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(+) What Would You Want From 5e Dragonlance?
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8312331" data-attributes="member: 6871653"><p>I think all the ''complicated'' ancestries of DL can easily be done in 5e with a few traits already in the game:</p><p></p><p><strong>Dwarf (Gully)</strong></p><p>Speed: 30</p><p><em><strong>Hardy survivo</strong></em>r: Immune to diseases.</p><p></p><p><em><strong>Hard to read</strong></em>: You are immune to any effect that allows other creatures to sense your emotions or read your thoughts. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.</p><p></p><p><em><strong>Scuttle</strong></em>: You c can move through and occupy a space as narrow as 1 ft wide without squeezing.</p><p></p><p><em><strong>Unassuming adventurer</strong></em>: Proficiency with Stealth and Improvised weapons.</p><p></p><p><strong>Critter friend: </strong>Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. You can use a bonus action on your turn to command one such friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.</p><p></p><p><strong>Halfling (Kender)</strong></p><p>Speed 35 ft</p><p></p><p><strong>Nimble fingers</strong>: As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket. </p><p></p><p><strong>Deep pockets</strong>: You can use your action to grab an object from your borrowed items stash This object can be no larger than 1 ft on a side and weigh no more than 3 pounds, and its form must be that of a nonmagical object that you have seen worth no more than 10 gp. You can use this feature a number of times equal to your proficiency bonus until you must take a long rest.</p><p></p><p><strong>Pack rat</strong>: You count as one size larger when determining your carrying capacity. Being encumbered never reduces your speed.</p><p></p><p><strong>Jabbing Quip: </strong>When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.</p><p></p><p></p><p><strong>Draconian</strong></p><p>Speed: 30 ft</p><p></p><p><strong>Glide</strong>: When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.</p><p></p><p><strong>Natural Armor</strong>. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.</p><p></p><p><strong>Hungry Jaws</strong>. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1). You can use this feature a number of times equal to your proficiency bonus until you must take a long rest.</p><p></p><p><strong>Draconian Origin: </strong>Choose one of the following draconian origin's feature<strong>:</strong></p><p><strong></strong></p><p><strong>Kapak's Acid Spit</strong>: As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 3d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (4d10) and 17th level (5d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</p><p></p><p><strong>Baaz's Stony Hide</strong>: When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</p><p></p><p><strong>Bozak's Sorcery</strong>: You learn two cantrip of your choice from the sorcerer spell list. Constitution is your spellcasting ability for these spells. In addition, when you fall to 0 hp, you immediately use a cantrip against the creature that dropped you to 0 hp, if they are within range.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8312331, member: 6871653"] I think all the ''complicated'' ancestries of DL can easily be done in 5e with a few traits already in the game: [B]Dwarf (Gully)[/B] Speed: 30 [I][B]Hardy survivo[/B][/I]r: Immune to diseases. [I][B]Hard to read[/B][/I]: You are immune to any effect that allows other creatures to sense your emotions or read your thoughts. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage. [I][B]Scuttle[/B][/I]: You c can move through and occupy a space as narrow as 1 ft wide without squeezing. [I][B]Unassuming adventurer[/B][/I]: Proficiency with Stealth and Improvised weapons. [B]Critter friend: [/B]Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. You can use a bonus action on your turn to command one such friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. [B]Halfling (Kender)[/B] Speed 35 ft [B]Nimble fingers[/B]: As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket. [B]Deep pockets[/B]: You can use your action to grab an object from your borrowed items stash This object can be no larger than 1 ft on a side and weigh no more than 3 pounds, and its form must be that of a nonmagical object that you have seen worth no more than 10 gp. You can use this feature a number of times equal to your proficiency bonus until you must take a long rest. [B]Pack rat[/B]: You count as one size larger when determining your carrying capacity. Being encumbered never reduces your speed. [B]Jabbing Quip: [/B]When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour. [B]Draconian[/B] Speed: 30 ft [B]Glide[/B]: When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. [B]Natural Armor[/B]. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. [B]Hungry Jaws[/B]. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1). You can use this feature a number of times equal to your proficiency bonus until you must take a long rest. [B]Draconian Origin: [/B]Choose one of the following draconian origin's feature[B]: Kapak's Acid Spit[/B]: As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 3d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (4d10) and 17th level (5d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. [B]Baaz's Stony Hide[/B]: When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. [B]Bozak's Sorcery[/B]: You learn two cantrip of your choice from the sorcerer spell list. Constitution is your spellcasting ability for these spells. In addition, when you fall to 0 hp, you immediately use a cantrip against the creature that dropped you to 0 hp, if they are within range. [/QUOTE]
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