D&d 5e Bugbear Player Race
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Bugbears feature in the nightmare tales of many races great, hairy beasts that creep through the shadows as quiet as cats. If you walk alone in the woods, a bugbear will reach out of the bushes and strangle you. If you stray too far from the house at night, bugbears will scoop you up to devour you in their den. If a bugbear cuts off your head, your soul stays trapped inside, and the bugbears use your head to magically command all whom you once knew. Lurid tales such as these have flowered from the seeds of truth.
Bugbears do rely on stealth and strength to attack, preferring to operate at night. They do take the heads of enemy leaders, but they are no more likely to eat people indiscriminately than humans are.
Bugbears aren't likely to attack lone travelers or wandering children unless they clearly have something to gain by doing so. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy. Racial Traits. Ability Score Increase. Ability Score Increase. Your Strength score increases by 2 and your Dexterity score increases by 1. Age.
D D 5e Bugbear Player Race
Bugbears reach adulthood at age 16 and live up to 80 years. Alignment. Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be chaotic evil. Size.
Bugbears are between 6 and 8 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.
Firbolg 5e
Long Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Sneaky. You are proficient in the Stealth skill.
Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Languages. You can speak, read, and write Common and Goblin.
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The actual value of the ability is commonly low to negative. With maybe once in a day that you could use it to real benefit at all, it's probably a good thing that you only can use it once.The Aasimar's healing hands ability is like the Hill Dwarf's tough (+1 hp per level).
Better because you can give it to other people, worse because it takes an action to use it. And of course Aasimars have worse ability score bonus combos.Finally, most undead are not immune to critical hits or Vulnerable to radiant damage, and only a few are even Resistant to necrotic damage. Even so, out of six criticisms listed for the Tabaxi, it boils down to 'furries' and 'feline agility'.
It comes off as basically the entire reason you're against the race is because of the furry aspect.Along that same point, I think you're also seriously overvaluing feline agility. You can only use it every other turn at most, and that's provided you don't move in-between. Comparatively, the Orc could potentially use Aggressive to move double their move speed literally every turn. Say you were approaching a spellcaster 120ft away, the Orc would actually arrive a full turn before the Tabaxi. Now granted Aggressive uses a bonus action, but Feline Agility is essentially just using a future turn's movement. I can't see why it's such a game-breaking bad ability that you would veto the race.
Not to mention one of his other big gripes with the race is its supposed synergy with the Monk, which frankly isn't the case. A Tabaxi gets +2 Dex / +1 Cha, while solid for a Rogue, a Bard, and a Dex Built Paladin it isn't so great for a Monk.
I largely agree with your analysis on lizardfolk, actually. Individually none of their abilities make them overpowered, and their synergy is okay at best.I do think that relaxing on that front doesn't quite make the other issues more palatable: namely that they can stand their own against a level 1 fighter without any class levels whatsoever, and their abilities don't quite encourage the stoic, detached personality the lore encourages. It's less a power level issue than it is an issue with flavour and the fact that especially in early levels you're not playing a Fighter or a Warlock or a Rogue or whatever, you're playing a Lizardfolk-classed Lizardfolk.