Dnd Mod for Fabletop

Dnd Characters Converted For Fabletop Usage

Rule of thumb, no stars means nothing happened whether attack, healing, or whatever. Skulls means attempted
action had the opposite effect. All classes have a bonus damage option that is usable when certain skills grant
the usage. See my sample screenshot I took from the Fabletop for an idea of how to use this setup.

Joemill The Barbarian

Screenshot from Fabletop. This is a dnd converted character I created on it. -DMJack

The below charts are based on 4th edition, but not exactly to the teeth. I can not implement every little detail
into a fabeltop game. Plus, Fabletop was meant be simple for those not wanting a horde of rules. This is pretty
much a mix of Fabletop with 4th edition (more of a Fabletop mod). To calculate health, I took half the hit points
from the characters and made sure they did not exceed the number 8.

Success rolls are generally mixed in with the damage rolls at the same time in case anybody was wondering. If you
want to add special racial rolls for damage or successes, just add the race’s name to your traits list. It will
only be tedious with tons of different racial abilities slapped on a sheet. General traits can be a good thing.

When I mention the word distance, I am really talking about the range or how up close you need to be with the
enemy to use the power or trait.

Note: You can not have more than 9 traits (base + bonus). A stat can not be less than 2 (life and power). If you end up with too many traits, just take out one or more of the traits for the class so the count does not exceed 9. The racial trait(s) must remain intact at all times.

Classes

Ranger Bonuses: Hunter’s Quarry (agility roll + hunter’s quarry for damage + bonus damage. once per scene, but
the effect remains on the current target throughout the scene, any distance). Hit and Run (Might roll + hit and
run damage, able to move again after attack, 1 square distance). Endurance, Nature, Perception, Stealth. Primary
Trait(s): Might, Agility, Wisdom
6 life, 2 power
2 Might, 3 Agility, 2 Wisdom

Wizard Bonuses: Mage hand (only one hand at a time, can move light weight objects up to 5 squares away, requires 3 Power). Magic Missile (Wisdom roll + Magic Missile roll for damage, any distance, requires 1 power), Scorching Burst (wisdom roll + scorching burst roll for damage, 10 square distance, affects more than one creature – including allies, requires 2 Power), Arcana, Nature, Insight, History. Primary Trait(s): Wisdom
4 life, 4 power
1 Might, 1 Agility, 5 Wisdom

Fighter Bonuses: Cleave (Might roll + cleave roll for damage, 1 square distance), Covering Attack(Covering Attack
roll + Might roll and moves an adjacent ally up to 2 squares away. Can only be used once per scene) Endurance,
Heal, Intimidate, Streetwise. Primary Trait(s): Might, Wisdom
8 life, 2 power
4 Might, 1 Agility, 2 Wisdom

Cleric Bonuses: Divine Healing (heals you or an ally, wisdom roll + divine healing roll, once per scene, 5
squares distance, requires 2 Power), Turn Undead (number of stars represents number of undead affected, turn undead roll + wisdom roll, 2 squares distance, requires 1 Power). This will require two different rolls. One for undead count and one for damage.
Diplomacy, Heal, Insight, Religion. Primary Trait(s): Wisdom
6 life, 2 power
2 Might, 1 Agility, 4 Wisdom

Rogue Bonuses: Sneak Attack (agility roll + sneak attack roll + bonus damage, once per scene, any range),
Piercing Strike (agility roll + Piercing strike roll for damage, 1 square distance), Acrobatics, Stealth,
Thievery, Perception. Primary Trait(s): Agility, Wisdom
6 life, 2 power
1 Might, 4 Agility, 2 Wisdom

Paladin Bonuses: Lay on Hands (ally only, heal equal to the number of lay on hands roll, once per scene, 1 square
distance, requires 1 Power), Diplomacy, Endurance, Heal, Insight. Primary Trait(s): Might, Wisdom
7 life, 2 power
3 Might, 1 Agility, 3 Wisdom

Warlord Bonuses: Inspiring Word (heals you or an ally, inspiring word roll for amount healed, usable twice per scene, once per round, requires 1 Power), Endurance, Intimidate, Heal, Athletics. Primary Trait(s): Might, Wisdom
6 life, 2 power
3 Might, 1 Agility, 3 Wisdom

Avenger Bonuses: Oath of Enmity (Pick a target 10 squares away. When attacking that target within 1 square
distance, you can roll twice and pick one of the results. The power can not be switched to another target until
it is reaches 0 health or the end of the scene), Abjure Undead (Pick one undead target up to 5 squares away.
Damage dealt is wisdom roll + abjure undead roll. Target is immobilized and can be moved toward the avenger a number of squares equal to his wisdom. This can only be used once per scene. Requires 2 Power), Censure of Pursuit (When the Oath of Enmity target moves away from you of his own freewill, you add this ability to the damage roll against your oath of enmity target), Censure of Retribution (If you are hit by an enemy other than your oath of target, you add this
ability to the damage roll against your oath of enmity target) Heal, Perception, Endurance, Religion.
Primary Trait(s): Wisdom, Might
7 life, 2 power
3 Might, 1 Agility, 3 Wisdom

Barbarian Bonuses: Rageblood Vigor (if your attack reduces your enemy to 0 hit points, you regain health equal to
the rageblood vigor roll + the Might roll), Rage Strike (you deal damage equal to the rage strike roll + the
Might roll + bonus damage roll, once per day. A miss always does at least 1 damage. Range 1 square distance), Roar of Triumph (Your attack reduces an enemy to 0 hit points if the Roar of Triumph roll is a success. This effects all targets nearby and hurts the one that you have a success roll on. Range is up to 5 squares in distance, usable only once per scene), Athletics, Endurance, Perception, Heal. Primary Trait(s): Might, Wisdom
8 life, 2 power
5 Might, 1 Agility, 1 Wisdom

Bard Bonuses: Majestic Word (Target is you or an ally. This creates a healing of health equal to your wisdom
roll. This can be used two times per scene and only once per round. Range is up to 5 squares in distance. Requires 1 Power), Fast Friends (On a successful Fast Friends Roll + Wisdom Roll, you or an ally can not be attacked by a target until the end of the next round or until you or your ally attack the target. Range is 5 squares distance. Use only once
per scene), Diplomacy, Acrobatics, Arcana, History. Primary Trait(s): Agility, Wisdom
6 life, 2 power
1 Might, 2 Agility, 4 Wisdom

Warden Bonuses: Warden’s Fury (Causing an enemy to attack a character other than you, the damage dealt is Might
roll + warden’s fury, 1 square distance), Warden’s Grasp (causes an enemy to take someone other than you and is
slowed causing its movement to be reduced by half until the end of its turn, 5 squares distance), Intimidate,
Dungeoneering, Athletics, Endurance. Primary Trait(s): Might, Wisdom
9 life, 2 power
3 Might, 1 Agility, 3 Wisdom

Monk Bonuses: Centered Flurry of Blows (Only can be used if successfully hit a target during your turn. May hit
one to two creatures dealing a damage equal to the Centered Flurry of Blows roll + Wisdom, target can be moved 1
square away, range is 1 square distance for attack, only can be used once per round), Stone Fist Flurry of Blows
(Only can be used if successfully hit a target during your turn. May hit one to two creatures dealing a damage
equal to the Stone Fist Flurry of Blows roll + Might roll, range is 1 square distance for attack, only can be
used once per round), Athletics, Stealth, Thievery, Endurance. Primary Trait(s): Might, Agility, Wisdom
6 life, 2 power
3 Might, 2 Agility, 2 Wisdom

Psion Bonuses: Transport Self (You can teleport a number of squares equal to your Wisdom. No Target Self roll needed. Can only be used once per scene, Requires 1 Power), Ravening Thought (Target takes damage equal to Ravening Thought roll + Wisdom roll. On a miss, the target takes at least 1 damage. A second attack occurrs on each enemy adjacent to the target with a damage roll equal to a Ravening Thought roll + a Wisdom roll. Only usable once per day. Requires 2 Power), Forceful Push (You can slide a target squares equal to the number of stars on a Forceful Push roll. Range is 10 squares in distance. This can only be used once per scene. Requires 2 Power), Arcana, Insight, Perception, Bluff.
Primary Trait(s): Wisdom
5 life, 3 power
1 Might, 1 Agility, 5 Wisdom

Also to let you know, once per scene can also be interpreted as once per encounter. Obviously, you would not want a player switching scenes frequently to regain an ability while a monster is still on his tail. After winning a battle period, that should be good enough for getting trait usage back (except in the case of daily or session traits).

Races

Except in the case of the human, characters only get 1 bonus point for each bonus skill which can be added onto
another existing skill (if one exists). If none already exists, it is just 1 point in that skill.

Human – moves 6 squares, choose any one skill you desire to have a bonus from (add 1 point if already exists, 2
points if it does not already exist)

Dragonborn – moves 6 squares, bonus skill History (add 1 point if already exists on class)

Dwarf – moves 5 squares, bonus skills Dungeoneering (add 1 point if already exists), Endurance (add 1 point if
already exists)

Eladrin – moves 6 squares, bonus skills Arcana (add 1 point if already exists), History (add 1 point if already
exists)

Elf – moves 7 squares, bonus skills Nature (add 1 point if already exists), Perception (add 1 point if already
exists)

Half-elf – moves 6 squares, bonus skills Diplomacy (add 1 point if already exists), Insight (add 1 point if
already exists)

Halfling – moves 6 squares, bonus skills Acrobatics (add 1 point if already exists), Thievery (add 1 point if
already exists)

Deva – moves 6 squares, bonus skills History (add 1 point if already exists), Religion (add 1 point if already
exists)

Gnome – moves 5 squares, bonus skills Arcana (add 1 point if already exists), Stealth (add 1 point if already
exists)

Half-orc – moves 6 squares, bonus skills Endurance (add 1 point if already exists), Intimidate (add 1 point if
already exists)

Longtooth Shifter – moves 6 squares, bonus skills Athletics (add 1 point if already exists), Endurance (add 1
point if already exists)

Razorclaw Shifter – moves 6 squares, bonus skills Acrobatics (add 1 point if already exists), Stealth (add 1
point if already exists)

Minotaur – moves 6 squares, bonus skills Nature (add 1 point if already exists), Perception (add 1 point if
already exists)

Shardmind – moves 6 squares, bonus skills Arcana (add 1 point if already exists), Endurance (add 1 point if
already exists) and one other skill of your choice (add 1 point if already exists)

Dark Elf or Drow – moves 6 squares, bonus skills Intimidate (add 1 point if already exists), Stealth (add 1 point if already exists)

Skills

Athletics (roll used with Might roll) – climbing, jumping, and swimming

Endurance (used with Might) – endure harsh weather, resist disease, ignore hunger or thirst, hold breath,
swimming for a long period of time

Heal – (Used with wisdom), heal dying character at 0 or less health (if success, character heals to 1 health, if
fail character dies instead), treat a disease while a character is resting

Intimidate (used with wisdom)
Streetwise (used with wisdom)
Arcana (used with wisdom)
Diplomacy (used with wisdom)
History (used with wisdom)

Insight (used with wisdom) – sense motives or outside influences

Religion (used with wisdom)’- knowledge of religion of course and the knowledge of immortals and undead.

Acrobatics (used with agility) – acrobatic stunts, balance, escape from restraints, and reduce falling damage

Perception (use with wisdom)

Dungeoneering (used with wisdom) – finding food and water in dungeon, dungeon knowledge, aberrant monster
knowledge

Bluff (used with wisdom)
Stealth (used with agility)

Thievery (used with agility) – disable traps, open locks, pick pockets, and sleight of hand

Arcana (used with wisdom) – knowledge of the elemental chaos, the feywild, and the shadowfell (including monsters
that come from those planes of existence). It can also be used for detecting magic.

Nature (used with wisdom) – finding food and water in above ground outside of towns and cities (in other words
forests, grasslands, plains, etc…), handle animal, knowledge of nature, and knowledge of natural monsters
(average joe animals the majority of the time).

As a note, I am not affiliated with the creator of Fabletop. I am just another player like you. If you need help
with this stuff, please let me know in the comments section below or on google plus. Also feel free to join my game sometime or you can just ask me if I don’t mind you joining one of my game sessions.

Your Fellow Gamer,

Jakob

Dungeons and Dragons D&D

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