What if the Dragon Age world was playable in D&D...
I know what you're thinking. This has probably already been done before. And you're probably right. I have done no research to try and find out if that's true or not. Mainly because I kept thinking about how I would do it if given the chance, and then that spiraled into semantics and the different races and classes and how they would relate, so I figured I'd just put all my thoughts out there if I ever wanted to do a campaign in the world, or for anyone else to use if they wish. So, here's my thoughts on Dragon Age if done in D&D...
Warning: Very, very long post underneath the cut. If you want to play this but don't want to look at it, send it to a GM you know who would be willing to run something with this.
Races
Humans and Elves
This one's pretty straight forward. Most wouldn't have to change, the humans being the dominant race is a pretty standard D&D trope, and the idea of "pure elves" (dalish) and "un-pure elves" (city elves) could pretty much stay the same without many changes. One thing that I personally wouldn't feel comfortable doing is having slavery in my world. This is a pretty big part of the games, and honestly one of my biggest problems because of how they're handled. If you want the elves to be slaves in your world, I can't stop you, but as a white American I would not feel comfortable doing that so that would probably be something I'd change.
Dwarves
Now, I have my problems with dwarves in Dragon Age but I think the idea of a difference between Underground Dwarves and Above Ground Dwarves is super interesting and something I'd probably keep. It also creates great tension if you have a Surface Dwarf and they try to get into Orzimar and have to lie and say they're "Of the Stone". One thing I don't like is Dwarves not being able to have magic. I think it's kinda dumb and would limit your players creatively because there are so many classes that have even a little bit of magic. I probably wouldn't have that in my world. However, if you do want to stick to true Dragon Age lore, allowing a player who wants to be a Dwarf to be training under mages like Dagna in the first game could be an interesting back story and could allow for some magic if creatively altered to be runes or enchantments. Also, if you want to really show the difference between Surface Dwarves and those of the Stone, you can make halflings/gnomes surface dwarves, and D&D dwarves those of the stone, with the variant races being different specialties.
Qunari/Kossith (Depending on what you call them)
Okay this one I've been debating for a while now. The most obvious answer is Tieflings and other demon folk because of the horns, but there are already demons in the universe and it would be so much fun to have a player play a demon in the party. So, my next thought was Goliaths and obviously Minotaurs. They're big and strong and can vary in size and weight and are often played by those who play the barbarian class, while also being an interesting choice for magic classes, or could be a super interesting choice as a cleric (which I will get into later). If you want, Orcs can be Kossith whose horns have been cut/don't have them.
Golems
I think this one is pretty obvious. Golems are just stone warforged. The easiest way to have a player be a golem would be to say the Anvil of the Void not be destroyed, or if it was, one of the few Golems made during that time was not as mindless as the others. Another fun thing to do would be to have the Golem be made by an Apostate, like Shale, or having escaped the deep roads through one of the many unknown entrances. There's a lot you can do there that would be a ton of fun to play out.
Darkspawn
Now, this doesn't necessarily have to be for a player character, but we all know how people who play D&D love angst and interesting stories. There's a multitude of races you could use for these as Darkspawn aren't just one race and other races can be corrupted by the taint as we see throughout the games. The most obvious answers would be Drow/Dark Elves, Dragon Born (funny enough the look just kinda works but you do not need to do this), half orcs and orcs, bugbears, duregar, and really any races you can think would fit into this. It would be so much fun to have a player character play a Darkspawn, especially if one of the other players is a Grey Warden.
Ghast
Because there's no goblins in the Dragon Age world, the next closest thing would be Ghasts, which were introduced in the second game's DLC, Mark of the Assassin, but were also in Dragon Age: Inquisition. They're mostly found in Orlais, but there's no reason they can't be found in caves all over Thedas. Using the goblin stats but with the Ghast visual would not be out of place.
Creatures of the Fade
The fade to me is basically the Fey Wild, and so any creature that is from the Fey, could be from the fade as well. Also any demon kind would fit right in. Demons do not need to be evil, but I love me a good bit of angst, so evil demon kind is souch fun in a player character, either being possessed or just trying to blend in. However, not everything from the fade is evil, like Justice from Dragon Age II, so having a creature from the fade who's curious about Thedas is something super interesting to dive into. Things like Tieflings, Demon Folk, Genasi, and whatever races you think would fit best into this category.
Other D&D Races
Personally, I would not be opposed to other, interesting D&D races in the Dragon Age world. Things like Aarkocras and Kenku or Harengon or even Kalishtar and Firbolgs would not be out of place. You can make your own lore that fits into the story you're making, which would be super fun. But, as a DM, you can obviously bug boundaries and guidelines, and if you want your players to only be certain races because you don't think they'd fit in, that is totally valid.
All in all, with some minor tweaking you can fit a lot of the D&D races into the Dragon Age ones. Where it gets more complicated, however, are the...
Classes and Subclasses
To preface, I am going to go through all the known D&D classes and their subclasses, and try to beat correlate them with their equivalences in the Dragon Age world. This list does not have to be taken as gospel, and in fact shouldn't, and if you want to change some things around for your game, by all means, please do.
Artificer
Most of not all Artificer subclasses use magic in some way. In fact, most D&D classes use magic. It's hard to get around that. If you want to be strict and say they have no magic, you can absolutely do that, but you would be limiting your players greatly and they may not have as much fun with their restricted characters. However, you can always flavour them in different ways so they aren't using magic, but other things that pertain to their subclasses.
Alchemist: While Alchemists have spells, these can be flavoured to be potions or bombs. There are non-magical potion and bomb makers in Thedas so this works perfectly. Healing word can be the Alchemist throwing a small potion at a party member for them to drink on the alchemist's turn, and Ray of Sickness could be a bomb. Find ways to creatively flavour these spells.
Armorer: These would most likely be apostate mages, or someone with very little magic who wouldn't even pique the Templar or Circle's radar because there's so little magic in them to train. Personally I love apostate mages and would not be disinterested in having more around. Could also be Templars using Lyrium to do their "spells" as it is frequently told to players that Templars require Lyrium to fight mages. The armour modifications could also be Lyrium infused or just enchanted, but using Lyrium could lead to some interesting stories about Lyrium madness.
Artillerist: Everything here could be flavoured in some way that isn't magical, and just using the cannon that the artillerist has made. Could be interesting if they were a dwarven Paragon and invented these cannons, or maybe the player character got them from Orzimar after a Paragon invented them with the help of the Qunari's black powder, that can be found in the deep roads.
Battlesmith: I would be inclined to just call these templars who use Lyrium. Nothing interesting about this. Personally I don't know enough about Artificer to really go into these subclasses. Could also be flavoured as an Arcane Warrior.
Barbarian
Path of the Ancestral Guardian: Now this one can have multiple flavourings. One, the barbarian is communing with an ancestor who is in the Fade or the Beyond. Or two, the barbarian has magic. I'm more personal to the first option, that the wall against the fade is so thin that the barbarian's ancestor can speak to them and can grant them certain benefits of the fade, but while they are not a mage, they may look like it to outsiders.
Path of the Battle Rager and Path of the Berserker: They're simple warrior classes. Not much really needs to be changed.
Path of the Beast: This one is more magical, but there is established werewolves in the Dragon Age lore, even if they don't work the same, so having the barbarian cursed while they get angry is a cool way to flavour it, and if they want to "cure" it, they can always take on another subclass or a new class all together.
Path of the Storm Herald: Most of this isn't magic and the stuff that is you can say is just runic enchantments. Just give your players a glove with whatever elemental damage they want to do, and say that's the rune that allows them to do it.
Path of the Town Warrior: It's established in the lore that magical amulets are a thing, and they can be used by those without magic, so if you say the totem warrior uses a magical amulet, then that solves your problem.
Path of the Zealot: A warrior of the Chantry or of the Templar. Personally I'm more drawn to the Chantry, but Templars also believe in the Maker, so it works either way, and there are those who fight in the chantry, not just religious figures.
Path of Wild Magic: Now this could be either an apostate mage, or another cursed barbarian. Either way, both would be viable options.
Bard
Now, most of these would probably be apostate magic. You could argue some bard subclasses as being Circle subclasses, but most I would personally treat as apostate. While Bard in the first game was used as a Rogue subclass, that makes no sense here and this should just be different mages.
Colleges of Creation, Eloquence, Glamour, Swords, and Valour: These I would personally consider Apostate Mages, only because they don't really fit into Circle Mages or Blood Mages and could be reasoned that Bards could teach themselves all of these subclasses. The College of Swords could be argued to be templar, but I personally don't see how it could work, or it could be a Spell Sword or Arcane Mage.
College of Lore: This subclass is all about learning, and could be either Apostate or Circle of Magi. Both could lead to the pursuit of knowledge.
College of Spirits: To me, this is blood magic. How I imagined blood magic working while in D&D, all necromancy spells, so those that dealt in necromancy or dealt necromantic energy, would only require blood as its main component, with maybe some verbal and/or somatic components as well if the spell called for it, and dealing in spirits and the dead is necromancy, and therefore, blood magic. I will get into blood magic more when I discuss necromancers specifically.
Cleric
Now, if you really want to be a purist to the Dragon Age lore, you can say that Clerics are apostates for beings in the fade, like Anders from Dragon Age II being a healer but still a mage and with a spirit that was good at one point. However, I think it's also fun if someone wants to be a cleric for the Chantry. Maybe the Chantry allows some mages with an affinity for healing to be brought up under the Chantry and the Maker.
Life, Light, Order, Grave, and Peace Domains: These to me are very Chantry and Maker based clerics, though they don't have to be. If you want them to be apostates, that totally works. Also remember that Grace Domain Clerics don't deal in death but honoring it after it's died, so would not be considered blood magic in my eyes unless they use a necromantic spell.
Arcana Domain: This feels very Circle of Magi to me, and would probably fit the best here.
Forge Domain: As I said before, I personally think Dwarves should be able to have magic, so I think this would fit best with the dwarves as they deal with the forges most often. Or the Qun. However it could potentially work for the Circle or as an apostate who grew up under a blacksmith.
Nature, Tempest, and Twilight Domains: These to me feel the most like Dalish magics. A player could have learned their magic as an apostate under the Dalish mages, as they wanted to connect with nature more. I can't really see these as Circle domains.
War Domain: Definitely an Arcane Warrior. Since Clerics have the ability to use martial weapons, technically all Clerics could be an Arcane Warrior, however at higher levels almost no cleric would use their weapon, relying on their magic. War Clerics would typically be apostates, but could be from the Circle as well.
Death Domain: Blood magic. I feel like that's all I need to say really. They use necromancy very often.
Druid
Like the more nature based domains of the clerics, druids feel very much like they have a great connection to the Dalish, or to a Witch of the Wilds, like Morrigan and her own beast shapes.
Circle of Dreams: This one honestly feels like the only outlier. There is prescience for those having connection to the fade while dreaming, so maybe this druid is learning from the fade while they dream, and if slowly being corrupted by it. The magic could be flavoured to be from the fade itself as well and take on that distinct sickly greenish hue.
Circle of Spores, Stars, Wildfire, the Land, the Moon, and the Shepherd: Like I said these all feel very Dalish or Witch of the Wilds to me. The Circle of the Shepherd could be an apostate, as could all of them, but I like the idea of a player learning from the Dalish.
Fighter
Arcane Archer: This one could go either of two ways in my mind. Enchantments/red lyrium, or an arcane warrior. With enchantments or red lyrium, you could just flavour the different arrows as enchanted arrows or arrows tipped with red lyrium, doing different things for different arrows. This would probably be pretty resource manage-y and would be fun for one type of player over another, but if your player (or you as a player) doesn't (don't) want to do that, then being an apostate arcane warrior should work just fine. I don't think they could be a part of the circle, only because the circle tends to not have warriors/fighters, but you obviously don't need to listen to me if you don't want to.
Battle Master, Cavalier, Champion, Purple Dragonknight/Banneret, and Samurai: Battle Masters are trained leaders in battle, and the rest would be just trained warriors without magic, so the most sense would be a templar or someone in the royal army. This one is very simple and should be easier to create a background for this. These is the traditional Dragon Age Warrior class.
Echo Knight and Eldritch Knight: These both use magic but in different ways. Both could be classified as apostate mage or red lyrium user. Echo Knight could also be flavoured as blood magic with a demon or the fade helping with the magic of the Eldritch Knight.
Psi Warrior: Okay, this one, to me, is complicated. This feels like someone with unconscious power who is teaching themselves how to control it, so apostate mage would probably be the most accurate, but being a circle mage or a templar who uses red lyrium could also probably work. But the psychic damage makes me really think of an apostate mage who is teaching themselves.
Rune Knight: This one should be fairly obvious. Enchantments. Runes. It all works.
Monk
Way of Mercy, Way of the Drunken Master, Way of the Kensei, and Way of the Open Hand: These are all non-magical or fairly non-magical, and the magical elements could be flavoured as non-magical easily. There aren't really monks in Dragon Age, so creating your own order could be super fun (I would know, I've done it before), or you could say they're a Grey Warden or a part of the Chantry or even an Antivan Crow. There's a lot that can be played around with, with these monks.
Way of Shadow, Way of the Ascendant Dragon, Way of the Astral Self, Way of the Four Elements, and Way of the Sun Sol: These are all pretty magical, and thus could be any number of things. I think these would be perfect for a monk order, especially a monk order that would be labeled as apostate by templars.
Way of the Long Death: As someone who has been playing as one for a year, this is blood magic. In the games, the blood mages can siphon life from those they killed, the same is true of Way of the Long Death monks. When they kill something, they gain temporary hitpoints from that, as well as the other magical things these monks can do.
Paladin
Oath of Conquest: This really feels like a templar to me. Just the way that Templars are, the skills they use, as well being a paladin with minimum magic that could be red lyrium use, but you can play with this a flavour it however you wish.
Oath of Devotion, Oath of Glory, Oath of Redemption, and Oath of the Crown: These are fairly chantry to me, as they are pretty religious, but like Clerics, Paladins' patrons can be of the fade. Oath of Redemption specifically could be using a spirit of the fade like Justice in Dragon Age II.
Oath of the Ancients: This is very similar to the Barbarian Path of the Ancestral Guardians. This could be an ancestor or just an ancient soul or the Paladin just has magic and is able to access it. This one is complicated and depends on the DM and the player.
Oath of the Watchers: This could be any number of things but because of the specific oath this feels the most like a Grey Warden than anything else, just a Grey Warden who uses magic or Lyrium.
Oath of Vengeance and Oathbreaker: These ones kinda speak for themselves, and could be interesting to look at it with blood magic (as some of the spells are necromancy) and a possession demon, or just as apostate mages who are just really angry.
Ranger
Beast Master: This one is so fun and I would encourage DMs whose players want to play this to give their player a Mabari companion. It works perfectly with the already established lore and could be fun to play as Mabari are super smart! As with all the other rangers, the magic they use can be flavoured in different ways so it's not magic.
Drakewarden: Similar to Beast Master, though instead of a Mabari, you can just use a Drake, which is a thing in the Dragon Age world.
Fey Wanderer: In my imagination, as I stated in the races section of this post, the Fey is basically just the Fade, and as are really all the planes, so this would probably be a character who is either from the fade or an apostate mage. To me though, this makes the most sense if you play it with a Fade race.
Gloom Stalker: This is very Grey Warden or Dwarf of Orzimar. Grey Wardens frequently go into the Deep Roads and, well, Dwarves of the Stone have lived their whole lives underground, and thus it would make total sense for them to be Gloom Stalkers.
Horizon Walker, Hunter, Monster Slayer, and Swarmkeeper: These can all be whatever you want, though they're more Grey Warden/self taught/just not Chantry or Templars. This would probably be another thing to discuss with your player/DM.
Rogue
Arcane Trickster: This has magic, a lot more magic than the other rogue archetypes, so you're probably better off saying self taught apostate mage over anything else. Or Antivan Crow, as Antiva is near Tevinter, so they probably have no problem with magic and magic users, as long as they're still assassins.
Assassin, Inquisitive, Mastermind, Scout, Swashbuckler, and Thief: This is all pretty simple and doesn't use magic, so they should just be discussed with your player/DM.
Phantom: Like the Circle of Dreams druid, this could be a mage who doesn't perform magic, but has a connection to the fade. This could be an interesting storytelling thing if they have dreams every night and different spirits and demons visit them every time.
Soulknife: Much like the Psi Warrior for Fighter, this can be complicated and def something to discuss, but self taught Apostate or Templar with Red Lyrium doing psychic damamge could work.
Sorcerer
A Note on Sorcerers: As is the definition of Sorcerers, they are self taught with large amounts of innate magic. They are not taught in an institution like The Circle of Magi, so by definition they would be Apostates. This can be changed for your games, but personally I really like this because while Sorcerers and Wizards are different in many ways, they are both spell casters and there's typically a way people play them, so I would encourage DMs to turn their players to playing an apostate mage with Sorcerers.
Aberrant Mind, Clockwork Soul, Draconic Bloodline, Lunar Sorcery, Shadow Magic, Storm Sorcery, and Wild Magic: These are all pretty much just Apostate Mages who don't necessarily use Blood Magic. Some would make more sense for Dalish magic like Lunar Sorcery, Storm Sorcery, and Wild Magic, but it doesn't have to be.
Divine Soul: This would be very close to Clerics/Paladins, who have some sort of religious patron, so you could refer to some of the things for those for this. Could be secret Apostate in the chantry/worshiper of the Maker (though maybe not Androste), or someone with a fade spirit.
Warlock
The Archfey and The Celestial: Again, because the Fey Wild is basically the Fade, having their patron being a demon or a spirit of the Fade would totally work. And for the Celestial, because The Maker and Andraste don't speak to those in Thedas, having a Spirit from the Fade be the patron works as well.
The Fathomless: There's not much expanded on with the oceans and bodies of water in Dragon Age, so I think this would be a fun place for DMs to expand on this and create more of a world on and in the ocean.
The Fiend, The Genie, The Great Old One, The Undead, and The Undying: These all are much darker Warlock subclasses, and could easily be blood magic/possession by a demon in the Fade. The Undying is a little weird but there is precedent for at least Elves once knowing the secret to immortality, so it's not out of the realm of possibility for someone to learn how to be immortal.
The Hexblade: This is probably Templar with Red Lyrium or someone with a cursed blade form the Fade. This one is a little more up in the air, so it's another subclass that requires a little discussion.
Wizard
A Note on Wizards: The opposite can be said of Wizards as is said of Sorcerers. They are, specifically, being taught their magic, learning the names for them, and learning control. Almost all of the Wizard subclasses can just be ascribed to the Circle of Magi, though, again, that's not totally necessary if you don't want it to be.
Blade Singing: Because of the nature of this and using a blade, I would say this is similar to an Arcane Knight or a Templar than anything else. You can decide if you want it to be one or the other when creating your character. This may be a little harder to just chalk up to Red Lyrium, but you can probably just say it's a grenade.
Chronurgy, Graviturgy, Order of Scribes, School of Abjuration, School of Conjuration, School of Divination, School of Evocation, School of Illusion, and War Magic: These all are very much Circle of Magi schools of magic that can be taught in the institution and can't really be taught anywhere else or be self taught. If you don't want it to be a part of the Circle, that's understandable, but I personally would say that these specifically have to be taught at the Circle, even if a character becomes Apostate later.
School of Enchantment: Now, it is known that those without magic can be enchanters, so if you want this can be just enchantments by someone who can create enchantments for weapons and ammo.
School of Transmutation: This subclass has shape shifting, which is something that Morrigan, The Witch of the Wilds, can do, however she learned from her "mother", so you can have someone know how to do this outside of the circle, they would still probably need to be taught by someone.
A Note on Blood Magic: We have finally, finally, gotten to my explanation on how I imagine blood magic to work. It's probably pretty complicated, but I have thought about this and tried to find a way that makes it very, very enticing to use Necromancy spells, but also very punishing if done too much. Blood Magic in the games ALWAYS has consequence, whether it being to "yourself", or to someone else. The Blood in Blood Magic: To make Blood Magic enticing, Necromantic spells and spells that bring back the dead should have their material component replaced with blood. How much blood is needed is up to the DM, but generally, the more powerful the spell, the more blood is needed. Raising one dead body into a zombie/skeleton only takes a cup of blood, but the second takes two cups, then three, then four, and soon, you have so many you need to find other bodies just to raise another one. Letting the Demons in: Now, we all joke that D&D is "A bunch of people commit war crimes, The Game" so a lot of players may not see the side effects or drawbacks of killing people to raise someone, since so much of D&D is killing things. So, in keeping with the spirit of the game and the dangers of Blood Magic and why people are so afraid of it, I think every time someone uses blood magic they should have to roll to see if they get possessed. It should start out small with a DC 10 Wisdom saving throw, and go up two every time they cast a Necromancy spell. So, starts at DC 10, then goes to DC 12, then DC 14, etc. So I'm Possessed. What Now?: This part should be up to the DM on how punishing it is for the player. There's a few things that can be done after a possession has taken place. 1. Make them roll constitution saving throws (Starting over from the beginning of the table with DC 10, or do what feels right.) If they fail, give them a permanent point of exhaustion. If you want, you can make the DC go up every day, every few days, when using blood magic again, or just if they fail their saving throw. In order to show this through storytelling, you can say that the nights they fail, they're plagued by dreams of demons and creatures of the fade, or if you do it when they use more blood magic, you can say that they have to take more blood than they're used to, and that exhausts them. 2. This would be the same thing as the method above, except instead of adding a point of exhaustion, the player would slowly be changing their class from whatever it is to Warlock. This could be very punishing, but it would make the immediacy of the situation more prominent to those around as they lose the ability to do the things they used to be able to do. 3. Slowly have the DM take over their character and talk for them "as the demon" or make the character do increasingly out of character things that the players have to roll to see if they know what's happening. Start small, but slowly build it up. 4. A combination of these, or all three at once if you really want to make it punishing, if you really want to show the dangers of blood magic. If you do use a combination of one and two, if you want, you can make the player make a constitution saving throw every time they use their new Warlock abilities, like they're letting the demon in more and more. If you want, as a DM, you can create a cure for possession, but typically, there is no "cure", and the person always dies in the end. Depends on how kind you want to be to your players, or how punishing. Talk to your players about how you view death in D&D as everyone views it differently.
School of Necromancy: Well, I think you know what I'm going to say. This is blood magic. Each necromancy spell will take a different amount of blood, and you can do any number of things with the Blood Magic rules I listed above. Though, really, they aren't rules, they're just suggestions.
Potions and Grenades
Potions and Grenades are a large part of all the games, and there are very similar things in D&D which can be used. I'm going to go through and note the ingredients needed to make these potions and grenades, as they do not need to be made by mages. I am going to be using mostly the Dragon Age: Origins recipes with the herbalism skill, but with a few additions. Also, because the "herbalism" skill isn't a thing in D&D, if the player is proficient in Alchemy Tools then they can add their Proficiency modifier plus their Dexterity bonus, or if they're not proficient, just their Dexterity modifier. If they don't have Alchemist Supplies, then they can't make potions. That's just a D&D thing.
Healing Potions: A Note on Health Potions: In Dragon Age, health potions are made with Elfroot, which can be found in many places on the surface, so DMs, use your discretion on where Elfroot c an be found. Lesser Healing Potion (Not in D&D but adds a little more range to potions): One Elfroot, One Flask. (Flasks can be reused.) DC: 12 (Since this one doesn't exist in D&D, it will be 1d4+4 healing.) Regular Healing Potion: Two Elfroot, One Flask, One Distilation Agent (Can be bought in towns at alchemy shops for a lower price than healing potions.) DC: 14 Greater Healing Potion: Three Elfroot, One Flask, Two Distilation Agent, One Concentrator Agent (Also can be bought for less than a Greater Healing Potion.) DC: 16 Superior Healing Potion: Four Elfroot, One Flask, Two Distilation Agent, Two Concentrator Agent. DC: 18 Supreme Healing Potion: Five Elfroot, One Flask, Three Distilation Agent, Two Concentrator Agent. DC: 20
Elfroot Potions: A Note on Elfroot Potions: Now, these don't exist in D&D, but I love the idea of being healed over time, so here's my idea for Elfroot Potions... Lesser Elfroot Potion: Two Elfroot, One Flask, One Distilation Agent. DC: 12. Does 1d4 healing every 6 seconds for 1 minute. Roll 10 times. Regular Elfroot Potion: Three Elfroot, One Flask, One Distilation Agent, One Concentrator Agent. DC: 14. Does 1d4 healing every 6 seconds for 2 minutes. Roll 20 times. Greater Healing Potion: Four Elfroot, One Flask, Two Distilation Agent, Two Concentrator Agent. DC: 16. Does 1d4 healing every 6 seconds for 3 minutes. Roll 30 times. Superior Healing Potion: Five Elfroot, One Flask, Three Distilation Agent, Two Concentrator Agent. DC: 18. Does 1d4 healing every 6 seconds for 4 minutes. Roll 40 times. Supreme Healing Potion: Six Elfroot, One Flask, Three Distilation Agent, Three Concentrator Agent. DC: 20. Does 1d4 healing 6 seconds for 5 minutes. Roll 50 times. (Might want to use an online dice roller once you get to the higher numbers/out of combat.)
Lyrium Potion: A Note on Lyrium Potions: These, like Stamina Potions, which I will be talking about next, do not exist in D&D, but I think they're super interesting and should stay. How I've imagined them is that they can restore a certain number of spell slots, and/or up to a certain level of spells. For example, if you drink a regular lyrium potion, you can either gain back a second level spell slot, or two first level slots. These can help players continue to explore without having to rest as frequently, but they'll run out eventually, and eventually they will have to rest. Lyrium crystals can be found underground and in cave systems, but not above ground, and uses Blue Lyrium, not Red Lyrium. Lesser Lyrium Potion: A Cup of Lyrium Dust, One Flask. DC: 12 Regular Lyrium Potion: Two Cups of Lyrium Dust, One Flask, One Distilation Agent. DC:14 Greater Lyrium Potion: Three Cups of Lyrium Dust, One Flask, Two Distilation Agent, One Concentrator Agent. DC: 16 Superior Lyrium Potion: Four Cups of Lyrium Dust, One Flask, Two Distilation Agent, Two Concentrator Agent. DC: 18 Supreme Lyrium Potion: Five Cups of Lyrium Dust, One Flask, Three Distilation Agent, Two Concentrator Agent. DC: 20
Stamina Potion: A Note on Stamina Potions: Like Lyrium Potions, these do not exist in normal D&D. So, I'm kind of making it up as I go. It's harder to find something that equates to Stamina in D&D, so, I figured it could be something like Lyrium potions. As Fighters and Monks and others level up, they get more points to do things. However, because those points are so limited, I would, as a DM, limit my players on when they have access to higher level Stamina as well as Lyrium potions, though there's usually more spell slots than, say, Ki Points. (If you have any ideas for this that would be better, please tell me!) Also, usually Deep Mushrooms can be found in caves as well as the Deep Roads (Dragon Age version of the Underdark), however to limit acquisition and up the price of Deep Mushrooms, I think they should only be found in the Deep Roads, but that's just a suggestion. Lesser Stamina Potion: One Deep Mushroom, One Flask. DC: 12 Regular Stamina Potion: Two Deep Mushrooms, One Flask, One Distilation Agent. DC:14 Greater Stamina Potion: Three Deep Mushrooms, One Flask, Two Distilation Agent, One Concentrator Agent. DC: 16 Superior Stamina Potion: Four Deep Mushrooms, One Flask, Two Distilation Agent, Two Concentrator Agent. DC: 18 Supreme Stamina Potion: Five Deep Mushrooms, One Flask, Three Distilation Agent, Two Concentrator Agent. DC: 20
Salves and Other Potions: A Note on Salves: Dragon Age and D&D don't have a lot in common with their Salves an d Potions respectively, so I will be going in between Dragon Age: Origins and Dragon Age: Inquisition with their Salves and Potions. I will be trying to tie in as many D&D potions as I possibly can. I will be going from the most common D&D potions to the least common, but I will put what it would be in Dragon Age first, then the corresponding D&D potions. If you don't see a potion, then it will be under grenades. Potion of Climbing: And we've come to our first D&D potion that doesn't have a Dragon Age equivalent. Because of what it looks like, I think making it with Blue Lyrium AND Deep Mushroom makes the most sense. Use One Cup of Lyrium and Two Deep Mushrooms. Curse of the Lycanthrope: Because Lycanthopy works differently in Dragon Age, I personally don't think this potion should be in the world, but it's ultimately up to the DM. Bottled Breath: Another without an equivalent in Dragon Age (I think I underestimated just how many potions are in D&D). I think using Ferns (which can only be found in dense forests) and lyrium makes the most sense. Use three large Fern Fronds, A Cup of powdered blue Lyrium, and one Distilation Agent. Mummy Rot Antidote: Since Mummies don't exist in the Dragon Age universe (to my knowledge), I don't think this potion will be useful. Swift Salve/Oil of Slipperiness: The first one that has a semi-good correlation and it has two uses so it will be split up. For the first effect, where the user pours the potion on themselves for the Freedom Of Movement spell that lasts 8 hours, can easily be turned into the Swift Salve. This will not do everything the Swift Salve can do, but it doesn't need to. The Swift Salve requires Two Cups of Lyrium, Two Deep Mushrooms, One Flask, and One Concentrator Agent. Mabari Crunch/Potion of Animal Friendship: This time, there isn't a good equivalent to a Dragon Age potion or salve, so I think it should just be the Mabari Crunch. There's not really another good potion or item that works, and there's no reason to only give these to a Mabari, especially when you give them they just heal, which can be done with a healing spell, and I think, healing potions, so why not make them give the player the same effects as the Potion of Animal Friendship. To make, use one Elfroot and one Deep Mushroom. DC: 12. Lasts for One hour. Double Baked Mabari Crunch/Greater Potion of Animal Friendship: The same as the Mabari Crunch, it just lasts a little longer. Use Two Elfroot and Two Deep Mushrooms. DC: 15. Lasts for Four Hours. Lesser Rock Salve/Potion of Hill Giant Strength: Since Potion of Giant Strength has different levels of strength, so it only makes sense to change the Rock Salve based on the levels given by the Potion of Giant Strength. Make with Two Deep Mushrooms, One Flask, and One Distilation Agent. Lasts for 1 Hour. Strength goes up to 21. Regular Rock Salve/Potion of Frost/Stone Giant Strength: Make with Three Deep Mushrooms, One Flask, One Distilation Agent, and One Concentrator Agent. Lasts for 1 Hour. Strength goes up to 23. Greater Rock Salve/Potion of Fire Giant Strength: Make with Four Deep Mushrooms, One Flask, Two Distilation Agents, and One Concentrator Agent. Lasts for 1 Hour. Strength goes up to 25. Superior Rock Salve/Potion of Cloud Giant Strength: Make with Five Deep Mushrooms, One Flask, Two Distilation Agents, and Two Concentrator Agents. Lasts for 1 Hour. Strength goes up to 27. Supreme Rock Salve/Potion of Storm Giant Strength: Make with Six Deep Mushrooms, One Flask, Three Distilation Agents, and Two Concentrator Agents. Lasts for 1 Hour. Strength goes up to 29.
Will be continued in the reblog of this post as apparently this is way too long... And I have so much more to talk about... 😅 Edit: I couldn't do this as a reblog because of Tumblr's character limit... >.<
Here's Part 2!





















