Species and Subraces

Cimmerian races are slightly different from those in the standard D&D 5.5e rules. That requires a few new subraces or reworking old species. Read on to find new options for Dwarves, Elves, Halflings, Gnomes, Gith, Lizardfolk, and Shifters.

Dwarves (Reintroduce Lineages)

Dwarves had 4 subraces in 3rd edition and got downgraded to 3 subraces in D&D 5e. 5.5e doesn’t give dwarves any lineages! Time to fix that.

Hill Dwarf – This is the standard dwarf, so no changes are made to the base dwarf presented in the 5.5e PHB. The Dwarven Toughness trait returns to being a lineage trait for Hill Dwarves like it was in the 5e rules.
Dwarven Toughness. Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.

Mountain Dwarf – Mountain Dwarves have a connection to giants in Cimmeria’s lore. So Mountain Dwarves obviously have to share an ability with Goliaths, the giant species.
Powerful Build. You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

Deep Dwarf – Deep Dwarves are like Hill Dwarves, but even more dwarfy.
Immovable. You have Advantage on ability checks and saving throws made to resist being moved or knocked Prone. Additionally, difficult terrain composed of earth or stone doesn’t cost you extra movement.

Duergar – Duergar are the magic race, so it figures that they should have a lineage similar to elves, with magic spell access. And going back to 3rd edition the spell choices are fairly obvious.
Demonic Casting. You gain supernatural abilities as part of your lineage. You know the Chill Touch cantrip.
When you reach character level 5, you learn Enlarge/Reduce (only Enlarge on yourself) and Invisibility. You always have these spells prepared. You can cast each once without a spell slot, and you regain the ability to cast them that way when you finish a Long Rest. You can also cast the spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Elves (New Lineage)

The High Elves, Dark Elves, and Wood Elves already have lineage rules in both 5e and 5.5e D&D. The only missing lineage is Wild Elves.

Wild Elf – You have proficiency in the Stealth skill. At 1st level you know the Thaumaturgy cantrip. At level 3 you learn Animal Friendship and at level 5 you learn Phantasmal Force.

Halflings and Gnomes (New Lineages)

Halflings in Cimmeria are a combination of gnomes and halflings from the standard D&D setting. Within Cimmeria gnomes are the same species with halflings being the nice word for the species and gnome being a pejorative. Some of the lineages are already available and need no additional work.

Forest – Use the standard Halfling or the Forest lineage for Gnomes.

Rock – Use the Rock lineage for Gnomes.

City – Use the standard Halfling but replace Halfling Nimbleness and Naturally Stealthy with the following traits.
Athletic Build. You have proficiency in the Acrobatics or Athletics skill.
Cannon Throw. You gain a +1 bonus to attack and damage with Thrown weapons.

Deep – Deep Halflings are the equivalent of the Svirfneblin gnomish race. There was a race for Svirfneblin in the 5e rules, so it’s easy enough to adapt that to the 5.5e rules. Use the standard gnome with the new Deep lineage which grants the following traits.
Stone Camouflage. You have advantage on Stealth checks made to hide in rocky terrain.
Superior Darkvision. Your darkvision has a range of 120 feet.
Spells from the Dark. Starting at 3rd level, you can cast the Disguise Self spell with this trait. Starting at 5th level, you can also cast the Nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage).

Gith (Reimagined Species)

I think it’s quite strange that Wizards of the Coast hasn’t released a githyanki option for the 5.5e rules. They were a huge part of Baldur’s Gate 3! People want to play githyanki! I saw a gap, so I filled it. This species is a general Gith species with different lineages for githyanki and githzerai.

Creature Type: Humanoid
Size: Medium (about 5-6 feet tall)
Speed: 30 feet
As a Gith you have these special traits.
Psychic Resilience. You have Resistance to Psychic damage.
Telekinetic Psionics. You know the Mage Hand cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability when you cast with this trait (choose when you select this species).
Gith Lineage. You are part of a lineage that grants you additional abilities. Choose one of the following lineages.

Githyanki – You gain the following traits.
Aggressive Tactics. You can make an Unarmed Strike as a Bonus Action.
Githyanki Psionics. When you reach character level 3 you learn the Mage Armor spell. At character level 5 you learn the Mind Spike spell. You always have these spells prepared. You can cast each once without a spell slot, and you regain the ability to cast them in that way when you finish a Long Rest. You can also cast the spells using any spell slots you have of the appropriate level. Spells cast with this trait use the same spellcasting ability you use for your Telekinetic Psionics trait.

Githzerai – You gain the following traits.
Mental Discipline. Your innate psychic defenses grant you advantage on saving throws you make to avoid or end the Charmed and Frightened conditions on yourself.
Githzerai Psionics. When you reach character level 3 you learn the Shield spell. At character level 5 you learn the Detect Thoughts spell. You always have these spells prepared. You can cast each once without a spell slot, and you regain the ability to cast them in that way when you finish a Long Rest. You can also cast the spells using any spell slots you have of the appropriate level. Spells cast with this trait use the same spellcasting ability you use for your Telekinetic Psionics trait.

Lizardfolk (Reimagined Species)

Lizardfolk had a player race release in the 5e rules, but it was just the standard Green Scales that were presented. Cimmeria includes additional lineages to represent the Blackscale and Poison Dusk lizardfolk from 3rd edition’s Monster Manual 3 as well as troglodytes since they’re pretty similar. What I’ve written is close to the 5e version, but with a few bits changed to accommodate the expanded lineages.

Creature Type: Humanoid
Size: Medium (about 5-7 feet tall)
Speed: 35 feet. Swim 30 feet.
As a Lizardfolk, you have these special traits.
Bite. You have a fanged maw that you can use to make Unarmed Strikes. When you hit with it to deal damage, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an Unarmed Strike.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your base 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 shield’s benefits apply as normal while you use your Natural Armor.
Lizardfolk Lineage. You are part of a lineage that grants you additional abilities. Choose one of the following lineages.

Green Scale – Green Scales are in tune with the natural world of the marshes they live in. They are the most numerous of lizardfolk. You receive the following traits.
Nature’s Intuition. Thanks to your connection to nature, you gain proficiency with two of the following skills of your choice: Animal Handling, Athletics, Nature, Perception, Stealth, or Survival.
Tail Balance. You have Advantage on ability checks and saving throws made to resist being moved or knocked Prone.

Black Scale – Black Scales are big. They use their size and strength to get what they want. You receive the following traits.
Hungry Jaws. You can throw yourself into a feeding frenzy. As a Bonus Action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Proficiency bonus. You can use this trait a number of times equal to your Proficiency bonus, and you regain all expended uses when you finish a Long Rest.
Powerful Build. You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

Blue Scale – Blue Scales are on the smaller end for lizardfolk. They use blowguns and javelins to ambush their prey. You receive the following traits.
Chameleon Camouflage. You have Advantage on Stealth checks when wearing Light Armor or no armor.
Darkvision. You have Darkvision with a range of 60 feet.
Webbed Appendages. Your Swim speed increases to 45 feet.

White Scale/Troglodyte – White Scales are the ugly denizens of the Underdark. Their horrific stench makes them a difficult traveling companion. You receive the following traits.
Darkvision. You have Darkvision with a range of 120 feet.
Awful Stench. As a Bonus Action you can release a horrific smell from your scent glands. The smell lasts for 1 minute. During that time you have Disadvantage on Stealth checks.
Any creature other than a lizardfolk that starts its turn within 5 feet of you must succeed on a Constitution saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save they are poisoned until the start of their next turn. On a successful saving throw, the creature is immune to the stench of all lizardfolk for 1 hour.
You can use Awful Stench a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Shifters (Reimagined Species)

These Shifters are reimagined to have connections to specific animals instead of the nonspecific options in official material. Tiger, Bear, and Boar instead of Longtooth, Razorclaw, and Beasthide. It’s a big enough change that this is a new species for 5.5e, even though it does share many traits with the existing Shifter options.

Creature Type: Humanoid
Size: Medium (about 5-6 feet tall)
Speed: 30 feet.
As a Shifter, you have these special traits.
Darkvision. You have Darkvision with a range of 60 feet.
Natural Instincts. Thanks to your innate animal instincts, you gain proficiency with two of the following skills of your choice: Animal Handling, Athletics, Nature, Perception, Stealth, or Survival.
Shifter’s Rage. You are descended from lycanthropes. Choose one of the following ancestral lycanthropes. Your choice provides you with a benefit you can use a number of times equal to your Proficiency Bonus. When you use this benefit, you gain Temporary Hit Points equal to 2 times your Proficiency Bonus for 1 minute. You regain all expended uses when you finish a Long Rest.

Wolf – You temporarily transform to grow fangs. As an Attack action, make an Unarmed Strike. On a hit you deal 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an Unarmed Strike. Additionally, you may Shove the target. They must succeed on a Strength or Dexterity saving throw (they choose which), or you knock them Prone. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This Shove is possible only if the target is no more than one size larger than you.

Rat – You skitter away on all fours to safety. As a Bonus Action you may Disengage. At the end of your turn, if you are Heavily Obscured, behind Three-Quarters Cover, or behind Total Cover, you may Hide.

Bear – Your muscles bulge as you grab your foe and ward off all attackers. As an Attack action, make an Unarmed Strike. You may choose to Damage and Grapple your target. Additionally, until the end of your next turn you have a +2 bonus to AC.

Tiger – Your muscles coil as you strike with predatory precision. As an Attack action, make an Unarmed Strike. On a hit, the attack deals 1d6 + your Strength or Dexterity modifier slashing damage (your choice). If you had Advantage on the attack roll, you deal extra damage equal to your Proficiency Bonus, and you may Disengage.

Boar – You lower your head and charge at your foe with full force. If you moved at least 10 feet before an Attack, you gain Advantage on that Attack.

Eagle – Feathers grow from your arms and back allowing you to temporarily take flight. As a Bonus Action, you may Dash. Until the end of your next turn your Jumps act as if you moved at least 10 feet on foot immediately before the jump. Additionally, until the end of your next turn you have Advantage on Perception checks.

I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

82 – Tarot Ghosts (George and Fears & Fortunes) Setting the Stage, Campaigns for D&D and Other RPGs

George tells us about his D&D actual play called Fears and Fortunes. The campaign follows the adventures of Sly, granddaughter of the Seer of Bearuport. Sly accidentally releases a bunch of ghosts from her late grandmother's tarot deck. She and her band of companions must find the fourteen ghosts that escaped and imprison them within the deck once more.The campaign is sponsored by Forgotten Adventures, the battle map company. The show has an amazingly high production value with great maps, character art, music, and effects. Cool stuff to watch! And all the visual tools used in the show are available to you from Forgotten Adventures.You can watch the actual play yourself on the Fears & Fortunes YouTube channel.All the cool maps and assets of Fears and Fortunes are available on the Forgotten Adventures website.Or on the Forgotten Adventures Patreon.If you're interested in more of George's projects you can find them by Googling his screen name, GloriousGe0rge. That's with a zero in Ge0rge.Check out the Setting the Stage website!Want to be on the show? Fill out this survey.Join our Discord!Support Setting the Stage on Patreon! Hosted on Acast. See acast.com/privacy for more information.
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  2. 81 – Biopunk 2287 RPG (Seiya and Synesthesia Synthetica)
  3. 80 – Dynamic RPG Countries (Travis and Tetara)
  4. 79 – Dragon Age Degenerates (Zoe from Degenerates with Dice)
  5. 78 – D&D in Suburbia (Ryan and Serenity Springs)