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DRAGONBANE HOMEBREW

GUIDE
CREDITS
Layout & Writing: Taron “Indestructoboy” Pounds
Land of the Blind, LLC is not affiliated with, sponsored,
or endorsed by Fria Ligan AB.

KIN
INNATE ABILITY
This is a flavor pick, but should be a noticable mechanic that
you know will come into play at least once in a session.
F Passive Abilities granted here are significantly better than
any with a WP Cost.
F These Abilities are not available anywhere else in the game
than through the Kin. I haven’t confirmed this with Free
League, so take this just as a “correlation not causation”
for now.
F If you do grant an Ability that is similar or identical in
function to a Heroic Ability, it should be changed in
some way, such as by changing the WP Cost or adjusting a
situational function.

PROFESSIONS
QUOTE THE QUIRK OF PROFESSION ABILITY
The quotes are just made up quotes from the iconic character It’s worth noting that these Heroic Abilities granted
used for the Profession art. through your Profession are granted regardless of
whether or not you meet the Requirement. I tried
KEY ATTRIBUTE designing around this idea for my first Pugilist,
This is pretty easy. Just choose the Attribute the Profession granting them Fast Footwork so they can get it
likely needs to put their highest Attribute into. without investing away from Strength. However,
Iron Fist is a 1 WP ability, and Fast Footwork is a 3
SKILLS WP ability. Iron Fist kicks on way more frequently.
You need to have 8 Skills listed here. No more, no less. There
isn’t a reason to deviate from the model they set. Remember F These may not be “locked-in”. For example, a pre-
that all magic users will need a Secondary Stat for the school generated Elf Hunter in the official set has the Twin Shot
of magic they will specialize in. Heroic Ability, not Companion.

HEROIC ABILITY GEAR


This defines the Profession’s Exploration or Combat. Starting Gear on Professions in the official books appears
to correspond to the Profession’s Skill Training. I haven’t
F Combat Abilities tend to be Offensive and typically only confirmed this with Free League, so take this just as a
cost 2 or fewer WP. There are very few exceptions here. “correlation not causation” for now.
F Artisan, Scholar, and Merchant have Out-of-Combat
Abilities which tend to cost 3 WP.
F Defensive Abilities tend to be more expensive than
offensive ones. If you feel torn between an Offensive and
Defensive Ability that would define your Profession, opt
for the Offensive Ability.

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SKILL ITEM EXAMPLES EXCEPTIONS
Acrobatics Grappling hook Mariner, Thief Bard, Hunter
Awareness Lantern & lantern oil (replaces Torch); Hunter, Merchant, Scholar, Hunter and Mariner
may also give Rope (hemp)? Thief seem to get Rope
Axes Battleaxe or handaxe Artisan, Fighter
Bartering Increased Silver Die size; donkey, Merchant
sleeping pelt
Beast Lore − −
Bluffing Increased Silver Die size Bard, Merchant, Thief
Bushcraft Sleeping pelt Hunter
Bows Shortbow or Longbow; quiver Hunter
Brawling − Artisan, Fighter
Bushcraft Sleeping pelt Hunter
Bows Shortbow or longbow; quiver Hunter
Crafting Increased Silver Die size; Tool Artisan
Crossbows Light crossbow & quiver Fighter
Evade − Bard, Fighter, Hunter, Mage,
Merchant, Scholar, Thief
Hammers Warhammer (small) Artisan, Fighter, Knight
Healing Bandages Scholar
Hunting & Fishing Increased Food Rations die; sleeping Hunter, Mariner Mariner only seems to
pelt, snare or fishing rod get the Rations
Knives Knife or dagger Artisan, Bard, Thief −
Languages − Bard, Mage, Mariner, −
Scholar
Myths & Legends − Bard, Knight, Mage, Scholar −
Performance Lyre/Flute/Horn Bard Knight
Persuasion Increased Silver Die size if not already Bard, Knight, Merchant −
granted from Bluffing
Riding Combat trained horse (no light source) Knight −
Seamanship Scimitar; spyglass Mariner −
Sleight of Hand Lockpicks, marbles Thief Merchant
Slings Sling Hunter −
Sneaking Dagger (gives additional) Thief −
Spears Short spear or long spear Fighter, Knight −
Spot Hidden Lantern, lamp oil Merchant, Scholar, Thief −
Staves Staff Mage −
Swimming Trident Mariner −
Swords Broadsword or short sword Fighter, Knight −
Key Attribute: STR Chainmail/Studded Leather Armor; Fighter, Knight −
Shield (small); Open Helmet
Key Attribute: CON − − −
Key Attribute: AGL Leather armor? − −
Key Attribute: INT − − −
Key Attribute: WIL Grimoire or orbuculum Mage −
Key Attribute: CHA − − −

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SKILLS
MAGIC SCHOOLS SECONDARY SKILLS (EXPLORATION)
If you are making a new school of magic, be sure to include it You might reserve these for specific vehicles and mounts
as a Secondary Skill for casting spells from that school. for homebrew settings (such as airships or motorbikes).
Otherwise, the game’s base exploration skills are pretty
SECONDARY SKILLS (SOCIAL) comprehensive.
Honestly? I considered adding a Leadership Social Skill, but
everything I wanted to do with it was already handled by SECONDARY SKILLS (COMBAT)
Persuasion. Skills need to have a codified mechanic to justify The game’s Combat Skill paradigm is fairly well covered for
their existence, and Social Skills can be a challenge to codify low magic fantasy, as these are going to overwhelmingly be
with something meaningful here. Bluffing and Persuasion offensive weapon options. If you decide to add Firearms, this
do a ton of heavy-lifting, so really consider “why” the thing is how you’d make it happen.
you’re adding is needed here.

HEROIC ABILITIES
REQUIREMENT WILLPOWER POINTS: 2
Default to these requiring a Skill of at least 12 to take. F Interaction/Exploration: Vague hints.
“Willpower Point: -” Abilities tend to lack a Requirement. F Combat: Significant core mechanic shake-up (Eagle
Eye, Lightning Fast, Throwing Arm).
WILLPOWER POINTS: 0 F Noteworthy: Fearless is remarkably good, even if it
Abilities where WP can’t be “used” and are incompatible were to cost 3 WP.
with the mechanic (such as Focused being a flat bonus to
Willpower Points). These are typically called “Passives” in WILLPOWER POINTS: 3
other games. F Interaction/Exploration: Direct, helpful guidance
F Examples: Learn to cast magic (Magic Talent), increase (Intuition, Treasure Hunter).
max HP/WP by 2 (Robust/Focused). F Combat: Getting the power of another Action in the
Initiative (see: Companion, Dual Wield, Fast Footwork,
WILLPOWER POINTS: VARIES Master Spellcaster, Twin Shot). Taking agency over
F Interaction/Exploration: Reduce environmental another creature’s action (Weasel).
damage by D6 per WP spent (Catlike). Create item during
a shift with a value equal to WP spent (Master Blacksmith,
Master Carpenter).
F Combat: None

WILLPOWER POINTS: 1
F Interaction/Exploration: Generalized boon to a
roll (Pathfinder) or automatic success on niche checks
(Master Chef, Quarter Master).
F Combat: Core Abilities that will apply to nearly every
Attack for certain Builds (Contortionist, Deflect Arrow,
Iron Fist). Strong situational advantages (Sea Legs).

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MAGIC
This is what I have the least amount of experience in, but I
will say that anyone familiar with homebrewing for 5e will
feel at least somewhat comfortable here. The format is very
similar, once you learn Dragonbane’s damage structure, you’ll
be able to port over a lot of your old homebrew spells of
roughly 4th-level or lower.

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