[Ostoria] New 5e races and options for the Age of Giants

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Sun May 05, 2019 1:09 am

Doppelganger
Shapeshifting doppelgangers trust only an inner circle and survive by deceiving all others. Doppelgangers are born as members of other races then must adapt to the losses suffered when their true nature surfaces as young adults. Some are adopted by giant lords to act as spies and emissaries, others fall into a life of crime. Though their numbers have declined since the fall of the empires of their creators, doppelgangers are more common in the Ostorian Age than in later periods.
Like Wax
Doppelgangers are born as apparently normal babies of other humanoid races. As the child matures something might seem off. The child might be lazy and fail to apply himself to learning the traditional skills of his people. Other oddities such as an elf child who sleeps or a human child’s excellent night vision begin to set them apart. Then as young adults they discover they are not who they thought they were. They gain the ability to mimic the appearance of any individual they see with no regard for gender, race, or culture and discover that their natural form is of a hairless sexless grey humanoid with the look of melted wax and pupil-less yellow eyes.
Born to Deceive
Although the doppelganger’s body can look like anyone, the disguise cannot be perfect without an act. Shapeshifting does not impart languages, knowledge, mannerisms, or typical behaviours; these the doppelganger must learn by studying the role and then execute by its skills in acting and deception. Many learn to shadow or capture their victims in order to learn what they need to know to perfect the role. Most eventually unlock a limited psionic power to read surface thoughts and thus learn a person’s name, fears, motivations, and memories brought to the surface.
Designed to deceive it is no surprise that doppelgangers have trouble trusting others. They develop strong friendships with a small group of people they feel they can trust and rely on no one outside of their inner circle. Doppelganger groups show great intelligence and care in planning missions and heists to ensure there is little risk of discovery and no witnesses. Another common personality trait is laziness, why work hard to earn what you want when it is so much easier to dupe riches out of others?
Servants of Lost Empires
The Batrachi built vast empires and with their potent magic created many races to serve them. The doppelgangers were created to blend in or present a pleasing face as needed. They served the Batrachi as assassins, informers, emissaries, spies, and entertainers. When the last empire of the Batrachi fell some doppelgangers found new masters among the dragons and giants and continued to serve. Those in the employ of a powerful lord like a cloud giant or silver dragon trust that lord as part of their inner circle. If that trust is ever broken the doppelgangers vanish taking the lord’s secrets with them. Doppelgangers without masters lack the trust to build a civilisation of their own and instead form small bands of criminals assuming roles that enable them to steal what they need. They also sometimes fall in with criminals of other races.
Hidden Cuckoos
Dragons and giants consider some doppelgangers to be loyal and useful agents, and the rest parasitic vermin. Doppelgangers in the employ of nobles of other races serve masters they trust and are rewarded for that loyalty. That many doppelgangers are trusted servants of ruling giants and dragons gives the race a veneer of acceptability they lack in later ages.
Humanoids fear doppelgangers, except perhaps those who serve the same giant or dragon lord. They are especially feared by the elves of Ilythiiri, who realise the amount damage an imposter in a powerful political position could do. The rumour that doppelgangers are around spreads paranoia and fear through a humanoid community. That some doppelgangers often kidnap victims in order to study them or stalk people in their most private moments furthers distrust of the race.
The doppelganger method of reproduction worsens race relations. Doppelgangers assume the form of a comely male humanoid to woo a female humanoid. The doppelganger then leaves and the young is born as a member of the mother’s species. At adolescence the new doppelganger discovers its true nature and feels and instinctive urge to find its own kind.
The Inner Circle
Most doppelgangers are adventurers. Forced out of home early, they fall into lives as agents or criminals taking large short-term calculated risks in the hope of great gains and a life of ease later. They come to regard the adventuring party as their inner circle trusting and remaining true to these comrades and mistrusting all others. While doppelgangers have a poor reputation others in a party discover a companion they can trust with their lives and who is not easily fooled is a boon.
Names
Doppelgangers have no naming conventions of their own. Their mother of another race gives their birth-name to them. Then during their lives they adopt the names of many roles.
Traits
Ability score increases. Increase your charisma, constitution, dexterity, and wisdom all by 1.
Alignment. Deceit, laziness and greed pull them towards chaos and evil. Loyalty to their inner circle and a tendency for careful planning draws them towards good and law. However, in the end their strong survival instinct trumps these equal and opposite opposing forces. Most are true neutral. Player character doppelgangers can be any alignment.
Type. Monstrosity (shapechanger).
Languages. Common and one humanoid language from those known by your birth race.
Actor's Instincts. You have proficiency in the Insight and Deception skills
Slippery Mind. You are immune to the Charmed condition.
Cuckoo. Choose one Small or Medium player character humanoid race. Your character looks like a member of that race and may not even know they are a doppelganger! You do not gain the traits of the other race. If the race has a natural weapon, such as the lizardfolks' bite then yours does only the same damage as your unarmed strike, though damage type can change to match the emulated attack.
Size. At first level your size can be Small or Medium to match your birth race. At 3rd level your Size becomes Medium.
Speed. Your speed is 30 feet.
Darkvision. You have a Darkvison range of 60 feet.
Shapechanger. At 3rd level you can use an action to polymorph into a Small or Medium humanoid you have seen or back into your natural form. You can even mimic specific individuals you have seen. Your statistics except Size are not changed. Your equipment, including clothing, does not change. If the race has a natural weapon, such as the lizardfolks' bite then yours does only the same damage as your unarmed strike, though damage type can change to match the emulated attack. You revert to your natural form if killed.


Doppelganger racial feats
Through training and meditation doppelgangers can become deadly unarmed combatants and unlock the ability to read the thoughts of others.
Mind Reader
You have gain the ability to read the thoughts of others.
Increase your Charisma score by 1.
Read thoughts. You can magically read the surface thoughts of one creature within 60 feet of you. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, you can continue reading its thoughts, as long as your concentration isn't broken (as if concentrating on a spell). While reading the target's mind, you have advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Living Weapon
You have learned the traditional martial art of your people
Increase your dexterity score by 1.
Ambusher. In the first round of combat you have advantage on attack rolls against any creature you have surprised.
Unarmed slam. Your unarmed strikes have the finesse quality and do 1d6 plus dexterity or strength modifier bludgeoning damage.
Last edited by Coronoides on Sat Jun 15, 2019 6:57 pm, edited 2 times in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Sun May 05, 2019 6:17 am

A new dragon sub-race. Only the gold to go now.

Silver Dragon
Silver dragons have noble profiles and are gleaning silver in colour. Silver dragons are among the friendliest dragons. They often seek out the company of humanoids and help those in need.
Level Adjustment. A young silver dragon in the Ostorian Age begins at 12th level with 2 class levels. Being a silver dragon is worth 10 levels. In other campaigns a silver dragon can join at 11th level with one class level.
Ability Score Increase. STR+6*, CON+5*, INT+2, WIS+1, CHA+3.
*Using Epic Boon variant rule (DMG230) a silver dragon can Raise STR to 25 and CON to 23. Dragons use a variant of the Epic Boons alternative rule (DMG230). After 20th level a dragon can always use epic boons to raise ability scores to +2 higher than the values given in the MM or 20 which ever is higher. Where other characters might need divine intervention or other story based excuses to do this dragons already have and excuse, they’re dragons!
Alignment. Most silver dragons are lawful good. Player character silver dragons can be of any alignment.
Dragon Breath. Cold and paralysing breaths as per the MM. Your paralysing breath begins as a 15 foot cone and then improves to a 30 foot cone at level 13.
Dragon Scales. Your natural armour class is 18 + Dexterity modifier. If you have other sources of armour class, such as worn armour, calculate each separately and use the highest only.
Racial Hit Dice. You gain 6d10 hit die.
Racial Hit points. Your maximum hit point increases by 6d10 (or 42) plus your Con modifier multiplied by 6 hit points.
Learned. Silver dragons have an interest in lore, arts, history, and the other peoples of the world. You gain proficiency in Arcana or History as well as one other skill proficiency of your choice.
Immunity. You are immune to cold damage
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Mon May 06, 2019 12:43 pm

Added immunities to dragons. Changed giant 6500gp list to 'any class'. Updated post about rocks.

Dragon Any Class 6500gp
Ten regular healing potions, ten vials of antitoxin, ten vials holy water, merchant’s scale, one pound ingot of silver, one pound ingot of gold, hall built on a small estate as a lair, silver ewer (worth 25gp), tiger eye gem (worth 10gp), and 90gp.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Fri May 10, 2019 11:36 pm

Gold Dragon
The majestic gold dragons are devoted foes of evil. A gold dragons regal face is decorated with frills and barbels and its long gold scaled body ripples with muscular strength and grace.
Names: Male Palarandusk (GHR92), Aerosclughpalar “Gildenfire,” (GHR109). Female Tlanchas (GHR96).
Level Adjustment. A young gold dragon in the Ostorian Age begins at 12th level with 1 class level. Being a gold dragon is worth 11 levels. In other campaigns a gold dragon also joins at 12th level with one class level.
Ability Score Increase. STR+6*, DEX+2, CON+5*, INT+3, WIS+1, CHA+3.
*Using Epic Boon variant rule (DMG230) a gold dragon can Raise STR to 25 and CON to 23. Dragons use a variant of the Epic Boons alternative rule (DMG230). After 20th level a dragon can always use epic boons to raise ability scores to +2 higher than the values given in the MM or 20 which ever is higher. Where other characters might need divine intervention or other story based excuses to do this dragons already have and excuse, they’re dragons!
Alignment. Most gold dragons are champions of good and justice, they are lawful good. PC gold dragons can be any alignment.
Dragon Breath. Fire and weakening breaths as per the MM.
Dragon Scales. Your natural armour class is 18 + Dexterity modifier. If you have other sources of armour class, such as worn armour, calculate each separately and use the highest only.
Racial Hit Dice. You gain 7d10 hit die.
Racial Hit points. Your maximum hit point increases by 7d10 (or 42) plus your Con modifier multiplied by 7 hit points.
Damage immunity. Immune to Fire damage
Learned. You may choose one extra skill proficiency and one feat.
Sagacious. You gain proficiency in the insight and persuasion skills.
Sea Dragon. You are amphibious, able to breathe water and air. You have a base swim speed of 40 feet.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Sun May 12, 2019 12:20 am

I'll dragon 'fluff' here as it is developed.

Flying Devastation
Dragons are impressive creatures muscular power, claws, fangs and an aura of elemental power causes awe in humanoids and even giant to pause. Young dragon vary considerably in size depending on their breed ranging from 23 to 35 feet snout to tail tip but much of this length is serpentine neck and tail. Young dragons weigh 1410 to 2500 pounds. Males and females do not differ in size. All true dragons are quadrupeds with and additional pair of limbs that are wings. New born, a dragon’s scales are a dull and muted version then as they age the colours become more vibrant and gleaming. A young dragon is part way through this process. For example a newly hatched bronze wrymling is yellow tinged with green, a young bronze dragon has bronze scales flecked with yellow-green, as the dragon matures the colour deepens to a rich bronze. A dragon’s eye colour is determined by her breed but in all cases pupils fade as elemental power matures within them and their eyes become glowing orbs. A young dragon’s pupils are small points set in dimly glowing eyes. Dragon’s eschew clothing, armour, and worn decoration; a proper dragon can do nothing to improve the appearance of might and power the gods have given her and certainly does not need the armour of weakling humanoids. In the Ostorian Age dragons can see the benefit of worn magic items that provide powers they do not naturally possess. They have also adopted the giants bag as a convenient way to carry goods when travelling. Dragon talons are dexterous enough to slip the bag’s loop over their neck.
Acquisitive and Proud
Dragon’s live for more than a thousand years growing in size and power for almost all of that time. They are also territorial predators who need ever more land for hunting as they grow and a hoard of wealth and potent magic items to ensure security as kingdoms rise and fall around them. This makes them an ambitious race constantly seeking to expand their territories and add to their hoards. They are also very aware of the great power their gods have given them. Strength, flight, breath weapons, and armoured hides make them superior to most creatures and rivals of giants. The long view of a being that will live a thousand years and belief in their own superiority makes dragons aloof or arrogant.
Dragons are solitary predators with little emotional need for company. Even mated pairs separate once the hatchlings leave. However, young dragons wander seeking a lair, lands, and wealth and in that seeking become embroiled in the doings of humanoids and giants who hold the lands and wealth the dragon wishes to accumulate. Young dragons might hire out as mercenaries, perform quests in exchange for land titles, seek treasures in the ruins of the Creator Races, or turn to crime. For the most part a dragon regards those she deals with as simply a means to an end, metallic dragons though might come to respect and care for a few people who are unwavering in their commitment to do good. As their might grows and they become more secure in their holdings dragons become isolated from the small goings on of those who live within their lands.
Fallen Kingdoms
Long before the rise of Ostoria dragons ruled the world. Individual dragons where undisputed kings of their territories and alliances of dragons created empires lording over vast tracts of land and millions of humanoids. Some of these dragon kingdoms still exist. Even within giant lands, dragons seek to own land and become local lords. A mature dragon of the Ostorian age lives in a palace or castle built by the humanoids over whom she rules. Young dragons often travel to earn or claim lands of their own and the funds to build their abode. Dragons accept treasures and food as tribute from their subjects but still love to hunt. Large areas of an established dragon territory are set aside as hunting reserves. Magic seeps out of a dragon, its continuing presence infuses the lands within 6 miles of a dragon’s castle effecting living things, geography and weather. For example around a gold dragon lair people might feel the presence of the dragon in their dreams, banks of scitilating mist roll across the land and gemstones glow with dim light. Though they have no hands themselves and need to tools dragons do value beautiful and magical objects humanoids and dragons can make.
In the first centuries of the Thousand Year War dragons on both sides of the conflict see their lands and subjects devastated. Later, when even metallic dragons are drawn into conflict with Ostoria, dragons are progressively killed or driven from their lands. As the war grinds towards an end those that survive do so by hiding in caves far from the massed giants and humanoids seeking to kill them. In the later ages of the world dragons are isolated creatures ruling unpopulated wild lands often from a simple cave.
Sleeping Dragons
Before the Thousand Year War dragons lived in Ostoria and the rest of the world in relative peace with the giants (VGM). Dragons had spread across the world long before the arrival of the giants and to this day dragons live within the borders of Ostoria. Long ago the organised might of the giants took lands from the disunited dragons. Today no giant considers the scattered dragons living within the empire to be a serious threat to Ostoria. The dragon nations that remain are too small and weak to challenge Ostoria and too fractious to form an alliance against the Colossal Kingdom. Most dragons live amicably with their giant neighbours. Certainly, some dragons, especially chromatic ones, become bandits and some dragon nations occasionally skirmish with the smaller giant kingdoms but these are exceptions.
Humanoids of the Ostorian Age are accustomed to powerful beings and respect metallic dragons who treat them patronisingly but with kindness. Metallic dragons often act to curb the excesses of evil giants and for than humanoids under giant rules are thankful. Chromatic dragons chafing under giant rule often take their frustrations out on humanoids. Humanoids living under chromatic dragon rule face cruelty and often slavery. Chromatic dragons are rightly feared and mistrusted by humanoids.
All this of coarse changes if you choose to play during the Thousand Year War period. Although initially only the chromatic dragons rallied behind Garyx all of dragonkind was eventually drawn into the war. Dragons of all breeds face increasing prejudice from all races as the war grinds on.
In search of territory.
Initially young dragons seek land. They might do this by exploring the wilderness beyond existing kingdoms, by earning land through performing great deeds for a ruler, or amassing enough treasure to buy it. Even when land is secured the young dragon then seeks funds to raise a palace or castle and treasure to fill it. Metallic dragons are also great champions of good and may be drawn into adventure to end cruelty or fight injustice.
Names
For dragon names you could use descriptive names like Thunderwing or Redclaw and assume these are translations of the Draconic. Alternatively, use a ‘Dragonborn Clan’ name (PHB34, XGE175) as a personal name in Draconic or combine two draconic words from the Draconomicon (2e or 3e D&D era). Some known dragon names by breed are given below.
Gold dragon: Male Palarandusk (GHR92), Aerosclughpalar “Gildenfire,” (GHR109). Female Tlanchas (GHR96).
Silver dragon. Rhimnasarl (GHR67)
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Thu May 30, 2019 4:06 am

Those of you who look at my Council of Wryms project or have my race design book will note the dragon races in each of these sources is different. That’s because each is intended for a different usage.

Ostorian dragons are very close to the MM versions and have pretty high LA’s. Higher LA’s makes for simpler level 12 characters with fewer traits. Since everyone in Ostoria is starting at level 12, the high LA dragons are available from the start. The Ostorian Age is a new setting with a focus on Giants and dragons therefore lots of RP detail is given. They are Young and don’t advance in age category. A starting brass dragon is LA9.

Tinker’s Toolkit Race Design Dragons are intended to be as acceptable as possible in most campaigns. For this reason LA is kept low by making them a little weaker than MM young dragons (eg. breath weapons are weaker at the start then improve as levels are gained). This enables dragons to join a campaign sooner. The races are presented in short form with little detail to allow many races to be in the same book (37! Races including pixies, centaurs, Minotaurs etc). They are Young and don’t advance in age category. A starting brass dragon is LA6.

Council of Wryms dragons . Unlike most campaigns, Council of Wryms campaigns run for over a thousand years of game time. Time for dragons to grow from wrymlings to ancient Wryms. Rules for dragon aging are provided but this makes the rules more complicated than the other two versions. Council of Wryms dragons have very similar racial traits to MM dragons but since they start as wrymlings LA is lower. Between the boxed set and my conversion notes this is the most detailed treatment of dragons as a PC race for 5e. A starting brass dragon wrymlings has LA 4.

For fun here is a starting level 7 brass dragon using the Tinker’s Toolkit rules.
https://www.dropbox.com/s/mp6hp2dbih6u6 ... 9.pdf?dl=0
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Fri May 31, 2019 2:01 pm

A small edit to doppelgänger traits.
And again on 16/06/2019
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Fri Jun 28, 2019 1:31 am

EDIT: fixed an issue with the practiced weapon trait.

This is the next version of this rule. It’s a little more complicated than just adding HD but the resulting PCs will be in the right range for damage dealing and hit points for 12th level characters.

Quick-to-create and easy-to-play 12th level characters.
Creating characters at 12th level can take a long time. When completed these PCs have a large number of features. If you are not familiar with your chosen class remembering all these features can be overwhelming. Taking a high LA race can help because such races have fewer and simpler features than the equivalent class levels.
Extra Level Adjustment (ELA)
To simplify higher-level characters even further, at character creation you may replace class levels with extra level adjustments to bring your LA to 11 or less. These LA add a bare minimum of easily managed features to keep the character on par with others of the same total level. This is especially appropriate for inexperienced Large, Huge, or demigod characters or centuries old characters from long-lived races like elves and gnomes. Follow the procedure below:
A. First create a character as normal with all your race trais and at least one class level.
B. Add ELAs to bring your total level to 12.
C. Hit dice and maximum hit points. You are either huge, tough, or a survivor. Each ELA has 1d12 hit die and associated increase in maximum hit points with Constitution adjustment.
D. Practiced weapon. Over the years you have picked up skill in a weapon. At ELA one choose any one type of weapon (e.g. Greataxes or longbows). You gain proficiency in that weapon. Beginning at ELA 5, you can attack twice, instead of once, whenever you take the Attack action on your turn using your practiced weapon. The number of attacks increases to three when you reach ELA 11. These extra attacks interact with other rules as per the Fighter’s Extra Attack feature.
E. Backstory. You have an unusual backstory represented by gaining an extra skill at odd numbered ELAs (1, 3, 5, 7, 9, 11).
F. Personal growth. You benefit from maturity and experience. At even numbered ELAs (2, 4, 6, 8, 10) you add +1 to one ability score but no ability score may exceed 20.
G. ELAs can only be taken at character generation and only to bring the character’s total level to 12.
For example the least complicated giant character to play would be a hill giant (LA 2) with 1 level of Barbarian and 9 ELA (in total a 12th level character). Another example is a fire giant (LA 5) 3 levels of fighter, 2 levels of cleric, and 2 ELA (total 12 levels).
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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