Dragonlance: Fifth Age to 3rd Edition D&D Conversion Guidelines

Players and fans of the Dragonlance: Fifth Age dramatic adventure game may wish to use some of its material about Krynn and its heroes in their 3rd edition Dungeons & Dragons games. These guidelines help to convert Dragonlance heroes and characters in the Saga system to D&D.; In general, the Dungeon Master should let common sense prevail when making any decisions regarding translation from one game system to the other.

To use these conversion guidelines, you’ll need a copy of the Dragonlance: Fifth Age game and a copy of the new D&D; Player’s Handbook, along with a clean character sheet or piece of scratch paper.

Race

Note the character’s race and any particular racial abilities they may have. Fifth Age characters converted over to D&D do not get racial ability score adjustments — these are already factored in. Fifth Age features dwarves, elves, gnomes, half-elves, and humans as presented in the Player’s Handbook. Barbaric humans may wish to take barbarian as one of their classes, if appropriate. Krynn gnomes do not gain any innate spell abilities, but do gain +2 on Knowledge and Profession skill checks involving mechanics or tinkering.

There are no halflings or half-orcs on Krynn, but it does feature three additional player character races: centaurs, kender, and minotaurs. For centaurs and minotaurs, see the descriptions in the Monster Manual. For kender, see below.

Kender

Kender are a race unique to Krynn. They look like small, wizened human children with pointed ears. Kender are best known for their insatiable curiosity, their often casual attitude toward personal possessions, and their ability to taunt other creatures. They have the following racial traits:

  • +2 Dexterity, -2 Strength.
  • Small: As small creatures, kender gain +1 AC, +1 on attack rolls, and +4 to Hide checks. Their base movement rate is 20 feet rather than 30 feet.
  • +2 on Open Locks and Move Silently checks
  • +1 attack bonus with throwing weapons and slings.
  • +2 on Listen checks because of their keen hearing.
  • +2 on Bluff checks because of their innocent looks and manner.
  • Taunt: Kender can use Bluff to anger others, causing them to act irrationally. Kender can make a Bluff check to taunt anyone that can understand their language. They can get someone to attack, or remove their Dexterity bonus to AC (see the Player’s Handbook for more details on the skill).
  • Favored Multiclass: Rogue. Kender use the terms “scout” or “handler” since they consider terms like “thief” and “rogue” offensive.

Ability Scores

To convert a Fifth Age character’s ability scores to D&D ability scores, follow the guidelines below:

D&D Ability Based on Saga Ability

Strength: Strength x 2
Dexterity: Dexterity + Agility
Constitution: Endurance x 2
Intelligence: Reason + Perception
Wisdom: Spirit x 2 or Spirit + Perception (whichever is better)
Charisma: Presence x 2

So a Fifth Age character with Ag 5, Dx 6, En 5, St 4, Re 6, Pe 7, Sp 4, Pr 7 would have D&D ability scores of Str 8, Dex 11, Con 10, Int 13, Wis 11, Cha 14.

Class and Level

The character’s D&D level is equal to the character’s number of Fifth Age quests. Characters above Hero (21+ Quests) are 20th level. Multiclassed characters (see below) may divide up their level among their classes as desired, but should keep in mind experience penalties when dealing with non-favored classes.

The character’s class (or classes, in the case of multiclass characters) is determined primarily by ability codes.

Dexterity: Fifth Age characters with a high Dexterity code should have proficiency with ranged weapons. They may take a suitable class, or the Martial Weapon Proficiency feat, if their preferred ranged weapon is a longbow. Otherwise, most classes have access to simple ranged weapons.

Endurance: An “A” code in Endurance indicates characters trained in the use of heavy armor. They should take fighter, paladin, or cleric as one of their classes, or take the Armor proficiency (heavy) feat. A “B” or “C” code in Endurance equals proficiency with medium armor. They should take one of the above classes or barbarian, ranger, druid, or bard. A “D” code indicates proficiency with light armor (like rogues), while an “X” code indicates no proficiency with armor (like a wizard, sorcerer, or monk).

Strength: Fifth Age characters with an “A” or “B” code in Strength are trained in martial weapons, and should take barbarian, fighter, ranger, or paladin as one of their classes. In some cases, the DM may prefer the character to take the Martial Weapon Proficiency feat instead, such as when the character is really proficient only in a particular “signature” weapon.

Reason: Characters with an “A” or “B” code in Reason should take wizard, sorcerer, or bard as one of their classes, allowing them to cast arcane spells. Characters with an “A” code should make it their primary class (highest in level), while characters with a “B” code may be lower-level spellcasters. If the player wishes, a wizard character can specialize in a school of magic similar to one of the Fifth Age schools known to the character.

Perception: Characters with a Perception code of “A” should take the Alertness feat (see below).

Spirit: Characters with an “A” or “B” code in Spirit should take cleric, druid, ranger, or paladin as one of their classes, allowing them to cast divine spells. Characters with an “A” code should make it their primary class (highest in level), while characters with a “B” code may be lower-level spellcasters.

Roles: Fifth Age characters using roles (from the Dragons of a New Age supplements and A Saga Companion) should take the role into account when choosing a D&D class. Most Saga roles provide obvious clues as to what class they fit into. For example, the “guild thief” is clearly a rogue, while the “barbarian warrior” is a barbarian, and so forth.

Skills

Characters don’t have skills in Fifth Age, so simply determine how many skill points the character should have, based on class and level, and take appropriate skills. Make sure Fifth Age players using the optional skill rules from A Saga Companion put skill points into their character’s closest appropriate skill.

Feats

Likewise, Fifth Age characters don’t have feats. Give the character appropriate feats according to class and level.

Alignment

Choose an alignment for the character, based on Fifth Age nature and demeanor. As a general rule of thumb, characters with natures drawn from black cards are evil, natures from red cards are neutral, and natures from white cards are good. Determine alignment to law, chaos, and neutrality based on nature and demeanor. For example, an Egotistical and Despotic character (7 of Crowns) is evil (black card aura) and most likely lawful. A Deceitful and Uncaring character (6 of Hearts) is neutral (red aura) and probably chaotic or neutral, and so forth.

Equipment

Most equipment in Fifth Age has equivalents in Dungeons & Dragons. Simply give the character whatever equipment is appropriate.

Magic Items

Likewise, most Fifth Age magical items have equivalents in Dungeons & Dragons. Assign suitable replacements for whatever items the character may have, selecting from the Dungeon Master’s Guide. As a general rule of thumb, the magical bonuses of Saga weapons and armor are halved to determine their D&D bonus. So a long sword of renown (+4) becomes a long sword +2 in D&D.

Finishing Touches

Calculate the character’s other D&D abilities like Armor Class, hit points, saving throws, and so forth normally based on the character’s class, level, and abilities. Keep in mind that characters gain maximum hit points at 1st level and factor in ability score bonuses.

Arcane spellcasters should determine known spells with the assistance of the Dungeon Master, based on the schools of sorcery known to the character in Fifth Age. For example, a character with pyromancy likely knows such spells as burning hands and fireball. Likewise clerics should choose domains appropriate to their Fifth Age mysticism spheres. A mystic who knows healing, mentalism and spiritualism might choose the D&D domains of Healing and Knowledge, for example.

Monsters

There’s little need to convert Fifth Age creatures to D&D, since most of the monsters on Krynn can be found in the Monster Manual. Dungeon Masters with access to Dragonlance: The Bestiary can reverse the conversion guidelines in it to convert Saga creatures to D&D.

Examples

To see how the guidelines work, we’re going to convert two characters from the Dragonlance: Fifth Age dramatic supplement Heroes of Hope: Rig Mer-krel and Jasper Fireforge.

Rig Mer-krel

Rig Mer-krel has the following Saga game statistics: Human male (barbaric), Clever, roguish demeanor, Champion (Quests 8). Ag 8c, Dx 6a, End 9c, St 7c, Re 5d, Pe 5a, Sp 4c, Pr 5b, Dmg +9 (saber of renown), Def -1 (padded silk), Trump bonus for any action involving combat at sea or an act of seamanship. Also acute eyesight and taste.

Race: Rig is a human.

Ability Scores: Rig has D&D Str 14, Dex 14, Con 18, Int 10, Wis 9, Chr 10 based on his Saga abilities.

Class and Level: Rig’s Saga ability codes indicate no training with martial weapons or heavy armor (Strength and Endurance code of “C”), so he’s not a member of any class with those abilities. Likewise, his Reason and Spirit codes show no ability with arcane or divine spells. Given that, plus his high Dexterity code and his demeanor, it only makes sense to make him a rogue. With his eight quests, Rig becomes an 8th-level rogue.

Skills and Feats: Rig has no skills or feats in Saga, but as an 8th-level rouge, he’s entitled to 88 skill points and four feats (including his bonus feat for being a human). Given his Saga bonus with sailing, we naturally give him the Intuit Direction, Profession (Sailor), Rope Use, and Swim skills at +7. We also give him Bluff, Climb, Disable Device, Hide, Intuit Danger, Jump, Listen, Move Silently, Open Locks, Sense Motive, Spot and Walk Tightrope at +5 each. Rig also gets four feats: we choose Alertness (to go with his Saga Perception code of “A”), Dodge, Mobility, and Weapon Finesse.

Alignment: Rig’s nature comes from a red aura card, and his demeanor suggests he can be capricious at times, so we’ll make him Chaotic Neutral.

Equipment: His saber of renown becomes a saber +2; his other equipment remains largely unchanged.

Jasper Fireforge

Jasper Fireforge has the following Saga game statistics: Dwarf male, Honest, decisive demeanor, Champion (Quests 9). Ag 6b, Dx 5c, End 7b, St 7a, Re 6d, Pe 5b, Sp 8a, Pr 7b, Dmg +12 (battle-axe of fame), Def -8 (scale armor of renown) and -6 (horse shield of distinction), Mysticism (healing, mentalism, and sensitivity), also acute sense of smell.

Race: Jasper is a dwarf.

Ability Scores: Jasper has D&D Str 14, Dex 11, Con 14, Int 11, Wis 16, Chr 14 based on his Saga abilities.

Class and Level: Jasper’s Saga ability codes show he’s trained in the use of martial weapons (Strength “A”), and able to use divine spells (Spirit “A”). Since he’s a dwarf, and fighter is their favored multiclass, it makes sense to make him a fighter/cleric. His nine quests make him 9th-level, so we choose to make him a 2nd-level level fighter and 7th-level cleric, reflecting his early training before discovering his mystic abilities.

Skills and Feats: Jasper has no skills and feats in Saga, but his classes and level entitle him to 26 skill points and five feats (including his bonus fighter feats). Since he’s well known as a healer, we make sure he has the Heal skill. We give Jasper Concentration, Diplomacy, Knowledge (Religion), and Spellcraft at +5 and Heal +6. For feats we choose Alertness (to go along with his Perception code of “B”), Endurance, Iron Will, Power Attack, and Scribe Scroll.

Additionally, we give Jasper access to the Healing and Knowledge spheres (to match his Saga mystic ability with healing and mentalism/sensitivity).

Alignment: Jasper’s Nature comes from a white aura card, so we make him good. His honesty and decisiveness make him lawful, so let’s say he’s lawful good.

Equipment: His weapons and armor become a battle-axe +3, scale mail +2, and a shield +1. His nonmagical equipment remains unchanged.

About Steve Kenson

Steve Kenson works as a staff designer for Green Ronin Publishing, known primarily for his design work on Mutants & Masterminds and the True20 Adventure Roleplaying system. He's written for a number of games including Shadowrun, Marvel Super Heroes, and Dragonlance: Fifth Age.
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