Saturday, November 2, 2013

"Tieflings, Forged, and Dragonfolk, Oh My!"

My Swords & Wizardry: Nentir Vale game fell through, so I put some time into working up preliminary versions of the Tiefling, Forged, and Dragonfolk races for Swords & Wizardry. Hopefully, I'll be running an S&W game either in meatspace or via IRC/Roll20 within the next couple of weeks, and I'm hoping to get the Shifter race, the Artificer, the Warlock, and the Paladin classes finished up before then.

These races are built for the White Box version of Swords & Wizardry, but I've included some racial ability score requirements (which I will also be hacking in for the existing non-human races). They should also work for the Core version of S&W without too much trouble. They're rough, alpha-versions and I haven't had the opportunity to playtest them yet, so I expect I'll be revising them at some point in the future.


Thousands of years ago, a nation of humans made a pact with a powerful demon lord. Though the terms of the pact are unknown, the humans were changed, transformed into the tieflings. Tieflings have distinctly devilish features: reddish skin, horns of varying shape, and some have a tail or hooves. They have a natural resistance to flames and an affinity for magic. It is rumored that the first warlocks were tieflings, in the days of the demon pact. Charismatic and ambitious, tieflings have a reputation of dark magic and darker deeds, though not all live up to such tavern rumors.

Ability Requirements: Charisma 9+

Character Advancement: Tieflings may advance as Fighters, Thieves, or Warlocks.

Flame Resistant: Tieflings take half-damage from fire.

Infernal Vengeance: Once per day, on being hit by a melee attack, a tiefling may deal fire damage to the enemy that hit them immediately after the attack, even if it is not the tiefling's turn. The damage dealt is 1d6 per two levels; 1d6 at 1st level, 2d6 at 3rd level, so on and so forth. At 4th level, a tiefling may use this twice a day, and at 8th level they may use it three times per day.

Darkvision: Tieflings can see in the dark as well as in normal light. However, darkvision does not allow a tiefling to discern colors in the dark, as darkvision is black-and-white only.

Weapon and Armor Restrictions: Tieflings follow the weapon and armor restrictions of their class as normal.


Forged are sentient, magical constructs created to act as tireless, deadly soldiers. When the wars that the Forged are created for end, sometimes these creations of steel, wood, and leather are left without a mission. Those Forged bereft of conflict sometimes turn to adventuring, either to gain enough gold to raise an army of their own or simply to stay with their organic comrades.

Ability Requirements: Constitution 9+

Character Advancement: Forged may advance as Fighters or Paladins.

Tireless: Forged do not require sleep and are not affected by the Sleep spell. In addition, they are immune to poison, disease, and fatigue effects.

Living Construct: Forged only receive half of the hit points granted by standard healing spells. They may regain hit points from rest or through binding their wounds normally. At zero hit points, a Forged does not die; instead, they go into a dormant state that they can be brought out of with sufficient healing. However, it is important to track Forged hit points below zero, as the Forged is permanently destroyed when they reach negative hit points of a value equal to half their normal hit point total. Forged also do not need to breathe, eat, or drink, though they can ingest potions normally. As Forged are constructs, they are affected normally by the Repair/Inflict Damage spells.

Armor Plating: Forged receive -2[+2] to their Armor Class due to the metal and wood their bodies are built from.

Weapon and Armor Restrictions: Forged are built for battle and have no restrictions on the weapons or armor they can use. However, Forged cannot use regular armor because of their bulk. Instead, they use plating specifically designed to attach to the Forged's existing armor plating. This plating is the same cost and weight as regular armor, but it means that Forged may not be able to use certain armor they find on adventures.


Dragonfolk are humanoids with distinct draconic features. Their skin is scaled, they have an affinity for arcane magic, and they possess a powerful breath weapon like their draconic forebears. According to their own myths, the Dragonfolk are descendent from true dragons, and as such, many Dragonfolk seek out true dragons in order to become their servants.

Ability Requirements: Strength 9+ or Intelligence 9+.

Character Advancement: A Dragonfolk may advance as a Fighter, Magic-User, or Warlock.

Breath Weapon: Dragonfolk, like true dragons, have a deadly breath weapon that can be fatal to their enemies. Dragonfolk choose a breath weapon at character creation. The breath weapon deals 1d6 damage every two levels, to a maximum of 5d6 damage. The Dragonfolk can use this breath weapon once per day at first level and gains another use each odd-numbered level after to a maximum of five uses per day at 9th level. A successful Reflex save (Fortitude save for poison breath) halves the damage.

Breath Weapon
40' long, 20' wide cone
40' long, 20' wide cone
60' long, 5' wide line
60' long, 5' wide line
40' long, 20' wide cone

Scales: A Dragonfolk's hard scales provide a -2[+2] to AC.

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