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Warhammer minis in D&D?

Slann

Lord Agragax of Lunaxoatl

Eleventh Spawning
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Hello once again, my friends. As you can see on the tin, this thread is about Dungeons and Dragons. I've just started D&D by getting the Starter Set (logical choice, I know) and I was a little surprised by the fact that there were no miniatures in it. Therefore, I've been thinking - rather than having to buy special D&D miniatures to use, is it viable to use my Warhammer minis instead? I have quite a lot of Dwarfs, Lizardmen (Lizardfolk in D&D), Orcs, Goblins and High Elves, and could probably get other monsters from the AoS range like Ogres, Minotaurs and stuff, as well as additional hero models to represent adventurers from other races such as humans. With some scenery modelling, could this be a good way to play D&D?

Also, secondary question - Can you play as a Lizardfolk Adventurer so I can use my Oldblood on foot?
 
That is totally possible. Most people play d&d with papercuts as character. So warhammer is super legit. They also look better than d&d models in my opinion. You can pick up the monster book, they contain a lot of rules for different monster. You can just asign the rules to your models. If they are kind of the same. For example an elven archer with orc rules wouldn`t work. You can play your old blood if you can fins the rules.
 
I've been playing DnD with Warhammer for ages now :) In my opinion, they look WAY better than the cheap pre-painted plastic things you can get as "official" figures! The LotR figures are also pretty good for DnD. Hobbits make great Gnomes :)

Really the only downside is that it's harder to play the unique races like Shardminds.
 
That is totally possible. Most people play d&d with papercuts as character. So warhammer is super legit. They also look better than d&d models in my opinion. You can pick up the monster book, they contain a lot of rules for different monster. You can just asign the rules to your models. If they are kind of the same. For example an elven archer with orc rules wouldn`t work. You can play your old blood if you can fins the rules.

Hopefully they do have profiles for Lizardfolk adventurers somewhere that I can use my Oldblood with. Even if there aren't, I can still have them as monsters with the Oldblood representing some sort of leader.

I've been playing DnD with Warhammer for ages now :) In my opinion, they look WAY better than the cheap pre-painted plastic things you can get as "official" figures! The LotR figures are also pretty good for DnD. Hobbits make great Gnomes :)

Really the only downside is that it's harder to play the unique races like Shardminds.

Hobbits can also be used as Halflings adventurers, so I'm considering using one of the Fellowship hobbits or Bilbo to represent the one in the starter set. Even the unique creatures in D&D can have Warhammer substitutes I feel - for example, I've thought of using Sky-Slashers (winged Tyranid rippers) as Stirges and Tyranid Raveners as Gricks.
 
Buy the official D&D figures for large stuff. Like blue lightning lizards (like I got for Kings of War). Buy Reaper Bones figures for stuff like Minotaurs... Ogres...

But absolutely use the figures you already have because those are available at zero €.

But for things you don't have, price compare:
  • eBay buy-it-now,
  • Online D&D figs resellers, and
  • Reaper Bones figures ...particularly for creatures above size M.
 
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Lizardmen are in Volo's Guide to Monsters as a playable race. :cool:

Ability Score Increase. Your Constitution score increases by 2,
and your Wisdom score increases by 1.

Age. Lizardfolk reach maturity arqund age 14 and
rarely live longer than 60 years.

Alignment. Most lizardfolk are neutral. They see the
world as a place of predators and prey, where life and
death are natural processes. They wish only to survive,
and prefer to leave other creatures to their own devices.

Size. Lizardfolk are a little bulkier and taller than
humans, and their colorful frills make them appear even
larger. Your size is Medium.

Speed. Your base walking speed is 30 feet, and you
have a swimming speed of 30 feet.

Bite. Your fanged maw is a natural weapon, which you
can use to make unarmed strikes. If you hit with it, you
deal piercing damage equal to 1d6 + your Strength modifier,
instead of the bludgeoning damage normal for an
unarmed strike.

Cunning Artisan. As part of a short rest, you can harvest
bone and hide from a slain beast, construct, dragon,
monstrosity, or plant creature of size Small or larger
to create one of the following items: a shield, a club, a
javelin, or ld4 darts or blowgun needles. To use this
trait, you need a blade, such as a dagger, or appropriate
artisan's tools, such as leatherworker's tools.

Hold Breath. You can hold your breath for up to 15
minutes at a time.

Hunter's Lore. You gain proficiency with two of the
following skills of your choice: Animal Handling, Nature,
Perception, Stealth, and Survival.

Natural Armor. You have tough, scaly skin. When you
aren't wearing armor, your AC is 13 + your Dexterity
modifier. You can use your natural armor to determine
your AC if the armor you wear would leave you with a
lower AC. A shield's benefits apply as normal while you
use your natural armor.


Hungry Jaws. In battle, you can throw yourself into a
vicious feeding frenzy. As a bonus action, you can make
a special attack with your bite. If the attack hits, it deals
its normal damage, and you gain temporary hit points
(minimum of 1) equal to your Constitution modifier, and
you can't use this trait again until you finish a short or
long rest.

Languages. You can speak, read, and write Common
and Draconic.
 
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LIZARD FOLK
If you're considering taking a scaled one along on an adventure,
remember this important fact.
The strange, inhuman glint in its eyes as it looks you over
is the same look you might give a freshly grilled steak.

- Tordek, dwarf fighter and adventurer

Only a fool looks at the lizardfolk and sees nothing more
than scaly humanoids. Their physical shape notwithstanding,
lizardfolk have more in common with iguanas
or dragons than they do with humans, dwarves, or elves.
Lizardfolk possess an alien and inscrutable mindset,
their desires and thoughts driven by a different set of
basic principles than those of warm-blooded creatures.
Their dismal swamp homes might lie hundreds of miles
from the nearest human settlement, but the gap between
their way of thinking and that of the smooth-skins
is far greater.
Despite their alien outlook, some lizardfolk make an
effort to understand and, in their own manner, befriend
people of other races. Such lizardfolk make faithful and
skilled allies.

ALIEN MINDS
The lizardfolk's reptilian nature comes through not
only in their appearance, but also in how they think and
act. Lizardfolk experience a more limited emotional life
than other humanoids. Like most reptiles, their feelings
largely revolve around fear, aggression, and pleasure.
Lizardfolk experience most feelings as detached
descriptions of creatures and situations. For example,
humans confronted by an angry troll experience fear on
a basic level. Their limbs shake, their thinking becomes
panicked and jumbled, and they react by instinct. The
emotion of fear takes hold and controls their actions.
In contrast, lizardfolk see emotions as traits assigned
to other creatures, objects, and situations. A lizardfolk
doesn't think, "I'm scared." Instead, aggressive, stronger
creatures register to the lizardfolk as fearsome beings
to be avoided if possible. If such creatures attack, lizardfolk
flee, fighting only if cornered. Lizardfolk aren't
scared of a troll; instead, they understand that a troll is a
fearsome, dangerous creature and react accordingly.
Lizardfolk never become angry in the way others do,
but they act with aggression toward creatures that they
could defeat in a fight and that can't be dealt with in
some other manner. They are aggressive toward prey
they want to eat, creatures that want to harm them,
and so on.
Pleasurable people and things make life easier for
lizardfolk. Pleasurable things should be preserved and
protected, sometimes at the cost of the lizardfolk's own
safety. The most pleasurable creatures and things are
ones that allow lizardfolk to assess more situations as
benign rather than fearsome.


LIZARDFOLK SPEECH

Lizardfolk can master Common, but their mindset results
in a speech pattern distinct from other humanoids.
Lizardfolk rarely use metaphors. Their speech is almost
always literal. They might pick up idioms, but only with some difficulty.
Names confuse them, unless they are descriptive. They
tend to apply their own naming conventions to other creatures
using Common words.
Lizardfolk use active verbs to describe the world.
A lizardfolk in cold weather might say, "This wind brings cold"
rather than "·I feel cold." Lizardfolk tend to define things In
terms of actions, rather than effects.


LIZARDFOLK NAMES
Lizardfolk take their names from the Draconic language.
They use simple descriptives granted by the tribe
based on an individual's notable deeds or actions. For
example, Garurt translates as "axe," a name given to a
lizardfolk warrior who defeated an ore and claimed his
foe's weapon. A lizardfolk who likes to hide in a stand of
reeds before ambushing an animal might be called Achuak,
which means "green" to describe how she blends
into the foliage.
Lizardfolk make no distinction between male and female
in their naming conventions. Each example name
includes its translation in parenthesis.
Lizardfolk Names: Achuak (green), Aryte (war), Baeshra
(animal), Darastrix (dragon), Garurt (axe), Irhtos
(secret), Jhank (hammer), Kepesk (storm), Kethend
(gem), Korth (danger), Kosj (small), Kothar (demon), Litrix
(armor), Mirik (song), Othokent (smart), Sauriv (eye),
Throden (many), Thurkear (night), Usk (iron), Valignat
(burn), Vargach (battle), Verthica (mountain), Vutha
(black), Vyth (steel)


ps. I updated post #9. ;)
 
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