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D&D Classes to Fabletop Major Traits
I think a few of these don't quite fit the mechanics or flavour of their dnd classes:
Ones I would change: Druid: 1 - nature magic, animal handling Fighter: 1 - skilled in combat (fighters are proficient with all weapons not just melee) Monk: 1 - Unarmed and monk weapon combat, acrobatics Paladin: 1 - Divine magic, resist magic, smiting attacks Ranger: 1 - tracking, forest survival, wildlife (ironically what you put for druid is perfect for ranger) Sorcerer and Warlock also need bonuses to magic, but is hard to think how to do this without overlapping with wizard. Maybe something like: Sorcerer: 1 - cast magic spells Warlock: 1 - pact magic, knowledge of lore for their patron type Wizard: 1 - bonus to spells of their chosen school, great knowledge of history and arcana I'm sure other people will have ideas too! Please log in to add a comment. |
Artificer: 1 - Array of special items (gadgets trait)
Barbarian: 1 - Strength, physical damage resistance
Bard: 1 - Music, storytelling, entertaining (performance trait)
Cleric: 1 - Healing, religious knowledge
Druid: 1 - Tracking, forest survival, wildlife (nature trait)
Fighter: 1 - Skilled in melee combat (warrior-esque trait)
Monk: 1 - Balance, jumping, tumbling (acrobatics trait)
Paladin: 1 - Enemy of Evil, religious vow (holy trait)
Ranger: 1 - Skilled in ranged combat
Rogue: 1 - Stealth, perception, mobility, locks/traps (rogue trait)
Sorcerer: 1 - Sixth sense, resist magic (mystic trait)
Warlock: 1 - Arcane knowledge, resist magic
Wizard: 1 - Cast magic spells (mage trait)
Turns out a lot of them can be achieved with just core traits. What do you think? Can it be done more accurately?