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 Post subject: Races for D&D 5e
PostPosted: Fri Nov 20, 2015 3:38 am 

Joined: Mon Nov 25, 2013 8:07 pm
Posts: 18
FWIW,

As I stated here, I own the ARG and like it. However, with multiple GMs each with their own campaign we unfortunately don't have the time to master multiple systems.

So I've started converting Arcanis races for D&D 5e. Here is my first draft for Dark-kin, Dwarves, and Elorri. Comments are welcomed.

BTW, these are based on d20 Player's Guide to Arcanis.

Dark-Kin
Base Traits
  • Ability Score Modifications: +2 to Dexterity, +2 to Constitution, and -1 to Wisdom.
  • Size: Medium
  • Speed: base walking speed is 30 feet.
  • Languages: can speak, read, and write Low Coryani and native nation.
  • Darkvision: 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.
  • Unnatural Aura: Animals can sense the infernal taint in dark-kin and they become uneasy around them. Dogs will bark and horses will become unruly. Dark-kin receive a Disadvantage on Wisdom (Handle Animal) checks.

Additional Traits
Select 2 from the list below:

  • Acid Resistance: Gain resistance to acid damage.
  • Barbed Flesh: Unarmed strikes do 1d4 piercing damage. Any armor worn must be specially made and costs twice the normal price.
  • Cold Resistance: Gain resistance to cold damage.
  • Fiendish Anatomy: When hit by a critical hit, may attempt Con Save vs DC 15 + opponent's Prof Bonus. If successful, hit is considered only a normal hit. Medicine skill checks made on dark-kin do so at a disadvantage.
  • Fire Resistance: Gain resistance to fire damage.
  • Immunity to Charm: Immune against effects that cause charm condition.
  • Keen Smell: Gain advantage on Wisdom (Perception) checks that rely on smell.
  • Lightning Resistance: Gain resistance to lightning damage.
  • Natural Armor: Base armor becomes 11 + Dex
  • Poison Resistance: Gain advantage on saving throws against poison, and resistance against poison damage.
  • Vision of Darkness: Darkness spells have no effect upon this dark-kin. Non-darkness spells that impair vision, such as fog cloud, still affect this dark-kin normally.

Dwarves
Common Traits
  • Size: Medium
  • Speed: base walking speed is 25 feet.
  • Armor Training: gain proficiency with light armor.
  • Darkvision: 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.
  • Poison Resistance: Gain advantage on saving throws against poison, and resistance against poison damage.
  • Search for Perfection: Gain advantage with two artisan tools. The tools must be selected at time of character creation. When creating mundane, non-magical, non-psionic items, a dwarf’s crafting time is 50% faster than normal. The reduction applies only to the time needed to create the item; it does not reduce raw materials cost or any other costs that must be paid to create the item.
  • Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Weapon Familiarity: You are proficient with dwarven war axes and dwarven urgroshes.

Solani Dwarf Traits
  • Ability Score Modifications: +2 Constitution, +1 Strength
  • Languages: Dwarven and Low Coryani.
  • Giant Killer:
  • +2 to AC vs giants (excluding trolls)
  • +1 attack vs giants (excluding trolls)

Encali Dwarf Traits
  • Ability Score Modifications: +2 Intelligence, +1 Wisdom
  • Languages: Dwarven and Low Coryani.
  • Troll Killer:
  • +2 to AC vs trolls
  • +1 attack vs trolls

Tir Betoqi Dwarf Traits
  • Ability Score Modifications: +2 Constitution, +1 Strength
  • Languages: Dwarven and Low Coryani.
  • Infernal Killer:
  • +2 to AC vs fiends
  • +1 attack vs fiends

Nol Dappan Dwarf Traits
  • Ability Score Modifications: +2 Constitution
  • Languages: Dwarven and Low Coryani.
  • Fire Resistance: Gain resistance to fire damage.
  • Gnoll Killer:
  • +2 to AC vs gnolls
  • +1 attack vs gnolls

Tultipetan Dwarf Traits
  • Ability Score Modifications: +2 Wisdom, +1 Intelligence
  • Languages: Dwarven, Low Khitan, and Low Coryani.
  • Voei Killer:
  • +2 to AC vs voei
  • +1 attack vs voei
  • Vision of the Webs of Fate: Once per day, Tultipetan Dwarves may cast augury.

Elorii
Common Traits
  • Size: Medium
  • Speed: base walking speed is 30 feet.
  • Languages: Eloran and Low Coryani.
  • Darkvision: 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.
  • Immortality: Elorii do not age after reaching maturity, but they do continue to grow. An Elorii adds about one foot of height for each thousand years of life. Elorii cannot die from natural aging.
  • Immunities: Elorii are immune to sleep and non-magical diseases.
  • Strong Willed: You have advantage on saving throws against effects that cause charm condition.
  • Trance: Elves don’t need to sleep. Instead, they require two hours of uninterrupted meditation every night. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
  • Weapon Training: You have proficiency with the longbow, the long composite bow, the short bow, the short composite bow, the bastard sword, the longsword, and the shortsword.

Mârokene Elorii Traits
Ability Score Modifications: +2 Strength, +2 Constitution, -1 Charisma.
Mârok Legacy: You have proficiency in the Perception skill.

Osalikene Elorii Traits
Ability Score Modifications: +2 Dexterity, +2 Charisma, -1 Constitution
Osalían Legacy: You have proficiency in the Acrobatics skill.

Kelekene Elorii Traits
Ability Score Modifications: +2 Dexterity, +2 Intelligence, -1 Constitution
Keleos Legacy: You have proficiency in the Intimidation skill.

Berokene Elorii Traits
Ability Score Modifications: +2 Dexterity, +2 Wisdom, -1 Constitution
Beröe Legacy: You have proficiency in the Acrobatics skill.
Swimmer: Gain swim speed of 30.

Ardakene Elorii Traits
Ability Score Modifications: +2 Wisdom, +2 Charisma, -1 Constitution
Natural Connection: You have proficiency in the Survival skill.
Voice of the Mother: Gain the ability to speak with animals 1 time per day.


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 Post subject: Re: Races for D&D 5e
PostPosted: Fri Nov 20, 2015 7:52 am 
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Joined: Fri Sep 27, 2013 3:59 am
Posts: 813
Location: Ontario, Canada
davout wrote:
Nol Dappan Dwarf Traits
  • Ability Score Modifications: +2 Constitution
  • Languages: Dwarven and Low Coryani.
  • Fire Resistance: Gain resistance to fire damage.
  • Gnoll Killer:
  • +2 to AC vs gnolls
  • +1 attack vs gnolls


There are no gnolls in the campaign. I know that this existed in the d20 campaign, but that was a result of Henry being forced at that time to make Onara fit the D&D rules.

I suppose that if an official version were done by PCI they would have to decide how to incorporate the 5e monsters, but as it is, there aren't any authors writing gnolls into modules.

_________________
Akira Currier
aka Raseri 'Crash' val'Emman - Master of the Incandescent Flame (Martial 3.7)
aka Leif - Skohir Warped One (Martial 2.6)
aka Rurik - Nol Dappan War Priest (Divine 2.3)
aka Karthik - Tultipetan Stonemason (Expert 1.4)


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 Post subject: Re: Races for D&D 5e
PostPosted: Fri Nov 20, 2015 8:36 am 

Joined: Mon Nov 25, 2013 8:07 pm
Posts: 18
It appear that none of the dwarven sub races from ARPG get any benefits fighting any type of monster. I guess it depends on direction I want to go.


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