D&D 5E Adapter for Skyline

Synopsis

Introduction

Basics

Classes

TODO

For now, see Using 5E Classes and Skyline Classes.

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.

Fireclaw

Huge machine

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

Lava Burst

TODO TODO

Volcanic Meteor Shower

TODO TODO

Back Slash

TODO TODO

Fury Slash

TODO TODO

Lunge Dive

TODO TODO

Back Crush

TODO TODO

Fire Storm

TODO TODO

Flame Blast

TODO TODO

Grinder Scrape

TODO TODO

Claw Slash

TODO TODO

Inferno Dive

TODO TODO

Rock Shield - Charge

TODO TODO

Rock Shield - Throw

TODO TODO

Rock Shield - Smash

TODO TODO

Inferno Slam

TODO TODO

Fire Storm

TODO TODO

Components

Body
AC TODO, 258 HP.

Frostclaw

Glinthawk

Grazer

Lancehorn

Lancehorns are modified from the stock Deer. For additional flavor, see the Horizon Wiki on Lancehorn.

Lancehorn

Medium machine

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.

Actions

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.

Components

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.

Loot

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

Metal Devil

Ravager

Rockbreaker

Sawtooth

Scorcher

Scrapper

Scrappers are modified from the stock Hyena. For additional flavor, see the Horizon Wiki on Scrapper.

Scrapper

Medium machine

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.
Claw Swipe

TODO TODO

Grinder Jaw Swipe

TODO TODO

Actions

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.

Components

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).

Loot

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.

Stalker

Large machine

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

Mine Launch

TODO TODO

Claw Fury

TODO TODO

Claw Swipe

TODO TODO

Jumping Mandible Stab

TODO TODO

Mandible Stab

TODO TODO

Tail Swipe

TODO TODO

Dart Gun Shot

TODO TODO

Components

Body
AC TODO, 198 HP.

Stormbird

Stormbird are modified from the stock Roc. For additional flavor, see the Horizon Wiki on Stormbird.

Stormbird

Huge machine

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

Beak Smash

TODO TODO

Take Off

TODO TODO

Tail Lash

TODO TODO

Thunder Rush

TODO TODO

Screech Blast

TODO TODO

Hurricane Blast

TODO TODO

Thunder Clash

TODO TODO

Quick Land

TODO TODO

Shock Blast

TODO TODO

Shock Burst

TODO TODO

Thunder Bomb Run

TODO TODO

Components

Body
AC TODO, 258 HP.

Strider

Strider are modified from the stock Draft Horse. For additional flavor, see the Horizon Wiki on Strider.

Strider

Medium machine

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.

Actions

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.

Components

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.

Loot

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.

Thunderjaw

Huge machine

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

Bite Attack

TODO TODO

Charge

TODO TODO

Foot Stomp

TODO TODO

Rushing Bite Attack

TODO TODO

Tail Slam

TODO TODO

Tail Swipe

TODO TODO

Disc Launcher - 360 Attack

TODO TODO

Disc Launcher - Barrage

TODO TODO

Disc Launcher - Homing

TODO TODO

Laser Sweep

TODO TODO

Cannon Burst - Lead Up

TODO TODO

Cannon Burst - Side to Side

TODO TODO

Components

Body
AC TODO, 303 HP.

Trampler

Watcher

Watchers are modified from the stock Deinonychus. For additional flavor, see the Horizon Wiki on Watcher.

Watcher

Medium machine

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.

Actions

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.

Components

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.

Loot

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

Forbidden West Machines

  • Bristleback

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.

What is its form?

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