We also talked about my ideas for "Occult D&D" a little and how we can use it for either game.
One of the characters I worked on combined a lot of these ideas. Her name is Tarjä and she is a multi-classed witch/assassin. She is not ready for posting yet, but her species is. Tarjä is a Fane-born Witch.
The Fane-born are an idea I have been playing with, off and on, for a long time. A species similar to humans, but separate. In the DC universe, they might be called Homo magi. They are a race deeply immersed in magic.
Fane-born
Also known as: Changelings, Hag-born, Witch-kin, Hollow-Eyed
“There are children born under broken moons, with too-wide eyes and whispers in their sleep. We call them changelings. But they call themselves Fane-born, and they remember things we were never meant to know.”
- From the Journal of Larina Nix
The Fane-born are a mysterious and eerie race of humanoids born from the tangled roots of old magic, faerie mischief, and witchcraft. Some are said to be the offspring of witches and dark spirits; others are left in mortal homes as changelings or molded from magic in long-forgotten rituals. Their presence unsettles the common folk, and they are often driven away or feared as portents of ill fortune.
Yet among witches, they are honored, or at least tolerated, as strange siblings in the arcane bloodline. They possess a natural affinity for the occult, a strong spiritual presence, and an uncanny ability to see beyond the veils of the world.
Game Statistics (AD&D 1st Edition)
Level Limits
- Witch: Unlimited
- Warlock: Unlimited
- Thief: Unlimited
- Magic-User: Based on Intelligence
- Int 13 = Level 9
- Int 14 = Level 10
- Int 15 = Level 11
- Illusionist: Based on Intelligence
- Int 14 = Level 8
- Int 15 = Level 9
- Int 16 = Level 10
- Fighter: 6
- Druid: Based on Wisdom
- Wis 12 = Level 8
- Wis 13 = Level 9
- Wis 14 = Level 10
- Wis 15 = Level 11
- Wis 16 = Level 12
- Wis 17 = Level 13
- Wis 18 = Level 14
(Cannot be Clerics, Paladins, Rangers, or Monks)
Ability Adjustments: +1 Wisdom, +1 Charisma, -1 Constitution
Minimum Scores: Wis 13, Cha 13
Maximum Constitution: 17
Alignment Tendencies: Neutral, Chaotic Neutral, or Chaotic Good
Height/Weight: 5’2" to 5’10", 90–140 lbs.
Age Ranges: Same as human.
Racial Abilities
Innate Spellcasting: Choose one at character creation: Detect Magic, Read Magic, or Charm Person 1/day
Uncanny Presence: +2 bonus on saving throws vs. charm, fear, or possession
Occult Intuition: Can attempt to identify magical items on a roll of 1–2 on 1d6 after 10 minutes of focused examination
Ghost Sight: Can perceive into the Ethereal Plane or overlapping Faerie realms. Allows them to see invisible or ethereal creatures to 60'.
Languages: Gains Faerie/Sylvan/Elvish as a free language.
Cultural Notes
Origins: Some are born to mortal witches under eclipses; others are swapped at birth by fae creatures or raised by covens. Others still can be born to human parents exposed to powerful witchcraft.
Society: Rarely form settlements of their own. Most travel between witch circles, shrines, and isolated steads.
Appearance: Unnerving beauty or eerie awkwardness; heterochromia, white hair at birth, overly long fingers, or no reflection. Some have small horns (can be hidden with hair styles), oddly proportioned limbs, or other odd appearances that can't quite be quantified at first, but lead to an unsettled feeling.
Reputation: Seen as cursed, unholy, or dangerous. Even when doing good, their motives are questioned.
They have a bonus to Charisma and Wisdom to reflect their personal willpower and personality, but they are treated as having a Charisma score of 2 less (-2) for the purposes of reaction roles among humans and hiring human retainers.
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Might tweak this some more as we play. Going to also convert them to 5e for my son's game.