Wednesday, July 17, 2019

Warcraft 5e - Rolfir Deepstone

Rolfir in the embrace of his wife, Matilde
Brief: While I may have given up interest in the MMO genre, I still have an affection for World of Warcraft and the may stories that could be told on the planet of Azeroth. Fortunately, some very dedicated folks have created a set of conversions for 5e and Warcraft. I wanted to showcase some of their talents, and also use some art I purchased a year-or-two ago by making a character.

Name: Rolfir Deepstone
Race: Dwarf, Dark Iron / Class: Mage (3) / Tradition: Fire / Background: Sage

Strength: 12 (+1)
Agility: 13 (+1)
Stamina: 18 (+4)
Intelligence: 17 (+3)
Spirit: 14 (+2)
Charisma: 12 (+1)

Info: Proficiency Bonus: +2 / Armor Class: 13 (Natural + Robes) / HP: 26 / Current HP:

Str: +1
Agi: +1
Sta: +4
Int: +5
Spi: +4
Cha: +1

Combat & Attacks: Melee: +3 / Ranged: +3
Quarterstaff: Attk: +3 / D: 1d6+1 / Special: Arcane Focus, Versatile
Flintlock Pistol: Attk: +3 / D: 2d4+1 / R: 180 ft. / Special: Reload (1), Ammunition

Equipment: Backpack, Canteen, Rations, Lorebook (Herbology), Spellbook, Inkpen, Ink, Oil, Lantern, Candle, Bag of Sand, Toolkit (Inscription)

Traits: Dark Iron Dwarf: Speed 25 ft, Darkvision (60 ft.), Medium. Has Resistance to Fire due to background. Also proficient in Firearms, Explosives, and Axes due to Dark Iron background.

Natural Armor: Dwarven skin is tough. They have a natural armor of 12 + Agility Bonus. This bonus does not stack if the Dwarf has a protective spell or is wearing armor, they must take the higher bonus.

Stoneform (1/Rest; Reaction): When subject to damage, poison, or bleeding, a Dwarf may tap into their earthen heritage. Their body hardens to stone to prevent injury to them. When using this talent, the Dwarf rolls a d12 + Stamina. The amount rolled is subtracted from the damage. If the amount rolled exceeds the poison or bleed damage, said effect is cancelled

Invocation (1/Rest): A Mage may tap into their inner will to gather mana quickly. When using this talent they regain mana as if they had taken a short rest (2 points). If used as part of a natural Short Rest, the Mage gains x2 mana (4) at the end.

Controlled Destruction (2/Rest): A Pyromancer creates a small pocket of safety for their allies. When casting a destructive area spell, they may select up to 4 allies. These allies are counted as having made their saves and take no damage from the Pyromancer's spell.

Burn (2/Rest): 2 times per rest, a Pyromancer may add a little more injury to an already injured target. Target victim must have taken damage from the Pyromancer's spell. By using this talent, the target is set on fire and takes 1d6 damage (Fire) per round until they take an action to put themselves out.

Magic: Magic Attack: +5 / Saving Throw: 13 / Mana: 7 / Current Mana:

Cantrips - Cost: 1
Control Flames, Firebolt, Produce Flame

1st Level - Cost: 3
Alarm, Burning Hands, Detect Magic, Feather Fall, Frostfire Bolt, Identify, Mage Armor, Shield

2nd Level - Cost: 4
Continual Flame, Flaming Sphere

-Rolfir Deepstone is a member of the Dark Iron Mission to the Alliance. He is a loyal member of Queen-Regent Moira and represents a growing number of Dark Irons who wish to reconcile with their cousins and work together for the greater Alliance.

-He is a Pyromancer, a common type of magic found in Shadowforge City. A rather uncommon trait is his expertise in herbology and inscription, how many plants really grow on the side of a volcano? Rolfir spends much of his time at the Dark Iron Embassy located in regions such as Loch Modan or Wetlands.

-Is married to Matilde Blackforge. She is his consort, spouse, and protector. Where he is a Mage, she is a trained Assassin Rogue. Currently on maternity leave as she is pregnant with their first child.

-Prefers drinking light ale and tea. Likes his ale in a chilled glass to contrast with the eternal flame burning within him. Also, who likes warm ale?

Project Warcraft - Arrius Nideal's noble project to bringing WoW into the 5e & Table Top scene. This is his Google Drive where you can download Project Warcraft files for free.

Tuesday, July 16, 2019

The Make-Up Series: Persefani Stargazer

Making up is, well, not hard to do- but several profiles were deleted as part of the Gnomish Embassy Shakeup. So, with that in mind, this is the 'Make-Up Series'. Our deleted friends return, just like Gandalf, now clad in various d20 stats. Our first person to be made up to is Persefani, Elven Paladin. Let's see her stats below and lean a little about Persefani in the Borderlands.

Persefani Stargazer
Class: Paladin (1) / Race: High Elf / Background: Noble

Strength: 15 (+2)
Dexterity: 15 (+2)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 18 (+4)

Strength: +2
Dexterity: +2
Constitution: +2
Intelligence: +2
Wisdom: +4
Charisma: +6

Info: Proficiency Bonus: +2 / AC: 17 (Chain Shirt & Shield) / Move: 30 ft. / Passive Perception: 14

HP: 12 / Current HP:

Major Skills: Athletics (+4), History (+4), Perception (+4), Persuasion (+6)

Combat & Attacks: Melee: +4 / Ranged: +4
Longsword: Attk: +4, D: 1d8+2
Dagger: Attk: +4, D: 1d4+2, R: 10 ft.
Longbow: Attk: +4, D: 1d8+2, R: 180 ft.

High Elf: Darkvision. 30 ft. move. Medium Size. High Elves have an Advantage vs. Charm and are immune to magical sleep.

Divine Sense (5/Long Rest): 5 times per day, a Paladin can extend their senses out to 60 ft. and detect a supernatural good or evil presence. Presences include: Celestials, Fiends, Undead, or Aberrations. The Paladin knows the type but not the specifics of subject.

Lay on Hands (5 Points/Long Rest; R: Touch): A Paladin can expend 5 divine points to do one of the following for themselves or their allies: Heal 5 Hit Points of damage, cure 1 poison, or cure 1 disease on the target.

-In the Borderlands, Persefani is a Paladin of the Light and the servant of the Church that puts her above the viewed 'petty fray' of the Great War. Though her faction is the Church, that does not mean she is welcomed by all Humans who had suffered greatly during the war.

-She is a former noble. Her actual ancestral lands have been confiscated in the South by the Mad Empress, effectively exiling her to the Borderlands indefinitely. Though a Paladin through-and-through, Persefani has a burgeoning ambition of forging a new destiny in this strange land.

-Her targets tend to focus on Undead or Fiends in the Borderlands over Aberrations. Plenty of necromancy and deviltry to be fought in the region, and very few shrines, temples, or cults to the Old Ones exist. She favors longsword and shield, a common weapon set for Elven Paladins.

-Favorite drink is bourbon, on the rocks.

Monday, July 15, 2019

5e Blackmoor - Denizens of the North

Brief: This is not a comprehensive guide, rather a quick overview of the character races that populate the North and what stats fit them. All of the stats can be found in the core book.

Core Book: Mountain Dwarves (Dwarves)

Native northern Dwarves typically hail from the Regency of the Mines. They are known to be of strong and hardy stock. The Regent is known as a fair and shrewd ruler. He makes a good ally with the Human nations in terms of defense from threats such as Orcs, Goblins, and the Afridhi, but he also maintains a network of spies and informers amongst the Northmen and the Thonian Empire.

Core Book: High Elf (Cumasti), Wood Elf (Westryn), Half-Elf (Half-Elves)

Once a single people, the Elven nation had been shattered both by the political differences made by both the Western and Eastern branches of Elvendon as well as a magical curse that separates the group. The Eastern Elves, the Cumasti, are more common and are known or fair skin and golden hair. They are commonly in league with men in terms of a strong defense against an outside threat. Their interaction has also included producing children known as Half-Elves. Half-Elven children find little love among their Elven relations and will often be sent to live with Human relatives if available.

Elves of the West, or Westryn Elves, are dark haired and fewer in number since the Black Curse made it difficult for their bloodline to reproduce. Westryn Elves are militant and isolationist. Trespassers into western woods, including those of traditionally good aligned races are met with arrows and swords. Westryn Elves who are adventuring are expatriates that represent outliers rather than the norm of Westryn society.

Core Book: Rock Gnomes (Gnomes)

As far as the North is concerned, all Gnomes are Tinker Gnomes, associated with magic, clockwork, and steam. Gnomes little in the way of fiefdoms of their own. They typically share lands with another, such as Dwarves or Men. Gnomes are found throughout the North and the surrounding hills. The City-State of Maus has the largest of Gnome community, though there are sizable groups in Blackmoor, Mount Uberstar (the Regency), and Jackport.

Core Book: Harfoots (Halflings), Stouts (Docrae)

The Halfling community is divided into two groups as well. The eastern branch, known as 'Halflings', are a jolly folk who make their trade through their little boats and pony drawn carts. They love song, smoke, and food, with an emphasis on the food. They gladly share their fire with travelers.

Conversely, the Docrae have known nothing but woe as they have been harassed and exploited in the west. These deplorable actions have harden the hearts of the Docrae people, so they know little of comforts or how to express the kind of joy as their Halfling kin. They do know about war and revenge and are always looking to settle a score with spear, bow, or knife.

Core Book: Human (Thonian, Peshwah)

Humanity is divided into two ethic sub-groups. The native Peshwah are desert and plains dwelling folks with a strong horse culture and a varying tolerance for outsiders. Some Peshwah tribes are happy to accept neighbors and work alongside others, other tribes take to raiding and scorning the influence of outsiders on the land on their people. The Peshwah are often found in either the Plains of Hak or the Eastern Hak. Though nomadic, there are a few camps and border towns that Pesh will often stop in for trading or news.

Thonians are folk who trace their lineage from the North down to the southern lands, also known as the Kingdom of Thonia. Those Thonians who claim they can trace their bloodline to high nobility call themselves High Thonians. Few claim these titles, and fewer High Thonians would thing of rebelling against their home kingdom. Currently the Thonians are fighting each other as the North wishes to split from Thonia and have declared the North as the Kingdom of Blackmoor. Thonians are found throughout the western and eastern portions of the North.

Uncommon Races

Unearthed Arcana: Warforged (Clockmen)

Creations of the Gnomish people and often found in Maus, Clockmen are living constructs that are made of metal and touches of wood. The arcanum core in their chest has not only granted them function, but through either happenstance or fate, the magical energies have also granted them sentience. For the time being, the Clockmen and their Gnomish makers have lived in peace. However, as the years have passed since the founding of the Clockmen, the living constructs have begun to assert themselves and become more independent. Concerned parties hope that if a split does come between maker and construct that it would be peaceful, especially given the troubles growing west of Maus.

Core Book Race: Dragonborn (Dragonborn)

The Dragonborn of Rodhin are Draconic-Humanoids from a city where scale color plays a major determination in one's social standing within the hidden city. Reds and Golds are looked upon as leaders. Most other colors are viewed as commoners with some chances to rise of a higher station, scales such as blue or silver scales tend to move a lot faster compared to green or bronze. Dragonborn commoners with the least chance of success include the White and Copper scales. Dragonborn in general who do not wish to find themselves scraping by in a caste system will become adventurers.

Eberron Races - A link to the Eberron Races pdf that include 'Warforged.' Warforged is the template I used for Clockmen. You can get it: HERE.