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Replaced content with " {{Breadcrumb Dungeons & Dragons 2024}} =Overview= 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. * Classes * Races"
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=Overview=
=Overview=


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.


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

Revision as of 15:39, 29 March 2025

Main > Systems > Dungeons & Dragons 2024

Overview

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.