Dragonbane Homebrew Guide
Dragonbane Homebrew Guide
Dragonbane Homebrew Guide
GUIDE
CREDITS
Layout & Writing: Taron “Indestructoboy” Pounds
Land of the Blind, LLC is not affiliated with, sponsored,
or endorsed by Fria Ligan AB.
KIN
INNATE ABILITY
This is a flavor pick, but should be a noticable mechanic that
you know will come into play at least once in a session.
F Passive Abilities granted here are significantly better than
any with a WP Cost.
F These Abilities are not available anywhere else in the game
than through the Kin. I haven’t confirmed this with Free
League, so take this just as a “correlation not causation”
for now.
F If you do grant an Ability that is similar or identical in
function to a Heroic Ability, it should be changed in
some way, such as by changing the WP Cost or adjusting a
situational function.
PROFESSIONS
QUOTE THE QUIRK OF PROFESSION ABILITY
The quotes are just made up quotes from the iconic character It’s worth noting that these Heroic Abilities granted
used for the Profession art. through your Profession are granted regardless of
whether or not you meet the Requirement. I tried
KEY ATTRIBUTE designing around this idea for my first Pugilist,
This is pretty easy. Just choose the Attribute the Profession granting them Fast Footwork so they can get it
likely needs to put their highest Attribute into. without investing away from Strength. However,
Iron Fist is a 1 WP ability, and Fast Footwork is a 3
SKILLS WP ability. Iron Fist kicks on way more frequently.
You need to have 8 Skills listed here. No more, no less. There
isn’t a reason to deviate from the model they set. Remember F These may not be “locked-in”. For example, a pre-
that all magic users will need a Secondary Stat for the school generated Elf Hunter in the official set has the Twin Shot
of magic they will specialize in. Heroic Ability, not Companion.
HEROIC ABILITIES
REQUIREMENT WILLPOWER POINTS: 2
Default to these requiring a Skill of at least 12 to take. F Interaction/Exploration: Vague hints.
“Willpower Point: -” Abilities tend to lack a Requirement. F Combat: Significant core mechanic shake-up (Eagle
Eye, Lightning Fast, Throwing Arm).
WILLPOWER POINTS: 0 F Noteworthy: Fearless is remarkably good, even if it
Abilities where WP can’t be “used” and are incompatible were to cost 3 WP.
with the mechanic (such as Focused being a flat bonus to
Willpower Points). These are typically called “Passives” in WILLPOWER POINTS: 3
other games. F Interaction/Exploration: Direct, helpful guidance
F Examples: Learn to cast magic (Magic Talent), increase (Intuition, Treasure Hunter).
max HP/WP by 2 (Robust/Focused). F Combat: Getting the power of another Action in the
Initiative (see: Companion, Dual Wield, Fast Footwork,
WILLPOWER POINTS: VARIES Master Spellcaster, Twin Shot). Taking agency over
F Interaction/Exploration: Reduce environmental another creature’s action (Weasel).
damage by D6 per WP spent (Catlike). Create item during
a shift with a value equal to WP spent (Master Blacksmith,
Master Carpenter).
F Combat: None
WILLPOWER POINTS: 1
F Interaction/Exploration: Generalized boon to a
roll (Pathfinder) or automatic success on niche checks
(Master Chef, Quarter Master).
F Combat: Core Abilities that will apply to nearly every
Attack for certain Builds (Contortionist, Deflect Arrow,
Iron Fist). Strong situational advantages (Sea Legs).