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#5e race conversion
cyberkevvideo · 2 months
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Race Conversion - Wyvaran (PF1e to 5e)
Sharing this conversion that I did for a friend. It's her first campaign character, and the game was supposed to be Pathfinder, but the GM has decided to change over to the new 5e Revised rule system. She doesn't want to play a winged tiefling or aarakocra, and really liked the idea of a winged kobold hybrid, so I agreed to help out and do a quick conversion. The race will essentially be a simple 1-to-1, but I'm also borrowing a little inspiration from the owlfolk UA regarding flight.
Honestly, my initial thought was just to add a flight option to the Monsters of the Multiverse's kobold's Kobold Legacy, but somehow that's too powerful? I didn't argue.
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Art from Paizo and World Anvil.
As always, if you like what I do, whether it’s monster conversions, adventure path add-ons, or race builds, I have a Ko-Fi page (linked) for those who would like to support me monetarily. There is no pressure or obligation to do so. A like and/or a share would also be appreciated just as much. It lets people know I exist out there.
I hope everyone is staying safe and healthy.
Now, let’s talk stats.
Unlike Pathfinder, there's no real "official" way to judge how powerful a creature is. There are definitely a lot of 3PP supplements and homebrew out there, which I tend to have to use as a guide. As long as it's not more powerful than the original aarakocra or yuan-ti, or even the satyr, I feel like it's a win.
For the Nimble Flight, I took the original owlfolk's ability as it matches the wyvaran's standard flight as well as part of their vestigal wings ability which ignored 20 feet of falling damage. Thought it'd be a nice homage to that.
Wyvaran Species 5e
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Age. Wyvaran mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 60 years. Alignment. Wyvarans are thought to be troublemakers because of their kobold heritage, but they have no alignment tendencies and can be of any alignment, independent of their scale color or parent. Size. Wyvarans have the same are more or less the same size as humans, ranging from 5 to well over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Blessed with a divine soul, your vision can easily cut through darkness. 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. Dragonblooded. You have advantage on saving throws you make to avoid or end the paralysis condition on yourself, and magic can't put you to sleep. Nimble Flight. Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor. When you fall, you can use your reaction to make a Dexterity saving throw (DC 10) to stop falling and fly in place until the start of your next turn. Tail. You have a tail that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage. Languages. You can speak, read, and write Common and Draconic.
On the Detect Balance homebrew race breakdown spreadsheet, this race would be roughly 37-38 points. It's solely because of flight that it's so high. This type of flight is seen as being worth roughly 18 points, and paralysis is a worse condition than charmed, so Dragonblooded is worth more than Fey Ancestry. Given that the current revised aarakocra is worth roughly the same amount, that's pretty good overall.
My friend is planning on taking this species and using Matt Mercer's blood hunter class. Originally, it was going to be an order of the profane soul, but there's no dragon patron (despite so many people telling WotC to make one). So, instead, with permission, she'll be playing an Order of the Dragon, which was found on Reddit.
I'm hoping that she has a lot of fun with this character.
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sysig · 2 years
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Hey there! Here to make my second request!
Naga Scri and Cleric Edgar. The prompt is Conversion. It's said that some Naga's are worshipped as deities and that definitely seems like something Scriabin would be into, specifically of Edgar. And it always seems to be a point of contention between them. Scriabin just wants Edgar to rely on him alone. lol The perks of worship are a secondary benefit.
Anyways, good luck! I'm excited to see what you come up with.
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Day 10 - Allegiance
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dartagnantt · 5 months
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Dungeon Delver's Survival Guide | Or how I learned how to DC skill checks
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PDFs of this and more can be found over on at my Patreon here! I release everything for free, so your support makes this possible. I'm working on a new class for 5e! Follow the Kickstarter here!
Not to be mistaken for my other survival guide that has yet to go anywhere
A conversation and a youtube video made me consider re-examining some skill checks in a bubble, as opposed to just observing the weird table in the using ability scores section of the PHB and binary success or failure states.
So, enjoy me rambling and inventing game mechanics!
I considered doing an entry for insight check on creatures who aren't lying, but I ran out of time, and it was kind of off theme
And now to plug my stuff. I release homebrews weekly over on my Patreon. Anyone who pledges $1 or more per post don't have to wait a month to see them, and also help fund my being alive habit.
At the moment, they have exclusive access to the following:
Oath of Integrity
Path of Iron
Stranger than Fiction
Trickery Domain: Revised
I also have three classes, and a splatbook over on DriveThrueRPG to check out:
The Rift Binder. A class specialising in summoning monsters and controlling the battlefield.
The Witch Knight. A class that combines swords and sorcery in the most literal way.
The Werebeast. A class that turns you into a half beast to destroy your foes.
d'Artagnan's Adventurer Almanac. A compendium of races, subclasses, feats, spells, monsters and more!
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soylent-crocodile · 11 months
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Aegisite (Race)
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(Zaara by ITBluebeadTI)
(This is mostly an original race, as opposed to a straight conversion, but it does take inspiration; specifically, from Antonio Demico's very interesting Aasimar rules, where they are redefined as Guardian Angels. If you haven't heard of Pointy Hat, it's a youtube channel where he evaluates elements of DnD 5e and provides his own homebrew fix. I don't agree with all of his perspectives, but they're always interesting and serve as good food for thought for another homebrewer.)
As the different planes of existence overlap with the material plane and its inhabitants come into contacts with mortals, native outsiders are born. Most of these come from the elemental planes, or from the celestial or fiendish planes; the Dimension of Time, however, rarely makes contact with the material plane. But not never.
Aegisites are a type of native outsider born from contact with the Dimension of Time. They are born with a destiny; to protect, with their life, another intelligent being. Knowledge of this charge, and the knowledge of their duty, are part of an aegisite's mind from birth, although they may not understand it until older. Aegisites are almost always born in relative proximity, a close age, and to a similar race to their charge. The way this charge is decided is unknown, but those protected by an aegisite tend to become historically important, whether through strength, politics, or thought. This is not always the case, though, and some aegisites spend their lives protecting a perfectly mundane and forgettable mortal.
The nature of the bond between aegisite and charge is unknown; it is suspected that fate convenes to bring them together, but some aegisites rebel against this destiny. Others embrace it, and many fall in love with their charge, although questions of choice and fate do arise. There are rumors that those who avoid protecting their charge are fated to suffer, destiny punishing them for their refusal, but this is not a certainty, and it is one some aegisites are willing to risk. What is known, however, is that once an aegisite's charge dies, the aegisite is soon to follow.
Physically, aegisites are united by clouded white eyes that resemble cataracts, although they can generally see just as well as mortals. Other than that, aegisites resemble whatever race they are born from.
Ability Scores: Aegisites get +2 to Constitution and Wisdom Type: Aegisites are Outsiders with the Native subtype. Size: Aegisites are typically medium, getting no size modifiers. Languages: Aegisites begin play knowing Common or the language of the race they are born to. Aegisites with high intelligence can choose from Common, Draconic, Celestial, Sylvan, and Elven. Charge: Aegisities, when born, have a specific being chosen as a charge. When using the Aid Another action to aid their charge, they get a +2 racial bonus. Swift Aid: Aegisites natural urge to protect lets them help others almost as fast as they can think. They can use the Aid Another action to aid in combat as a swift action. Weapon Proficiency: Aegisites are proficient with light and heavy shields. Heartbeat: Aegisites with Charisma 11 or higher gain Status and Stabilize as spell-like abilities useable 3/day,
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dicesmasher · 2 months
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Stop using spell slots! Alternative mana system for 5e
Lately I’ve been really getting into the idea of The Elder Scrolls as a TTRPG - taking my players through the lands of Skyrim and beyond in that rich, iconic setting. Thankfully, a 5e mod for this has already been made, called ‘Delvebound’ or ‘Unofficial Elder Scrolls TRPG (UESTRPG)’. I will provide a link in this post. Now, I ultimately decided not to use all of the mod, as it has a lot of design decisions I really disagree with. All I took for my own game were the races (which I modified to suit my own design philosophy) and the magicka system, which replaces spell slots. This is what I want to focus on in this post.
The magicka system is simple. Instead of spell slots, your spellcaster has a pool of magic points (MP) similar to their HP. This is drained when they cast spells of 1st level or higher, and different spell levels cost varying amounts of MP, as explained in the chart here: 'https://wiki.uestrpg.com/wiki/Spellcasting_Rules'. Just like in Elder Scrolls games, and most other video games that include spellcasting. It’s smooth, simple and elegant, and flexible. Using this system, you can cast additional lower-level spells if you wanted to, or forgo some of your lower-level spells to cast additional higher-level spells. You won’t get stuck with a handful of 2nd-level spell slots you don’t know what to do with.
It’s also an easy 1-1 conversion from base 5e. Your MP pool is determined by adding up the MP value of all the spell slots you would have under the base 5e framework, so in theory you could cast as if you were using spell slots, and nothing would change. Within the same game, some players could opt to keep using spell slots while others use MP, and nobody would have more or less magic than the others. However, the spell-slot users would still miss out on the flexibility of MP, and through MP there are additional opportunities I would prefer all my players to be able to take advantage of.
But before I proceed, I know what you may be thinking. Without some additional rules, this system would be horribly overpowered at later levels. A level 17 wizard starts his day with 107 MP. A level 9 spell costs 13 MP. Thus, I could cast Meteor Swarm 8 times in a day if I wanted to, and while I would forgo my ability to cast many other spells, I might not need to! However, the designers of Delvebound did account for this, with one more simple rule: You cannot cast a spell of level 6 or higher more than once per day in that slot. This lines up well with base 5e, as higher level characters only have 1 slot for levels 6-9 anyway, until you’re level 20 giving you one more 6th level spell slot. This does mean a level 20 character using MP is technically worse off this way, missing out on an extra 6th level slot, but you could easily just say ‘okay you can cast a 6th level spell twice per day now’. Or do yourself a favour and don’t play at level 20.
So what are these extra opportunities? Drawing from The Elder Scrolls, potions of magicka! Be wise with these, as the limit on spells cast per day is the main balancing factor for spellcasters who already are known to outstrip their martial colleagues, but on occasion, giving out a nice blue potion which restores a small amount of MP would be a really cool consumable magic item for your spellcasters. You could even roll for the MP restored, like a healing potion, say 2d4+2 which already restores juice for at least two 1st-level spells. At lower levels, depending on how often you give them out, they should be stingier than this (say, 1d4+1). You could also put a limit on how many potions a character can drink in a day without getting sick, especially if they are easily craftable or bought from shops.
Another opportunity I saw in MP was using this more simple and flexible system to handle interrupted long rests. If a long rest is interrupted by rude bandits or ghouls, should you get all your spell slots back anyway, or none of them? I believe RAW it’s none of them, but this seems too punishing especially if a character has already used up all their slots. A nice halfway solution is to restore half your spell slots, but how exactly? Well, I could use a somewhat complicated system where you break all your spell slots down into 1st level slots, add them all up, restore half of that pool, and allocate which slots you get back based on that budget (makes sense in my head but difficult to explain). Or, just get half your total MP back. Easy!
Using an MP system is also a godsend for DMs trying to use enemy spellcasters. Instead of keeping track of a monster’s spell slots (which most of us understandably don’t do anyway), we can keep track of the monster’s MP instead, in the same way as we normally keep track of its HP.
The main caveat of this system is that it’s not intuitive how much MP each spell level costs, so DMs and spellcasting players will need to keep the chart handy until they know the MP costs by heart. It also introduces additional mental maths that have to be done, with mistakes more easily leading to players using more or less MP than they’re supposed to. This is why there is no shame in making a calculator one of your tools at the table! Indeed, rather than making the game harder, I think the MP system might make it EASIER for new players to pick up spellcasters. The spell slot system isn’t the most intuitive thing in the world, especially when the word ‘level’ has distinct meanings between spells, slots, class levels and character levels, which don’t always align with one another. Newcomers coming from video games will find this especially easy, as most gamers already know what mana bars are, the same as health bars.
The second caveat is… this is all theory. I haven’t actually playtested this system very much as my Elder Scrolls campaign has only just started. The cleric and wizard of the party haven’t yet had an opportunity to cast many spells. I don’t foresee any major problems with using this system especially at low levels, but I’ll make another post if I do find them.
P.S. Warlocks!!! Their spell slots work differently to other classes as they always cast at the highest possible level and regenerate on a short rest. Using the MP framework doesn’t actually change anything here, as for balance reasons you should spend MP as if for your highest spell level even when casting a lower-level spell that can’t be upcast. For this reason, I recommend warlock players continue to use pact magic slots instead of warlock MP, and for multiclassers to track their MP and pact magic slots separately. If you’re going to use magicka potions in a game with warlocks, you should also think of a balanced way warlocks can use them, but that’s beyond the scope of this already too-long post.
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honourablejester · 1 month
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Starfinder 2e Playtest
Okay, I found a humble bundle literally on its last couple of hours, and bought the Starfinder 2e Playtest Rulebook.
I haven’t heard too much about Starfinder’s second edition, but from what I’ve gathered, it’s aimed to bring the mechanical side of Starfinder closer to Pathfinder 2e. Possibly even to make the two games compatible with each other, so you can bring elements of one into the other. Which … Mixed feelings? Starfinder has a very different vibe and power level, I think, so not sure how that’s going to gel. And from what I’ve read of the book so far, it is very much Starfinder running on a Pathfinder 2e chassis. Which, okay.
The playtest rulebook feels like its written primarily for people coming to Starfinder from PF2e, though, instead of people coming from Starfinder 1e, which felt a little odd to me.
As an example of this, the skills chapter talks about what you can use the Pathfinder skills for in a science fantasy setting, and says that Starfinder introduces the two new skills of Computers and Piloting, but doesn’t at all mention how someone coming from Starfinder 1e’s skills can interpret them. Life science and physical science are now apparently lores, for example, both bluff and disguise come under deception, etc. That’s not stated, though, you’re just given the list of skills and have to figure out what’s where. Which, you could figure it out, but the book is clearly written using Pathfinder expectations as the base, not Starfinder ones?
This really feels like it’s updating Pathfinder to the Starfinder setting, not updating Starfinder to the Pathfinder system, if you follow me? And I’m not sure how I feel about it.
That said. A couple other semi-random thoughts.
The ancestries were always going to be one of the wonky conversions. Starfinder 1e has an absolutely fantastic and lengthy list of playable ancestries, because they’re like D&D 5e’s races, in that they’re a one-and-done deal. You get your basic set of traits and you’re off. To convert that to PF2e’s style ancestries, with their feats as you level, mean that it’s a lot more work to write Starfinder 2e ancestries, and there’s a bit of me that’s afraid that means there’s going to be a lot less of them. Your choice of cool aliens to play is going to be a lot more limited. (Please, I want Sarcesians, they’re my favourites!)
That said. Some of the feats are really cool? This book has 12 ancestries, and two of my favourites, the ysoki and the borai, are in there, but the one that caught my eye was the barathu, which didn’t really catch my interest in 1e, but 2e takes their ‘bag of self-programmable gas and biological goo’ thing, their ability to tailor their own evolution in real time, and turns it into some really cool and fun feats. My favourite pair are Vent Gas (lvl 5) and Corrosive Venting (lvl 13), because barathus are flying sacks of gas, and you can make like a squid and vent a bunch of it at once to give yourself cover and propel yourself away, and then level that up to vent acidic gas later on. Which is, *chef’s kiss*, absolutely do want.
I’m definitely not so hot on the backgrounds. I do miss themes, which was where 1e gave you your ‘feats as you level’, tailored to what you do more than what you are. PF2e style backgrounds a little bit boring by comparison.
The classes I don’t have as much of an opinion on, as I’d have to play them to see what they feel like.
The skills … Skills are definitely tripping me up some. I did kind of like 1e’s system where you got a number of ranks to distribute per level and you levelled up your skills manually. Pathfinder’s trained-expert-master-legendary is a weird mental conversion. I am enjoying some of the Starfinder-specific PF2e-style skill feats, though. Like ‘Percussive Maintenance’ if you’re expert in crafting, which is exactly what it sounds like (hit a glitchy tech item to make it un-glitch itself).
I don’t really have a conclusion here. I’ve only just gotten the book, this was just the first idle browse. Definitely mixed feelings so far. It is weirding me out a bit that it’s so firmly based in Pathfinder rather than Starfinder in terms of expectations and explanations, I will say that. This is supposed to be Starfinder 2e, not Pathfinder 2e: Starfinder expansion. Or, well. Maybe I’m wrong about that? But it does more work to give Pathfinder players a cool new setting than it does to give Starfinder players some cool new mechanics. Pathfinder is the more popular system, so they probably do have reason to think that more people will have it as a baseline, but it does feel … a little rough towards the Starfinder player base? The skills tripped me up a lot, and I did have PF2e as my introduction to Paizo. But I liked the Starfinder skill system, so it’s tripping me up to adjust expectations in the Starfinder setting to PF mechanics.
But, you know. I’m willing to roll with it and see. Just. I would really like 2e Sarcesians? Also more mystic connections. I’m sure all that will build through the cycle, this is just playtest material.
If they’re taking feedback on the writing, definitely I’d say build some more Starfinder 1e expectations into how you’re explaining things? Like, I can figure out that engineering has been folding into crafting, and the social skills have all been rearranged, but some textual nod to that conversion might be nice, you know?
Anyhow! Carry on!
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kins0ul · 10 months
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name: zyitae "zya" aleanurdrenn (she/her) age: verse-dependent race: high elf class: cleric of selûne - twilight domain spells: mass cure wounds, faerie fire, sleep, moonbeam, see invisibility, aura of vitality, leomund's tiny hut, aura of life, greater invisibility, circle of power, mislead alignment: neutral good
WRITTEN BY: pippa, 30, EST, she/her SPOILERS FOR: act 1 - act 3 NOTE: this blog will combine lore etc from dnd 5e, forgotten realms, bg3, as well as my own headcanon
MEMES /RULES BENEATH THE CUT!
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evilsillyputty · 2 years
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Ghostwalk D&D Setting 5e Conversion
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Hello People
I have been working on this for a while and now is as good as time as any to release to the world (D&D 5e is coming to a close with quite the bang ha ha). I did want to test things out a bit more but really it's now or never.
Ghostwalk is an officially wizards of the coast published setting. It has the gimmick of letting you play as a ghost!
A few things for these documents First, I assume you have access to the Ghostwalk book when using these conversions. I didn’t add any lore or extra information that wasn’t stats and numbers. These documents take the 3.5 numbers and translate them into 5e numbers. You will need the book for any and everything that isn’t a mechanic. Included are: •8 subclass options using the prestige class options from the Ghostwalk book. There are 2 subclasses for each prestige class. •New equipment and magic items •New spells, including ghost and ectoplasm-based spells •New feats •Monster Stats for all the Ghostwalk monsters, including 2 templates that can be added to other monsters. •6 Adventures translated from the ones in the Ghostwalk book. •The Ghost race (though it is more of a template to be added to your character) and 2 Ghost specific classes
The Google Drive link has a link to all of the documents. I hope there are people who will enjoy it, or at least check it out and maybe use a few things from it in their games.
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cyberkevvideo · 2 months
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Race Conversion - Firbolg (5e to PF1e)
I had actually completely forgotten about this conversion, which I had kind of done on a whim because of an inquiry asking how one would do this. My reasoning was accepted, and the person presented it to their GM. Don't know how it went over, or if it was accepted, but the race wasn't broken by any means. Honestly, given how inexpensive it is, I'd have accepted it for my own home games quite easily.
That being said, it took some finagling and borrowing from 3.5 to get my version of the build to work, but I was quite happy with what I came up with.
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Art from the Forgotten Realms Wiki, using the 5e and 3.5e pictures.
As always, if you like what I do, whether it’s monster conversions, adventure path add-ons, or race builds, I have a Ko-Fi page (linked) for those who would like to support me monetarily. There is no pressure or obligation to do so. A like and/or a share would also be appreciated just as much. It lets people know I exist out there.
I hope everyone is staying safe and healthy.
Now, let's talk stats.
Using the rules from the Pathfinder Race Guide, the best way to go about it is do a custom build. There is no base firbolg that's similar to 5e for PF1e.
Firbolg -Racial Traits- Ability Score Modifiers (Flexible): Str +2, Wis +2 (2 RP) Type: Humanoid (giant) (0 RP) Size: Medium (0 RP) Speed: 30 ft. land speed (0 RP) Spell-like Ability, Lesser: Firbolg Magic--detect magic, disguise self; (1/day each) (2 RP) Spell-like Ability, Lesser: Speech of Beast and Leaf--speak with animals, speak with plants (1/day each) (3 RP) Other: Hidden Step--Once per day, as a bonus action, you can cast invisibility, but it's duration is 1 round. (2 RP) Other: Powerful Build--The physical stature of firbolgs lets them function in many ways as if they were one size category larger. Whenever a firbolg is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the firbolg is treated as one size larger if doing so is advantageous to him. A firbolg is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A firbolg can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. (3 RP)
Total 12 RP
Hidden Step is difficult because there's no PF equivalent to the quick invisibility. In 3.5, there was a variant spell called Swift Invisibility which was a bard 2 spell (revised to bard 1 in Spell Compendium), making it equivalent to 2 RP, which feels fitting but doesn't at the same time, as it only lasts until the start of your turn or when you attack. Even thought it changed for bard, the other classes in Spell Compendium stayed at level 2 (with the exception of the Initiate of Baravar Cloakshadow feat which gives it as a 1st level spell). If you want to go with the Spell Compendium bard 1, that's perfectly reasonable.
There's no real carrying capacity increaser ability in Pathfinder 1e, so instead it'd be better to borrow from other examples and say, "treat your Strength score as 2 higher for the purpose of determining your carrying capacity". Traits like Muscle of the Society or Efficient Packer are worded like this. Probably just worth 1 RP as there are traits that give you this ability, and they're equivalent to half a feat, and specific named feats are only 2 RP. That said, 3.5e and Pathfinder psionics have the half-giants, which has the Powerful Build race feature. Looking over multiple forums, it's argued that it should be 7 or more RP because it's "like Large, but without the drawbacks", while others say it's only worth 2-3 RP because you don't get the increased Str score which gives you a bonus to damage and other benefits. I went with the safe route of 3 RP since a bonus +2 Str is 4 RP.
Speech of Beast and Leaf is another difficult one. You could just have it be "speak with animals 1/day 1 RP, speak with plants 1/day 3 RP", and call it a day, but because the firbolg only communicates, and there's no real time back and forth conversation, reducing this to 2 RP should suffice. As for the "influence" aspect, if you want to add that, you could make it be a +1 or +2 bonus to Diplomacy or Handle Animal. Could also make it so that a firbolg PC can get the spells at-will with a racial feat, not unlike the Race feats we see for drowand other races. Maybe even a feat to give firbolgs Wild Empathy as a druid, and if you take a class that gives Wild Empathy, you gain +2 to your checks. PF1e has a fair number of race feats so it's not out of the realm of possibility. That said, Pathfinder likes to make things pretty clean on how things function, so I went with just giving them the spells. It limits the race somewhat because you can't do it multiple times a day, but still.
Theoretically, a firbolg is around 12 RP, which isn't bad compared to most of the playable races players enjoy. Humans are 9 RP and dwarves are 11 RP. Elves, gnomes, half-elves, and goblins are all 10 RP, while tieflings and common drow are 13 RP.
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nekyn-alb · 2 years
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Aurbic Character Creation: A 5e Elder Scrolls Conversion
I noticed that I never posted this document here and very much wanted to remedy that. Together with my group and a bit of internet feedback, I wrote up a D&D 5e conversion for 18 races, all 13 birthsigns, and a list of languages and where they would be used.
In addition to these features, I made a system for character creation that does away with genetic determinism and lets you pick several attributes depending on the culture your character grew up in and whether or not they have a mixed heritage.
I didn’t list ages or sizes because those are very uniform among the races and it’d be plain repetition (everyone but the Dagi Khajiit is medium and other differences are usually just a few inches). If you are unsure about the lifespan of elves, I prefer this statement, one of the few official sources on the topic.
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Google Drive PDF
GM Binder (I recommend downloading via Edge from this site, other browsers make a mess of the formatting)
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turbo-queer-dnd · 2 years
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Homebrew-ish Dvati conversion from 3.5e to 5e. It’s mostly homebrew, but it’s not mostly mine. This is a compilation of Dvati stuff I found and liked. Feels overpowered but it scored 29 on the race balancing score sheet, so maybe it’s not super overpowered. Who knows.
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Alright so here we go. Time to convert one of the characters from the video game Atelier Iris 2. Today's character is Viese Blanchimant.
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So for this conversion we'll need to take a look at what stats she focuses on in the game as well as what her skills are and what she actually does mechanically. Viese is an Alchemist, but not in the sense you'd think in 5e. In this game Alchemists need the help of mana spirits, elemental spirits, to synthesize and make new items by combining other items together. The game makes a point that she needs to make pacts with these spirits. So therefore there is some Warlock vibes as she makes pacts with these spirits to use their power.
But she is also known for her high intelligence in the game so that should be her focus stat. As she makes items and is more of a support character. So this brings in the Artificer levels where she has her main focus. She's the go to healer so healing spells and item usage are her main focuses. With that said here's what I believe her character sheet would look like.
Name: Viese Blanchimant
Race: human (variant)
Class: Warlock 2/Artificer 8
Background: Sage
Stats:
STR 8
DEX 10
CON 13
INT 15(16)
WIS 14
CHA 12(13)
Archetypes: Archfey Patron/Alchemist
Pact boon: Talisman
Invocations: Eyes of the Rune Keeper, Eldritch Mind
Feats: Healer, Ritual Caster (Wizard), Prodigy
Skills: Arcana(E), History, Insight, Medicine, Nature, Perception
Now the reasons for picking the Archfey Patron is mostly due to the weirdness of the Mama spirits. I liken them to Fey creatures as they are embodiments of the elements found in nature. Their pact boon is a talisman cuz in the game Views uses a gem that signifies her bond to the Mana spirits she's made pacts with. Although since she is more focused on healing and the original mana was the Mana of Creation, Celestial can work as well, possibly better mechanically speaking. So for flavor Archfey is best, for mechanics Celestial is best, both can be solid options. As for spell choices she would mainly focus on the support spells as she isn't much of a fighter. So healing and buff spells are her forte. The only equipment she doesn't work on with possible infusion choices is weapons. That belongs to a different member of the party.
So there we have it. Viese as a D&D character. She is pretty solid all things considered but due to her support focus she can be a bit lacking in combat situations but what she lacks in damage capabilities she makes up for in keeping her allies alive and enhancing the usage of their items. She's also the main nerd of the group perfect for info dumping and solving riddles and puzzles. This is not to say this build is the best for support, cuz it's not, this is just going off of the flavor and info the game provides and doing my best to convey it.
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babsaros · 2 years
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"indie ttrpg/anti-dnd twitter just does not believe in playing or exploring morally questionable characters and actions" is such an abjectly piss-poor disconnected-from-reality take. it belies a complete ignorance of a great many indie TTRPGs that are not D&D. (D&D itself is frankly not designed for "playing or exploring morally questionable characters and actions"; just look at the fantasy racist alignment system still being jammed in there.)
i really shouldn't dignify this with a response, because i made that post 9 months ago, vaguely venting about an article someone i follow on twitter shared.
however, you've only taken the very first sentence, ignoring that most of the post is about a specific spell in 5e, and how just because it *can* be used in harmful ways doesn't mean it only exists to torture poor helpless npcs, and it also doesn't mean the character/player who chooses to do so is automatically irredeemably evil, because playing morally gray or even straight up evil characters can be interesting and *fun*, not just for the person playing them but for everyone at the table *WHEN DONE RIGHT AND RESPECTFULLY*, hence my bit about the "murder hobo" trope being generally frowned upon. maybe i should have worded my original post differently, but like. dude its from 9 months ago, it got 0 notes, and i never intended for it to become a conversation. i was venting about a specific stupid take i saw on twitter, and then immediately forgot about lol. i enjoy many indie ttrpgs, and also agree with many criticisms of dnd AND *moreso* with wizards of the coast. I think anti-dnd spaces, the ppl who denounce dnd as a system entirely, would be better off trying to convince ppl of the criticisms they have for wizards of the coast as a company, instead of trying to come up with criticisms for a game they've maybe never played, or played a handful of times with a shitty group that made them hate it. I think most of the criticisms i've seen of dnd mechanics (not talking about race stuff) rarely makes sense or is something i've actually experienced in my own play.
Like, you say "D&D itself is frankly not designed for 'playing or exploring morally questionable characters and actions'", but fail to provide a specific example of how that's true besides "well, wizards of the cost wrote some pretty racist shit in there". yeah man they did! i agree with that! but that doesn't mean the system just doesn't support playing an 'evil' orc or whatever and exploring the character arcs that could exist there. like. my original post was complaining about someone specifically saying that 'actually dnd is inherently evil bc you can do some morally bankrupt stuff with certain spells', and now YOU are coming into my house to say 'actually dnd as a system doesn't support playing evil characters or doing evil things at all'. like do you see why i'm saying the criticisms never line up in consistency or as effective counter-arguments to my own personal play experience, where i myself have played, and played with, plenty of asshole, evil, morally gray, 'criminal', corrupt, cruel characters. When everyone at the table enjoys playing around that dynamic, it can be fun and interesting!
my tags on that post to sum it up are: #i think dnd has just as much potential for being cruel as a lot of other systems#its just a matter of who you play with and what you play#and i dont think there's anything wrong with playing 'bad guys'
like i don't even say dnd is the best system for what i want. i *say* i have criticisms and don't even like it that much. i'm sure there *are* some really fun, well-written indie-ttrpgs out there that encourage rolling up some evil characters. i've even explored writing my own, one specifically built around rolling up miserable assholes and exploring the bad things they do and become, and the ways ppl like that can be pulled back from the brink, that ppl aren't just good or bad and they can change.
you've just twisted your own panties about this, man.
like, feel free to respond, i legitimately have nothing better to do. you opened up this conversation by saying i had a "piss-poor detached from reality" take about a post that was really just a vague vent but *did* try to be respectful and explain where i was coming from, but you also seemingly ignored everything after the first sentence, so idk its difficult to judge how much free time you might have on your hands, but i'm guessing you started this the way you started it bc you do want the attention.
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bananadictionary · 2 years
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Wizards of the coast 5e character builder
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Shell Defense: Shell Defense is like an alternative to the Dodge action with different use cases. It is important to note that shields do work with Natural Armor, so Tortles can have a base AC of 19 if they so choose. Conversely, builds that can get more than 17 AC with armor or a high DEX score will be negatively impacted by this racial trait. Getting a base AC of 17 without DEX or armor affecting this value beefs up many characters that struggle with AC and survivability. Natural Armor: On the right build, Natural Armor is incredible. Trigger a trap that fills the room with poison gas? Simply hold your breath and calmly find a way out. One hour isn’t very long if you are doing a whole underwater adventure, but this trait can also be used in other situations. Hold Breath: Not nearly as long-lasting as a w ater breathing spell, but Hold Breath can still come in handy. Speed: Tortles have a standard walking speed of 30 feet.Ĭlaws : Improved unarmed strikes aren’t particularly useful unless you find yourself without a weapon in a dire situation. Size: Medium is the typical size of most races, and is neither good nor bad. Tortle 5e TraitsĪbility Score Increase: +2 STR and +1 WIS works nicely for several classes, but the tortle’s Natural Armor may be detrimental to some of those builds or allow some characters to choose a tortle even if they have little interest in STR. Tortles are a playable character race found in The Tortle Package (a Tomb of Annihilation supplement). Tortles are adeptly in tune with nature and need little more than the pristine views of beautiful landscapes to be happy. Beginning life crawling like regular turtles, they soon are able to walk upright and keenly begin their adventures, living nomadically and exploring the remote regions of the world. Tortles are a simple and friendly race of turtle-like humanoids. To read more about this, visit our D&D Race Guide. Tasha's Cauldron of Everything has added the "Customizing Your Origin" option that may affect the ability score increases, languages, and proficiencies in this guide.
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Hengeyokai, A Player Race
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[Art Taken from the 4th Edition Wiki]
Transcription: 
Hengeyokai Traits
Hengeyokai are a race of intelligent, shapeshifting animals that can freely assume human form or a bipedal hybrid form; numerous subraces exist, each corresponding to a different category of common animal. They are the descendants of humans and shapeshifting animal spirits, and as such they have a strong connection to both the spirit and mortal worlds. Their animal spirit lineage determines what specific beast they take the form of.
Ability Score Increase. Increase your Dexterity score by 2.
Languages. You can speak, read, and write Common and one other language.
Life Span. Hengeyokai can live for over 200 years, but for the first century they exist only as animals and cannot assume another form. Once they reach 100 years of age, they can assume hybrid and human forms.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
Language of Beasts. Hengeyokai in animal or hybrid form can communicate simple commands and concepts to beasts and fey spirits with the same form or a closely related form, for example, dogs to wolves.
Shapechanger.  As an action, you alter your physical form to appear as a beast, as a unique humanoid, or a hybrid. While you have the form of a beast, you are unable to make attacks, benefit from shields or armor, or cast spells. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. You stay in the new form until you use an action to revert to your true form or until you die. Your beast and hybrid forms are determined by your subrace.
Subraces:
Avian: Members of this subrace are the descendants of winged animal spirits, most often birds. Born into a life with an affinity for air, they can change their form to take into the sky. It is common for them to stick together in flocks, both for protection and to share their findings amongst themselves.
Ability Score Increase. Increase your Wisdom score by 1. 
Eyes in the Sky. You have proficiency in the Perception skill. 
Feathered Form. When you use your Shapechanger trait to turn into a beast or hybrid, you have a flying speed of 30 feet; your hybrid form loses this benefit if you are wearing medium or heavy armor. When you use your Shapechanger trait to change into a beast, your size is small.  
Flyby. While you have the form of a beast, you do not provoke opportunity attacks when you fly out of an enemy’s reach.
Aquan: Members of this subrace find home in bodies of water, as they are descendants of aquatic animal spirits. With the ability to traverse both land and water, they have amassed great knowledge of the natural world. Some Aquan Hengeyokai choose to use their knowledge amicably and thrive in social settings where they can share the information they know, while others might use it to hone in on their tactics to hunt other beings down.
Ability Score Increase. Increase your Intelligence score by 1. 
Sea of Knowledge. You have proficiency in the Nature skill.
Aquatic Form. When you use your Shapechanger trait to turn into a beast or hybrid, you have a swimming speed of 30 feet. When you use your Shapechanger trait to change into a beast, your size is medium or small.
Amphibious. You can breathe air and water while in any form.  
Terran:  Members of this subrace have lived on land their entire lives and know how to get by amongst all other beings they have met in that time. Terran Hengeyokai know that their beast forms are considered cute to many Humanoids alike, and they will use it to their advantage. Generally they are social beings, but have learned the ins and outs to survive in these settings as well.
Ability Score Increase. Increase your Charisma score by 1. 
Friendly Face. You have proficiency in the Persuasion or Deception skill.
Terrestrial Form. When you use your Shapechanger trait to turn into a beast or hybrid, your walking speed is increased by 10 feet as long as you aren’t wearing armor. When you use your Shapechanger trait to change into a beast, your size is medium or small. 
Scurry. As a reaction when a creature misses you with an attack, you can move up to half of your speed to an unoccupied space.
Commentary: This is another 4e race, but this time we’ve gone and done more of a direct conversion. Because of this, a lot of the language used here is taken directly from the 4e version of the Hengeyokai. You can read more about how that race appeared in 4th edition here. On that note, in 4e the Hengeyokai has a dozen variants that each correspond to a very specific animal (dog, crab, or cat, for example), but in this rendition we’ve gone ahead and simplified things down to three categories in the spirit 5e’s design. This approach, while offering less specific flavor, aims to allow players who use this homebrew race to roleplay as an animal/humanoid hybrid with really any animal they’d like to. There are some edge cases where you still have ‘reflavor’ things as is often the case with 5e. For example, while a bat might not technically be an avian creature, the avian subrace provides the opportunity to experience the fantasy of shifting into a little flying creature at will regardless of the chosen animal’s real-world capabilities. 
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Howdy all! Been a minute. Lots going on, lots of projects keeping me busy. Got another commission from one of my lovely patrons, rounding out a classic 80's movie monster trio with none other than the Predator, or as they're actually known, the Yautja.
At 5 pages, it's a bit more than one might expect. I wasn't going to be satisfied with just a stat block or two, oh no. This thing's got heaps of lore, a stat block of the titular Predator from the first film, stats for all the equipment from the first and second films, AND a custom lineage (yes, I'm doing lineages instead of races now) so you can play a master hunter yourself!
Really happy with how this one turned out but I must say it was a real pain to get formatted right. I had a lot of awesome art I wanted to use but things just weren't cooperating so I had to make some sacrifices. Also the theme I used was a sort of last minute thing I threw together, but funny story about that actually.
I use Homebrewery for all my stuff and I dare say I've gotten pretty good at it. A while back I found a cool theme but it was for GM Binder, that other brew creator I've never touched. I never got around to converting it over but it was too perfect to not use. So in a Foundry first, this brew was actually done in GM Binder! Well, to be more accurate I made it the usual way, copied it over, and made changes as necessary but hey, it's a start! Eventually I want to really try and learn GM Binder so I can make use of some of its more interesting features.
Anyway, hope you guys enjoy this one. Let the hunt begin!
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