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Thread: (DnD 5e) Birthright Conversion
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09-25-2014, 09:00 AM #91
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For published material, I think the Shadow World is somewhat similar to the Feywild in DnD 4e. You could draw a lot of inspiration from there.
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09-27-2014, 03:32 PM #92
U mean the shadowfell?
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09-27-2014, 06:26 PM #93
After some consideration (and the acquisition of the Monster Manual), here's a start on what I'd suggest for Cerilia's goblins.
Goblin Traits
Ability Score Increase: +2 Dexterity.
Speed: 30 feet.
Darkvision: Goblins can see up to 60 feet in dim light as it was bright light or in darkness as if it were dim light.
Stealthy: Proficiency in the Stealth skill.
Languages: Read, write and speak Goblin and one other tongue (typically that of nearby humans).
Lesser Goblin (Goblin)
Ability Score Increase: +1 Intelligence.
Size: Small. Lesser goblins are only around three feet in height.
Nimble Escape: A goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Kartathok's Cunning: Lesser goblins are capable of becoming magicians (or wizards, if they possess a divine bloodline).
Elite Goblin (Hobgoblin)
Ability Score Increase: +1 Constitution.
Martial Advantage: When making a melee attack with a weapon with which they are proficient, a hobgoblin deals 1d6 extra damage if they have an ally within five feet of their target who is not incapacitated.
Kartathok's Discipline: All hobgoblins are considered to be proficient in the Warcraft skill.
(Warcraft is an Intelligence-based skill, incorporating warfare, siegecraft, strategy, logistics etc.)
Ius Hibernicum, in nomine juris. Quidquid latine dictum sit, altum sonatur.
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11-19-2014, 05:38 PM #94
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I am glad there is conversion work happening on this. (At least I hope there still is.)
I thoroughly enjoy the Birthright setting and playing style and am also inclined to like quite a lot of things about the 5th Edition. Keep up the good work, I'd say!
(I'm also quite distressed about my GM mentioning possible invasion from the Shadow World, even if it is by Anomander Rake.)
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11-25-2014, 10:05 AM #95
Things are very quiet around here... I also didn't dedicate a lot of time to this, since it seems our party is still learning the labyrinthine ways of AD&D 2e, so I'm not sure if I should drop something like "ok, now you got 2e right, let's use different rules!"
Would a mutiny ensue?
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11-25-2014, 11:27 AM #96
Possibly, but less of one if you jumped straight to 5E from 2E rather than lingering in 3E first.
Ius Hibernicum, in nomine juris. Quidquid latine dictum sit, altum sonatur.
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12-01-2014, 04:09 PM #97
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Last edited by Athrasis; 12-01-2014 at 04:13 PM.
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12-10-2014, 06:59 AM #98
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Here's my personal list of gods&domains in 5E
Haelyn: Life, War
Avani: Light, Life
Nesirie: Tempest, Knowledge
Erik: Nature
Sarimie: Trickery, Knowledge
Rournil: Knowledge, Life
Kriesha: Tempest
Belinik: War, Tempest, Death
Cuiraécen: War, Tempest
Laerme: Light, Trickery
Eloéle: Trickery...Michael Roele's spirit will cry havoc and let slip the dogs of war...
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01-05-2015, 11:02 PM #99
With the release of the DMG, the Death domain and the Oathbreaker paladin archetype have been released. Clearly, priests of the Cold Rider (if he/it has any) would take the Death domain, whilst the Oathbreaker (whose powers involve fear and hatred) would seem to be suitable as specialist champions of Belinik and Kartathok (though the latter would need to be tuned towards goblinoids, rather than fiends and undead).
Ius Hibernicum, in nomine juris. Quidquid latine dictum sit, altum sonatur.
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05-06-2015, 02:08 AM #100
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Hey, complete noob here!
I wanted to let you guys know that the DMG has an official "NPC Feature" (aka "How to Make Creatures Into NPCs") for Goblins, and also an official (but tentative) Svirfneblin race for PCs, which you could possibly use as a base for your Duergar conversion. Here they are:
Goblin:
Abilities: STR -2, DEX +2
Size: Small
Vision: Darkvision (60ft.)
Languages: Common, Goblin
Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
Svirfneblin: (Gnome subrace)
Abilities: INT +2, DEX +1
Size: Small
Speed: 25 ft.
Vision: Superior Darkvision (120 ft.)
Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Stone Camouflage: You have advantage on Dexterity (stealth) checks to hide in rocky terrain.
Languages: Common, Gnomish, Undercommon
In addition, the DMG suggests granting Svirfneblin the following traits: Innate Spellcasting (At Will: nondetection (self only); 1/day each: blindness/deafness, blur, disguise self), base speed 20 ft., and replacing Common with Terran. They also suggest giving STR +1, DEX +2 instead of the above ability score adjustments.
The sources for these are as follows: Svirfneblin (Elemental Evil Player's Guide) and Goblin (Dungeon Master's Guide).
Also in the EEPG are Goliath (3.5's Races of Stone), Aarakocra (AD&D1's Fiend Folio), and Genasi (AD&D2's Planewalker's Handbook for Planescape). The Earth Genasi gain the following traits:
Abilities: STR +1
Earth Walk: You can move across difficult terrain made of earth or stone without expending extra movement.
Merge with Stone: You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
This is on top of the traits that all Genasi get:
Abilities: CON +2
Size: Medium
Speed: 30 ft.
Languages: Common, Primordial
Might be helpful for making sure the Karamhul have stone-themed abilities.I don't know Birthright at all (I came here looking for Kingdom-running guidelines), but I know D&D 5e pretty well, so I'd be happy to help however I can.
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