can be found in the following sources:

  • Saga Edition: Clone Wars Campaign Guide p181.
  • Ultimate Alien Anthology p64. (d20)
  • Wookiepedia entry

GAME MECHANICS

Dungeons & Dragons 5E


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GOTAL

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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GRAN

Information for playing this species can be found in the following sources:

  • Saga Edition: The Force Unleashed Campaign Guide p15.
  • Ultimate Alien Anthology p68. (d20)
  • Wookieepedia Entry

GAME MECHANICS

Dungeons & Dragons 5E


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GUNGAN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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HUMAN

Information for playing this species can be found in the following sources:
Wookiepedia entry

GAME MECHANICS

Dungeons & Dragons 5E


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IKTOTCHI

Information for playing this species can be found in the following sources:

  • Saga Edition Clone Wars Companion Guide p12.
  • Ultimate Alien Anthology p75. (d20)
  • Wookiepedia entry

GAME MECHANICS

Dungeons & Dragons 5E


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ISHI TIB

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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ITHORIAN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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JAWA

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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KAMINOAN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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KEL DOR

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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KERKOIDEN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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KLATOOINIAN

Information for playing this species can be found in the following sources:

  • Saga Edition Legacy Era Campaign Guide p13.
  • Ultimate Alien Anthology p89. (d20)
  • Wookiepedia entry

GAME MECHANICS

Dungeons & Dragons 5E


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MON CALAMARI

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E / Esper Genesis

Mon Calamari Traits

  • Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom by 1.
  • Amphibious. Mon calamari can breathe air and water.
  • 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 colour in darkness, only shades of grey. Your large, dark eyes have adapted to the shallow waters too.
  • Brave. Mon calamari gain advantage on saving throws to resist the frightened condition.
  • Languages. Basic, Mon Calamarian.
  • Swim. You have a swim speed of 30 feet.
  • Perceptive: You have proficiency in the Perception skill.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Mon Calamari Drawbacks

  • Frail (Minor) OR Weak (Minor). Mon Calamari tend to have quite frail physiques.
  • Honorable (Minor). Mon calamari do not like achieving through underhanded tactics and deception. They are dreamers and idealistic.

Bonus Proficiencies. For each minor drawback assigned to a mon calamari, you select one of the following: Astrophysics, Computers, Lore, Mechanics, Xenobiology, or one set of artisan's tools, one vehicle group, or one appropriate language.


MON CALAMARI RACIAL FEATS

Race Feat & Source
Mon calamari Determined (House, 5E D&D Feats)
Mon calamari Devoted (House, 5E D&D Feats)
Mon calamari Impenetrable Mind (House, 5E D&D Feats)

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NAGAI

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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NAUTOLAN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E / Esper Genesis

Nautolan Traits

  • Ability Score Increase. Your Constitution score increases by 2, and your Dexterity by 1.
  • Amphibious. Nautolans can breathe air and water.
  • 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 colour in darkness, only shades of grey. Your large, dark eyes have adapted to the dim conditions of the deeps.
  • Languages. Basic, Nautila.
  • Swim. You have a swim speed of 30 feet.
  • Pheromone Sensors: Advantage on Wisdom (Insight) rolls against targets within 5 feet. (This extends to 30 feet underwater). A nautolan's head tendrils 'read' pheromones.
  • At Home in the Deeps. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Nautolan Drawbacks

  • Dullard (Minor) OR Unwise (Minor). Nautolans rely too much upon instincts and their mental state is easily affected by those around them.
  • Loyal (Minor). Nautolans are loyal and steadfast companions.
  • Outsider (Minor). Applies to all interactions with non-aquatic creatures.
  • Pheromone sensors (Racial Minor Flaw): If another creature within 5 feet of you displays a strong emotion, such as fear, anger or hatred, you must make a DC 10 Wisdom save or replicate that emotion. (This extends to 30 feet underwater). This often means taking on background flaws, drawbacks or a condition such as Frightened temporarily, or even abiding by the restrictions of something like a barbarian's rage. The absorption of pheromones through the head tendrils can cause unwanted chemical changes. This is why a nautolan's mood often replicates the strongest emotion around them.

Bonus Proficiencies. For each minor drawback assigned to a nautolan, you select one of the following: Acrobatics, Endurance, Insight, Intimidation, Performance, Persuasion, one musical instrument group, or one language.

NAUTOLAN SUBRACES

There are no subraces for the generic nautolan race, though in a setting where there are many, cultural ones could be generated.


NAUTOLAN RACIAL FEATS

Race Feat & Source
Nautolan Rubbery Hide (House, 5E D&D Feats)

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NEIMOIDIAN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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NELVAANIAN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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NIKTO

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E / Esper Genesis

Nikto Traits

  • Ability Score Increase. Your Constitution score increases by 2.
  • Ferocious. If you deal damage to a target on full hit points with a weapon attack, you can use your bonus action to repeat the attack.
  • Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
  • Languages. Nikto and Huttese or Basic.
  • Eye Membranes. Your vision is not inhibited by blowing sand or snow or when underwater.
  • Fearless: You have advantage on saving throws against the frightened condition.
  • Natural Survivor. You are proficient in the Survival skill.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

NIKTO SUBRACES

There are a number of subspecies of nikto. Through mutations, each has adapted to its home environment.


Nikto Subraces

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GREEN

Also known as forest nikto.

Green Nikto Traits

  • Ability Score Increase. Your Strength score increases by 1.
  • Natural Foliage Climber. You have advantage on Strength (Athletics) checks made to climb trees and other natural flora.
  • Keen Senses. You have ear fins that help you to listen keenly as well as help temperature regulation. You have advantage on Wisdom (Perception) checks that involve hearing or scent.
  • Natural Athlete. You are trained in the Athletics skill. Green nikto are strong climbers in particular.
  • Claws. Your claws 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.

Typical Green Nikto Drawbacks

  • Socially Inept (Minor) OR Dull (Minor). Nikto tend to be easily led and weak-minded. Their ferocity can also be a hindrance in social interactions.
  • All-thumbs (Minor). Green nikto have clawed fingers suitable for climbing, but not manipulating small devices.
  • Outsider (Minor). Many nikto can be a little abrasive in demeanor and some find their unblinking stare unsettling.
  • Weak Mind (Major). All nikto are known for their lack of free will and thinking. They fall in with other, stronger-minded species, like Hutts, that often take advantage of nikto.

Bonus Proficiencies For every minor drawback assigned to a green nikto, you choose one of the following. Acrobatics, Endurance, Intimidation, Nature, or Perception, any one weapon group proficiency, or one language.
Bonus Racial Feat. For each major drawback assigned to a green nikto character, you select one nikto racial feat. In place of a racial feat, a nikto character may select the Resilient or Tough feat from the 5E D&D Player's Handbook chapter???.


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MOUNTAIN

Mountain Nikto Traits

  • Ability Score Increase. Your Strength score increases by 1.
  • Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold and hot climates, as described in chapter 5 of the 5E D&D Dungeon Master's Guide.
  • Keen Hearing. You have ear fins that help you to listen keenly as well as help with temperature regulation. You have advantage on Wisdom (Perception) checks that involve hearing.
  • Natural Athlete. You are trained in the Athletics skill. Mountain nikto are strong climbers in particular.

Typical Mountain Nikto Drawbacks

  • Socially Inept (Minor) OR Dull (Minor) OR Unwise (Minor). Nikto tend to be easily led and weak-minded. Their ferocity can also be a hindrance in social interactions.
  • All-thumbs (Minor). Mountain nikto have stubby, clawed fingers suitable for climbing rocks, but not manipulating small devices.
  • Outsider (Minor). Many nikto can be a little abrasive in demeanor and some find their unblinking stare unsettling.
  • Weak Mind (Major). All nikto are known for their lack of free will and thinking. They fall in with other, stronger-minded species, like Hutts, that often take advantage of nikto.

Bonus Proficiencies For every minor drawback assigned to a mountain nikto, you choose one of the following. Endurance, Intimidation, or Perception, any one weapon group proficiency, or one language.
Bonus Racial Feat. For each major drawback assigned to a mountain nikto character, you select one nikto racial feat. In place of a racial feat, a nikto character may select the Resilient or Tough feat from the 5E D&D Player's Handbook chapter???.


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PALE

Also known as shore-dwelling nikto.

Pale Nikto Traits

  • Ability Score Increase. Your Strength score increases by 1.
  • Hold Breath. You can hold your breath for a number of minutes equal to your Constitution score.
  • Good Balance. You do not suffer penalties to Dexterity checks or saving throws made on moving surfaces, such as the deck of a ship.
  • Natural Athlete. You are trained in the Athletics skill. Pale nikto are strong swimmers in particular.

Typical Pale Nikto Drawbacks

  • Socially Inept (Minor) OR Dull (Minor) OR Unwise (Minor). Nikto tend to be easily led and weak-minded. Their ferocity can also be a hindrance in social interactions.
  • Outsider (Minor). Many nikto can be a little abrasive in demeanor and some find their unblinking stare unsettling.
  • Weak Mind (Major). All nikto are known for their lack of free will and thinking. They fall in with other, stronger-minded species, like Hutts, that often take advantage of nikto.

Bonus Proficiencies For every minor drawback assigned to a pale nikto, you choose one of the following. Acrobatics, Endurance, Intimidation, Nature, or Perception, any one weapon group proficiency, water craft vehicles, or one language.
Bonus Racial Feat. For each major drawback assigned to a pale nikto character, you select one nikto racial feat. In place of a racial feat, a nikto character may select the Resilient or Tough feat from the 5E D&D Player's Handbook chapter???.


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RED

Also known as desert nikto.

Red Nikto Traits

  • Ability Score Increase. Your Strength score increases by 1.
  • Wasteland Wanderer. You start with this racial feat. You have natural adaptations that make you suitable to desert conditions.
  • Natural Endurance. You are trained in the Endurance skill.

Typical Red Nikto Drawbacks

  • Socially Inept (Minor) OR Dull (Minor). Nikto tend to be easily led and weak-minded. Their ferocity can also be a hindrance in social interactions.
  • Outsider (Minor). Many nikto can be a little abrasive in demeanor and some find their unblinking stare unsettling.
  • Weak Mind (Major). All nikto are known for their lack of free will and thinking. They fall in with other, stronger-minded species, like Hutts, that often take advantage of nikto.

Bonus Proficiencies For every minor drawback assigned to a red nikto, you choose one of the following. Athletics, Intimidation, Nature, or Perception, any one weapon group proficiency, or one language.
Bonus Racial Feat. For each major drawback assigned to a red nikto character, you select one nikto racial feat. In place of a racial feat, a nikto character may select the Resilient or Tough feat from the 5E D&D Player's Handbook chapter???.


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SOUTHERN

Southern Nikto Traits

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Ultra-sonic Tubes. These give you advantage on Wisdom (Perception) checks that involve listening.
  • Natural Endurance. You are trained in the Endurance skill.

Typical Red Nikto Drawbacks

  • Socially Inept (Minor) OR Dull (Minor). Nikto tend to be easily led and weak-minded. Their ferocity can also be a hindrance in social interactions.
  • Outsider (Minor). Many nikto can be a little abrasive in demeanor and some find their unblinking stare unsettling.
  • Weak Mind (Major). All nikto are known for their lack of free will and thinking. They fall in with other, stronger-minded species, like Hutts, that often take advantage of nikto.

Bonus Proficiencies For every minor drawback assigned to a southern nikto, you choose one of the following. Athletics, Intimidation, Nature, or Perception, any one weapon group proficiency, or one language.
Bonus Racial Feat. For each major drawback assigned to a southern nikto character, you select one nikto racial feat. In place of a racial feat, a nikto character may select the Resilient or Tough feat from the 5E D&D Player's Handbook chapter???.


NAUTOLAN RACIAL FEATS

Race Feat & Source
Nikto Bloodied Ferocity (House, 5E D&D Feats)
Nikto Determined (House, 5E D&D Feats)
Nikto Wasteland Wanderer (House, 5E D&D Feats)
Nikto (green) Wild Survivor (House, 5E D&D Feats)

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NOGHRI

Information for playing this species can be found in the following sources:

  • Saga Edition: The Force Unleashed Campaign Guide p185.
  • Ultimate Alien Anthology p113. (d20)
  • Wookieepedia Entry

GAME MECHANICS

Dungeons & Dragons 5E


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NOSAURIAN

Information for playing this species can be found in the following sources:

  • Saga Edition: The Force Unleashed Campaign Guide p16.
  • Ultimate Alien Anthology p114. (d20)
  • Wookieepedia Entry

GAME MECHANICS

Dungeons & Dragons 5E


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PAU'AN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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QUARREN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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RODIAN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E / Esper Genesis

Rodian Traits

  • Ability Score Increase. Your Dexterity score increases by 2, and your Constitution by 1.
  • Heightened Senses. You have advantage on all Wisdom (Perception) checks that rely on sight or hearing.
  • 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 colour in darkness, only shades of grey. You have multi-faceted eyes that can see in all lighting conditions.
  • Languages. Basic, Rodese.
  • Natural Hunters: You have proficiency in the Survival skill.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Rodian Drawbacks

  • Anti-Social (Minor) OR Dullard (Minor) OR Unwise (Minor). Rodians often act before thinking things through and are rude.
  • Violent (Minor). Rodians are natural hunters and consider most intelligent life prey. They are often threatening and try to bully others.

Bonus Proficiencies. For each minor drawback assigned to a rodian, you select one of the following: Acrobatics, Athletics, Endurance, , Intimidation, Perception, Stealth, one weapon proficiency group (Simple) or one language (usually Huttese).

RODIAN SUBRACES

There are no subraces for the generic rodian race (though the different clans could certain be done as cultural subraces).


RODIAN RACIAL FEATS

Race Feat & Source
Rodian Battle-Ready (House, 5E D&D Feats)
Rodian Determined (House, 5E D&D Feats)
Rodian Jungle Dweller (House, 5E D&D Feats)
Rodian Wild Survivor (House, 5E D&D Feats)

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SELKATH

Information for playing this species can be found in the following sources:
Wookiepedia entry

GAME MECHANICS

Dungeons & Dragons 5E


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SNIVVIAN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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SULLUSTAN

Information for playing this species can be found in the following sources:

  • Saga Edition: Core Rulebook p31.
  • Ultimate Alien Anthology p153. (d20)
  • Wookiepedia entry

GAME MECHANICS

Dungeons & Dragons 5E


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TALZ

Information for playing this species can be found in the following sources:

  • Saga Edition: The Force Unleashed Campaign Guide p16.
  • Ultimate Alien Anthology p153. (d20)
  • Wookiepedia entry

GAME MECHANICS

Dungeons & Dragons 5E


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TOGORIAN

Information for playing this species can be found in the following sources:

  • Saga Edition: The Force Unleashed Campaign Guide p17.
  • Ultimate Alien Anthology p161. (d20)
  • Wookiepedia entry

GAME MECHANICS

Dungeons & Dragons 5E


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TOGRUTA

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E / Esper Genesis

Togruta Traits

  • Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Spatial Awareness. Your hollow head montrals allow you to sense your surroundings using a passive echolocation. You ignore cover except total cover out to 30 feet radius for Wisdom (Perception) checks.
  • Pack Hunter. Once per round, when you make a weapon attack against a target that has taken damage since the end of your last turn, you can deal extra damage equal to your proficiency bonus.
  • Languages. Basic, Togruti.
  • Sneaky. You are proficient in the Stealth skill.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Togruta Drawbacks

  • Frail (Minor) OR Weak (Minor). Togruta tend to be more delicate that other species.

Bonus Proficiencies. For each minor drawback assigned to a togruta, you select one of the following: Acrobatics, Animal handling, Athletics, Perception, Persuasion, Survival, or one language.

TOGRUTA SUBRACES


TOGRUTA RACIAL FEATS

Race Feat & Source
Togruta Pack Instincts (House, 5E D&D Feats)
Togruta Wild Survivor (House, 5E D&D Feats)

Trandoshan.jpg

TRANDOSHAN

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E / Esper Genesis

Trandoshan Traits

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution by 1.
  • 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 colour in darkness, only shades of grey.
  • Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A sheild's benefits apply as normal while you use your natural armor.
  • Languages. Basic, Dosh.
  • Limb Regeneration. You regain 1 hit dice following a short rest and 1 extra hit dice following a long rest. Furthermore, you can regrow severed limbs. Following a long rest you can spend hit dice to regrow a minor appendage (such as a finger or toe). You need to spend 10 hit dice in total to regrow an arm or leg. This process must be done over several days as you can only apply a maximum of two hit dice towards this regrowth following each long rest.
  • Claws: Your claws deal 1d4 + your Strength modifier slashing damage. They can be used for unarmed strikes. (If you are using our weapon group proficiency house rule, then you are proficient in Natural Weapons group).
  • Cold-Blooded. If you take any cold damage, your speed is halved until the end of your next turn.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Trandoshan Drawbacks

  • Dullard (Minor) OR Clumsy (Minor) OR Socially Inept (Minor). Trandoshans are powerful but lack agility. They are not interested in lore and are not known for their likable personalities.
  • Violent (Minor). Trandoshans are fierce hunters who are brutal and violent.
  • All-Thumbs (Minor OR Major). Your clawed hands have difficulty manipulating objects.
  • Hatred (Minor): Wookies.

Bonus Proficiencies. For each minor drawback assigned to a trandoshan, you select one of the following: Athletics, Endurance, Intimidation, Survival, or one weapon group (Simple).
Bonus Racial Feat. For each racial major drawback you start with, you select one trandoshan racial feat or you can take the Tough feat as a racial feat.


TRANDOSHAN RACIAL FEATS

Race Feat & Source
Trandoshan Wild Survivor (House, 5E D&D Feats)

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TWI'LEK

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E / Esper Genesis

Twi'lek Traits

  • Ability Score Increase. Your Charisma score increases by 2, and your Dexterity or your Intelligence increases by 1.
  • 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 colour in darkness, only shades of grey.
  • Deceptive. You have proficiency in the Deception skill.
  • Languages. Basic, Ryl.
  • Resilient. You have advantage on saving throws against poison and disease and you are resistant to poison damage.
  • Secret Communication: You can communicate basic concepts to other twi'leks that can clearly see you using subtle movements of your lekku (head tails).
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Twi'lek Drawbacks

  • Unwise (Minor) OR Weak (Minor). Twi'leks may make convincing diplomats, but are relatively weak-willed. Few are known for their strength either..

Although not assigned to all twi'leks, players should consider taking the Weak-Willed (Major) flaw.
Bonus Proficiencies. For each minor drawback assigned to a twi'lek, you select one of the following: Endurance, Lore, Perception, Persuasion, Stealth, Streetwise, or one language.

TWI'LEK SUBRACES

There are several subraces of twi'leks though these mostly equate to way of life and skin tones. (In time, I may look into the different subraces and develop them).


TWI'LEK RACIAL FEATS

Race Feat & Source
Twi'Lek Wasteland Wanderer (House, 5E D&D Feats)
Twi'Lek Wild Survivor (House, 5E D&D Feats)

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VALAATH

Information for playing this species can be found in the following sources:

  • These are actually the Saurians from Titan's Grave: The Ashes of Valkana p20. I am using them for another game, so here is a good place to hide them for now. Besides, they would make a fine species for Star Wars.

GAME MECHANICS

Dungeons & Dragons 5E


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VERPINE

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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VURK

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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WEEQUAY

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


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WHIPID

Information for playing this species can be found in the following sources:

  • Saga Edition: The Force Unleashed Campaign Guide p18.
  • Ultimate Alien Anthology p182. (d20)
  • Wookiepedia entry

GAME MECHANICS

Dungeons & Dragons 5E


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WOOKIE

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E


Yarkora_NEGAS.jpg

YARKORA

Information for playing this species can be found in the following sources:

  • Saga Edition: The Force Unleashed Campaign Guide p17
  • Ultimate Alien Anthology p187. (d20)
  • Wookiepedia entry

GAME MECHANICS

Dungeons & Dragons 5E


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ZABRAK

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E / Esper Genesis

Zabrak Traits

  • Ability Score Increase. Increase one ability score by 2 or two ability scores by 1.
  • Resilient. You have advantage on Constitution saving throws.
  • Resolute. You have advantage on Wisdom saving throws.
  • Heightened Awareness. You have proficiency in the Perception skill.
  • Languages. Basic, Zabrak.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Zabrak Drawbacks

  • Overconfident (Minor). Zabrak tend to believe there is nothing they cannot accomplish.

Bonus Proficiencies. For each minor drawback assigned to a zabrak, you select one of the following: Acrobatics, Athletics, Endurance, Intimidation, Survival, one weapon group (Simple), one set of artisan's tools, one vehicle group, or one appropriate language.


ZABRAK RACIAL FEATS

Race Feat & Source
Zabrak Determined (House, 5E D&D Feats)
Zabrak Heroic Destiny (House, 5E D&D Feats)
Zabrak Survival Instinct (House, 5E D&D Feats)
Zabrak Unwavering Destiny (House, 5E D&D Feats)
Zabrak Wasteland Wanderer (House, 5E D&D Feats)

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ZELTRON

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E

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TEMPLATE

(For any new species, copy and paste the template below.)


SPECIES

Information for playing this species can be found in the following sources:

GAME MECHANICS

Dungeons & Dragons 5E

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