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:
I think you meant Persuasion not Performance, for Diplomacy.
Fixed and thank you.
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