Languages: Abyssal, Common Skill Bonuses: +2 Intimidate, +2 Perception Blood Fury: While you’re bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level. Pack Attack: You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it. Ferocious Charge: You can use ferocious charge as an encounter power.
You lunge toward the enemy and, with a tirade of curses, un- leash the wrath of Yeenoghu upon your hapless foe.
Encounter Standard Action Personal Effect: You charge, and deal an extra 2 damage on a successful attack. Increase the extra damage to 4 at 11th level and 6 at 21st level. If you are bloodied, double the extra damage and gain an equal number of temporary hit points.
RACIAL TRAITS
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Age. Gnolls reach adulthood as soon as they are spawned from bloated Hyenas that have feasted on blood from the slaughter and live up to 50 years, but rarely do so from their constant marauding. Alignment. Gnolls are driven by an insatiable demonic hunger and blood-lust that instinctively drives them to slaughter and destroy which makes them both Chaotic unbound to laws and evil as they are corrupted with demonic blood and blessing. However if a Gnoll were to be cleansed of its demonic corruption and severed from its demonic lord it may become a rational sentient being capable of choosing to be good or at least neutral. Size. Gnolls are between 7 feet tall and 7 foot six inches tall. They weigh between 280 and 320 lbs. Your size is medium. Speed. Your base walking speed is 40 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. Ferocious Hunters. You have proficiency in the Intimidate and Perception skills. Resourceful Scavengers. You have proficiency with the longbow, the shortbow and the heavy crossbow. Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. Languages. You can speak, read, and write Abyssal and Common.
Edit: Author's note: I may choose to make the racial stat bonus to Strength based on Volo's Guide to Monsters description as follows: Strength, hunger and fear are the three concepts that every Gnoll extols. Strength allows a Gnoll to overwhelm, kill and devour a foe. Hunger motivates a Gnoll to go forth and slay in Yeenoghu's name. Fear is a weapon used against enemies to make them easy prey. In concert, all three play a role in advancing Yeenoghu's goals.
The skill proficiency is based partly in the Fear mantra most Gnolls follow in Yeenoghu's name in addition to the fact that Gnoll search for omens everywhere for signs from their demonic lord. The same is true for the Hunger that drives their bite and their rampage to eat. Pack Attack was adapted from the +2 damage version the 4e Gnoll came with as I copy and pasted it to change it to the Kobold's version. I don't know how to convert the Blood Fury if if it should just be removed as a racial trait from 4e's version.
Based on Volo's Guide I gave them a proficiency with bows like the Elven Proficiency. The section about "Kill from a Distance" implies they always scavenge and carry bows with them from those they have killed.
Other points to consider: Changing racial stat bonus to +2 Strength to keep in line with Volo's guide but it would not have synergy with the Bow Proficiency. "Leave No Survivors" section says Gnolls attempt to travel as stealthily as possible leaving open a possible proficiency in stealth. Thoughts on inclusions/changes?
Possible changes: Proficiency in Stealth perhaps giving a choice of two skills (Choose two from Stealth, Intimidate and Perception), changing the Dexterity racial bonus to Strength.
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This is my attempt to port the 4e Gnoll Race from this source: http://www.wizards.com/files/367_Playing_Gnolls.pdf
I took that as a basis and modified it using 5e Language and concepts as I understand them. Is this balanced?
Original 4e Race as basis:
RACIAL TRAITS
Average Height: 7’ 0” – 7’ 6”
Average Weight: 280–320 lb.
Ability Scores: +2 Constitution, +2 Dexterity
Size: Medium
Speed: 7 squares
Vision: Low-light
Languages: Abyssal, Common
Skill Bonuses: +2 Intimidate, +2 Perception
Blood Fury: While you’re bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level.
Pack Attack: You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it.
Ferocious Charge: You can use ferocious charge as an encounter power.
You lunge toward the enemy and, with a tirade of curses, un-
leash the wrath of Yeenoghu upon your hapless foe.
Encounter
Standard Action
Personal Effect: You charge, and deal an extra 2 damage on a successful attack. Increase the extra damage to 4 at 11th level and 6 at 21st level. If you are bloodied, double the extra damage and gain an equal number of temporary hit points.
RACIAL TRAITS
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. Gnolls reach adulthood as soon as they are spawned from bloated Hyenas that have feasted on blood from the slaughter and live up to 50 years, but rarely do so from their constant marauding.
Alignment. Gnolls are driven by an insatiable demonic hunger and blood-lust that instinctively drives them to slaughter and destroy which makes them both Chaotic unbound to laws and evil as they are corrupted with demonic blood and blessing. However if a Gnoll were to be cleansed of its demonic corruption and severed from its demonic lord it may become a rational sentient being capable of choosing to be good or at least neutral.
Size. Gnolls are between 7 feet tall and 7 foot six inches tall. They weigh between 280 and 320 lbs. Your size is medium.
Speed. Your base walking speed is 40 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.
Ferocious Hunters. You have proficiency in the Intimidate and Perception skills.
Resourceful Scavengers. You have proficiency with the longbow, the shortbow and the heavy crossbow.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Languages. You can speak, read, and write Abyssal and Common.
Edit: Author's note: I may choose to make the racial stat bonus to Strength based on Volo's Guide to Monsters description as follows: Strength, hunger and fear are the three concepts that every Gnoll extols. Strength allows a Gnoll to overwhelm, kill and devour a foe. Hunger motivates a Gnoll to go forth and slay in Yeenoghu's name. Fear is a weapon used against enemies to make them easy prey. In concert, all three play a role in advancing Yeenoghu's goals.
The skill proficiency is based partly in the Fear mantra most Gnolls follow in Yeenoghu's name in addition to the fact that Gnoll search for omens everywhere for signs from their demonic lord. The same is true for the Hunger that drives their bite and their rampage to eat. Pack Attack was adapted from the +2 damage version the 4e Gnoll came with as I copy and pasted it to change it to the Kobold's version. I don't know how to convert the Blood Fury if if it should just be removed as a racial trait from 4e's version.
Based on Volo's Guide I gave them a proficiency with bows like the Elven Proficiency. The section about "Kill from a Distance" implies they always scavenge and carry bows with them from those they have killed.
Other points to consider: Changing racial stat bonus to +2 Strength to keep in line with Volo's guide but it would not have synergy with the Bow Proficiency. "Leave No Survivors" section says Gnolls attempt to travel as stealthily as possible leaving open a possible proficiency in stealth. Thoughts on inclusions/changes?
Possible changes: Proficiency in Stealth perhaps giving a choice of two skills (Choose two from Stealth, Intimidate and Perception), changing the Dexterity racial bonus to Strength.