by Diego Fernandez| Like a Fox DM

Dragon age for 5th Edition

A rough but fucntional guide to converting a Dragon Age game from the AGE system to 5th edition Dungeons and Dragons

by Diego Fernandez| Like a Fox DM

Dragon Age 5th Edition Conversion

Welcome traveler, to the land of Thedas! Following herein I have compiled a guide to convert the Dragon Age table top game, using the AGE system into the 5th edition of Dungeons and Dragons. This will address a number of issues DMs and adventurers may face in the effort to do so, including converting spells and stats, some new spells, feats, and I'll eventually attach some new sublcasses built around the Dragon Age games and lore. This document will also include new spell lists as well as updated spell lists for all classes affected by the newly introduced spells as well as some converted creatures. For further assistance, I will say that in my game I rely heavily on the darkspawn stat blocks made by reddit user Zuroyuso, https://www.reddit.com/user/Zuroyuso, the demon and creature pages created by Emmatation at https://thecraftyplayers.tumblr.com I also took hearty inspiration and borrowed heavily from the spell conversion list and new spells created by Emmatation, which I found on their reddit page. https://www.reddit.com/user/Emmetation. I have also included a homebrew Barbarian path, flavoured around the Reaver class from the games - mostly as it works in DAI.

Magic

Magic is the main problem in converting to 5e, as many classes have magic of some kind. First thing is that some spells are removed from the game. Mostly things that relate to resurrection or the other planes as well as some like Wish. Otherwise you may choose to use things like runes to allow, say, a dwarf ranger to enchant an arrow to explode on impact “casting” hail of thorns, or just before impact, imitating conjure barrage, or have a Paladin simply perform simple combat triage while reciting prayer, thus using their Lay on Hands. I’m also choosing to allow for some minor magics to be performed by anyone, as abilities in the games seem like small magic that seems to exist in all creatures, even dwarves to a minor extent - things like throwing a knife and 4 copies of yourself stabbing the target, or a non-mage just summoning spirits of courage to hold a line. So some spells like Friends, Jump, poison spray, stinking cloud, stuff like that could just be operated under suspension of disbelief and fun flavour shennanigans. Additionally, a character may have only a small amount of magical ability, or be something like Cole, which would allow them certain abilities like one finds in Shadow or 4 Element monks. Or a character may have gained abilities from spirits such as Spirit Warriors or Spirit Healers.


Blood Magic I have made this and some other abilities into Feats. This one gives any spellcaster access to the blood magic spell list. The blood mage can, as an action, activate Blood Magic. While activ,e it allows them to cast spells witout expending spell slots, instead taking damage. As per the games, while blood magic is active, the mage cannot be healed by traditional means. Blood magic spells - those learned by the caster through this feat- may only be cast while Blood Magic is active.

Lyrium was tough to work out, but I think I managed it by simply making the potion much more rare in game and much more limited in scope. A lesser lyrium potion costs the same as a greater healing potion, and restores one level 1 spell slot. Regular lyrium potions cost an amount equal to a superior healing potion and restore 2 levels of spell slots; the greater lyrium potion costing equal to a 3 greater healing potions and restoring 3 levels of spell slots; and finally the superior lyrium potion costs an amount equal to a supreme healing potion, and restores up to 5 levels of slots. Obviously this is a much more useful item for warlocks than, say, wizards - but so is blood magic so if this item is too OP, then just make it more rare, or nonexistant.

by Diego Fernandez| Like a Fox DM

Races:

Elf

Dalish are elves as per the PHB. You can exchange a cantrip for a proficiency or choose a lore friendly cantrip. A mage would likely be a high elf, with other dalish being wood elves but it is up to the player and DM. A player may choose to use the Drow template but drow vision would not apply. Dalish alignment tends toward neutrality, valuing above all the preservation of their ways and their clan.

City elves half elves as per the handbook. Actual half elves also follow this template but appear human. city elves have darkvision, half-human elves have dim light vision. City elves and half elves do not speak elven by default.

Dwarves

are dwarves.Generally Deep Road Dwarves follow the mountain dwarf template in the PHB and Surface Born Dwarves follow the hill dwarf template, but that’s up to the player and the DM. Alternately, the DM may choose to allow a player to use the gnome or halfling templates. Deep Road dwarves have darkvision, surface dwarves have dim light vision. Dwarves may roll a Constitution saveing throw in place of Dexterity or Strength saving throws against magical damage with the exception of necrotic and radiant. This replaces Dwarven Resilience.

Stone Sense: Deep road dwarves have stone sense: the deep roads operate as a favorite terrain for them in the same manner as it does for a ranger, though they have disadvantage on terrain based ability checks when not in the deep roads. This replaces Stonecunning.

.

Humans

Humans operate as per the player’s handbook. Ethnicities change to Fereldan, Orlesian, Antivian, Tevinter and the other kingdoms from the dragon age series.

Languages

The languages of Thedas include **Fereldan, Orlesian, Tevine, Navarran, Alamarri, Antivan, Qunlat, Dwarvish, and Elvhen. There is also a language used exlusively for magic called Arcanim.

Qunari

Qunari Use the Goliath from Elemental Evil Player’s Handbook. Stone's Endurance changes in name to "Qunari Discipline". A Talvashoth or Vashoth may choose to use the half-orc template instead. Qunari may also headbut for 1d4 bludgeoning damage. Qunari are immune to Vitar which will be discussed in greater depth later.

Ancestral Strength

Rather than Mountainborn or Orc Blood, a Qunari has an ability called "ancestral strength" which allows a Qunari to wield a versatile weapon one-handed for its two-handed damage die.

Unusual Races

You may choose to play a Scaled One, use the Dragonborn template, but be aware that you will be treated with outright fear at best, open hostility most likely. Rather like many of the more cursed on monstrous races from d&d.

You may also choose to be an Elvhen, a somehow surviving elf from the ancient days of Arlathan or Halamshiral. If so, use the tiefling, aasimar or eladrin template. Be aware that like the Scaled Ones, any who recognize what you are may treat you with fear or hostility.

by Diego Fernandez| Like a Fox DM

Classes

(mostly flavour and suggestions)

Monks

Open palm is non-magical, and Way of the Shadow can go either way – using their abilities based on limited magical talents or using runes or spirit gifted abilities. Way of 4 Elements monks I have used as the Aavar warriors, who attuned their magic to the natural world around them. Dalish may also have this ability for their elite warriors.

Paladins

Warriors devoted to their religion. Paladins get their abilities from Spirits of faith, like Seekers, or from lyrium like Templars, etc. Elves who choose to follow the tradition of the Emerald Knights might be paladins.

Barbarians

self explanatory, but I’ve added a Reaver sublcass which will be addressed in a separate pdf.

Fighters

They fight good. Spirit Warriors would probably be Eldritch Knights, and Matt Mercer's Gunslinger is a cool idea for a Qunari fighter, since they have gunpowder (gaatlok).

Clerics

Spirit healers, not necessarily mages but probably, yeah? Devotees like paladins, or shamans. Clerics are defined not by their abilities, which are many and variable, but by their faith.

Bards

Bards are mages, minstrels like Zither! in the DAI multiplayer, or Leliana in DAO, who channel their magic through instruments and song.

Rogues

Rogues are self explanatory. Arcane tricksters would have some slight ability with magic or spirit gifted abilities, or gained through lyrium.

Rangers

They range. Magic can be magical, runic, or spirit or lyrium based. A little easier to fenagle with these magics lore-wise as it is largely natural and often knowledge based.

Warlocks

Any mage who has made a pact with a powerful spirit. Patrons can be adjusted for lore. Archfey is a tricksy but powerful spirit that lives in the material world. The Great Old One can be an Old God, a Forgotten One, or one of the Evanuris (or some combination thereof depending on your view of the lore!)The Fiend can be any of those, as long as it is sufficiently spooky.

Sorcerers

Are Navarran mages especially often, but really any mage. Especially Navarrans for their connection to dragons. Although you could argue the same for some Tevinter or Saarabas I guess? Wild Magic sorcerers can be hedgemages, or apostates who never recieved training.

Wizards

Probably circle educated mages, most likely human but not necessarily. This includes many Tevinter mages, who are educated in prestigious circle universities.

Druids

Are probably Dalish keepers or Avaar or Chasind leaders; those who live closely to the land and have a deep connection to it. Mages only.

by Diego Fernandez| Like a Fox DM

Runes and Items Assorted

Wherein we sort out the business of transfering items and fucntionalities

Runes

An important aspect of crafting and customizing gear in the world of Thedas is the creation and application of runes. Only Dwarves and skilled mages can create Runes, and while most crafstmen can apply them to rune slots, it is a costly process, and even the most rudimentary of runes is not easily found.

Runes allow for greater customization of gear for PCs and make for some interesting and easily crafted magic items. This could make things complicated, true, but it can also make them very fun and exciting!

To mitigate the complications here are some options you may wish to employ.

Rune Slots

In my game, you can apply a rune slot to an object that has none initially, but only one. You cannot add rune slots to an object that already has at least one, nor can you remove a rune slot once installed.

How many rune slots an item can hold is up to the DM, and how many runes they want to invent. I use it as a way to add to otherwise non-magical items. a +1 morningstar can now add 1d6 cold damage for example, or an adamantine (I reflavour it as Dawnstone) set of armor can gain acid resistance, stuff like that.

Attunement

Any item that uses a rune becomes attunable to access the benefit of that rune or runes. This factors in to the maximum 3 attunements that a character can have. Each item takes up only one attunement, regardless of the number of runes attached to that item.

Risk

You may remove a rune from an item, but doing so destroys the rune and has a 5% chance (roll 1 on a d20) of destroying the item. Rolling a 20 on this does NOT mean that the rune remains intact.

Example Item: The Bowstring of Bashing

Wonderous item: Rare, requires attunement.

Equip this item to one bow or crossbow. 3 times per day, when you hit with the weapon this is attached to, you can force the target to make a DC 15 Strength save or be pushed back 10 feet, or a Dexterity check against being knocked prone - your choice.

Poisons

(because my PCs love poison) Some of these I have tranlsated directly from the Dragon Age Player's Guide, others from the games, others I have made, all are just examples you can take or leave.

Poison Type Effect Con Saving Throw DC
Adder's Kiss Injury 1d12 dmg 16
Crow Poison Injury 1d6 poison damage 14
Deathroot Extract Inhaled Hallucinations 15
Fleshrot Injury 1d6 dmg, lose next action to pain 14
Spider Venom Injury Disadvantage on Dex rolls 12
Mage Bane Injury Lose 1 mid-level spell slot 15
Concentrated Mage Bane Injury Lose 1 high level spell slot 15
Quit Death Ingested Fall to 0 health 16
Wyvern Venom Injury Fall to 0 health in hours=Con stat 17

Aqua Luicidius

After ingesting this powrful potion, roll a d8. The effects you feel are described on the following chart according ot that roll. All affects fade after 1 hour.

d8 result effect
1 none
2 "I can see through time!"
3 Silly but convicing delusion
4 Waking dream
5 AAH! ALL OF MY SENSES ARE SAYING DIFFERENT THINGS!
6 My skin feels like candlelight
7 Dream! Nightmare! Dream! Nightmare!
8 Non-spellcasters fly into a rage with a rage bonus of 3. Spellcasters roll on the wild magic table with immediate affect.

by Diego Fernandez| Like a Fox DM

New Feats

Abomination

You have become the host of a demon or spirit. You gain access to 4 cantrips from the warlock and cleric spell lists. The DM may also grant one additoinal spell per spell slot level you already have, depending on the type and power of the spirit. The spirit may also attempt to sieze control of you. In such a case, the DM will have you roll a wisdom saving throw against your own spell save DC. Failure will result in you losing control of your body and magic, with many possible consequences.

Blood Magic

(Must be a spellcaster)

You have learned the forbidden art of blood magic. When you take this feat you learn one cantrip and one level 1 blood magic spells and one for each level for which you already have spell slots. As an action, you may activate Blood Magic. While active, you may you may cast spells without expending spell slots, instead expending 1 hit die per base level of the spell (a level 2 spell costs 2 hit die). You may end your Blood Magic with a bonus action, or by falling to 0 hp. While blood magic is active, you may not be healed except by blood magic.

Casting at Higher Levels When you increase the level of a spell, you add additional dice to the damage. Increase by one level you add 1d6. By 2 levels you add 1d8. 3 levels = 1d10 and 4 levels = 1d12. Beyond this you may not increase the level. You may exeed your own spell slot levels by 1, up to 8th level. Exceeding your known levels in this way doubles the damage you take in order to cast the spell. So a 3rd level spell, cast at 5th level would cost 3 hit dice +1d8 (or +1d10 if you cast at 6th level instead).

Learning spells: Any time you gain a spell slot, you may learn one spell from the Blood Mage list of that level. Additionally, any time you learn at least one blood magic spell you may replace one you already knew with a different spell. Magic cast this way is immune to any dispell or anti magical effects with the exception of the Litany of Adrala.

Templar

You have prayed. You have trained. You have stood vigil. You are a Templar, a knight of the faith. You gain access to the Templar spell list. Your spell slots and spells known are equal to half your character level. You have one spell slot at each level available to you.

The Litany of Adrala

Once per long rest, a Seeker may use an action to recite this old Tevine prayer, which has a chance to dispell any effects of blood magic within a 10 foot radius of the speaker. It functions as a concentration spell, lasting up to 1 minute. When you recite the Litany of Adrala, make an opposed check of your Charisma against the caster's spellcasting ability. If you use this to dispell a lingering effect rather than an immidiate spell, roll charisma agianst a DC set by your DM.

Seeker

(Must have access to at least one spell slot level 3 or higher, must have the Templar feat)

You are a champion of the Just, and have honed your abilities, stretching them as far as they will go and gone farther. You have been given special abilities by a spirit of Faith. You gain access to four spells or cantrips from the Sorcerer or Paladin spell list for which you have a spell slot.

Grey Warden

You have tasted the blood of the Darkspawn and lived. You are an elite warrior. You can take 1 minute to sense any creature with darkspawn blood within 3 miles. you sense the size of any creature detected this way. Darkspawn may detect you in the same way.

If you reduce the Archdemon to 0 hit points it dies and cannot regenerate; you make a constitution saving throw with disadvantage, DC 25. On a success you take 12d12 necrotic damage immediately. On a failure, you die.

Once per turn, you may declare a Warden attack, taking disadvantage to any attack roll and doubling your dice for the damage roll on a hit.

You have advantage on constitution saving throws not related to the Blight or any blighted creature. You have disadvantage on any wisdom saving throws related to the Blight or any blighted creature.

by Diego Fernandez| Like a Fox DM

Creatures:

I will be publishing some creatures I have adapted from the lore or games, or invented for the setting, but for other things you can just change existing creatures to suit the lore. For instance a Beholder or Pit Fiend would make a great demon. Dragon turtles, merfolk, merrow and krakens can easily be part of the DA universe, as we’ve not seen much related to the sea. Hags and fey can be spirits who crossed the Fade. Ropers, carrion crawlers, umberhulks and aboleths may be just a few among any number of strange creatures that inhabit the Deep Roads and dark caverns. Bone devils may be a new type of darkspawn. A roc, pixie or shambling mound can easily be worked into the lore. A chimera may be a mage’s experiment gone wrong. A cockatrice can be a phoenix, Elementals may also be spirits who, instead of possessing bodies or trees, possessed bodies of fire or currents of air or a pile of boulders. Some special creatures can be fade-touched, like faerie dragon or basilisk. It’s all down to your imagination!

I encourage you to visit https://dnd-5e-homebrew.tumblr.com/tagged/Dragon-Age for 5e Darkspawn and Demons!

Creature Types

**From the list of creature types, particularly for the Favored Enemy feature of Rangers, remove Abberations, Celestials, Fiends and Fey. Add Spirits, Demons, and Darkspawn. For the most part, Spirits may include creatures converted from Fey and Celestials, Darkspawn may include Abberations, Devils or Fiends, as may Demons, though these may include some Fey or Celestials as well.

Dragons: stick to the chromatics, though try to relate them in name and appearance to those in Inquisition – at least, this is what I prefer. As to the sizes it works out very well. Wyrmling=dragonling, young = dragon/drake, adult=large/adult dragon, and ancient=high dragons. You may tone a high dragon down to an adult if you like, leaving ancient dragons for only the most powerful of these. Archdemons: I imagine a sort of hybrid of an ancient Shadow-Dracolich. Adjust for flavor though. Are your players back at the 4th Blight fighting Andoral? They were the Dragon of Slaves so give them some dominate and control abilities, or a lot of conjuration spells. Lusacan, the Dragon of Night? Use lots of darkness or blindness spells. Razikale? Maybe use some abilities of the Shadow dragons! These are the biggest baddies of the world of Thedas, make them memorable!

Spells

For Lore reasons, in my game certain spells are unavailable, some have been adjusted flavour wise to fit the setting more easily, and some are ripped from other game systems and adjusted for 5e. Unavailable Spells The following spells are unavailable as they do not fit into the magical laws that govern Thedas and are for this reason nonexistant: Arcane Gate, Banishing Smite, Banishment, Clone, Commune, Contact Other Plane, Demiplane, Diminsion Door, Etherealness, Gaseous Form, Gate, Heroe's Feast, Magic Jar, Imprisonment, Leomond's Secret Chest, Maze, Mordenkainen's Magnificent Mansion, Plane Shift, Planar Ally, Planar Binding, Reincarnate, Resurrection, True Resurrection, Teleport, Teleportation Circle, Transport Via Plants, Wish, as well as any others your DM can reasonably deem unfitting - so communicate with them when choosing spells!

Altered Spells

You or your DM may see fit to adjust flavour around a certain spell to make it a stand in for a Dragon Age spell. The way spells look and the damage type they do, all that can be shifted to really immerse your game in that particular atmosphere of Dragon Age. I have put some examples down below.

Altered Spells
AGE 5e Change
Wrath of the Elvhen Arms of Hadar tentacles become tendrils of earth. Added to druid, cleric and sorcerer lists.
Pull of the Abyss Evard's Black Tentacles Open's a rift in the veil. Added to druid, cleric and sorcerer lists.
Stone's Throw Blink/Dimension Door Functions same as Thunderstep, damage becomes bludgeoning and it has to be between places on the ground. Added to druid.
Fade Step Misty Step self explanatory. added to all lists.
Hemmorage Cloudkill This one is easy, now the mist is red and black

by Diego Fernandez| Like a Fox DM

New Spells

Blood Sacrifice

2nd-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: M, S, V (a drop of wolf's blood)
  • __Duration: Instantaneous
  • Blood Magic

    You draw upon the life force of a willing creature that you can see within range to replenish your own health. Creatures without blood (such as elementals and constructs) cannot be targeted in this way. The creature rolls 1d10 and takes necrotic damage equal to the result, and you regain hit points equal to the damage taken + your spell casting ability modifier + your proficiency bonus.

    At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the damage can increase by 2d10 for each slot above 2nd.

Blood Wound

4th-level Necromancy


  • Casting Time: 1 action
  • Range: self (15 foot sphere)
  • Components: V, S
  • Duration: concentration, up to 1 minute.
  • Blood Magic

    You begin to make the blood of those around you boil, causing excruciating pain in an aura within a 15 foot radius. Until the spell ends, the aura moves with you, centered on you. When a creature enters the aura for the first time on a turn or starts its turn there, the creature must succeed a Con saving throw or take 2d6 necrotic damage and be incapacitated until the end of its next turn. A creature that succeeds on its saving throw takes half as much damage and is not incapacitated.

    At Higher Levels: When you cast this spell using a spell slot of 5th or higher, the damage increases by 1d6 for each slot above 4th.

Death Magic

2nd-level necromancy

  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S, V
  • Duration: 1 hour
  • Blood Magic

    You Draw upon the residual life force of the dying to replenish your own. If a living creature dies within 10 feet of you while this spell is active, as a reaction you can roll a die equal to your hit dice to heal a number of hit points equal to the result plus your spellcasting ability modifier.

    At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the number ofdice you may roll increases by 1 for each slot above 2nd.

Elemental Barrier

1st level transmutation

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 hour

    You create a barrier of either fire or ice to block or hamper your foes. Fire: A wall of flames 15 feet long and 6 inches wide and 10 feeet tall. Any creature not immune to fear must make a Wisdom Saving Throw to pass through the barrier or become frightened of it. Any creature which passes through takes 1d4 fire damage. Ice: An ice barrier can be broken thorugh with a strength check against your spell save DC. When broken, shards of ice do 1d4 cold damage to creatures iwthin 5 feet of either side of the wall. Otherwise it cannot be passed through. The wall is 6 inches thick and 10 feet tall. Any creature trying to scale the wall must make an athletics check against your spell save DC. At Higher Levels: When you cast this spell using a spell slot of 2 or higher, increase the damage by 1d4 for each spell slot level above 1st. Additionally, the length of the barrier may be extended by 10 feet for each spell slot level above 1st.

by Diego Fernandez| Like a Fox DM

Fist of the Maker

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S,
  • __Duration: Instantaneous
  • Cleric, Wizard, Sorcerer, Warlock, Bard

    You slam your enemies to the ground with magical force, centered on a point of your choice within range. EAch creature in a 10 foot radius sphere centered on that pont must make a Strength Saving throw. On a failed save, a creature takes 5d6 force damage and is knocked prone. ON a successful save, they take half as much damage and are not knocked prone.

    At Higher Levels: When you cast this spell uisng a spell slot of 4th or higher, the damage increases by 1d6 for each additional level.

Stone Fist

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, V
  • Duration: Instantaneous
  • Druid, Wizard, Warlock, Sorcerer

    You Hurl a fist of stone at a creature or object within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 bludgeoning damage. The target must succeed a Dexterity saving throw or be knocked prone.

Spell Wisp

1st-level conjuration


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour.
  • Wizard, Sorcerer, Cleric, Druid, Bard

    You summon a small wisp that floats near you for up to an hour and boosts the powre of your spells. While the wisp is aiding you, you gain a +1 bonus to your spell attack bonus and spell save DC. The wisp itself is insubstantial and cannot be attacked or touched. It casts low candle light.

    At higher levels You may cast this spell using a spell slot up to level 3. The bonus is equal to the level of spell slot you use.

Lightning Trap

1st-level evocation


  • Casting Time: 1 action, 10 minute ritual
  • Range: 30 feet
  • Components: V, M
  • Duration: Concentration, up to 1 minute.
  • Wizard, Druid, Bard

    You lay down a rune of electrical energy, which deals 1d6 lightning damage or half as much damage after a successful Con save. Additioanlly, if the save fails the target is paralyzed. The target takes an additional 1d6 lightning damage at the beginning of it's turn and ay repeat it's save at the end of it's turn. The spell is broken if a creature succeeds it's saving throw against the spell. If cast as a ritual the spell may last for 1 hour, but no longer than 1 minute past the innitial activation of the trap.

    At higher levels You may cast this spell using a higher level spell slot. The damage increases by 1d6 per spell slot level above 1st. Additionally, the spell may endure through one successful save per spell slot above first.

Walking Bomb

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V,
  • Duration: Concentration, up to 1 minute
  • Blood Magic

    You infuse the blood of a creature within range with a corrosive poison. The target of the spell must make a Constitution saving throw. On a failed save the target takes 2d6 acid damage, and on each of your turns for the duration, you can use your action to deal 2d6 acid damage to the target automatically. The spell ends if the target is ever outside the spell's range or if it has total cover from you. Should the spell's damage reduce the target's hit points to 0, it explodes in a spray of blood, flesh and bones. Anyone within 10 feet of the explosion takes 1d6 necrotic damage.

    At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the initial damage increases by 1d6 for each additional level. At 5th Level or higher, those affected by the blast radius must succeed a Con saving throw or be subject to the level 2 spell.

by Diego Fernandez| Like a Fox DM

Blood Magic Spell List

(Those marked "Exclusive" are removed from all spell lists except that which they appear in here.)

Cantrips
  • Chill Touch
1st Level
  • Charm Person
  • Hellish Rebuke
  • Hex
  • Inflict Wounds
2nd Level
  • Blood Sacrifice (Exclusive)
  • Crown of Madness
  • Death Magic
  • Detect Thoughts
  • Enthrall
  • Hold Person
  • Walking Bomb
3rd Level
  • Bestow Curse
  • Feign Death
  • Vampiric Touch (Exclusive)
4th Level
  • Blood Wound (Exclusive)
  • Blight
  • Compulsion
  • Confusion
  • Dominate Beast
  • Phantasmal Killer
5th Level
  • Antilife Shell
  • Cloudkill
  • Contagion (Exclusive)
  • Dominate Person
  • Geas
  • Hold Monster
    6th Level
  • Circle of Death (Exclusive)
  • Disentagrate
  • Eyebite
  • Harm
  • Mass Suggestion
  • True Seeing
7th Level
  • Finger of Death
  • Prismatic Spray
8th Level
  • Abi-Dalzim's Horrid Wilting (Exclusive)
  • Dominate Monster
  • Feeblemind
9th Level
  • Imprisonment
  • Power Word Kill (Exclusive)
  • Weird

by Diego Fernandez| Like a Fox DM

Templar Spell List

1st Level
  • Armor of Agathys
  • Bless
  • Charm Person
  • Command
  • Compelled Duel
  • Detect Evil and Good
  • Detect Magic
  • Divine Favor
  • Heroism
  • Protection from Evil and Good
  • Sanctuary
  • Shield of Faith
  • Thunderous Smite
2nd Level
  • Branding Smite
  • Calm Emotions
  • Lesser Restoration
  • Locate Object
  • Pass Without a Trace
  • See Invisibility
  • Shatter (centered on self)
  • Warding Bond
3rd Level
  • Aura of Vitality
  • Blinding Smite
  • Counterspell
  • Crusader's Mantle
  • Daylight
  • Dispel Magic
  • Fear
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Tongues
4th Level
  • Aura of Life
  • Aura of Purity
  • Freedom of Movement
  • Locate Creature
  • Staggering Smite
5th Level
  • Dispel Evil and Good
  • Geas
  • Hallow
6th Level
  • True Seeing
  • Tenser's Transformation
7th Level
  • Divine Word
  • Prismatic Spray
8th Level
  • Antimagic Field
  • Holy Aura
  • Mind Blank
9th Level
  • Imprisonment
  • Weird

by Di Alba| Like a Fox DM

The Path of the Reaver

When a Reaver steps onto the battlefield, all take notice. They have fallowed the way of the Barbarian, and have left fear behind. Having tasted of the blood of dragons and lived, the Reaver embraces the blood shed on the battlefield, turning their own pain into fuel for their rage, and in turn pulling vitality from the blood of their foes. It is rumored that some can even command the elemental power of the dragons they've felled.

When you choose this path, choose one dragon elemtal type from Fire, Cold, Lightning and Poison. You have resistence to damage of this type.

Blood Lust

When you choose this path at level 3, you learn to turn your pain into power. When you drop below half of your maximum hit point total, you can sacrifice one of your hit dice to double your rage damage bonus until you take a short rest, at which point you take a point of exhaustion. You may do so again when you drop below 25% of your hit point total. The effect stacks. You regain your hit dice normally after a long rest.

Devour

At level 3 you also learn the healing power of the blood of your enemies.You gain the ability to pull vitality from your foes, healing yourself for the damage they take from your next successful melee attack against them, sacrificing a hit die to do so. You may do this a number of times equal to your proficiency bonus. You may do this only once per round. You regain your uses of Devour after a short rest.

Ring of Pain

At 6th level you can call upon the dragon blood within you and radiate an aura of pain within a 10 foot radius, centered on yourself. The ring moves with you. At the start of your turn, you may choose to take 1d4+ proficiency necrotic damage to yourself, and deal that number + your proficiency bonus in necrotic damage to all creatures in that radius. The die increases to a d6 at 11th level, a d8 at 15th level, and a d10 at 18th level.

Blood Seeking

At 10th level you gain the ability to scent weakness. You gain advantage on your first attack (per encounter) on any creature that is already below its hit point maximum. Additionally, after a critical hit, the target must make a wisdom saving throw where the DC is equal to 8+ your proficiency bonus + your strength modifier. On a failure, the creature is frightened of you. When ou reduce a creature to 0 hit points, the nearest hostile creature must do the same.

Dragon Rage

At 14th level you harness the fury of the High Dragons. Once per round you can create a chain of furious elemental energy connecting you, your weapon and your foe. Roll (1d6)x your proficiency bonus and deal this damage to yourself, also adding it to the damage of your melee weapon attack to your target. This attack ignores your elemental resistence and is determined by your Reaver dragon type.

by Diego Fernandez| Like a Fox DM

More Resources

If you are looking for more 5e Homebrew resources check out r/UnearthedArcana and their list of useful resources here.

Credit where it is due

This was made with the Homebrewery tookit at homebrewery.naturalcrit.com

The source materials for this project are the Dragon Age games and books, belonging to Bioware, the Dragon Age ttrpg, made by Green Ronin publishing, and 5th edition Dungeons and Dragons, owned by Wizards of the Coast.

The art I used is Dragon Age concept art, made by Marl Holmes, Jae Keum, Ville Kinnunen, Steve Klit, Casper Konefal, Z Lin, Matt Rhodes, Tom Rhodes, Ramil Sunga, Nick Thornborrow, Matt Goldman, Fran Gaulin, Ben Huen, Joy Ang, Tyshan Carey, and Sung Kim, and was published by Bioware and Dark Horse Books.

I'm not trying to make money off of this, so if you think the art is cool, check out the World of Thedas books, or "The Art of Dragon Age Inquisition."