Jessica
First Post
I caught the nostalgia bug after digging out my Birthright boxed set and I kinda want to run a game of it in 5e when my schedule opens up and/or when I finish my current campaign of 13th Age I just started. I was considering keeping as much as I could from the 2e aspect of the setting(including race restrictions on class, multiclassing restrictions, ability score requirements, and followers for classes that get them). To offset the whole ability score requirement thing, I would probably use one of the really generous ability score rolling methods (possibly 5d6 drop the two lowest or maybe 4d6 drop the lowest twelve times and pick six of your choice) since some classes that are used to having a super high score in a certain stat might not have that option(e.g. Enchanters requiring a 9 Int and 16 Cha means that they won't have a high score going to Dex or Con like they normally do). So here is kind of what I was thinking so far in differences from normal 5e/Birthright:
Races
Human
Use variant human with the following changes
(Anuirean)
Ability Score Increase: Your Wisdom score increases by 1, and one other ability score of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice from among Deception, History, Insight, or Persuasion.
Languages: You can speak, read, and write Anuirean and one extra language of your choice.
(Brecht)
Ability Score Increase: Your Dexterity score increases by 1, and one other ability score of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice from among Deception, Perception, Persuasion, or Sleight of Hand.
Languages: You can speak, read, and write Low Brecht, High Brecht, and one extra language of your choice.
(Khinasi)
Ability Score Increase: Your Intelligence score increases by 1, and one other ability score of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice from among Arcana, History, Insight, Medicine, or Persuasion.
Languages: You can speak, read, and write Basarji and one extra language of your choice.
(Rjurik)
Ability Score Increase: Your Constitution score increases by 1, and one other ability score of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice from among Nature, Perception, Religion, Stealth, or Survival.
Languages: You can speak, read, and write Rjuven and one extra language of your choice.
(Vos)
Ability Score Increase: Your Strength score increases by 1, and one other ability score of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice from among Animal Handling, Intimidation, Perception, or Survival.
Languages: You can speak, read, and write Vos and one extra language of your choice.
Dwarf
All dwarves use the Karamhul Dwarf subrace
(Karamhul Dwarf)
Ability Score Increase: You Strength score increases by 1.
Dense Body: You have resistance against bludgeoning damage.
Languages: You can speak, read, and write Karamhul and one extra language of your choice.
Elf
All elves use the Sidhelien Elf subrace
(Sidhelien Elf)
Ability Score Increase: Your Intelligence score increases by 1.
Cantrip: You know one cantrip of your choice from the druid spell list. Intelligence is your spellcasting ability for it.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Nature’s Stride: Mving through non-magical difficult terrain does not cost you extra movement. A creature trying to track you through natural terrain does so with disadvantage.
Languages: You can speak, read, and write Sidhelien and one other language of your choice.
Classes: They would definitely have pre-reqs and a person would be required to meet the ability pre-reqs for AT LEAST one of the subclasses in order to take a given class. I think I would just have the classes that were in core 2e plus Barbarians but allow almost all of the subclasses that have been published for said classes so far. I'm not sure how I feel about Warlocks because I'm not sure if they would fit in with Birthright. Classes will gain followers in the same way they do in 2e for their given class and Cha will generally play the same role in terms of followers.
All Classes
[sblock]Skills: Add Administration, Law, and Leadership as one of the skills your class can choose from.[/sblock]
Barbarian
[sblock]Skills: Add both Siegecraft and Strategy as one of the skills your class can choose from.
(Berserker, Totem Warrior)
Prereqs: Str 12, Dex 9, Con 12 (from CBH)
+10% xp if Str & Con is 16 or higher
Human(Rjurik and Vos) only
(Battlerager)
Prereqs: Str 12, Dex 9, Con 12 (from CBH)
+10% xp if Str & Con is 16 or higher
Dwarf only[/sblock]
Bard
[sblock]Skills: Add Intrigue as one of the skills your class can choose from.
(Lore, Valor)
Prereqs: Dex 12, Int 13, Cha 15 (from PHB)
+10% xp if Dex & Cha is 16 or higher
Human, Elf, Half Elf
Base spell list is trimmed down to Enchantment, Illusion, and Divination spells only. Magical Secrets can grab spells from other schools of magic only if the PC is a Elf, Half Elf, or blooded Human[/sblock]
Cleric
[sblock]Skills: Add Diplomacy as one of the skills your class can choose from.
(Avani)
Prereqs: Int 12, Wis 9 (from PHB/BR rulebook)
Alignment: Any non-chaotic
Domain: Arcana, Knowledge, Light
+10% xp if Wis is 16 or higher
Human, Half Elves, and Halflings
(Belinik)
Prereqs: Str 12, Con 12, Wis 9 (from PHB/BR rulebook)
Alignment: Any evil
Domain: War
+10% xp if Wis is 16 or higher
Human, Half Elves
(Cuiraecen)
Prereqs: Str 12, Wis 9 (from PHB/BR rulebook)
Alignment: Any non-lawful
Domain: Tempest, War
+10% xp if Wis is 16 or higher
Human, Half Elves
(Eloele)
Prereqs: Dex 12, Wis 9 (from PHB/BR rulebook)
Alignment: Any chaotic
Domain: Trickery
+10% xp if Wis is 16 or higher
Human, Half Elves
(Erik)
Prereqs: Con 14, Wis 12 (from PHB/BR rulebook)
Alignment: Any non-evil
Domain: Nature
+10% xp if Wis is 16 or higher
Human, Half Elves
(Haelyn)
Prereqs: Str 12, Wis 9 (from PHB/BR rulebook)
Alignment: Any non-lawful
Domain: Life, Light, War
+10% xp if Wis is 16 or higher
Human, Half Elves
(Kriesha)
Prereqs: Con 12, Wis 9 (from PHB/BR rulebook)
Female only if among Vos
Alignment: Any evil
Domain: Nature, Tempest
+10% xp if Wis is 16 or higher
Human, Half Elves
(Laerme)
Prereqs: Wis 9, Cha 12(from PHB/BR rulebook)
Alignment: Any good
Domain: Life, Light
+10% xp if Wis is 16 or higher
Human, Half Elves
(Moradin)
Prereqs: Wis 9(from PHB)
Alignment: Lawful good, lawful neutral, or neutral good
Domain: Knowledge, Life, War
+10% xp if Wis is 16 or higher
Dwarves
(Nesirie)
Prereqs: Wis 12(from PHB/BR rulebook)
Alignment: Any non-evil
Domain: Life, Nature, Tempest
+10% xp if Wis is 16 or higher
Human, Half Elves
(Ruornil)
Prereqs: Int 12, Wis 9(from PHB/BR rulebook)
Alignment: Any neutral
Domain: Arcana
+10% xp if Wis is 16 or higher
Human, Half Elves
(Sera)
Prereqs: Wis 9, Cha 12(from PHB/BR rulebook)
Alignment: Any
Domain: Knowledge, Trickery
+10% xp if Wis is 16 or higher
Human, Half Elves[/sblock]
Druid
[sblock]Skills: Add Diplomacy as one of the skills your class can choose from.
(Land, Moon)
Prereqs: Con 14, Wis 12, Cha 15 (from mixing PHB and BR rulebook)
worships Erik if Human
Skills: Add Diplomacy as one of the skills your class can choose from.
+10% xp if Wis & Cha is 16 or higher
Humans, Elves, Halfelves[/sblock]
Fighter
[sblock]Skills: Add both Siegecraft and Strategy as one of the skills your class can choose from.
(Champion, Battlemaster, Banneret[i.e. Purple Dragon Knight])
Prereqs: Str 9 (from PHB)
+10% xp if Str is 16 or higher
All races
(Eldritch Knight)
Prereqs: Str 9, Int 9 (from PHB mixing Mage and Fighter)
+10% xp if Str is 16 or higher
Elves, Half Elves, and blooded Humans only[/sblock]
Magician
[sblock]Skills: No changes
[/sblock][sblock]Prereqs: Dex 12, Int 12, Wis 14
+10% xp if Int & Wis is 16 or higher
Humans only
In all respects the same as a Wizard but with all the benefits of both the Divination and Illusion archetypes but all non-Illusion/non-Divination spells above 2nd level are removed from the PC's spell list. Also gains proficiency in all simple weapons, short swords, adn rapiers.[/sblock]
Paladin
[sblock]Skills: Add both Siegecraft and Strategy as one of the skills your class can choose from.
(Devotion, Ancients, Vengeance, Crown)
Prereqs: Str 12, Con 9, Wis 13, Cha 17 (from PHB)
Skills: Add both Siegecraft and Strategy as one of the skills your class can choose from.
+10% xp if Str & Cha is 16 or higher
Must meet deity's alignment requirements
Deity: Must choose a deity from among Avani(Devotion), Belinik(Vengeance), Cuiracaen(Vengeance), Erik(Ancients), Haelyn(Devotion or Crown), Nesirie(Devotion; female only)
Humans only[/sblock]
Ranger
[sblock]Skills: Add both Siegecraft and Strategy as one of the skills your class can choose from.
(Hunter, Beastmaster)
Prereqs: Str 13, Dex 13, Con 14, Wis 14
Skills: Add both Siegecraft and Strategy as one of the skills your class can choose from.
+10% xp if Str, Dex, & Wis is 16 or higher
Human, Elf, Half Elf[/sblock]
Rogue
[sblock]Skills: Add Intrigue as one of the skills your class can choose from.
(Thief, Assassin, Mastermind, Swashbuckler)
Prereqs: Dex 9 (from PHB)
+10% xp if Dex is 16 or higher
All races
(Arcane Trickster)
Prereqs: Dex 9, Int 9 (from PHB mixing Mage and Rogue)
+10% xp if Dex is 16 or higher
Human, Elf, Half Elf
You can only take non-Enchantment/Illusion/Divination spells if you are an Elf, Half Elf, or blooded Human[/sblock]
Wizard
[sblock]Skills: No changes
[/sblock][sblock](Abjuration)
Prereqs: 9 Int, 15 Wis (from PHB)
+10% xp if Int is 16 or higher
Human only
(Conjuration)
Prereqs: 9 Int, 15 Con (from PHB)
+10% xp if Int is 16 or higher
Human and Half Elf
(Enchantment)
Prereqs: 9 Int, 16 Cha (from PHB)
+10% xp if Int is 16 or higher
Human, Elf, Half Elf
(Evocation)
Prereqs: 9 Int, 16 Con (from PHB)
+10% xp if Int is 16 or higher
Human
(Necromancy)
Prereqs: 9 Int, 16 Wis (from PHB)
+10% xp if Int is 16 or higher
Human
(Transmutation)
Prereqs: 9 Int, 15 Dex (from PHB)
+10% xp if Int is 16 or higher
Human and Half Elf
(Spellsinger)
Prereqs: 13 Str, 15 Dex, 13 Con, 15 Int (from CBoE)
+10% xp if Int is 16 or higher
Half Elf and Elf[/sblock]
Multiclassing: Non-humans can choose to multiclass. The decision to multiclass must be made at 1st level and they must meet the requirements listed in the 5e PHB in addition to normal class requirements. At all times from 2nd level onwards, the classes must remain within one level of each other. I'm considering being more generous in the skills/proficiencies gained for multiclassing for non-humans since they have it rough already(possibly gain all of the armor/weapon proficiencies from both classes and for skill proficiencies get the higher starting amount of skills of the two classes and then choose from either's class skill list).
Dwarves: May be Fighter/Clerics or Fighter/Rogues
Elves: May be Fighter/Wizards, Fighter/Rogues, or Rogue/Wizards
Half Elves: May be Fighter/Wizards, Fighter/Rogues, Fighter/Clerics, Fighter/Druids, Rogue/Wizards, Rogue/Druids, and Rogue/Clerics
Halflings: May be Fighter/Rogues or Fighter/Clerics
Dualclassing: Humans use the normal multiclassing rules except they can only multiclass to one class other than the one they started with and once they multiclass then they can never gain levels again in their original class.
CREDIT: Some of the stuff on here is influenced heavily/borrowed from the conversion guides on Birthright.net. I don't remember which is from which author but Birthright.net is a big help. Here is the one I took most of the stuff from races from: http://boldpueblo.com/downloads/5e/5e-birthright-conversion.pdf
Races
Human
Use variant human with the following changes
(Anuirean)
Ability Score Increase: Your Wisdom score increases by 1, and one other ability score of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice from among Deception, History, Insight, or Persuasion.
Languages: You can speak, read, and write Anuirean and one extra language of your choice.
(Brecht)
Ability Score Increase: Your Dexterity score increases by 1, and one other ability score of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice from among Deception, Perception, Persuasion, or Sleight of Hand.
Languages: You can speak, read, and write Low Brecht, High Brecht, and one extra language of your choice.
(Khinasi)
Ability Score Increase: Your Intelligence score increases by 1, and one other ability score of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice from among Arcana, History, Insight, Medicine, or Persuasion.
Languages: You can speak, read, and write Basarji and one extra language of your choice.
(Rjurik)
Ability Score Increase: Your Constitution score increases by 1, and one other ability score of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice from among Nature, Perception, Religion, Stealth, or Survival.
Languages: You can speak, read, and write Rjuven and one extra language of your choice.
(Vos)
Ability Score Increase: Your Strength score increases by 1, and one other ability score of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice from among Animal Handling, Intimidation, Perception, or Survival.
Languages: You can speak, read, and write Vos and one extra language of your choice.
Dwarf
All dwarves use the Karamhul Dwarf subrace
(Karamhul Dwarf)
Ability Score Increase: You Strength score increases by 1.
Dense Body: You have resistance against bludgeoning damage.
Languages: You can speak, read, and write Karamhul and one extra language of your choice.
Elf
All elves use the Sidhelien Elf subrace
(Sidhelien Elf)
Ability Score Increase: Your Intelligence score increases by 1.
Cantrip: You know one cantrip of your choice from the druid spell list. Intelligence is your spellcasting ability for it.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Nature’s Stride: Mving through non-magical difficult terrain does not cost you extra movement. A creature trying to track you through natural terrain does so with disadvantage.
Languages: You can speak, read, and write Sidhelien and one other language of your choice.
Classes: They would definitely have pre-reqs and a person would be required to meet the ability pre-reqs for AT LEAST one of the subclasses in order to take a given class. I think I would just have the classes that were in core 2e plus Barbarians but allow almost all of the subclasses that have been published for said classes so far. I'm not sure how I feel about Warlocks because I'm not sure if they would fit in with Birthright. Classes will gain followers in the same way they do in 2e for their given class and Cha will generally play the same role in terms of followers.
All Classes
[sblock]Skills: Add Administration, Law, and Leadership as one of the skills your class can choose from.[/sblock]
Barbarian
[sblock]Skills: Add both Siegecraft and Strategy as one of the skills your class can choose from.
(Berserker, Totem Warrior)
Prereqs: Str 12, Dex 9, Con 12 (from CBH)
+10% xp if Str & Con is 16 or higher
Human(Rjurik and Vos) only
(Battlerager)
Prereqs: Str 12, Dex 9, Con 12 (from CBH)
+10% xp if Str & Con is 16 or higher
Dwarf only[/sblock]
Bard
[sblock]Skills: Add Intrigue as one of the skills your class can choose from.
(Lore, Valor)
Prereqs: Dex 12, Int 13, Cha 15 (from PHB)
+10% xp if Dex & Cha is 16 or higher
Human, Elf, Half Elf
Base spell list is trimmed down to Enchantment, Illusion, and Divination spells only. Magical Secrets can grab spells from other schools of magic only if the PC is a Elf, Half Elf, or blooded Human[/sblock]
Cleric
[sblock]Skills: Add Diplomacy as one of the skills your class can choose from.
(Avani)
Prereqs: Int 12, Wis 9 (from PHB/BR rulebook)
Alignment: Any non-chaotic
Domain: Arcana, Knowledge, Light
+10% xp if Wis is 16 or higher
Human, Half Elves, and Halflings
(Belinik)
Prereqs: Str 12, Con 12, Wis 9 (from PHB/BR rulebook)
Alignment: Any evil
Domain: War
+10% xp if Wis is 16 or higher
Human, Half Elves
(Cuiraecen)
Prereqs: Str 12, Wis 9 (from PHB/BR rulebook)
Alignment: Any non-lawful
Domain: Tempest, War
+10% xp if Wis is 16 or higher
Human, Half Elves
(Eloele)
Prereqs: Dex 12, Wis 9 (from PHB/BR rulebook)
Alignment: Any chaotic
Domain: Trickery
+10% xp if Wis is 16 or higher
Human, Half Elves
(Erik)
Prereqs: Con 14, Wis 12 (from PHB/BR rulebook)
Alignment: Any non-evil
Domain: Nature
+10% xp if Wis is 16 or higher
Human, Half Elves
(Haelyn)
Prereqs: Str 12, Wis 9 (from PHB/BR rulebook)
Alignment: Any non-lawful
Domain: Life, Light, War
+10% xp if Wis is 16 or higher
Human, Half Elves
(Kriesha)
Prereqs: Con 12, Wis 9 (from PHB/BR rulebook)
Female only if among Vos
Alignment: Any evil
Domain: Nature, Tempest
+10% xp if Wis is 16 or higher
Human, Half Elves
(Laerme)
Prereqs: Wis 9, Cha 12(from PHB/BR rulebook)
Alignment: Any good
Domain: Life, Light
+10% xp if Wis is 16 or higher
Human, Half Elves
(Moradin)
Prereqs: Wis 9(from PHB)
Alignment: Lawful good, lawful neutral, or neutral good
Domain: Knowledge, Life, War
+10% xp if Wis is 16 or higher
Dwarves
(Nesirie)
Prereqs: Wis 12(from PHB/BR rulebook)
Alignment: Any non-evil
Domain: Life, Nature, Tempest
+10% xp if Wis is 16 or higher
Human, Half Elves
(Ruornil)
Prereqs: Int 12, Wis 9(from PHB/BR rulebook)
Alignment: Any neutral
Domain: Arcana
+10% xp if Wis is 16 or higher
Human, Half Elves
(Sera)
Prereqs: Wis 9, Cha 12(from PHB/BR rulebook)
Alignment: Any
Domain: Knowledge, Trickery
+10% xp if Wis is 16 or higher
Human, Half Elves[/sblock]
Druid
[sblock]Skills: Add Diplomacy as one of the skills your class can choose from.
(Land, Moon)
Prereqs: Con 14, Wis 12, Cha 15 (from mixing PHB and BR rulebook)
worships Erik if Human
Skills: Add Diplomacy as one of the skills your class can choose from.
+10% xp if Wis & Cha is 16 or higher
Humans, Elves, Halfelves[/sblock]
Fighter
[sblock]Skills: Add both Siegecraft and Strategy as one of the skills your class can choose from.
(Champion, Battlemaster, Banneret[i.e. Purple Dragon Knight])
Prereqs: Str 9 (from PHB)
+10% xp if Str is 16 or higher
All races
(Eldritch Knight)
Prereqs: Str 9, Int 9 (from PHB mixing Mage and Fighter)
+10% xp if Str is 16 or higher
Elves, Half Elves, and blooded Humans only[/sblock]
Magician
[sblock]Skills: No changes
[/sblock][sblock]Prereqs: Dex 12, Int 12, Wis 14
+10% xp if Int & Wis is 16 or higher
Humans only
In all respects the same as a Wizard but with all the benefits of both the Divination and Illusion archetypes but all non-Illusion/non-Divination spells above 2nd level are removed from the PC's spell list. Also gains proficiency in all simple weapons, short swords, adn rapiers.[/sblock]
Paladin
[sblock]Skills: Add both Siegecraft and Strategy as one of the skills your class can choose from.
(Devotion, Ancients, Vengeance, Crown)
Prereqs: Str 12, Con 9, Wis 13, Cha 17 (from PHB)
Skills: Add both Siegecraft and Strategy as one of the skills your class can choose from.
+10% xp if Str & Cha is 16 or higher
Must meet deity's alignment requirements
Deity: Must choose a deity from among Avani(Devotion), Belinik(Vengeance), Cuiracaen(Vengeance), Erik(Ancients), Haelyn(Devotion or Crown), Nesirie(Devotion; female only)
Humans only[/sblock]
Ranger
[sblock]Skills: Add both Siegecraft and Strategy as one of the skills your class can choose from.
(Hunter, Beastmaster)
Prereqs: Str 13, Dex 13, Con 14, Wis 14
Skills: Add both Siegecraft and Strategy as one of the skills your class can choose from.
+10% xp if Str, Dex, & Wis is 16 or higher
Human, Elf, Half Elf[/sblock]
Rogue
[sblock]Skills: Add Intrigue as one of the skills your class can choose from.
(Thief, Assassin, Mastermind, Swashbuckler)
Prereqs: Dex 9 (from PHB)
+10% xp if Dex is 16 or higher
All races
(Arcane Trickster)
Prereqs: Dex 9, Int 9 (from PHB mixing Mage and Rogue)
+10% xp if Dex is 16 or higher
Human, Elf, Half Elf
You can only take non-Enchantment/Illusion/Divination spells if you are an Elf, Half Elf, or blooded Human[/sblock]
Wizard
[sblock]Skills: No changes
[/sblock][sblock](Abjuration)
Prereqs: 9 Int, 15 Wis (from PHB)
+10% xp if Int is 16 or higher
Human only
(Conjuration)
Prereqs: 9 Int, 15 Con (from PHB)
+10% xp if Int is 16 or higher
Human and Half Elf
(Enchantment)
Prereqs: 9 Int, 16 Cha (from PHB)
+10% xp if Int is 16 or higher
Human, Elf, Half Elf
(Evocation)
Prereqs: 9 Int, 16 Con (from PHB)
+10% xp if Int is 16 or higher
Human
(Necromancy)
Prereqs: 9 Int, 16 Wis (from PHB)
+10% xp if Int is 16 or higher
Human
(Transmutation)
Prereqs: 9 Int, 15 Dex (from PHB)
+10% xp if Int is 16 or higher
Human and Half Elf
(Spellsinger)
Prereqs: 13 Str, 15 Dex, 13 Con, 15 Int (from CBoE)
+10% xp if Int is 16 or higher
Half Elf and Elf[/sblock]
Multiclassing: Non-humans can choose to multiclass. The decision to multiclass must be made at 1st level and they must meet the requirements listed in the 5e PHB in addition to normal class requirements. At all times from 2nd level onwards, the classes must remain within one level of each other. I'm considering being more generous in the skills/proficiencies gained for multiclassing for non-humans since they have it rough already(possibly gain all of the armor/weapon proficiencies from both classes and for skill proficiencies get the higher starting amount of skills of the two classes and then choose from either's class skill list).
Dwarves: May be Fighter/Clerics or Fighter/Rogues
Elves: May be Fighter/Wizards, Fighter/Rogues, or Rogue/Wizards
Half Elves: May be Fighter/Wizards, Fighter/Rogues, Fighter/Clerics, Fighter/Druids, Rogue/Wizards, Rogue/Druids, and Rogue/Clerics
Halflings: May be Fighter/Rogues or Fighter/Clerics
Dualclassing: Humans use the normal multiclassing rules except they can only multiclass to one class other than the one they started with and once they multiclass then they can never gain levels again in their original class.
CREDIT: Some of the stuff on here is influenced heavily/borrowed from the conversion guides on Birthright.net. I don't remember which is from which author but Birthright.net is a big help. Here is the one I took most of the stuff from races from: http://boldpueblo.com/downloads/5e/5e-birthright-conversion.pdf
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