Fantasy Friday: Old School Essentials Advanced Fantasy Races (OSE)

 So, one of the many games I've backed on Kickstarter is Old School Essentials, which is a cleaned-up, streamlined, and corrected version of the B/X version of Basic Dungeons & Dragons (Moldvay/Cook) rules. Gavin Norman (who posts as Necrotic Gnome) does an incredible job editing and collating info into a super-easy-to-read format.

One of the modifications to the B/X rules introduced in the OSE Advanced Fantasy book is separating race from class. In original B/X, the races are represented as classes, with the idea that, if you're playing an elf, that should be special enough in-and-of-itself. If you allowed non-human races to take classes, then players will play the non-humans because their innate abilities make them better than equal-leveled human characters. Separating race from class, the default introduced in AD&D, caused huge flamewars and continues to do so today. The Advanced Fantasy book has reasonable versions of the races so that, if it's your preference to split race and class, you can do so within the rules as written.

Since my home game is being developed in several systems, I'd like to have equivalents for the core 5E races in OSE. Most of them are already represented, but a few that are missing are the ones introduced in 4th edition D&D: dragonborn and tieflings. Here's how I'd do those races in my game:

Dragonborn

Requirements: Minimum STR 9

Ability modifiers: –1 DEX, +1 CON

Languages: Alignment, Common, Dragon

Dragonborn are draconic humanoids with scaly skin and (usually) a crest running from their heads down to the ends of their tails. They claim descent from powerful dragons, and worship strange dragon-gods. At one time they had a great empire until it was destroyed in an apocalyptic war against a nation of tieflings. Dragonborn typically weigh about 230 pounds and are from 6 to 7 feet tall.

Maximum Level by Class

  • Barbarian: 9th
  • Cleric*: 7th
  • Fighter: 11th
  • Knight: 10th
  • Paladin: 9th
  • Magic-user: 8th
  • Ranger: 9th

*At the referee’s option, dragonborn clerics may only exist as NPCs.

Combat

Armour must be tailored to dragonborn’s unusual shape.

Dragon Breath

During character creation, dragonborn characters pick a dragon type as their progenitor. Dragonborn can exhale a breath weapon attack once a day, the exact type based on their progenitor dragon:

  • Black: 30' long line of acid, 5' wide along whole length
  • Blue: 30' long line of lightning, 5' wide along whole length
  • Green: Cloud of chlorine gas 20' long, 15' wide, 10' high
  • Red: 30' long cone of fire, 2' wide at the mouth, 15' wide at far end
  • White: 30' long cone of cold, 2' wide at the mouth, 15' wide at far end

All caught in the area suffer 2d6 damage of the given type (save versus breath for half).

Dragon Skin

Dragonborn gain a +2 bonus to all saving throws versus magical or breath attacks of the same type as their breath weapon.

Tiefling

Requirements: Minimum CHA 9

Ability modifiers: –1 WIS, +1 CHA

Languages: Alignment, Common

Tieflings claim to be descended from ancient unions between mortals and creatures from the Lower Planes. They are typically slender humanoids with unusual skin coloration, horns, and other strange features such as metallic eyes or rat-like tails. They once ruled an empire that was destroyed in a total war against the kingdom of the dragonborn. They now exist in small pockets on the frontier; some enclaves worship their ancient diabolic gods while others strive to find new ways to live. They range from 5½ to 6½ feet tall and weigh on average 170 pounds.

Maximum Level by Class

  • Assassin: 10th
  • Bard: 10th
  • Cleric*: 10th
  • Fighter: 9th
  • Illusionist: 9th
  • Magic-user: 9th
  • Thief: 11th 

*At the referee’s option, tiefling clerics may only exist as NPCs.

Fire  Resistance

Tieflings gain a +2 bonus to all saving throws versus fire-based magical or breath attacks.

Infravision

Tieflings have infravision to 90’ (see Darkness under Hazards and Challenges in Core Rules).

Innate Magic

At 2nd level, a tiefling is able to cast the faerie fire spell once per day (see Druid and Illusionist Spells) and, at 4th level, charm person once per day (see Cleric and Magic-User Spells).

Fiendish Heritage

Tieflings suffer a –2 penalty to attack rolls and a –1 penalty to saving throws when on holy ground.

Among the more unusual race options for 5th edition D&D are the aarakocra, or bird-men, introduced to this edition in the free Elemental Evil Player's Companion. I've always loved the aarakocra from their first introduction in the 1st edition AD&D Fiend Folio.

Aarakocra

Requirements: Minimum STR 9

Ability modifiers: –1 CON, +1 DEX

Languages: Alignment, Common, Aarakocra

Aarakocra are winged humanoids approximately 5 feet tall and with a 12 foot wingspan; since their bones are hollow to allow them to fly, they are extraordinarily light, generally weighing around 70 pounds. They possess brilliantly-colored plumage, short sharp beaks, and have hands halfway along their large wings. These wing-hands are delicate, fit for more precise work. When in flight, aarakocra cannot use their wing hands, but are able to use their powerful taloned feet as hands instead. These foot-hands are powerful, capable of more strength than the wing-hands.
 
Aarakocra language is extremely similar to the Harpy language; each species claims its dialect as the closest to the original Avian language. In any case, Aarakocra and Harpy speakers are mutually intelligible.

Maximum Level by Class

  • Assassin: 8th
  • Cleric*: 6th
  • Fighter: 8th
  • Magic-user: 10th
  • Ranger: 9th
  • Thief: 11th

*At the referee’s option, aarakocra clerics may only exist as NPCs.

Claustrophobia

When in tightly enclosed spaces (underground, in a cell), aarakocra suffer a –2 penalty to attack rolls and a –1 penalty to Armour Class.

Combat

Armour must be tailored to aarakocra’s unusual shape. In addition, using any sort of armor other than a shield prevents the use of flight. However, aarakocra have an Armour Class of 7 [12] due to their thick coat of feathers.

Detect Secret Doors

Aarakocra have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a 2-in-6 chance (see Dungeon Adventuring in Core Rules).

Flight

Aarakocra have wings that allow them to fly at a rate of 180' (60') when there is room to do so.

Listening at Doors

Aarakocra have a 2-in-6 chance of hearing noises (see Dungeon Adventuring in Core Rules)

Comments

  1. This is great! I am running an OSE/BX game for my family now. They normally like 5e and my oldest LOVES Dragonborn. I will print this out to see how it works for him.

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    Replies
    1. Thank you! My regular players are also fans of separate race and class options. While it's easier to stat out a dragonborn's bonuses as a full class (and several people have done so) I found it a little more challenging to figure on just the basics for a separate race, at the correct power level for OSE. I think they're still a little less overtly powerful than drow, which is good.

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