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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: 6623478" data-attributes="member: 2012"><p><strong>Updated</strong></p><p></p><p><span style="font-size: 12px"><strong><u>Minor Dwarf Subraces for Harqual</u></strong></span></p><p><u>Bitran Dwarves</u>: 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.</p><p style="margin-left: 20px"><em>Ability Score Changes.</em> Your Charisma score increase by 2.</p> <p style="margin-left: 20px"><em>Bitran Magic.</em> You know the <em>resistance</em> cantrip. When you reach 3rd level, you can cast the <em>thunderwave</em> spell once per day. When you reach 5th level, you can also cast the <em>misty step</em> spell once per day. Charisma is your spellcasting ability for these spells.</p> <p style="margin-left: 20px"><em>Mountain Sorcerer.</em> 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).</p> <p style="margin-left: 20px"><em>Unique Languages.</em> 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.</p> <p style="margin-left: 20px">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.</p><p></p><p><u>Duergar</u>: 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).</p><p style="margin-left: 20px"><em>Ability Score Changes.</em> Your Intelligence score increases by 1.</p> <p style="margin-left: 20px"><em>Superior Darkvision.</em> 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.</p> <p style="margin-left: 20px"><em>Sunlight Sensitivity.</em> 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.</p> <p style="margin-left: 20px"><em>Silent Watcher.</em> You have proficiency with both the Perception skill and the Stealth skill.</p> <p style="margin-left: 20px"><em>Duergar Resilience.</em> 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.)</p> <p style="margin-left: 20px"><em>Duergar Magic.</em> When you reach 5th level, you can cast the <em>invisibility</em> spell once per day. When you reach 7th level, you can also cast the <em>enlarge</em> spell once per day. Intelligence is your spellcasting ability for these spells.</p> <p style="margin-left: 20px"><em>Duergar Weapon Training.</em> You have proficiency with javelins and war picks.</p> <p style="margin-left: 20px"><em>Languages.</em> You can speak, read, and write Undercommon and second additional language (with an underdark origin) of your choice.</p><p></p><p><u>Dwarves of the Badlands</u>: This subrace is detailed in the 3E sourcebook, <em>Sandstorm</em>. The badlands dwarves of Harqual are found in and around the Hills of Ferinmal.</p><p style="margin-left: 20px"><em>Ability Score Increase.</em> Either your Intelligence score increases by 1 or you Wisdom score increases by 1.</p> <p style="margin-left: 20px"><em>Waterwise.</em> You have proficiency with the Perception and Survival skills and you have advantage with these skills when searching for water in the desert.</p> <p style="margin-left: 20px"><em>Technologist.</em> 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.</p> <p style="margin-left: 20px"><em>Languages.</em> Badlands dwarves often choose either Elvish or Suar as their additional language.</p><p></p><p><u>Glacier Dwarves</u>: This subrace is detailed in the 3E sourcebook, <em>Frostburn</em>. Glacier dwarves in the Lands of Harqual are known as the Gletscher. They live in the northernmost regions of the Northlands.</p><p style="margin-left: 20px"><em>Ability Score Increase.</em> Your Wisdom score increases by 1.</p> <p style="margin-left: 20px"><em>Icecunning.</em> 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.)</p> <p style="margin-left: 20px"><em>Ice in the Veins.</em> 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.)</p> <p style="margin-left: 20px"><em>Languages.</em> 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.</p><p></p><p><u>Other Variant Dwarven Subraces on Harqual</u></p><p>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.</p><p></p><p>Below is a short summary of each race for D&D 5E:</p><ul> <li data-xf-list-type="ul"><em>Korvosan Dwarf</em>: Ability Score Increase > Wisdom +1; Lorekeeper > you have proficiency with the History skill.</li> <li data-xf-list-type="ul"><em>Seacliff Dwarf</em> (aka Salt Beards): Waterborn > you have advantage to Strength (Athletics) checks related to swimming, and you have proficiency with Vehicle (water).</li> <li data-xf-list-type="ul"><em>Sundered Dwarf</em>: 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 <em>sundered</em> (including the Torin); Claustrophobic > as per Torin dwarf; Linguist > you can pick two other languages that you can speak, read, and write.</li> <li data-xf-list-type="ul"><em>Tyrian Dwarf</em>: Ability Score Changes > Wisdom +2, Constitution +1; Focused > you have advantage on any roll related to you focus; Psionic > <em>guidance</em> (cantrip), <em>create water</em> (3rd), <em>locate object</em> (5th), Wisdom-based; Alien Voice > you speak a unique Dwarvish language, as well as the language of the city-state of Tyr.</li> </ul></blockquote><p></p>
[QUOTE="Knightfall, post: 6623478, member: 2012"] [B]Updated[/B] [SIZE=3][B][U]Minor Dwarf Subraces for Harqual[/U][/B][/SIZE] [U]Bitran Dwarves[/U]: 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. [INDENT][I]Ability Score Changes.[/I] Your Charisma score increase by 2.[/INDENT] [INDENT][I]Bitran Magic.[/I] You know the [I]resistance[/I] cantrip. When you reach 3rd level, you can cast the [I]thunderwave[/I] spell once per day. When you reach 5th level, you can also cast the [I]misty step[/I] spell once per day. Charisma is your spellcasting ability for these spells.[/INDENT] [INDENT][I]Mountain Sorcerer.[/I] 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).[/INDENT] [INDENT][I]Unique Languages.[/I] 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.[/INDENT] [INDENT]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.[/INDENT] [U]Duergar[/U]: 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). [INDENT][I]Ability Score Changes.[/I] Your Intelligence score increases by 1.[/INDENT] [INDENT][I]Superior Darkvision.[/I] 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.[/INDENT] [INDENT][I]Sunlight Sensitivity.[/I] 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.[/INDENT] [INDENT][I]Silent Watcher.[/I] You have proficiency with both the Perception skill and the Stealth skill.[/INDENT] [INDENT][I]Duergar Resilience.[/I] 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.)[/INDENT] [INDENT][I]Duergar Magic.[/I] When you reach 5th level, you can cast the [I]invisibility[/I] spell once per day. When you reach 7th level, you can also cast the [I]enlarge[/I] spell once per day. Intelligence is your spellcasting ability for these spells.[/INDENT] [INDENT][I]Duergar Weapon Training.[/I] You have proficiency with javelins and war picks.[/INDENT] [INDENT][I]Languages.[/I] You can speak, read, and write Undercommon and second additional language (with an underdark origin) of your choice.[/INDENT] [U]Dwarves of the Badlands[/U]: This subrace is detailed in the 3E sourcebook, [I]Sandstorm[/I]. The badlands dwarves of Harqual are found in and around the Hills of Ferinmal. [INDENT][I]Ability Score Increase.[/I] Either your Intelligence score increases by 1 or you Wisdom score increases by 1.[/INDENT] [INDENT][I]Waterwise.[/I] You have proficiency with the Perception and Survival skills and you have advantage with these skills when searching for water in the desert.[/INDENT] [INDENT][I]Technologist.[/I] 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.[/INDENT] [INDENT][I]Languages.[/I] Badlands dwarves often choose either Elvish or Suar as their additional language.[/INDENT] [U]Glacier Dwarves[/U]: This subrace is detailed in the 3E sourcebook, [I]Frostburn[/I]. Glacier dwarves in the Lands of Harqual are known as the Gletscher. They live in the northernmost regions of the Northlands. [INDENT][I]Ability Score Increase.[/I] Your Wisdom score increases by 1.[/INDENT] [INDENT][I]Icecunning.[/I] 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.)[/INDENT] [INDENT][I]Ice in the Veins.[/I] 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.)[/INDENT] [INDENT][I]Languages.[/I] 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.[/INDENT] [U]Other Variant Dwarven Subraces on Harqual[/U] 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: [LIST] [*][I]Korvosan Dwarf[/I]: Ability Score Increase > Wisdom +1; Lorekeeper > you have proficiency with the History skill. [*][I]Seacliff Dwarf[/I] (aka Salt Beards): Waterborn > you have advantage to Strength (Athletics) checks related to swimming, and you have proficiency with Vehicle (water). [*][I]Sundered Dwarf[/I]: 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 [I]sundered[/I] (including the Torin); Claustrophobic > as per Torin dwarf; Linguist > you can pick two other languages that you can speak, read, and write. [*][I]Tyrian Dwarf[/I]: Ability Score Changes > Wisdom +2, Constitution +1; Focused > you have advantage on any roll related to you focus; Psionic > [I]guidance[/I] (cantrip), [I]create water[/I] (3rd), [I]locate object[/I] (5th), Wisdom-based; Alien Voice > you speak a unique Dwarvish language, as well as the language of the city-state of Tyr. [/LIST] [/QUOTE]
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[5E] World of Kulan: Race (Origin) Conversions
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