Hi, it“s me Thelien! I began playing DND again some time ago and ever since have I wondered about a DND Silm game, so here I am making the layout for it at the least. Now I just need to finish that and then find someone to play with...
If there“s something you want me to make a post about more than others things, tell me and I“ll see what I can do :) And of course, feel free to reach out to be to me if you have any ideas you want me to know about or want to discuss something, I enjoy that!
Of the Valar:
All Valar
Levels & Trials of Devotion
(There are five levels of devotion you can be to a Vala, at level three you will get some sort of object, whereas at level 1 and 2 you“ll either get a spell or extra bonus.)
Gifts and Blessings
Of the Maiar:
Different Maiar
Play as a Maia
Races:
Classes & Sub-Classes:
Background:
Alliances:
Levels:
Level 1 to 18
Eldritch Level 1 to 5 - Descending to Godhood
Runes
Your own Kingdom:
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Note this will not be built up like DND 5e but is heavily inspired by it
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About: The Ulugblaith were first made in the depths of Utumno but because of the old fortress clima they stayed in the ground near the culkanos. The first time they are heard about is in Angband where the climate is hotter and they can move around without a choice to go into diapause. They can speak Sindarin, Gnomish, Black Speech, Valarin (dragons), and a last chosen language. They have a great love for riddles, and would never say no to a compassion. Ulugblaith are selfish and tend to lean towards the evil side, they can be good but even if they are, they donĀ“t tend to mind killing or hurting others to get what they want or prove a point. Some of them are made to withstand colder weather, those are usually a bit smaller and broader with thicker scales, their blood flows faster, and they have +1 in Dexterity and can survive a colder climate without needing a lot of clothes which can give disadvantage in movement, Dexterity and Strength, but they also have disadvantages when attacked with inflict wounds.Ā
Description: The Ulugblaith are humanoid reptiles (NOT MAMMALS) that look closely related to dragons or snakes. They have no wings but some of them have tails, they are tall and broad, which make up for them looking flat from the side. Ulugblaith has double eyelids and can have about any pupils and eye color they want, their scales come in a lot of different colors but are almost always muted - they tend to have scales blending into the environment they live in (caves, forests, mountains, plains). They also have horns, both to fight but also to look pretty.
Devote:  They start out level 3 devote. If they break their devotion to Melkor not much happens unless they outright defy him, he will send some of his Maiar after them to kill them. Some of the good Ulugblaith therefore choose to keep their devotion a secret as Melkor dosen“t mind who they side with as long as he is offered blood or stories of betrayal or deseption. This is due to him thinking of the Ulugblaith as his children.
Pros: They have darkvision, and +2 in strength, +1 in Charisma (due to riddles). Their scales work as light armor. None of them can breathe fire but the ones who aren“t made for colder weather can light up a small fire with their breath or scare others away when small sparks jump out of their mouth when enraged, these also take no fire damage.
Cons: When traveling in human or elvish cities they can be met with distrust. Most of them canĀ“t survive the colder climate and those who can get disadvantages and almost all if too cold. If one of their scales breaks and they get hit in that wound they take double damage there until the scale regrows.Ā
Karulug: (To make - Dragon/Snake: Gnomish)
About: The Karulug are mammals opposite of their close kin, the Ulugblaith who Melkor created, the Karulug are Avarin, or Sindarin“s, who have devoted themself to Melkor who has gifted them with dragon like features, meaning they are the size of an elf. They can speak Sindarin, Gnomish, Black Speech, and Avarin. They have problems telling what others are feeling due to communicating most with their tails like a cat or dog - when irritated it swings back and forth, whereas when really excited with swings around in bigger swings with more speed.
Description: They look like an elf but with larger horns, in different shapes, and tails and longer fangs, than elvers normally have. They donĀ“t have any pupils and their hair usually comes in dark colors, while their skin can look like normal skin it also comes in all kinds of grey, red, or blue shades, although those are usually muted. Their blood is black with a green or blue hue meaning their lips, cheeks, etc, arenĀ“t red.Ā
Pros: They have darkvision, and +2 on Charisma, they take no fire damage. They start out with one spell, up to level 3, of own choice.
Cons: When traveling in human or elvish cities they can be met with distrust.Ā
Dark Elvers:
About: Dark Elvers are corrupted Elvers, who either worship Ungoliant or Melkor, they start out level 3 devoted. They can speak Sindarin, Gnomish, Black Speech, and Avarin. They are either Elvers who have been taken Thralls and later been given power, Elvers who have sold information of their own kind, or some of the Avari.
Description: Dark Elvers look like the Avarin if you look away from their grey skin, prolonged fangs, and black eyes. They often wear masks to hide their face as it is only their deities, spouses, or children to see. Their hair is usually white and they tend to be on the taller side. They also get scars more easily than the other groups of Elvers.
Pros: They have darkvision and +2 in Dexterity. They start out with one spell in their deities' domain, as well as the spell Darkness or Misty Step. At level 5, they get either Darkness or Misty Step depending on what they choose at level 1. At level 7 they get Dimension Door. They make great assassins and are known for their shadow bending powers.
Cons: A lot of other races can be hostile against them, and Elvers and Maiar can sense their darkness.
Note; this will not be built up like DND 5e but is heavily inspired by it
- note that the subclass Oathbreakere allows you to be able to play against the usual Paladin moral
Fighter:
Fighters learn all basic combat styles but have one they“re proficient in. Fighters can be veteran soldiers, officers, bodyguards, knights, or just adventurers who have picked up a weapon to fight for what they believe in.
Pros: Fighters have bonus turns, they deal + 3 damage when attacking with any hand weapon and + 2 with ranged, and can wear all armor and any weapons. You get one extra attack when reaching level 3, two when reaching level 10, three when reaching level 15, and four when at level 20.
Cons: Fighters have to pick out their fighting style at level 1 and canĀ“t change it.Ā
Saving Throws: On any start attack, Strength, Constitution
Equipment:
Either Chain mail (with no bow) or Leather armor, with a long bow
One martial weapon - example; sword, axe, etc - and a shield or two martial weapons
A light crossbow or two handaxes
A dungeoneer“s pack or an explorer“s pack
Standard Array:
Strength; 15
Dexterity; 10
Constitution; 14
Intelligence; 12
Wisdom; 13
Charisma; 12
Sub-Classes:
Echo Knight: These knights have misty steps, and at level 5 can cast minor illusion. They can move 7 feet more than others, and when reaching level 12 it will be 12 feet. They have advantage on Dexterity. Their preferred weapons are long ranged.
Rune Knight: Rune knights cast magic via runes and you start out with two, one of them being Locate Creature - since it“s cast with a rune there“s no radius the creature has to be in, it will work no matter what unless a powerful Ainur is hindering it. These knights deal double damage when rolling a critical hit.
Knight: A Knight serves a ruler and has advantage on Constitution, Intelligence, and Charisma. They come from a well educated background, and prefer spears or swords parried with a shield. They have advantage on animal handling when handling a horse.
Cavalier: Cavaliers are a fighter who are usually paid by a lord to do his bidding, they are not nesersily loyal to anyone but their mounts. - they have advantage on animal handling when handling a riding animal - They make the perfect bodyguards and have advantage with ranged weapon. Cavalier also starts out with any kind of mount of their own wish.
General: The General was of a higher position in an army once before they decided to leave, either on a quest for their ruler or on an advantage of their own. General can role to disarm their opponent as an extra bonus, they have advantage on Strength, Constitution, and Intelligence.
Champion: The Champion allows nineteen, not only twenty, to count as a critical hit, and when reaching level 13 eighteen also counts. They have advantage on Strength.
Gladiator: These fighters come from a past of slavery where they have been made to fight for the entertainment of their slavers, now they are free and will do anything to keep at that way, while trying to get their revenge, either on a person or a nation that they feel have abandoned the people. They have advantage on Strength, Dexterity, and Constitution.
Most suitable Race: All races are suitable for this class.
Munk:
Monks study the energy of magic (song of Ea) that is present in all things. Monks harness this power from themself to create spells and exceed their physical capabilities. By using this energy they gain uncanny speed and strength in their unarmed strikes. A master monk not only have control over their own body but also their opponent. Monks seek perfection and go through training from a young age. Most usually live in solidarity, away from the surrounding population, secluded from anything that could impede their spiritual progress of understanding of the music, while others are sworn to isolation emerging only to serve as spies or assassins at the command of their leader, a patron, a priest, or a divine power. Some live in a communal group of only monks. The majority of monks make sure to help others nearby, usually villages, and exchange their service for food and other goods. They also usually protect neighbors from monsters and such.
Monks rarely become adventurers as that means leaving a structured communal lifestyle. Those who do leave take cloisters in seeing it as a personal test given by the music to test their physical and spiritual power and growth.
Monks care little for material wealth and are driven by a desire to accomplish a greater purpose.
Pros: Monks have bonus action and a bonus attack and get another bonus attack at level 7, 14, and 19. They deal + 3 in hand attacks.
Cons: Monks can only wield light and medium weapons and only wear light armor and work best without.
Saving Throws: Strength and Dexterity
Equipment:
A shortsword or any simple weapon - example; dagger, spear, sling, etc
A dungeoneer“s pack or an explorer“s pack
Darts.
Standard Array:
Strength; 14
Dexterity; 14
Constitution; 13
Intelligence; 12
Wisdom; 13
Charisma; 10
Sub-Classes:
Way of Iron: This subclass gives you a weapon of your own choice that is made from a fallen star (note Anguirel & Anglachel, but weaker). These weapons are made by the Avarin, Dwarf, or Maiar (as well as Half Maiar) and can be summoned with a spell as well as fly, meaning they always hit their target. Monks with these weapons have obtained these weapons through trials and battles.
Way of Elements: The way of the Elements make sure you start out with a spell and at levels 3, 6, 11, and 17, another, although all of your spells have to be of the same element. These monks get an advantage when the weather or environment fits with their chosen element.
Way of The Shadow: You get fog cloud as a spell with this subclass and at level 3 Misty Steps, at level 11 they get Dimension Door. These classes have advantage on stealth.
Way of Light: You can cast Dancing Lights, and at level 5 Light too. These classes has advantage on Strength.
Most suitable Race: All races are suitable for this class.
Paladin:
- note that the subclass Oathbreakere allows you to be able to play against the usual Paladin moral
A Paladin swears an oath to uphold justice and stand with all good against the darkness, and to hunt down all evil. Depending on the Paladin they focus on different aspects for their cause of righteousness. They are all bound by the oaths of a deity that grant them power to fulfill their sacred work. - the Paladins powers can come both from deity but also from their need to do good.
Paladins train for years to master variety of weapons and combat styles, although martial skills are secondary to the magic power they have been gifted, such as power to heal sick and injuries and smite evil.
Paladins take adventures seriously and se it more as a form of pilgrim, they would prefer if they came across a temple here and there where they can prey, otherwise, they love delving into ruins, dungeons, dark forests, where they can fulfill their higher purpose. - All Paladin“s are Oathbound (background) unless they are devoted to an Ainur.
Pros: Starts with a spell and gets a new one at level 3, 5, 9, 13, and 17 - all of these have to be Palain spells; they can both be healing or combat spells.
Cons: Disadvantaged with non melee weapons, can“t go against their oath, such as lying or failing to take actions against wrongdoings of others.
Equipment:
One martial weapon - example; sword, axe, etc - and a shield or two martial weapons
Five Javelines or one simple melee weapon - example; scimitar, sickle, etc
A priestās pack or an explorerās pack
Cahin mail and a talisman ((holy)symbol)
Standard Array:
Strength; 16
Dexterity; 10
Constitution; 14
Intelligence; 10
Wisdom; 11
Charisma; 15
Sub-Classes:
Crown: These Paladins have sworn an oath to a leader, a king of a chief, etc. They do all they can to follow law and right. They get advantage on saving throws for paralyses and stuns, and on Wisdom.
Glory: The Paladins that choose the oath of glory value action, strength, and stories to be sung of - they want to go down in history. They have advantage on Strength and Dexteroty. They get an automatic hit once every turn even if rolling nat1. Although they certainly bring a kind of glory to the battlefield they might be more selfish than helpful when in camp.
Oathbreaker: There are two types of Oathbreakers, the first is a Paladin who has failed their oath the other made a pact with the dark side (meaning they start out as devoted to Melkor, an Umaiar, or Unguliant).
The Paladin who have failed their oath can have many reasons. They get advantage on Strength, Charisma, and on attack rolls when targeting the same opponent more than once without interfere, they also get a bonus action.
The Paladins who have made a pact with the dark, after breaking their first oath, usually still want what“s best for everyone, and justice, but feel as if nothing gets done or important things are ignored, and simply choose to take actions into their own hands. They are willing to do whatever to make the world a more fair place. They are moved by hate and have advantage on Strength, Constitution, and when trying to frighten another. They don“t take poison damage because of their dark oath.
Vengeful: A vengeful Paladin probably had someone close to them die and are trying to track down those who did it. They are one of the most dedicated to righting wrongs and take justice very seriously, even at the cost of their soul. They are also some of the most terrifying pursuers because of the fury in their eyes and they get advantage when trying to frighten someone as well as extra bonus attacks.
Devoted: These Paladins start out as devoted and are the the most goody-two-shoes there are out there, as well as some of the most devoted people to their deity. Because of their devotion, they can pure a blessing into their weapon once per long rest making it deal 5+ more damage, up til level 7 where it will be 11+, for 10 turns. They are also immune to charms while conscious and have Protection from Evil and Good.
Most suitable Race: All races are suitable for this class.
About: The Vanyar are the smallest host of Eldar, and were all blessed by Manwe who gave them gifts of poetry and song. All Vanyar have + 2 when using their voice, for singing or convincing others and advantage on Intelligence. They prefer to fight with spears and have white banners in battle. They are residents of Oiolossƫ and Valimar. They speak Sindarin (common) and Quenya (the Vanyar dialect). If they were born in Valinor they glow in the dark meaning enemies might spot them.
Description: The Vanyar all have golden hair.
Noldor:
About: The Noldor is the second host of the Eldar. Noldor means those who know, showing their thirst for knowledge. They are known for being the most skillful of the Eldar hosts and were loved by Aule, whom they learned from. Their most known skills include developing their language, building castles and towns, gem cutting, and smithing. They are also infamously known as being the proudest of the Elvers. They have advantage in Intelligence and Wisdom. As a Noldor you can be devoted to any of the Valar except Namo. They favor swords and shields above other weapons. They are residents of Tirion, Formenos, Nevrast, Hithlum, Gondolin, Nargothrond, Dorhonion, All East Beleriand, and Lindon (all over Beleriand these are just the most known of). They speak Sindarin (common) and Quenya. If they were born in Valinor they glow in the dark meaning enemies might spot them.
Description: The Noldor are known for their black (dark) and a few times red hair, and grey eyes. They are about 7 feet tall.
Teleri:
About: The Teleri is the third and largest host of the Eldar who moved to Valinor. They are known for their fair voices, which they were once named after. They have advantage in Intelligence and Charisma. They are residents of Alqualondƫ, Isle of Balar, Ossiriand, Doriath, Tol Eressƫa, and Mithlond. They speak Sindarin (common), Quenya, Telerin, and Nandorin. If they were born in Valinor they glow in the dark meaning enemies might spot them.
Description: They are known for their mostly silver, and at times dark, hair, and some were said to have skin so pale it was described as white.
Falmari (Sub-Race of the Teleri): The Falmari were the Teleri who took the Great Journey into Beleriand and reached Valinor, and are known for their ships. They are residents of Alqualondƫ and Tol Eressƫa. They speak Sindarin (common), Quenya, and Telerin.
Sindar (Sub-Race of the Teleri): The Sindar, also known as the grey Elvers are good singers, woodsmen, and shipbuilders. Their hair is usually dark. They are residents in Doriath, the Falas, and Nan Elmoth (all over Beleriand these are just the most known of). They speak Sindarin (common).
Nandor (Sub-Race of the Teleri): The Nandor is the Teleri who turned aside from the Great Journey to the Misty Mountains, they are described as having white skin, and dark or brown hair, and are great lovers of nature and animals in the dark and deep forests, and are a very secretive folk. They are called green Elvers. They are farmers out from their name Nandor which means farmer. They are residents of Lothlórien, as the first people there, Greenwood the Great (although that“s first mentioned in the second age, they where the first residents there so they probably where there in the first age too), Belfalas, Ithilien, might have been the first there, and Ethir Anduin, as the first people there. They speak Sindarin (common), Silvan Elvish, and Nandorin (their own language). If you play as a Nandor you automatically have an Elven Cloak (a cloak that can blend into any form of environment and gives you +3 on stealth).
Silvan (Sub-Race of the Nando): Silvan, also known as wood Elvers, are rivals to Dwarves, and descending of the Nandor who choose to live in the Vales of Anduin. They are residents of Lothlórien, Ithilien, Edhellond, Greenwood the Great, and Belfalas. They speak Sindarin (common) and Silvan Elvish (their own langue). If you play as a Silvan you automatically have an Elven Cloak (a cloak that can blend into any form of environment and gives you +3 on stealth).
Avari (Moriquendi):Ā
About: The Avari, or unwilling according to the Vanyar and Noldor, where the Elvers who refused to take the great journey. Some of them are said to know dark magic (following the letters and drafts it“s either song or rune magic (you can choose only one if playing an Avari)) and others where said to be corrupted by Morgoth or having turned savage in the wild, and their biggest rivals are said to be the Eldar. What is known about them is that they lived in tribes with unique and private cultures and rituals, some big others small, consisting of usually family, although only six tribes are mentioned; Kindi, Cuind, Hwenti, Windan, Kinn-lai, Penni. They are residents of Eriador, Rhûn, Taur-Im-Duinath, and the Vales of Anduin. They speak Sindarin (common) and various Avarin languages (their own languages).
Description: Nothing is said about how they look.
Pros: They have advantage in Dexterity, Constitution, history, and arcane rolls. They have darkvision and can“t get sick, they are also immune to the spell sickness unless it“s a powerful Ainur who cast it.Cons: A lot of other races can be hostile against them, they are also hostile to each other, and a lot of the time won't want to make alliances. Elvers are also all stubborn, and usually convinced they are the only ones who are right. All Elvers take a quarter more damage in psychic attacks than other races.
Really excited to see how this is developing! Have you done the elves yet? I'm curious to see how you divide subraces! (Also are you planning on locking backgrounds to certain races - are only calaquendi feanorians allowed or can you have like. a feanorian istar somehow?)
Thank you<3 I enjoy the conversations we have over this, you“re very easy to talk to!
I haven“t done elvers yet but I“m hoping to have them out on Friday, I“m going to go over the; Vanyar, Noldor, Teleri, Falmari (Sub-Race of the Teleri), Sindar (Sub-Race of the Teleri), Nando (Sub-Race of the Teleri), Silvan (Sub-Race of the Nando) - I can tag you when I post it if you want?
I“m not sure about the backgrounds yet as I want to have them open for all races. Still, there might be somewhere you have to be a certain race, such as the Feanorian background you have to be a Noldor, maybe a Vanya. However, I might do two different sides for the backgrounds chained to a race, such as the Feanorian as some humans were alise to them, but then the second background would be a bit weaker than the original if that makes sense. So yes I think it would be possible to be a Feanorian as an Istar you just don“t have as many pros as the Noldor Feanorian has.
Note; this will not be built up like DND 5e but is heavily inspired by it
Cleric:
All Clerics start as level 3 devoted, and two Cleric spells. At level 5 you get three and at level 12 five. You get knowledge in the domain of the deity (Vala or Maia) you are devoted to, say you were a devoted to Este, or one of her Maia, you know 2 healing spells on top of your three spells, one of them being sleep, and you have advantage when rolling if someone needs healing or you need to know something about herbs. Your main quest in you life is spreading the word of your deity and sometimes your deity will speak through you to help you along, you trust your deity wholeheartedly and don“t believe they could ever do anything wrong. You inspire people around you with your faith and hope and can roll with an advantage to make your foe hesitate. When fighting it almost feels as if your deity is standing beside you, guiding you. Note that if you are devote to a Vala you have been given an object and two spells or some form of bonus as you are level 3 devote, you can also get gifts like these if you are devoted to a Maia but they might look different depending on the Maia.
Pros: You have advantage on wisdom, history, religion, medicine, arcane, and detect magic, and you have a bonus action for each turn.
Cons: Your morals are your deity“s morals, disadvantage with heavy weapons and heavy armor in one, but can have one of them.
Saving Throws: Advantage on proficiency, wisdom.
Equipment:
One melee weapon, of any kind - example; a mace or a warhammer, etc
One simple light weapon, of any kind, - example; short bow, dagger, etc
A shield and a blessed talisman (symbol)
Medium or light armor - example; scale mail, leather armor
A priestās pack or an explorerās pack
Standard Array:
Strength; 13
Dexterity; 12
Constitution; 15
Intelligence; 10
Wisdom; 16
Charisma; 10
Sub-Classes:
Chaos Path (trickery & darkness): This is the path of mostly Melkor but also Irmo, and their Maiar, and even rouge Maiar. Your alignments canĀ“t be lawful as you enjoy tricking others, whether it be small harmless pranks or pulling them along and your game of manipulations is your own choice. You have advantage on deception, sleight of hand, charisma, and perception. YouĀ“re three start spells are; create illusion close, turn invincible and bestow curse.Ā
Song Path (knowledge): You can take this path no matter what deity you choose to serve, the main purpose is to be the greatest loremaster of all there is. If you are a smith or a devoted to Aule this Sub-Class will make the most sense for you as it sparks creativity and knowledge. You can always learn more, both from a book and stories but also from your own making. You have advantage in intelligence and wisdom. You can choose two of your own three starters spells, the other is bless.
Life Path (& nature): This path is for the servants of Este, Yavanna, Vana, Orome, and Ulmo, or their Maia. Your enemies have disadvantage when attacking you. You can only wear medium armor and have medium weapons. Your three start spells are; aid, cure wound, and detect poison and disease.
Death Path: This path works if you want to be a Necromancer as a Sub-Class if you devote yourself to Melkor or Mairon, or anyone under Mairon“s service. You only take half damage from lethal blows. Namo, Nienna, and Vaire. Your three start spells are; blindness/deafness, bane, and calm emotions.
Light Path: The Valar for this path are Varda, Manwe, Irmo, Nessa, and Yavanna, and of course any Maia under them, although your deity can“t be a rouge Maia. You are an excellent healer and run straight into a fight against evil, your morals are strong and you are hard to convince. You have advantage on insight and can blind enemies one time per long rest up until level 5 where it will be three times. Your three start spells are; beacon of hope, cure wound, and detect Evil and Good.
Righteous Path (peace & order): There are two paths for this path, one where you always look for a peaceful solution and one where you head into battle at the smallest sign of unjust. You are stubborn and believe yourself always right, especially when it comes to morals. You have advantage on strength or insight depending on which deity you choose. The most suitable Valar are Tulkas, Ulmo, Manwe, Nienna, and Aule, and any form of Maiar, with similar domain. Your three start spells are; beacon of hope, bane, and aid.
Most suitable Race: All races are suitable for this class.
Druid:
Druids value nature and balance, they oppose cults and anything that might disturb Nature's balance. They accept that cruelty is a part of nature and don“t mind it unless they deem it unnatural, they sometimes lead small raids against what they deem evil and they think are destroying the balance of the world. They are often found guarding sacred places or watching over wild nature. They value bravery and the wish to protect. There are two forms of Druids, one who is worshipping nature and balance itself, and the other who worships nature through a chosen Vala, these usually resident close to temples or shrines.
Pros: Druids start out with two spells, heal wound, and earthshake ( this is a, half, weaker form of the spell with the same name in 5e, but when reaching level 8 it works the complete same way). They can use medium weapons. Most Druids have āWild Shapeā. They can speak to all animals. You can choose to start out as a level 3 devoted to either Ulmo, Orome, Irmo, Varda, Yavanna, and Vana.
Cons: Druids can“t wear metal, or heavy, armor or metal shields.
Wild Shape: To activate Wild Shape you have to be a devoted to either Ulmo, Orome, Irmo, Varda, Yavanna, and Vana.Ā Wild Shape is where they can change form into a chosen animal, and when reaching level 3 they can choose another animal, two in all, and when reaching level 10 a third. Some of those Druids who have Wild Shape prefer the animal form more than the humanoid one and choose to spend most of their time in it, note that when reashing level 2 you can talk through your Wild Shape. - when in Wild Shape you are using the animal you take the form of strength.
Saving Throws: Against any kind of nature spell
Equipment:
A wooden shield or any simple weapon - example; dagger, spear, sling, etc
One simple melee weapon - example; scimitar, sickle, quarterstaff, etc
Leather armor
Explorer pack
Druidic Focus
Standard Array:
Strength; 10
Dexterity; 15
Constitution; 15
Intelligence; 12
Wisdom; 14
Charisma; 10
Sub-Classes:
Rott: There Druids find beauty in rott and know it is a necessary link in the circle of life. They are fascinated by mold and fungi. Instead of restoring life these Druids have the spell animate a corpse (at what compares to level 4 even at level 1), although they don“t have any healing spells. They can choose two other spells that aren“t associated with healing and their earthquake spell is a bit more powerful.
Dreams: Dream Druids are devoted to Irmo, they start out level 3 devoted, and have the spell sleep. They can create both good and bad dreams for anyone they wish, even powerful opponents, once per long rest. They have an extra bonus action when starting a battle and two times per short rest, they also have advantage on Charisma.
Dark: The Druids who take te path of the dark are either those who have lived before the sun and moon or bear a certain mistrust of them since Beleriand clearly had no problem surviving without them. They have advantage on Wisdom, and an extra bonus action.
Land: The Druids of land are mystics and sages who keep ancient knowledge and rituals safe through storytelling. They have advantage on Charisma and they get two bonus spells.
Stars: Star Druids need to be devoted to Varda like Dream Druids need to be devoted to Irmo, this also means that they start out level 3 devoted. This class, like the dark class, misses the days of Beleriand before the sun and moon where you could see the stars clearly no matter what. They can cast dancing light and light, and all creatures who prefer the darkness will have to roll for saving throws when they cast one of these spells to see if they get frightened. They have an extra bonus action when starting a battle two times per short rest, and advantage in Wisdom.
Shepherd: These Druids care for all living creatures, even those others might see as evil. Their main focus is caring for those animals and creatures who have difficulty defending themselves. They have bonus actions and can summon any kind of passive creature matching their own level within 50 feet to fight with them when in battle.
Most suitable Race: This race works best for Elvers, Humans, Peredhels, and Maiar, although all races can play it.
About: Also known as the house of Bƫor and the first house of the Edain. Bƫorians are said to be easier to pity than laughter and are crafty and quick in learning folk. They were known for being steadfast and serious. Their main alliance is with the people of Finarfin. They speak Sindarin (common) and Taliska, the language of the houses of Bƫor and Hador.
Description: The Bƫorians are described as having brown or dark hair, grey or brown eyes, and alikeness to the Noldor in look, and a broad build. Their skin was said to be pale to swarthy (light or dark).
Haladin:
About: The Haladin“s, also known as the house of Haleth, the second house of the Edain, are resident in Thargelion, and Brethil. They prefer to fight with axes, and are a strongheaded folk, known for their stubbornness. They prefer fighting in forested areas and are known as the best group of Edain to fight in the forest, and they were said to have a custom specifically training of war in forests. They prefer not to associate with others outside of their own people and both Orcs, Edains, and elvers tend to keep away from them. Their customs and traditions seemed strange to both other Edains and elvers alike. They were known for being traditional folk who were secretive and hostile about adopting new things and costumes, and few of them were said to marry. They speak Sindarin (common) and Halethian, their own language.
Description: The Haladin is one of the small Edain clans in height, they were described as looking a bit like the Bƫorians which means they probably have brown and dark hair and grey eyes.
Hadorians:
About: The Hadorians, house of Hador, is the first house of the Edain. They are the tallest clan of the Edain and are sometimes taller than the Eldar, they are also known for being quick to anger yet still generous and quick to laughter. They are the largest house of the Edain.
Description: The Hadorians are the tallest people of the three houses of the Edain, and are known for their mostly golden, few were said to have brown, hair, fair (light) skin, and blue eyes. They are said to be built for enduring cold and distances (nomadic (not sure what“s meant by this)) life. They speak Sindarin (common) and Taliska, the language of the houses of Bëor and Hador.
Description: Beornings have bearlike features and are bigger than other humans. They tend to wear raw materials, mainly wool, clothes, and fur, and keep away from any form of metal jewelry as they have seen what greed does to people.
DrĆŗedain:
About: The DrĆŗedain was said to be the most pure hearted of all the Edain, yet they suffered under the ignorance and persecution of others when they saw the DrĆŗedain. They are known for their phenomenal tracking skills, knowledge about plants, and their enchanted wood and stone carvings which they used to practice their spells and charms (rune magic). They are said to be in temperament to a Hobbit but can be ruthless and grim if needed, less than Dwarves. They used caves in the mountains as storehouses which they also used for sleeping in the winter where they hibernate. These places were seen as secret and even the Haladin, who is the only known other group who communicated with them, who they were great friends, although not allowed to know their location. Otherwise, they live a nomadic lifestyle in tents and makeshift shelters of trees. The DrĆŗedain used poisoned darts and arrows as weapons, and mainly lived off eating all kinds of fungi, which they knew how to prepare safely and passed the knowledge on to the Haladin. They, sometimes, speak Sindarin (common) and DrĆŗadan (their own language). You get + knowledge of plants and can only play as good, you also start knowing 2 rune spells.
Description: Their appearance was said to be unlovely (according to the Eldar), and their height of 4 feet, wide faces with low deep sat eyes, heavy brows, broad flat noses, and wide mouths let people believe they were savages and beats.
Easterlings:
About: Easterlings, the largest population of Edains, are known as a headstrong folk who came from the East with different cultures and backgrounds. Some of them were early corrupted by Morgoth while others thought with the Elvers and the rest stayed in the east. They inhabit RhĆŗn, all lands East, Rhovanion, March of Maedhros, and Hithlum. Tspeak Sindarin (common) and all the languages spoken in the east.Ā
Description: They are said to have dark hair and skin.
Forodwaith:
About: Almost nothing is known about the Forodwaith as they usually kept to themself, only that they lived far Noth and might have been the oldest of the Edains according to some sources. They preferred living in icy areas, some even close to Angband, and the most common land they lived on was called Forodwaith after the people. Forofwaith means people of the North in Sindarin. Nothing is said about their language but they presumably have their own and they probably speak Sindarin.
Description: They are described as being hardy people, they were said to be described by Vikings, and in some drafts and letters about Ćlfwine Tolkien refers to them as Vikings, which means they presumably looked something alike to the Scandinavian people.
Pros: Huamans are not restricted to any class, although some classes make more sense when you choose your origin. They have + 1 for their Array in the first round of a fight. Humans have alliances with all the other races which means that everyone around you is less hostile and usually have a friendly approach to you, which also makes it easier for you to disguise yourself when moving on to enemy territory.
Cons: Depending on your origin others might be mistrust of you depending on where you are.
Longbeards (Durin's Folk): Durin“s, the eldest of the Dwarven fathers, folk are one of the longest lived dwarf clanes and can, they live long even for other dwarves. Their capital is Khazad-dûm, later known as Moria, located in the Misty Mountains. They speak Sindarin (common) and Khuzdul. Longbeards can be around 250 years, and presumably have longer beards than the rest of the Dwarves. The Longbeards woke in Gundabad.
Firebeards: The Firebeards are residents of Belegost, Nogros, and the Blue Mountains. They speak Sindarin (common) and Khuzdul. Firebeards don“t live as long as Durin“s folk so they can probably be around 200 years old and presumably have red beards. The Firebeards woke in the Blue Mountains with the Broadbeams.
Broadbeams: The Broadbeams are residents of Belegost, Nogros, and the Blue Mountains. They speak Sindarin (common) and Khuzdul. Broadbeams don“t live as long as Durin“s folk so they can probably be around 200 years old. Nothing is said about their appearance. The Broadbeams woke in the Blue Mountains with the Firebeards.
Ironfists: The Ironfists are residents of Rhûn. Looking at geography Rhûn is in the east so they presumably have darker skin tones than the other Dwarves. They speak Sindarin (common), Khuzdul, and the language of Rhûn. Ironfists don“t live as long as Durin“s folk although they were said too to live about 250 years, so they have been close to the Longbeards in life span. It is unknown where the Ironfists woke other than that they woke with the Stiffbeards.
Stiffbeards: The Stiffbeards are residents of Rhûn. Looking at geography Rhûn is in the east so they presumably have darker skin tones than the other Dwarves. They speak Sindarin (common), Khuzdul, and the language of Rhûn. Stiffbeards don“t live as long as Durin“s folk although they were said too to live about 250 years, so they have been close to the Longbeards in life span. It is unknown where the Stiffbeards woke other than that they woke with the Ironfists.
Blacklocks: The Blacklocks are also residents of Rhûn. Looking at geography Rhûn is in the east so they presumably have darker skin tones than the other Dwarves, and for their name black hair or locks. They speak Sindarin (common), Khuzdul, and the language of Rhûn. Blacklocks don“t live as long as Durin“s folk although they were said too to live about 250 years, so they have been close to the Longbeards in life span. It is unknown where the Blacklocks woke other than that they woke with the Stonefoots.
Stonefoots: The Stonefoots are also residents of Rhûn. Looking at geography Rhûn is in the east so they presumably have darker skin tones than the other Dwarves, and for their name black hair or locks. They speak Sindarin (common), Khuzdul, and the language of Rhûn. Stonefoots don“t live as long as Durin“s folk although they were said too to live about 250 years, so they have been close to the Longbeards in life span. It is unknown where the Blacklocks woke other than that they woke with the Blacklocks.
Pros: Dwarves start out as devoted to Aule no matter what, but if you play dwarf and want to be devoted to another, or be loose of any ties to the Vala you have to manually do that. Here you can change to any Vala you want or just want since you are his child and will always be in his favor no matter what. You will have + 2 on strength and + 4 when smithing.
Cons: Most elvers, except the Noldor and Avarin, bear distrust towards dwarves. They are slower than others and move at half the speed of others. They have disadvantaged on insight as they are distrustful in nature, and on deception and sleight of hand, unless their class gives them advantage.
At each level you will get two more Proficiency Bonus
Note 2:
In those classes where you can choose spells the spell has to match with the class unless other is stated - check 5e spell rules to get help or ask if in doubt
Note 3:
Some details are different from the normal 5e to better fit Tolkien“s universe, which is why some things might seem more, or less, OP than they really are
Note; this will not be built up like DND 5e but is heavily inspired by it
Barbarian:
Barbarians are the protector of their people and leaders in times of war, they charge recklessly into danger so their people can stay safe, sacrificing themself if needed. Their courage and strength make them the perfect adventure. They often come from small nomadic tribes and the rootless and hard life is perfect for them, they have strong attachment and loyalty to their family and friends.
Pros: Barbarians have āBarbarian rageā, they get an extra attack at level 5. Barbarians are resistant to physical damage and have advantage in strength. You get a reckless attack on level 2 per short rest.
Cons: You have no connection to the music of Ea unless you reach the Eldritch levels.
Barbarian rage: Ā Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You can rage 2 times at level 1, 3 at level 3, 4 at level 6, 5 at level 12, and 6 at level 17. When entering Barbarian rage you get advantage on all your main attacks, not bonus action. Rage damage is +2 up until level 10 where it changes to +3 and at level 16 it changes to +4.
Saving Throws: Advantage on saving throws against being frightened.
Equipment:
One martial melee weapon - example; greataxe, broadsword, etc
Any smaller simple weapons that come in a pair - example; two knives, two handaxes, etc
An explorerās pack and four javelins
Standard Array:
Strength; 15Ā
Dexterity; 13
Constitution; 15
Intelligence; 11
Wisdom; 12
Charisma; 10
Sub-Classes:
Berserker: When entering rage you become unstoppable and get a bonus action each fifth round, while being immune to becoming frightened you also gain the ability to make others frightened when entering rage for up to 3 turns.
Bane of Tulkas: You are devoted to Tulkas, who has a special interest in you, and you start out as level 3 devote. Your life goal is proving yourself worthy of the Vala Tulkas“s attention, and you do his will gladly. You can reroll saving throws, and gain anything from half damage to almost no damage from lethal blows.
Venturesome: You are quick to anger and have strong morals, you are almost impossible to move and only take half damage from lethal blows. You have advantage when rolling to frightened others around you. (most suitable race is a dwarf)
Cursed (Beast): You have angered one of the Vala, or a powerful Maia, and now when entering rage you become something else, you spring forth claws and your teeth grow sharp and your body stronger and less fragile, when entering your beast form you frightends everyone around you, except your team who knows of your curse and powerful Ainur, you take half damage on lethal blows and can push anyone up to 10 feet away, you also get +2 on strength and Constitution. You have advantage on Dexterity, and your normal form can deceive others around you. You are always angry and tend to push people away from you, you have disadvantage on Charisma. Others might suspect you are cursed and some even feel it and therefore either attack or deny talking to you can your team.
The Guarded: You are very close to your family and history, and try to see the best in everyone. With this path, you can call upon the spirits of your ancestors and they will come and aid you in combat, boosting your confidence and blocking your enemies attacks. When reaching level 15 one of the spirits will become seen to everyone around you when you call for them in battle and you can use them to fight with you. You have advatged in Charisma and sometimes one of your ancestors will whisper down to you and help you outside of battle.
Friend of Nature: You prefer the wild and dream about becoming one with the wildlife and nature around you. You have the ability to talk to animals and advantage on perception cheks.
Most suitable Race: Elvers, except for Cursed and Friend of Nature Sub-Class, are unsuitable races for this class.
Bard:
Bards are either professional storytellers, music composers, or scholars (folk literature, genealogists) they weave magic through their words and music to inspire allies, discourage foes, manipulate, create illusions, and heal wounds. They are masters of song speech and have a natural doorway for the music that Ea is made of - depending on sub-class and race this will increase.
Pros: Advantaged on arcane (with song or music), persuasion (with song or music), have charm person, detect magic, bardic inspiration, song of rest at level 1.Ā
Cons: Disadvantaged with heavy armor, medium armor, and heavy/big weapons depending on sub-class and race.
Equipment:
One simple light melee weapon - example; rapier, shortsword, etc
One simple light range weapon - example; short bow, light crossbow, etc
1, a diplomatās pack or 1, an entertainerās pack
Any kind of musical instrument
Leather armor and a dagger
Standard Array:
Strength; 8Ā
Dexterity; 15
Constitution; 13
Intelligence; 15
Wisdom; 10
Charisma; 15
Sub-Classes:
Swindler: As a swindler you get advantage on deception, sleight of hand, and perception. You can only use light armor and light weapons.Ā
Mediums: Talk with any spirits such as Maia and Eldritch even if they canĀ“t speak in common. You get foresight when reaching level 3. You can only use light armor and light weapons. Your connection to the music of Ea is strong, and you have saving throws on storytelling and history as you read the music of the world and let it tell you what has happened and what will happen.Ā
Warrior: You get advantage on attack rolls when starting a battle, but only in the first round. You can wear medium armor and use any kind of weapon.Ā
Noble: You have advantage on intelligence and deception, and depending on race and background might even know someone of high social status which will help on your quest. You can wear medium armor and use medium weapons.Ā
Creator: Talk with any spirits such as Maia and Eldritch but only if you have a language in common. You get foresight when reaching level 3 and can cast fey magic; level 1 faerie fire, level 3 calm emotions, level 5 hypnotic pattern, level 10 modify memory. You have disadvantage on constitution as your connection to the music is greater than your connection to the physical world. You can only use light armor and light weapons. Your connection to the music of Ea is strong, and you have saving throws on storytelling and history as you read the music of the world and let it tell you what has happened and what will happen. You draw your strength from the music and if you succeed a song roll you can get advantage on one of your Array“s, of any choice, for ten rolls when reaching level 7 (you can only do this one pr. long-rest). - this class only works for Elvers, Peredhel“s, and Maiar.
Traveler: You are a natural storyteller and have advantage on perception, intelligence, and wisdom.
Most suitable Race: Any kind of Elvers, Human, Peredhel, and Maia makes the most sense to play as a Bard.
OMFG SOMEONE ELSE IS DOING SILM DND!!!!! i really want to make a campaign where you can be a maiar in Valinor right after Melkor gets unchained so the players can interact with him and Sauron. Not sure what direction I wanna go but Im so happy to see youre working on it. Im SO SO SO down to be apart of the campaign when youre ready!!!
AAHDUIASRDFUIAGVUAIWGRIL
I LOVE YOU I LOVE YOU I LOVE YOU I LOVE YOU
I tried to talk some of my DND friends into it for the summer but their not as interested in the Silm as I amšš
I hadn“t even thought of doing an online campaign!! I should definitely do that, and I would love love love love to have you in it!!!!!!!!!!!!
I“m nowhere finished with the races but I actually have the ones for playing a Maia finished here!!!
I was planning on making the story in Beleriand where you can choose sides, so depending on the players wish (they can choose side anytime in the game) for side and time I would make it fit that!! And otherwise following cannon so you can“t change it but follow it up hand!
I should prob make a Discord server for itš¶ where I also would be able to share the updates before it's ready to shared here
EDIT: I posted this and then made it...
Check out the Silmarillion D&D community on Discord - hang out with 1 other members and enjoy free voice and text chat.
Sweet okay!! I'm a big fan of making a character based off what youve already come up with in universe, but I'll start working on them ASAP! I LOVEEE character making so Ik I'm gonna have a field day with this
I'm so so so pumped! Ill def send you updates on what I come up with :)))))
OMFG SOMEONE ELSE IS DOING SILM DND!!!!! i really want to make a campaign where you can be a maiar in Valinor right after Melkor gets unchained so the players can interact with him and Sauron. Not sure what direction I wanna go but Im so happy to see youre working on it. Im SO SO SO down to be apart of the campaign when youre ready!!!
AAHDUIASRDFUIAGVUAIWGRIL
I LOVE YOU I LOVE YOU I LOVE YOU I LOVE YOU
I tried to talk some of my DND friends into it for the summer but their not as interested in the Silm as I amšš
I hadn“t even thought of doing an online campaign!! I should definitely do that, and I would love love love love to have you in it!!!!!!!!!!!!
I“m nowhere finished with the races but I actually have the ones for playing a Maia finished here!!!
I was planning on making the story in Beleriand where you can choose sides, so depending on the players wish (they can choose side anytime in the game) for side and time I would make it fit that!! And otherwise following cannon so you can“t change it but follow it up hand!
I should prob make a Discord server for itš¶ where I also would be able to share the updates before it's ready to shared here
EDIT: I posted this and then made it...
Check out the Silmarillion D&D community on Discord - hang out with 1 other members and enjoy free voice and text chat.
OMFG SOMEONE ELSE IS DOING SILM DND!!!!! i really want to make a campaign where you can be a maiar in Valinor right after Melkor gets unchained so the players can interact with him and Sauron. Not sure what direction I wanna go but Im so happy to see youre working on it. Im SO SO SO down to be apart of the campaign when youre ready!!!
AAHDUIASRDFUIAGVUAIWGRIL
I LOVE YOU I LOVE YOU I LOVE YOU I LOVE YOU
I tried to talk some of my DND friends into it for the summer but their not as interested in the Silm as I amšš
I hadn“t even thought of doing an online campaign!! I should definitely do that, and I would love love love love to have you in it!!!!!!!!!!!!
I“m nowhere finished with the races but I actually have the ones for playing a Maia finished here!!!
I was planning on making the story in Beleriand where you can choose sides, so depending on the players wish (they can choose side anytime in the game) for side and time I would make it fit that!! And otherwise following cannon so you can“t change it but follow it up hand!
I should prob make a Discord server for itš¶ where I also would be able to share the updates before it's ready to shared here
EDIT: I posted this and then made it...
Check out the Silmarillion D&D community on Discord - hang out with 1 other members and enjoy free voice and text chat.