Some 5E Conversions

Discuss Mystara's Savage Coast / Red Steel setting here.
The Book-House: Find Savage Coast products.

Moderators: Seer of Yhog, Havard, agathokles

Post Reply
Hill Giant
Posts: 516
Joined: Thu Oct 09, 2008 6:12 pm
Gender: male
Location: Chicago, USA

Some 5E Conversions

Post by Argentmantle » Tue Mar 19, 2019 12:54 am

Very very rough, very very not playtested.

Home on the grasslands of the Savage Coast’s eastern lands, the Gauchos tend to herds of animals, living off the lands for weeks, than heading into town to spend their pay before heading back out into the wilds. They are comfortable on horseback and are skilled at using a rope in their daily lives.

Gaucho Features
Fighter Level Feature
3rd Bonus Proficiency, Rope Trick, Born to the Saddle
7th Living in the Saddle
10th Strength of the Horse
15th Lasso
18th Same Mind

Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling or Survival.

Rope Trick
At third level, a Gaucho may use a 10-foot or longer piece of rope as a whip or shape it into a lasso. When you hit a target using a rope, lasso, or whip, you can attempt to grapple it at any target within your reach as a bonus action.

Born to the Saddle
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Living in the Saddle
Starting at 7th level, your time in the saddle has paid off. Your proficiency bonus is doubled when using the Animal Handling skill.
While mounted, you can roll your Animal Handling for any Athletics check.

Strength of a Horse
Starting at 10th level, you may now add your mount’s Strength modifier to any melee weapon damage or grappling check while mounted. If using a whip or rope while mounted and the gaucho hits, they can attempt to knock the target down. if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

At 15th level, If you have a target grappled with a whip or rope, you can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, target is restrained until the grapple ends.

Same Mind
For the purposes of Moving a Grappled Creature or Shoving a Creature while mounted, you count as the same size as your mount. While using a whip, rope, or lasso, you can Shove a grappled creature 10 feet.
Last edited by Argentmantle on Tue Mar 19, 2019 12:57 am, edited 2 times in total.

Hill Giant
Posts: 516
Joined: Thu Oct 09, 2008 6:12 pm
Gender: male
Location: Chicago, USA

Re: Some 5E Conversions

Post by Argentmantle » Tue Mar 19, 2019 12:56 am

Circle of Webs
Druids of the Circle of Webs are dedicated to the protection and growth of arachnid life in all its forms. Webmasters almost always come from Herath where the nation’s forests are full of spiders of all shapes and varieties.

Circle of Webs Features
Druid Level Feature
2 Spiderkin, Circle Spells
6 Webwalker
10 Spiderblood
14 Swarm Form

At 2nd level, you gain the ability to converse with spiders and their ilk. You learn to speak, read, and write Aranea. Spiders and similar animals understand your speech and you gain the ability to understand their noises, motions, and gestures. Most spiders lack the ability to comprehend or communicate sophisticated thoughts. However, a friendly spider could relay what it has seen or heard in the past, things that are hidden nearby, or lead a druid through an area by spinning a strand of web. This ability does not grant an improved relationship with spiders in the wild, just the ability to speak with them.
When a Druid of the Circle of Webs casts certain spells that involve or effect spiders, they are more effective. Infestation and Insect Plague spell damage dice that are 1’s are considered 2’s. When casting the Giant Insect spell, they effect one additional spider (up to 4). When the druid casts Conjure Animals, they summon 1 additional Spider (CR 1/8) when the spell is cast.
Finally, a Druid of the Circle of Webs is limited to the forms they assume with their wildshape ability. These are:

Wildshape Forms
Level Form
2 Spider
4 Giant Wolf Spider or Spider Swarm
8 Giant Spider

Circle of Webs Spell List
Your mystical connection with all things arachnid grants you knowledge of certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to spiders.

Druid Level Spells
3rd spider climb, web
5th vampiric touch, stinking cloud
7th vitriolic sphere, blight
9th cloudkill, insect plague

Web Walker
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical webs without being slowed by them. You have advantage on saving throws against webs that are magically created or manipulated to impede movement, such those created by the web spell.
Additionally, while in contact with a web, a Druid of the Circle of Webs knows the exact location of any other creature in contact with the same web.

At 10th level, a Druid of the Circle of Webs can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
In addition, the Druid of the Circle of Webs gains immunity to all poisons from spiders and advantage on all Constitution saving throws against poison damage.

Swarm Form
At 14th level, the Druid of the Circle of Webs can assume the form of a swarm of spiders when wildshaping. They gain all of the statistics and abilities of a Swarm of Spiders with a number of hitpoints equal to the druid’s level. The swarm gains the following bite attack:
Bite., Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

In addition, if an attack would reduce the druid to 0 or less hit points, as a reaction, they may instinctively assume this form with full hit points if they have any uses of Wildshape remaining. The druid will remain in this form for a number of hours equal to half your druid level (rounded down). You then revert to your normal form. A Druid of the Circle of Webs may use this ability once before requiring a long rest to recharge it.

Post Reply

Return to “Savage Coast”