Very importantly here, I am only doing the 5.5E supplements and not including Lorwyn: First Light. As that as originally concieved for the Planeshift extra line for 5E and secondly because it's not very good. With non-functioning mechanics, obtuse wording and generally horribly sanded-down content from what was a very thematically strong and and dual-focused set.
In 5.5E, skill and tool proficiencies are a binary thing. You either have it or you don't while RED is more about the skill point totals. So whenever a species description said to add proficiencies, I interpreted that as adding to a skill twhen in 5E it would be flipping a switch from equal to none.
Changeling
Creature Type: Fey
About 4-7 feet tall or about 2-4 feet tall
Change Changeling Instincts. Thanks to your
connection to the fey realm, add extra skill points equal to half your LUCK stat to
two of the following skills of your choice: Acting, Dance, Human Perception, Interrogation,
Persuasion, Play Instrument or Singing.
Change Shape-Shifter. As an action, you can
shape-shift to change your appearance and your voice. You determine the
specifics of the changes, including your coloration, hair length, and sex. You
can also adjust your height and weight and can change your size between Medium (4-7
feet tall) and Small (2-4 feet tall). You can make yourself appear
as a member of another playable species, though none of your game statistics
change. You can't duplicate the appearance of an individual you've never seen,
and you must adopt a form that has the same basic arrangement of limbs that you
have. This trait doesn't change your clothing and equipment.
While shape-shifted with this trait, you have Advantage on EMP
checks.
You stay in the new form until you take an action to revert
to your true form.
Dhampir
About 4-7 feet tall or about 2-4 feet tall
Your MOVE increase by 1
Change Darkvision. You have Darkvision with a
range of 20 yards/metres.
Change Spider Climb. You may climb equal to
your MOVE. When you reach LUCK 6, you can move up, down, and across
vertical surfaces and along ceilings while leaving your hands free.
Trace of Undeath. You have Resistance to Necrotic damage.
Change Vampiric Bite. When you use Brawling
or unarmed Martial Arts and deal damage, you can choose to bite with
your fangs. You deal Piercing damage equal to 2 plus half your BODY
stat.
In addition, when you deal this damage to a creature that
isn't a Construct or an Undead, you can empower yourself in one of the
following ways:
Drain. You regain Hit Points equal to the Piercing damage
dealt.
Strengthen. You gain a bonus to the next stat check
or attack roll you make within the next minute/20 turns; the bonus is
equal to the Piercing damage dealt.
You can empower yourself with this trait a number of times
equal to half your LUCK stat, and you regain all expended uses when you
finish a Long Rest.
Hexblood
Creature Type: Fey
About 4-7 feet tall) or about 2-4 feet tall
Change Darkvision. You have Darkvision with a
range of 20 yards/metres.
Change Eerie Token. Once per turn, in
addition to any actions taken this turn, you can create a magical token by
harmlessly removing a lock of hair, detaching a nail, or using some other
method. While the token exists, you gain the following benefits:
Distant Message. As an action, you can send a
telepathic message of 25 words or fewer to a creature holding or carrying the
token, as long as you are within 10 miles/16 kilometres of it.
Remote Viewing. If you are within 10 miles/16 kilometres
of the token, you can take an action to extend your senses through the
token for 1 minute/20 turns, until you have the Incapacitated condition,
or until you end this state (no action required). During this state, you can
see and hear from the token as if you were located where it is. When this state
ends, the token is harmlessly destroyed. Unless the token is destroyed early,
it lasts until you finish a Long Rest. Once you create a token using this
feature, you can't do so again until you finish a Long Rest.
Hex Magic. You always have the Disguise Self and Hex spells prepared. You can cast each spell once and you regain the ability to cast it in that way when you finish a Long Rest. INT, WILL, or EMP is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).
Kalashtar
Creature Type: Aberration
About 6–7 feet tall
Dual Mind. You have Advantage on WILL + Concentration and EMP + Concentration rolls.
Mental Discipline. You have Resistance to Psychic damage.
Mind Link. You have telepathy with a range in feet equal to 5
times your LUCK stat. When you're using this trait to speak
telepathically to a creature, you can take an action to give that
creature the ability to speak telepathically with you for 1 hour or until you
take another action to end this effect.
Severed from Dreams. You can't be the target of the Dream
spell. In addition, when you finish a Long Rest, you add half your LUCK stat
to a non-weapon skill. This proficiency lasts until you
finish another Long Rest.
Khoravar
About 4-6 feet tall or about 2-4 feet tall
Change Darkvision. You have Darkvision with a
range of 20 yards/metres.
Change Fey Ancestry. You have Advantage
on rolls you make to avoid or end the Charmed condition.
Change Fey Gift. You know the Friends cantrip.
Whenever you finish a Long Rest, you can replace that cantrip with a different
cantrip from the Cleric, Druid, or Wizard spell list. INT, WILL, or EMP is
your spellcasting ability for it (choose the ability when you select this
species).
Change Lethargy Resilience. When you fail a roll
to avoid or end the Unconscious condition, you can succeed instead. Once you
use this trait, you can't do so again until you finish 1d6-2 (minimum 1)
Long Rests.
Skill Versatility. You can add half your LUCK
stat to one non-weapon skill. Whenever you finish a Long Rest, you can replace it with another
skill.
Lupin
About 4-7 feet tall or about 2-4 feet tall
Change Darkvision. You have Darkvision with a
range of 20 yards/metres.
Change Feral Pounce. Damage from your Brawling
attacks halves armour SP. In addition, once per turn, when you hit a
creature with an Unarmed Strike as part of the Attack action on your turn, the
creature must make a DEX + Athletics or DEX + Dodge/Evasion roll (their choice)
to avoid being pushed 1.5 yards/metres.
Change Howl. Once per turn, in addition to
any actions taken this turn, you let out an unearthly howl. Each creature
of your choice within 5 yards/metres of you must succeed on a WILL +
Concentration against a DV of 11 + BODY or have Disadvantage on rolls until
the start of your next turn.
You can use this trait a number of times equal to half
your LUCK stat, and you regain all expended uses when you finish a Long
Rest.
Werewolf Instincts. You add half your LUCK stat to
the Perception, Stealth, or Wilderness Survival skill.
Reborn
About 4-7 feet tall or about 2-4 feet tall
Change Escaped Death. You have Advantage on
Death Saves.
Change Everlasting. You are immune to the effects of Fatigue, Drowning
and Asphyxiation, dehydration or malnutrition. You don't need to
sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours
if you spend those hours in an inactive, motionless state, during which you
retain consciousness.
Change Knowledge from a Past Life. You add half your LUCK
stat to one non-weapon skill of your choice.
In addition, you can temporarily peer into the past to aid
you in the present. When you fail an ability check, you can roll 1d6 and add
the number rolled to the result, potentially turning the failure into a
success. You can do this a number of times equal to half your LUCK stat,
and you regain all expended uses when you finish a Long Rest.
Strange Endurance. You have Resistance to one of the
following damage types of your choice: Cold, Necrotic, or Poison and toxins.
Shifter
About 4-7 feet tall or about 2-4 feet tall
Change Bestial Instincts. Channeling the beast
within, you add half your LUCK stat to one of the following skills of
your choice: Athletics, Contortionist, Interrogation, or Wilderness
Survival.
Change Darkvision. You have Darkvision with a
range of 20 yards/metres.
Change Shifting. Once per turn, in addition
to any actions taken this turn, you can shape-shift to assume a more
bestial appearance. This transformation lasts for 1 minute/20 turns or
until you revert to your normal appearance, in addition to any actions taken
that turn. When you shift, you gain Temporary Hit Points equal to your
LUCK stat. You can shift a number of times equal to half your LUCK stat,
and you regain all expended uses when you finish a Long Rest.
Whenever you shift, you gain the benefit of one of the
following options (choose when you select this species)
Beasthide. You gain 1d6 additional Temporary Hit Points.
While shifted, you have a natural 5 SP to all locations.
Longtooth. When you shift and on your other turns while
shifted, once per turn, in addition to any actions taken that turn. You
can use your elongated fangs as part of a Brawling or Martial Arts attack.
If you hit with this attack and deal damage, you halve the SP and do 1d6
plus half your BODY stat, instead of the normal damage.
Swiftstride. While you are shifted, your MOVE
increases by 2. Additionally, once per turn, you can immediately move up
to 1.5 yards/metres when a creature ends its turn within 1
yards/metres of you.
Wildhunt. While shifted, you have Advantage on WILL +
Concentration rolls. Additionally, no creature within 10 yards/metres of
you can have Advantage on an attack roll against you unless you have the
Incapacitated condition.
Warforged
Creature Type: Construct
About 6-8 feet tall or about 3-4 feet tall
Change Construct Resilience. You have
Resistance to Poison and toxin damage. You also have Advantage on rolls
to avoid or end the Poisoned condition.
Change Integrated Protection. You have a
natural 5 SP on all locations. In addition, armor you have donned can't be
removed against your will while you're alive.
Sentry's Rest. You don't need to sleep, and magic can't put
you to sleep. You can finish a Long Rest in 6 hours if you spend those hours in
an inactive, motionless state. During this time, you appear inert but remain
conscious.
Change Specialized Design. You add half
your LUCK stat to two non-weapon skills, one of which must be a TECH skill.
Change Tireless. You are immune to the effects
of Fatigue, Drowning and Asphyxiation, dehydration or malnutrition.
And as an extra because someone asked to play one in the game:
Eladrin
(Interesting to see if this ever gets readapted between 5E and 5.5E).
Choose your eladrin's season: autumn, winter, spring, or
summer. When finishing a long rest, you can change your season.
You are also considered an elf for any prerequisite or
effect that requires you to be an elf.
Change Darkvision. You can see in dim light
within 20 yards/metres of you as if it were bright light and in darkness
as if it were dim light. You discern colours in that darkness only as shades of
gray.
Change Fey Ancestry. You have Advantage
on rolls you make to avoid or end the Charmed condition.
Change Fey Step. Once per turn, in addition
to any actions taken this turn, you can magically teleport up to 10
yards/metres to an unoccupied space you can see. You can use this trait a
number of times equal to half your LUCK stat, and you regain all
expended uses when you finish a long rest.
When you reach LUCK 6, your Fey Step gain an
additional effect based on your season; if the effect imposes a roll, the DV
is 11 + your INT, WILL, or EMP modifier (choose when you select this race):
Autumn. Immediately after you use your Fey Step, up to two
creatures of your choice that you can see within 3 yards/metres feet of
you must succeed on a WILL + Concentration roll or be charmed by
you for 1 minute/20 turns, or until you or your companions deal any
damage to the creatures.
Winter. When you use your Fey Step, one creature of your
choice that you can see within 2 yards/metres of you before you teleport
must succeed on a WILL + Concentration roll saving throw or be
frightened of you until the end of your next turn.
Spring. When you use your Fey Step, you can touch one
willing creature within 1.5 yards/metres of you. That creature then
teleports instead of you, appearing in an unoccupied space of your choice that
you can see within 10 yards/metres of you.
Summer. Immediately after you use your Fey Step, each
creature of your choice that you can see within 1.5 yards/metres of you
takes fire damage equal to half your LUCK stat.
Change Keen Senses. Add half your LUCK stat
to your Perception skill.
Change Trance. You don't need to sleep, and
magic can't put you to sleep. You can finish a long rest in 4 hours if you
spend those hours in a trancelike meditation, during which you retain
consciousness.
Whenever you finish this trance, you can change your season,
and you can add half your LUCK stat to two TECH, REF or DEX skills, so long as the skill involves using a hand tool. You
mystically acquire these proficiencies by drawing them from shared elven
memory, and you retain them until you finish your next long rest.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
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