DMZ2112
Chaotic Looseleaf
My amazing FLGS D&D5 group will be finished with Lost Mine of Phandelver in a few weeks. We've already finished the main story but I'm giving them the opportunity to hit some of the side quests they did not take care of earlier. Once all is said and done, they'll each get an official Adventurers-League-ready version of their 5th-level character to take elsewhere, should they wish to, and we're going to move the campaign into Dragonlance.
This is a departure for me, because I haven't run a campaign set in an established canon for years. My usual MO is homebrewed settings, but something about the makeup of this group – two 20-somethings who started playing in D&D4, two guys in their late 30s returning to the game for the first time since the late '80s, and four people brand new to tabletop D&D one of whom is nine years old – made me think an official D&D setting would be most appropriate.
This led me to the need to describe the character creation elements of the Dragonlance setting in the D&D5 ruleset. I'm not calling it a conversion, because eventually, someone somewhere is going to come along and do a real conversion, and it's not going to look anything like this. My goal was threefold:
It's also worth noting that I'll be running in the closing years of the War of the Lance, so I am working primarily from the AD&D2 Tales of the Lance boxed set with some additional information from the D&D3 books. For better or for worse, I don't really care for the rules direction of the D&D3 War of the Lance book.
Here's what I came up with in brief:
Dwarves, elves, half-elves, humans, and tieflings are unchanged.
Draconians are dragonborn subraces, as follows:
Traditional tinker gnomes are rock gnomes with the Sage background, although there is no background requirement associated with the race. Forest gnomes are not available.
Half-orcs are half-ogres or minotaurs
Kender are a halfling subrace with an additional +1 Dex, immunity to fear, and the ability to use the Bard's Cutting Words ability once per long rest. No other halfling subraces are available
I didn't bother coming up with a plan for the irda or gully dwarves; if anyone expresses interest I will be surprised and delighted and will have to think fast.
The Handler is a Rogue archetype identical to Thief except that it does not get Sneak Attack dice, instead receiving a number of Bardic Inspiration dice equal to the lost Sneak Attack dice. These dice are only usable on the Handler and recharge on a long rest. Additionally, when using the Fast Hands ability, Handlers make all associated checks with advantage.
Sorcerers and Warlocks are automatically Renegade Mages; only Wizards are eligible for membership in the Orders of High Sorcery. Bards, Eldritch Knights, and Arcane Tricksters are generally beneath the concern of the Towers unless they make destabilizing magic their business. Membership in the Orders of High Sorcery is further defined by a faction (ranks: Student, Apprentice, Wizard(ess), Archmage, Delegate; alignment restricted by Order)
Priests and paladins are members of a Holy Order of the Stars, which is defined by a faction (ranks: Acolyte, Priest(ess), Patriarch/Matriarch, Apostle, Prophet; alignment restricted by Order)
Knights of Solamnia are defined by a faction (ranks: Squire, Novice, Knight, Lord/Lady, Master/Mistress; restricted to LN, LG, NG) as well as by multiclassing:
EDIT: Increased Solamnic Knight level requirements to 4th level to accommodate feat gains.
All other classes are unchanged.
Any thoughts for me?
This is a departure for me, because I haven't run a campaign set in an established canon for years. My usual MO is homebrewed settings, but something about the makeup of this group – two 20-somethings who started playing in D&D4, two guys in their late 30s returning to the game for the first time since the late '80s, and four people brand new to tabletop D&D one of whom is nine years old – made me think an official D&D setting would be most appropriate.
This led me to the need to describe the character creation elements of the Dragonlance setting in the D&D5 ruleset. I'm not calling it a conversion, because eventually, someone somewhere is going to come along and do a real conversion, and it's not going to look anything like this. My goal was threefold:
- Keep the PHB as useful and relevant as possible.
- Don't confuse anyone with the need to reference lots of additional rules.
- Don't create a race when a subrace will do; a class when an archetype will do; an archetype when a background will do.
It's also worth noting that I'll be running in the closing years of the War of the Lance, so I am working primarily from the AD&D2 Tales of the Lance boxed set with some additional information from the D&D3 books. For better or for worse, I don't really care for the rules direction of the D&D3 War of the Lance book.
Here's what I came up with in brief:
Dwarves, elves, half-elves, humans, and tieflings are unchanged.
Draconians are dragonborn subraces, as follows:
- Baaz: +1 Con, +1 AC
- Bozak: +1 Wis, free Wizard cantrip (Wis casting attribute)
- Kapak: +1 Dex, bonus action to coat weapon with single-use venom (DC 10 Con save or 1d6 damage)
Traditional tinker gnomes are rock gnomes with the Sage background, although there is no background requirement associated with the race. Forest gnomes are not available.
Half-orcs are half-ogres or minotaurs
- The half-ogre is identical to the standard half-orc.
- The minotaur is a half-orc subrace that substitutes +1 Wis for +1 Str, automatic success on Wisdom (Survival) checks when navigating for Relentless Endurance, and the ability to do 1d6 damage on a shove for Savage Attacks.
Kender are a halfling subrace with an additional +1 Dex, immunity to fear, and the ability to use the Bard's Cutting Words ability once per long rest. No other halfling subraces are available
I didn't bother coming up with a plan for the irda or gully dwarves; if anyone expresses interest I will be surprised and delighted and will have to think fast.
The Handler is a Rogue archetype identical to Thief except that it does not get Sneak Attack dice, instead receiving a number of Bardic Inspiration dice equal to the lost Sneak Attack dice. These dice are only usable on the Handler and recharge on a long rest. Additionally, when using the Fast Hands ability, Handlers make all associated checks with advantage.
Sorcerers and Warlocks are automatically Renegade Mages; only Wizards are eligible for membership in the Orders of High Sorcery. Bards, Eldritch Knights, and Arcane Tricksters are generally beneath the concern of the Towers unless they make destabilizing magic their business. Membership in the Orders of High Sorcery is further defined by a faction (ranks: Student, Apprentice, Wizard(ess), Archmage, Delegate; alignment restricted by Order)
Priests and paladins are members of a Holy Order of the Stars, which is defined by a faction (ranks: Acolyte, Priest(ess), Patriarch/Matriarch, Apostle, Prophet; alignment restricted by Order)
Knights of Solamnia are defined by a faction (ranks: Squire, Novice, Knight, Lord/Lady, Master/Mistress; restricted to LN, LG, NG) as well as by multiclassing:
- Knight of the Crown (Battle Master Fighter; requires Squire rank)
- Knight of the Sword (Cleric of War [Kiri-Jolith]; requires 4th-level Knight of the Crown and Novice rank)
- Knight of the Rose (Paladin of Devotion [Paladine]; requires 4th-level Knight of the Crown, 4th-level Knight of the Sword, Knight rank, and the Noble background; grants the Inspiring Leader feat at 1st-level Paladin)
EDIT: Increased Solamnic Knight level requirements to 4th level to accommodate feat gains.
All other classes are unchanged.
Any thoughts for me?
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