Monday 2 February 2015

The Elder Scrolls Conversion Project; Birthsigns

In the world of the Elder Scrolls, every character is born under one the 13 constellations, each giving a unique magical power or edge to the character. There is no equivalent to this in D&D, so these Birthsigns give an additional layer of power to the characters, which makes the PC-s stronger. If you do not wish to use these rules, simply leave them out.


The players can choose a birthsign they wish, or determine it randomly using the following table.
Roll 2d10.

2: The Serpent
3-4: The Lord
5: The Steed
6: The Shadow
7: The Lady
8-9: The Warrior
10-11: The Thief
12-13: The Mage
14: The Lover
15: The Apprentice
16: The Tower
17: The Ritual
18-19: The Atronach
20: The Serpent

The Signs

The Warrior: (Guardian) Last Seed
Both your Strength, and your Endurance are increased by 1.

The Lady: (Charge) Hearthfire
Both your Willpower, and your Endurance are increased by 1.

The Steed: (Charge) Mid Year
Increase your base walking speed by 10, and you are no longer slowed down by heavy armor.

The Lord: (Charge) First Seed
Once per long rest, you can regain hitpoints equal to twice your level + endurance modifier, but you are vulnerable to fire damage.


The Mage: (Guardian) Rain's Hand
You gain +1 magicka every time you gain a level in a spellcasting class.

The Apprentice: (Charge) Sun's Height
You gain +2 magicka every time you gain a level in a spellcasting class, but you are vulnerable to all magical damage, and you cannot have an advantage against magic on saving throws. 

The Atronach: (Charge) Sun's Dusk
You gain +3 magicka every time you gain a level in a spellcasting class, but you cannot regain magicka naturally, only with potions. Everytime a harmful spell is cast at you by your enemies, you regain half of the magicka cost of that spell.

The Ritual: (Charge) Morning Star
You gain two abilities.
You can reanimate a corpse to fight for you for 1 minute. The CR of the corpse must be half your level, or below.
You can turn any undead creature who is not immune to turning for 1 minute.
You may only use one of these abilities per day, and you regain the use of them after finishing a long rest.


The Thief: (Guardian) Evening Star
Increase your Agility by 1, your base walking speed by 5, and you get a Luck point as per the Lucky feat

The Lover: (Charge) Sun's Dawn
You can charm any creature for 1 minute. The charmed creature will not know that you used magic on it. If you or your companions attack the creature the charm ends. You regain the use of this ability after finishing a long rest.

The Shadow: (Charge) Second Seed
You can become completely invisible for 1 minute. If you attack someone while invisible, the spell fails. You regain the use of this ability after finishing a long rest. 

The Tower: (Charge) Frost Fall
You can open any non-magical lock you touch. You regain the use of this ability after finishing a long rest.


The Serpent: No Season
You can poison a creature you touch, dealing 1d12 poison damage. This damage increases by 1d12 for every 2nd level you possess. When you use this ability, you take 2 damage for each 1d12 damage you cause. This is poison damage, but it ignores resistance and immunity. You regain the use of this ability after finishing a long rest.




2 comments:

  1. Does the Serpent ability require an attack roll, and/or grant a saving throw?

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  2. Good point. I forgot to say it. I don't think it should. None of these abilities require such things, so I would say no.

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