D&D 5E Need ideas for a Troll race for PC's

GameOgre

Adventurer
My game world has the Troll as a major race. Trolls were a noble and powerful race that ruled vast portions of the world thousands of years ago. Most of the giant ruined statues that still dot the landscape are of troll champions ect..

The trolls however challenged the Gods(well Goddess really, she would eventually became Loth) and were crippled with a curse that haunts them to this very day.

A full 25% of all Trolls births result in a Cursed Troll(The Accursed). These are the degenerated Trolls for the Monster Manual and they mostly breed only other degenerated Trolls.

The Trolloc Empire still continues however and though greatly reduced in stature and power(mostly reduced to one major city and the surrounding lands).


Player characters can play Trolls but I need to convert it to 5E.

I think something like this might work.

+2 To Con and a +1 to any other one Stat other than Charisma.
Darkvision 60'
All Trolls are proficient in History.
Trolls have advantage/resistance verse Poison saves.
Trolls have disadvantage verse fire saves.

Not sure what one to use here.
Trollish Regeneration- Trolls may regain hit dice for short rests twice per long rest.

or

Trollish Regeneration- Trolls may (as a bonus action) heal 1D4+con mod/level once per long rest.

I dunno,it seems off to me.
 

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Make the regeneration a full action Action...or should that be full Action action?....ANYwho...Make it a full action and let them do it whenever they want up to X per day, where X is whatever you decide...their full HP? THeir # of HD times (without actually spending HD)? Up to half their full HP? Whatever.

They're "fast healers" but it takes some concentration/meditation/psychometabolic/conscious effort on their part.

Edit to add: If they are UNconscious, they just regenerate at a set rate...whatever that is....d4 per hour, 1 per round, whatever you decide.
 

A few notes:

- I would make it vulnerability to fire, rather than disadvantage on saves. They are no less likely to dodge a fireball than anybody else, it is just that the consequences are worse for them if they don't.
- Unless you are making them a lot shorter, I would force the +1 into Str. They don't need access to int/wis/dex to make them a successful empire.
- You could model the regeneration off the Goliath damage resistance, they seem like a comparable species. This is good if you want it in-combat.
- You could just say that they always regenerate their maximum on hit dice spent at rests and non-magic injuries disappear at a long rest. This is quiet powerful, but I think it would be cool and is of no use inside combat itself.
- If you want powerful regen, then consider the feat option like the deep gnomes have. Maybe all trolls regen a bit, but some are gifted or skilled in healing faster.
- Maybe the trolls with the good regen have it because they are closer to the feral trolls. They are half-tainted, so it comes with some significant disadvantage and a social stigma.
 

So my first couple thoughts...

1) Shouldn't they have disadvantage vs acid as well? Not a major thing but by the MM they are weak vs acid and fire.

2) Regeneration, given that the MM gives them 10hp per round, maybe allow them something much closer? 1hp per round, scaling up as they level. 2hp at level 7, 3hp at level 12, 4hp at level 17. Taking acid or fire negates this effect for 5 rounds. It's still fairly powerful but when you consider that most combat is done in less than 10 rounds(ours average 5-7) they aren't really getting that many hit points back overall. Levels 1-6 it's no more than a healing potion, 7-12 it's only slightly better, level 12-16 it really starts to come into its own but foes are much more powerful and there are powerful healing spells being thrown around at that point. And level 17 is where it really stands up and takes notice, that said you only get it for 3 levels and this is the point when you are killing world changing creatures, the terrasque, ancient dragons, etc...

Edit:
3)Also I'm agreeing with the post above me... Give them vulnerability rather than disadvantage. They shouldn't be penalized for trying to avoid it. But they should be penalized if they get hit.

Edit 2:
I'd make them spend a hit dice as a standard action to activate the regeneration allowing them to heal a maximum number of hit points equal to hd spent(rolled hd+con mod). So if they spent 3 hd as a fighter with a +3 con modifier they would regain 3d10+9hp at whatever healing rate they were at. This would allow them to spend Hit Dice in combat and regenerate. If they heal past there maximum number of hp they still count as having gained hp that round. So they can effectively waste regenerated hp as well.
 
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Are you allowing PCs to be Large? It's a fun thing to consider, but causes some interesting shifts in how the world is built. A second story is several feet higher, interior spaces are bigger. Roads get wider. Yes, they do more damage, but they'd also be more likely to be targeted since they do more damage.

Just a thought. It does change gameplay, but may be appropriate for your world.
 

Noble Troll

+2 Con
+1 Str
Darkvision 60'
Trolls gain proficiency in History
Trolls gain advantage verse Poison saves
Trolls gain resistance verse Poison damage
Trolls are Vulnerable against Acid and Fire damage

Trollish Regeneration: Troll characters may spend Hit Dice as a standard action, as though they were taking a short rest, to gain the following benefit; Roll for hp gained as normal and add your Constitution modifier(HD+Con) regaining 1hp per round until you have either reached your maximum hit points or a number of rounds equal to your total have gone by. Taking acid or fire negates this effect for 5 rounds and counts as rounds of regeneration for the purpose of calculating how much hp you've received. This regeneration goes up as you level, regain 2hp per round at level 7, 3hp per round at level 12, 4hp per round at level 17.
 


Yeah I like Taronkov's idea. It's quite balanced in that you have access to spending hit dice on a short rest. Being able to do it in combat is handy, but it isn't game breaking. I wonder if you could stack Hit Dice each round, kind of like the concentration you place on healing can speed up the process?

I assume that if a race with a vulnerability to, say, fire gains resistance to fire through a class ability, these two things cancel each other out?
 

Troll regeneration = paladin's healing hands. Or you could just say that trolls can take a Long Rest in 30 seconds flat.

How are you balancing Trolls with the rest of the race options?
 

I would not include a vulnerability in a PC race, especially not fire. But that's me; I'd probably end up with a race much closer to the existing races rather than have amazing regen and a incredibly debilitating weakness. My suggestion on troll regeneration and fire/acid weakness would be:

Troll regeneration: When rolling a death saving throw, you may always take your roll or 10, unless you have taken fire or acid damage that round.

This keeps them in line with the "hard to kill" thing, respects their weaknesses, and doesn't unbalance day-to-day gameplay.
 

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