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  NEANDERTHAL 
  A Race Option For D&D 5E 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  TABLE OF CONTENTS 
   
  The Neanderthal 
  1 
       Names 
  2 
       Racial Traits 
  2 
       Racial Feats 
  3 
       New Equipment 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  1 
   
  NEANDERTHAL (Jende) 
  Let us take these brutish individuals, for example. From what myself and a few other scholars can gather from ancient artifacts and 
  petroglyphs, these hardy people have existed and endured since before recorded history. There are some learned men, not unlike me, 
  that believe these primitives are the archaic ancestors of human-kind, though this theory is highly up for debate. 
  --Friar Athelstan Corrganmere, Scribe & Creature Archivist 
   
  PRIMITIVE BRUTES 
  Neanderthal (or the Jende as they call themselves) 
  stand anywhere from 5 to 5 ½ feet in height, and weigh 
  about 150 to 200 pounds. They have broad frames, 
  barrel chests, and are well muscled throughout their 
  entire bodies. Their facial features are primitive, though 
  not quite as ape-like as many may assume, though 
  they do have sloped foreheads, small ears, and a 
  slightly-protruding muzzle. They are covered in patches 
  of rough hair throughout their body, which is typically 
  black, and their eye color is almost invariably dark 
  brown, with a few exceptions of green or even blue. 
  Neanderthal mature at about 14 years of age and can 
  live 50 years or more. 
   
  A SIMPLER TIME 
  Though of a primitive culture, Neanderthal own all the 
  know-how it takes to survive in the harsh wilderness. 
  Using their limited (but no-less effective) skill-set, these 
  brute-people are capable of all the basic survival 
  proficiencies, such as fire-building, hunting wild-game, 
  fishing, gathering plants, herbs, roots, mushrooms, and 
  berries both for sustenance and medicinal use, the 
  creation of vital bone, obsidian, and stone implements 
  such as tools and weapons, and crafting warm and 
  protective clothing, such as blankets and tunics from 
  the furs and hides of slain beasts. 
  A spiritual people, Neanderthal venerate the spirits of 
  nature, especially that of the life-giving earth, whom 
  they call The Earth-Mother. This force, which they view 
  as the creator off all things, is also worshiped as a 
  fertility goddess and protector of the young. 
   
  SURVIVORS…BUT FOR HOW LONG? 
  For thousands of years, these primitives have survived 
  some of the most treacherous weather conditions ever 
  known, and are as hardy as they ever have been, 
  however, encroachment on their ancestral lands and 
  hunting grounds by technologically advanced races 
  have pushed these ancient people deeper into the 
  wilds, and closer to complete extinction all together. 
   
   
  
  2 
   
  NEANDERTHAL NAMES 
  Neanderthal names are simple and gruff, like the people who bear them. 
  Male Names: Gok, Grog, Korr, Krord, Krunk, Rokk, Thag, Ogg, Ook, Zog 
  Female Names: Aelah, Abbuk, Crik, Eanik, Masha, Meeska, Nashee, Paka, Skála, Zug-Zug 
  Tribal & Clan Names: Angry Claw Tribe (Cave Bear, Black-spear, Thunder-horn clans); Lion Skull Tribe (Spear-tooth, Twin-axe, 
  Broken-moon Clans); Mastodon Tribe (Bloody-tusk, Earth-mane, Heavy-foot clans). 
   
  NEANDERTHAL TRAITS 
  All Neanderthal have the following traits. 
  Ability Score Increase. Your Strength and Constitution scores increase by 2. Your Strength and Constitution scores have a       
  maximum is 20. 
  Ability Score Decrease. Your Intelligence and Charisma scores decrease by 2. 
  Age. A Neanderthal reaches adulthood at age 14 and can live up to 50 years or more. 
  Alignment. Neanderthal are more inclined to chaos, leaning heavily towards neutral. 
  Size. Neanderthal are medium size. 
  Speed. Your base walking speed is 30 feet.  
  Earth Mother’s Wisdom. You have advantage on all Wisdom (Survival) checks when in a wilderness setting. 
  Hardy Folk. You have advantage on saving throws against cold and disease, and you have resistance against cold damage. 
  Limited Intellect. Your primitive mind cannot handle much; you have a maximum Intelligence ability score of 9, and have disadvantage 
  on all Intelligence skills. 
  Primal Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. 
  Survivor. You have proficiency in the Survival skill. 
  Natural Armor. Your hardy frame is covered in sinewy muscle and tough skin. Your Armor Class is 12 + your Dexterity modifier. 
  Neanderthal Weapon Training. You have proficiency with the celt, club (all), dagger, handaxe, iuak, sling, and spear. 
  Tool Proficiencies. You are proficient with Smith’s Tools (primitive material items only). 
  Languages. You can speak Primordial. 
   
   
   
   
   
   
   
   
   
   
  
  3 
   
  NEANDERTHAL FEATS 
  Feats are an optional rule in chapter 6, “Customization Options”, of the Player’s Handbook. Included here are 3 new feats available to 
  Neanderthal characters. 
   
  Poison Frog Eater 
   
  Prerequisites: Constitution 13 or higher; neanderthal 
   
  You have spent years gaining resilience to poisons by consuming various toxic plants and venom from creatures. You gain the 
  following benefits: 
   
  • 
  You have resistance to poison damage. 
  • 
  You have advantage on all Constitution saving throws against poison. 
   
  Savage Caveman Fury 
   
  Prerequisites: Neanderthal 
   
  Your savagery in battle is legendary; you rush head-first into combat, mouth-foaming, hooting, and howling like a beast. You gain the 
  following benefits: 
   
  • 
  While wielding a melee weapon in combat, you inflict an additional 1d6 psychic damage. This bonus damage does not stack 
  with similar psychic damage bonuses. 
   
   
  Soul of the Earth-Mother 
   
  Prerequisites: Wisdom 13 or higher; neanderthal 
   
  The people of your tribe are known for the blessings heaped upon them by The Earth-Mother. You gain the following benefits: 
   
  • 
  Increase your Wisdom score by 1, to a maximum of 20. 
   
  • 
  You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  4 
   
  NEW NEANDERTHAL EQUIPMENT 
   
  Neanderthal have access to the following items. Unless stated in their description, other races may have access to these items as well. 
   
  ARMOR 
   
  Behemoth Chitin Plate: A suit of armor composed 
  from the chitin plates of the Rock-hide (ankylosaurus) 
  or similar dinosaur. A full suit usually consists of a chitin 
  breast plate, vambraces, as well as simple greaves. 
  Part of the slain beast’s head serves as a helmet.   
   
  Bone Armor: This armor is crafted by attaching beast 
  bones to a hide breastplate, vambraces, and greaves. 
  Part of the slain beast’s head serves as a helmet.   
   
  Cord: This armor is crafted by weaving fibrous plant 
  material into a serviceable vest. Though protective, the 
  armor is itchy and uncomfortable at best. 
   
  Furs: An armor consisting of a patch-work tunic of 
  roughly-sewn animal furs secured at the waist with a 
  coarse leather belt and a simple bone or ivory buckle. 
  Part of the slain beast’s head serves as a helmet. A 
  complete suit also comes with serviceable breeches 
  and a pair of buskins.  
   
  Hide, Cave Bear: An armor crafted from the hide of a 
  cave bear. A full suit usually consists of a long tunic 
  that reaches mid-thigh, and covers the arms as well. 
  Part of the slain beast’s head serves as a helmet. 
  These types of hide armor are often decorated with the 
  claws and teeth of the cave bear. 
   
  Hide, Mammoth: An armor crafted from the hide of a 
  wooly mammoth. A full suit usually consists of a long 
  tunic that reaches mid-thigh, and covers the arms as 
  well. These types of hide armor are often decorated 
  with bits of mammoth tusk. 
   
   
  Hide, Rhino: An armor crafted from the hide of a wooly rhinoceros. A full suit usually consists of a long tunic that reaches mid-thigh, 
  and covers the arms as well. Part of the slain beast’s head serves as a helmet. These types of hide armor are often decorated with bits 
  of rhinoceros horn. 
   
  Hide, Stag: A standard suit of hide armor crafted from the skins of a buffalo, caribou, deer, or antelope.  A full suit usually consists of a 
  long tunic that reaches mid-thigh, and covers the arms as well. Part of the slain beast’s head serves as a helmet. These types of hide 
  armor are often decorated with bits of the stag’s horn and hoof.  
   
  Layered Leathers: An armor crafted from several layers of roughly-cured animal skins worn like a poncho and secured at the waist 
  with a leather cord.  
   
  Lamellar Armor: Sturdy plates of leather and bone are laced together to form a protective coat. Leather bracers and greaves provide 
  defense for the limbs. 
   
  Wood Armor: This armor consists of resin-treated wooden strips and plates that are sandwiched between layers of leather. Wooden 
  bracers and greaves provide some measure of defense for the limbs.  
   
  Shield, Chitin: A large shield crafted from a beast’s chitin plates.  
   
  Shield, Hide: A simple oval shield crafted from treated beast hide over a sturdy hardwood frame. 
   
   
   
   
   
  
  5 
   
  *Prices here are provided using the standard D&D coin system, but can be modified into any other type of monetary system to better suit your campaign.   
   
   
  Primitive Armor Materials (Optional Rules) 
  If a creature wearing armor crafted from bone, chitin, hide, fur, leather, or wood (including plant fiber-based varieties) suffers a critical 
  hit in combat, their armor class is reduced permanently by 1 point. Armor which AC is reduced to 10 is destroyed and must be replaced. 
  Repeated wear and use of these types of organic-based armor degrade the item, which eventually falls apart and becomes useless. A 
  typical suit of armor crafted from primitive material needs to be replaced every 12 months. 
   
  Critical Hits & Primitive-craft Shields 
  As with other forms of armor crafted from primitive materials, a primitive-crafted shield’s AC bonus is reduced by 1 point each time a 
  creature using it to defend themselves in battle takes a critical hit, however, a character wielding a shield can choose whether the 
  critical AC penalty is dealt to their shield or their worn armor. Shields which AC is reduced to +0 are destroyed and must be replaced. 
   
  Furs & Durability 
  Fur armor is easily crafted, but uncomfortable to wear in hot or humid temperatures. Fur armor also tends to soil faster and attract lice 
  and vermin, all which cause it to wear-out relatively fast. Depending on the type of furs used in crafting this type of armor determines its 
  overall durability. There are 3 values of fur grades, listed below are some examples of these types and their longevity.  
   
  Low-grade: Badger, goat, hyena, sheep, rabbit. 
  Longevity: 1d4+1 weeks 
   
  Mid-grade: Buffalo, cougar, fox, leopard, lion, tiger, weasel, wolf.                                                    
  Longevity: 1d4+4 months 
   
  High-grade: Beaver, bear, lynx, mammoth, mink, muskrat, racoon, saber-toothed tiger, skunk, winter wolf.                                                             
  Longevity: 1d6+6 months. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ARMOR 
   
   
   
   
   
  Armor 
  Cost* 
  Armor Class (AC) 
  Strength 
  Stealth 
  Weight 
  Light Armor 
   
   
   
   
   
  Furs, low-grade 
  5 sp 
  11 + Dex modifier 
  --- 
  Disadvantage 
  8 lb. 
  Furs, mid-grade 
  2 gp 
  11 + Dex modifier 
  --- 
  Disadvantage 
  8 lb. 
  Furs, high-grade 
  5 gp 
  11 + Dex modifier 
  --- 
  Disadvantage 
  8 lb. 
  Cord 
  5 gp 
  11 + Dex modifier 
  --- 
  --- 
  10 lb. 
  Layered Leathers 
  23 gp 
  12 + Dex modifier 
  --- 
  --- 
  13 lb. 
  Medium Armor 
   
   
   
   
   
  Hide, stag 
  10 gp 
  12 + Dex modifier (max 2) 
  --- 
  --- 
  12 lb. 
  Hide, cave bear 
  25 gp 
  13 + Dex modifier (max 2) 
  --- 
  --- 
  20 lb. 
  Hide, rhino 
  25 gp 
  14 + Dex modifier (max 2) 
  --- 
  Disadvantage 
  45 lb. 
  Hide, mammoth 
  200 gp 
  14 + Dex modifier (max 2) 
  --- 
  --- 
  20 lb. 
  Behemoth chitin plate 
  375 gp 
  15 + Dex modifier (max 2) 
  --- 
  Disadvantage 
  40 lb. 
  Heavy Armor 
   
   
   
   
   
  Lamellar armor 
  30 gp 
  14 
  Str 13 
  Disadvantage 
  40 lb. 
  Wood armor 
  75 gp 
  16 
  Str 15 
  Disadvantage 
  45 lb. 
  Bone armor 
  200 gp 
  17 
  Str 15 
  Disadvantage 
  55 lb. 
  Shield 
   
   
   
   
   
  Shield, chitin 
  30 gp 
  +3 
  --- 
  --- 
  8 lb. 
  Shield, hide 
  10 gp 
  +2 
  --- 
  --- 
  5 lb. 
  
  6 
   
  WEAPONS 
   
  Celt, Obsidian: A sharp obsidian wedge roughly a foot long and a few 
  inches wide. A prototype to the battleaxe, the weapon itself fits comfortably 
  in hand, and is often wrapped in leather cord for a better grip. 
   
  Celt, Stone: A sturdier version of the obsidian celt, this version is crafted 
  from stone.  
   
  Club, Bone: A simple bludgeon crafted from the thighbone of a beast.  
   
  Club, Oaken: A hefty one-handed club crafted from oak wood.  
   
  Club, Spiked: An improvement on the standard wooden club. This 
  weapon is embedded with shards of obsidian, which effectively changes 
  the weapon’s damage from bludgeoning to piercing. 
   
  Club, Wooden: A simple weapon crafted from a short wooden shaft with a 
  heavier head. Wooden clubs are often made from hickory wood. 
   
  Dagger, Bone: A small blade crafted from a fragment of animal bone. An 
  improvement on the obsidian dagger. 
   
  Dagger, Obsidian: A small blade crafted from an obsidian shard. Though 
  deadly in combat, it is extremely-brittle and highly-prone to shattering. 
   
  Dagger, Stone: A small blade crafted from stone. An improvement on the 
  bone dagger. 
   
  Handaxe, Bone: A handaxe crafted from the sharpened shoulder blade of 
  a beast and a bone shaft, then lashed together with leather cord. An 
  improvement on the obsidian handaxe. 
   
  Handaxe, Obsidian: A handaxe crafted from a chunk of sharpened 
  obsidian and a wooden shaft, then lashed together with leather cord. 
  Though deadly in combat, it is extremely-brittle and highly-prone to 
  shattering. 
   
  Handaxe, Stone: A handaxe crafted from a sharpened slab of stone and a 
  wooden shaft, then lashed together with leather cord. An improvement on 
  the bone handaxe. 
   
  Greatclub, Wooden: A two-handed club crafted from a large, thick 
  wooden shaft. Leather cord wrapped at the base of the shaft serves as a 
  suitable grip. 
   
  Greatclub, Bone: A two-handed club crafted from the thigh bone of a 
  large beast. An improvement on the standard wooden greatclub. 
   
  Iuak, Bone: A machete-like bone blade 6 inches wide and 2 feet in length. 
   
  Spear, Bone: A wooden shaft topped with a sharpened bone head. An 
  improvement on the obsidian spear. 
   
  Spear, Obsidian: A wooden shaft topped with a sharpened obsidian head. 
  Though deadly in combat, it is extremely-brittle and highly-prone to 
  shattering. 
   
  Spear, Stone: A wooden shaft topped with a sharpened stone head, 
  lashed together with leather cord. An improvement on the bone spear. 
   
  Spear, Wooden: A wooden shaft with a sharpened end. Open flame is 
  applied to the pointed end to harden the edge. 
   
   
   
  
  7 
   
  WEAPONS 
   
   
   
   
   
  Name 
  Cost* 
  Damage 
  Weight 
  Properties 
  Simple Melee Weapons 
   
   
   
   
  Celt, obsidian 
  5 cp 
  1d4 piercing 
  3 lb. 
  Light 
  Celt, stone 
  2 sp 
  1d4 piercing 
  3 lb. 
  Light 
  Club, bone 
  1 gp 
  1d4 bludgeoning 
  2 lb. 
  Light 
  Club, oaken 
  1 sp 
  1d6 bludgeoning 
  8 lb. 
  Versatile 1d8 
  Club, spiked 
  5 sp 
  1d4 piercing 
  3 lb. 
  Light 
  Club, wooden 
  1 sp 
  1d4 bludgeoning 
  2 lb. 
  Light 
  Dagger, bone 
  5 sp 
  1d4 piercing 
  1 lb. 
  Finesse, light, thrown (range 20/60) 
  Dagger, obsidian 
  5 cp 
  1d4 piercing 
  1 lb. 
  Finesse, light, thrown (range 20/60) 
  Dagger, stone 
  1 gp 
  1d4 piercing 
  1 lb. 
  Finesse, light, thrown (range 20/60) 
  Handaxe, bone 
  5 sp 
  1d6 slashing 
  2 lb. 
  Light, thrown (range 20/60) 
  Handaxe, obsidian 
  5 cp 
  1d6 slashing 
  2 lb. 
  Light, thrown (range 20/60) 
  Handaxe, stone 
  1 gp 
  1d6 slashing 
  2 lb. 
  Light, thrown (range 20/60) 
  Greatclub, bone 
  1 gp 
  1d8 bludgeoning 
  10 lb. 
  Two-handed 
  Greatclub, wooden 
  2 sp 
  1d8 bludgeoning 
  10 lb. 
  Two-handed 
  Iuak, bone 
  10 gp 
  1d6 slashing 
  3 lb. 
  Light 
  Spear, bone 
  1 sp 
  1d6 piercing 
  3 lb. 
  Thrown (range 20/60), versatile (1d8) 
  Spear, obsidian 
  5 cp 
  1d6 piercing 
  3 lb. 
  Thrown (range 20/60), versatile (1d8)  
  Spear, stone 
  5 sp 
  1d6 piercing 
  3 lb. 
  Thrown (range 20/60), versatile (1d8) 
  Spear, wooden 
  2 cp 
  1d6 piercing 
  3 lb. 
  Thrown (range 20/60), versatile (1d8) 
  *Prices here are provided using the standard D&D coin system, but can be modified into any other type of monetary system to better suit your campaign.   
   
   
  Craft Material & Weapon Breakage (Optional Rule) 
   
  Weapons are bound to break after extensive use, particularly those made from bone, obsidian, stone, or wood. Whenever a character 
  or creature rolls a 1 or 20 with a d20 for an attack roll, there is a chance their weapon will break. The chance that the weapon breaks is 
  determined by the material used in its’ construction. 
   
  Weapons, Simple Materials 
  Obsidian: Roll 1d6, weapon breaks on a roll of 1 through 5. 
  Wood: Roll 1d6, weapon breaks on a roll of 1 through 4. 
  Bone: Roll 1d6, weapon breaks on a roll of 1 through 3. 
  Stone: Roll 1d6, weapon breaks on a roll of 1 through 2.  
   
  Weapons, Metallic Ores* 
  Bronze: Roll 1d20, weapon breaks on a roll of 1 through 10. 
  Iron: Roll 1d120, weapon breaks on a roll of 1 through 5. 
  Adamantine: Roll 1d20, weapon breaks on a roll of 1. 
  *Weapons crafted from these materials are only subject to breakage if rolling a 1 on an attack roll. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  8 
   
  ADVENTURING GEAR 
   
  Arrows, Obsidian: Arrows crafted with sharpened obsidian arrowheads. An improvement on the stone arrowheads. 
   
  Arrows, Stone: Arrows crafted with sharpened stone arrowheads.  
   
  Stone-age Arrows (Optional Rules) 
   
  Obsidian Arrows. Arrows with heads made from obsidian are often the deadliest of tools amongst the primitive weapon arsenal. This 
  brittle volcanic glass will break off in the wound (on a natural 20 critical roll), making it difficult to heal effectively. Characters suffer 
  disadvantage on Wisdom (Medicine) checks when treating a creature injured by an obsidian arrow.  
   
  Obsidian & Stone Arrowheads. Against metal-crafted shields, heavy armor, metal armor, and natural armor of 14 or better, they are 
  useless and shatter upon impact (only a critical hit succeeds on targets having these types of defenses). Enchanted obsidian or stone 
  arrows are not subject to this rule. 
   
  Fire Kit: A simple stone-age fire starting kit which includes a hand drill, a soft wood strike plank, a supply of kindling, and some animal 
  dung. The kit comes in a soft leather pouch with a carrying sling.   
   
  Mammoth Skins: A bundle of warm mammoth skins that may be used as a cloak or blanket. You gain advantage on Constitution 
  saving throws against Extreme Cold wilderness environments. 
   
  Quiver, Rawhide: A primitive arrow quiver that holds a maximum of 10 arrows. 
   
  Rending Blades: A set of cutting and scraping stone and obsidian tools, used by primitive cultures to butcher meat. You get advantage 
  on Wisdom (Survival) checks when dressing game. 
   
  Rucksack. A small, hide-crafted a bag with a shoulder strap that allows it to be carried on the back. A rucksack can hold just under one 
  cubic foot or 20 pounds of gear.  
   
  Water Bladder. A large waterskin crafted from the cured bladder of an animal. The water bladder holds 1 gallon of liquid. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  *Prices here are provided using the standard D&D coin system, but  
  can be modified into any other type of monetary system to better  
  suit your campaign.   
   
   
  EXPANDED EQUIPMENT PACKS 
  The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of 
  these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be 
  cheaper than buying the items individually. 
   
  Caveman’s Pack (8 gp). Includes a rucksack, bedroll, a fire kit, mammoth skins, 2 torches, rending blades, 1 sack, 8 days rations, and 
  a water bladder.   
   
  Shaman’s Pack (14 gp). Includes a rucksack, a fire kit, a healer’s kit, a stone reliquary, 4 days rations, and a water bladder.   
   
   
   
   
   
  ADVENTURING GEAR 
   
   
   
   
   
  Item 
  Cost* 
  Weight 
  Ammunition 
   
   
  Arrows, obsidian (10) 
  3 sp 
  ½ lb. 
  Arrows, stone (10) 
  1 sp 
  ½ lb. 
  Fire kit 
  3 sp 
  1 lb. 
  Mammoth skins 
  5 gp 
  10 lb. 
  Quiver, rawhide 
  2 sp 
  1 lb. 
  Rending blades 
  1 sp 
  3 lb. 
  Rucksack 
  5 sp 
  3 lb. 
  Water bladder 
  5 cp 
  12 lb. (full) 
  
  9 
   
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