October 7, 2014

5E Birthright - Skills & Blood Abilities


Skills
5E does not have many skills so adding a bunch more will not work as well. There is a new skill called Statesmanship which rolls the Administration, Law and Leadership skills together. There is a new skill called Warfare which rolls the Siegecraft and Strategy skills together. Diplomacy is now used under the Persuasion skill. Intrigue is now used under the Deception skill.

Statesmanship (Charisma)
This is Birthright's Administration, Law and Leadership skills. On each Domain turn you can do one of the following:
·        On a successful check, you can reduce your maintenance costs by 25% for a domain turn.
·        On a successful check, you can reduce the base GB cost of a domain action by 1.
·        On a successful check, you gain a +1 to your success chance in a Create Holding, Decree, Rule or Espionage domain action.
·        The resolution of a Matter of Justice random event is increased by one level (ex. a fair result becomes a good result).
·        On a successful check, you can improve the loyalty rating in one province by one level.

Warfare (Charisma)
This allows for the use of abilities as listed under the Siegecraft and Strategy skills in the Birthright rules.

 
Blood Abilities
Acquisition of Blood Abilities can be done as normal. The following Abilities do not need any changes: Alertness, Animal Affinity, Battlewise, Blood History, Character Reading, Courage, Detect Illusion. Direction Sense, Divine Wrath, Elemental Control, Fear, Persuasion, Poison Sense, Protection from Evil, Regeneration, Shadow Form, Touch of Decay, Travel, Unreadable. Below are the ones that need new information to fit into 5E:

Alter Appearance
You can change your appearance similar to the alter self spell, but only the change appearance option. You also do not need to concentrate while using this ability.
Once you use this ability, you can't use it again until you finish a short or long rest.

Bloodmark
Gain Advantage on social interactions.

Detect Lie
You are able to cast detect thoughts, but are only able to pick up lies. However, the target does not know you probed their minds.
Once you use this ability, you can't use it again until you finish a short or long rest.

Divine Aura
Gain Advantage on social interactions.
The Major and Great Ability remain the same, except once you use this ability, you can't use it again until you finish a long rest.

Enhanced Sense
Anduiras- The detect evil spell is now detect evil and good.
Azrai- The major ability is detect evil and good and detect magic (necromancy only).
Reynir- Gain Advantage on Wisdom (Survival) checks.
Basaia, Brenna, Masela, Vorynn- Remains the same.

Healing
The spells listed are replaced with lesser restoration; everything else remains the same.

Heightened Ability
Increase the ability score tied to your bloodline by 2. If you have two options you can increase one of them by 2 or both by 1. No ability may be higher than 20.

Iron Will
Gain the Toughness Feat. Gain Advantage on saving throws vs mind-influencing spells.

2 comments:

Anonymous said...

I think you meant Persuasion not Performance, for Diplomacy.

Unknown said...

Fixed and thank you.