9/18/2023 0 Comments Zelda dnd 5e homebrew racesPlayer's Guide Character Creation Races Common: deku scrubs, gerudo, gorons, hylians, and zora Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay Rare: lanayru desert robots, cobbles, kikwis, maiamai, minish, mogma, weapon spirits. Paladin is referenced where there isn’t any Paladins in the book etc.Campaign Setting: Hyrule World of Hyrule Astrology Divisions of the known universe Geography Hyrule Akkala Central Province Eldin Faron Gerudo Hebra Lanaryu Necluda Ordona The Forsaken The Depths Termina Holodrum Subrosia Labrynna Drablands Islands of the Great Sea Islands of the Sky Religion Gods of Hyrule, their worship, and how they influence the world History History of the Light World as known by Hyruleans Things referenced that don’t exist (Healing kit for instance where the game makes it clear that you die at 0 position) hp is mentioned a few times when it doesn’t exist. Bosses is a smaller section but they are very recognizable.įair warning there are a lot of typos in the book. Monsters: These are the monsters from the game. The World: quite a large section on different locations in Lothric and the kind of things found there. You reawaken are the bonfire with a Dc 18 Wis save or take a holllowing effect usually negative but small chance of being beneficial. If you die you lose all souls - there are no points you can reclaim them. Leveling up: You spend souls to level up. You can carry up to your carrying capacity same as 5e.Įveryone starts with an Estus flask with charges that refills at a bonfire and can at any time. You can wield two weapons, armour and two rings. Every item is listed (pretty much all the ones from dark souls) they each do different things and have special abilities. PCs and bosses can spend position to get + to hit (unlimited) + to damage (up to +5) + to speed (up to your base speed value) and for special abilities and spells.Įquipment: This is about a quarter of the book. Short rests let you roll for healing same in 5e. PCs make an initiative roll and if it beats the monsters initiative value they go before (in any order they like) or after in any order they like if they fail.Īt half position you become bloodied and gain additional abilities as do monsters. They can also take multiple rounds to cast (though spellcasters get abilities to speed this up) All the spells in the first game are in the book (and just those spells)Ĭombat: You have base position based on origin (a dice + Con mod x level) you also roll your level x origin die for temporary position that gets added to your base position once you act in combat (surprise could be very nasty!) At the end of combat you revert back to your base position or current position if it is lower. You find the spells as treasure or buy them (just as in the game). You have attunement slots based on level that let you equip spells that can each be cast a set number of times. The introduction makes it clear that alignment removal was a conscious choice for aesthetic reasons. You decide what you look like and what you do. There is no section on description or alignment. There is no multiclassing but there is a class (The Deprived) that lets you take abilities from any other classes at set levels Otherwise they are very similar to (maybe slightly more powerful than) the regular classes. Ranges from 8 to 15.Ĭlass: Determines leveled abilities, skills, and weapon/armour proficiencies. No rolling or point but it depends on your Origin. Origin: Determines Hit points, what happens when you’re bloodied and your starting stats. The descriptions in the book are short and evocative as any Dark Souls fan would expect.īackstory: There is a section on backstory, memory and drives that have random tables. Okay so for some reason I got my copy of this early.
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