In the quest to create a game that is strategically interesting but still puts story first rather than restricting players to the narrow confines of their abilities, the following list is a conversion guide for recreating the same abilities from 5th Edition D&D with the Open Legend system.
Barbarian
Recommended Attributes
Primary Atributes
Might, FortitudeSecondary Attributes
Perception, Will, Agility
Ability Conversions
Rage → Battle Trance feat
Unarmored Defense → Natural Defense feat
Danger Sense → Lightning Reflexes feat
Fast Movement → Fleet of Foot feat
Extra Attack → Reckless Frenzy feat
Feral Instinct → Lightning Reflexes feat
Brutal Critical → Vicious Strike feat
Relentless Rage → Deathless Trance feat
Persistent Rage → Indomitable Endurance feat
Indomitable Might → Skill Specialization (Might) feat
Frenzy → Reckless Frenzy feat
Mindless Rage → Impervious Trance feat
Intimidating Presence → Bane Focus (Intimidated) feat, Multi-Target Attack Specialist feat
Retaliation → Multi-Attack Specialist feat
Spirit Seeker → accessed via Mind Dredge bane and Seeing boon
Totem Spirit (Bear) → accessed via Resistance boon
Totem Spirit (Eagle) → Evasive Footwork feat
Totem Spirit (Wolf) → already granted by default
Aspect of the Beast (Bear) → Skill Specialization (Might) feat
Aspect of the Beast (Eagle) → Skill Specialization (Perception) feat and/or Boon Focus (Blindsight) feat
Aspect of the Beast (Wolf) → Master Tracker feat, Fast Tracker feat, Skill Specialization (Agility) feat
Spirit Walker → Augury boon via the Prescience attribute
Totemic Attunement (Bear) → Bane Focus (Intimidated) feat
Totemic Attunement (Eagle) → Boon Access (Flight) feat
Totemic Attunement (Wolf) → Bane Focus (Forced Move) feat
Bard
Recommended Attributes
Primary Atributes
Presence, Influence, Agility, Protection, Creation, InfluenceSecondary Attributes
Persuasion, Deception, Will
Ability Conversions
Spellcasting → Banes accessed via Influence (Charmed, Dominated, Fear, Intimidated, Demoralized), Influence (Phantasm, Invisiblility), Presence (Demoralized, Intimidated), Creation (Heal, Retributive Barrier, Fear, Regeneration), and Protection (Resistance, Restoration, Dispel) attributes
Bardic Inspiration → Boon Focus (Bolster) feat
Jack of All Trades → Well-Rounded feat
Song of Rest → Boon Focus (Heal) feat, high Presence or Creation attribute
Expertise → Skill Specialization (Any) feat
Font of Inspiration → granted from the start
Countercharm → Defensive Reflexes feat, Hospitaler feat
Magical Secrets → Available via freeform attribute buy-in (every character is multiclass by default)
Superior Inspiration → Boon Focus II (Bolster) feat
Bonus Proficiencies → Skill Specialization feat, Knowledge feat
Cutting Words → Bane Focus (Demoralized) feat
Additional Magical Secrets → Available via freeform attribute buy-in (every character is multiclass by default)
Peerless Skill → Multi-Target Boon Specialist feat, Multi-Target Boon Expert Feat
Bonus Proficiencies → Armor proficiency is accessible to all characters by investing in the Fortitude attribute, to be even better take the Armor Mastery feat
Combat Inspiration → Defensive Reflexes and use of Defense action
Extra Attack → Multi-targeting available to all by default, Multi-Attack Specialist feat for extra attacks
Battle Magic → Available to all characters at all times with the bane system that allows fusing damaging attacks with bane side-effects
Cleric
Recommended Attributes
Primary
Creation, ProtectionSecondary
Prescience, Fortitude, Might, Presence, Energy, Influence, Alteration, Learning
Ability Conversions
Spellcasting → Banes and boons accessed via Creation (Heal, Retributive Barrier, Fear, Regeneration), Protection (Resistance, Restoration, Dispel), Prescience (Detection, Bolster, Blindsight, Truesight, Mind Dredge, Seeing), Presence (Demoralized, Intimidated), Energy (Forced Move, Intimidated, Knockdown, Persistent Damage, Blinded, Demoralized), and Influence (Charmed, Dominated, Fear, Intimidated, Demoralized) attributes.
Cantrips → Everything in Open Legend is a cantrip
Ritual Casting → Ritual Magic feat
Channel Divinity: Turn Undead → Bane Focus (Fear) feat
Destroy Undead → Open Legend doesn’t do cheap instant-kill effects against a very specific subset of enemies, but at the GM’s discretion undead might be vulnerable to damage from the Creation attribute
Divine Intervention → Since you’ll never run out of spells, you won’t need your deity to cast them for you when you mysteriously forget them
Knowledge Domain (Blessings of Knowledge) → Skill Specialization feat, Well-Rounded feat
Knowledge Domain (Channel Divinity: Knowledge of the Ages) → Well-Rounded feat. Knowledge isn’t restricted in Open Legend, anyone can increase their Learning attribute.
Knowledge Domain (Channel Divinity: Read Thoughts) → Mind Dredge and Dominated banes, available via the Prescience and Influence attributes
Knowledge Domain (Potent Spellcasting) → Attack Specialization feat
Knowledge Domain (Visions of the Past) → Reading boon, available via the Prescience attribute
Life Domain (Bonus Proficiency) → Armor proficiency is accessible to all characters by investing in the Fortitude attribute, to be even better take the Armor Mastery feat
Life Domain (Disciple of Life) → Boon Focus (Heal) feat, Extraordinary Healing feat
Life Domain (Preserve Life) → Boon Focus (Heal) feat
Life Domain (Blessed Healer) → Multi-Target Boon Specialist (Heal) feat
Life Domain (Divine Strike) → Attack Specialization (Creation) feat
Life Domain (Supreme Healing) → Multi-Target Boon Specialist (Heal) feat, Boon Focus (Heal) feat
Light Domain (Bonus Cantrip) → Already available as a “cantrip” for all characters via Light boon with the Creation attribute (it’s a minor action to invoke)
Light Domain (Warding Flare) → Available via either the Blinded bane via the Creation attribute, or a Defend special action to shield an ally
Light Domain (Channel Divinity: Radiance of the Dawn) → Simply a normal attack with the Creation attribute
Light Domain (Improved Flare) → Available via either the Blinded bane via the Creation attribute, or a Defend special action to shield an ally
Light Domain (Potent Spellcasting) → Attack Specialization (Creation) feat
Light Domain (Corona of Light) → Intimidated bane via Creation or Presence attribute.
Nature Domain (Alcolyte of Nature) → Most “Druid cantrips” would be usage of banes accessible to clerics already or via the Influence attribute, including Charmed and Dominated. Skill Specialization (Logic) or Skill Specialization (Persuasion) feat to cover the skill profieciency aspect
Nature Domain (Bonus Proficiency) → Armor proficiency is accessible to all characters by investing in the Fortitude attribute, to be even better take the Armor Mastery feat
Nature Domain (Channel Divinity: Charm Animals & Plants) → Charmed bane via the Influence attribute
Nature Domain (Divine Strike) → Attack Specialization (Energy) feat
Nature Domain (Dampen Elements) → Available via the Defend special action to shield an ally
Nature Domain (Master of Nature) → Dominated bane via the Influence attribute
Tempest Domain (Bonus Proficiency) → Armor proficiency is accessible to all characters by investing in the Fortitude attribute, to be even better take the Armor Mastery feat
Tempest Domain (Wrath of the Storm) → Retributive Barrier boon via Energy attribute
Tempest Domain (Destructive Wrath) → Attack Specialization (Energy) feat
Tempest Domain (Thunderbolt Strike) → Bane Focus (Forced Move) feat
Tempest Domain (Divine Strike) → Attack Specialization (Energy) feat
Tempest Domain (Stormborn) → Boon Access (Flight) feat
Trickery Domain (Blessing of the Trickster) → Bolster boon via Presence or Alteration attribute
Trickery Domain (Channel Divinity: Invoke Duplicity) → Phantasm bane via Influence attribute
Trickery Domain (Channel Divinity: Cloak of Shadows) → Invisiblility boon via Influence attribute
Trickery Domain (Divine Strike) → Attack Specialization (Poison) feat
Trickery Domain (Improved Duplicity) → Phantasm bane via Influence attribute
War Domain (Bonus Proficiency) → Armor proficiency is accessible to all characters by investing in the Fortitude attribute, to be even better take the Armor Mastery feat
War Domain (War Priest) → Battle Trance feat + Reckless Frenzy feat
War Domain (Channel Divinity: Guided Strike) → Bolster boon + Boon Focus II (Bolster) feat
War Domain (Channel Divinity: War God’s Blessing) → Bolster boon + Boon Focus II (Bolster) feat
War Domain (Divine Strike) → Attack Specialization (Any Weapon) feat
War Domain (Avatar of Battle) → Resistance boon via Energy, Alteration, or Protection
Druid
Recommended Attributes
Primary
Alteration, Influence, EnergySecondary
Perception, Fortitude, Might, Agility, Learning
Ability Conversions
Spellcasting → Banes and boons accessed via Alteration (Shapeshift, Bolster, Resistance, Blindsight, Transmutation, Flight, Regeneration, Immobile), Energy (Forced Move, Intimidated, Knockdown, Persistent Damage, Blinded, Demoralized), and Influence (Charmed, Dominated, Fear, Intimidated, Demoralized)
Cantrips → Everything is a cantrip and all the banes and boons above are usable at-will
Preparing and Casting Spells → All “spells” (banes and boons) are always available, and there is no formal casting per day limitations
Ritual Casting → Ritual magic feat
Wild Shape → Master Shifter feat
Timeless Body → Ageless perk
Beast Spells → The limitation circumvented by this ability does not exist in the first place with Open Legend
Archdruid → The Shapeshift boon is usable unlimited number of times by default
Circle of the Land (Bonus Cantrip) → Accessible by increasing attribute scores
Circle of the Land (Natural Recovery) → Spell slots are not a limitation in Open Legend, so no need to grant more spell slots. Healing during downtime could be represented with the Extraordinary Healing feat.
Circle of the Land (Circle Spells) → As spellcasting above, all of these spells are available via Energy (Forced Move, Intimidated, Knockdown, Persistent Damage, Blinded, Demoralized), Spellcasting → Attributes that access relevant banes and boons include Influence (Charmed, Dominated, Fear, Intimidated, Demoralized), Prescience (Detection, Bolster, Blindsight, Truesight, Mind Dredge, Seeing), or Alteration (Resistance, Transmutation, Regeneration), Influence (Phantasm, Invisiblility).
Circle of the Land (Land’s Stride) → Should probably be handled via GM granting the druid advantage in travel speed depending on an Alteration roll or similar
Circle of the Land (Nature’s Ward) → Extraordinary Defense feat
Circle of the Land (Nature’s Sanctuary) → Charmed and/or Dominated bane(s) via the Influence attribute
Circle of the Moon (Combat Wild Shape) → Boon Focus II (Shapeshift) feat
Circle of the Moon (Circle Forms) → Accessible via increased Alteration attribute score
Circle of the Moon (Primal Strike) → Not applicable; magical attack requirement / foe immunity doesn’t exist in Open Legend
Circle of the Moon (Elemental Wild Shape) → Available by default, even at low level with Alteration attribute, potency of the elemental form merely increases with Alteration attribute
Circle of the Moon (Thousand Forms) → Extraordinary Presence perk
Fighter
Recommended Attributes
Primary
Agility, Might, Fortitude, WillSecondary
Perception, Presence, Persuasion
Ability Conversions
Fighting Style (Archery) → Attack Specialization (Longbow) feat
Fighting Style (Defense) → Armor Mastery feat
Fighting Style (Dueling) → Attack Specialization (Any Weapon) feat
Fighting Style (Great Weapon Fighting) → Attack Specialization (Any Weapon) feat
Fighting Style (Protection) → Battlefield Defender feat
Fighting Style (Two-Weapon Fighting) → Multi-Attack Specialist feat
Second Wind → Tough as Nails feat
Action Surge → Multiple tiers of the Multi-Attack Specialist feat
Extra Attack → Multiple tiers of the Multi-Attack Specialist feat
Indomitable → Resilient feat
Martial Archetype (Improved Critical) → Vicious Strike feat
Martial Archetype (Remarkable Athlete) → Skill Specialization (Might) feat
Martial Archetype (Additional Fighting Style) → Same as above
Martial Archetype (Superior Critical) → Attack Specialization (Any Weapon)
Martial Archetype (Survivor) → Boon Access (Regeneration) feat
Battle Master (Combat Superiority – Maneuvers) → These maneuvers are all available as banes or boons, take the Bane Focus or Boon Focus feat in any of these: Demoralized, Intimidated, Knockdown, Forced Move, and Bolster
Battle Master (Know Your Enemy) → Handled with a Perception check
Battle Master (Relentless) → Combat maneuvers are all at-will so there’s no need for an ability to regain use of them
Eldritch Knight (Spellcasting) → Spells typically associated with arcane magic are accessible via attributes like Energy (Forced Move, Intimidated, Knockdown, Persistent Damage, Blinded, Demoralized), Alteration (Resistance, Transmutation, Regeneration), Influence (Phantasm, Invisiblility), Movement (Teleport, Levitation, Flight) and Protection (Resistance, Restoration, Dispel). You can even use the Energy attribute instead of Might for eldritch energy-based weapon attacks that match your character’s story. Some appropriate banes and boons might include Immobile (freezing or lightning), Blinded (lightning), Knockdown / Forced Move (lightning blast, fiery explosion), Life Drain (dark Entropy magic), Persistent Damage (persistent frost, fiery immolation, ongoing shock), Slowed (chilling frostbite)
Eldritch Knight (Cantrips) → Same as above, they can be used at-will either with a damaging attack or a bane attack
Eldritch Knight (Weapon Bond) → These abilities are probably best handled as homebrew feats that you could be easily worked out with your GM
Eldritch Knight (War Magic) → Bane Focus (Any of the above). Cantrips (secondary effects) and weapon attacks are already intertwined by default
Eldritch Knight (Eldritch Strike) → Potent Bane (Any of the above) feat
Eldritch Knight (Arcane Charge) → Boon Focus II (Teleport)feat accessible via Movement attribute
Eldritch Knight (Improved War Magic) → Bane Focus (Any of the above). Extraordinary bane effects and weapon attacks are already intertwined by default
Monk
Recommended Attributes
Primary
Agility, Will, Might, FortitudeSecondary
Perception, Protection, Prescience, Movement, Alteration, Creation
Ability Conversions
Unarmored Defense → Extraordinary Defense feat
Martial Arts → Multi-Attack Specialist feat. Most of the other abilities granted here are based on the unfair treatment of unarmed attacks by D&D, in Open Legend, these weaknesses are not an issue and so there is no need to correct them.
Ki (Flurry of Blows) → Multi-Target Attack Specialist II feat
Ki (Patient Defense) → Defensive Reflexes feat or Extraordinary Defense feat
Ki (Step of the Wind) → Evasive Footwork feat
Unarmored Movement → Fleet of Foot feat and Movement attribute to access Levitate boon
Deflect Missiles → Defensive Reflexes feat
Slow Fall → Breakfall feat
Extra Attack → Multi-Attack Specialist feat
Stunning Strike → Bane Focus (Stunned) feat
Ki-Empowered Strikes → n/a, magical attack requirement / foe immunity doesn’t exist in Open Legend
Evasion → Extraordinary Defense II feat
Stillness of Mind → Resilient feat
Purity of Body → Disease Immunity feat
Tongue of the Sun and Moon → Telepathy boon via the Prescience attribute
Diamond Soul → Extraordinary Defense III and Resilient feats
Timeless Body → This kind of ability should likely be granted by the GM via some special house rule
Empty Body → Invisiblility boon via the Influence attribute
Perfect Self → All abilities are usable at-will in Open Legend, so there’s no need to have abilities that increase the frequency of using your abilities
Way of the Open Hand (Open Hand Technique) → Bane Focus (Knockdown), Bane Focus (Forced Move), or Bane Focus (Stunned) feats
Way of the Open Hand (Wholeness of Body) → Boon Focus (Heal) feat
Way of the Open Hand (Tranquility) → Influence boon or Charmed bane
Way of the Open Hand (Quivering Palm) → Bane Focus (Death) feat, note that this really cripples and potentially kills the target instead of just doing damage that could possibly kill them
Way of Shadow (Shadow Arts) → Darkness boon via Entropy, Blindsight via Entropy, Silenced via Entropy, Phantasm via Influence
Way of Shadow (Shadow Step) → Boon Focus (Teleport) feat and Lethal Strike feat
Way of Shadow (Cloak of Shadows) → Boon Focus (Invisiblity) feat
Way of Shadow (Opportunist) → Lethal Strike III feat
Way of the Four Elements (Elemental Disciplines) → Effects typically associated with elemental magic are accessible via attributes like Spellcasting) → Attributes that access relevant banes and boons include Energy (Forced Move, Intimidated, Knockdown, Persistent Damage, Blinded, Demoralized). You can even use the Energy attribute instead of Might or Agility for elemental attacks that match your character’s story with the . Some appropriate banes and boons might include Retributive Barrier (elemental shield), Immobile (freezing / frostbite, or lightning), Blinded (lightning), Knockdown / Forced Move (lightning blast, fiery explosion), Persistent Damage (persistent frost, fiery immolation, ongoing shock), Slowed (bitter numbing cold)
Paladin
Recommended Attributes
Primary
Might, Presence, FortitudeSecondary
Creation, Prescience, Protection
Ability Conversions
Divine Sense → Detection boon via the Prescience attribute
Lay on Hands → Boon Focus (Heal) feat
Fighting Style (Defense) → Armor Mastery feat
Fighting Style (Dueling) → Attack Specialization (Any Weapon) feat
Fighting Style (Great Weapon Fighting) → Attack Specialization (Any Weapon) feat
Fighting Style (Protection) → Battlefield Defender feat
Spellcasting → Banes and boons accessed via the Creation (Heal, Retributive Barrier, Fear, Regeneration), Protection (Resistance, Restoration, Dispel), Prescience (Detection, Bolster, Blindsight, Truesight, Mind Dredge, Seeing), Presence (Demoralized, Intimidated), and Energy (Forced Move, Intimidated, Knockdown, Persistent Damage, Blinded, Demoralized) attributes.
Divine Smite → Bane Focus (Persistent Damage) or Attack Specialization feat
Divine Health → Disease Immunity feat
Extra Attack → Multi-Attack Specialist feat. Getting multiple attacks is far more powerful in Open Legend and is more difficult to acquire, available only via the Multi-Attack Specialist feat
Aura of Protection → Hospitaler feat, Boon Focus (Resistance) feat, or Defensive Reflexes feat
Aura of Courage → Boon Focus (Restoration) feat, Multi-Target Boon Specialist feat, and Multi-Target Boon Expert feat
Improved Divine Smite → Bane Focus (Persistent Damage) or Attack Specialization feat
Cleansing Touch → Hospitaler feat
Oath of Devotion (Channel Divinity: Sacred Weapon) → Light boon via Creation attribute and Attack Specialization (Creation), Attribute Substitution (Creation → Might) feat
Oath of Devotion (Channel Divinity: Turn the Unholy) → Bane Focus (Fear) feat
Oath of Devotion (Aura of Devotion) → Boon Focus (Resistance: Influence) feat, Multi-Target Boon Specialist feat, and Multi-Target Boon Expert feat
Oath of Devotion (Purity of Spirit) → Boon Focus II (Resistance) feat used in “evil” resistance mode
Oath of Devotion (Holy Nimbus) → Multi-Target Attack Specialist feat + Bane Focus (Persistent Damage)
Oath of the Ancients (Nature’s Wrath) → Bane Focus (Immobile) feat
Oath of the Ancients (Turn the Faithless) → Bane Focus (Fear) feat
Oath of the Ancients (Aura of Warding) → Boon Focus II (Resistance) feat used in lightning, fire, or cold resistance mode, Multi-Target Boon Specialist feat, and Multi-Target Boon Expert feat
Oath of the Ancients (Undying Sentinel) → Lucky feat, Ageless feat
Oath of the Ancients (Elder Champion) → Boon Focus (Regeneration) feat, Bane Focus (Demoralized) feat
Oath of Vengeance (Channel Divinity: Abjure Enemy) → Bane Focus (Immobile) feat, Potent Bane (Immobile)
Oath of Vengeance (Channel Divinity: Vow of Enmity) → Attack Specialization feat
Oath of Vengeance (Relentless Avenger) → Fleet of Foot feat
Oath of Vengeance (Soul of Vengeance) → Attack Specialization feat (multiple attacks are not part of the Open Legend mechanics, we assume damage potential for one round is covered by one attack roll)
Oath of Vengeance (Avenging Angel) → Boon Access (Flight) feat, Multi-Target Attack Specialization feat, Bane Focus (Intimidated)
Ranger
Recommended Attributes
Primary
Agility, PerceptionSecondary
Influence, Alteration, Prescience
Ability Conversions
Favored Enemy → Hunter’s Foe feat
Natural Explorer → Master Tracker feat, Fast Tracker feat, Skill Specialization (Perception) feat
Fighting Style →
Fighting Style (Archery) → Attack Specialization (Longbow) feat
Fighting Style (Defense) → Armor Mastery feat
Fighting Style (Dueling) → Attack Specialization (Any Weapon) feat
Fighting Style (Two-Weapon Fighting) → Multi-Attack Specialist feat
Spellcasting → Attributes that access relevant banes and boons include Influence (Charmed, Dominated, Fear, Intimidated, Demoralized), Alteration (Shapeshift, Bolster, Resistance, Blindsight, Transmutation, Flight, Regeneration, Immobile), and Prescience (Detection, Bolster, Blindsight, Truesight, Mind Dredge, Seeing)
Primeval Awareness → Ritual Magic feat used with the Detection boon
Extra Attack → Multi-Attack Specialist feat. Getting multiple attacks is far more powerful in Open Legend and is more difficult to acquire, available only via the Multi-Attack Specialist feat
Land’s Stride → Fleet of Foot feat, or use Alteration attribute to invoke the Haste boon
Hide in Plain Sight → This should be handled at the GM’s discretion and would probably involve using the Alteration attribute, perhaps conferring a bonus of advantage equal to Power Level and not greater than your Alteration score (e.g. roll of 12 = advantage 1, roll of 20 = advantage 5)
Vanish → Untrackable feat, Hiding in combat is a minor action already, so this is available by default to characters who wish to try and hide using an Agility roll.
Feral Senses → Boon Focus (Blindsight) feat
Foe Slayer → Attack Specialization feat
Hunter Archetype (Hunter’s Prey: Colossus Slayer) → Attack Specialization feat
Hunter Archetype (Hunter’s Prey: Giant Killer) → This could potentially be handled with a multi-attack mechanic that allows a character to take disadvantage to make extra attacks, but barring that, this is a rare ability where I’ll go ahead and say this particular effect is too specific for Open Legend, giving special abilities for fighting a larger opponent is a bit too specific for a feat,
Hunter Archetype (Hunter’s Prey: Horde Breaker) → Multi-Attack Specialist feat
Hunter Archetype (Defensive Tactics) → Evasive Footwork feat
Hunter Archetype (Multiattack Defense) → Armor Mastery feat (not an exact replication of the effect, but it’s too specific for Open Legend, we want to streamline abilities that can be used and make sense for characters of any class / archetype)
Hunter Archetype (Steel Will) → Resilient feat
Hunter Archetype (Multiattack: Volley) → Multi-Target Attack Specialist feat. This mechanic is available to all characters in Open Legend, even at first level. But by the time a character is 11th level when they would gain this ability as a 5th Edition Ranger, they will be able to unleash a similar volley with many targets without penalty
Hunter Archetype (Multiattack: Whirlwind Attack) → Multi-Target Attack Specialist feat. This mechanic is available to all characters in Open Legend, even at first level. But by the time a character is 11th level when they would gain this ability as a 5th Edition Ranger, they will be able to unleash a similar dervish with many melee targets without penalty
Hunter Archetype (Superior Hunter’s Defense: Evasion) → Because Open Legend has no saving throws, this effect would be achieved either by increasing the Evasion defense, or with a feat like Extraordinary Defense
Hunter Archetype (Superior Hunter’s Defense: Stand Against the Tide) → Attack Redirection feat
Hunter Archetype (Superior Hunter’s Defense: Uncanny Dodge) → Boon Focus (Resistance) feat
Beast Master Archetype (Ranger’s Companion) → Companion feat.
Beast Master Archetype (Exceptional Training) → Companion II feat. In this case, the companion already has this ability, so we use the feat points to simply make the companion stronger, granting the Companion the Attack Specialization (Claws) feat
Beast Master Archetype (Bestial Fury) → Companion III feat. Spend 3 feat points to give your companion Multi-Attack Specialist
Beast Master Archetype (Share Spells) → Multi-Target Boon Specialist feat to invoke automatically on you and a companion, or just increase your attribute and take the penalty associated with multi-targeting (this can be done from 1st level)
Rogue
Recommended Attributes
Primary
AgilitySecondary
Deception, Learning, Logic, Perception, Presence, Movement, Energy
Ability Conversions
Expertise → Skill Specialization feat
Sneak Attack → Lethal Strike feat
Thieves’ Cant → This should be adjudicated by the GM, they can simply rule that characters with a certain specific training or in a certain organization can communicate this way
Cunning Action → Evasive Footwork feat, Fleet of Foot feat, and using Agility to hide is already a minor action that any character can do once per round
Uncanny Dodge → Boon Focus (Resistance) feat via Movement attribute
Evasion → Extraordinary Defense II feat
Reliable Talent → Skill Specialization (Agility) feat. This kind of automatic success goes against the core Open Legend philosophy “Every Roll Matters”, so all rolls should be meaningful
Blindsense → Boon Focus (Blindsight) feat
Slippery Mind → Extraordinary Defense feat
Elusive → Extraordinary Defense feat
Stroke of Luck → Bane Focus II (Demoralized) feat. This kind of automatic success goes against the core Open Legend philosophy “Every Roll Matters”, so all rolls should be meaningful
Thief Archetype (Fast Hands) → Open Legend’s default rules for minor actions already allow these kinds of actions to be handled without counting against your ability to attack in a given round, typically one action per attribute, so an Agility roll to achieve this would be free once per round
Thief Archetype (Second-Story Work) → Skill Specialization (Agility) feat. Open Legend’s simplified rules of movement allow you to use climbing as a movement limited only by your roll, and do not slow you down automatically.
Thief Archetype (Supreme Sneak) → Skill Specialization (Agility)
Thief Archetype (Use Magic Device) → Open Legend doesn’t have class, level, or race requirements for magic items
Thief Archetype (Thief’s Reflexes) → Lightning Reflexes feat
Assassin Archetype (Assassinate) → Skill Specialization (Deception) feat, Bane Focus (Persistent Damage) feat – this represents your specialty at inflicting a bane which we associate with poison for a fun narrative explanation
Assassin Archetype (Infiltration Expertise) → Skill Specialization (Deception) feat
Assassin Archetype (Impostor) → Skill Specialization (Deception) feat
Assassin Archetype (Death Strike) → Bane Focus (Death), or Lethal Strike feat
Arcane Trickster Archetype (Spellcasting) → Attributes that access relevant banes and boons include Energy (Forced Move, Intimidated, Knockdown, Persistent Damage, Blinded, Demoralized) and Movement (Teleport, Levitation, Flight). Also surprise attacks can be delivered via Lethal Strike feat
Arcane Trickster Archetype (Mage Hand Legerdemain) → Boon Focus (Telekinesis)
Arcane Trickster Archetype (Magical Ambush) → Lethal Strike feat – Open Legend doesn’t have saving throws, but increasing damage when a target is surprised has all the same side effects.
Arcane Trickster Archetype (Versatile Trickster) → Skill Specialization (Agility) feat
Arcane Trickster Archetype (Spell Thief) → A rare gem indeed, Open Legend doesn’t have a feat that quite matches this, though you could certainly brew something up with your GM that behaves similarly
Sorcerer
Recommended Attributes
Primary
Energy, Movement, Influence, PrescienceSecondary
Presence, Fortitude, Will, Learning
Ability Conversions
Spellcasting → Attributes with access to relevant banes and boons include Energy (Forced Move, Intimidated, Knockdown, Persistent Damage, Blinded, Demoralized), Movement (Teleport, Levitation, Flight), Prescience (Detection, Bolster, Blindsight, Truesight, Mind Dredge, Seeing), Influence (Phantasm, Invisiblility), and Influence (Charmed, Dominated, Fear, Intimidated, Demoralized)
Cantrips → Everything in Open Legend is a cantrip
Spell Slots → Everything in Open Legend is usable at-will, this limitation doesn’t exist
Font of Magic (Flexible Casting) → Attack Specialization (Energy) feat. This gives both more potent attacks and also the flexibility to spread and make area attacks
Font of Magic (Careful Spell) → Area Manipulation feat
Font of Magic (Distant Spell) → Ritual Magic feat
Font of Magic (Empowered Spell) → Attack Specialization feat
Font of Magic (Extended Spell) → Ritual Magic feat
Font of Magic (Heightened Spell) → Ritual Magic feat
Font of Magic (Quickened Spell) → Boon Focus (Haste) feat
Font of Magic (Subtle Spell) → Skill Specialization (Deception) feat. Spells being noticed is a matter of GM discretion in Open Legend but the Deception attribute will help conceal them
Font of Magic (Twinned Spell) → Multi-Attack Specialist feat
Draconic Bloodline (Dragon Ancestor) → Boon Focus (Resistance) feat
Draconic Bloodline (Draconic Resilience) → Tough as Nails feat
Draconic Bloodline (Elemental Affinity) → Boon Focus II (Resistance) feat
Draconic Bloodline (Dragon Wings) → Boon Focus (Flight) feat
Draconic Bloodline (Draconic Presence) → Bane Focus (Fear) feat
Wild Magic (Wild Magic Surge) → Random tables are not part of Open Legend because they create extra work to look things up, but if a player wishes, they could borrow one of many available random tables and create a feat that triggers on any roll of 1 on the d20
Wild Magic (Tides of Chaos) → Same as Wild Magic Surge above
Wild Magic (Bend Luck) → Defensive Reflexes feat, Bane Focus (Demoralized) feat, or Lucky feat
Wild Magic (Controlled Chaos) → Same as Wild Magic Surge above
Wild Magic (Spell Bombardment) → Vicious Strike feat
Warlock
Recommended Attributes
Primary
Creation, Energy, EntropySecondary
Deception, Persuasion, Presence, Will, Learning
Ability Conversions
Otherwordly Patron → In Open Legend, choosing the source of your power is a matter of player preference. Choose either Creation (to represent “holy” fire-like energy), Energy (to represent the forces of nature – fire, lightning, etc.), or Entropy (to represent the dark, evil, or necromantic energy)
Cantrips → Everything in Open Legend is a cantrip and usable without limit
Spell Slots → Everything in Open Legend is usable at-will, this limitation doesn’t exist
Spellcasting Focus → Extraordinary Focus feat
Pact Boon (Pact of the Chain) → Unending Charm feat, Influence attribute to invoke the Charmed and Dominated banes
Pact Boon (Pact of the Blade) → Attack Specialization feat, Boon Focus (Absorb Object) feat
Pact of the Tome → The ability is achieved by simply investing in multiple different extraordinary attributes to gain access to banes and boons specific to those
Mystic Arcanum → Everything in Open Legend is usable at-will, this limitation doesn’t exist
Eldritch Master → Everything in Open Legend is usable at-will, this limitation doesn’t exist
The Archfey (Expanded Spell List) → Purchase attribute points in Influence, Movement, Prescience, and Alteration to gain access to the following banes and boons: Charmed, Detection, Incapacitated, Phantasm, Teleport, Immobile, Dominated, Invisibility
The Archfey (Fey Presence) → Any combination of: Bane Focus (Fear) feat, Multi-Target Boon Specialist feat, Multi-Target Boon Expert Feat
The Archfey (Misty Escape) → Boon Focus (Teleport) or Boon Focus (Invisibility)
The Archfey (Beguiling Defenses) → Extraordinary Defense feat or Boon Focus (Resistance) feat
The Archfey (Dark Delerium) → Hallucination feat
The Fiend (Expanded Spell List) → Multi-Target Attack Specialist feat, and Purchase attribute points in Energy, Entropy, and Influence to gain access to the following banes and boons: Persistent Damage, Blinded, Life Drain, and Dominated
The Fiend (Dark One’s Blessing) → Bane Focus (Life Drain) feat
The Fiend (Dark One’s Own Luck) → Attack Specialization (Entropy) feat (the source of your dark blessing is your patron who empowers your dark energy attacks)
The Fiend (Fiendish Resilience) → Boon Focus (Resistance) feat, Boon Access (Resistance) feat, or both
The Fiend (Hurl Through Hell) → Because Open Legend puts storytelling power in the hands of the players, this could potentially be any number of attacks, for example an Influence attack with the Phantasm bane performed by a high-level character, or an Energy attack if they want to open up the earth and unleash the fires of lower planes
The Great Old One (Expanded Spell List) → Purchase attribute points in Influence, Movement, and Prescience to gain access to the following banes and boons: Augury, Charmed, Detection, Incapacitated, Phantasm, Teleport, Telepathy, Immobile, Dominated
The Great Old One (Awakened Mind) → Boon Focus (Telepathy) feat
The Great Old One (Entropic Ward) → Defensive Reflexes feat
The Great Old One (Thought Shield) → Boon Focus (Resistance) feat
The Great Old One (Create Thrall) → Unending Charm feat
Eldritch Invocation (Agonizing Blast) → Attack Specialization (Energy, Entropy, or Creation) feat
Eldritch Invocation (Armor of Shadows) → Extraordinary Defense feat
Eldritch Invocation (Ascendant Step) → Boon Focus (Levitate) feat
Eldritch Invocation (Beast Speech) → Boon Focus (Telepathy) feat
Eldritch Invocation (Beguiling Influence) → Skill Specialization (Deception) feat, Skill Specialization (Persuasion) feat
Eldritch Invocation (Bewitching Whispers) → Bane Focus (Dominated) feat
Eldritch Invocation (Book of Ancient Secrets) → Ritual Magic feat
Eldritch Invocation (Chains of Carceri) → Bane Focus (Immobile) feat
Eldritch Invocation (Devil’s Sight) → Boon Focus (Blindsight) feat
Eldritch Invocation (Dreadful Word) → Bane Focus (Sickened) feat
Eldritch Invocation (Eldritch Sight) → Boon Focus (Detection) feat
Eldritch Invocation (Eldritch Spear) → Marksman feat
Eldritch Invocation (Eyes of the Rune Keeper) → This is probably more of a flavor feat your GM can work in as a homebrew feat, perhaps 1 point since it’s minor
Eldritch Invocation (Fiendish Vigor) → Tough as Nails feat or Bane Focus (Life Drain) feat
Eldritch Invocation (Gaze of Two Minds) → Boon Focus (Seeing) feat
Eldritch Invocation (Lifedrinker) → Bane Focus (Life Drain) feat
Eldritch Invocation (Mask of Many Faces) → Bane Focus (Phantasm) feat
Eldritch Invocation (Master of Myriad Forms) → Bane Focus (Phantasm) feat
Eldritch Invocation (Minions of Chaos) → Boon Access (Animation) feat to create or summon elementals through a ritual and Bane Focus (Dominated) feat to command them
Eldritch Invocation (Mire the Mind) → Bane Focus (Slowed) feat
Eldritch Invocation (Misty Visions) → Bane Focus (Phantasm) feat
Eldritch Invocation (One with Shadows) → Boon Focus (Invisibility) feat or Boon Focus (Darkness) feat
Eldritch Invocation (Otherwordly Leap) → Boon Focus (Teleport) feat
Eldritch Invocation (Repelling Blast) → Bane Focus (Forced Move) feat
Eldritch Invocation (Sculptor of Flesh) → Bane Focus (Polymorph) feat
Eldritch Invocation (Sign of Ill Omen) → Bane Focus (Sickened) feat or Bane Focus (Demoralized) feat
Eldritch Invocation (Thief of Five Fates) → Bane Focus (Sickened) feat or Bane Focus (Demoralized) feat
Eldritch Invocation (Thirsting Blade) → Multi-Attack Specialist feat
Eldritch Invocation (Visions of Distant Realms) → Boon Focus (Scrying) feat
Eldritch Invocation (Voice of the Chain Master) → Boon Focus (Seeing) and Bane Focus (Dominated)
Eldritch Invocation (Whispers of the Grave) → Boon Focus (Augury) feat
Eldritch Invocation (Witch Sight) → Bane Focus (Truesight) feat
Wizard
Recommended Attributes
Primary
Energy, Influence, Movement, Influence, Prescience, Alteration, ProtectionSecondary
Learning, Will, Logic, Presence
Ability Conversions
Spellcasting → Access to banes and boons via attributes like Energy (Forced Move, Intimidated, Knockdown, Persistent Damage, Blinded, Demoralized), Influence (Charmed, Dominated, Fear, Intimidated, Demoralized), Movement (Teleport, Levitation, Flight), Influence (Phantasm, Invisiblility), Prescience (Detection, Bolster, Blindsight, Truesight, Mind Dredge, Seeing), Alteration (Shapeshift, Bolster, Resistance, Blindsight, Transmutation, Flight, Regeneration, Immobile), Protection (Resistance, Restoration, Dispel).
Cantrips → Everything in Open Legend is a cantrip and usable without limit
Spellbook → Extraordinary Focus feat. Open Legend does not emphasize the very artificial limit (rarely seen in books and movies) of spells per day, a Wizard in Open Legend would more likely be someone who depends on their spellbook to remember their incantations, making them stronger with the spellbook and weaker when they don’t have it, hence the Extraordinary Focus feat
Spellcasting Focus → Same as above
Ritual Casting → Ritual Magic feat
Arcane Recovery → Same as “Spellbook” above
Spell Mastery → Same as “Spellbook” above
Signature Spells → Same as “Spellbook” above
School of Protection (Protection Savant) → Same as “Spellbook” above
School of Protection (Arcane Ward) → At the GM’s discretion, an effect like this could be produced with the Creation or Alteration attributes which allow for creating something from nothing or manipulating existing matter, respectively
School of Protection (Projected Ward) → Defensive Reflexes feat
School of Protection (Improved Protection) → Choose a boon to focus on and take the Boon Focus feat for that boon, enabling you to invoke it without chance of failure for one target and improve your odds of invoking it for multiple targets
School of Protection (Spell Resistance) → Boon Focus (Resistance) feat
School of Conjuration (Conjuration Savant) → Same as “Spellbook” above
School of Conjuration (Minor Conjuration) → Boon Focus (Genesis) feat
School of Conjuration (Benign Transposition) → Boon Focus (Teleport) feat and Multi-Target Boon Specialist feat
School of Conjuration (Focused Conjuration) → Superior Concentration feat
School of Conjuration (Durable Summons) → Boon Access (Animation) feat to create and summon creatures, though in Open Legend you must use Influence (Charmed bane) to command them and they are permanently summoned rather than only temporarily
School of Divination (Divination Savant) → Same as “Spellbook” above
School of Divination (Portent) → Boon Focus (Bolster) feat to be able to hand out divine insight that helps yourself or allies
School of Divination (Expert Divination) → Same as “Spellbook” above
School of Divination (The Third Eye) → Boon Focus (Truesight) for Darkvision, Ethereal Sight, and See Invisibility, Boon Focus (Tongues) feat for Greater Comprehension
School of Divination (Greater Portent) → Boon Focus (Bolster) feat to be able to hand out divine insight that helps yourself or allies
School of Enchantment (Enchantment Savant) → Same as “Spellbook” above
School of Enchantment (Hypnotic Gaze) → Bane Focus (Immobile) feat
School of Enchantment (Instinctive Charm) → Bane Focus (Dominated) feat
School of Enchantment (Split Influence) → Multi-Target Attack Specialist feat
School of Enchantment (Alter Memories) → Bane Focus (Memory Alteration) feat
School of Evocation (Evocation Savant) → Same as “Spellbook” above
School of Evocation (Sculpt Spells) → Area Manipulation feat
School of Evocation (Potent Cantrip) → Attack Specialization (Energy) feat
School of Evocation (Empowered Evocation) → Attack Specialization (Energy) feat
School of Evocation (Overchannel) → a href=”http://www.openlegendrpg.com/feats/battle_trance” target=”_blank”>Battle Trance feat, Reckless Frenzy feat
School of Illusion (Illusion Savant) → Same as “Spellbook” above
School of Illusion (Improved Minor Illusion) → Bane Focus (Phantasm) feat to enhance your ability to invoke illusions
School of Illusion (Malleable Illusions) → Exactly how the Phantasm bane is used is up to GM discretion in Open Legend, however, it’s likely that in many cases illusions can be modified fro one round to the next.
School of Illusion (Illusory Self) → Defensive Reflexes feat using the Influence attribute to serve as your defense
School of Illusion (Illusory Reality) → Open Legend does not have a way for illusions to become real, but with GM discretion the Ritual Magic feat would probably a good place to achieve that
School of Necromancy (Necromancy Savant) → Same as “Spellbook” above
School of Necromancy (Grim Harvest) → Bane Focus (Life Drain) feat
School of Necromancy (Undead Thralls) → Bane Focus (Animation) feat
School of Necromancy (Inured to Death) → Bane Focus (Resistance) feat
School of Necromancy (Command Undead) → Bane Focus (Dominated) feat
School of Transmutation (Transmutation Savant) → Same as “Spellbook” above
School of Transmutation (Minor Alchemy) → Boon Focus (Transmutation) feat
School of Transmutation (Transmuter’s Stone) → Boon Focus (Blindsight) feat, Boon Focus (Resistance) feat, Boon Focus (Haste) feat, all of which are invoked on your target. Take Boon Focus 2 in order to invoke these as a minor action
School of Transmutation (Shapechanger) → Boon Focus (Shapeshift) feat
School of Transmutation (Master Transmuter) → Boon Focus (Shapeshift) feat for Major Transformation effect, Boon Focus (Restoration) feat for Pancea effect, the other effects should be handled at the GM’s discretion using
Featured illustration courtesy of Stephen Najarian