View Full Version : D&D 5e/Next World of Warcraft conversion

2015-12-07, 01:55 PM
So, this is going to be a long-lasting project. I wish try converting the whole world of WoW RPG's universe into 5e by converting the old races and adding some new regarding the addons.

I prefer to start with the races but also I will be converting some other stuff just to explain how this or that works.


Racial features
The dwarves possess the following racial traits.
Ability Score Increase. Your Constitution score increases by 2.
Size. Medium.
Speed. Your base land speed is 25 feet.
Darkvision. You can see up to 60 ft. in darkness as it were dim light, although the vision is black-and-white only.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Weapon Proficiency. You are proficient in long rifle, flintstock pistol, battleaxe and throwing hammer.
Languages. You can speak and write Common and Dwarven.
Available Classes: Hunter, Paladin, Priest, Rogue, Warrior, Mage, Shaman, Warlock

Ironforge Dwarves
Description: The dwarves of Ironforge are a proud, stern and determined people with streaks of kindness hidden under the gruff exteriors of their sturdy frames. Their love for battle, invention and exploration impels them ever forward to discover and unearth the mysteries of their heritage, educating them further about those who first created the dwarven race. Only recently have the dwarves discovered the legacy of their ancient progenitors, the Titans. As the dwarves begin to delve deeper into the mysteries of their past, they also begin to uncover deeper enigmas. Still, they keep to the forges and workshops, ever innovating and creating new and more effective ways to destroy. Steam powered technology and fi rearms originate from dwarven inventiveness and creativity. The stout race is renowned for its skills at battle and also as cunning engineers and crafters. The uncovered fragments of their distant past have led the dwarves on an unprecedented exodus of exploration. Seeking out their origins, the dwarves have dispatched prospectors across all of Lordaeron in order to seek out signs of the Titans, the supposed creators of the dwarves. The dwarves have embraced the idea that it is their purpose to search the world for more signs of proof of their heritage. Dwarven outposts exist in the most desolate of places. Here, the dwarves spend their time seeking out the secrets of ancient times.

Racial Traits
As an Ironforge Dwarf you have all the dwarvish traits described above and you also have the following traits:

Ability Score Increase. . Your Strength score increases by 1.
Stoneflesh. You may use a bonus action to gain a +2 bonus to AC as long as you concentrate on it. Maximal duration of this bonus equals your Constitution modifier. You regain the use of this feature after a long rest.
Magic Resilience. You have advantage on saving throws against being charmed or paralyzed.
Dark Iron Dwarves
Description: Dark Iron dwarves are the Bronzebeard and Wildhammer dwarves’ evil kin. Three hundred years ago, the Dark Iron clan split from the Bronzebeard and Wildhammer clans during the violent War of the Three Hammers. During the battles, the Dark Iron leader Thaurissan inadvertently summoned Ragnaros, a blazing and ancient elemental whose rebirth into Azeroth tore the land asunder. Ragnaros’s summoning destroyed the city of Thaurissan, and in its place sat a great volcano that dwarves would later name Blackrock Spire. Ragnaros bent the remaining Dark Irons to his will, and he and his new servants retreated to the safety of the Blackrock Spire’s depths.
Now, the Dark Irons have returned to the surface. The Third War’s devastation leaves Ironforge with few allies, and the world is ripe for a Dark Iron emergence. Their current battles are mainly against the black dragon Nefarian and his allies, who claim Blackrock Spire’s upper reaches. Dark Iron forces are scattered across Khaz Modan, searching for items and slaves to help them destroy their ancient enemies. Dark Iron dwarves physically resemble Bronzebeard dwarves, but they are less stocky and more dexterous. Their skin is pale white to sickly gray, and their hair and beards white, black, or orange. Their eyes glow with orange flame — one of many gifts from their fiery master.

Racial Traits
As a Dark Iron Dwarf you have all the dwarvish traits described above and you also have the following traits:

Ability Score Increase. . Your Dexterity score increases by 1.
Poison Resilience. You have advantage on saving throws against poison.
Improved Stonecunning. Your Stonecunning bonus applies also to something related to metal.
Fire Affinity. One time as a bonus action you may impose disadvantage on a saving throw against your spell that would deal fire damage. You regain the use of this trait when you finish a long rest.
Fire Resistance. Your association with Ragnaros grants you some protection to fire. You gain resistance to fire damage.

So, dwarves have invented gunpowder :smallsmile:

Ammunition fired from a firearm is always lost or destroyed, even if it misses the target.
The Malfunction Rating (MR) for firearms and explosives varies depending on the specific weapon. When firearms malfunction they usually jam or misfire, while explosives go off prematurely or prove to be duds.
Firearms use 1 ounce of gunpowder per shot.
Gunpowder is sold in small kegs (15-pound capacity, 20 pounds total weight) and in water-resistant powder horns (2-pound capacity and total weight). Sixteen ounces are in a pound. If gunpowder gets wet, it is ruined and does not burn.

Fire in the Hole!
Gunpowder has MR 1. On a malfunction, the gunpowder uncontrollably detonates. One pound of gunpowder deals 2d6 points of fire damage to all characters within 5 feet (a DC 14 Dexterity saving throw halves the damage). Loads of gunpowder all piled together deal more damage and affect a larger radius; for each additional pound of gunpowder, the explosion deals an additional 2d6 points of fire damage and the radius increases by 5 feet.

Take Cover!
If a character rolls a natural 1 on a saving throw against a fire effect (such as burning hands or a gunpowder explosion), in addition to any other
negative effects, all the gunpowder he is carrying immediately detonates. See the “Fire in the Hole!” sidebar for details.

Malfunction Rating: Technological devices (including firearms and other technological weapons) have MRs between 0 and 5. This number represents the chance that the item fails when used. When making a skill check or attack roll while using the device, if you roll a number equal to or below the MR, without taking into account any modifi ers, the object fails to operate correctly

2015-12-08, 10:24 AM
Description: "...a primitive tribe of nocturnal humanoids cautiously made their way to the edges of the mesmerizing, enchanted lake. The feral, nomadic humanoids, drawn by the Well 's strange energies, built crude homes upon its tranquil shores.

Over time, the Well's cosmic power affected the strange tribe, making them strong, wise, and virtually immortal. The tribe adopted the name Kaldorei, which meant "children of the stars" in their native tongue."
The addiction for magic has split the race into two subraces, each one with its unique history: night elves and high elves. The latter renamed themselves blood elves to honor the fallen in a war agains the Scourge.

Racial Traits.
As an elf you have the following racial traits.
Ability Score Increase. Your Dexterity score increases by 2.
Speed. Your base walking speed is 30 ft.
Darkvision. You can see in darkness up to 60 ft. as if it were dim light, but you discern only black-and-white.

Blood Elf or High Elf
The ancient origins of the high elves are a legacy of tragedy and confl ict, a series of events that has profoundly affected the development of the Quel’dorei. The high elves are a stark contrast to their nocturnal cousins, the night elves (or Kaldorei). Embracing the light of the sun and forsaking the night, the high elves are the descendants of the very elves who servedAzshara in the time of the Well of Eternity. The Kaldorei regard the high elven penchant for using arcane magic as careless, akin to a foolish child playing with fire.

Subrace Racial Traits
As a high elf you have the elf racial traits and also the following ones:

Ability Score Increase. Your Intelligence score increases by 1.
Magic Addiction. As a high elf you are addicted to the use of arcane magic. You must spend 1 hour each morning in meditation, resisting the distractions of addiction or gain disadvantage on saving throws against spells for that day.
This is unnecessary if you are within 50 feet of a moonwell. When you drink from it, your addiction abates for a number of days equal to your Wisdom modifier (min. 1 day)
Racial Animosity. You have disadvantage on all Charisma checks made relating to night elves and tauren.
Skill Proficiency. You are proficient in Intelligence (Arcana) skill.
Weapon Proficiency. You are proficient with the longbow, short sword and longsword.
Bonus Cantrip. You know one cantrip chosen from the arcanist spell list. Intelligence is your spellcasting ability for it.
Language. You can speak and write Thalassian.

Night Elves
The Kaldorei are an ancient and reclusive race born during the waking of the world. Their ancient heritage has shaped them into a devoted warrior race, with a reverence for nature and animistic mystical forces. The Kaldorei are practical but superstitious, and often a paradox. They are a people possessed with a deep spiritual passion and a desire to find solace.

As a night elf you have the elf racial traits and also the following ones:

Ability Score Increase. Your Wisdom score increases by 1.
Skill Proficiency. You are proficient in Intelligence (Nature) and Wisdom (Survival) skill.
Weapon Proficiency. You are proficient with the glaive.
Shadowmeld. At night or in low-light environments you gain a +10 bonus to Dexterity (Stealth) checks while stationary.
Elemental Resilience. You have resistance to cold damage.
Languages. You can speak and write Common and Darnassian.