D&D Conversion Words
D&D Conversion Words
characters. Not all characters are included. Barbarians can be modelled in a bunch of ways,
like might or endurance. Sorcerers, clerics and wizards should just take Sorcery and get
D&D flavored spells and words appropriate to the aspect of magic they wish to focus on.
Rogues should take deception or thievery or night. Druids need sorcery and shapeshifting.
As a disclaimer, this is homebrew. You are not obliged to include it in your game.
Monk 2
Lesser Gifts 3
Way of the Open Hand 3
Way of the Wind and River 3
The Lotus Path 3
Way of the Shadow 3
Words of Wisdom 4
Drunken Master 4
Greater gifts 4
Perfect Self 4
Nerve points 4
Nirvana 4
Quivering palm 5
Warlock 5
Lesser gifts 5
Alter the fates 5
Eldritch blast 5
Warlock’s Pact 6
Bend the deal 6
Familiar 6
Renew magic 6
Dark One’s Blessing 6
Greater gifts 6
Patronage 7
Devilish wish 7
Hurl through hell 7
Eldritch Blaster 7
Bard 8
Lesser gifts 8
Morale Officer 8
Jack of all trades 8
Song of rest 9
Countersong 9
Magical secrets 9
Cutting words 9
Magical Realms 9
Greater gifts 9
Vicious mockery 10
Song of songs 10
An enlightening tune 10
Swashbuckler 10
Fighter 10
Lesser gift 11
Second wind 11
Great Weapons Master 11
Bold movement 11
Retinue 11
Action surge 11
Indomitable will 11
Greater gifts 11
Full attack 12
Martial mastery 12
Last stand 12
Paladin 12
Lesser Gifts 12
Holy smite 12
Detect evil 13
Banner of Honor 13
Shield of Light 13
Holy Mount 13
Greater gifts 14
Crusade 14
Light of God 14
Holy Nimbus 14
Oath of Protection 14
Monk
You are a paragon of martial prowess and ascetic contemplation. You may be blessed with
supernaturally potent lifeforce, have trained in extreme conditions to hone your body, mind,
and spirit to supernal levels, or you may simply be a prodigy who effortlessly surpassed their
lessers. In any case, the result is the same: you can perform physical feats impossible for
mere mortals and may retain intense focus and harmony in even the most deleterious
conditions. Miracles of this Word may replicate almost any deed one could attribute to a
supernatural martial artist, but it does not apply to all human endeavors.
Heroes with this Word deal 1d10 magical damage with any melee weapon they wield,
including their fists. They may skip any weapon-boosting technique from a Strife and still
learn the final technique; they automatically gain any rider effect from such techniques upon
mastering the Strife. Time spent meditating counts as rest, food, and drink.
Lesser Gifts
Drunken Master
On turn
Commit Effort for the scene. For the rest of the scene, whenever
you are hit by a normal attack and suffer damage, you get an Instant
normal attack in return at the culprit which inevitably hits. You can, at will hide any visible
injuries.
Greater gifts
Perfect Self
Constant
You are removed from worldly concerns. You have an invincible defense against poisons,
diseases, mental influence, and aging effects. You treat Cold Breath and Empyrean wards
as being half their usual rating, rounded down. Once per day, you may focus your internal
energies to heal hit points equal to your level as an Instant action.
Nerve points
Action
Make a normal physical attack. On a successful hit, inict normal
damage and deny the target their next round's actions, whether movement or attack, even if
they normally get multiple actions per round.
This action loss can be inicted only once per scene on a given target,
though the adept can use this ability repeatedly until they hit. This gift cannot be used as a
miracle.
Nirvana
On turn
Commit effort. You become one with the world. You can see, taste, smell, hear, and feel the
touch of everything within one mile per level that is not blocked by divine protections or
walls. You need to focus on particular areas to notice small details. By committing effort for
the scene, you can manifest before anyone within range for a scene, conversing with them
but taking no actions beyond light non harmful touches and consumption of food and drink.
Quivering palm
Action
Commit effort for the day, and touch a visible foe. You set up a psychic resonance in them
that can last no longer than a day per level. When you choose, which must be at least a
scene later, they take 1d10 damage per level as you trigger the gift. They must be within the
same realm. The use of this gift is not obvious to people. Only one quivering palm can be on
a person at a time.
Designer notes
Quivering palm is a delayed attack that can nuke weaker targets pretty stealthily. Nirvana is
a shorter ranged version of the sun gift. Nerve Points is a dying strife gift, can be op, but so
is the strife. Nothing else too op.
Warlock
This warlock is a paragon of all warlocks. Where normal warlocks have a patron who grant
them power, this warlock has all the power of a warlock and is themselves a patron.
As an innate intrinsic, warlocks can make deals with people. Such deals are binding on the
other party, and the warlock can inflict any penalty short of death or removal of word bound
abilities on those who violate the letter of their agreements. They can also talk freely to those
they have made deals with as though they were by their side.
Lesser gifts
Eldritch blast
Constant
You gain a 1d10 magical ranged attack, which you can cast on any foe within 200 feet. In
addition, any foe hit by your blast must make a hardiness save or be pushed back 10 feet
and knocked prone, unable to move till they spend an action getting up.
Warlock’s Pact
Constant
Your pacts can now inflict even death on those you make agreements with, and you can
trade abstract elements like relationships, attribute bonuses, and other exotic things. In
addition your pactees are targets for the gifts of apotheosis.
Familiar
Constant
You gain a familiar. Your familiar has no effective combat stats, but is invisible at will to any
but divine senses, can fly, and can carry your voice anywhere. Once per day you can use a
gift or miracle of any kind through them, though this removes their invisibility.
Renew magic
Action
Commit effort for the scene, and chose a visible target or a pacted individual. They regain all
low magic slots.
Greater gifts
Patronage
Constant
You can grant your blessings to individuals, granting them terrible powers. The cost of
teaching them magic is lowered one step in difficulty, from impossible to implausible, and
implausible to plausible. You can grant your followers any low magic you know, teaching any
individual low magic up to the level of a master with a day’s effort. You can create one small
mob per three level of masters of a low magic with one dominion, one archmage with 2
dominion with 2HD per level, one theurgist of the gate with 4 dominion with 3HD per level,
one theurgist of the gate and the way with 8 dominion with stats appropriate to an
empowered minion, and a theurgist of the way gate and throne with 16 dominion and a
celestial shard with stats appropriate to an empowered minion and 2 extra effort. You have a
reduced cost to upgrade individuals from one level to another- it only costs 8 dominion and a
shard, say, to teach a minion with way and gate magic throne magic. You can freely strip
these powers from individuals at will or return them, though you cannot transfer them.
Devilish wish
Action
Commit effort for the day. Once per session, you can grant a wish to a pacted being. You
gain a pool of influence of one per level to grant your worshippers boons, which can be used
for any sort of change. Impossible changes will rarely last longer than a few hours,
implausible changes no longer than a week and a day, and plausible changes will last as
long as is appropriate. This does not mean that the wish will vanish after this, but the
intended purpose will twist in a way the GM sees as appropriate. An army may become
disloyal and seek their own fortune, the wealth of a city may become a twisted horror show,
or an individual blessed with theurgy seek out uncreated to power them, with greater twisting
for greater wishes.
Eldritch Blaster
Constant
Buying this gift refunds eldritch blast. Your attack gains a range of anything in sight, and
each hit causes eldritch tentacles to rip from the earth, slowing movement of foes in half,
knocking them back ten feet, and requiring a hardiness save to move. You can also with a
scene effort use a smite, doing 1d8 damage per level to a foe, along with all the debuffing
effects. This gift cannot be used as a miracle.
So warlocks. Two major themes. They’re monstrous ranged blasters, and I gave them
abilities to reflect that. Cheap multiattack power, some debuffs immense range, if you pay
2GP. You have a fancy smite that’s flavorful. You have wishes. Wishes are like peak
human’s stuff, but more powerful, and with more downsides. They make a nice temporary
buff, but work poorly in the long run, especially if the warlock is callous. Patronage lets you
make super wizards. I only made the second level of theurgist cost 8 dominion, but if you
feel gate magic is worth 2GP, make it cost a shard as well.
Eldritch has a lot, but worthy foes are gonna ignore a lot their powers.
Lesser gifts are nothing too op, lots of sharing and caring powers and stolen gifts from
contracts and blood.
Bard
The best goddamn bard in the world.
Intrinsic. Once per scene you can allow a companion or yourself to reroll any roll with a
plucky tune and song. Even foes with no ears or ability to hear you can hear you and
understand your songs, and you can always make music even if your hands and vocal cords
are removed.
Lesser gifts
Morale Officer
Constant
You can use the intrinsic a number of times per scene equal to your charisma modifier, and
can refresh your total uses by committing effort for the scene.
Countersong
On turn
Commit effort. Whilst playing music, neither you nor your allies can be controlled or
impacted by any mental effect, though smites and weapons damage can still hurt you.
Magical secrets
Action
Commit effort for the day. You can craft a song that allows you to emulate any lesser gift,
other than one of sorcery. You can use it at it’s normal effort cost. This gift lasts until you
reuse this gift.
Cutting words
Instant
You can use your intrinsic freely on enemies as well, disrupting their rolls with your words.
Worthy foes can save vs spirit to avoid this effect after the first usage in a scene.
Magical Realms
Action
You sing a song, implanting a desire for some course in action to people. Targets will act to
the limit of their
character to obtain their desire, with most people doing anything
short of easily-detectable crimes to obtain it, and will feel intense
pleasure in it. If Effort is Committed for the scene, the Godbound
can affect up to a Large Mob of targets in their vicinity. Worthy foes
get a Spirit save to resist this power. The effect lasts until dispelled
or the Godbound releases a victim
Greater gifts
Vicious mockery
Action (Smite) Commit effort for the day, and let loose a string of vicious insults against a
foe. The foe can choose to either take 1d6 damage per level, but lose an action, or take
1d10 damage per level.
Song of songs
Action
Commit Effort for the scene to plant a seed of a particular emotional
attitude toward a chosen person or topic in a visible target. If that
target is affected, they become infectious, spreading that same attitude
toward their friends and associates over the course of a single contact.
The infection can spread five or six degrees before it loses its magical
potency, usually enough to completely overwhelm a village, court, or
neighborhood. Lesser foes get no saving throw, but worthy enemies
can save versus Spirit to resist. It lasts until the Godbound releases
the victims or the emotion becomes blatantly inappropriate.
An enlightening tune
Constant
Commit effort. So long as your godbound continually sings about a chosen subject, they
gain a continual flow of knowledge about it, including it’s current effort, hitpoint totals, any
immediate plans and current activities. The DM chooses when these facts notably change
and when they need to inform the Godbound.
Swashbuckler
Constant
You embody the swashbuckling ethos. You automatically succeed at any athletics task, able
to run up buildings, swing across ropes, and do many similar things. Once a scene, if you
offer insult to an individual, you can automatically hit with an attack and do maximum
damage. You can freely move past mobs without taking attacks of opportunity.
Fighter
Fighters have an unparalleled mastery of combat, but word bound Fighters are paragons of
their kind, legends that can slay armies and stand their ground against all.
As an intrinsic, the fighter can once per combat automatically hit with a blow, doing
maximum damage, or avoid a single weapons attack.
Lesser gift
Second wind
Instant. Commit effort for the day, and instantly recover half of your hitpoints.
Bold movement
Constant. You can run up surfaces, and smash through up to five feet of barriers as a free
part of movement or actions. If you are blocked by a magical door or barrier, commit effort
for the scene to smash through.
Retinue
Constant. You can freely gather up to a large mob of soldiers over the course of any day in
any civilized community, who will fanatically follow you and obey any order. They will always
have enough supplies to fight.
Action surge
On turn. Once per day, you can take an additional action and movement.
Indomitable will
Constant. It only costs you effort for the scene to automatically save against hostile effects,
and once per scene you can reroll a failed save.
Greater gifts
Full attack
On turn. Commit effort for the day. So long as you don’t move from your spot you can make
three attacks per action against any within melee range. Whenever you move, or do any
action other than attacking, this effect ends.
Martial mastery
Constant
You are a paragon of soldiering. All your ranged weapons gain a range out to 500 feet, with
melee weapons you can attack as though with area damage, and you can freely disengage
from enemies without inviting attacks of opportunity.
Last stand
Commit Effort for the day and name a particular disastrous combat event.
This event cannot be the simple loss of a battle or failure at a task,
but it can be a likely risk such as the use of a devastating power by a
foe, or the chance that allies might come to their aid, or the risk that
a celestial engine might explode during a difficult repair. So long as you remain in the area to
block such an event, this event cannot occur, and you gain immunity to any mental effects
that would prevent you from stopping this event. Only one calamity can be averted at a time.
Notes. Has extra attacks and an extra action, but the extra action is weaker than alacrity or
time, and the attacks are about the same as the hunter strife.
Paladin
The paladin is a holy warrior of the light, and one with this word truly embodies the best of
paladin nature.
They gain AC3 from their innate holiness, the ability to destroy up to a small mob of lesser
foes who are undead or an evil spirit once a turn as an action, and a magical attack doing
1d10 damage.
Lesser Gifts
Holy smite
Action (smite)
Commit effort for the scene, and attack a foe in melee, doing 1d10 damage per level. If they
are evil, or have violated your morality in some clear way, roll the 10s twice. If they are good
or morally aligned with you, do no damage. The GM decides what your morality seems to
be, and what would count as good or evil.
Detect evil
On turn Commit effort. You can detect the evil intentions of any within sight, and any
crimes they have committed. Worthy foes can save vs spirit to resist this.
Banner of Honor
On turn Commit Effort. Your presence rallies those around you. All allies gain 12 morale, +1
to hit, +1HD and roll any mind influencing saves twice, taking the best.
Light of truth
Commit effort. Anyone within eyesight can be forced to speak the truth on any topic of
choice, and answer honestly and completely. Worthy foes can save vs spirit to resist this,
gaining immunity for the scene after a save. Any illusions or deceptions are broken before
your light.
Shield of Light
Instant Commit effort for the scene, and gain immunity to any physical attacks for the rest of
round.
Lay on hands. Commit Effort for the day. All allies you are touching are refreshed, regaining
vigor as if well-fed and rested and healing 1d6 hit points of damage plus the Godbound's
level, along with being cured from any magical diseases. Unlike most healing effects,
recipients need not commit Effort to benefit from this blessing.
Holy Mount
Constant. These steeds can ride twenty miles an hour, and their riders never grow weary,
thirsty, or hungry. It can cross any terrain, solid or liquid, and evil beings can sense their will,
many fleeing. If you are hunting a particular creature that is not concealed by divine magic,
the steeds will instinctively ride toward the target's location. The steeds automatically move
at least slightly faster than any creature they chase, and can one of three abilities- the ability
to swim well, fly, or have AC 0 and 5HD against attacks. These steeds can be easily
summoned again.
Greater gifts
Crusade
Constant. While personally leading a crusade against evil, any troops under your command
gain an absolute immunity to attacks and mental influence from anyone who is a lesser foe
to you. This gift cannot be used as a miracle.
Light of God
On turn. Commit effort for the day, and chose a target foe. Every round you hit that foe, you
can choose to dispel any one gift of theirs. This effect ends when you miss an attack or are
unable to attack, and cannot be used against more than one foe at a time.
Holy Nimbus
Commit effort for the day. 100 feet per level around you radiant light emits, burning the evil.
Your allies are exempt from this. Evil beings and those who dislike sunlight take 1 damage
per level, 3 per level for mobs.
Oath of Protection
Commit effort, and target a particular creature who you believe has done evil against
someone.While the Effort remains committed, you have a constant awareness of the target's
location and the fastest path to reach them. You can dispel any magical barriers that lie
between you, destroy up to ten feet per round of anything short of divine materials that bar
your path, and you can y if necessary to reach the target. The target cannot get further
away from you and your companions unless you allow it; if they move away, you may
magically follow them at the same distance. Thus, if you are next to them when they teleport
away, you and your allies can teleport with them, while riding away on a swift horse will
cause you and your allies to magically pursue at the horse's speed.