[5E] World of Kulan: Race (Origin) Conversions

Knightfall

World of Kulan DM
GNOMES OF HARQUAL
Ability Score Changes.
Either your Constitution score increases by 2 or your Dexterity and Intelligence scores both increase by 1, and your Strength score decreases by 1.

ROCKWOOD GNOMES (Forest Gnome, modified)
Rockwood gnomes aren't truly forest gnomes. In fact, they are a combination of the rock and forest gnomes from AD&D 2E. For 3E, they changed a lot. For 5E, the race will be closer to the forest gnome subrace but with modifications. Rockwood gnomes are from the Far South, so they speak, read, and write Gnome and Suar. Here's the most important changes for the subrace:

Ability Score Changes. Your Charisma score increases by 1, and your Wisdom score decreases by 1.

Fey Magic. You know the prestidigitation cantrip. When you reach 3rd level, you can cast the speak with animals spell once per day. When you reach 5th level, you can cast the pass without trace spell once per day. Charisma is your spellcasting ability for these spells. (This replaces Speak with Small Beasts.)


MINOR GNOME SUBRACES OF HARQUAL

BITRAN GNOME: This Transformation race from Maran has an Ability Score Increase of +2 for Charisma and a Ability Score Decrease of -1 for Intelligence, just like their dwarven cousins. As well, these gnomes know the resistance cantrip. Bitran gnomes that choose to be sorcerers gain access to the Druid's Mountain Circle Spells as sorcerer spells, if those spells aren't already on the Sorcerer Spell List. Bitran gnomes have their own language called Bitran, which is a shared language with Bitran dwarves.

WHISPER GNOME: The whisper gnome is from the 3E soucebook, Races of Stone. These gnomes are found near the Greystone Mountains and the Twilight Valley. This subrace isn't well known anywhere south of the Greystones. Originally, I had Whisper gnomes listed as a subculture, but they are unique enough to be considered a subrace for Harqual. Whisper gnomes have an Ability Score Increase of +1 for Dexterity and an Ability Score Decrease of -1 for Charisma.

Barely a Whisper. You have proficiency with the Stealth skill, and you have advantage while using the Stealth skill in lowland terrain (i.e. valleys).

Stealth Magic. You know the mage hand cantrip. When you reach 3rd level, you can cast the disguise self spell once per day. When you reach 5th level, you can cast the silence spell once per day. Constitution is your spellcasting ability for these spells.

OTHER VARIANT GNOME SUBRACES ON HARQUAL
There are only a few other gnome subraces on Harqual. There are the Gnomes of Jzadirune, which are an offshoot of the Rockwood gnomes of the Far South. (These gnomes have the Rock gnomes Artificer's Lore ability instead of Fey Magic.) There is also one Transformation race: the gnomes of the city-state of Korvosa known as gnome mages. Gnome mages will be a unique subrace somewhat based on the Pathfinder RPG gnome.
 
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Knightfall

World of Kulan DM
Here's an updated look at the Blood Elf.

Blood Elf
Blood elves are corrupted forest elves. This subrace is as close to a dark elf that exists in the Lands of Harqual. Blood elves have some of the traits of Forest Elves, but their transformation has changed them considerably.

Ability Score Changes. Your Strength score increases by 2, your Constitution score increase by 1, and your Intelligence score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base walking speed increase to 35 feet.
Sneaky. You have proficiency with the Stealth skill.
Abyssal Tongue. Blood elves speak, read, and write Abyssal.
Poisonous. You have spiky growths covering your body that can deliver poison to those that come into contact with them. (The poison is similar to the Drow poison detailed on pp. 257-258 of the 5E DMG. It is a contact poison and it can only be harvested from a living blood elf.)
You have advantage when trying to poison others and you have disadvantage when trying to avoid inadvertently poisoning others while using skills that require you to physically touch others. Other blood elves (but not half-elves with a blood elf parent) are immune to your poison.
Blood Magic. You know the poison spray cantrip. When you reach 3rd level, you can cast the ray of sickness spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
Alignment Restriction. You cannot choose to be Lawful Good, Neutral, Good, or Chaotic Good. As a blood elf, you are inherently evil even if you choose a neutral alignment.

DM`s Note: For 3E, blood elves were native outsiders, could smite good, and had acid, cold, electricity, and fire resistance 20. I'm not sure how to translate that to 5E, yet. Or if I will.

Earthdawn+Bloof+Elf+1.gif
 
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Knightfall

World of Kulan DM
Updated!

Dwarves of Harqual
Ability Score Changes. Either your Constitution score increases by 2 or your Strength and Wisdom scores both increase by 1.
Languages. You can speak, read and write Dwarvish and one other Harqualian language of your choice. Note that Torin dwarves have a mainly oral tradition. However, they can and do write in Torin, and sometimes Suar, when dealing with non-dwarves. Note that Bitran dwarves must choose a Maran language from the provided list, instead (see next post).


Hill Dwarf (modified)
The standard dwarf race for the Lands of Harqual is the hill dwarf. Hill dwarves can be found almost anywhere in the northern lands of Harqual. Below are the changes needed for the Lands of Harqual.

Ability Score Increase. Either your Wisdom score increases by 1, or your Strength score increases by 1. (This replaces the standard Wisdom score increase of 1.)
Blood Feud. You have advantage for your attack rolls when fighting gnolls, ogres, and half-ogres. However, they also have advantage to their attack rolls against you.
Languages. You can speak, read, and write an additional Harqualian language in addition to Dwarvish. Hill dwarves that live near humans tend to choose Common as their bonus language.

High Dwarf (Mountain Dwarf, modified)
The Mountain Dwarf subrace is the basis for the High Dwarves of Harqual. However, it needs a few changes to bring it in line with the high dwarf race I created for 3E.

Ability Score Changes. Your Wisdom score increases by 2. (This replaces the standard Strength score increase of 2.)
Giantbane. You have advantage on your first attack roll when fighting against any sort of giant.
Languages. You can speak, read, and write Undercommon in addition to Dwarvish and your additional language choice. High dwarves often choose Giant as their bonus language.

Torin Dwarf
The Torin dwarves of Harqual are unique from other dwarves on Harqual. Torin dwarves don't live underground and are more at home in the savannas of The Far South. They do live in hilly terrain and, rarely, low mountains.

Ability Score Increase. Your Dexterity score increase by 2.
Woodcunning. You can use your Stonecunning ability for woodworking including artisan carvings and wooden sailing ships. You also retain your normal Stonecunning ability.
Dwarven Archer. You have proficiency with the shortbow, longbow, and all types of crossbows in addition to the standard weapon proficiencies listed under Dwarven Combat Training on p. 20 of the 5E PHB.
Languages. You can speak, read and write a unique version of Dwarvish called Torin, as well as Suar, the common language of The Far South. You do not speak, read, or write the Dwarvish language of other dwaves nor do you choose an additional Harqualian language. Torin dwarves don't often read or write, but they can if they choose to do so.
Claustrophobic. When you travel underground, you have disadvantage until you return to the surface.
 
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Knightfall

World of Kulan DM
Updated

Minor Dwarf Subraces for Harqual
Bitran Dwarves: This Transformation race was brought to Kulan from the world known as Maran (also called the Dark Word campaign setting). Bitran dwarves often become bards, elementalists, and sorcerers and rarely they choose to become warlocks. Bitran dwarves often combine martial skill with magical training.
Ability Score Changes. Your Charisma score increase by 2.​
Bitran Magic. You know the resistance cantrip. When you reach 3rd level, you can cast the thunderwave spell once per day. When you reach 5th level, you can also cast the misty step spell once per day. Charisma is your spellcasting ability for these spells.​
Mountain Sorcerer. If you choose to be a sorcerer, you gain access to the Druid's Mountain Circle Spells as sorcerer spells (if those spells aren't already on the Sorcerer Spell List).​
Unique Languages. Bitran dwarves don't speak, read, or write Dwarvish. Instead, you can speak, read and write the language of the collective group of dwarves and gnomes known as the Bitran. As well, you must choose your additional language from this list: Aphranæn Elvish, Marani Goblin, Javeldian, Nihil, Marani Orc, and Vananean Elvish.​
You can understand the Dwarvish and Gnomish languages of Harqual with a successful Knowledge (Linguistics) check. You have advantage on checks to understand Dwarvish and disadvantage on checks to understand Gnomish.​

Duergar: The duergar have a presence on the surface in the Lands of Harqual. They live on the island known as Teverroot and in the central mountain ranges of the continent – Kul Moren Mountain (mainly), the Sunus Mountains (somewhat), and the Thunder Mountains (rarely).
Ability Score Changes. Your Intelligence score increases by 1.​
Superior Darkvision. Your darkvision has a radius of 90 feet unless you grew up in the Underearth. If so, your darkvision has a radius of 120 feet.​
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the targets of your attack, or whatever you are trying to perceive is in direct sunlight.​
Silent Watcher. You have proficiency with both the Perception skill and the Stealth skill.​
Duergar Resilience. You have advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. (This replaces the standard Dwarven Resilience trait on p. 20 of the 5E PHB.)​
Duergar Magic. When you reach 5th level, you can cast the invisibility spell once per day. When you reach 7th level, you can also cast the enlarge spell once per day. Intelligence is your spellcasting ability for these spells.​
Duergar Weapon Training. You have proficiency with javelins and war picks.​
Languages. You can speak, read, and write Undercommon and second additional language (with an underdark origin) of your choice.​

Dwarves of the Badlands: This subrace is detailed in the 3E sourcebook, Sandstorm. The badlands dwarves of Harqual are found in and around the Hills of Ferinmal.
Ability Score Increase. Either your Intelligence score increases by 1 or you Wisdom score increases by 1.​
Waterwise. You have proficiency with the Perception and Survival skills and you have advantage with these skills when searching for water in the desert.​
Technologist. You have proficiency with the Renaissance pistol and musket (listed on p. 268 of the 5E DMG). As well, when trying to figure out alien technology, you need one less successful Intelligence check to determine how unknown devices works – one succcessful check for simple devices and three successful checks for a complex item. You always have advantage for these Intelligence checks.​
Languages. Badlands dwarves often choose either Elvish or Suar as their additional language.​

Glacier Dwarves: This subrace is detailed in the 3E sourcebook, Frostburn. Glacier dwarves in the Lands of Harqual are known as the Gletscher. They live in the northernmost regions of the Northlands.
Ability Score Increase. Your Wisdom score increases by 1.​
Icecunning. Whenever you make a Wisdom (Survival) check to notice unusual ice constructions or hazards in ice or snow, you are considered proficient with the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. (This replaces the standard Stonecunning trait on p. 20 of the 5E PHB.)​
Ice in the Veins. You have advantage on saving throws against magical cold. You can survive comfortably in winter conditions without warm clothes or a fire. (This replaces the standard Dwarven Resilience trait on p. 20 of the 5E PHB.)​
Languages. You can speak Barbarian in addition to Dwarvish. The language's origins are oral and it is never written down. The Gletscher often choose Giant as their additional language.​

Other Variant Dwarven Subraces on Harqual
I've placed several other dwarven subraces/subcultures on Harqual. Korvosan dwarves are based on the Pathfinder RPG dwarves; Kazadrach are the dwarves of the City State of the Wilderlands setting; and Tyrian dwarves are the dwarves of Athas. These three dwarven subraces are Transformation races. Two other dwarven subraces on the continent are the Seacliff dwarves from Stormwrack and the Sundered dwarves based on the subrace from the 2E Complete Book of Dwarves.

Below is a short summary of each race for D&D 5E:
  • Korvosan Dwarf: Ability Score Increase > Wisdom +1; Lorekeeper > you have proficiency with the History skill.
  • Seacliff Dwarf (aka Salt Beards): Waterborn > you have advantage to Strength (Athletics) checks related to swimming, and you have proficiency with Vehicle (water).
  • Sundered Dwarf: Ability Score Changes > Dexterity +1, Constitution +1; Lesser Darkvision > your Darkvision only extends to 30 feet; Survivor > you have proficiency with the Medicine and Survival skills; Outcast > you have disadvantage to Charisma-based skills when dealing with dwarves who are not sundered (including the Torin); Claustrophobic > as per Torin dwarf; Linguist > you can pick two other languages that you can speak, read, and write.
  • Tyrian Dwarf: Ability Score Changes > Wisdom +2, Constitution +1; Focused > you have advantage on any roll related to you focus; Psionic > guidance (cantrip), create water (3rd), locate object (5th), Wisdom-based; Alien Voice > you speak a unique Dwarvish language, as well as the language of the city-state of Tyr.
 
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Knightfall

World of Kulan DM
Updated

Elves of Harqual
Ability Score Changes. Either your Dexterity score increases by 2 or your Charisma score increases by 2.
Languages. You can speak, read and write Elvish and one other Harqualian language of your choice. Note that both Desert elves and Silver-wilds have mainly oral traditions. They never write in the traditional sense but can often read what others have written in Elvish.


Desert Elf
The desert elves of Harqual stand apart from the other elves of the continent. Their home is the desert known as the Great Expanse. They have their own god and rarely worship others gods.

Ability Score Changes. Your Dexterity increases by 1.
Age. You mature faster than other elves and don't live as long. Desert elves reach adulthood near the age of 50 and live to be 350 years old.
Hotblooded. You have advantage on saving throws against fire damage and disadvantage on saving throws against cold damage.
Hunter of the Expanse. You have proficiency with the javelin, spear, shortbow, and longbow.
Fleet of Foot. Your base walking speed is 35 feet.
Urban Decay. Desert elves have a social penalty that causes them to have disadvantage in any urban environment.
Restricted Languages. You speak Elvish and either Common or Suar, and you have a strict oral tradition. However, you can read Elvish, written by other elves, with a successful Knowledge (Linguistics) check.

Forest Elf (Wood Elf, modified)
Forest elves once lived in the Knotwood, but it now stands ruined. The forest is now home to corrupted forest elves called blood elves. Forest elves have scattered to other forest in Northern Harqual.

Forest elves are closest to the Wood Elf entry, but with the modifications noted below.

Ability Score Changes. Either your Strength score increases by 2 or your Dexterity and Constitution scores both increase by 1. (This replaces the standard Ability Score Increase trait for the Wood Elf on p. 24 of the 5E PHB.)
Knotwood Weaponry. You have proficiency with the handaxe, spear, shortbow, and longbow. (This replaces the Elf Weapon Training trait for Wood Elf on p. 24 of the 5E PHB.)
Demon Hunter. You have advantage on attack rolls against blood elves or the other demonic denizens of the fallen Knotwood.
Languages. You speak, read, and write Sylvan in addition to Elvish and the other Harqualian language you choose.

Hunter Elf (Wood Elf)
The traditional homeland of hunter elves is the Verdalf Forest. However, these elves can also be found in the Cadra Forest and the high Forest, as well as the Great Forest of Harqual. They prefer to isolate themselves from humans but they aren't xenophobic.

Languages. You cannot choose Common or any other human-based language (even trade tongues) as your additional language.

Silver Elf (High Elf; modified)
Silver elves traditionally come from the Kingdom of the Silver Leaves. However, silver elves live throughout the Great Forest of Harqual and even in some non-forested lands. Young silver elves tend to be very curious about the world outside their forested homes.

The silver elves of Harqual are closest to the High Elf entry, with the changes detailed below.

Ability Score Changes. Either your Intelligence score increases by 1 or your Charisma score increases by 1. (This replaces the standard Ability Score Increase trait for the High Elf on p. 23 of the 5E PHB.)
Silverleaf Weaponry. You are proficient with the rapier, scimitar, longbow, and shortbow. (This replaces the Elf Weapon Training trait for High Elf on p. 23 of the 5E PHB.)
Languages. You speak, read, and write Sylvan in addition to Elvish and the other Harqualian language you choose.
 
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Knightfall

World of Kulan DM
Updated

Minor Elf Subraces for Harqual
Ee'aar (Aerial Elf): The name for this race comes from the Mystara campaign setting. Howevr, the ee'aar of Kulan do not come from that world. Humans refer to the ee'aar as aerial elves.
Ability Score Changes. Your Wisdom score increase of 1.​
Speed. You have a walking speed of 30 feet.​
Flight. You have a flying speed of 40 feet. To use this speed, you can't be wearing medium or heavy armor.​
Ee'aar Weapon Training. You have proficiency with the longsword, rapier, net, and shortbow.​

Rmoahali: This d20 system race is from the sourcebook known as Frost & Fur: The Explorer’s Guide to the Frozen Lands. The Rmoahali are an ancient lineage of elves with dark skin and hair the color of snow. They live in the Northlands and are traditionally isolationists.
Ability Score Changes. Your Wisdom score increases by 2. (This replaces the standard ability score changes listed for elves.)​
Size. Rmoahali elves range from over 7 to under 9-1/2 feet tall and have robust builds. Your size is Medium.​
Longstrider. Your base walking speed is 40 feet.​
Ancient Bloodline. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.​
Nature Magic. You know the guidance cantrip. When you reach 3rd level, you can cast the fog cloud spell once per day. When you reach 5th level, you can also cast the gust of wind spell once per day. Wisdom is your spellcasting ability for these spells.​
Rmoahali Weapon Training. You have proficiency with the battleaxe, spear, greatclub, and longbow.​
Languages. You speak an ancient form of Elvish. You can speak, read, and write modern Elvish, but your ancient tongue doesn't have a written form.​

Gray Elf: Gray elves are extremely rare in the Lands of Harqual. Humans and other short-lived races rarely encounter them or might even not know they still exist. Forest and silver elves often honor and protect gray elves.
Ability Score Changes. Your Intelligence score increases by 2.​
Hallowed Race. While your people are in decline, the other elven races of Harqual are in awe of your kin. You have advantage on all Charisma-based skills when dealing with Harqualian non-gray elves (not elves brought to Harqual during the Transformation).​
Weapons of Wizardry. You have proficiency with two traditional wizardry weapons of your choice. The standard weapons to choose are dagger and quarterstaff.​
Languages. You can speak, read, or write two other additional languages, including secretive languages (e.g. Druidic).​

Silver-wild: The wild cousins of silver elves. These elves live amongst the barbarians of the Northlands.
Ability Score Changes. Either your Strength score increases by 2 or your Dexterity score increases by 2.​
Survivalist. You have proficiency with the Survival skill.​
Savage Armor and Weaponry. Your armor and weapons cannot be made from metal and you have proficiency with the club, greatclub, spear, and longbow.​
Fleet of Foot. Your base walking speed is 35 feet.​
Languages. You speak Elvish and the oral language known as Barbarian as your additional language choice. You know how to read and write Elvish but are uncomfortable doing so.​

Other Variant Elven Subraces on Harqual
There are eight other types of elves in the Lands of Harqual. The most important of these are the Elves of the Far South (or southern elves), Island-Dwelling Elves (or islander elves), and Urban-Dwelling Elves (or urbanite elves).

The other elves of the continent are Transformation races. The Aphranæn Elves come from the world known as Maran. The Elves of Korvosa are the elves of the Pathfinder RPG. The Elves of the City State are from the Wilderlands campaign setting. There are two versions from that world. And the Elves of the Tyrian Valley are from the world of Athas.

Below is a short summary of each race for D&D 5E:
  • Aphranæn: Unique Languages > You speak, read, and write Aphranæn and Vananean Elvish, as well as Javeldian. You must choose either Bitran or Nihil as your additional language. You can understand Harqualian Elvish with a successful Knowledge (Linguistics) check. You have advantage on this check when conversing with silver or forest elves.
  • Islander Elf: Ability Score Changes > Strength +1, Wisdom +1; Child of the Sea > you have advantage to Strength (Athletics) checks related to swimming, and you have proficiency with Vehicle (water).
  • Korvosan Elf: Ability Score Increase > Intelligence +1; Knack for Magic > you have proficiency with the Arcana Skill.
  • Southern Elf: Ability Score Changes > Intelligence +1; Languages > you must choose a language from the Far South as your additional language. The most common southern languages are Felid, Gnomish, Goblin, Halfling, Suar, and Torin.
  • Tyrian Elf: Ability Score Changes > Wisdom +1; Size > you are taller than most of the elven races of Harqual, standing between 6 to 7 feet in height, but your size is Medium, regardless; Desert Runner > your base walking speed is 35 feet, and when you use the Dash action, you speed triples instead of doubles; Psionic > mending (cantrip), create water (3rd), find traps (5th), Wisdom-based; Alien Voice > you speak a unique Elvish language, as well as the language of the city-state of Tyr.
  • Urbanite Elf: Use the Elf Traits listed on p. 23 of the PHB with the standard changes for Harqualian elves.
  • Vananean: Still to be done.
 
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Knightfall

World of Kulan DM
EDIT: Times are a changing and I need to come up with an idea for ability score increases that move away from being attached to races for anything I create for 5E. (However, I'm not going to go back and try to reinvent my stuff for 3E.)
 
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Knightfall

World of Kulan DM
At this point, I've gone back and struck-through all the ability score decreases but I haven't removed them yet. I'd still like to have the option for an ability score decrease, but I need to come up with something not tied to race. Perhaps a player could choose to roll on a Flaw Table that would give his/her/their PC a random ability score decrease, which allows them to pick one bonus feat (or two bonus traits) based on a set list of feats.

The standard penalty gained would be only -1 but a player could choose to roll twice or perhaps the table would have an option that says to reroll twice and pick either option. Or they could take both options and get two bonus feats (or four bonus traits) [or one feat and two traits?].

The question becomes is an ability score decrease of -1 worth gaining a bonus feat (or two bonus traits)? Would it have to be a -2? :unsure:
 

Knightfall

World of Kulan DM
So, here's my initial table design. Reminder! This table is meant to be optional and players don't have to roll on it. They can choose to roll on it!

The table as it stands now would suck for bards, clerics, sorcerers, and warlocks. Should the dice roll be 2d4 or 1d8? 1d8 could give me another option for variability. Maybe two scores of the player's choice are decreased and the player gets to select 2 bonus feats. The roll should probably be a standard 1d8 with variable results for "1" and "8." 2d4 feels very old school to me, which I like.

Hmm, what about the idea of the character gaining 2 extra proficiencies instead of 2 traits option for the standard rolls? Perhaps if you get a Strength, Dexterity, or Constitution penalty, you get 2 extra skill proficiencies, but if you get an Intelligence, Wisdom, or charisma penalty, you get 2 bonus weapon proficiencies (or 1 weapon, 1 armor). :unsure:

Dice Roll (2d4)ResultBonus
2Intelligence score decreases by 11 Feat (or 2 traits)
3Strength score decreases by 11 Feat (or 2 traits)
4Charisma score decreases by 11 Feat (or 2 traits)
5Wisdom score decreases by 11 Feat (or 2 traits)
6Dexterity score decreases by 11 Feat (or 2 traits)
7Constitution score decreases by 11 Feat (or 2 traits)
8Roll twice and choose between the two rollsn/a
 

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