Friday, July 10, 2015

5th Edition Dragonlance Kender

TRUE KENDER

In addition to the generic Halfling Traits found in the PHB, True Kender have the following traits:

ABILITY SCORE INCREASE: Charisma +1

SPEED: 30 feet. Kender are faster than their size otherwise suggests.

FEARLESS: Kender are immune to Fear.

HANDLER: Kender are Proficient in the Sleight of Hand skill.

ATTENTION DEFICIT DISORDER: Kender have disadvantage on all Constitution checks to maintain concentration. In addition, kender are required to make a Constitution check to maintain concentration whether or not an attack does damage (DC 10), though Constitution checks made when an attack misses are made normally, not at disadvantage. In addition, once per long rest, the DM may impose disadvantage on any attack, saving throw or ability check you make. A kender spellcaster with the War Caster feat makes Constitution checks imposed by damage normally and is not required to make concentration checks when an attack misses.

POUCH GRAB: Once per short or long rest the Kender may look through his pouch and "discover" something he didn't know he had. Note for DMs: Kender are not thieves, they are handlers. It is bad practice to allow party or other players' items to be stolen or "found" in the pouch. When the Kender decides to look through his pouch, he may roll on the Kender Pouch Interesting Items table below, or the DM may decide what the Kender found. Note that while the Kender do not consider themselves thieves, everything in their pouch does in fact belong to someone else, who most likely will not be pleased if he discovers the Kender has it; the more valuable or rare the item, the more distraught the owner will be at its absence. Also note that once an item is "discovered" and then put back in the pouch, there is no guarantee that the item will be found again. Kender are not only notorious for "finding" things, but also for losing them.

KENDER WEAPON FAMILIARITY: True Kender are Proficient in all Kender Exotic Weapons, including the Battak, Bollik, Chapak, Hachak, Hoopak, Polpak, Sashik, Sithak, and Whippik. True Kender are not Proficient in any other weapons, regardless of class choice.

AFFLICTED KENDER

In addition to the generic Halfling Traits found in the PHB, Afflicted Kender have the following traits:

ABILITY SCORE INCREASE: Wisdom +1

SPEED: 30 feet. Kender are faster than their size otherwise suggests.

NATURALLY STEALTHY: Kender are Proficient in the Stealth skill. Additionally, the Afflicted Kender may attempt to hide even when only obscured by a creature, provided the creature is at least Medium size.

KENDER WEAPON FAMILIARITY: Afflicted Kender are Proficient in all Kender Exotic Weapons, including the Battak, Bollik, Chapak, Hachak, Hoopak, Polpak, Sashik, Sithak, and Whippik.

HALF KENDER

Half Kender have the following traits:

ABILITY SCORE INCREASE: The Half Kender may increase three Attributes of his choice by 1

SIZE: Medium

SPEED: 30 feet

BRAVE: Half Kender gain Advantage on all Saving Throws against Fear.

FIVE FINGERS: Half Kender are Proficient in the Sleight of Hand skill.

KENDER WEAPON FAMILIARITY: Half Kender are Proficient in all Kender Exotic Weapons, including the Battak, Bollik, Chapak, Hachak, Hoopak, Polpak, Sashik, Sithak, and Whippik.

KENDER WEAPONS

BATTAK: A battak is a club-shaped walking stick favored by Kender. Its grip can be unscrewed to reveal a hollow cavity where small items may be stored. Its end is sharpened and metal-clad, useful for prying or, if necessary, stabbing. The Battak can be used either as a Club or a Spear, depending on its owner's whim.

HOOPAK: A hoopak is a staff-sling favored by Kender. It is made of hardwood, one end forked and the other clad in a metal spike. The forked end can be used as a sling, or to gather fruit from trees that are too high for the Kender to normally reach. The spiked end can be used for prying or as a spear, and the entire assembly may be thrown as a spear. The hoopak can also be used as a staff. How the hoopak is used in combat is entirely up to the owner.

WHIPPIK: A whippik is a foot-long length of handle that ends in a coil of braided leather, much like a riding whip. It can be used as a whip with a 5-foot reach, or a trained user can use it to throw darts with greater force and range than normal; darts thrown like this are 1d6 piercing damage with a range of 30/120.


POUCH GRAB TABLE

Interesting Items
d% Result d% Result d% Result
1 Wooden teeth 34 Gnomish collapsible binoculars 66 Whistle
2 Glass eye 35 Gnomish padlock without key 67 Bell
3 Archaic coin 36 Small key 69 Wooden figurine
4 Coin with two heads 37 Bowstring 70 Piece of colored chalk
5 Single gambling die 38 Slingshot 71 Quill
6 Single playing or tarot card with erotic picture 39 Sling 72 Stoppered inkwell
7 Painted rock that obviously needs to be protected. And walked. And let outside every now and then. And spoken to in a gentle soothing voice because it has feelings too 40 Slingstone 73 Stoppered inkwell filled with invisible ink
8 Nugget of pyrite 41 Arrowhead 74 Piece of parchment
9 Unfinished quartz 42 Spearhead 75 Leather bookmark
10 Brightly colored uncut crystal 43 Ladies' concealable dagger 76 Colored wax
11 Lump of coal 44 Masterwork eating knife 77 Roll of very useful-looking twine
12 Ferrocerium rod 45 Old pitted single piece of silverware 78 Roll of brightly colored yarn
13 Small clay pot filled with gunpowder 46 Single piece of Elvenmake silverware 79 Silver needle
14 Lodestone 47 Single piece of Dwarfmake silverware 80 Silver thimble
15 Gnomish collapsible compass 48 Bizarre Gnomish eating contraption 81 Seven-leaf clover
16 Hairpin 49 Dwarfmake beerstein 82 Single Gnomish firework
17 Single brightly colored button 50 Elvenmake wineglass 83 Gnomish clockwork gear
18 Single spur 51 Gnomish beerhat 84 Incomplete page from a spellbook
19 Kender sheriff's badge 52 Piece of fruit 85 Reptilian scale
20 Signet ring 53 Trail ration 86 Unbreakable egg
21 Engraved belt buckle 54 Elven trail ration 87 Reptilian tooth
22 Single fine leather glove 55 Cheese 88 Gnomish schematics for a clockwork toy
23 Brightly colored handkerchief 56 Small pouch of tea leaves 89 Map with a prominent X on it that says "Dragon Here"
24 Brightly colored headscarf 57 Red hot chili pepper 90 Half of a map
25 Brightly colored knit cap 58 Small bottle of Dwarven spirits 91 Silver coin
26 Single brightly colored stocking 59 Corncob pipe 92 Gnomish clockwork clacking teeth
27 Single brightly colored garter 60 Fine wooden pipe 93 Gnomish hand buzzer
28 Brightly colored breaststrap 61 Small pouch of tobacco 94 Itching powder
29 Gnomish codpiece 62 Wooden holy symbol 95 Finger trap: make an immediate DC 10 Wisdom check to get out of it
30 Kender-sized facemask 63 Wooden prayer beads 96 Tiny sailing ship in a bottle
31 Spectacles 64 Page from a Cleric's prayerbook 97 Inflatable love-gnome
32 Monocle 65 Small vial of holy water 98-99 Roll on Extraordinary Items table
33 Gnomish telescoping spyglass 66 Incense 00 Roll on Amazing Items table


Extraordinary Items*
d% Result
1-15 Single 10gp Gemstone
16-25 Single 50gp Gemstone
26-35 Single 100gp Gemstone
36-45 Single 500gp Gemstone
46-60 Piece of 25gp Art
61-70 Piece of 250gp Art
71-80 Table A Magic Item
81-90 Table B Magic Item
91-00 Table F Magic Item


Amazing Items*
d% Result
1-15 Single 1000gp Gemstone
16-30 Single 5000gp Gemstone
31-45 Piece of 2500gp Art
46-60 Piece of 7500gp Art
61-70 Table C Magic Item
71-80 Table D Magic Item
81-90 Table G Magic Item
91-00 Table H Magic Item


* All of these Items are found in the Treasure Tables of the DMG.

Monday, July 6, 2015

5th Edition Dragonlance Dwarves

HYLAR / DAEWAR / KLAR DWARF

As Mountain Dwarf in PHB.

NEIDAR DWARF

As Hill Dwarf in PHB.

THEIWAR / DAERGAR / ZHAKAR DWARF

In addition to the generic Dwarf Traits described in the PHB, these Dwarves gain these Subrace Traits as well:

ABILITY SCORE INCREASE: Intelligence +1

SUNLIGHT SENSITIVITY: These Dwarves have Disadvantage on Attack Rolls and Wisdom (Perception) checks that rely on sight when they, the target of their attack, or whatever they are trying to perceive is in direct sunlight.

SUPERIOR DARKVISION: These Dwarves have a Darkvision radius of 120 feet.

SKULK: These Dwarves are Proficient in Stealth.

AGHAR DWARF

The following replaces the generic and subrace Dwarf Traits in the PHB:

ABILITY SCORE INCREASE: Constitution +2, Charisma +2

SIZE: Small. Gully Dwarves average 3 1/2 to 4 feet in height.

SPEED: 20 feet

SURVIVAL INSTINCT: Gully Dwarves are Proficient in Stealth and Survival.

PITIABLE: Gully Dwarves are Proficient in Persuasion, when attempting to convince another creature not to hurt them.

DWARVEN RESILIENCE: Gully Dwarves have Advantage on Saving Throws against Poison, and are Resistant to Poison Damage.

COWARDLY: Gully Dwarves have Disadvantage on Saving Throws against Fear.

HALF-DWARF / MUL

The following replaces the generic and subrace Dwarf Traits in the PHB:

ABILITY SCORE INCREASE: Constitution +1, +1 to Choice of Two other Attributes

SIZE: 4 1/2 to 6 feet tall. Medium

SPEED: 30 feet

DWARVEN WEAPON TRAINING: Half-Dwarves are Proficient in Battleaxe, Handaxe, Throwing Hammer, Warhammer

RESILIENT: Half-Dwarves are considered Proficient in Constitution Saving Throws. If they pick a Class that also has Constitution as a Proficiency, then they are Doubly Proficient.

INEXHAUSTIBLE: When spending Hit Dice during a Short Rest to regain Hit Points, the Half-Dwarf has Advantage on the roll.

TOOL PROFICIENCY: The Half-Dwarf is Proficient in the Artisan's Tools of his choice.

CRAFTSMAN'S CRITIQUE: Whenever the Half-Dwarf makes an Intelligence check to determine the value of an item, he is considered proficient, and adds double his Proficiency Bonus to the roll.

FATHERLESS DWARF

A Fatherless Dwarf is a Dwarf who for some reason, usually a horrendous crime such as murder, is outcast from Dwarven society. Rules-wise, a Fatherless Dwarf is no different from the subrace he was born into. The only difference is found in gameplay and character motive. Additionally, Fatherless Dwarves are the only Dwarves from the Hylar, Daewar, Klar, Daergar, Zhakar and Neidar clans that practice any sort of Arcane Magic, as typical Dwarf society does not abide magic. Note that it is possible to become a Fatherless Dwarf during gameplay.

Sunday, July 5, 2015

5th Edition Dragonlance Elves

SILVANESTI ELF

As High Elf in the PHB.

KAGONESTI ELF

As Wood Elf in the PHB, with the following exception, which replaces the Elf Weapon Training entry:

KAGONESTI WEAPON TRAINING: Spear, Shortbow, Longbow, Shortsword

QUALINESTI ELF

In addition to the generic Elf Traits described in the PHB, the Qualinesti Elf gains these Subrace Traits as well:

ABILITY SCORE INCREASE: Charisma +1

ELF WEAPON TRAINING: Shortsword, Longsword, Shortbow, Longbow

DIPLOMATIC PROFICIENCY: Insight, Persuasion

DARGONESTI ELF

In addition to the generic Elf Traits described in the PHB, the Dargonesti Elf gains these Subrace Traits as well:

ABILITY SCORE INCREASE: Strength +1

CANTRIP: The Dargonesti Elf knows one Cantrip of his choice.

AQUATIC: The Dargonesti Elf is equally at home in the water as on land; perhaps even moreso. The Dargonesti Elf can breathe underwater.

ALTERNATE FORM: The Dargonesti Elf may change his shape into that of a Porpoise. He may only do this once before a long rest.

SEASENSE: The Dargonesti Elf has Advantage on any Wisdom (Perception) rolls to notice details and peculiarities about water.

SURFACE SENSITIVITY: The Dargonesti Elf must spend at least one hour of every day underwater. If he fails to do so, he gains Disadvantage on all Attack Rolls, Skill Checks, and Saving Throws.

DARGONESTI WEAPON TRAINING: Spear, Trident, Net

DIMERNESTI ELF

In addition to the generic Elf Traits described in the PHB, the Dimernesti Elf gains these Subrace Traits as well:

ABILITY SCORE INCREASE: Intelligence +1

AQUATIC: The Dimernesti Elf is equally at home in the water as on land; perhaps even moreso. The Dargonesti Elf can breathe underwater.

ALTERNATE FORM: The Dimernesti Elf may change his shape into that of a Sea Otter. He may only do this once before a long rest.

SEASENSE: The Dimernesti Elf has Advantage on any Wisdom (Perception) rolls to notice details and peculiarities about water.

SURFACE SENSITIVITY: The Dimernesti Elf must spend at least one hour of every day underwater. If he fails to do so, he gains Disadvantage on all Attack Rolls, Skill Checks, and Saving Throws.

DIMERNESTI WEAPON TRAINING: Spear, Trident, Net

HALF ELF

As Half Elf in the PHB.

DARK ELF

Dark Elves in Dragonlance are not like Dark Elves in other campaign settings. A Dark Elf is an elf who for some reason, usually a horrendous crime such as murder, is outcast from Elven society. Rules-wise, a Dark Elf is no different from the subrace he was born into. The only difference is found in gameplay and character motive. Additionally, only Dark Elves may be Black Robe Wizards or Warlocks. Not even Fey-Pact Warlocks are exempt from this. Elvish society does not abide either form of magic. Note that it is possible to become a Dark Elf during gameplay. The Dargonesti and Dimernesti have their own Dark Elves, known as Mahkwahb. Mahkwahb no longer take the form of Porpoises or Sea Otters, but rather Sharks and Manta Rays. There is speculation as to whether Mahkwahb are identical to, or related to, the Sahuagin Malenti.

Restarting the Blog

I have decided to restart this blog. It's been about a year since I last posted anything, but what the hell. Maybe this time it'll work. And it'll be nice to start writing again.

In the interim, the time since we last spoke, I GMed a couple GURPS campaigns, and decided that I really really don't like skills-based systems. What I discovered was that they're great for single-shot adventures or short campaigns where the characters are fairly static, but that when it comes to actual character growth through gameplay, it is way way too easy for a character to become incredibly good at doing a thing in a short amount of time, whether that thing is shooting rifles or seducing the ladies or whatever. I know, I as a GM could easily put the brakes on that by only allowing a single point in any skill to be purchased at a time, and maybe that's what I should have done. But playing GURPS got me thinking about D&D, and about how they really do have the character progression mechanic worked out.

I still don't like Hit Points. And I still think classes are restrictive. But I'm willing to live with it.

So I convinced my group to try D&D 5th Edition again, with me as DM, running a modified Dragonlance campaign. But there aren't Dragonlance 5th Edition rules, I hear you say. Yeah, that's true. So here comes the kitbash, the homebrew, the make-it-up-as-you-go-along and hope it's fun.

And of course the drinks. Drinks all around for everyone. And then they can just get fuzzy-headed and never know when their DM makes a mistake. Because drunk gaming is the best gaming.