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Classes - 5E

Page history last edited by Gillian 9 years, 7 months ago

In 5th edition, classes and races have changed somewhat. The following classes are allowed in my campaign world:

 

Barbarian, Bard, Cleric, Druid, Fighter, Paladin, Ranger, Rogue, Sorcerer, Warlock and Wizard. The only base class which I do not allow is the Monk, which does not fit in my campaign world.

 

Class Notes:

Barbarian - the Woodsfolk are the classic " totem warrior barbarians" of my world, although many follow other classes. Warrior types from Lathamsfind might also fit this description, and a few of the wilder Vanhark warriors might be berserkers. Many of the Plainsfolk are barbarians of one or the other sort, as are some Szathair.

 

Bard - the finest graduates of the Belfleur Music Academy in Jerint, Greenvale, become bards of the college of lore, typically.  Even the Shalani have been known to send their most musically inclined children there. Bards are also found most anywhere on 'Boria, trained individually or in small groups by a master Bard. Bards trained by individual masters are more likely to come from the college of valor. Humans and half-elves are the most common races to follow the bardic tradition, but the essential lawlessness of the profession appeals to elves and marchat. In Miran, bards are frowned upon as frivolous and reckless. Of course, they must keep hidden their magic-using abilities or ascribe them somehow to a divine source; frequently bards in Miran will take a level in Cleric. In Harothar dwarvish bards are uncommon but not unheard of; dwarves practice a form of music that involves much drumming and chanting, but little actual singing; voices that shout above the sounds of a forge all day rarely remain tuneful.

 

Cleric - at this time, there are only a few domains; death, knowledge, life, light, nature, tempest, trickery, and war. To determine which domains are assigned to which god, check HERE. Clerics know that the gods are real. They have an ability to sense the presence of their particular chosen deity's power and can draw upon it. Anyone with a clerical bent must choose a single god or goddess to worship. He or she may be limited then in what weapons and/or armor they choose to use or are permitted to use depending on the god's preference. (See Vishteer Gods for a description of each deity). A cleric's alignment must be within one step of his deity's (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A cleric may not be true neutral unless his deity's alignment is also true neutral.

 

Druid - Druids are followers of an ancient religious philosophy. They claim that once many ages ago there was a time when there were no gods. The world, they claim, was born out of formless chaos, and became self-aware. This self-awareness became sentient, and gradually grew lonely. In its loneliness, it created plants and animals. Eventually it cut off pieces of itself, molded them into forms, and breathed life into them. These creations were the gods. Druids have no name for this first being, but they worship it as the first creator of life. It is neither good nor evil, nor does it deliberately help or harm those who reside within its being. Druids have merely learned that its power can be tapped by those who know how. It is not particularly a safe thing to do, and they have learned as well that those who use the power unwisely and too forcefully for a cause (such as good or evil) will find that it turns on them. Thus they have come to understand that neutrality - walking the fine line between using the power, and disturbing its source - is their best route to survival.

 

Druids frequently learn the language known as sylvan, or woodscommon, in addition to their racial tongue, as this language is used by many natural and faery beings. Druids view faery creatures as being “closer” to the natural divine than many other species. Druids have a written language which has no spoken component, composed of marks and symbols which can be carved or drawn on the ground, cut into a tree's bark, or otherwise left as semi-permanent messages (including more normal ink and paper surfaces). All druids learn this form of communication without spending skill points.

 

Fighter - Many fighters have spent a year or two in the Greenvale Guard. It is also possible for them to have been in the Patrol, although the Patrol’s training is lighter and more oriented towards law-enforcement. Some Fighters may have gained their training in a knightly order; they may be a failed templar squire, or they may have left a landed order for other reasons. Still others may have been in the service of a Count or Baron, although these units are small enough that this is uncommon. A very few may have grown up around a mercenary encampment. Most mercenaries are dwarves, or the rare band of were-folk. Human mercenaries are most likely foreigners, from Miran or Mistland, hired to serve one of the Counts of Greenvale in a border skirmish or internal quarrel. In Harothar, most mercenary units are only present in the "off season". They ship south to Miran or Greenvale during the spring, summer and fall months. Eldritch Knights are the least common fighter types in Greenvale - typically they are either special units in a military, or have self-taught themselves their style.

 

Paladins - I have always had the concept of "Knights Templar" rather than Paladins. At this time, there are only 3 paladin "oaths"; Devotion, Ancients, and Vengeance in 5th edition. If you wish to play a Knight Templar of an order of Saints, here is the best "map over" I can do at this time. As more paladin oaths are created, I will remap to better represent the Knights in my campaign world.

 

Order of St Edelmar the Childsaver - Devotion

The Order of St. Gwydion the Savior - Vengeance

The Order of St. Iylyria the Lady - Devotion

The Order of St. Justin of Dragon's Isle - Devotion

Order of St. Richard of the Wold - Ancients

The Order of St. Romanus, the Theifslayer - Vengeance

The order of St. Stephen the Destroyer - Vengeance

Order of the Knights of St. Tulic the Fair - Vengeance

Knights of the Eternal Order of St. Leofric of Ta-lila - Ancients

The Order of St. Vargarus the Sunstealer - Vengeance

The Order of St Xavier the Savior of Mikol - Devotion

 

Rangers - Most rangers who originate in Greenvale are ex-members of the Greenvale Guard’s special division of Greenwardens. These men and women patrol outside the borders of the kingdom, keeping an eye open for monsters, humanoid armies and other dangers in the wild lands that border the kingdom. Most of them serve many years before retiring, becoming more and more skilled in their woodland ways. However, a few find the work to be too dangerous, too limited, or not profitable enough. A few simply find that they disagree with their superiors and strike out on their own. It is these latter two groups that most often become adventuring rangers. Many rangers are half-elves or elves. A few are of other races, but most are human. In Harothar, rangers are independent sorts with little or no organized support. Many are human, a few are dwarves and even fewer are elves or half-elves. Frequently they are folk who have some personal reason for hating their chosen enemy which drives them to be adventurers. In Tallowsland, many rangers are members or ex-members of the Sherriffs of Tallowsland. 

 

Rogue - Greenvale boasts two major thieves guilds; the old guild based in Marig and dominating most of Eastern Greenvale, and the new guild which is centered west of the mountains - this group is much less centralized, more of a cooperative. See me for more information. Non-guild rogues may have any suitable background the player wishes to select. In Harothar, guilds remain small, focused on a single town or city, and perhaps encompassing the villages that support it. Few dwarves are rogues, and those who are usually fall into the adventuring trapsmith category, so guilds are usually mostly human and hobyt-specific. In Miran, the thieves guilds are mostly controlled by their political masters; while they may not realize it on an individual level, they are fairly tightly knit into a framework of illegal smugglers, thieves, assassins, beggars and other criminals. Independent thieves are almost always the adventuring type, moving on quickly when they are warned off or coerced into joining the local guild. Miran is largely human, but rogues are frequently from the less-accepted races, and so are not uncommonly hobytlan, szathair, half-elf or even the rare dwarf or marchat.

 

Sorcerer - The ability to cast spells without memorization or study is a powerful one. Normal humans find that it is quite beyond them without years of study. However, a certain few of the human and demihuman races have always found themselves able to do so. These beings find that their magical powers more closely resemble those of dragons, fey and outsiders than traditional spellcasters. Indeed it was during the time of the First Miraborian Empire that Sorcerers are reputed to have been first discovered, or created. It is now believed by some scholars that all sorcerers of the modern world are descended from experimental breeding that occurred as overly greedy and power-hungry mages of that era exercised their authority without forethought. These mages crossbred humans and other demi-humans with dragons, fey and other magical beings to create more powerful tools to use in their endless feuds and power-struggles. Today, the descendants of those cross-breeding experiments still find themselves with unusual abilities and physical characteristics. Sorcerers can be found in all parts of Miraboria equally. In Harothar, Greenvale and anywhere except Miran, they are generally thought of as slightly strange wizards. Few non-sorcerers realize the innate nature of their powers. In Miran, sorcery is feared even more than wizardry, and a family that is suspected of carrying the blood taint may find themselves burned out and hunted down to the last individual. In Miran, because of this hunting-out, the physical traits of a sorcerer are usually subtle and concealable (otherwise the person would have been killed or driven out.)

 

 

Fey Bloodline

Fey Ancestor
Your fey heritage lends you some of the benefits of your ancestors. At 1st level, when not wearing armor, your base walking speed is increased by 10 feet. Additionally, you can communicate with plants and animals, but can only pass basic ideas and feelings back and forth.

Fey Spellcaster
At 1st level, your fey heritage makes your illusion and enchantment spells more potent. You may choose one target of your illusion or enchantment spells to have disadvantage on their first saving throw.

Fey Transposition
Starting at 6th level, on your turn, you may spend 1 sorcery point to teleport half your base walking speed (round down) instead of moving normally. This distance can be increased to your whole base walking speed by spending 2 sorcery points instead of one.

Improved Fey Spellcaster
Starting at 14th level, if a target of one of your enchantment or illusion spells makes their save to resist the spell’s effect, you regain a number of sorcery points equal to half the spell’s level (round down). This ability cannot give you more sorcery points than the maximum you can have for your sorcerer level.

One With The Fey
Starting at 18th level, you are transformed into a fey creature. You are now considered a fey for all spells and effects (making you immune to hold person, but can be affected by hold monster for example). You no longer age and are immune to aging effects. You can go twice as long as normal without air, food or drink, and no longer need to sleep.

 

Warlock -wizardry requires years of study and effort, while sorcery only comes to those who are born to it. Warlockery is where those who have neither the bloodline nor a scholarly nature. Each warlock forges a pact with some otherworldly being for his power. There are three typical types of pacts, and they greatly influence the nature of the warlock; the archfey pact is between the warlock and a fey being of great power. These creatures are rulers of the Feywild or the Shadowfell, and are inscrutable to their pact-holders. The fiendish pact is one of outright evil - the demon or devil the warlock has sworn to has evil aims and will not hesitate to corrupt his nature. The pact of the Old One is the least comprehensible - the Old One might be the nameless creator force the druids follow, or it might be something further removed - from some outer plane of existence beyond human ken.

 

No matter which pact a Warlock follows, they are rare indeed in Greenvale. Warlocks there are looked upon as dangerous and almost always evil. In Harothar, they are actively hunted by the Wizard's College. In Miran, where magical learning is hard to come by, Warlocks are far more common. A single book can corrupt a dozen men, and those who seek illicit power in a corrupt society are already likely to be corrupt, themselves.

 

Wizard - Wizards are more common in Greenvale than Sorcerers or Warlocks. About 2/3 of wizards are specialists. Many belong to one or another of the organized wizard "schools" in Greenvale. These groups include the Red Wizards and the House of Ivorr, and at least by rumor, the Black Wizards. Note that sorcerers may also join these "schools" but the likelihood is considerably less. Unspecialized wizards in Greenvale are likely to have been trained by a local small-town or village hedge-wizard, or to come from one of several long-time wizarding families (that is how the House of Ivorr began, several generations ago). Harothar is actually the home of the most famed school of Wizards. Many folk from Greenvale who choose to study wizardry will pay the rather large fees to travel there and study; being a graduate of the Harothan Wizard's School is a near guarantee of high pay/high prestige positions. Note that some scholarships are available to the school, but almost never to outkingdom folk. Wizards are extremely rare in Miran. Magic there is anathema, banned by the state religion. Wizards who enter Miran from outside would do well to hide their nature or risk being arrested and convicted of heresy. Heretics are commonly burned alive, or worse. A very few brave family lines study wizardry, keeping their abilities hidden from all but a few trusted companions - unfortunately trust which is not always well placed. Lone wizards occasionally appear and disappear after carrying out obscure actions of their own, but they are nearly always greeted with great suspicion and fear by the ordinary folk. Rumors of secret evil wizard societies are whispered in stories, but rarely seem to hold any truth.

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