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World of Kulan
[5E] World of Kulan: Race (Origin) Conversions
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<blockquote data-quote="Knightfall" data-source="post: 6621060" data-attributes="member: 2012"><p><strong>Updated!</strong></p><p></p><p><span style="font-size: 15px"><strong>Dwarves of Harqual</strong></span></p><p><strong>Ability Score Changes.</strong> Either your Constitution score increases by 2 or your Strength and Wisdom scores both increase by 1.</p><p><strong>Languages.</strong> 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).</p><p>[HR][/HR]</p><p><span style="font-size: 12px"><strong><u>Hill Dwarf</u></strong></span> (modified)</p><p>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.</p><p></p><p><strong>Ability Score Increase.</strong> Either your Wisdom score increases by 1, or your Strength score increases by 1. (This replaces the standard Wisdom score increase of 1.)</p><p><strong>Blood Feud.</strong> 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.</p><p><strong>Languages.</strong> 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.</p><p></p><p><span style="font-size: 12px"><strong><u>High Dwarf</u></strong></span> (Mountain Dwarf, modified)</p><p>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.</p><p></p><p><strong>Ability Score Changes.</strong> Your Wisdom score increases by 2. (This replaces the standard Strength score increase of 2.)</p><p><strong>Giantbane.</strong> You have advantage on your first attack roll when fighting against any sort of giant.</p><p><strong>Languages.</strong> 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.</p><p></p><p><span style="font-size: 12px"><u><strong>Torin Dwarf</strong></u></span></p><p>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.</p><p></p><p><strong>Ability Score Increase.</strong> Your Dexterity score increase by 2.</p><p><strong>Woodcunning.</strong> You can use your Stonecunning ability for woodworking including artisan carvings and wooden sailing ships. You also retain your normal Stonecunning ability.</p><p><strong>Dwarven Archer.</strong> You have proficiency with the shortbow, longbow, and all types of crossbows in addition to the standard weapon proficiencies listed under <em>Dwarven Combat Training</em> on p. 20 of the 5E PHB.</p><p><strong>Languages.</strong> 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.</p><p><strong>Claustrophobic.</strong> When you travel underground, you have disadvantage until you return to the surface.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 6621060, member: 2012"] [B]Updated![/B] [SIZE=4][B]Dwarves of Harqual[/B][/SIZE] [B]Ability Score Changes.[/B] Either your Constitution score increases by 2 or your Strength and Wisdom scores both increase by 1. [B]Languages.[/B] 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). [HR][/HR] [SIZE=3][B][U]Hill Dwarf[/U][/B][/SIZE] (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. [B]Ability Score Increase.[/B] Either your Wisdom score increases by 1, or your Strength score increases by 1. (This replaces the standard Wisdom score increase of 1.) [B]Blood Feud.[/B] 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. [B]Languages.[/B] 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. [SIZE=3][B][U]High Dwarf[/U][/B][/SIZE] (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. [B]Ability Score Changes.[/B] Your Wisdom score increases by 2. (This replaces the standard Strength score increase of 2.) [B]Giantbane.[/B] You have advantage on your first attack roll when fighting against any sort of giant. [B]Languages.[/B] 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. [SIZE=3][U][B]Torin Dwarf[/B][/U][/SIZE] 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. [B]Ability Score Increase.[/B] Your Dexterity score increase by 2. [B]Woodcunning.[/B] You can use your Stonecunning ability for woodworking including artisan carvings and wooden sailing ships. You also retain your normal Stonecunning ability. [B]Dwarven Archer.[/B] You have proficiency with the shortbow, longbow, and all types of crossbows in addition to the standard weapon proficiencies listed under [I]Dwarven Combat Training[/I] on p. 20 of the 5E PHB. [B]Languages.[/B] 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. [B]Claustrophobic.[/B] When you travel underground, you have disadvantage until you return to the surface. [/QUOTE]
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[5E] World of Kulan: Race (Origin) Conversions
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