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| =Overview= | | =Overview= |
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| This section describes how to adapt Dungeons & Dragons (5th Edition) rules for this setting. | | This section describes how to adapt Dungeons & Dragons (5th Edition, 2024) rules for this setting. The goal of this adaptation is to treat it as a "system first" conversion, so that players can enjoy as much of the system as they might expect. This means that when the system conflicts with the world-building, the system will usually win. |
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| =Classes=
| | * [[D&D 2024 Classes|Classes]] |
| | | * [[D&D 2024 Races|Races]] |
| ==Artificer==
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| * Called ''Paragon of Craft''
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| * Requires an Integral origin
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| * Alchemist, Archivist, Armorer, Artillerist, and Battle Smith specialties allowed
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| ==Barbarian==
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| * Variety of ''Paragon of War''
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| * Requires an Integral origin
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| * Path of Berserker, Path of Totem Warrior allowed
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| ==Bard==
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| * Called ''Orison of the Third Court'' (or just ''Orison'')
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| * Requires a Strange origin or Strange Pact
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| * College of Lore, College of Valor allowed
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| ==Cleric==
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| * Called ''Herald of <nowiki>[[Domain]]</nowiki>'' where the domain is one of the nine Integral designs | |
| * Requires an Integral origin
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| * All domains gain proficiency with heavy armor and martial weapons
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| ===Autumn Domain===
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| * Divination spells can only answer questions about he domain and must be connected to the domain
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| * Cannot use spells from Spring Domain unless they are also in Autumn Domain
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| * Cannot use spells that deal damage unless that damage is necrotic, which deal +1 damage per die
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| * All summoned creatures are wraith servitors
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| * Learn ''chill touch'' in addition to other cantrips
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| * 1st level domain spells: ''inflict wounds'', ''ray of sickness''
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| * 2nd level domain spells: ''blindness/deafness'', ''ray of enfeeblement''
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| * 3rd level domain spells: ''animate dead'', ''speak with dead'', ''stinking cloud''
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| * 4th level domain spells: ''death ward'', ''blight''
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| * 5th level domain spells: ''antilife shell'', ''contagion'', ''cloudkill'', ''raise dead''
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| * 6th level domain spells: ''harm''
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| * 7th level domain spells: ''finger of death''
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| * Reaper (1st level): Learn all necromancy cantrips, your necromancy cantrips can instead target a 10' square
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| * Channel Divinity: Touch of Death (2nd level): You can spend a channel as a bonus action to deal extra damage on a melee attack equal to 5 + 2 x level
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| * Inescapable Destruction (6th level): Your necrotic damage ignores necrotic resistance and you reroll 1s on necrotic damage dice
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| * Autumn Strike (8th level): Your melee attacks deal +1d8 necrotic damage
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| * Improved Autumn Strike (14th level): Your melee attacks deal +2d8 necrotic damage
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| * Improved Reaper: All of your necromancy spells that effect a single target can instead target a 10' square
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| ===Day Domain===
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| * Divination spells can only answer questions about he domain and must be connected to the domain
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| * Cannot use spells from Night Domain unless they are also in Day Domain
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| * Cannot use spells that deal damage unless that damage is radiant, which deal +1 damage per die
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| * All summoned creatures are angel servitors
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| * Learn ''light'' in addition to other cantrips
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| * 1st level domain spells: ''charm person'', ''faerie fire''
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| * 2nd level domain spells: ''hold person'', ''see invisibility'', ''suggestion'', ''zone of truth''
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| * 3rd level domain spells: ''daylight'', ''hypnotic pattern''
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| * 4th level domain spells: ''guardian of faith'', ''dominate beast''
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| * 5th level domain spells: ''dominate person'', ''geas'', ''hold monster''
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| * 6th level domain spells: ''mass suggestion'', ''sunbeam'', ''true seeing''
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| * 7th level domain spells: ''mordenkainen's sword (radiant)''
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| * Gain proficiency with insight and persuasion
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| * Channel Divinity: Radiance of the Dawn (2nd level): as the feature
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| * Nimbus (6th level): your light cantrip radiates bright light in a 60' radius and dim light in an additional 30' radius, has a permanent duration until you cast it again or dismiss it as a bonus action
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| * Potent Spellcasting (8th level): as the feature
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| * Corona of Light (17th level): as the feature, but only applies to radiant damage
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| ===Destiny Domain===
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| * Domain cantrips: ''blade ward'', ''guidance'', ''mage hand'', ''true strike''
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| * Can only cast spells that appear on their domain list
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| * 1st level domain spells: ''bane'', ''bless''
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| * 2nd level domain spells: ''augury'', ''locate object''
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| * 3rd level domain spells: ''blink'', ''clairvoyance''
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| * 4th level domain spells: ''freedom of movement'', ''locate creature''
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| * 5th level domain spells: ''legend lore'', ''scrying''
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| * 6th level domain spells: ''find the path'', ''true seeing''
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| * 7th level domain spells: ''reverse gravity'', ''sequester''
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| * 8th level domain spells: ''demiplane''
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| * 9th level domain spells: ''foresignt'', ''time stop''
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| * Gain proficiency in perception, gain direction sense, and can perfectly retrace your steps
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| * Favored Fate: Gain advantage on saving throws
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| * Channel Divinity: Avoidance (2nd level): Reduce damage from any source by 10 + your cleric level
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| * Anchored (6th level): You are immune to forced movement
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| * Ageless (8th level): You no longer age
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| * Improved Favored Fate: When you fail a saving throw, you can expend a channel divinity to succeed instead
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| ===Form Domain===
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| See ''Druid'', below.
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| ===Night Domain===
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| * Divination spells can only answer questions about he domain and must be connected to the domain
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| * Cannot use spells from Day Domain unless they are also in Night Domain
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| * Cannot use spells that deal damage unless they deal acid or poison damage, which deal +1 damage per die
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| * All summoned creatures are devil servitors
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| * 1st level domain spells: ''burning hands (acid)'', ''hex (poison)''
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| * 2nd level domain spells: ''darkness'', ''invisibility'', ''melf's acid arrow''
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| * 3rd level domain spells: ''fear'', ''nondetection''
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| * 4th level domain spells: ''evard's black tentacles (acid)'', ''greater invisibility''
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| * 5th level domain spells: ''dominate person'', ''hold monster''
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| * 6th level domain spells: ''eyebite (panicked)''
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| * 7th level domain spells: ''symbol (fear)''
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| * Gain proficiency with insight and intimidation
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| * Channel Divinity: Cloak of Shadows (2nd level): as the feature
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| * True Darkvision (6th level): You can see in magical darkness
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| * Vile Strike (8th level): Your weapon attacks deal +1d8 acid damage
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| * Terrible Violence (17th level): Anyone you strike with a weapon attack in melee is frightened of you unless they make a charisma save
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| ===Pattern Domain===
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| * Divination spells can only answer questions about he domain and must be connected to the domain
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| * Cannot use spells that deal damage unless they deal psychic damage, which deal +1 damage per die
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| * All summoned creatures are eidolon servitors
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| * Gain ''vicious mockery'' in addition to other cantrips
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| * 1st level domain spells: ''comprehend languages'', ''dissonant whispers''
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| * 2nd level domain spells: ''calm emotions'', ''detect thoughts'', ''silence'', ''suggestion''
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| * 3rd level domain spells: ''speak with plants'', ''tongues''
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| * 4th level domain spells: ''confusion'', ''dominate beast''
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| * 5th level domain spells: ''dominate person'', ''geas'', ''legend lore''
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| * 6th level domain spells: ''mass suggestion''
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| * 7th level domain spells: ''symbol (sleep)''
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| * Gain proficiency with arcana and nature, learn four languages of your choice
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| * Channel Divinity: Knowledge of the Ages (2nd level): as the feature
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| * Channel Divinity: Read Thoughts (6th level): as the feature
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| * Supernal (8th level): You can understand any Integral language and can speak Supernal, which is understood by any Integral creature with a language
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| * Visions of the Past (17th level): as the feature
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| ===Spring Domain===
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| * Divination spells can only answer questions about he domain and must be connected to the domain
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| * Cannot use spells from Autumn Domain unless they are also in Spring Domain
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| * Cannot use spells that deal damage, but healing is increased by +2 per die
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| * All summoned creatures are sylph servitors
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| * Learn ''mending'' in addition to other cantrips
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| * 1st level domain spells: ''create or destroy water'', ''cure wounds'', ''healing word''
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| * 2nd level domain spells: ''gentle repose'', ''lesser restoration'', ''levitate''
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| * 3rd level domain spells: ''fly'', ''mass healing word'', ''revivify''
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| * 4th level domain spells: ''control water'', ''death ward''
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| * 5th level domain spells: ''greater restoration'', ''mass cure wounds'', ''raise dead''
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| * 6th level domain spells: ''heal'', ''heroes' feast''
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| * 7th level domain spells: ''regenerate'', ''resurrection''
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| * Intuitive Healer (1st level): gain proficiency with medicine
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| * Channel Divinity: Preserve Life (2nd level): as the feature
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| * Blessed Healer (6th level): as the feature
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| * Death Resistance (8th level): Gain resistance to necrotic damage
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| * Supreme Healing (17th level): as the feature
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| ===Summer Domain===
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| * Divination spells can only answer questions about he domain and must be connected to the domain
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| * Cannot use spells from Winter Domain unless they are also in Summer Domain
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| * Cannot use spells that deal damage unless they deal fire damage, which deal +1 damage per die
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| * All summoned creatures are ifrit servitors
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| * Learn ''fire bolt'' in addition to other cantrips
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| * 1st level domain spells: ''burning hands'', ''jump''
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| * 2nd level domain spells: ''scorching ray'', ''expeditious retreat''
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| * 3rd level domain spells: ''fireball'', ''haste''
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| * 4th level domain spells: ''freedom of movement'', ''wall of fire''
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| * 5th level domain spells: ''animate objects'', ''telekinesis''
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| * 6th level domain spells: ''move earth''
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| * 7th level domain spells: ''delayed blast fireball''
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| * Vigor (1st level): Gain proficiency with athletics
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| * Infernal Riposte (1st level): When you are struck be a melee attack within 1m , you can use your reaction to cause the attacker to take 2d8 fire damage unless they succeed at a dexterity save. You can do this a number of times per long rest equal to your wisdom modifier.
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| * Channel Divinity: Inferno (2nd level): When you deal fire damage, you can spend a charge of channel to deal max damage instead of rolling.
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| * Fire Resistance (6th level): You gain resistance to fire damage.
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| * Summer Strike (8th level): When you hit with a melee weapon, you can ad 1d8 fire damage
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| * Improved Summer Strike (14th level): The fire damage increases to 2d8
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| * Furnace Born (17th level): Immunity to fire damage and your fire damage ignores fire resistance
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| ===Winter Domain===
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| * Divination spells can only answer questions about he domain and must be connected to the domain
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| * Cannot use spells from Summer Domain unless they are also in Winter Domain
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| * Cannot use spells that deal damage unless they deal cold damage, deal +1 damage per die
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| * All summoned creatures are wight servitors
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| * Learn ''ray of frost'' in addition to other cantrips
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| * 1st level domain spells: ''armor of agathys'', ''mage armor''
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| * 2nd level domain spells: ''cloud of daggers (cold)', ''hold person''
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| * 3rd level domain spells: ''sleet storm'', ''slow''
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| * 4th level domain spells: ''ice storm'', ''stoneskin''
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| * 5th level domain spells: ''cone of cold'', ''hold monster''
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| * 6th level domain spells: ''flesh to stone (ice)''''wall of ice''
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| * 7th level domain spells: ''forcecage''
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| * Iceborn (1st level): You are immune to mundane levels of cold, proficient in survival
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| * Channel Divinity: Mark of Auril (2nd level): as the feature
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| * Ice Resistance (6th level): You gain resistance to cold
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| * Channel Divinity: Chill (8th level): When a creature hits you with a melee attack, you can spend your reaction and a channel to slow the attacker unless they save vs spell
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| * Ice Barrier (17th level): You can encase yourself in ice, making you immune to damage but unable to take actions. You can do this for a number of rounds equal to your cleric level each long rest.
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| ==Druid==
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| * Called ''Herald of Form''
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| * Circle of the Land and Circle of the Moon allowed
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| * Gains cleric-like abilities in addition to Druid features
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| ** Divination spells can only answer questions about he domain and must be connected to the domain of Form
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| ** Cannot use spells that deal damage unless they deal force or physical damage which deal +1 damage per die
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| ** All summoned creatures are elemental servitors
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| ** Gain the ''mending'' cantrip
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| ** 1st level domain spells: ''animal friendship'', ''create or destroy water''
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| ** 2nd level domain spells: ''barkskin'', ''spike growth''
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| ** 3rd level domain spells: ''conjure animals'', ''meld into stone'', ''water breathing''
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| ** 4th level domain spells: ''otiluke's resilient sphere'', ''stone shape''
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| ** 5th level domain spells: ''insect plague'', ''wall of stone''
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| ** 6th level domain spells: ''blade barrier'', ''move earth''
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| ** 7th level domain spells: ''forcecage''
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| ** Channel Divinity: Charm Animals and Plants (2nd level): as the feature
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| ==Fighter==
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| * Called ''Paragon of War''
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| * Champion, Battle Master, and Eldritch Knight are allowed
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| * Eldritch Knights practice Arcanist magic
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| ==Monk==
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| * Called ''Ascetic''
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| * Way of the Open Hand, Way of the Shadow, and Way of the Four Elements are allowed
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| * Way of the Four Elements manifests as Fury magic
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| ==Paladin==
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| * Martial variant of the ''Herald of Day'' above
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| * Requires an Integral origin
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| * Oath of Devotion, Oath of the Ancients, and Oath of Vengeance allowed
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| ==Ranger==
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| * Martial variant of the ''Herald of Form'', above
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| * Requires an Integral origin
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| * Hunter and Beastmater allowed
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| ==Rogue==
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| * Called ''Paragon of Shadow''
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| * Must have Integral origin
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| * Thief, Assassin, and Arcane Trickster allowed
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| * Arcane Tricksters wield Arcanist magic
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| ==Sorcerer==
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| * Must have Fury origin
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| * Draconic Bloodline, Wild Magic allowed
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| * ''Sorcery'' magic manifests as Fury magic
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| ==Warlock==
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| ==Wizard==
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