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Realms of Adventure: Race and class conversion thread

Meatboy

First Post
For my homebrew there are the main 4 classes and races of a standard DnD game. But I get bored with standard and want to convert over every race or class, if possible, to Realm of Adventure format. I would love to have help to! I anyone wants a conversion or to try their hand at one go ahead and post it here.

For Reference here are the standard races and classes of RoA.

Races

Men are skillful, brash, varied and numerous. They gain an extra heroic trait and a +1 bonus to Heroic Feat rolls.



Dwarves are stout, brave, greedy and bearded. They have +1 to hit with melee weapons; gain +1 hp per HD; have +1 to saves against poisons, diseases and the like and gain a +2 to Heroic Feats involving craftsmanship.



Elves are slender, haughty, mystical and pointy eared. They gain +1 to hit with ranged attacks;. They have +1 to saves against effects that cloud the mind. They also gain +2 to Heroic Feats of perception. They know a spell taken from the wizards list. The have -1 hp per HD.



Halflings are small, sneaky, jovial and barefooted. They gain +1 to hit with light weapons but can’t use two handed weapons or large ranged weapons. They have a -1 bonus to their AC and a +1 bonus to saves. They also have +2 to Heroic Feats of subterfuge.

Classes

Fighters are Strong, Tough and the most capable of warriors. They gain the following.

  • HD d10 (+3 HP per level after 10)
    +1 to hit per level and +1 to damage per 2 levels. If they deal the killing blow to a foe they may attack again. They gain an extra attack at levels 5, 10, 15 etc.

  • +1 to Heroic Feats of prowess, such as forcing doors, bending bars, climbing, swimming and the like.


Thieves are quick, subtle and superior in surprise. They gain the following.


  • HD d8
  • +1 to hit per level with light melee and ranged weapons; +1 to hit per 2 levels with other weapons. If they have surprise they deal +1 to damage per level.
  • +1 to initiative rolls, and to surprise rolls.
  • +1 to Heroic Feats of subterfuge: Sneaking, picking locks, palming objects, disguising themselves and so on.


Clerics are zealous, skilled at arms and can channel divine power. They gain the following.

  • HD d8
  • +1 to hit per level with light and one-handed melee weapons; +1 to hit per 2 levels with other weapons.
  • +1 to Morale rolls
  • Can banish undead creatures. Roll 1d6, 5+ and your deity banishes 1d6 HD of undead per level. (weakest first; only affects undead of your level or less)
  • Knows 1 divine spell at level 1 and gains more at levels 2, 4, 6 etc.


Wizards are cunning, mysterious and can cast magical spells. They gain the following.

  • HD 1d6
  • +1 to hit per 2 levels.
  • +1 to Heroic Feats of lore: Using scrolls or wands, deciphering ancient texts, crafting magical potions, etc.
  • Can memorise 1 arcane spell, from their spellbook, per level plus 1.

Have fun!
 

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I was lazy. I let players build their own races and classes in my RPG.

Men are skillful, brash, varied and numerous. They gain an extra heroic trait and a +1 bonus to Heroic Feat rolls.

Dwarves are stout, brave, greedy and bearded. They have +1 to hit with melee weapons; gain +1 hp per HD; have +1 to saves against poisons, diseases and the like and gain a +2 to Heroic Feats involving craftsmanship.

Elves are slender, haughty, mystical and pointy eared. They gain +1 to hit with ranged attacks;. They have +1 to saves against effects that cloud the mind. They also gain +2 to Heroic Feats of perception. They know a spell taken from the wizards list. The have -1 hp per HD.

Halflings are small, sneaky, jovial and barefooted. They gain +1 to hit with light weapons but can’t use two handed weapons or large ranged weapons. They have a -1 bonus to their AC and a +1 bonus to saves. They also have +2 to Heroic Feats of subterfuge.

Men are going to be pretty jealous that dwarves get +1 melee AND +1 hp. In fact, this alone is enough to allow the dwarven kingdom to subjugate mankind in a matter of months.

The elves won't last too long either, losing 1 hp per die, unless they're happy shooting arrows and casting spells from trees for the rest of their lives. Maybe they'll evolve into birds?

Giants are big, strong, and slow. They gain +1 hp per HD, +2 damage to all melee attacks, and +2 to Heroic Feats involving feats of strength. However, they suffer -2 to Heroic Feats involving movement, and -1 penalty to AC.
 

I was lazy. I let players build their own races and classes in my RPG.



Men are going to be pretty jealous that dwarves get +1 melee AND +1 hp. In fact, this alone is enough to allow the dwarven kingdom to subjugate mankind in a matter of months.

The elves won't last too long either, losing 1 hp per die, unless they're happy shooting arrows and casting spells from trees for the rest of their lives. Maybe they'll evolve into birds?

Giants are big, strong, and slow. They gain +1 hp per HD, +2 damage to all melee attacks, and +2 to Heroic Feats involving feats of strength. However, they suffer -2 to Heroic Feats involving movement, and -1 penalty to AC.

Men are doing ok an additional trait is pretty boss. Giants are cool!
 

Here are reposts of 2 of my favorite classes the Barbarian and Monk

Barbarians are wild, powerful and have little regard for "civilized" peoples.
- HD d12 (+3 HP after level)
- +1 to hit per level +1 damage per 2 levels. Extra +1 damage per level when HP is below half. If they deal a killing blow they may attack again and gain a +1 to hit, cumulative for every kill. This ends if they miss.
- +1 to Heroic Feats of prowess, such as forcing doors, bending bars, climbing, swimming and the like.
- Unused to the weakness of civilization. Barbarians apply armor penalties to all rolls.

Monks are disciplined, athletic, and blindingly quick.
- HD d8
- +1 to hit per level. Unarmed attacks deal 1d6 damage.
- At level 2 if a monk deals damage in melee they can make an extra unarmed attack. Additional attacks at levels 4, 8, 12 etc.
- +1 to damage and initiative and -1 to AC. These improve by 1 at level 3, 6, 9 etc.
- +1 to saves and heroic feats
- A monk loses these benefits if they wear armor or use a shield
 

I was inspired by DMMike's giant and decided my first race conversion will be Half-giants (or goliaths for 4e people) I loves me some Darksun.

Half-giants are big and strong, very strong.
- double HD at first level
- +2 damage in melee
- +2 penalty to AC
- Can't wear standard armors, but can use shields, if their class can choose an armor choose an additional weapon instead.
- +2 to Heroic Feats if brute strength or enormity would be an asset, -2 to Heroic Feats if they would be a detriment.
 

Since I did half giants already and I love Darksun here is everyones favorite mantis people.

Thir-Kreen (Mantis People)
Thri-kreen are hardy desert hunters, also giant praying mantises.
-They have two sets of limbs that are equiped seperately, but act on the same initiative and all penalties for initiaive stack. This grants an extra attack or if the limbs are empty they can have an additional movement. Only one spell can be cast per round.

-They cant use standard armor, but can use shields, only one though. They have a -2 bonus to AC for their carapace.

-They have +1 to heroic feats involving hunting (tracking, hiding, survival etc.) and movement (jumping, running etc.)

-They have a -2 penalty to reaction rolls.


 

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