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Helkara 5e Character Conversion Guide

The document provides guidance for converting characters from other editions of Dungeons & Dragons to the 5th edition rules for use in a campaign setting called Helkara. It outlines which character classes and subclasses are available or altered from the standard 5e options due to the technological and magical constraints of Helkara. The available classes are fighter, rogue, ranger, wizard, and the rare classes of barbarian and warlock. Background options and equipment limitations are also discussed.

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0% found this document useful (0 votes)
115 views

Helkara 5e Character Conversion Guide

The document provides guidance for converting characters from other editions of Dungeons & Dragons to the 5th edition rules for use in a campaign setting called Helkara. It outlines which character classes and subclasses are available or altered from the standard 5e options due to the technological and magical constraints of Helkara. The available classes are fighter, rogue, ranger, wizard, and the rare classes of barbarian and warlock. Background options and equipment limitations are also discussed.

Uploaded by

lolo1972
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Cleric (Not Available)

5e Character Conversion While cultists and priests are common in Helkara, they are

Guide represented by warlocks instead of the cleric class.

Welcome to the Fifth Edition Character Creation Guide for the Druid (Not Available)
Helkara Roleplaying Game. This guide will provide you with the Shifters can transform into animals; however, that is typically
necessary steps to create a character for your adventures in the the extent of their magical capabilities. As such, their shifting
world of Helkara. You will choose a race, class, background, and ability is derived from a special feat
abilities to define your character's traits, skills, and attributes.
It is important to understand that the choices you make during Fighter (Common)
character creation will shape your experience in the game, so it Along with rogues, fighters are the most common class in
is advisable to consider each option carefully. Helkara, as it represents mercenaries, warriors, soldiers,
To create a character, follow these steps. inquisitors, and so forth.
When designing a fighter character, keep in mind the choice
1. Choose or roll for a class. of weapons and armor, as there is a limited selection due to the
2. Determine ability scores. technological constraints of the setting. The martial archetypes
3. Come up with your character’s background. available to characters include Bannaret, Battle Master, Cavalier,
4. Pick a feat. Champion, and Samurai.
5. Choose or roll for your starting equipment.
Monk (Not Available)
Note that Helkara typically does not offer a choice of
While it’s possible to have a character who is an expert at
heritages/races. Humans are the only playable humanoids in
fighting with their hands, feet, and simple weapons, the
the Fifth Edition version of Helkara. Elves, dwarves, tieflings,
magical, ki-powered monks from Fifth Edition are not available,
etc., are not part of this world. Of course, you are free to do as
as their abilities are much too fantastic for the setting.
you wish and allow your players to pick whatever options they
like.
Paladin (Not Available)
The paladin’s magical nature and close connection to divine
Choose or Roll for a Class powers make them unavailable for play in the Helkara
campaign setting.
Helkara is a sword and sorcery setting, meaning that certain
class options normally available in other Fifth Edition worlds
are absent in Helkara. The list below shows the classes and
Ranger (Rare)
The ranger class usually represents either outlanders,
subclasses available, as well as the rarity of each one. A player
scavengers, or shifters. Despite having a presence in the
who wish to randomize their class or subclass may roll 2d6 and
Helkara campaign setting, the typical Fifth Edition ranger is
reference the table below.
heavily altered.
2d6 Class Helkaran rangers do not normally have the ability to cast
spells. Instead of gaining spells at 2nd level, the ranger may
2 Warlock take an additional feat. The ranger continues to gain extra feats
3 Ranger at levels 5, 9, 13, and 17.
You may take the following subclasses: Beast Master, Hunter,
4–6 Rogue
or Monster Hunter.
7–9 Fighter
10–11 Barbarian
Rogue (Common)
Rogues are common in Helkara and represent assassins,
12 Wizard bandits, mercenaries, scavengers, etc.
Because so many rogue sub-classes are nonmagical, they
Artificer (Not Available) have a more diverse selection than the other classes. The
Although there are alchemists in Helkara, they are much less Arcane Trickster, Phantom, and Soulknife subclasses are not
magically proficient than Alchemist Specialist artificers and are available.
a subclass of wizards instead. The other forms of artificers are
non-existent. Sorcerer (Not Available)
Although the spellcasters of Helkara call themselves sorcerers,
Barbarians (Uncommon) they actually have more in common with warlocks or wizards
The barbarian class is one way that players may represent than they do with Fifth Edition sorcerers.
scavengers, the rough-and-tumble humans that live among the
ruins at Nothing’s Edge. Barbarian characters may become Warlock (Very Rare)
berserkers. The other sub-classes are not available. The cultists and priests of Helkara—at least those capable of
casting spells—are represented by the Fifth Edition warlock
Bard (Not Available) class.
While there are plenty of minstrels, fools, and other
entertainers in Helkara, none of them possess the same level of
magic that the traditional bards of Fifth Edition do.
1
All warlocks in Helkara are warlocks of the Great Old One, as Sages are rare in Helkara, even among the priesthood. The
the gods of Helkara are strange and otherworldly entities. And sorcerer-kings do not wish ordinary citizens to learn the
all warlock pacts must be Pact of the Tome. secrets of the greater cosmos and magic, and enforce illiteracy
Whenever a warlock casts a spell of 1st-level or higher, they nearly everywhere. Characters who take the sage background
must check for an arcane catastrophe. See below for details. might serve a sorcerer-king directly or read and study illegally.
Sailors of Helkara traverse the thawed portions of the
Wizard (Very Rare) Evernight, transporting goods and fishing along the coast. Even
The Fifth Edition wizard class represents Helkaran sorcerers, land-locked Norgoth has sailors who ply Entana Crater.
who must cast from scrolls or spellbooks to make their magic All of the sorcerer-kings have standing armies, so soldiers
function correctly. A wizard may choose from the following are a common sight. Even the Free State of Kisurra has its own
subclasses: Abjuration, Chronurgy, Conjuration, Divination, class of soldiers who fight to keep the city safe.
Enchantment, Evocation, Graviturgy, Illusion, Necromancy,
Transmutation, and War Magic.
Whenever a wizard casts a spell of 1st-level or higher, they
Pick a Feat
must check for an arcane catastrophe. See below for details. Because all Helkarans are human, all Helkaran characters start
with one feat plus one bonus skill proficiency of their choice.
Determine Ability Scores
The process for determing ability scores in the Helkara
Equipment Limitations
campaign setting is the same as it is in traditional Fifth Edition Helkara’s technology level is on par with the late-Bronze
games, except that the player may increase two ability scores of Age/early-Iron Age. As such, there is a limitation on the types of
their choice by 1. equipment that character can take.
The following types of armor are available: padded, leather,
Background and studded leather; hide and scale mail; and splint. Shields are
also commonly used.
All of the Fifth Edition backgrounds are available during All simple weapons are available, and all martial weapons
character creation. However, some of the backgrounds have except for the flail, halberd, morningstar, rapier, war pick,
different implications in a world like Helkara, as noted below. warhammer, hand crossbow, and heavy crossbow.
Acolytes typically serve in temples dedicated to the Most adventuring gear is available, although some items,
sorcerer-kings themselves. There are also many acolytes that such as books, writing utensils, paper, and parchment, maybe
serve the Blood Cult of Azathoth. Typically, these servants have be viewed as contraband by the sorcerer-kings and their
a fierce cult-like mentality and brand all who disagree with inquisitors.
their patron’s methods as a heretic, especially members of the
blood cult. Currency
Charlatans, criminals, entertainers, and urchins are Helkara has three major types of currency: barley, gaur (a yak),
found in every corner of Helkara, serving the same sort of role and silver pieces. Barley and cattle are mostly used for
as they would in any other Fifth Edition fantasy world. The bartering. One pound of barley is worth 1 sp and one healthy
Brotherhood of the Blackened Chain is the single largest group adult gaur is worth 100 sp (or one pentine).
of criminals in Helkara, with members in every city, including Although there is gold on Helkara, Helkarans don’t actively
Kisurra. mine for it. Instead of gold and platinum they use a larger silver
While life is difficult for most Helkarans, there are still folk coin representing the price of a gaur calf called a gaurling iece
heroes. However, these heroes don’t always have the best (gp). Eirpieces are gaurling pieces cut into halves (ep). It’s rare
interests of the people who sing their praise at heart. Many folk that currency ever goes beyond gaurlings, but a one pound
heroes serve as enforcers or inquisitors for the sorcerer-kings silver bar is worth 50 sp.
and are cherished for the acts they perform on behalf of their
cruel masters.
Most of Helkara’s cities rely on the merchant guilds to control
New Feats
the quality and quantity of mercantile goods created by guild The feats below are feats specific to the Helkaran setting, but
artisans. The guilds themselves nearly resemble organized can be used in any campaign.
criminal organizations. They extort smaller merchants and
welcome bribes from larger merchants to look the other way.
Simultaneously, they life and cheat their way around the
Alchemist
sorcerer-kings’ laws. Prerequisite: Intelligence 13 or higher
Hermits and outlanders are common across Helkara, with
You are skilled in the scientific field of alchemy, which allows
some even living outside of the sorcerer-kings’ domains. Some
you to combine reagents into potent potables. You gain
even live beyond Nothing’s Edge, where the long days and
proficiency in alchemist’s tools.
nights create treacherous conditions.
You can spend 1 hour to produce a concoction in an empty
Second only to the priesthoods of the sorcerer-kings, nobles
flask with reach. You must have 5 gp worth of materials on
represent the upper classes of Helkara’s citizens. Many act as
hand to produce the concoction and access to alchemist’s tools,
governors and mayors in the non-capital cities and are
and you cannot perform any other actions while crafting
expected to collect taxes on behalf of the sorcerer-kings. They
also serve as warlords.
2
the potion. At the end of the hour, make a DC 10 Intelligence When you transform, you assume the beast's hit points and
check using proficiency in alchemist’s tools. If you succeed, you Hit Dice. When you revert to your normal form, you return
create a potion that imparts one of the following effects: to the number of hit points you had before you transformed.
However, if you revert as a result of dropping to 0 hit points,
Cold Resistance. A creature can use its action to drink this any excess damage carries over to your normal form, For
potion. The drinker gains resistance to cold damage for 1 example, if you take 10 damage in animal form and have
hour after drinking this potion. only 1 hit point left, you revert and take 9 damage. As long
Explosive. As an action, a user can throw this flask up to 20 as the excess damage doesn't reduce your normal form to 0
feet, shattering it on impact. Make a ranged attack against a hit points, you aren't knocked unconscious.
creature or object, treating the explosive flask as an You can't cast spells, and your ability to speak or take any
improvised weapon. On a hit, the target takes fire damage action that requires hands is limited to the capabilities of
equal to 1d4 + your Intelligence modifier at the start of each your beast form. Transforming doesn't break your
of its turns. A creature can end this damage by using its concentration on a spell you've already cast, however, or
action to make a DC 10 Dexterity check to extinguish the prevent you from taking actions that are part of a spell, such
flames. as Call Lightning, that you've already cast.
Healing. A creature that drinks this potion regains hit You retain the benefit of any features from your class, race,
points equal to 2d4 + your Intelligence modifier. or other source and can use them if the new form is
Invisibility. A creature can use its action to drink this physically capable of doing so. However, you can't use any of
potion. The drinker becomes invisible for 10 minutes or your special senses, such as darkvision, unless your new
until the drinker attacks or casts a spell. form also has that sense.
Poison. A creature that drinks this poison must make a You choose whether your equipment falls to the ground in
Constitution saving throw against a DC of 8 + your your space, merges into your new form, or is worn by it.
proficiency bonus + your Intelligence modifier. The creature Worn equipment functions as normal, but the DM decides
takes poison damage equal to 1d4 + your Intelligence whether it is practical for the new form to wear a piece of
modifier. The poison may also be applied to a slashing or equipment, based on the creature's shape and size. Your
piercing weapon or up to three pieces of ammunition. Once equipment doesn't change size or shape to match the new
applied, the poison retains potency for 1 minute before form, and any equipment that the new form can't wear must
drying. either fall to the ground or merge with it. Equipment that
Water Breathing. A creature can use its action to drink merges with the form has no effect until you leave the form.
this potion. The drinker can breathe underwater for 1 hour
after drinking this potion. If you are a druid that takes this feat, the benefits of this feat
function separately from your Wild Shape feat. You may choose
Shifter to use this feat or your Wild Shape when you transform.

You have an innate ability to magically transform into a beast.


Choose a beast with a maximum CR of 1/2. You must use your Arcane Catastrophes
action to transform. You can stay in your beast shape for a Any time a spellcaster casts a spell of 1st-level or higher in
number of hours equal to half your character level (rounded Helkara, they must roll a d20. If the result is equal to or lower
down, minimum of 1). You then revert to your normal form. You than the level of the spell, an arcane catastrophe occurs. Roll a
can revert to your normal form earlier by using a bonus action d20 to determine what happens. If you ever roll the same result
on your turn. You automatically revert if you fall unconscious, twice, you explode, dying instantly. Additionally, each creature
drop to 0 hit points, or die. Once you use the benefit of this feat, within 5 feet of you must make a DC 15 Dexterity saving throw,
you can’t use it again until you complete a long rest. taking 10 (3d6) fire damage on a failed saving throw or half as
While you are transformed, the following rules apply: much on a successful one.

Your game statistics are replaced by the statistics of the 1. The magic backfires and causes your hand to wither and die.
beast, but you retain your alignment, personality, and You can no longer hold objects in that hand or hold two-
Intelligence, Wisdom, and Charisma scores. You also retain handed objects.
all of your skill and saving throw proficiencies, in addition to 2. Your hair turns white and falls out.
gaining those of the creature. If the creature has the same 3. You are wracked with terrible pain and fall unconscious for
proficiency as you and the bonus in its stat block is higher 1 minute.
than yours, use the creature's bonus instead of yours. If the 4. Your skin becomes covered in painful sores and blisters. You
creature has any legendary or lair actions, you can't use have disadvantage on Strength and Dexterity checks and
them. attack rolls until you complete a long rest.
5. Your eyesight is permanently damaged. You have
disadvantage on attack rolls and Wisdom (Perception) tests
that require sight.
6. You become paralyzed. Each day, after completing a long
rest, make a DC 10 Constitution saving throw. You gain a +1
bonus for each day that you've been paralyzed. On a success,
the paralyzed condition ends.
7. You are aged 2d4 x 10 years in an instant.

3
8. You are struck with a terrible illness and will suffer for
weeks. Until this disease is cured, you can't regain hit points,
and you have disadvantage on all ability checks, attack rolls,
and saving throws.
9. You are cursed and will suffer terrible luck for a year and a
day. You may never benefit from advantage.
10. A powerful demon appears and demands a terrible sacrifice.
If you do not give the demon what the ask for in 24 hours, it
drags you to hell.
11. A powerful curse is placed on you, causing you to suffer
terrible nightmares. Until you find magic to remove the
curse, you can’t gain the benefits of a long or short rest.
12. Your soul is bound to an object or place, trapping you in that
location. You can never go more than d6 x 100 feet from that
location.
13. Your body is wracked with terrible mutations, making you
an outcast. You disadvantage on all Charisma checks made
to interact with others, excluding intimidation.
14. Your mind is consumed by madness, and you become a
danger to yourself and others. You gain one form of
indefinite madness.
15. You are consumed by a terrible hunger that can never be
satisfied. You gain the following flaw, which lasts until cured:
"I am always hungry, and will even kill and eat other
humans to satisfy this feeling."
16. Your body is taken over by a powerful evil spirit. Treat the
spirit as a ghost that possesses you.
17. Your body is wracked by terrible pain, and you die a slow,
agonizing death.
18. Your loved ones are cursed and suffer terrible fates.
19. You are dragged to another dimension and forced to serve a
powerful Great Old One.
20. Your soul is consumed by the darkness. You become a
wraith.

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