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project-gw's Issues

Classes: Ranger

We need this class to be specifically created with dual classing in mind, and balanced as such. Additionally it needs to be made so that it fits the world and lore of GW.

Races: General

Todo List for Races so far:

  • Decide on what races are most likely playable for Prophecies
  • Find out any notes for the specific races to aid GMs and avoid lore breakage.
  • Determine race specific stuff (traits, etc)
  • See what areas can be borrowed and converted from existing 5e materials and homebrew.

Races: Dwarf

There are two factions of Dwarf in Prophecies:

  • Deldrimor
  • Stone Summit

Dwarves as a whole should be fairly simple to use. There is likely little to no changes needed from the stock 5e race. However, I would like to get faction differences for the dwaves if we can find a good way to do so. A good example of this would be how TES: Skyrim has Imperials, Breton, etc. - all human, but from different regions. If anyone has any additional changes to be made, I would love to hear!

Initial information gathered can be found in /Prophecies/Curated Info/The Races of Guild Wars Prophecies.md.

Profession: Revenant

These were my brainstorming random thoughts on the Guild Wars 2 profession Revenant.

Perhaps Revenant has a basic class (Warlock?) And each legend mixes that base class with traits and abilities from other professions?

Shiro - Theif
Ventari - Guardian/Monk
Mallyx - Necromancer
Jalis - Warrior/Guardian
Renegade - Ranger
Herald - ???

Archfey Warlock ( Shiro?)
Blood Hunter: Profane Soul?

Profession: Assassin/Theif

These were my random brainstorming thoughts for either the Guild Wars 1 assassin or Guild Wars 2 Theif. For discussion when we get to Factions or Guild Wars 2.

Trickster cleric?
Dream Druid - hidden paths
Monk (Daredevil?)
Kensi Monk
Open Hand Monk
Shadow Monk
Cobalt soul Monk
Treachery Paladin - Blackguard Escape
Gloomstalker ranger
Monster Hunter Ranger - Hunter' sense
Rogue
Assassin rogue
Inquisitive rogue
Mastermind rogue
Theif rogue
Shadow sorcerer?

Profession: Ritualist

These are my random brainstorming for what ritualist could look like.

Barbarian Rage - Ancestral Guardian?

Grave Cleric - Keeper of Souls

Tempest Cleric

Shepherd Druid - Spirit Totems?

Conjuration Wizard?

Artillerist Artificer?

Crimson Rite?

Maps

We are in need of fan-created maps for each of the main areas! While the game does provide some basic overhead maps, it leaves plenty to be desired for a P&P game. For anyone who really likes to create maps, or wants to give it a go, we really need them!

The following maps are needed:

  • Ascalon
  • Crystal Desert
  • Krtya
  • Maguuma Jungle
  • Ring of Fire Islands
  • Shiverpeak Mountains

If anyone is interested in doing specific detailed maps for more complex areas (such as cities or dungeons), please feel free!

Classes: Necromancer

We need this class to be specifically created with dual classing in mind, and balanced as such. Additionally it needs to be made so that it fits the world and lore of GW.

Races: Human

Humans are the primary race for Guild Wars - indeed, in the video game they are the only playable race.

There are three factions of humans in Prophecies:

  • Ascalonian
  • Krytan
  • Orrian

While the GW human race will likely stay very close to the stock 5e human race, I would like to get faction differences for the humans. A good example of this would be how TES: Skyrim has Imperials, Breton, etc. - all human, but from different regions. Additionally, if anyone has any additional changes to be made, I would love to hear!

Initial information gathered can be found in /Prophecies/Curated Info/The Races of Guild Wars Prophecies.md.

Races: Centaur

Centaur are the usually known as a hostile race in Guild Wars - however, allowing players to be a centaur could make for some really interesting roleplay possibilities!

There are three tribes of centaur in Prophecies:

  • Harathi
  • Losaru
  • Modniir

There may be an applicable race to use from stock 5e, perhaps with some changes here and there to better fit GW. However, I would like to get tribal differences for the centaur. A good example of this would be how TES: Skyrim has Imperials, Breton, etc. - all human, but from different regions. Additionally, if anyone has any additional changes to be made, I would love to hear!

Initial information gathered can be found in /Prophecies/Curated Info/The Races of Guild Wars Prophecies.md.

Project Blog

Create a blog to help give updates about the project.

Classes: Warrior

We need this class to be specifically created with dual classing in mind, and balanced as such. Additionally it needs to be made so that it fits the world and lore of GW.

Classes: Mesmer

We need this class to be specifically created with dual classing in mind, and balanced as such. Additionally it needs to be made so that it fits the world and lore of GW.

Classes: Dual Class Systems

For classes, we would like to encourage dual-classing. Ideally each of these classes will be balanced so that when a character reaches level 20, it will feel like the average level 20 character from D&D core. This approach will not only honor the style of GW, but also bring in plenty of character creativity.

At the start, the player chooses two classes to work with and create their character. Later (post "ascension"), the player may decide to change one or both of their classes.

For some notes taken from discord conversations, please refer to this comment: #11 (comment)

This issue is not depreciated by newer sub-class issues - it is a general purpose issue.

Races: Charr

There are four legions of the Charr in Prophecies:

  • Ash Legion
  • Blood Legion
  • Flame Legion
  • Iron Legion

This will be one of the more custom races in this conversion, since the Charr are a GW specific race. There may be an applicable race to use from stock 5e, with some changes to better fit GW. However, I would like to get legion differences for the charr. Because of how the legions are set up, this could even dictate (usually) what classes are in each. A good example of this would be how TES: Skyrim has Imperials, Breton, etc. - all human, but from different regions. If anyone has any additional changes to be made, I would love to hear!

Initial information gathered can be found in /Prophecies/Curated Info/The Races of Guild Wars Prophecies.md.

Profession: Guardian

These are my basic brainstorming thoughts on the Guardian. This one is weird because it likely started existing in between the games, but it should probably not come into completion until we discuss Guild Wars 2.

Grave Cleric?
Life Cleric?
Protection Cleric?
War Cleric?
Solidarity Cleric?
Zeal Cleric?
Monster Hunter Fighter - Dragon Hunter?
Sun Soul Monk?
Paladin?
Devotion Paladin?
Vengeance Paladin?
Divine Soul Sorcerer?
Stone Sorcerer?
Runechild Sorcerer?
Pact of the Blade Warlock (spirit weapons?)
Celestial Warlock?
Abjuration Wizard?

Races: Golem

This is my submission for if a player desired to play as a golem. To be reviewed when we attempt Eye of the North

Golem
Golems are magi-tech creations of the Asurans. Most golems are made of stone, but they can be made from most anything. Most of their power resides in the crystal cores that create a cohesive magical field to animate the inanimate material around it. The sole goal of a golem is to complete the commands of it's creator. Many are made for the purpose of assisting their creator for menial tasks, but for the most part they are created to assist in the protection of their creators. Golems are capable of thinking within the confines of their programming, but it is important to note that Golems are not self-aware.

Ability Score: +1 Constitution
Average Height: 5’ 6” - 8’ 10”
Average Weight: 220 - 400 lb
Age: Immortal while properly maintained
Size: Medium
Speed: 30’
Vision: Darkvision (60’)
Languages: New Krytan & Asuran
Golem Resistance: You were created to have remarkable fortitude, represented by the following benefits. You are immune to disease and have advantage to saving throws against being poisoned, and you have resistance to poison damage. You do not need to eat, drink, sleep, or breathe. You do not suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
Sentry’s Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Manufactured: Your body has built in defenses, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply it’s bonus as normal. Your armor class is determined by your subclass, the way in which you were created.
Subraces: Utility Golem, Reconnaissance Golem, Siege Golem.

Utility Golem
As a Utility Golem, you were not designed for combat, but instead for the performance of a specific task. This task can be almost anything, Asura usually have a multitude of existing projects that they cannot watch at all times. For that case, you were created, and you were given all of the tools you need to accomplish this task.

Ability Score: +1 to any ability score of your choice
Specifically Built: You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
Integrated Tool: Choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.
Basic Armor: You are built with a light set of armor integrated into your body. You have 11 AC + your proficiency bonus (if proficient with light armor) + your Dexterity modifier.

Scout Golem
Scout Golems are built partly for utility, but mostly for combat. When it comes to combat, you are built for speed and finesse. Many have decided that when it comes to defensive capabilities, speed is key.

Ability Score: +1 Dexterity
Swift: Your walking speed is increased by 5’.
Light Step: When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player’s Handbook for more information about "travel pace").
Light Frame: You are built with a medium set of armor integrated into your body. You have 13 AC + your proficiency bonus + your Dexterity modifier (maximum of 2).

Siege Golem
Siege golems are created for the distinct purpose of being as big, imposing, and strong as possible. When it comes to dealing with war, smashing objects and bookahs, and taking as much of a beating as possible, the siege golem is the best there could possibly be.

Ability Score: +1 Strength
Iron Fists: When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Heavy Plating: You are built with a Heavy set of armor integrated into your body. You have 16 AC + your proficiency bonus; disadvantage on Dexterity (Stealth) Checks.

Profession: Dervish

This is a woefully incomplete look at my original thoughts on Dervish. There were many changes I was planning to make and many ideas not fully thought out. The middle portion which is a bit confusing is a poorly imported chart of what is to be gained at each level. To be discussed when we start Nightfall content.

Dervish

Restriction: Humans Only
Humanity is generally the only race which reveres and worships the gods. Because of this it is nearly impossible to see any non-human dervishes in the world of Tyria. Your DM may choose to lift this restriction if he so desires to better fit his campaign setting. This restriction exists to fit the lore behind both the dervish and the lore of humanity.

Serving the gods as holy warriors, dervishes stand confidently in the whirlwind of conflict. Martial techniques perfected in the deserts of elona allow a Dervish’s scythe to lash out quickly at multiple opponents, surrounding the holy warrior with a swath of destruction. Initiates often learn spells of self-protection, prayers that rush a combatant into battle, and invocations that empower attacks with elemental fury. Masters of the profession can assume the form of a god, enacting divine will with holy blessings. Keenly aware of the conditions of a fight, a dervish can reap great benefits by using multiple Enchantments. Wandering the savannahs and deserts of Elona, the faithful Dervish chants prayers to the earth or wind… and the fury of the sandstorm answers in response.

Class Features
Hit Points:
Hit Dice: 1D12 Per Dervish Level
Hit Points at 1st Level: 12+ your Constitution Modifier
Hit Points at Higher Levels: 1D12 (or 6) + your Constitution Modifier per Dervish Level after 1st

Proficiencies:

Armor: Light Armor, Medium Armor
Weapons: Simple weapons, Scythe
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose three from Arcana, Athletics, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment:
You start with the following, in addition to the equipment granted by your background:

A Scythe OR Any two handed weapon
A priests’s pack OR An explorer’s pack
Scale Mail and a holy symbol

The Dervish Spell Slots per Spell Level
Level Proficiency Bonus
1st +2
2nd +2
3rd +2
4th +2
5th +3
6th +3
7th +3
8th +3
9th +4
10th +4
11th +4
12th +4
13th +5
14th +5
15th +5
16th +5
17th +6
18th +6
19th +6
20th +6

Shielding Enchantment:
Starting at 1st level, you can pray to the gods to protect you from harm. As a bonus action, you create an aura of enchantment that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes holy damage equal to your dervish level + your Wisdom modifier.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Survival Expertise:
At 1st level, if you are proficient in Survival and Nature, your proficiency bonus is doubled for any ability check you make that uses either of these proficiencies. If you are not already proficient in these skills then you gain proficiency, but you do not gain the double bonus.

Spellcasting
By 2nd level, you have learned to draw on divine magic through prayer and meditation to cast spells.
Preparing and Casting Spells
The Dervish table shows how many spell slots you have to cast your spells. To cast one of your dervish spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of dervish spells that are available for you to cast, choosing from the dervish spell list. When you do so, choose a number of dervish spells equal to your Wisdom modifier + half your dervish level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th level dervish, you have four 1st level and two 2nd level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell cure wounds, you can cast it using a 1st or 2nd level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of dervish spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your paladin spells, since their power derives from your understanding of the natural world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a dervish spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your dervish spells.

Prayer Path
When you reach level 2 the prayers which power your spells start to take shape around one of two paths. Choose one of the following paths.
Wind Prayers
Earth Prayers
Your choice grants you features at 3rd level, and again at level 7, 15, and 20. These features include spells specific to your path and the ability to Channel Divinity.

Path Spells
Each path has a list of associated spells. You gain access to these spells at the levels specified in the path description. Once you gain access to a path spell, you always have it prepared. Path spells don’t count against the number of spells you can prepare each day.

If you gain a path spell that does not appear on the dervish spell list, the spell is nonetheless a dervish spell for you.

Channel Divinity
At 2nd level, you gain the ability to channel divine energy from your prayers, using these prayers to fuel magical effects. You start with one effect determined by your Prayer Path, then again, at 3rd level, you gain a second effect, Champion Challenge.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your dervish spell save DC

Champion Challenge
As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30’ of you must make a wisdom saving throw. On a failed save, a creature can’t willingly move more than 30’ away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Whirling Dervish
The swing of your scythe allows you to hit multiple enemies with the same attack. Starting at 3rd level, when you make a weapon attack, you can make another attack roll against a different creature that is within 5 feet of you. If you choose, you may split the extra damage from your Path (Cutting Wind or Sheariny Earth) evenly between targets hit by this attack, or focus it all on the main target.

As you level up this ability increases,

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (Minimum 1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet

Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Wind Prayers

Followers of the path who pray to the winds find themselves much more fleet of foot than they were before. Those who know the winds know that a gentle breeze brings healing, but having felt the cold wind of the desert at night, they also know how to infuse their attacks with it’s cutting edge.

Cutting Wind
Starting at 2nd level when you hit a creature with a melee weapon attack, you can expend one spell slot to deal cold damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Wind’s Haste
Beginning at 2nd level, you can use the Dash action as a bonus action on your turn.

Channel Divinity
When you take this path at 2nd level, you can the following Channel Divinity option.

Turn the Tide.
As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30’ of you regains hit points equal to 1d6 + your Wisdom modifier (minimum of 1) if it has no more than half of its hit points.

Earth Prayers

Followers of the path who pray to the earth find themselves much more anchored and secure. They use the solidarity of the earth to strengthen their resolve, and their physical fortitude. The earth, while providing protection and shelter, can also cut deep, and those who follow this path have learned to use the earth to strengthen their attacks.

Shearing Earth
Starting at 2nd level when you hit a creature with a melee weapon attack, you can expend one spell slot to deal earth damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Stone’s Durability
At 2nd level, your connection to the earth gives you extra fortitude. Your hit point maximum increases by 2 and it increases by 1 whenever you gain a level in this class.

As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.

Channel Divinity
When you take this path at 2nd level, you can the following Channel Divinity option.

Nature’s Wrath.
You can use your Channel Divinity to invoke the earth to ensnare a foe. As an action, you can effect a creature within 10’ of you that you can see. The earth beneath their feet opens up and attempts to swallow and restrain them. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the earth, the creature repeats the saving throw at the end of its turns. On a success, it frees itself and the ground returns back to its normal state.

Races: Seer

We will likely not have much for the Seer race, simply because of how little we know about them. However, some players may really enjoy this option if they can figure out how to integrate it with their group.

I think this will be one of the more custom races in this conversion. There may be an applicable race to use from stock 5e, with some changes to better fit GW. If anyone has any additional changes to be made, I would love to hear!

Initial information gathered can be found in /Prophecies/Curated Info/The Races of Guild Wars Prophecies.md.

Area: Blazeridge Mountains

Progress Tracker for Blazeridge Mountains
For the most part, inaccessible. There may be something worth writing about however...

  • ?

Profession: Engineer

This is just a few ideas for the engineer, obviously we will not be discussing this until we get to Guild Wars 2 content.

Shepherd Druid Spirit Totems for turrets?

Pyromancer Sorcerer - explosives

Inventor wizard?

Artificer?

Artillerist - Turret Summon?

Mutant Blood Hunter - alchemy?

Races: Tengu

There are two tribes of Tengu in Prophecies:

  • Avicara
  • Caromi

I believe there may be a few applicable races to use and choose from in 5e or fan material, with some changes to better fit GW. However, I would like to get tribal differences for the Tengu. A good example of this would be how TES: Skyrim has Imperials, Breton, etc. - all human, but from different regions. If anyone has any additional changes to be made, I would love to hear!

Initial information gathered can be found in /Prophecies/Curated Info/The Races of Guild Wars Prophecies.md.

Races: Asura

This is my submission for the race of the Asura, for review once we decide to focus on Eye of the North.

Asura
The asura are a curious race that come from below the depths of Tyria. Being of an underground origin they look vastly different from above ground species. They are quite short, standing only up to the belt of a human, and their bodies are quite slender. Their skin generally takes on either a grey or brown hue of color, but their eyes are usually vibrant colors and quite large. Asura have a slender body, but their heads, hands, and feet are proportionally bigger than they should be. Their heads are strangely oblong in shape and have large drooping ears hanging off to each side.

The Asura are a race that prides themselves as being the most intelligent race in Tyria, and are more than happy to let any other races know it. Their society is built around genius and few asura want to do much more than stay in their lab and focus on their experiments. As such, from a young age they start experimenting in order to get into one of the three major Colleges. As a society, they are ruled by a council of elders called the Arcane Council who sets their rules and limits and enforces it with their peacekeepers.

Ability Score: +1 Intelligence
Average Height: 2’ 10” - 3’ 11”
Average Weight: 50 - 75 lb
Age: Less than 120 years
Size: Small
Speed: 25’
Vision: Darkvision (60’)
Languages: Asuran & New Krytan
Asuran Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Subraces: College of Dynamics, College of Statics, College of Synergetics

College of Dynamics
Students of the college of dynamics are known for always pushing the envelope with new magi-technologies. Much of their work is highly experimental, and sometimes dangerous. But without experimentation, there would be no progress!

Ability Score: +1 Dexterity
Dynamics Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Dynamics Tinkering: You can create a temporary magic item out of common materials. Choose a cantrip from the Elementalist Spell List. Describe the item connected to it. As long as you possess the item, you know that cantrip. At the end of a long rest, you can replace it with a new item and select a new cantrip from the Elementalist Spell List. Intelligence is your spellcasting ability for these cantrips.

College of Statics
Students of the College of Statics are viewed by many as boring and plain, but rarely do they realize what they owe this college. Much of the known, reliable magi-technology that is commonly used among the asura is where it is today because of the tinkering, fine tuning, and patience of a Statics student. It may have been originally designed by Dynamics, but it was most definitely made safe by Statics.

Ability Score: +1 Constitution
Statics Lore: Whenever you make an Intelligence (History) check related to Architecture, or structures, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Diligent Study: Gain Proficiency in one of the following Artisan’s Tools: Jeweler’s Tools, Smith’s Tools, and Mason’s Tools.

College of Synergetics
Students of the College of Synergetics worry themselves very little with the tinkering of the other colleges. Their sphere of study rests solely within magic itself. They focus on the study of the flow of magic and higher level theories on how magic actually works.

Ability Score: +1 Constitution
Synergetics Lore: Whenever you make an Intelligence (Arcana) or Intelligence (History) check related to the history of magic or the theories of magic, you can add twice your proficiency bonus, instead of any proficiency bonus you normally Apply.
Magecraft: Due to your time studying the mystical complexities of magic within Tyria, you have gained the ability to cast one cantrip of your choice from the Mesmer spell list. Intelligence is your spellcasting Ability for it. Also gain Proficiency with Alchemist’s Tools.

Classes: Monk

We need this class to be specifically created with dual classing in mind, and balanced as such. Additionally it needs to be made so that it fits the world and lore of GW.

Races: Norn

This is my submission for the Norn race. To be reviewed when we attempt Eye of the North content,

Norn
The norn are a race of giant-like humanoids. When it comes to appearance they are very much human like, leading some to mistakenly believe that they are related to humans in some way, shape or form. Aside from their massive height and proportionally massive muscles, the norn differ from humans in one big way. They are able to shapeshift into a were-creature version of the Spirit of the Wild that they follow most closely.

The norn revere the Spirits of the Wild, specifically the Spirit of Bear, Wolf, Raven, and Snow Leopard. There are many other spirits, for almost every other type of natural creature in Tyria, and even landscapes themselves, but these four are the ones that the Norn hold most closely to. Every norn seeks to go out into the world and create their legend, most seek this by searching out the largest and most feared beasts in the wild frontiers of the Shiverpeak Mountains. They have no government, and are an incredibly individualistic society, but well known legends will many times create homesteads where other norn will congregate for their second favorite thing, a Moot!

Ability Score: +1 Strength
Average Height: 8’ 10” - 9’ 4”
Average Weight: 400 - 480 lb
Age: Few norn make it to an old age, so their life span is unknown.
Size: Medium
Speed: 30’
Vision: Normal Vision
Languages: New Krytan & Norn
Mountain Born: You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Calling Feature: As a bonus action, you can assume a more bestial
appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you Call on your Spirit of the Wild, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.
Subraces: Follower of Wolf, Follower of Bear, Follower of Raven, Follower of Snow Leopard.

Follower of Wolf
The follower of Wolf knows the importance of having a pack to support you. He teaches his followers the need for brotherhood and loyalty, and reminds them that we need never fight alone.

Ability Score: +1 Wisdom
Naturalist: Gain Proficiency in Survival.
Mark the Scent: As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can’t use this trait again until you finish a short or long rest.
Calling Feature: While Invoking wolf, you can use your bonus action to use the Help action for one ally.

Follower of Bear
Bear is the embodiment of strength in both body and mind. She stands for ferocity and confidence, and many believe her to be the mightiest of all Spirits of the Wild. Her followers take her lead in individually seeking to prove their strength.

Ability Score: +1 Constitution
Tough: Gain Proficiency in Athletics
Calling Feature: Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.

Follower of Snow Leopard
A follower of Snow Leopard is the predator whose prey never sees. She is most closely related to strategy, independence, stealth, and prowess in the hunt. She reminds us that sometimes the best approach is the one least expected.

Ability Score: +1 Dexterity
Sly: Gain Proficiency in Stealth
Calling Feature: While shifted, your walking speed increases by an additional 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Follower of Raven
Followers of Raven understand the importance of the mind, and hold a unique connection to death and the Underworld. He is most associated with wisdom, cunning, trickery and knowledge.

Ability Score: +1 Wisdom
Cunning: Gain Proficiency in Insight
Calling Feature: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Monsters: Conversions?

In the conversion process from GW to TTRPG format, one method of "porting" monsters over would be finding a decent conversion equation.

Some creatures are just "simple," so a reskin is fine for those. More unique monsters will likely need more than a reskin however. Any unique part of a creature from Guild Wars that differs from a D&D monster should be reflected however.

Still, GW introduces tons of stats - stats that do not carry over well from GW to D&D. For those who are mathematical OR just like stuff like this, determining a baseline equation(s) would be incredibly useful! This will likely require a good deal of creature analysis to get a rounded approach (insert excel tables here), but would help with the brunt of the work.

Once we have an equation to use, it would simply require some extra touchups to fully create the creature.

Profession: Paragon

These are my basic brainstorming thoughts for Paragon as a tabletop profession. Take them for what they are, for discussion once we get to Nightfall.

Bardic Inspiration?
Bard: Glamor - Mantle of Inspiration
Bard: College of Swords?
Bard: College of Valor
Cleric: Order
Cleric: Protection
Cleric: War
Fighter: Banneret
Paladin: Crown

Profession: Golemancer

This is an idea that I had for a newish Guild Wars Profession. Golemancers definitely already exist within the guild wars universe, and I had a friend in our campaign that wanted to be one. This may or may not be worth looking into at some point as a possible subclass of engineer?

Inventor Wizard?

Lore Mastery Wizard - Magic Tamperer

Artificer

Battlesmith?

Weapons and Armor

So there is a lot of things in 5e that would not fit very well into a GW1 themed version but also a lot of things in GW1 that just either are too complicated to merge over or would not fit. So I have some suggestions as paths to take for this that do not change much but still try and hold true to both. I will state the difference between official, and what will be changing.

Armor

Armor Proficiency: If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells (taken from official armor page).

Armor Class (AC): Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class (taken from official armor page).

Stealth: If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks (taken from official armor page).

Shields: A Shield can made from wood or metal and even of different qualities. They are carried in one hand, and you can benefit from only one Shield at a time. Wielding a Shield increases your Armor Class depending on which kind equipped (changed from a base 2 to having different tiers, check charts below).

Light Armor

If you wear Light Armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class (taken from official armor page).

Cloth: Cloth Armor is resemblent of normal clothing (new weaker tier of padded but still light).

Padded: Padded Armor consists of quilted layers of cloth and batting (taken from official armor page).

Medium Armor

Medium Armor offers more Protection than Light Armor, but it can also impair Movement. If you wear Medium Armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class, sometimes having a cap of +3 (mostly taken from the official page, but removed a permanent cap of +2 and instead only added some materials to be +3 cap).

Leather: The Breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials (taken from official armor page).

Studded Leather: Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes (taken from official armor page).

Hid⁠e: This crude armor consists of thick furs and pelts. (taken from official armor page).

Scale/Bone M⁠ail: This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal or bone. The suit includes gauntlets. (taken from official armor page, except added bone).

Heavy Armor

Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. Only proficient warriors can manage their weight and bulk. Heavy Armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative. (taken from official armor page).

Chain⁠ Mail: Made of interlocking metal rings, Chain Mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gunatlets, heavy leather boots, and an open helmet as well (taken from official armor page, slight change to description as this needs to be better than chain mail but worse than full plate).

Half Plate Mail: Half plate consists of shaped metal plates that cover most of the wearer’s body, head to toe. Leather is usually worn underneath and is what holds the plates.

Full Plate Mail: Full Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body (taken from official armor page but changed to full plate name).

Shields

Wood Shield: A small wooden shield that does not weigh much and can be used to block lighter attacks.

Leather Shield: A larger, more thick shield, with a coat of leather over it to be able to take more impacts.

Metal Shield: A large heavy metal shield that can block almost anything.

Armor Chart

All armor here is mainly taken from the official page style wise with a lot of changes throughout. All is subject to big changes, such as wanting to add specific armor sets.

Light Armor:
Cloth / 11 AC + Dex Mod / 1 lbs.
Padded / 12 AC + Dex Mod / Disadvantage / 3 lbs.

Medium Armor:
Leather / 12 AC + Dex Mod / 9 lbs.
Studded Leather / 13 AC + Dex Mod / 13 lbs.
Hide / 14 AC + Dex Mod (max +3) / Disadvantage / 15 lbs.
Scale/Bone Mail / 15 AC + Dex Mod (max +3) / Disadvantage / 20 lbs.

Heavy Armor:
Chain Mail / 750 gold / 16 AC / Strength 13 / Disadvantage / 55 lbs.
Half Plate Mail / 1,200 gold / 18 AC / Strength 14 / Disadvantage / 60 lbs.
Full Plate Mail / 1,500 gold / 20 AC / Strength 15 / Disadvantage / 65 lbs.

Shield Chart

Shields:
Wooden Shield / 10 gold / +1 AC / 3 lbs.
Leather Shield / 15 gold / +2 AC / 6 lbs.
Metal Shield / 20 gold / +3 AC / 10 lbs.

Don and Doffing

The time it takes to don or doff armor depends on the armor’s category.

Don: This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor.

Doff: This is the time it takes to take off armor. If you have help, reduce this time by half.

Light Armor | 1 minute | 1 minute
Medium Armor | 5 minutes | 2 minutes
Heavy Armor | 10 minutes | 5 minutes
Shield | 1 action | 1 action

(taken from official armor page, increase medium doffing to 2).

Weapons

Weapons can be handled a few ways. Specific weapon proficiency just for damage alone, and have weapons with mods like in GW1, or have 2 proficiencies, one for weapon damage, and one for weapon effects (mods). This way a class could use a weapon they are not proficient in for damage, but it gives special mods that are useful. Or, allow all weapons to have mods regardless of proficiency and not have them restricted to weapon type like in GW1.

(Currently fleshing out the idea more, will update once it is delved into more with others)

Creature Conversions: Prophecies

We are in need of creatures for Guild Wars Prophecies. These will be for the Bestiary section of this project.

Creature List

Abomination

  • Abomination
  • Flesh Golem

Animal

  • Black Bear
  • Dune Lizard
  • Elder Wolf
  • Lynx
  • Moa Bird
  • Snow Wolf
  • Warthog

Arachnids

  • Lava Spitter
  • Maguuma Spider

Behemoth

  • Crag Behemoth
  • Dune Burrower
  • Root Behemoth
  • Tar Behemoth

Centaur

  • Losaru
  • Maguuma
  • Shiverpeak

Charr

  • Charr

Demons

  • Arm of Insanity
  • Blade of Corruption

Devourer

  • Carrion Devourer
  • Crimson Devourer
  • Fevered Devourer
  • Plague Devourer
  • Rockshot Devourer
  • Thorn Devourer
  • Whiptail Devourer

Drake

  • Drake
  • Grand Drake
  • Lightning Drake
  • Sand Drake

Dredge

  • Dredge
  • Dredge Brute
  • Dredge Scout
  • Dredge Shaman

Dryder

  • Dark Flame Dryder
  • Frostfire Dryder

Dwarves

  • Stone Summit

Elementals

  • Boulder Elementals
  • Crystal Guardian
  • Crystal Spider
  • Ice Golem
  • Rock Ice
  • Sand Golem
  • Siege Ice Golem
  • Stone Golem

Enchanted Armor

  • Enchanted Burrower
  • Forgotten Avenger
  • Enchanted Hammer
  • Enchanted Sword

Ettin

  • Ettin
  • Enslaved Ettin
  • Igneous Ettin
  • Snow Ettin

Forgotten

  • Forgotten

Gargoyle

  • Flash Gargoyle
  • Mergoyle
  • Resurrect Gargoyle
  • Shatter Gargoyle

Ghost

  • Eidolon
  • Enemy Ghostly Hero
  • Phantom
  • Seal Guardian
  • Spirit of the Fallen
  • Wraith

Giant

  • Enslaved Frost Giant
  • Furnace Guardian
  • Hill Giant
  • Sand Giant
  • Tundra Giant

Grawl

  • Grawl
  • Grawl Crone

Griffon

  • Blessed Griffon
  • Desert Griffon

Human

  • Bandit
  • Cult of Vereta
  • Henchman
  • White Mantle

Hydra

  • Hydra
  • Mahgo Hydra

Imp

  • Fire Imp
  • Inferno Imp
  • Ice Imp
  • Lava Imp

Jade Constructs

  • Jade Armor
  • Jade Bow
  • Jade Seal

Lich

  • Undead Lich

Minotaur

  • Forest Minotaur
  • Minotaur

Mursaat

  • Mursaat

Nightmares

  • Azure Shadow
  • Fog Nightmare
  • Nightmare (Ring of Fire Variant)

Phantoms

  • Portal Wraith
  • Smoke Phantom

Plant

  • Ancient Oakheart
  • Crown of Thorns
  • Entangling Roots
  • Juniper Bark
  • Life Pod
  • Oakheart
  • Pinesoul
  • Redwood Shepherd
  • Reed Stalker
  • Salving Cactus
  • Singed Oak
  • Spined Aloe
  • Thorn Stalker

Rider

  • Breeze Keeper
  • Storm Kin
  • Storm Rider
  • Wind Rider

Scarab

  • Jade Scarab
  • Marrow Scarab
  • Moss Scarab
  • Rock-Eater
  • Scarab Nest Builder

Skale

  • Bog Skale
  • Bog Skale Blighter
  • Bog Skale Icetooth
  • Jungle Skale

Skeletons

  • Hellhound
  • Skeleton

Tengu

  • Avicara
  • Caromi

Titans

  • Armageddon Lord
  • Burning Titan
  • Dark Titan
  • Fist of the Titans
  • Frost Titan
  • Hand of the Titans
  • Icy Brute
  • Risen Ashen Hulk
  • Spark of the Titans
  • Titan
  • Titan's Heart
  • Titan's Malice

Trolls

  • Fen Troll
  • Jungle Troll
  • Mountain Troll

Wurm

  • Frost Wurm
  • Sand Wurm
  • Siege Wurm
  • Wurm

Zombies

  • Bone Dragon
  • Damned
  • Executioner
  • Ghoul
  • Necrid Horseman
  • Rotting Dragon
  • Zombie

This list can be also be found under /Prophecies/Assets/Creature Encounters.xlsx. Additionally, the current tables can also be viewed as a picture, located in /Prophecies/Assets/Encounter Tables/.

For the creatures listed in the above locations, I need the following:

  • Stat Block
  • Lore Block
  • Picture/Depiction

These do not need to all be done by the same individual. For example, some people can focus solely on stat blocks, while others can focus entirely on the lore.

Many of these monsters can be reworked D&D creatures as long as they feel similar to the GW counter part. Others will likely take a bit more work to do.

Notes:

  • Variants: GW has several "variants," based on what class the creature is. Unless the creature variant is very different from the others (aside from "class"), there is no need to worry about covering a separate creature.
  • Families: Similar to variants, GW has lesser and greater versions of creatures. The same rules apply as variants - simply focus on what's different.
  • Bosses: The list currently does not involve "bosses." If you have a boss in mind and want to draft one up, please feel free. However, it is not our current focus.
  • I believe this is the full and complete list, but I very well could be missing something. If you find that I have missed adding something for the Prophecies campaign, please let me know.

Races: Dredge

I don't have much in particular to say about the dredge. They are mole people, and may be one of the more custom races in this conversion. There may be an applicable race to use from stock 5e, with some changes to better fit GW. Luckily, because there is only one type of dredge in prophecies, there won't be any variation to it. If anyone has any additional changes to be made, I would love to hear!

Initial information gathered can be found in /Prophecies/Curated Info/The Races of Guild Wars Prophecies.md.

Classes: Elementalist

We need this class to be specifically created with dual classing in mind, and balanced as such. Additionally it needs to be made so that it fits the world and lore of GW.

Area: Ascalon

Progress Tracker for Ascalon
Need lore/world building paragraphs for three areas not adequately provided in the wiki.

  • Drascir
  • Nolani Academy
  • Surmia

Additionally, we need to create a more TTRPG appropriate map to use to better display Ascalon.

  • Map of Ascalon

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