D&D 5E Adapter for Skyline
Synopsis
Introduction
Basics
Using 5E Classes
TODO: move this somewhere
(Add some note about Banukai and Warlock/Cleric/Paladins.)
(Add some note about Utaru and DEMETER.)
Skyline Classes
TODO
For now, see:
Brave
Prowler
Forager
Archaeologist
Weaver
Non-Player Characters
Machines
Crucibles
Behemoth
Bellowback
Broadhead
Charger
Control Tower
Corruptor
Deathbringer
Fireclaw
For additional flavor, see the Horizon Wiki on Fireclaw.
Armor Class: 0 TODO
Hit Points: 258 (TODO)
Speed: 0 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
0 (TODO) |
0 (TODO) |
0 (TODO) |
0 (TODO) |
0 (TODO) |
0 (TODO) |
Challenge: 13 (-1 XP)
Overrides: EPSILON
- Volcanic Meteor Shower
-
TODO TODO
- Rock Shield - Charge
-
TODO TODO
- Rock Shield - Throw
-
TODO TODO
- Rock Shield - Smash
-
TODO TODO
Frostclaw
Glinthawk
Grazer
Lancehorn
Lancehorns are modified from the stock Deer. For additional flavor, see the Horizon Wiki on Lancehorn.
Armor Class: 12 Light
Hit Points: 52 (8d8 + 16)
Speed: 50 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
11 (+0) |
16 (+3) |
11 (+0) |
2 (-4) |
14 (+2) |
5 (-3) |
Senses: Passive Perception 12
Challenge: 2 (450 XP)
Overrides: SIGMA
- Charge
-
The Lancehorn lowers its head and charges at its target, picking up speed as it goes. For every 15 ft. the Lancehorn moved this round before hitting with an attack, the attack does +2 damage but is -1 to hit. Targets of medium or smaller size must make a DC 14 Dexterity saving throw or be knocked prone.
- Upward Stab
-
Grinding drill horns thrust at one target. TODO to hit, undefined targets. TODO Hit: 11 (2d8 + 2) piercing damage.
- Gore and Flip
-
Grinding drill horns thrust at one target. Melee Weapon Attack, +2 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.
- Front Leg Kick
-
Powerful rear legs strike out at a target. Melee Weapon Attack, +2 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage.
- Hind Leg Kick
-
Powerful rear legs strike out at a target. Melee Weapon Attack, +2 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage.
- Leaping Horn Stab
-
A short leap closes the gap with the target, striking with drill horns. Ranged Weapon Attack, +1 to hit, reach 25 ft. (min. 15 ft.), one target. Leap to melee range and stab with horns. Hit: 17 (3d8 + 4) piercing damage.
- Leaping Front Kick
-
A short leap closes the gap with the target, striking with a kick. Ranged Weapon Attack, +1 to hit, reach 25 ft. (min. 15 ft.), one target. Leap to melee range and kick. Hit: 8 (1d8 + 4) bludgeoning damage.
- Body
- AC 12, 52 HP.
- Drill Horns
- AC 17, 26 HP. Takes 2× damage (all types).
- Freeze Canister
- AC 14, 13 HP, can tear loose. Takes 2× damage (all types). Explodes when destroyed for 2d8 Cold damage to all creatures within 30 ft. Contains: 1× Chillwater.
Item |
Probability |
Quantity |
Chillwater |
40% |
1 |
Lancehorn Heart |
40% |
1 |
Lancehorn Lens |
40% |
1 |
Machine Core, Small |
40% |
1 |
Metal Shards |
100% |
13‑26 |
Wire |
100% |
6‑13 |
Longleg
Ravager
Rockbreaker
Sawtooth
Scorcher
Scrapper
Scrappers are modified from the stock Hyena. For additional flavor, see the Horizon Wiki on Scrapper.
Armor Class: 11 Light
Hit Points: 44 (8d8 + 8)
Speed: 50 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
11 (+0) |
13 (+1) |
12 (+1) |
2 (-4) |
12 (+1) |
5 (-3) |
Skills: Perception +3
Senses: Passive Perception 13
Challenge: 1 (200 XP)
Overrides: SIGMA
- Pack Tactics
-
Scrappers coordinate their attacks with their allies. The Scrapper has advantage on an attack roll against a creature if at least one of the Scrapper’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
- Radar Ping
- An electromagnetic pulse reveals all humans, machines, and animals within a 60 ft. radius, blocked only by metal walls, or stone or wood walls at least 1 ft. thick. This pulse pierces through stealth. The Scrapper shares information gained from this pulse with all other machines within 120 ft. Takes 60 seconds to recharge.
- Grinder Jaw Swipe
-
TODO TODO
- Bite
-
Grinding jaws attempt to shred the target. Melee Weapon Attack, +2 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
- Claw
-
The Scrapper rakes with its claws. Melee Weapon Attack, +2 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
- Laser Burst
-
A laser burst fires at a single target. Ranged Weapon Attack, +2 to hit, reach 120 ft. (min. 25 ft.), 3 targets. Lasers recharge at the end of the next round. Hit: 4 (1d6) piercing damage.
- Laser Lead Up
-
A trio of laser bursts slash across the ground. Ranged Weapon Attack, +0 to hit, reach 60 ft. (min. 25 ft.), 3 targets. Targets must be within 15 ft. of each other. Lasers recharge at the end of the next round. Targets may make a DC 14 Dexterity saving throw to take half damage. Hit: 10 (2d8 + 1) piercing damage.
- Laser Sweep
-
Laser fire sweeps in a straight line. Ranged Weapon Attack, +1 to hit, reach 60 ft. (min. 25 ft.). Fires a laser beam in a straight 25 ft. line, hitting all targets in its path. Lasers recharge at the end of the next round. Targets may make a DC 14 Dexterity saving throw to take half damage. Hit: 8 (1d8 + 4) piercing damage.
- Body
- AC 11, 44 HP.
- Power Cell
- AC 16, 11 HP, can tear loose. Takes 3× Lightning damage. Explodes when destroyed for 2d8 Fire damage to all creatures within 30 ft. Contains: 1× Sparker.
- Radar
- AC 13, 22 HP, can tear loose. Takes 2× damage (all types).
Item |
Probability |
Quantity |
Machine Core, Small |
40% |
1 |
Metal Shards |
100% |
11‑22 |
Scrapper Heart |
40% |
1 |
Scrapper Lens |
40% |
1 |
Sparker |
100% |
1 |
Wire |
100% |
5‑11 |
Shell-Walker
Snapmaw
TODO
Stalker
For additional flavor, see the Horizon Wiki on Stalker.
Armor Class: 0 TODO
Hit Points: 198 (TODO)
Speed: 0 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
0 (TODO) |
0 (TODO) |
0 (TODO) |
0 (TODO) |
0 (TODO) |
0 (TODO) |
Challenge: 9 (-1 XP)
Overrides: XI
- Jumping Mandible Stab
-
TODO TODO
Stormbird
Stormbird are modified from the stock Roc. For additional flavor, see the Horizon Wiki on Stormbird.
Armor Class: 0 TODO
Hit Points: 258 (TODO)
Speed: walk 20 ft., fly 120 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
0 (TODO) |
0 (TODO) |
0 (TODO) |
0 (TODO) |
0 (TODO) |
0 (TODO) |
Challenge: 13 (-1 XP)
Overrides: ZETA
- Jumping Claw Smash
-
TODO TODO
- Hurricane Blast
-
TODO TODO
- Thunder Bomb Run
-
TODO TODO
Strider
Strider are modified from the stock Draft Horse. For additional flavor, see the Horizon Wiki on Strider.
Armor Class: 10 Light
Hit Points: 19 (3d10 + 3)
Speed: 40 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
18 (+4) |
10 (+0) |
12 (+1) |
2 (-4) |
11 (+0) |
7 (-2) |
Senses: Passive Perception 10
Challenge: 1/4 (50 XP)
Overrides: PSI
- Charge
-
The Strider closes the distance and rams an enemy. For every 15 ft. the machine moved this round before hitting with an attack, the attack does +2 damage but is -1 to hit. Targets of medium or smaller size must make a DC 12 Dexterity saving throw or be knocked prone.
- Double Strike
-
The Strider rears back and kicks with both front legs. Melee Weapon Attack, +4 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage.
- Hind Leg Kick
-
The Strider kicks out with both hind legs. Melee Weapon Attack, +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
- Rodeo Kick
-
The Strider bucks, making multiple kicks in a circle. Melee Weapon Attack, +2 to hit, reach 5 ft.. Targets all creatures within reach. Hit: 5 (2d4) bludgeoning damage.
- Spin Kick
-
The Strider spins, reversing direction with a twin rear kick. Melee Weapon Attack, +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
- Body
- AC 10, 19 HP.
- Blaze Canister
- AC 12, 4 HP, can tear loose. Takes 2× damage (all types). Explodes when destroyed for 2d8 Fire damage to all creatures within 30 ft. Contains: 1× Blaze.
Item |
Probability |
Quantity |
Blaze |
40% |
1 |
Machine Core, Small |
40% |
1 |
Metal Shards |
100% |
19 |
Strider Heart |
40% |
1 |
Strider Lens |
40% |
1 |
Wire |
100% |
9‑19 |
Tallneck
Thunderjaw
For additional flavor, see the Horizon Wiki on Thunderjaw.
Armor Class: 0 TODO
Hit Points: 303 (TODO)
Speed: 0 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
0 (TODO) |
0 (TODO) |
0 (TODO) |
0 (TODO) |
0 (TODO) |
0 (TODO) |
Challenge: 16 (-1 XP)
Overrides: ZETA
- Rushing Bite Attack
-
TODO TODO
- Disc Launcher - 360 Attack
-
TODO TODO
- Disc Launcher - Barrage
-
TODO TODO
- Disc Launcher - Homing
-
TODO TODO
- Cannon Burst - Lead Up
-
TODO TODO
- Cannon Burst - Side to Side
-
TODO TODO
Trampler
Watcher
Watchers are modified from the stock Deinonychus. For additional flavor, see the Horizon Wiki on Watcher.
Armor Class: 13 Light
Hit Points: 36 (8d8)
Speed: 40 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
15 (+2) |
15 (+2) |
14 (+2) |
4 (-3) |
12 (+1) |
6 (-2) |
Skills: Perception +3
Senses: Passive Perception 13
Challenge: 1/2 (100 XP)
Overrides: PSI
- Jumping Smash
-
The Watcher leaps to the target, smashing it with its head. If the Watcher moves at least 20 ft. straight toward a creature and then hits it with a head strike attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is already prone, the Watcher can make one additional head strike attack against it as a bonus action.
- Lookout
- When alerted and not immediately destroyed, will alert all machines within 120 ft.
- Blinding Stun Flash
-
The Watcher emits a blinding light, disorienting enemies in front of it. Ranged Weapon Attack. All enemies in a 30 ft. frontal cone are blinded until the end of the next round. Targets may make a DC 12 Wisdom saving throw to avoid the attack.
- Energy Blast
-
The Watcher fires a blast of energy at one target. Ranged Weapon Attack, +1 to hit, reach 150 ft., one target. Only used when unable to get closer to target. Hit: 2 (1d4) force damage.
- Head Strike
-
The Watcher smashes its head into its target. Melee Weapon Attack, +4 to hit, reach 5 ft., one target. Hit: 5 (1d8) bludgeoning damage.
- Tail Strike
-
The Watcher spins, smashing its tail into its target. Melee Weapon Attack, +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
- Body
- AC 13, 36 HP. Takes 2× Lightning damage.
- Eye
-
AC 15, 36 HP. Takes 2× damage (all types). Only vulnerable to piercing weapons in a 30-degree cone in front of the Watcher. Contains: 1× Watcher Lens.
Item |
Probability |
Quantity |
Machine Core, Small |
40% |
1 |
Metal Shards |
100% |
1‑5 |
Sparker |
40% |
1 |
Watcher Heart |
40% |
1 |
Watcher Lens |
40% |
1 |
Wire |
100% |
1‑5 |
Creating your own machines
Keep in mind a few simple guideline questions when creating your own machine.
Which AI designed it?
DEMETER-designed machines perform some ecological role and mirror an animal species likely to be reintroduced in the future.
HEPHAESTUS-designed machines perform labor roles and are generally not intended to be seen above ground or interacting with humans, and therefore have a utilitarian, non-animal aesthetic.
Human-designed machines, predating Zero Dawn, only survived if they were part of the military swarm.
What is its function?
Most machines are created with one, sometimes two, intended uses.
Striders work the land, while Shell-Walkers provide over-land resource transport.
Even Stormbirds, as weaponized as they have become, were originally designed to seed rainclouds and provide air transport.
This should logically follow its function.
For example, a machine designed to pick fruit from tall trees and spread seeds might take the form of an orangutan.
A machine designed to seed river systems with algaes and bottom-feeding crustaceans might take the form of a ray or an octopus.
If an AI other than DEMETER influenced the design, it should be reflected in the form.
HADES-influenced machines may still perform their intended role, but will likely also be larger, have more armaments, and be more aggressive than normal.
HEPHAESTUS-influenced machines might be bulkier and less graceful, and have more anachronistic features such as anti-grav plates instead of legs.
What are its defenses?
Even an “unarmed” machine like the Watcher can defend itself, whether with its feet, its tail, or even just using itself as a projectile.
More aggressive machines might have teeth, claws, horns, and other physical traits which can be used as weapons, even if they don’t have explicit armaments.
Consider also how tools which befit the machine’s function might be repurposed as weapons.
Bellowback flame throwers might have been designed to start controlled fires, while the Shell-Walker’s electric bolts might have started as arc welding tools.
Even the Corruptor has non-obvious weapon options: it can use its scorpion-stinger arm to fling rocks and other objects, making improvised missiles.
What are its weaknesses?
Every optimization for one purpose should yield a design compromise, and therefore a weakness.
Deathbringers may have nigh-unlimited ammunition and ridiculous armor, but all that weight limits their mobility and all that armor means they have to occasionally expose vulnerable heat sinks to open air.
Snapmaws have significant armor plating, but those plates are vulnerable to being shot or blown off, leaving exposed weak spots.
Ravagers have cannons which can do significant ranged damage, but those cannons can be destroyed.
Consider the destructible parts of your machine: define what can be disabled, detached, or destroyed, and how that affects both the machine’s behavior and the party strategy.
This destruction does not always have to work in the party’s favor.
For example, a control module might limit a machine’s strength as a safety measure around humans, so destroying it might make the machine’s attacks even stronger.
What are its limitations?
Invincible enemies with unlimited range and ammunition aren’t fun.
A Stormbird that only shot lightning balls from a thousand feet in the air would make for a grueling fight, as would a Bellowback which produced an impenetrable, unending ring of fire.
In fantasy settings, this is why dragons have to wait or roll to get their elemental breath attack back.
Try to come up with limitations in the tactics of your machine to encourage coordination or planning in your players.
Stormbird bolts have limited range, along with capacitors which take time to recharge after each shot, requiring it to fly down into melee range to attack.
Bellowback snouts run the risk of overheating or freezing solid, so they need to regularly pause their ranged attacks to let their snouts cool or thaw.
Stalkers are built for stealth and agility, limiting their options for armor and weapons.
Appendices
Errata
Author’s Notes
Author’s Biography
Credits
Legal