Thursday, April 25, 2024

My Homebrew World: Default Player Options


Similar to my other articles regarding character options for different campaigns, I wanted to create a post detailing typically approved options for campaigns in my own setting. For specific campaign ideas that might exclude certain material or include additional tailored material then I’ll have a separate post with a link to this one within them. Note this post may be periodically updated as I review and add new content that I would accept.


Ancestries

This list of ancestries only includes the generally approved options. Others will be provided for specific campaigns.

  • Aasimar (Mordenkainen Presents Monsters of the Multiverse)
  • Dwarves (Player's Handbook)
  • Elves (Player's Handbook)
  • Gnomes (Player's Handbook)
  • Goblins (Mordenkainen Presents Monsters of the Multiverse)
  • Half-Elves (Player's Handbook)
  • Halflings (Player's Handbook)
  • Half-Orcs (Player’s Handbook)
  • Hobgoblins (Mordenkainen Presents Monsters of the Multiverse)
  • Humans (Player's Handbook)
  • Kobolds (Mordenkainen Presents Monsters of the Multiverse)
  • Orcs (Mordenkainen Presents Monsters of the Multiverse)
  • Tieflings (Player's Handbook)

Additionally, you may reallocate your ancestry ability score increases as you see fit, putting either +2 and +1 in two abilities or a +1 to three abilities.


Classes

The default approved classes include (see approved subclass section for further restrictions). Players should also remember that although there is flavor and descriptive text about each class and its subclasses that these are actually just mechanical options. You are free to work with your GM to reflavor or describe the way your character’s abilities work in anyway that you desire. A College of Swords Bard might be a better fit for your character concept of a holy knight than a paladin or cleric. Your fighter can be a leader, even if they aren’t a Battlemaster or Warlord. Similarly, a Warlock, Sorcerer, or Bard might be gifted with magical powers, but this doesn’t stop them from being a political leader or priest. The descriptions are given to inspire creativity, not force a player to conform to existing archetypes. Let your creativity run wild. These classes are provided because they have abilities that will generally be available, but some campaigns may restrict or even add classes.
  • Apothecary (Sebastian Crowe's Guide to Drakkenheim)
  • Artificer (Tasha's Cauldron of Everything)
  • Barbarian 
  • Bard
  • Beastheart (MCDM)
  • Bloodhunter (DnD Beyond 2022 version)
  • Cleric
  • Druid
  • Fighter
  • Illrigger (MCDM)
  • Monk
  • Occultist (KibblesTasty)
  • Paladin
  • Psion (KibblesTasty)
  • Pugilist (Benjamin Huffman)
  • Ranger (Use revised ranger from Tasha's Cauldron of Everything)
  • Rogue
  • Sorcerer
  • Spellblade (KibblesTasty)
  • Talent (MCDM)
  • Warden
  • Warlock
  • Warlord (KibblesTasty)
  • Wizard

Note that while I want to provide lots of unique options, due to the inability to control for highly unbalanced character builds based on unique combinations of classes and abilities I do not allow the optional rule for multiclassing to be used in my 5e campaigns.

Subclasses

Subclasses represent an important part of character story. You should take careful thought about the type of character you would like to play, and consider how your chosen class and subclass affect your character. Certain decisions for subclasses, like developing mystical, mental, or arcane powers, or swearing an oath are extremely significant and you should consider how your character came to gain these abilities and discuss it with your GM so they can work those details into the story. The world truly becomes about you if you help the GM bring your motivations, patron, organization, and other backstory into the campaign.

Apothecary

Apothecaries are practioners of medicine and arcane magic. They seek out knowledge of of all kinds, even when it takes them to dark and otherworldly sources and places. They are often particularly gifted in chemistry and various eldritch formulae.

  • Alienist
  • Chemist
  • Exorcist
  • Mutagenist
  • Pathologist
  • Reanimator

Artificer Subclasses

These magical tinkers and experimenters are uncommon but recognized for their genius when they appear. They may not be appropriate for all campaigns, so check if there is additional guidance for your campaign from your GM.

  • Alchemist (Tasha's Cauldron of Everything)
  • Armorer (Tasha's Cauldron of Everything)
  • Artillerist (Tasha's Cauldron of Everything)
  • Battle Smith (Tasha's Cauldron of Everything)
  • Cognician (Ultimate Adventurer’s Handbook)
  • Demolitionist (Ultimate Adventurer’s Handbook)
  • Mechanic (Ultimate Adventurer’s Handbook)
  • Oozologist (Ultimate Adventurer’s Handbook)
  • Scraper (Ultimate Adventurer’s Handbook)
  • Stitcher (Advanced 5th Edition)
  • Transmortalist (Ultimate Adventurer’s Handbook)

Barbarian Subclasses


Barbarians have heart and spirit. They refuse to give up, fighting through pain to defeat their foes with great strength. Barbarian characters often originate in less populous areas, but are not unknown in cities. Depending on their background they may display various powers or traits.

  • Ancestors (Midgard Heroes Handbook)
  • Ancestral Guardian (Xanathar’s Guide to Everything)
  • Battlerager (Sword Coast Adventurer’s Guide)
  • Beast (Tasha’s Cauldron of Everything)
  • Berserker (Player's Handbook)
  • Booming Magnificence (Tome of Heroes)
  • Dragon (Tome of Heroes)
  • Giant (Bigby’s Glory of the Giants)
  • Harrier (Book of the Righteous)
  • Hellfire (Tome of Heroes)
  • Herald (Tome of Heroes)
  • Inner Eye (Tome of Heroes)
  • Instinct (KibblesTasty)
  • Mistwood (Tome of Heroes)
  • Storm Herald (Xanathar’s Guide to Everything)
  • Thorns (Tome of Heroes)
  • Totem Warrior (Player's Handbook)
  • Wild Magic (Tasha’s Cauldron of Everything)
  • Zealot (Xanathar’s Guide to Everything)

Bard Subclasses

Bards inspire and persuade. While they might be a quintessential bard, performing and singing you can also create bards that are wily politicians with silver tongues, or different flavored magical archetypes (do not think you have to flavor yourself as a bard when you play a bard).

  • Cat (Tome of Heroes)
  • Creation (Tasha’s Cauldron of Everything)
  • Echoes (Tome of Heroes)
  • Eloquence (Tasha’s Cauldron of Everything)
  • Entropy (Midgard Heroes Handbook)
  • Fool (KibblesTasty)
  • Four Suits (Griffon's Saddlebag)
  • Glamour (Xanathar’s Guide to Everything)
  • Greenleaf (Midgard Heroes Handbook)
  • Investigation (Tome of Heroes)
  • Lore (Player's Handbook)
  • Merchantile (Griffon's Saddlebag)
  • Shadows (Tome of Heroes)
  • Sincerity (Tome of Heroes)
  • Swords (Xanathar’s Guide to Everything)
  • Tactics (Tome of Heroes)
  • Valor (Player's Handbook)
  • Virtue (Book of the Righteous)
  • Whispers (Xanathar’s Guide to Everything)

Beastheart Subclasses

Beasthearts are warriors closely tied to their animal companions. While rare amongst city dwellers, they are not unheard of. Most beasthearts hail from the wilds or frontier lands where people still have a closer bond with the earth.

  • Ferocious Bond
  • Hunter Bond
  • Infernal Bond
  • Primordial Bond
  • Protector Bond

Bloodhunter

Bloodhunters deal with the dark and gritty side of magic, drawing on a variety of sources for their powers, including fueling their magical effects with their own blood. They are often strong monster hunters and fighters.

  • Dragoon (Ultimate Adventurer’s Handbook)
  • Eye (Ultimate Adventurer’s Handbook)
  • Giantfeller (Ultimate Adventurer’s Handbook)
  • Ghostslayer 
  • Infected Mind (Ultimate Adventurer’s Handbook)
  • Lycan
  • Mutant
  • Profane Soul

Cleric Subclasses

Clerics act in many roles but in all of them they serve a divine force or deity. Some are village priests. Others are powerful holy warriors. Others are counselors to kings and queens. Still others preside over the churches of their gods. 

  • Air (Book of the Righteous)
  • Apocalypse (Midgard Heroes Handbook)
  • Arcana (Player's Handbook)
  • Balance (Book of the Righteous)
  • Beauty (Book of the Righteous)
  • Beer (Midgard Heroes Handbook)
  • Clockwork (Midgard Heroes Handbook)
  • Corruption (Book of the Righteous)
  • Creation (Book of the Righteous)
  • Darkness (Midgard Heroes Handbook)
  • Death (Dungeon Master's Guide)
  • Dragon (Midgard Heroes Handbook)
  • Earth (Book of the Righteous)
  • Fire (Book of the Righteous)
  • Forge (Xanathar’s Guide to Everything)
  • Grave (Xanathar’s Guide to Everything)
  • Hunger (Midgard Heroes Handbook)
  • Hunt (Tome of Heroes)
  • Judgement (KibblesTasty)
  • Justice (Midgard Heroes Handbook)
  • Knowledge (Player's Handbook)
  • Life (Player's Handbook)
  • Light (Player's Handbook)
  • Madness (Book of the Righteous)
  • Martyr (KibblesTasty)
  • Mercy (Tome of Heroes)
  • Moon (Midgard Heroes Handbook)
  • Mountain (Midgard Heroes Handbook)
  • Nature (Player's Handbook)
  • Ocean (Midgard Heroes Handbook)
  • Order (Tasha’s Cauldron of Everything)
  • Pantheist (Midgard Heroes Handbook)
  • Portal (Tome of Heroes)
  • Prophecy (Midgard Heroes Handbook)
  • Repose (Book of the Righteous)
  • Serpent (Tome of Heroes)
  • Shadow (Tome of Heroes)
  • Speed (Midgard Heroes Handbook)
  • Tempest (Player's Handbook)
  • Travel (Midgard Heroes Handbook)
  • Trickery (Player's Handbook)
  • Tyranny (Book of the Righteous)
  • Void (Midgard Heroes Handbook)
  • War (Player's Handbook)
  • Water (Book of the Righteous)
  • Wind (Tome of Heroes)
  • Vermin (Tome of Heroes)
  • Void (Midgard Heroes Handbook)

See the specific campaign for potential restrictions on cleric subclasses and the deities you can select.


Druid Subclasses

Druids are uniquely tied to nature, drawing upon natural forces of magic. Their druidic circles offer them unique powers, and are often organizations to which they belong.

  • Ash (Tome of Heroes)
  • Bees (Tome of Heroes)
  • Crystals (Tome of Heroes)
  • Dragons (Griffon's Saddlebag)
  • Dreams (Xanathar’s Guide to Everything)
  • Elements (KibblesTasty)
  • Green (Tome of Heroes)
  • Grove (KibblesTasty)
  • Land (Player's Handbook)
  • Moon (Player's Handbook)
  • Sand (Tome of Heroes)
  • Shapeless (Tome of Heroes)
  • Shepherd (Xanathar’s Guide to Everything)
  • Spores (Tasha’s Cauldron of Everything)
  • Stars (Tasha’s Cauldron of Everything)
  • Stones (Midgard Heroes Handbook)
  • Sun (KibblesTasty)
  • Wild (KibblesTasty)
  • Wildfire (Tasha’s Cauldron of Everything)
  • Wind (Tome of Heroes)


Fighter Subclasses

Fighters are specialists in the art of war, training themselves and their comrades to improve their mastery of arms. Most fighters may not have magic, but they'll go toe-to-toe with any monster or challenger, fighting to the death for their friends.

  • Adventurer (KibblesTasty)
  • Arcane Archer (Xanathar’s Guide to Everything)
  • Battlemaster (Player's Handbook)
  • Blade Breaker (Raider's Guide to Valika)
  • Brawler (KibblesTasty)
  • Cavalier (Xanathar’s Guide to Everything)
  • Champion (May use the improved version from KibblesTasty) (Player's Handbook) 
  • Chaplain (Tome of Heroes)
  • Crusader (KibblesTasty)
  • Echo Knight (Explorer's Guide to Wildemount)
  • Eldritch Knight (Player's Handbook)
  • Hospitaler (Book of the Righteous)
  • Legionary (Tome of Heroes)
  • Mammoth Hunter (Raider's Guide to Valika)
  • Psi Warrior (Tasha’s Cauldron of Everything)
  • Pugilist (Tome of Heroes)
  • Radiant Pikeman (Tome of Heroes)
  • Rune Knight (Tasha's Cauldron of Everything)
  • Samurai (Xanathar’s Guide to Everything)
  • Shieldbearer (Midgard Heroes Handbook)
  • Timeblade (Tome of Heroes)
  • Tunnel Watcher (Tome of Heroes)

Illrigger

Servants of ruin, illriggers are dark paladins sworn to serve the leaders of the hells, the destination for lawful evil beings in the afterlife. They wield diverse powers gifted them by devilish patrons, and with forked tongues they work towards their master's ends. In this world you may serve any ruler of one of the layers of hell or even a lesser noble devil regardless of your choice of subclass. Lore within the Illrigger classes document is not necessarily correct in this world. You will swear loyalty to your devilish patron when you select your subclass, so work with your GM to incorporate this choice into the story and roleplay.

  • Architect of Ruin
  • Hellspeaker
  • Painkiller
  • Sanguine Knight
  • Shadowmaster

Monk Subclasses 

Monks are train their bodies, minds, and spirits, seeking to bridge the gap and give them unity in purpose. They are deeply focused, trying themselves and testing their resolve. They are deeply spiritual beings, respecting the land and gods, but not necessarily religious, rather guided by their own personal beliefs on the world. They are also fierce fighters.

  • Abnegation (Planegea)
  • Ascendant Dragon (Fizban's Treasury of Dragons)
  • Astral Self (Tasha’s Cauldron of Everything)
  • Concordant Motion (Tome of Heroes)
  • Dragon (Tome of Heroes)
  • Drunken Master (Xanathar’s Guide to Everything)
  • Four Elements (Player's Handbook)
  • Humble Elephant (Tome of Heroes)
  • Iron (Book of the Righteous)
  • Kensai (Xanathar’s Guide to Everything)
  • Mercy (Tasha’s Cauldron of Everything)
  • Open Hand (Player's Handbook)
  • Shadow (Player's Handbook)
  • Still Waters (Tome of Heroes)
  • Sun Soul (Xanathar’s Guide to Everything)
  • Tipsy Monkey (Tome of Heroes)
  • Unerring Arrow (Tome of Heroes)
  • Wildcat (Tome of Heroes)


Occultist Subclasses

Spellcasters linked to occult powers of nature, occultists often derive their power from the natural or arcane magic of the world around them, but may also call upon otherworldly sources.

  • Witch
  • Hedge Mage
  • Oracle
  • Shaman


Paladin Subclasses

Paladins are oathbound warriors, usually a part of a holy order or an order of knights. They must chose a deity to serve who provides them their magic. Should they break their oaths they might transition their subclass to the Oathbreaker, or the Oath of Treachery.

  • Ancients (Player's Handbook)
  • Ascetic (Book of the Righteous)
  • Battle (Book of the Righteous)
  • Conquest (Xanathar’s Guide to Everything)
  • Devotion (Player's Handbook)
  • Eagle (Book of the Righteous)
  • Elements (Tome of Heroes)
  • Giving Grave (See Antipaladin in Midgard Worldbook)
  • Glory (Tasha’s Cauldron of Everything)
  • Guardian (Tome of Heroes)
  • Hearth (Tome of Heroes)
  • Justice (Tome of Heroes)
  • Mercy (Book of the Righteous)
  • Perfection (Book of the Righteous)
  • Plaguetouched (Tome of Heroes)
  • Purification (Spectre Creations)
  • Redemption (Xanathar’s Guide to Everything)
  • Safeguarding (Tome of Heroes)
  • Sanity (KibblesTasty)
  • Silence (KibblesTasty)
  • Thunder (Midgard Heroes Handbook)
  • Treachery (Unearthed Arcana)
  • Vengeance (Player's Handbook)
  • Watchers (Tasha’s Cauldron of Everything)

Psion Subclasses

Psions are gifted with mental abilities that give them strange abilities. These are distinct from arcane and divine magic as they are derived from the mental power of the user, but sometimes appear to manifest similarly to magic powers. If multiple players decide to have characters with psionics in a campaign they must as a group decide to use exclusively the Psion or the Talent to provide mechanical consistency for easy of play.

  • Awakened Mind
  • Consuming Mind
  • Elemental Mind
  • Shaper's Mind
  • Transcended Mind
  • Unleashed Mind
  • Wandering Mind

Pugilist Subclasses

Pugilists face enemies with their fists and self determination. They break through barriers, battering down all foes. Some come from the mean streets, others trained in boxing and combat sports. Your pugilist could be the scion of a noble house that enjoys street fighting, or a former gang member, or any other background you can think of.

  • Arena Royale (Ultimate Adventurer’s Handbook)
  • Bloodhound Bruisers
  • Dog & Hound (Ultimate Adventurer’s Handbook)
  • Hand of Dread (Ultimate Adventurer’s Handbook)
  • Paradox Consortium (Ultimate Adventurer’s Handbook)
  • Piss & Vinegar (Ultimate Adventurer’s Handbook)
  • Relentless Revenant (Ultimate Adventurer’s Handbook)
  • Rift Hitter (Ultimate Adventurer’s Handbook)
  • Street Saint
  • Squared Circle
  • Sweet Science

Ranger Subclasses

Rangers walk the frontiers and the deep forests. They find the way when the night is darkest. They track cold trails, slaying monsters out in the woods that lesser beings could never find much less kill.

  • Beastmaster (Player's Handbook)
  • Beast Trainer (Tome of Heroes)
  • Bounty Hunter (KibblesTasty)
  • Drakewarden (Fizban's Treasury of Dragons)
  • Fey Wanderer (Tasha’s Cauldron of Everything)
  • Gloom Stalker (Xanathar’s Guide to Everything)
  • Grove Warden (Tome of Heroes)
  • Haunted Warden (Tome of Heroes)
  • Horizon Walker (Xanathar’s Guide to Everything)
  • Hunter (Player's Handbook)
  • Monster Slayer (Xanathar’s Guide to Everything)
  • Snake Speaker (Tome of Heroes)
  • Swarmkeeper (Tasha’s Cauldron of Everything)
  • Wasteland Strider (Tome of Heroes)

Rogue Subclasses

Rogues are masters at sneaking. Some specialize in assassination or spying. Their talents enable them to get into tight spaces, and get out through their cunning or wits.

  • Arcane Trickster (Player's Handbook)
  • Assassin (Player's Handbook)
  • Cat Burglar (Tome of Heroes)
  • Dawn Blade (Tome of Heroes)
  • Divine Hand (KibblesTasty)
  • Duelist (Midgard Heroes Handbook)
  • Fixer (Midgard Heroes Handbook)
  • Inquisitive (Xanathar’s Guide to Everything)
  • Mastermind (Xanathar’s Guide to Everything)
  • Phantom (Tasha’s Cauldron of Everything)
  • Sapper (Tome of Heroes)
  • Scout (Xanathar’s Guide to Everything)
  • Smuggler (Tome of Heroes)
  • Soulknife (Tasha’s Cauldron of Everything)
  • Soulspy (Tome of Heroes)
  • Surgeon (KibblesTasty)
  • Thief (Player's Handbook)
  • Whisper (Midgard Heroes Handbook)


Sorcerer Subclasses

Magic flows through the world and the beings in it. In some people this awakens latent magic talents that they must learn to control. More an art than the science of the wizards, at times this magic is released unpredictably.

  • Aberrant Mind (Tasha’s Cauldron of Everything)
  • Aether Heart (KibblesTasty)
  • Clockwork Soul (Tasha’s Cauldron of Everything)
  • Desert Soul (Griffon's Saddlebag)
  • Divine Soul (Xanathar’s Guide to Everything)
  • Divine Inspiration (Book of the Righteous)
  • Draconic Bloodline (Player's Handbook)
  • Dream (Planegea)
  • Fey (KibblesTasty)
  • Fiendish (KibblesTasty)
  • Hungering (Tome of Heroes)
  • Phoenix Spark (KibblesTasty)
  • Resonant Body (Tome of Heroes)
  • Rifthopper (Tome of Heroes)
  • Sea (KibblesTasty)
  • Shadow (Xanathar’s Guide to Everything)
  • Spore (Tome of Heroes)
  • Stoneheart (KibblesTasty)
  • Storm (Xanathar’s Guide to Everything)
  • Wild Magic (Player's Handbook)
  • Wastelander (Tome of Heroes)


Spellblade

Spellblades are rare individuals trained in both sword and spell mastery. They may be self-taught or have trained from a remote order in the mysterious arts. Spellblades strike towards a balanced "Gish" (a sword wielding spellcaster), but keep in mind this class is still in development. The GM reserves the right to revise class features or have you implement an updated version when it becomes available.

  • Aether Blade
  • Battlemage
  • Flying Sword
  • Guardian
  • Iceblade
  • Mage Hunter
  • Spellfist
  • Spellshot
  • Swiftblade

Talent

Talents are those rare individuals gifted with strang mental powers. Some might be able to unleash blasts of energy or attack the minds of others. They ride the edge of pushing themselves too far and suffering taxing mental strain. If multiple players decide to have characters with psionics in a campaign they must as a group decide to use exclusively the Psion or the Talent to provide mechanical consistency for easy of play.

  • Chronopath
  • Metamorph
  • Pyrokinetic
  • Resopath
  • Telekinetic
  • Telepath
  • Maverick

    Warden Subclasses

    Wardens tap into primal chaotic energy to fuel their powerful abilities. They struggle to control their unique gifts, needing to work not to give into the chaos. Similar to Sorcerers in their energy, but they don't derive these powers from their lineage, rather from their experience of the world around them. They tend to be physically aggressive fighters.

    • Elemental Soul
    • Bearsthide
    • Elderheart
    • Ironbound
    • Stoneblood
    • Sunwatcher

    Warlock Subclasses

    Warlocks come by their powers through a pact with a powerful being. You should work with your GM to determine details about your patron, and discuss the details of how you made this pact for your soul. Specific details will be revealed to you by the GM at a time they determine appropriate, probably dictated by the story.

    • Ancient Dragons (Tome of Heroes)
    • Animal Lords (Tome of Heroes)
    • Archfey (Player's Handbook)
    • Celestial (Xanathar’s Guide to Everything)
    • Dark Forest (Planegea)
    • Fathomless (Tasha’s Cauldron of Everything)
    • Fey (KibblesTasty)
    • Fiend (Player's Handbook)
    • Genie (Tasha’s Cauldron of Everything)
    • Great Old One (Player's Handbook)
    • Hexblade (Xanathar’s Guide to Everything)
    • Hunter in Darkness (Tome of Heroes)
    • Knowledge Keeper (KibblesTasty)
    • Light Eater (Midgard Heroes Handbook)
    • Many (Griffon's Saddlebag)
    • Old Wood (Tome of Heroes)
    • Oracle (Book of the Righteous)
    • Overseer (KibblesTasty)
    • Primordial (Tome of Heroes)
    • Tempest (KibblesTasty)
    • Wyrdweaver (Tome of Heroes)

    Warlord Subclasses

    Warlords are might leaders in combat, empowering their allies to push themselves farther and directing the battlefield. Warlords might be powerful knights soldiers, or self-taught masters of tactics. They make great leaders and politicians.

    • Commander
    • Chieftain
    • Dancer
    • Dreadlord
    • Noble
    • Packleader
    • Paragon
    • Tactician

    Wizard Subclasses

    Wizards turn the arcane into a subject to be studied. They believe that with time onecan learn and unravel most magical mysteries and thus are always searching for new spells and ways to improve their magic. Wizards are quite powerful as they grow in experience. They can come from almost any background but are unified by having received some form of magical training in the past. Some join arcane groups of wizards, while others take a path of religious devotion and become powerful heirophants.

    • Abjuration (Player's Handbook)
    • Artifice (Book of the Righteous)
    • Bladesinging (Tasha’s Cauldron of Everything)
    • Cantrip Adept (Tome of Heroes)
    • Conjuration (Player's Handbook)
    • Courser Mage (Tome of Heroes)
    • Divination (Player's Handbook)
    • Enchantment (Player's Handbook)
    • Evocation (Player's Handbook)
    • Familiar Master (Tome of Heroes)
    • Geomancy (Midgard Heroes Handbook)
    • Gravebinding (Tome of Heroes)
    • Illusion (Player's Handbook)
    • Innovation (KibblesTasty)
    • Liminality (Tome of Heroes)
    • Necromancy (Player's Handbook)
    • Pathology (KibblesTasty)
    • Scribes (Tasha’s Cauldron of Everything)
    • Spellsmith (Tome of Heroes)
    • Theurge (KibblesTasty)
    • Transmutation (Player's Handbook)
    • Wand Lore (Griffon's Saddlebag)
    • War (Xanathar’s Guide to Everything)


    Backgrounds 

    The following backgrounds are approved for this world due to their versatility across multiple types of regions and character concepts. The guidelines for customized backgrounds from Tasha’s Cauldron of Everything may be used to swap skill proficiencies to fit your desired character concept. Work with the GM to alter the flavor details of your background to fit your goals as needed.

    • Acolyte (Player's Handbook)
    • Charlatan (Player's Handbook)
    • Chieftain’s Kin (Planegea)
    • Churchguard (variant Soldier) (Book of the Righteous)
    • Cloistered Scholar (Sword Coast Adventurer’s Guide)
    • Court Servant (Tome of Heroes)
    • Criminal (Player's Handbook)
    • Desert Runner (Tome of Heroes)
    • Destined (Tome of Heroes)
    • Diplomat (Tome of Heroes)
    • Emissary (Book of the Righteous)
    • Entertainer (Player's Handbook)
    • Faction Agent (Sword Coast Adventure’s Guide)
    • Folk Hero (Player's Handbook)
    • Forest Dweller (Tome of Heroes)
    • Former Adventurer (Tome of Heroes)
    • Freebooter (Tome of Heroes)
    • Friar (variant Hermit) (Book of the Righteous)
    • Gamekeeper (Tome of Heroes)
    • Hermit (Player's Handbook)
    • Inheritor (Sword Coast Adventurer’s Guide)
    • Inn Keeper (Tome of Heroes)
    • Marine (Ghosts of Saltmarsh)
    • Mercenary Company Scion (Tome of Heroes)
    • Mercenary Recruit (Tome of Heroes)
    • Mercenary Veteran (Sword Coast Adventurer’s Guide)
    • Monstrous Adoptee (Tome of Heroes)
    • Mysterious Origins (Tome of Heroes)
    • Noble (Player's Handbook)
    • Northern Minstrel (Tome of Heroes)
    • Occultist (Tome of Heroes)
    • Outlander (Player's Handbook)
    • Parfumier (Tome of Heroes)
    • Reborn (Book of the Righteous)
    • Sage (Player's Handbook)
    • Sailor (Player's Handbook)
    • Sentry (Tome of Heroes)
    • Soldier (Player's Handbook)
    • Scoundrel (Tome of Heroes)
    • Trophy Hunter (Tome of Heroes)
    • Urchin (Player's Handbook)

    First Level Feats

    I don’t enjoy killing characters at lower levels or boring characters. For that reason I like to give your character an extra boost. You may take a feat of your choice for your first level character.


    Additional Character Advancements & Paths

    Characters can advance in other unique ways in our games careful consider your character's future goals and how the options below might factor into your personal journey. You should coordinate careful with your GM in advance of implementing any of these options to get their final approval, and to help work the knowledge and events into the story of your campaign.

    Dragon

    In very special cases a player can confer with the GM and elect to play a dragon character. Dragons are noble creatures as unique in their motivations as humans, but with a slightly alien view of life due to their extended lifespan. A dragon character is truly unique and becomes an enduring part of the world due to their longevity and powers. A dragon character might be an adventurer in one campaign and after its conclusion, in another campaign set in a different time period they could become an adventure patron or the source of the powers for one of the draconic-themed subclasses above. Only one player in a party will be allowed to play a dragon character due to the power such a character brings, and any use of this option must be approved by the GM.

    • Dragon (Dragonflight)

    Lich

    Some spellcasting characters elect to take the dark road of transforming themselves into undead after discovering forbidden knowledge. They become bound to a phylactery, and forfeit some of the powers and abilities they would have enjoyed as a mortal to gain other dark powers. While some make this decision with noble intentions, the change of mortal to immortal undead being is traumatic and ultimately corruption, driving such characters towards darker knowledge and decisions (Players should discuss with the GM and their companions before choosing to become a lich). This option is only available if the player undertakes a quest to search for the knowledge necessary to become a lich, or perhaps if they find it on their journeys.

    • Lich (Ultimate Bestiary - The Dread Accursed)


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