5e House Rules: Difference between revisions

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==='''Barbarian'''===
==='''Barbarian'''===
Tribal nomadic bands of humans and half-orcs exist in the [[Ulan]] and small tribes of [[Wild Gnomes]] still roam the wilds of [[the Scar]] outside of what is generally regarded as civilization. Occasionally one of them may wind up as an adventurer. In addition most of "civilization" still has many people who may live hard or reckless lives along the edges of society.  
Tribal nomadic bands of humans and half-orcs exist in the [[Ulan]] and small tribes of [[Wild Gnomes]] still roam the wilds of [[the Scar]] outside of what is generally regarded as civilization. Occasionally one of them may wind up as an adventurer. In addition most of "civilization" still has many people who may live hard or reckless lives along the edges of society.  
==='''Bard'''===
==='''Bard'''===
Bards exist in small numbers throughout the Mainland though mostly in the larger cities and among halflings they are fairly common. Many bards are self-taught or learned from only 1 or 2 teachers growing up, but formal training programs are also available and some states and other powers recruit and train bards to use as spies, diplomats, or other types of agents.
Bards exist in small numbers throughout the Mainland though mostly in the larger cities and among halflings they are fairly common. Many bards are self-taught or learned from only 1 or 2 teachers growing up, but formal training programs are also available and some states and other powers recruit and train bards to use as spies, diplomats, or other types of agents.
==='''Cleric'''===
==='''Cleric'''===
The [[Alexandrian Church | Alexandrian faith]] is the only organized religion of the Mainland and the sole option for PCs. Following the [[Calamity]] there are now many varied sects and [[Protest Stands | heterodox offshoots]] so being formally ordained by an accepted episcopacy and remaining in good standing with a central church authority is no longer required. The eastern Mainland nations including [[Gildenhome]] do still generally maintain a centralized system under an [[Arch-Warden]] but in the west or in the wilder areas smaller and fringe religious groups are more common and provide formal training and independent ordination/investiture of power for new clerics. Clerics can find many paths to follow and any subclass/domain is allowed though Knowledge, Life, and Order are the most common.
The [[Alexandrian Church | Alexandrian faith]] is the only organized religion of the Mainland and the sole option for PCs. Following the [[Calamity]] there are now many varied sects and [[Protest Stands | heterodox offshoots]] so being formally ordained by an accepted episcopacy and remaining in good standing with a central church authority is no longer required. The eastern Mainland nations including [[Gildenhome]] do still generally maintain a centralized system under an [[Arch-Warden]] but in the west or in the wilder areas smaller and fringe religious groups are more common and provide formal training and independent ordination/investiture of power for new clerics. Clerics can find many paths to follow and any subclass/domain is allowed though Knowledge, Life, and Order are the most common.
*War: Some countries, most prominently [[Odessa]], train and ordain clerics as part of military units to provide both magical healing/support and destructive firepower.
*War: Some countries, most prominently [[Odessa]], train and ordain clerics as part of military units to provide both magical healing/support and destructive firepower.
==='''[[Druid]]'''===
==='''[[Druid]]'''===
Druids are most common on the Mainland among the lizardfolk, wild gnomes, halflings, Ulani, and other less urban groups, but exist in smaller numbers across all nations. As in earlier periods druids are mostly small independent members of their society, though small regional circles or gatherings do occur and larger groups and networks of communication have been rumored to exist. Outside of the druids themselves most are unaware of these groups and their motives or actions.  
Druids are most common on the Mainland among the lizardfolk, wild gnomes, halflings, Ulani, and other less urban groups, but exist in smaller numbers across all nations. As in earlier periods druids are mostly small independent members of their society, though small regional circles or gatherings do occur and larger groups and networks of communication have been rumored to exist. Outside of the druids themselves most are unaware of these groups and their motives or actions.  
==='''Fighter'''===
==='''Fighter'''===
Somebody trained with weapons can be found just about anywhere whether they serve in a guard or militia or are just a simple backcountry hunter.  
Somebody trained with weapons can be found just about anywhere whether they serve in a guard or militia or are just a simple backcountry hunter.  
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*Eldritch Knight: While fighters typically spend their time focused on the specific application of physical force, there is the occasional fringe practitioner who is willing to put in the hours to gain an elementary understanding of magic. An organized company would be very expensive for a marginal increase in capability, so all known examples on the Mainland are lone practitioners, like bounty hunters and high-end body guards.
*Eldritch Knight: While fighters typically spend their time focused on the specific application of physical force, there is the occasional fringe practitioner who is willing to put in the hours to gain an elementary understanding of magic. An organized company would be very expensive for a marginal increase in capability, so all known examples on the Mainland are lone practitioners, like bounty hunters and high-end body guards.
*Samurai/Cavalier/Knight: Most often the well-trained members of upper society who act as the leaders and elites of various nations' militaries. Different countries have different specializations such as [[Flannary]]'s Cavaliers or [[Odessa]]'s [[Field Marshal|Field Marshals]]
*Samurai/Cavalier/Knight: Most often the well-trained members of upper society who act as the leaders and elites of various nations' militaries. Different countries have different specializations such as [[Flannary]]'s Cavaliers or [[Odessa]]'s [[Field Marshal|Field Marshals]]
==='''Monk'''===
==='''Monk'''===
''disallowed for PCs without prior GM approval.'' Unknown for most of Mainland history, monastic martial arts were still practiced among the hobgoblins in the far south of the Ulan. A [[Order of the Red Door|monastic order]] has been founded in [[Monster Town|what was once part of Fresia]], but it is not well known outside of its mostly [[servitor]] followers and a few halflings.
''disallowed for PCs without prior GM approval.'' Unknown for most of Mainland history, monastic martial arts were still practiced among the hobgoblins in the far south of the Ulan. A [[Order of the Red Door|monastic order]] has been founded in [[Monster Town|what was once part of Fresia]], but it is not well known outside of its mostly [[servitor]] followers and a few halflings.
==='''Mystic'''===
 
''disallowed for PCs without prior GM approval.'' Psionic powers are exceptionally rare on the Mainland and virtually unheard of outside of [[Hakan]] where an occasional gnome with odd and powerful mental magical abilities may be born every few generations.
==='''Paladin'''===
==='''Paladin'''===
Like clerics, traditionally paladins were all part of a well-organized centrally-controlled church hierarchy. While those traditional orders such as the [[Travelers]] do still exist, paladin orders who act as state elite security forces or smaller issue-focused orders such as the [[Guardians of the Word |Couriers]] or [[Followers of the Green]] that have no ties to a church are increasingly common.
Like clerics, traditionally paladins were all part of a well-organized centrally-controlled church hierarchy. While those traditional orders such as the [[Travelers]] do still exist, paladin orders who act as state elite security forces or smaller issue-focused orders such as the [[Guardians of the Word |Couriers]] or [[Followers of the Green]] that have no ties to a church are increasingly common.
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Outside of cities and towns the Mainland is still often a wild and dangerous place. Even well-traveled roads may have vicious beasts, strange monsters, or bloodthirsty bandits prowling alongside. Rangers can often be found serving as guides and guards for caravans, or scouts and trackers in city or state forces, or as traveling monster hunters.
Outside of cities and towns the Mainland is still often a wild and dangerous place. Even well-traveled roads may have vicious beasts, strange monsters, or bloodthirsty bandits prowling alongside. Rangers can often be found serving as guides and guards for caravans, or scouts and trackers in city or state forces, or as traveling monster hunters.
*Gloom Stalker: Some dwarves of Gildenhome specialize in exploring and hunting in the dark depths of abandoned Dwarven ruins or protecting active mines which sometimes dig too deep and discover deadly creatures.
*Gloom Stalker: Some dwarves of Gildenhome specialize in exploring and hunting in the dark depths of abandoned Dwarven ruins or protecting active mines which sometimes dig too deep and discover deadly creatures.
==='''Rogue'''===
==='''Rogue'''===
Absolutely everywhere. While there are plenty of thieves, burglars, and pickpockets throughout the the world, rogues are more frequently professionals and merchants.
Absolutely everywhere. While there are plenty of thieves, burglars, and pickpockets throughout the the world, rogues are more frequently professionals and merchants.
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